Rappan Athuk [Pf]

Game Master Chris Manos

Day 8, ~3pm.
Wilderness Map.
Rappan Athuk on Roll20


OBITUARIES
Tessai -
Magnus Tate -
Agyen the Eternal - Laid Low by a random wraith

Situational SOP

Loot Tracker

Brief Setting Info:

EDIT (HoF): This is the original information. As I do not have the setting information, I am reverting to the FGG setting. Edits will be included.

You're in a homebrew setting. The game itself will take place in the wilderness just south of the human kingdom of Scorland.

North of the stretch of wilderness that houses the infamous dungeon of Rappan Athuk is a small town called Clarvunne, which is the southernmost town that might be considered part of Scorland. The town lives off of fishing & trade, both by ship and by road. It also has the dubious honor of being the closest outpost of civilization to Rappan Athuk, and so it sees its fair share of adventurers. Those lucky few who make it out alive retreat to Clarvunne as fast as they can.

Far to the south of the wilderness lies the port town of Greenshore. It's said to be a pirate port, a wretched hive of scum and villany, but it's probably not as bad as all that. Clarvunne plies trade with them, after all, and the two townships work together to keep the Coast Road open. Still, it's true that Greenshore does not recognize Scorland rulership. To here the bards tell it, you can buy anything, and everything is for sale in Greenshore.

Religion-wise, we're using the Golarion Pantheon. Most humans worship Iomedae, the inheritor of the dead god that was the old head of the pantheon. Other gods are venerated as saints, of sorts, demigods who patron aspects of life. Evil deities are considered demons. (Comment HoF) I'm OK with this. I most likely will include other deities from FGG, though.

There exist clerics who follow deities who're not part of Iomedae's entourage of saints, but they're looked down upon by the established church. That won't matter much where you're headed, though.

Character Creation:

25 point buy

Unless specified below, the following are useable without question.

Core Rulebook, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Advanced Race, Advanced Class, Ultimate Equipment Guide, Inner Sea Gods, Faiths of...

Races from the Bestiaries will be allowed on a case-by-case basis.

Wealth by Level is straight out of the book. However, you cannot spend more than 30% of your total wealth on any single item.

If there is something that is not outright banned, but not specifically called out above as being allowed, please ask.

Banned

-Race builder races.
-Technological items & options.
-Comprehensive education human ART.
-Other stuff at my leasure.

(Comment HoF) I am getting very curmudgeonly about PF. I feel there is way too much bloat. In the future, I am going to restrict to only what I have in my collection, and what I am comfortable with. List to come shortly.

Things I am not allowing, in addition to the list above.
Villain Codex, Horror Adventures, Ultimate Intrigue, Occult Adventures, Unchained, Strategy Guide, Mythic Adventures, First World: Realms of Fey, Horror Realms, Inner Sea Temples, Planes of Power, Path of Hellknights, Inner Sea Intrigue, Heaven Unleashed, Inner Sea Faiths, Darklands Revisited, Occult Realms, Distant Shores, Occult Bestiary, Hell Unleashed, Undead Unleashed, Technology Guide, Numeria, Occult Mysteries, Mythic Realms, Demons Revisited, The Worldwound, Dragons Unleashed, Fey Revisited, Irrisen...and more. If you are looking at something specifically from a 'Region' book, please ask.

Rules on Death:
Gear from Dead CharactersGear from characters who die and are not brought back to life is to be retained with the dead. It will not be redistributed to the survivors. If the party would like to retain an item from a fallen companion, the cost comes out of the starting wealth for the player's new character.

i.e. Tessai dies and they decide to retain her handy haversack. When Eledhur makes up his next character, that character's starting wealth will be 2,000gp less than starting wealth at the level that character is entering on.

Experience New characters will start with the same XP as the dead character. It's just easier to keep track that way.

Houserules:
-(EDIT: HoF) There are no "Magic Item Marts". villages, towns and cities will have magic items for sale, but it's not a one-stop shop. You'll need to do some legwork to find who has what.

Magic item marts have limits. For example, in Clarvunne, you can buy any magic items that cost 2000gp or less (i.e. magic weapons), and buy crafting materials for items that cost 4000gp or less, but anything else is on a case by case basis. At character creation, you can buy anything you can afford. Having crafting feats does not give you extra starting wealth at character creation.
-(EDIT HoF): I run Diplomacy out of the book. But this is a dungeon crawl... I run diplomacy as magical tea party, with bullcrap made up arbitrary DCs. So diplomacy is nerf-batted that way.
-(EDIT HoF): I do not allow leadersip. Period. There are six of you. You don't need more. I have control over what sort of cohort and followers Leadership or other feats like it provides. I might entertain general suggestions. I might saddle you with something arbitrary that you didn't want. You have little ability to find out which it will be beforehand.[s]
-EDIT HoF): Animal Companions, summoned creatures, cohorts etc. are [s]NPCs
under GM control; I have enough to deal with. If you want your summons to do something specific, you have to tell them so. If you want your AC to do something specific, you must use the relevant Handle Animal tricks. I don't believe this is homebrew, exactly, but most people don't run it like that for expediency.
-In case of using a trait to gain dual talent, the new ability bonuses replace the old one. Same for 1/2 elf.
-Picking something up that's lying on the ground in plain view, or in the hands of a dead or dying creature is a move action. Picking up something from someone elses pockets, or a sheathed weapon etc. is a standard action.

GM Notes: