
DM Quoth |
2 people marked this as a favorite. |

Wanted, for the grand task of escorting a tight-fisted merchant as he brings an order from one crumbling town to another, in a worn-down old world: five to six adventurers.
(Fair warning, the pace will likely be slow. Let's at least commit to a minimum of one post a week?)
Welcome, to Rue.
Once, this world was thriving, alive, the home of a thousand different empires peopled by species and tribes from all over the multiverse. Once this, world had a different name, but who can remember that now? Time has moved on, grinding mountains down into dust and everyone under Rue's moonless sky knows that this sad old world is breathing its last under the light of a red and fitful sun. Still, the last gasps of a dying world may still take centuries, and it could be ages yet before the sun goes out.
Or explodes.
And while worlds and stars take so much time to die, mortal creatures die far more easily. They can die of exposure, of hunger, of bone-deep sorrow. In order to stave off all such maladies, you have accepted the inglorious job of escorting this miserly merchant from the crumbling port city of Theviss to the even more weathered city of Ulak, deep in what was once prime Farmland, but is now mostly weeds surrounding the last farms keeping Ulak alive.
There is a week's worth of travel between Theviss and Ulak. A week in the weird and warped badlands that separate the last settlements clinging to a semblance of civilization. Old storytellers say the world's death has poisoned the minds of the wild creatures. You don't know whether that is true, but everyone knows the badlands are home to aggressive animals, monstrous beasts, and foul magic. You may well have your jobs cut out for you .... if you dare to go.
Character creation:
Level: 1
Alignment: All except Chaotic Evil.
Race: No restriction, save your selection must be found in the allowed sourcebooks. On Rue, races once considered monstrous are now accepted members of what passes for civilization, if only because they still have some vague lore of times when Rue was not gasping its last.
Ability scores: 20-point buy.
Classes: No restriction, save your selection must be found in the allowed sourcebooks.
Traits: Two. No drawbacks.
Starting gold: Average for class.
Equipment: Anything in the sourcebooks that you can afford.
Sourcebooks: Advanced class guide, Advanced players' guide, Advanced race guide, Core rulebook, Occult adventures, Ponyfinder campaign setting, Ultimate combat, Technology guide, Ultimate magic
Religion: Rue has its own pantheon of deities, survivors grimly hanging onto existence where all their comrades from before have faded away. If selecting a patron, be it as Cleric, Inquisitor or Oracle, or simply as your character's spiritual guide, please select from this list.
Athelgarde
The Only Queen
Ruthless, mirthless and relentless, Athelgarde is the last deity watching over the continuation of civilization. Her sole interest and purpose; to perpetuate city-based life in spite of all the forces of decay worrying at her territory. Consequently, her edicts are harsh and the actions of her black-robed clergy and the nobility sponsored by her church are .... equally uncompromising.
Alignment: LE
Portfolio: Cities, civilization, crafts, industry, sea-faring
Cleric alignments: LE, LN, NE
Domains: Artifice, Community, Evil, Law, Protection, Water
Subdomains: Defense, Home, Oceans, Purity, Toil, Tyranny
Favoured weapon: Heavy mace
Appearance/symbol: A beautiful woman, cast entirely of black iron
Kebal
The lord of Fate, the Doom of Rue.
Kebal is the deity of predestination, fate and entropy. His grey monasteries stand in most of the remaining cities, and his faith is everywhere. The grey-robed priests of Kebal remind people daily of the fact that their god is mightiest and his hand is upon Rue. Make your peace with the Doom, for fighting him is pointless and only hastens your end.
Alignment: LN
Portfolio: Doom, fate, predestination
Cleric alignments: LE, LN, N
Domains: Darkness, Death, Destruction, Law, Luck
Subdomains: Catastrophe, Curse, Fate, Loss
Favoured weapon: Ranseur
Appearance/symbol: A giant wrapped in stone armour, a horned helmet with lowered visor hiding his face
Laelae
The Dead Dancer, the Luminous
Laelae is the little sister and herald of Kebal, the princess of death and release. Where Kebal looms and threatens, Laelae passes through the lives of mortals as light as air, releasing them from pain and fear, ending their suffering.
Alignment: N
Portfolio: Death, freedom, mercy
Cleric alignments: CN, LN, N, NG
Domains: Air, Charm, Liberation, Repose
Subdomains: Freedom, Love, Souls, Wind
Favoured weapon: Dagger
Appearance/symbol: A waif-like humanoid of no particular species, her skin blue, her eyes and hair white, clothed only in a dark shroud.
Nevy-Nee
Charging Through Dreams
Nevy-Nee is the lady of dreams, both the source of grand fantasies and nightmares, each in fair measure to whichever mind is visited by her creations. She is also the elder sister of Petty-Boon.
While she may once have been a true guardian of the living, the same despair that lies upon the rest of Rue has also touched her. Nevy-Nee has retreated into dreams and refuses to leave them, spending the last days of Rue here, where her power is greatest still, so that when the end comes, it will at least not find her awake and aware.
Alignment: N
Portfolio: Dreams, omens, soothsaying
Cleric alignments: CN, LN, N, NE, NG
Domains: Chaos, Darkness, Madness, Trickery
Subdomains: Deception, Night, Nightmare
Appearance/symbol: A great nightmare with mane and tail of blue smoke, trailing off into infinity
Petty-Boon
Bard of the Impossible, Singer of Insanities
Petty-Boon, little brother of Nevy-Nee and lover of Vexat, is a stubborn holdover of the green and verdant days, considered naive by mortals and gods alike, and often ignored. His is a single voice crying out for mortals to hold on to hope and not give in to the cruelties of fate, whispering to fools and dreamers that the end may be approaching, but it is not unavoidable. Consequently, he and his church are considered to be anathema by the church of Kebal, and they are few and far between. In remarkable contrast, both the churches of Athelgarde and Vexat welcome the clergy of Petty-Boon, whose uplifting message helps keep people from falling into despair and madness.
Alignment: NG
Portfolio: Dance, Fauns, fertility, hope, Ponies, Satyrs, song, thought, travel
Cleric alignments: CG, LG, N, NG
Domains: Charm, Good, Knowledge, Travel
Subdomains: Exploration, Friendship, Love, Lust, Memory, Thought, Trade
Favoured weapon: Unarmed strike
Appearance: Petty-Boon is a known shapeshifter, and can appear in any of a Thousand guises. He is known to favour the shapes of Fauns and Satyrs, but is just as likely to appear as a goatherd or a wandering goat.
Symbol: Pan flute
Vexat
Mother of Chaos, Mother of Madness, Mother of Magic, Mother Vixen
Vexat, the undisputed queen of magic and chaos, is an ancient power, easily older than her eternal enemies Athelgarde and Kebal. Her following takes the form of shadowy cults who meet in stone circles in the wild or in catacombs and cellars, rather than official temples and churches, and her followers are few and far between -- and yet her faith has never weakened in all the ages of Rue. She was as strong in the distant stone age, as in the green and verdant days, as now in the dying days of the world. Her faithful say that when Rue dies, Vexat will be the one to give birth to a new world, and that she gave birth to Rue as well. Regardless whether this is true or not, it is a certainty that her followers continue to fight the oppressive forces of Kebal and Athelgarde as they have always done, seeking out youngsters to instruct in the secrets of magic and preserving ancient knowledge.
Alignment: CN
Portfolio: Art, chaos, creativity, foxes, Kitsune, magic
Cleric alignments: CE, CG, CN, N
Domains: Animal, Chaos, Charm, Knowledge, Magic
Subdomains: Arcane, Fur, Lust, Memory
Favoured weapon: Sword cane
Appearance: Like her lover Petty-Boon, Vexat is a known shapeshifter. She favours the shape of great foxes and shapely Kitsune, but can appear in any guise, anywhere.
Symbol: A nine-armed spiral, turning clockwise

Zanbabe |

Okay, so first question. In the PFSRD, it often lists several sourcebooks at the bottom of the page. Example
In the example provided, the main race is acceptable, but supplementary materials are also listed. If we run across things like that, can we choose any options, or do we actually have to find out which options are available in the selected books and only choose those?
(I'm probably not even playing an Aasimar for this game, because I like the idea of trying more of a monster race, but it's a good example of what I am asking.)

DM Quoth |

Okay, so first question. In the PFSRD, it often lists several sourcebooks at the bottom of the page. Example
In the example provided, the main race is acceptable, but supplementary materials are also listed. If we run across things like that, can we choose any options, or do we actually have to find out which options are available in the selected books and only choose those?
(I'm probably not even playing an Aasimar for this game, because I like the idea of trying more of a monster race, but it's a good example of what I am asking.)
Or you can go to the PRD and look at the index of books. See which options are available in the sourcebooks listed.

DM Quoth |

GM wrote:Is this a My Little Pony game or something? :)
Ponyfinder campaign setting
Not as such. Characters based on Ponyfinder rules are a part of the setting, and you might be able to use diplomacy and understanding to beat some challenges, but Twilight Sparkle is not going to save the day if you get in trouble.

DM Quoth |

Slow progression, eh? I think I can squeeze in another game. Hmm, what to play? Alchemist? Brawler? Wizard?
The sky's the limit. Rue is an ancient world, with remnants of ancient civilization and barbarism living cheek-by-yowl, and science and sorcery seen as equals by the common citizen.

Essence of a Potential Hero |

So, got three concepts I'm considering:
- Drunken druid who'se given up on protecting the nearly destroyed nature and is drinking his life away, takes the job for some easy coin. (Probably True Neutral)
- Pit fighter/gladiator Brawler. Despite his violent, hard-bitten nature, has a core of idealism buried under a lot of cynicism.
- Wizard looking to find a way to get out of dodge. Mostly seeing if there's another world/plane he could travel to, or create his own demiplane, or SOME way of getting off this dying world. Neutral Evil, in the sense of being a selfish git rather than maniacally evil, though he could be some shade of Neutral as well.
Will admit I tend to prefer filling in gaps in a party's composition rather than starting out with a character concept, hence why I tend to come up with a handful of ideas. Anybody have any votes or preferences?

Essence of a Potential Hero |

Humanoids and sapient equines are eligible races, eh? Guess I should have looked closer at the allowed manuals. I'm guessing there isn't really a lore explanation for where they come from, everybody is fighting for survival and as long as you're not trying to kill people, they don't care what you look like.

DM Quoth |

There are explanations. ^_^ Rue is an old, old world and it used to be very cosmopolitan. Nowadays, yes, everyone is struggling to survive, and they're just happy to have other people there who're struggling the same and at least know what a society is supposed to be. It doesn't matter all that much whether their idea of a society is a tribe of hunter-gatherers or a militaristic federation; the basic idea remains the same.
Stand together or fall apart.

Almonihah |

I'd guessed as much. What about the example races? Obviously the stronger ones like driders should be excluded, but there are some that are equivalent in power to the other PC races. I'd been debating building a lizardfolk character of some sort, though Ponyfinder griffon is still a strong possibility.

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I was thinking of making a Boggard paladin riding a slurk for my character, but I have scaled down to a Grippli riding a giant gecko.
I envisioned him as the last of his people, coming from an ancient, and now dried-up swamp far to the south. He was sent on this quest by the now dead priestess of his goddess. Am I going too far out with this concept, or is it ok? I will upload the crunch tonight, I hope, when I get home.

DM Quoth |

I was thinking of making a Boggard paladin riding a slurk for my character, but I have scaled down to a Grippli riding a giant gecko.
I envisioned him as the last of his people, coming from an ancient, and now dried-up swamp far to the south. He was sent on this quest by the now dead priestess of his goddess. Am I going too far out with this concept, or is it ok? I will upload the crunch tonight, I hope, when I get home.
It's fine with me, so long as you select one of the deities I've provided. ^_^ This could be interesting!

DM Quoth |

Mkay, I'll probably go the griffon route, then. :) I'm toying around with a few ideas, debating on whether I want to play off the "I'm an avian predator" aspect of being a griffon or whether I want to completely subvert it by being a bard or something.
Either one is fine. :) I look forward to seeing how it turns out!

DM Quoth |

So, got three concepts I'm considering:
- Drunken druid who'se given up on protecting the nearly destroyed nature and is drinking his life away, takes the job for some easy coin. (Probably True Neutral)
- Pit fighter/gladiator Brawler. Despite his violent, hard-bitten nature, has a core of idealism buried under a lot of cynicism.
- Wizard looking to find a way to get out of dodge. Mostly seeing if there's another world/plane he could travel to, or create his own demiplane, or SOME way of getting off this dying world. Neutral Evil, in the sense of being a selfish git rather than maniacally evil, though he could be some shade of Neutral as well.Will admit I tend to prefer filling in gaps in a party's composition rather than starting out with a character concept, hence why I tend to come up with a handful of ideas. Anybody have any votes or preferences?
Man, all three concepts look awesome! :D
Keep an eye out for the other concepts being tossed about, is all I can say.
Serill Elamaer |

Once a skilled wizard from an old and powerful family. An explosion destroyed all that he knew and now Serill drifts, waiting.
Serill Elamaer
male wizard 1
neutral medium humanoid(elf)
Init +9; Senses low-light vision; Perception +3
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Defense
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AC 13[17], touch 13, flat-footed 10[14] (+3 Dex, [+4 mage armour])
hp 8 (1d6+2) Favoured Class +1 HP
Fort +2, Ref +3, Will +3(+2 vs. enchantments);
Immune sleep
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Offense
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Speed 30ft.
Melee Quarterstaff -1 (1d6)
Ranged Light Crossbow +3 (1d8/19-20)
Spells Prepared (CL 1st(+2 vs. spell resistance); concentration +5(+2 to cast defensively))
1st Comprehend Languages*, Mage Armour, Endure Elements
0(at will) Prestidigitation, Detect Magic, Light
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Scribe Scroll, Improved Initiative
Traits Forlorn, Reactionary
Skills(6+2*/level) 1* Appraise +8, 1 Knowledge(arcana) +8, 1 Knowledge(nature) +8, 1 Knowledge(planes) +8, 1 Knowledge(religion) +8, 1 Linguistics +8, 1 Perception +4, 1 Spellcraft +8
Racial +2 perception, +2 spellcraft to identify the properties of magic items
Languages Common, Elven, Celestial, Infernal, Orc, Draconic, Sylvan
SQ elven magic, elven immunities, arcane focus, keen senses
Other Gear 4gp, Wizard's Kit, Traveler's Outfit, Compass, Light Crossbow
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Special Abilities
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Forewarned(Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience(Su) 7/day At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond(Sp)[Ring] This sigil ring has the symbol of the Elamaer family on it, a leaf from the fabled Yggdrasil. It is made from a steel/mithral alloy. The strands of mithral can be seen on the surface of the ring like a spiderweb.
Cantrips Known Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st Spells Known Protection from Evil, Mage Armour, Silent Image, Feather Fall, Grease, Endure Elements, Comprehend Languages
Unfortunately tragedy would do what he could not bring himself to do. One day while the Master conducted an arcane experiment with Serill's help, something went wrong. There was an explosion and everything was on fire. Walls melted and the tower of Elamaer began to collapse. Serill rushed to the Master to see that he was missing his lower half and with his last breath he told Serill to take the blade and rebuild. "You are the Master and Guardian now, Serill." He took the wrapped blade and sheath and ran from the tower as it exploded and crumbled.
He blamed himself for whatever went wrong that day, he had miscalculated or he wasn't paying close enough attention at the time, bored and absentminded. He couldn't be a guardian, or the master of anything. Despite his immense knowledge of the arcane he avoided using magic if he could. Only ever using it when necessary and only the minimum expenditure of power to complete the task. The blade stayed unused in his pack. Once he had tried to sell it but it appeared back in his bag. He had had to flee that place when the buyer accused him of thievery and chased him out of town. Now he has walked to Theviss and considered taking a boat somewhere but after hearing of another opportunity he shrugs his shoulders and accepts the Merchant's proposition. The pay was low but what else did he expect...

Amu |

Navior wrote:This sounds really interesting. I'm thinking of maybe a psychic (I haven't played an occult class yet and I've wanted to for a while).Go for it! I'd like to see how a Psychic handles as well. ^_^
Awesome! Then I present Amu, a sylph psychic with a possibly dark heritage.

Almonihah |

I think I shall build a griffon skald. The idea of a griffon who inspires others to fight with greater savagery by shrieking a poem about ancient griffon warriors amuses me. :D
Speaking of griffons, are there 'normal', horse-sized griffons in the world in addition to the Ponyfinder civilized, human-sized griffons?

Nazard |

I know this is from outside of your proscribed source books, but would you consider a shabti? I'm thinking of a skald who long ago was the ruler of one of the great nations, only to finally emerge back into Rue to find everything in decay. He has vague memories of his former life and the splendour of that former age, only to find everything now so desolate.

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I don't have a horse in the race (yet), but I think Horror Adventures would be very thematic for your setting, if you hadn't considered it already for this or future games.
That being said, I'm going to get a character ready with the assumption that it isn't allowed :-P I'll be back once I have a concept ready.
Edit: given the description, what firearm rules would you be using for the pricing of said weapons (very rare, emerging, commonplace, guns everywhere)?