DM Bigrin's Vault of Graves (Inactive)

Game Master bigrin42

Just another dungeon dive...or is it?


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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

  • Post at least once a day, at least 5 days a week. I tend to check the boards less often on the weekends, and multiple times a day during the week.

  • Perseverance is preferred. This is a lare dungeon, and there will be side quests along the way. If you don't think you can devote the time to hang around for at least a delve at a time (9-12 months), please leave it to someone else.

  • Communication is key. Whether it is letting me know of a vacation where you might not have internet access, questions about some minutiae of game play, or simple clarifications; communication is how I gauge how engaged my players are, and how I can tune the adventure so that everyone is enjoying themselves.

  • Roleplaying. As mentioned above, I like for my players to take the lead in a goodly portion of the adventure. Cues and clues will be given to prod, but I'd rather you go off on a wild hare chase rather than be spoonfed copied portions of the dungeon over and over.

  • Quality posting. Know how you get when that hamburger you ordered doesn't look anything like the picture on the poster? That's how I feel about craptastic posts. No one (but you) is forcing you to rush a post out the door, so take your time with it.

  • Have fun! This is one of the most important, because if you aren't having fun, why are you playing? Of course, this applies to everyone else too. So, don't be a jerk (it says that down below).

    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.

    Random Character Generation (a la DM Azure Zero):

    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!"


  • Sorry for the confusion. This is a Pathfinders version of the Rappan Athuk Vault of Graves dungeon.


    I would definitely be interested. starting at level 5, I would probably go with a swashbuckler. I'm assuming that the stat rules are not including the level bump or stat items?


    @Vrog - Correct.


    alright, I'll get started on a character then.

    Dark Archive

    I am interested, but not familiar with Rappan the Athuk Vault of Graves.


    You don't have to be. It's a pure dungeon crawl (to which I'll add some more flavor). That's why I included the Legend in the OP.


    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.


    I'll have to think about what might be interesting for this.

    Maybe a dwarven brawler/ranger or something.


    @blondebandit - I don't mind you using your method. Mine gives you a little more control over what you might play (pseudorandom) but I am happy to take a purely random character as well.


    Awesome. I'll start the crunch for the character.


    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.


    @Vrog what is a slayer?


    Slayer is from paizo new Advanced Class playtest.


    one of the advanced class guide classes

    kind of a ranger/rogue


    okay, I'll allow it.

    Vrog:

    might 4d100 ⇒ (76, 59, 2, 50) = 187 = swashbuckler
    magic 4d100 ⇒ (45, 66, 78, 26) = 215 = sorcerer
    might vs magic 2d100 ⇒ (6, 56) = 62 = magic

    race 4d100 ⇒ (29, 59, 27, 3) = 118 = half-orc

    Congratulations, you rolled a half-orc sorcerer!


    I am DEFINITELY interested on this one :D

    And random is surely the way to go for me.

    That being said:

    Assault - Fighter [of course :D] and Monk
    Skilled - Bard and Rogue
    Divine - Inquisitor and Cleric
    Arcane - Wizard and Summoner

    Races - Aasimar, tiefling, human, dwarf

    Lets go!


    Edeldhur:

    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.


    and thus shall the world burn....BWA HA HA!!!!!


    DM Bigrin wrote:

    ** 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


    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.


    Are Arcanists from the Advanced Class Guide Playtest allowed? Just wanted to check because I may have a concept for one, but I'm not married to the idea. So if they're not allowed, I can come up with something else.


    Not quite done with him yet; mainly just posting here for a placeholder.


    blondebandit here. most of the crunch is done for my dwarf monk. Going to take the night to think of backstory, etc. and update tomorrow. Might change name as I progress into backstory but for now this will work.


    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.


    Tamis, I'm getting a feel for two dwarf siblings storming the underground ;)


    @Zurisatro - Yes, set in Golarion (at an undisclosed location). You will be going dungeon diving on your own (no support)

    @Celestial - Yes, I am allowing the ACG playtest material.


    @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:

    GM Bigrin wrote:
    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 - You got it. Ideally it should be a "special" item, either an heirloom or significant find with a decent story behind it.

    Liberty's Edge

    I have a concept in mind for a character, but random generation is always intriguing. DM, if I let you random generate one for me, can I still choose to make one from scratch if the RNG just doesn't inspire? Or does that kind of violate the spirit of the game you're going for?


    @Edeldhur: I like that idea, can definitely work it into the backstory.


    @Daynen - Yes, you can choose to use the random character or one of your own choosing.


    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. :)

    Liberty's Edge

    Starfinder Superscriber

    I'm considering submitting a Dungeon Rover (Ranger archetype from the Dungeoneer's handbook). Tempted to make it a female dwarf... but am also tempted to go with something exotic.

    Would you allow the Torchbearer feat from the Dungeoneer's Handbook?


    I have this Elven cavalier that failed to make the cut in a wrath of the righteous ap. I just need to upgrade him and adjust his background a bit. Where in Galorion will this take place?


    DM Bigrin, I was mulling over my character background and wanted to ask you - is the inn erected by Thofir still standing - is it a common meeting place for adventurers still? Who is in charge? Is it the dwarf still?


    @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.


    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.


    yay. mastos gets to run with some dwarves. I know there's a joke in there somewhere (two dwarves and a half-orc enter a bar, and then the dwarves jump the half-orc).


    I had pondered an eventual Champion of Irori, but the path to get there is so messy, involving multiclass with Pala and Cleric, that I think I will stick with the Zen Archer :D


    OK, I have an odd question- could that 2500 GP item be combined with some of my other money? I'd like an adamantine cestus to be my family heirloom. Even just being adamantine is over the limit. If I wanted to magic it up, it would be way too high.


    @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


    OK, fair enough.


    Wesley is being slowly modified to be a small aasimar conjurer appearing as a hobbit. Next level collegiate arcanist prc.

    His item will be a type 1 bag of holding jammed with books and useful items.
    500' of rope, collapsible ladder, foldable table.

    Some parts of his sheet are not changed yet.


    with the item that we get with the 2500 gp, can it not do anything immediately, but be able to be something if we put money into it? I was thinking about a broken staff that would be complete when I finished throwing money at it.


    @vrog - I would prefer that it be a "whole" item. That said, I can use a "broken" item for a lot of good story points, so I would allow it. The only caveat is that money isn't all that it will take. You will have to work for it.


    I have no problem with that. As the high priest of Trogdor! (Mastos claims that he's the Orc God of Magic and Trapfinding; gogo team false priest!), I like the idea of wielding the broken staff of Trogdor! (really a broken staff, but Mastos is convinced that it's a sacred item to his religion!).


    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:

    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


    Background:

    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.

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