| GM Scary Ceiling Voice |
For the past several decades, the Isle of Cadranite has been plagued by a figure known as The Piper. He appears at random and abducts a certain amount children either from their homes or while they are out doing other activities. Once obtained, he demands ransom from the parents for their safe return. Many Adventurers have been hired to track down this fiend, but none have been able to succeed.
In the town of Swampwood, he has struck again. This time he has taken twelve and demanded two hundred gold pieces for their return.
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Welcome everyone, to the very start of your character’s career. This one-shot adventure is designed to use the Young rules, listed here, and to provide a spring-board for characters to get to know each other prior to going out and becoming legendary heroes.
My goal: When this adventure is finished, your characters will proceed into adulthood and start their Adventuring Careers.
Character Generation:
Starting Level: 3
Stats: 20 point buy. Don’t forget, as young PC’s you get a +2 to Dex and a -2 to Str, Con, Wis. These will be removed at the end of the game.
Hit points: Max at 1st, average plus one each level after or roll.
Traits: One
Races: Core and Featured from Advanced Race Guide
Classes: NPC Classes only.
Starting Gear: None, you’ll be starting in a cell. Don’t worry,
equipment will be provided later.
Party size: Six
Posting: At least 1/day during the week, and on weekends if possible.
What am I looking for in a character:
Normally I’m looking for a really well done background. However, given the style of adventure this is, I’m only asking for a brief one. It needs to answer the following questions:
- What does your parent(s)/guardian(s) do for a living?
- Were you born in Swampwood?
- What interests does your character have?
- What does your character dream of being when they’re older?
Submission Cut-off: May 18th. Crunch need not be complete, but Fluff is required to be.
| Viluki |
Originally all elves came from the same parent race, then something occurred. No one knows exactly what occurred but the elven race "split" apart in something elven legends (which vary wildly between species) all refer to as the "migration". Some migrated to the continents, others to the sea, some to the air and some went deep under ground... The ones who went deep came over the centuries and eons to become even more alien to the original elven parent race then the other subspecies were. There new home was radically different form the surface world, magic both arcane and divine would often warp it's effects or outright fail.
Eventually the Deeping Elves (what Drow translates to in Elven) could no longer use magic either of arcane or divine nature... Yet all was not lost for while the "radiation" (as the drow refer to it) deprived them of magic it changed them also beneficially as well. Where as their forbearers were wise and agile the drow became intelligent and hardy, a response to the high death rate and radiation respectively (in other words only the toughest and smartest survived). The salvation of the drow came in the form of alchemy and ruins from a race known only as the "precursors". Alchemy was completely unaffected by the "radiation" of the drow's underground home and the ruins of the "precursors" were filled with all varieties of strange wonders and super science...
The Drow eventually built a series of cities states in both the middle and high "bands" of the Deeps which are traditionally the safest areas for settlement, the lower reaches contain horrors unimagined...and ruins filled with wonder.
The Idea basically is that the Drow have radically departed from the main elven race, where as the main elven race utilizes arcane magic, loves nature and distains technology the drow have actively embraced alchemy and technology... Drow also have little "respect" (i.e love for nature) in the elven sense of term (they still "respect" nature as in "oh this could kill me"). This will obviously require some retooling of the drow race, but it shouldn't be too difficult... Are you game?
| Amazing Red |
Flynt was born in Swampwood to bakers growing up alongside his little brother Nathaniel. Only being born two years apart, the two were inseparable. Though not the most well behaved pair, few could be mad at them. This could be attributed to either Nathan's adorable-ness or Flynts silver tongue when it came to getting them out of a jam. Both Flynt and Nathan had the same dream: To join the circus. It may not sound like the typical dream, but it fueled them when they practiced cartwheels and somersaults. Besides general rough housing, Flynt likes to whittle. Usually making figures to play with, he's been known to make a tool or two for the a-dults.
I'm thinking expert.
| Johnny Panic |
Very Interested
Hector Le-Grange
Aasimar Noble, [From elf stock not human]
stuck up and condescending but good,
How ever he's in a Cell
so something went very wrong for him.
- What does your parent(s)/guardian(s) do for a living?
merchants now Noble land owners looking after tenets and rare plant businesses
- Were you born in Swampwood?
No her came here as a child
- What interests does your character have?
All things other planer and divine
- What does your character dream of being when they’re older?
In the church but his his father says he can't join has he has to run the business with his two brothers.
| Oceanshieldwolf |
Asho is a young human Warrior 2/Expert 1.
While Asho is gifted, he is a ne'erdowell, often getting into trouble with village elders or his father. Asho trains with weapons with his father (thus Warrior), and studies anatomy and physiology (thus Expert) with the undertaker when not off lounging about or hanging with the wrong crowd. He has designed his own crude tattooing equipment and has applied his arts to a few locals, much to the opprobrium of a few parents and villagers.
Asho hides the heartache of his mother's departure behind bravado and mischief.
What does your parent(s)/guardian(s) do for a living?
Asho's father Jat is one of the Swampwood gravediggers, a kindhearted alcoholic who was once a somewhat decorated soldier.
Asho's mother Saline is a mercantile broker who passes between Freeport and the Jewelled Plains. She does not live in Swampwood.
Where once there was affection and love between the parents there is now regret, mistrust and hostility. Asho rarely sees his mother, but occasionally receives small gifts and letters from her.
Were you born in Swampwood?
Asho is a local and was born in Swampwood. Saline was a local beauty, but has outgrown this small thorp, and the endless reliance of Jat upon past glories... Jat is an outsider, but is a well respected man despite his lowly status and fondness for drink. If there is a militia then Jat will be a respected part of it, even in a sub-commanding role.
What interests does your character have?
Asho is interested in exotic weapons, military tactics, tattooing and exploration. And girls - he has inherited his mother's beauty and his father's glib tongue and charming manner.
What does your character dream of being when they’re older?
Asho dreams of finding his place in the world. He is wise enough to realise he doesn't exactly know what that will entail - he doesn't share his father's view of the glory of war or military life, but like many impressionable young people he does feel he is destined for some manner of greatness...
| Edward Sobel |
Ok here is the first cut on my character's stats:
Terra
Female Human Aristocrat 3
CG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (3d8)
Fort +1, Ref +3, Will +3; +2 morale bonus vs. mind-affecting effects
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)
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Statistics
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Str 11, Dex 15, Con 10, Int 12, Wis 11, Cha 17
Base Atk +2; CMB +2; CMD 14 (14 vs. grapple)
Feats Cosmopolitan, Free Spirit, Noble Scion of War
Traits ustalavic noble
Skills
Bluff +9
Diplomacy +10
Handle Animal +8
Heal +4
Knowledge (local) +5
Knowledge (nobility) +9
Perception +6
Ride +6
Sense Motive +6
Spellcraft +6
Languages Common, Draconic, Dwarven, Elven
Gear
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Ustalavic Noble +1 trait bonus on Diplomacy and Knowledge (nobility) checks.
General Backstory so far:
Terra is the Daughter of a military general with political connections.
She only recently relocated to Swampwood looking for a quiet life as her father is soon ready to retire.
Currently her father spends a lot of time away, so most of her upbringing falls on her mother.
Her mother is a strict disciplinarian and a bit over protective and restrictive.
Terra was brought up to be the perfect and proper noble lady, (in training) but it is starting to be evident that Terra is starting to hate this lifestyle. She wants to get out, be with her father, and learn to fight.
She spends her days being schooled in the various arts by private tutors, but in the evening she sneaks out to watch the estate guards practice. This has gotten her into trouble numerous times.
Despite her noble exterior, she is a tomboy at heart, and loves to "play in the dirt"
Terra believes that the earth is actually calling to her, but most adults brush that aside as childish fantasy.
Terra has bad eyesight, though not blind she sometimes has to squint or focus real hard to see what many others can see easily.
She tends to wear her hair long covering parts of her face, she does this to hide the marks of her mother’s “discipline” though the marks are barely noticeable, to her, they stand out for all to see.
It was one evening she managed to slip away to practice with her friend but was lured away by “The Piper”
| GM Scary Ceiling Voice |
@ Viluki - After some consideration, I've decided we'll go with your style of Drow. I like how you've made then not stereotyplically evil, but not good either.
What I've come up with are the following changes:
Stats: +2 Int, +2 Con, -2 Dex
Reason: You stated they are smart and hardy, but you neglected to mention what suffered. I went with less agile due to their hardier frames and the radiation has weakened their reflexes.
Racial Trait:
Given the repression of magic, I replaced their Spell-Like Ability with a Skill Bonus in Alchemy and the Climb Movement Trait. Other than that, I've left everything else the same.
Is this what you had in mind?
@ Edward - I like it. I think it'll be interesting to see how her mother reacts after the adventure.
| Viluki |
@ GM-yes and no, I personally envisioned them to be a 2+ con and 2+ int race, no negatives. The reason being below...
Spell Severed, Drow are innately incapable of casting spells of either the arcane or the divine. This also extends to some magic items, a drow simply cannot use wands or anything that requires the use of UMD. This also applies to things like amulets of natural armor and headbands of wisdom, int etc... It does not however apply to magical weapons or armor, reason being that they don't really "magically effect" the user's body.
While this may seem a tad extreme I have plans for how to solve this, the Alchemy handbook is out now and soon will be in pdf (and hopefully the d20) and should contain many useful items that can be retrofitted for our use. The same applies with Iron gods which is coming in August, from what I hear they will be including a whole bunch of technological gadgets in addition to a prestige class based around technology.
As for the equipment the drow have I came up with a solution...
Instead of turning the common races into evil, fleshy abominations fleshwarping is actually a useful and completely non evil (albeit disgusting for some) science. Thanks to their hardy forms drow can create and implant specialized organs and the like into your body. these implants fulfill the roll of traditional magic items such as a headbands of wisdom, charisma, intelligence etc... The results are pretty obvious and as a result the price for these organs is 20-25% then for it's magical item equivalent. In addition to this though the drow can create some exceptionally strange organs (and other things) to implant into your form. Here is a sample.
Spider swarm Stomach.
This implant is either a direct replacement for or a modification of the patient's stomach. The stomach functions normally but instead of normal digestive fluids it uses a specialized series of fluids that are non toxic to (indeed nurturing) to swarms of small spiders. These spiders may be used at will (subject to uses X/day) as the spell "vomit swarm". Users be warned this implant while an effective personal defense tool takes a toll on the body, the user must eat at least three pounds of meat each day (preferably raw). If she does not her stomach will become unbalanced with lethal consequences.
Thoughts GM?
| GM Scary Ceiling Voice |
@ Viluki - I'm going to have to say no to the Fleshwarping. It's a little convoluted for my taste. As far as the stats go, I can't see a way per RAW in the Advanced Race Guide to pull that off. The closest way would be to give them the Flexible quality, which gives a +2 to any two Ability Scores. Now to do that, I'd have to remove another racial trait, most likely the Drow Immunities. This could work though, if it were explained as thus: Because of centuries of radiation exposure, the Drow's physiology has become a bit unstable. As a result, the Drow have lost their natural resistance to enchantments, but have gained a strength that manifests differently with each child born.
| Viluki |
actually when I think about it, a 2+ con, 2+ int, -2 cha makes sense. The Drow live in an exceptionally hostile environment, aberrations, derro, precursor constructs that are malfunctioning (or worse) and who knows what else harry them at every turn. As a result those who lacked physical dexterity (below the norm of ten) would have also been weeded out, the only stat that would not have been useful would be charisma (talking that aberration to death sound likes real good idea...not).
I am also wondering if weapon familiarity should be modified as well, hand crossbow is perfectly flavorful but rapier and shortsword not so much... Reason is while the surface worlders are still in say the high middle ages etc, the drow are well into the next era technologically speaking. To put it in context I would put the surface world at a stage of Very Rare Guns, while in the Deeps guns are Commonplace. Ever Drow citizen would have a firearm of some sort, Blunderbuss's and Dragon Pistol's being the most common thanks to the close quarter's fighting that is the mainstay of Deeps combat.
Also are you amenable to the use of such things as the following when they come out (in pdf form or on the d20) http://paizo.com/products/btpy90bj?Pathfinder-Player-Companion-Alchemy-Manu al, http://paizo.com/pathfinder/adventurePath/ironGods?
Thoughts?
| GM Scary Ceiling Voice |
@ Viluki - Alright, so you're okay with the +2 Int, +2 Con, -2 Cha then? For the alchemical stuff, I'll have to try and look at that at a later time. As far as the weapon familiarity, the rapier could just be a hold over from their Elven heritage, but the shortsword, I'll give you that. What would you suggest replace it? As far as firearms go, I'm still on the fence about that. Let me give it some more thought.
| Viluki |
Okay with that stat setup, here is my take on what should replace the shortsword and (perhaps the rapier).
To replace the shortsword I would suggest either the blunderbuss or the dragon pistol. Both are basically shotguns when we think about it, easy to use, reload and devastating close up. Anyone from the common drow citizen to the alchemist to even the rare drow wizard or oracle (I'll explain that one later, trust me there is an explanation). These weapons are ideal for the drow, especially when on the defensive in the cavern complexes and warrens that serve as their cities and homes respectively.
Think of the following scenario, you and five other drow citizens see a detachment of the Duergar army that invaded your city state. They are coming into your warren (neighborhood) and the only way to do that is through a narrow, straight corridor that only allows one to two Duergar to come at you abreast. To defend themselves form the invaders the drow make a barricade at the entrance (from their side of the warren) and three of you man it and maintain a constant stream of fire at the approaching invaders. Meanwhile the other three are each busily reloading two blunderbuss's each, this way a constant rate of fire is being maintained from six drow and nine guns.
As for the rapier the reason I recommend replacing it is practicality, long bladed weapons like rapiers and longswords would not be good in the majority of the Deeps. Reason being similar to ship combat, a blade that it too long will easily get trapped in the rigging and so forth. The same thing could happen quite easily in the tunnels of the drow, so instead equip them with a cutlass (or cutlass equivalent). As the cutlass has lots of chopping power and is a short blade, perfect for the brutal melee combats in the close confines of the tunnels.
your thoughts GM?
| Viluki |
gm if your worried about gun availability affecting your campaign I have a sort of compromise for you... It's a part of the backstory as well. These Drow as they setup there settlement in the world above will initially be in a stage of "Emerging Guns" not because they lack the science to do it but because everything is in chaos. They will eventually recoup their losses somewhat but it will likely take decades before Guns become commonplace in their realm let alone the outside world.
The city-state of Phethlon was always a small city by the standards of the drow and a poor one as well. Established by outcasts and failures of other city-states and located in one of the worst areas of the upper "band" of the deeps the place has never been in it's millennia long existence prosperous. It's population has never exceeded 2500 residents, this is in comparison to the next smallest city state of Gelonic which boasts 8000 residents.
A year ago things took a turn for the worse with the discovery of a major Precursor ruin which normally would have been a sight for the citizen's poor eyes. Originally it brought great hope to the inhabitants, then the Tide came. The ruin had been discovered below the city deep in a twisting maze of warrens and caves, investigators somehow activated something... They were the Tide's first victims, most of them drowned in the ebony fluid but others..."changed". They came before the slowly encroaching Tide, they cast spells of unknown origin and unleashed panic in the city warrens. Many died thanks to what some drow started to call "Umdraith" (literally drowned of sanity, these guys were the oracles I was talking about...oracles with the black blood archetype to be precise). eventually with no hope of stopping the Tide the drow citizens all 2000 of them (down from 2500) scavenged everything they could and made ready to depart...
They knew that no place would accept them in either the upper or middle bands of the Deeps, every other place worthy of settlement was either occupied or was too dangerous. The Drow had only one option, up. With only 1300 survivors left the drow have made the perilous journey to the "overworld", a nigh mythical place among the drow. They have come up from a lonely peak deep within a forest and have set to work making a new city within its confines... They are unaware of any (relatively) nearby settlements or inhabitants... The long, slow process of colonization begins...
| Viluki |
oh yes I am planning on playing drow, and the character won't have been at swampwood but he/she (haven't decided yet) will have been in the area at night, scouting for herbs and so forth for alchemy back in the mountain which would be ten miles away from swampwood. My character would have been captured as a "rarity" to be sold to the Piper's less savory customers (think evil vivisectionist here who like to experiment on new specimens, and drow would certainly be "new").
| Adventurer#33 |
so this first adventure is going to take place when the characters are children. Any subsequent adventures won't be able to use any of the human characters from this one because the dwarven, and elven (this includes drow) characters won't have become adults when the human character do. or the human charactes will old or dead by the time the others come of age. Unless you homebrew the maturity rates so they all mature at the same rate.
| Adventurer#33 |
If you max the ages humans are within a year of adulthood
dwarves are four years from adulthood
elves are 19 years from adulthood
Gnomes are two years
half-elves are four years
half-orcs are one year
and halflings are 2 years
everyone could be married and have kids before the elf was an adult. Don't mean to give you a hard time just curious how you are going to make it work. I have problems with some of the age rules. Assimars and Tieflings in particular. What human would want to spend 60 year raising a kid especially a demon child.