Sorry for the curt title, but as many people on these game boards know, I am not a great DM, and not a frequent poster
What I try to be is consistent, accommodating, and hopefully, engaging.
I have been running a Dungeon Crawl here, for almost five years
there are over 3000 posts in the game and I do not expect anyone to read them all
Recently two players left the game
I would just like to see if there is any interest out there in maybe one or two players joining this game.
There are three active players (one is currently playing two characters)
the party has a rogue, cleric, fighter, and a sorcerer plus two npcs, a bard and a ranger
I'll gladly answer any questions you might have about this game
Campaign pitch - Basically, a long time ago a small group of ships, sailing to an important wedding, was lost in a storm off the south coast of a dwarven island. one of the ships managed to run aground on the island, but unfortunately the crew and passengers perished in mysterious circumstances.
For centuries the island has been plagued with a curse. Undead, which cannot seem to be permanently destroyed rise and attack the villages, then for some reason the attacks stop for many years only to return unexpectedly
A group of dwarven and goblin heroes (there is a strange relationship between the dwarves and goblins in this setting) have found the source of the curse, and are seeking to end it. They have entered the Palace of the Vampire Queen and are searching for the necromancer by the name of Omara, who may be responsible for the current undead uprising - meanwhile they are learning of the complexity of the curse and hope to find a way to end it forever.
The rules are Pathfinder - there are some race and class restrictions. The current party is 5th level. There are no "magic item shops" and very few to almost no magic items to be found. There is a stunted economy.
The campaign info thread has a lot of information about the setting.
If you are interested we can discuss character options.
You're a better GM than me, Terquem!
I did leave Beyond Fort Horizon, but primarily because (for reasons outside your control) the original very ambitious game style fell through, and when you managed to keep the game running by changing the style, I found it was a mismatch for Valind.
Nothing to do with your skill as a GM. I was impressed you managed to keep all the balls in the air, to be honest, considering what you got hit with.
With three interested players I'll throw up a post that gives a short overview of the challenges a new character would be facing in this campaign, as well as a set of character creation guidelines.
I'm not sure I want to add three new players to the mix, but it might just work out that that is a good idea.
Keep watching this thread and I'll have an information post up soon
The challenge any new character will face in this campaign will primarily be getting acquainted with a small group of heroes with a long history (even though they have not advanced in levels very quickly). As well as trying to establish a suitable history for the new characters.
A new character must either be a dwarf, a goblin, or a gnome (and gnomes in this setting are very special, more on that later if anyone is interested in playing a gnome).
A dwarf would be from one of three “houses” Guisse, Inarossa, and Vessocho. These are the noble families who rule the three counties most affected by the recent uprising in the undead.
Originally, each player character was assigned a specific house to have ties to, and was given an NPC to be responsible for from that house
Rownig (our dwarven rogue) is from house Inarossa, and his helper is Atharessa
Hallister (our dwarven fighter) is from House Vessocho, and his helper is Moralane
We no longer have a dwarf from House Guise, as it has been revealed that House Guise may be in league with the necromancer, Omara.
Dwarves in this setting (well, the setting itself actually) are poor. Money and employment are scarce. A dwarf joining this game will be poor, probably not a member of one of the local houses, but probably a simple farmer or laborer determined to become a hero in his or her own right.
Now, the island kingdom of Karrita Morianna has several tribes of Goblins, and for the most part the goblins live in a sort of “peace” with the dwarves. Some goblin tribes are openly hostile to dwarves, while some are friendlier than one would expect.
There is a convoluted sub-plot in this adventure involving an uprising of goblins determined to declare sovereignty, and freedom from what is a genuine degree of oppression from the dwarven people.
In fact, some legends say that a test of Goblin right to be called King, is found in this dungeon, deep below.
In this setting dwarves and goblins interbreed, and produce half-dwarf/half-goblins which are called by most people “Gnomes”. A gnome in this setting is slightly different (culturally and mechanically) from a basic Pathfinder Gnome
A character created for this game will have a custom 18 point buy process.
Character creation will be by “purchase” with a minor modification. Points will be set at 18. No character may begin the game with a Charisma score below 8 (not allowed to be lowered below 10 during creation, for Dwarven characters). All characters will be Dwarves, initially. Dwarves will be as per the Core Rulebook but will not have a +1 modifier to attacks against “orcs” as no such creatures exist within the Empire.
A significant change to a fundamental rule regarding Small races is also implemented in my campaigns. Small creatures do not suffer a minus one penalty (-1) to their Combat Maneuver Defense. Class restrictions will be limited to the Monk, Inquisitor, and Oracle (and as there are no firearms in this campaign setting, the restriction to those classes that depend upon gunpowder are implied). There is no precedent for the three classes listed above in this campaign setting, at the start of the adventure, but there may be a possibility that the classes will be available as the campaign progresses.
Now, sadly, even though I tried to restrict the Monk class, prohibiting it from this game, I somehow ended up with a player who is playing a multi-class fighter-monk, go figure
However, I stand by this. There are simply no “monks” among the dwarves of this campaign.
You will create a fifth level character (including the normal bonuses for reaching forth level). You may have any two traits from the core list on the PRD here at Paizo’s forums (no d20PSFRD traits, please).
You will maximum HP at first level, and roll each other level’s hp accordingly.
You will have limited resources (in fact your exact resources will probably be negotiated individually, rather than handing out a lump sum of gold.
Those are some things to think about. Any specific questions?
Here's how my Goblin would look like. I still need to make some adjusts and, obviously, talk about gear and whatnot, but it gives an idea of where I want to go to with him.
Goblin barbarian (feral gnasher) 5 (Pathfinder RPG Advanced Race Guide 116, Pathfinder RPG Bestiary 156)
CN Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +8
AC 17, touch 17, flat-footed 11 (+6 Dex, +1 size)
hp 50 (5d12+10)
Fort +5, Ref +7, Will +1
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee unarmed strike +12 (1d2-1 nonlethal) or
. . bite +12 (1d4-1 plus grab)
Special Attacks rage (13 rounds/day), rage powers (lesser beast totem[APG], raging grappler)
Str 8, Dex 22, Con 12, Int 8, Wis 10, Cha 10
Base Atk +5; CMB +10 (+14 grapple); CMD 20
Feats Agile Maneuvers, Extra Rage Power[APG], Improvised Weapon Mastery, Throw Anything, Weapon Finesse
Skills Acrobatics +12, Knowledge (nature) +3, Perception +8, Ride +10, Stealth +22, Survival +4; Racial Modifiers +4 Ride, +4 Stealth
SQ impromptu armament
Other Gear 150 gp
Rage (13 rounds/day) (Ex) - 0/13
Agile Maneuvers Use DEX instead of STR for CMB
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Impromptu Armament (Ex) Can pick up an unattended object you can wield in one hand as free action.
Improvised Weapon Mastery Proficient with all improvised weapons, increase their damage category 1 step, and grant them a threat range of 19-20.
Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
A Skald does not fit the thematic elements of the setting (the island is more like a Hollywood Idealization of the Mediterranean islands of the 13th to 15th centuries with a little flavor of the Spanish Empire, also not meant to be like the Spanish Empire exactly, but more like you would see in a motion picture adaptation) - but a Hunter would be a reasonable choice
I'm going through the campaign notes to consolidate information I have on Gnomes and will post it soon
Sorry, been a little distracted
Found this mention about Gnomes
On the world of Riom the “Gnome” is not an independent race, but are actually “half-breeds” similar to Half-orcs and Half-elves. Gnomes, in this campaign setting, are half Goblin and Half Dwarf, and are often social pariahs. In the distant past of the dwarven Empire bitter feuds existed between Dwarves and Goblins. Currently Goblins, who are native to the islands, are not immediately seen as enemies of the dwarven people and there is some peaceful interaction between dwarves and goblin tribes. Also, there are no Hobgoblins, Pathfinder Bestiary Hobgoblins. Among most people of the islands the word Hobgoblin is used to refer to a good natured, more agreeable goblin, and although there is a general consensus that hobgoblins are larger and stronger than goblins, this is not always true. Goblins can be as uncivilized and dangerous as they are described in the core rules, but they can also be diverse.
Basically, the way you create a gnome is not changed from the standard Pathfinder rules - the big thing to keep in mind here is that gnomes are not the mischievous, quirky sidekick types in this setting, but actually more like quiet, careful, folk who would not like to draw attention to themselves.
As far as Charisma restrictions are concerned, I suppose I would like to set the Goblin minimum to 7, keep the Dwarf minimum at 8, and set the Gnome minimum to 10
Oh, sorry Mainer, yes in general society Gnomes are looked upon as outcast from both Goblin and Dwarf communities (they are typically more physically attractive, by both goblin and dwarven standards and this tends to draw even more unwanted scrutiny at them), however, this game has had a Gnome female Wizard in the party for a very long time (the player disappeared from the boards last year), and grown to accept her.
You won't face any negativity from the party if you chose to play a gnome, in fact. I could work your character into the convoluted background of the Goblin family that is trying to reclaim the throne (of goblin kind) which has been usurped by a goblin in the camp of the story's main enemy.
But ultimately it is your choice.
In this setting, for a goblin to claim the throne (of all goblin kind on the island) he or she must pass through a unique test (an arch or possibly some kind of special throne like structure) hidden in the depth of the Palace of the Vampire Queen. Now, as some goblins in the past have tried to lie about this deed, it has become part of the ritual that a goblin witch must verify the deed, and once this has been done, the witch and the goblin are forever joined as a family (this could mean that they wed, but it has not always worked out that way, and sometimes the witch and goblin king simply combine their families into one)
If you'll consider him - I will apply with Mugmuff Darktalon... He's currently statted at 8th lvl, and if accepted, I will happily level him down to 5th (he was in a rotrl game -told from the goblin pov- that folded)... I may just make a new alias and name for him - whatever works best for you.
Please explain to me the differences between PF goblins and your goblins so I know what changes to make. Thanks.
Well I believe Oniwaban is building a dwarven hunter, and at the moment I'm not sure how many of those showing interest will finally get in the game (I'm thinking no more than three)
The gnome looks good, Mainer
I'll try to find a moment tomorrow to explain goblins a bit better.
I'm usually a bit slower to post on Saturdays, but I'll try to check in tomorrow.
Wow what a set back. One of the computers I sometimes use to post was scheduled for reformatting this weekend (rolled back from Windows 10 to Windows 7) it just got finished today, late, but here I am. I hope some of you are still interested
As to the goblins in this setting, certainly some of them are evil, but most of them are good, or neutral. The goblins find themselves divided among two groups, those who accept that they are subordinate to the dwarves, and get through life in low pay (to no pay work for trade) jobs, or who squeak out a living trying to farm small plots of land. And then there are those who believe that Goblins have a right to rule their own kind on this island under a King. Old legends tell of a time, long ago, when there were no dwarves on this island and the goblins were ruled by a great king. The king was beloved by goblin kind, was wise, fair, and strong, and when he died, in order to avoid tribes going to battle against each other for the right to rule, he left instructions for a tomb to be dug deep in the mountains, and a special test to be established to determine who could rule as goblin King.
Now, the island's goblins find themselves at odds, for most goblins don't want more trouble than they can handle from angry dwarves and are content to forget about goblin kingship, while some other goblins, who tend toward a sort of negotiated peace between the dwarves and goblins which will lead to independent rule of goblin kind are following, or were following, a king who claimed to have met the challenge of the tomb. But, then things got worse, A dwarven woman who intends to upset the island has taken the goblin king as a prisoner, declared him a troublemaker, and placed a false goblin king friendly to her (and her allies) on the goblin throne. This new goblin king is being manipulated into raising anger in the goblin tribes against other goblins, creating a kind of internal struggle that has every chance of dooming the goblins hope for peace and independence. Some of these goblin revolutionaries are following a false goblin Goddess as well (you will learn more about this as the game progresses).
Basically, I would not allow an evil gobin in this party (though there are certainly evil goblins to be dealt with). This party is good, and determined to see a good end come from their efforts (though they are not concerned, mostly, with the goblin situation).
One party member is Miagnik, the goblin sorcerer, who is happy to help the dwarves achieve their goal, but may have a destiny of his own.
How close are any of you to having a character ready?
I think you can give it a try of you are willing to join the game.
The party is going to encounter a group of rough (but not evil) dwarves working in the dungeon (they know that evil things are at work in the Palace of the Vampire Queen, but times are hard and they are desperate for work). These dwarves have a few "servants" Goblins they have been mistreating - I am going to try to work into the game at least one dwarf, one gnome, and one goblin from this group who decide to join with the player character team, depending on how the role play encounter works out. Should be ready to roll on the first part of the encounter on Wednesday
Not at all The Chess, I suppose I forgot to ask you to post an alias here in this thread for me to review. I see you have the details above. Other than my usual hang-up with the CN alignment, you should be good to go, but I would still like to see an alias here first
The current party just barged into a dining hall where many dwarves, goblins, and a few Gnomes, are sitting down to a meal between work shifts. Once we have this all cleared up, I hope to introduce the nbew characters into the existing party (which I believe won’t be too difficult)
It is important to remember that a character created for this game should not be evil, and I would hope would be good, but I suppose some non-good/evil aligned characters will be alright. You have been employed by Sir Guise to help a woman named Omara remodel the floor below the one you are currently taking a meal break on. This is back breaking work involving removing stones from the walls, shoring up the ceiling, and installing new walls, sealing up doorways. You suspect that this Omara is up to no good, but you do not know any of the actual details of her plans, it’s just that this is about the only paying work available to people who live in Sir Guise’s lands.
Each of you was told that there are spirits, undead creatures that roam this dungeon, but that if you wear a leather pouch with a special letter sealed inside of it, on a chain around your neck in plain site, the undead will not harm you. You all know that undead from these dungeons are attacking nearby villages, but as technically these villages are in Lady Inarossa’s lands, you try not to think about it too much. There is a common belief in Sir Guise’s lands that Lady Inarossa has been manipulating the emperor into supporting her lands, and her people over the lands and people of Sir Guise, so it only seems fair that they should take the brunt of the attacks by undead, which have plagued the island for centuries, not as if they are ever going to end, while you, a peasant of Sir Guise’s lands, makes a little money doing this work for the necromancer Omara. It might not be right, but you have to eat nonetheless.
Okay, so see, that is something I might allow, as it would be easy to conceal such an amulet while employed in the dungeon. Let me research the item a bit to make sure it fits the power level of items carried by the other characters.
For the most part this game has been light on magic items, few and far between, which fits the setting.