DM Bigrin |
I've been running a couple of Adventure Paths on these boards and decided I can pick up one more campaign. Its been a long time since I ran a pure dungeon crawl, and what better dungeon than the iconic Vault of Graves? I'm planning on being a little fast and loose with the content, and inserting my own stuff here and there, but if any of you have what it takes for a long-term dungeon crawl, have I got a deal for you!
Player Expectations
Character Creation
If it's Paizo, it's good (mostly). Custom and 3rd party will be vetoed.
Starting Level: 5
Stats: 25 Point Buy, no stat higher than 18 or lower than 8 post-racial adjustments
Race: Any race (custom races from the ARG must be 15RP or less)
Class: Any
Alignment: Non-evil
Hit Points: Max at 1st level, half die + 1 after that
Gold: Starting wealth for lvl 5 + one magic item whose cost does not exceed 2500g (weapon, artifact, wand, etc.) All starting items should be bought at full cost (no crafting discounts)
Traits: Up to 2
Background: Skirt-length (long enough to cover the important details, but short enough to keep me interested). A few paragraphs would suffice. Make sure to cover any driving events in your character's life, specific enemies (if any), and future goals. The more I have to hook into, the more likely you are to feel your character engaged in the adventure.
Or, if you want to make things interesting, you can choose to randomly generate a character, as below. Random characters can make for VERY interesting mixes, and likely will be rewarding to play in more ways than one.
You pick 8 classes, 2 from each sub-grouping*(Assault,Skilled,Divine,Arcane) and you can't use the same class twice if it appears in more than one group.
you pick 4 Races.
I'll randomize the selection for both.
then you pick 4 archetypes, that you like.
I'll randomize it and the character's gender.
*Definitions
Assault = Full BAB, or 3/4 with combat boosting abilities.
Skilled = any class with 6 or 8 skill points per level.
Divine = Any class with divine magic or can cast Cure XX Wounds
Arcane = Any class with arcane magic (Alchemists are in this list)
*Classes in each group
Assault = Alchemist, Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Gunslinger, Magus, Monk, Paladin, Ranger.
Skilled = Bard, Inquisitor, Ranger, Rogue.
Divine = Bard, Cleric, Druid, Inquisitor, Oracle, Paladin, Ranger, Witch
Arcane = Alchemist, Bard, Magus, Sorcerer, Summoner, Wizard, Witch.
Ninja == Rogue
Samurai == Cavalier
As always, I reserve the right to line item veto or approve anything.
I'll keep the recruitment open until I feel I have enough fleshed out submissions (likely until 1/9 at least to give me time to make the maps for the first couple of levels). I'll post a 24-hour warning before I close submissions.
----------------------------------------------------------------------
The Vault of Graves Legend
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail - an army of heroic fighters, clerics and paladins - led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later, a powerful group of adventurers, led by Bofred, a high priest of Cuthbert, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.
As their last act before they disbanded, the companions razed the mausoleum and vowed that the evil below would never again be allowed to thrive in secrecy. One, a dwarf by the name of Thofir, had the idea of turning the site into an adventurer's refuge. After all, if the area below was as vast as it seemed to be, and the creatures within thriving and replenishing themselves, would not adventurers come from the world over to try their luck at the riches below?
He built an inn upon the three known openings to the dungeon below, a large structure known as the Three Portals. Adventurers did come, and a small town sprang up about the inn. Rumors abounded about the place, the treasures, and the creatures within. Many went into the dungeon, but few that delved deeper than the first few levels returned. Those that did spoke of horrible undead and foul creatures that could not be killed. They also had tales of riches beyond measure, and not a few retired from their adventuring life then and there with money to burn. All who have ventured into the Valut Of Graves offer this one piece of universal advice: "Don't go down the Well!"
blondebandit |
Like the idea of randomly generating a character. Let’s give it a go. If you would prefer I can use your random generation method above, but I've seen this one in use before.
Race:
core/arg: 1d2 ⇒ 1 Core
Race: 1d7 ⇒ 1 Dwarf
Class:
Core/APG/UM/UC: 1d4 ⇒ 1 Core
Class: 1d11 ⇒ 6 Monk
Archetype(Core(None)/APG/UC): 1d3 ⇒ 1 Core
Gender:
Male/Female: 1d2 ⇒ 2 Female
Alright Looks like Female Dwarf Monk. Assuming you approve of this method I'll start the crunch today.
Edit: Added gender roll.
Vrog Skyreaver |
actually, on second thought, i'll give the randomization a try (be open to new things, right?)
lessee here:
assault: swashbuckler, alchemist
skilled: slayer, ninja
divine: oracle, paladin
arcane: sorcerer, bard
races: human, half-orc, half-elf, aasimar
only thing that I would ask is that I play a male. I really don't have it in me to play a female.
DM Bigrin |
might 4d100 ⇒ (52, 77, 68, 54) = 251 - monk
magic 4d100 ⇒ (71, 44, 33, 94) = 242 - summoner
might vs magic 2d100 ⇒ (53, 23) = 76 - might
race 4d100 ⇒ (71, 4, 40, 89) = 204 - dwarf
sex 2d100 ⇒ (40, 72) = 112 - female
Congratulations, you rolled a female dwarf monk
If you wish to randomize archetypes, provide 4 (one of them can be "none")
Now what are the odds that we'd roll up two female dwarf monks? I don't want to do the math on that.
Edeldhur |
** spoiler omitted **
Now what are the odds that we'd roll up two female dwarf monks? I don't want to do the math on that.
Female Dwarf is a change for sure ;)
I feel like running with the gold, and make a dwarf zen archer [even more when I so much as hear the words Rappan Athuk :D] but... Let me mull over the archetypes some more :D
Zurisatro Vascari |
I'm tempted to submit this Lore Warden fighter (with some modifications to background/build to account for your game.) but I'm not sure I need to add another PBP to my roster. Is the game set in Golarion, by chance? Also, is our delving being funded by anyone (Pathfinder Society, solo, etc?) or is that something that the group will be determining?
Note: The build is currently level 4 with a 20 point buy and rolled stats. I'll rebuild to fit later tonight.
Wesley Furfoot |
I am planning on a periblooded aasimar that appears as a small hobbit. This specialist wizard will be conjurer with a penchant for fire spells and select the pyromancer trait.
He will be poised at fifth level to advance immediately to the collegiate arcanist prestige class if he lives that long.
He likes to summon fire elementals and use them to power his pyrotechnics racial Su.
Zurisatro Vascari |
@DM Bigrin: Ok, sounds good. Thanks. :) So in theory, my backstory as a Varisian traveller/historian/etc should work ok? I'll have to think a bit about what other adventures I've had and flesh things out a bit.
Edit: One other question. Based on this:
Starting wealth for lvl 5 + one magic item whose cost does not exceed 2500g (weapon, artifact, wand, etc.) All starting items should be bought at full cost (no crafting discounts)
My understanding is that we get 10500 gp to spend as we wish (including on magic items) and additionally one magic item worth up to 2500 gp for a total possible wealth of 13000 gp. Correct?
Zurisatro Vascari |
Ok, I think I've got my profile updated like I want it. Let me know if you have any comments, DM Bigrin. I was tempted to write up a short story about how he got his special magic item (his finely filigreed, Thassilonian fauchard), but I think I'd rather save that for inter-character RP. I've got most of the story outlined in my head either way. :)
DM Bigrin |
@rknop - Sorry, I am vetoing any cohort/follower-gaining feats at this time.
@Thanguron - For now, let's just say somewhere in Varisia. I haven't decided yet where it should go. Any ideas would be welcome.
@Edeldhur - The inn is still there, and Thofir still runs it. You won't be starting at the inn, but you will be heading there very quickly.
drbuzzard |
Given how the module is described as being all undead focused (Dungeon of Graves), perhaps Ustalav would work. I suppose the question is what flavor of place are you looking for.
I was thinking brawler/ranger(trapper), but if someone else wants to do the trapfinding, I can switch over to maybe a brawler/barbarian.
DM Bigrin |
@drbuzzard - Short answer is no. The item should be self-contained at the 2500 gp level. That doesn't prohibit you from enhancing it from that point on (e.g., adding another +1 to it), but the stock item should not be higher than 2500 gp. In your case, I would suggest buying the adamantine cestus with your starting cash, and then using the 2500 for something else
Edeldhur |
Well. most of my crunch is done - I am just having a TERRIBLE hard time in finding a suitable alias avatar :D
Here the crunchy bits below for your perusal:
Trihedron
Female Dwarf Monk (Zen Archer, Qinggong Monk) 5
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 17 (+2 Dex, +1 deflection, +6 untyped)
hp 43 (5d8+15)
Fort +7, Ref +7, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron brass knuckles +5 (1d3+2/×2) and
. . unarmed strike +5 (1d8+2/×2)
Ranged +1 composite longbow +10 (1d8+3/×3)
Special Attacks flurry of blows, hatred, ki strike, magic, zen archery
Spell-Like Abilities
. . —barkskin (self only, 1 ki)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 13, Wis 21, Cha 8
Base Atk +3; CMB +5; CMD 26
Feats Deadly Aim, Defensive Combat Training, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits reactionary, valashmai veteran
Skills Acrobatics +10, Climb +6, Craft (bows) +3, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (religion) +7, Perception +14 (+16 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +6, Sense Motive +9, Stealth +11, Survival +12, Swim +6; Racial Modifiers lorekeeper
Languages Common, Dwarven, Goblin
SQ ac bonus, fast movement, hardy, ki archery, ki arrows, ki defense, ki pool, monk vows (vow of truth [+1 ki]), slow and steady, stability, stonecunning, unarmed strike
Combat Gear Potion of Mage Armor, Potion of Mage Armor, Potion of Mage Armor; Other Gear +1 Composite longbow (Str +2), Arrows (40), Blunt arrows (20), Cold Iron Arrows (40), Cold Iron Brass knuckles, Masterwork Silver Arrows (40), Cloak of resistance +1, Headband of inspired wisdom +2, Ioun Stone, Pale Ruby Trillian, Cracked, Ring of protection +1, Ring of sustenance, Backpack, masterwork (empty), Silk rope, Trail rations (5), Waterskin, 156 GP
--------------------
Special Abilities
--------------------
AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
High Jump (+5) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Perfect Strike (2d20) (5/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Potion of Mage Armor Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Valashmai Veteran (Survival) +1 trait bonus on Survival in the jungle.
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
NOTE: 2500gold item is the Ring of Sustenance
Delian |
Like many shamans born to his tribe, Mastos was born under an auspicious sign (A meteor swarm in the night sky) to a human slave. Marked as special, Mastos was forced to fight, even in his formative years. That was when he began hearing the voices, which told him that he was special and that he had a great destiny: to unite all orcs under the banner of the mighty Trogdor! The voices further explained that Trogdor was a heretofor unheard of Orcish god of magic and thievery. Apprenticed to the tribal shaman, Mastos was beaten regularly by the shaman, who had so far never had to deal with someone of actual power (he had gotten by with minor magical ability and being incredibly scary). Mastos endured the beatings like he had endured everything in his life: with silence. The voices told him that he needed to keep his secrets, and continually prodded him to ensure that he would keep silent.
This continued for many years, until Mastos had gathered enough power to kill the shaman of his tribe. Having finished the deed, the voices told him that it was time to leave his savage tribe behind and enter the wilderness. It was during this time that he was guided by the voices to an area where a recent battle had taken place. in the center of the battlefield lay a staff that had been broken in two, like someone would break a twig.
The voices told him that this was the mighty Staff of Trogdor! and then tasked him with having it repaired, as it would be needed for his destiny to be complete. gathering all the pieces he could find, he managed to tie the two major ones together using a piece of leather and now was able to wield the weapon of his god.
The voices then told him that it was time to begin his ascension. To do this, however, he would need several items that were located within an ancient place of power: A mausoleum that was abandoned by the followers of dread Orcus. thus has he made his way to the three portal inn, telling all who ask that he is a simple adventurer.