
GM Trifty |

The first three sections provide a history of the dungeon. You can read these passages really closely and start to put together a detailed understanding of what I’m thinking, you can skim them once, or you can skip them. Hopefully they’re not too boring. I recommend looking at the maps and the history notes section at the same time that you read the narratives.
These notes are written with the intention that you skip back and forth between these history notes and the actual narratives.
I have written two narratives, told from the perspectives of humans and dwarves. Neither represents the fundamental, objective truth, because that’s just not how history works. I would not expect that an individual character you create would hold either beliefs exactly, though who knows. These writings represent official narratives told by those in power. Everyday people may be only dimly aware of the doings of people in the distant past, and might have different internalizations of these narratives. Notably, there are many non-noble dwarves who did not live in Pyrsa castle but in the valley below, and were never involved in the final ritual. These non-noble dwarves generally do not suffer the same level of ant-dwarf racism, and are more integrated into human society.
Dwarves are generally not confederated, meaning that they don’t think of themselves with an overarching racial identity (dwarves) but rather as members of specific clans. There is frequent animosity between these clans, even though from an outsider’s perspective they might seem very similar. I’m not sure how much I’m going to focus on developing this concept in this game, however. I expect you will mostly only interact with dwarves from one specific clan, and interacting with NPCs isn’t a huge gameplay focus for this game. In the context of this history, the lack of confederation does mean that the dwarves of Pyrsa could not expect help from other dwarves who lived on other portions of the same mountain range.
I have the idea that dwarven identities of the leading clans are formed around (real or imagined) genealogies which can be traced back to legendary figures. A little bit like in the Bible, if you’re familiar with the book of Genesis. So in this case, the dwarves of the leading families around Pyrsa castle identify themselves as the descendants of Nain and Mahal. There might be specific cultural and phenotypic markers associated with this clan, such as beard length and style, skin color, family values, cuisine, etc, but these things are actually less important than the (real or imagined) genealogies.
Drownstone ore is an antimagic ore. You are going to get to use it in various different forms during gameplay, and will learn more about its source and many uses. It is well known that large quantities of ore, kept in their natural state, can create substantial antimagic fields. That’s just like the powerful wizard spell antimagic field. It is not possible to carry around hundreds of pounds of natural ore in armor or weapons, so don’t get any funny ideas ;). It is generally used in fortifying solid walls and gates, not in the midst of battle.
Again, not sure how much I’m going to develop some of these concepts during gameplay, just putting them out there now so you have some idea of what I’m thinking.
Pyrsa was a beacon against the darkness. Its light is fading. All northern dwarves know that the ice giants would never dare cross the Skirling pass so long as dwarven lords hold Pyrsa castle. So long as there is lit flame in the halls of that castle, the ice giants shall be kept at bay. The dwarves still whisper reverently of the mighty weapons, forged by the hands of Nain and Mahal in Pyrsa’s sky-forge, which were used to do battle with the ice giants in years of yore. But all the magic and might wrought by these fathers of the dwarves could not guard against the treachery of men.
Drownstone ore, famed for its antimagic properties, drew armies up from the southern lands of Autokratoria. These armies circled Pyrsa like buzzards above a corpse. Cowardly and weak, this army of mostly humans never dared to assault the fortress directly. The dwarves endured. Summer after summer, they were besieged. When they should have been out in valley and field, tending to crops and cows, they were instead holed up in their mountain fastness, eating shoe leather and horses. They grew weak. Dwarven fields were burned, and the houses of their people cruelly destroyed. It is said that humans hate orcs, yet it is also said that in that time they hired marauding bands of orcs to harass the poor dwarves of the valley all winter long.
Starve, or surrender the castle and watch it be burned by a violent southern army. Either way, Pyrsa castle would fall, the flame in its halls would be extinguished, and the frost giants would sweep in from the north. Faced with this dilemma, the noble dwarves turned to dark and terrible powers. The dwarves of Pyrsa sent their servants and children away, preparing for a ghastly ritual. They made an unthinkable pact with demons of fire. The dwarves of Pyrsa would guard against the frost giants forever, but not with their lives. Instead, as their unholy ritual ended, they felt the cold grip of death. Then they rose in the night, grim eyes unblinking, cold blue lips set with determination. What southern army could starve out a castle garrisoned by the dead? Their lives were a small price to pay to ensure the frost giants never crossed the Skirling pass.
That was fifty years ago. The few noble dwarves who had not taken part in the demonic ritual were a scattered and broken people. The humans never left, instead settling the lands where once only dwarven folk had lived. They still persecute a war against the few noble dwarves who remain, no less cruel than the orcs their ancestors once hired. And some among these invaders whisper of the power they could have if they, like the dwarves before them, contacted the fire demons. Cultists stalk Nikias’ peak, probing Pyrsa castle for a way inside. They must be stopped.
The few noble dwarves who remain, once great warriors, are now old and grey. They sing songs of old heroes in the hopes that new ones might one day liberate Pyrsa castle. That their comrades have not yet been laid to rest is the shame of their people. But while the sky-forge’s fire is ashen cold, its flame may still be awoken. It is said that old king Justin, who led the blasphemous ritual selflessly, still lives somewhere deep in the bowels of the castle. Lonely, kept alive by dark magic, he wanders the halls praying for a hero to kill him. Folk prophecize that if his crown can be reclaimed, Pyrsa castle will be garrisoned by the living again.
Frost giants haven’t been seen in hundreds of years. But all humans know elves are evil. Their magical powers unmatched by any human wizards, the elves of the east, led by Naurmaethor the red, won a string of major victories nearly two hundred years ago. After that, their human servants led frequent raids on the eastern lands of Autokratoria, capturing countless souls to use in their terrible engines of magic. Any solid resistance was met with sorcery and destruction. Only with drownstone fortifications could they be stopped. The ore could be used in the construction of fortresses magic wouldn’t be able to destroy. A border of such fortresses would be permanent and difficult to raid past, since any raiders would always have to contend with foes behind them.
But drownstone can only be found in one place, and that place was controlled by dwarves. Legendary greed does not do justice to the prices charged for the ore. It was said that there were vast storehouses of it kept in reserve, just to control the market and drive up the price. A lord might have lived in near starvation for ten years and still only afford enough drownstone to reinforce one gatehouse. There was only one solution. Few soldiers could be spared, but enough were sent north to besiege Pyrsa castle, where the ore was mined.
Relentlessly, summer after summer, brave soldiers would march north. They couldn’t take the castle itself, high as it was in the mountain fastness, but they could starve the dwarves out. Only once the rivers froze could they withdraw, otherwise the dwarves would be able to bring in food with their tremendous wealth. Even then, the mountain roads could not always be kept secure, so food sometimes slipped through. So the conquering armies endured on heroically, summer after summer. In time, other southern peoples, ever industrious and steadfast, came to civilize that wild northern land, so that it became fruitful. Yet still the dwarves would not lower the price of drownstone by one copper. Nor would they trade it for food as they starved while men feasted in the valley below them.
All they had to do was sell their drownstone, yet the dwarves acted in a most treacherous and blasphemous manner. With evil dripping from every word, they pled for anguish and prayed for despair. They made a pact with Asmodeus himself, the lord of the pit and prince of darkness, and with Urgathoa, the pallid princess. And yet these powers were not vile and evil enough for them. It is said that the dwarves hate orcs with a furious passion, yet on that day it is also said that the dwarves prayed with a fiery passion to the orcish god Brumash! Dancing madly and sacrificing their own children, they invoked a magic which has no place on the earth. For no purpose other than to hang onto their wealth greedily, beyond the span of their mortal years, they transformed themselves into undead.
Since then, the bold peoples of Autokratoria have suffered regular raids from the elves and their human servants. Many have migrated north, to the lands beneath Pyrsa castle, where the dead still skulk by night. The few dwarves of Pyrsa castle who did not take part in that blasphemous ritual scattered about the land. Some live in towns here and there, and are known to have endless stores of money, which they sometimes bribe local officials with to prevent justice from being done.
But the true wealth of the region, and the true threat to it, is in Pyrsa castle itself. It is said that some of the dwarves have corrupted men, and set them to probe the castle for a way inside. These cultists must be stopped. And many whisper of the crown of old king Justin, set atop his yellow, skeletal skull, which holds the key to the treasury vaults.
Here is the first map I made, showing the region immediately around the dungeon in high resolution.
Here is a map showing a larger area near Pyrsa. The Northeastern region of this map was historically under dwarven control.
And here is a scribbling providing a general sense of the more continent wide area.
Here I’m going to distill seven possible motivations for exploring the dungeon from the above history. You could also think of these like character objectives. This is not an exhaustive list, it is totally possible to develop other motivations.
1) You want to stop the cultists who are investigating Pyrsa castle.
2) You want to find the famous treasuries of the dwarves so you can be rich.
3) You want to secure a source of drownstone ore to stop the raids on eastern Autokratoria. You might yourself be a human (or other race, since no place is perfectly homogenous) from that region who has personally encountered elven magic.
4) You want to secure some drownstone ore for personal reasons. Maybe you’re an elven spellcaster yourself, and you have some experiments you want to run.
5) You want to reinstate the dwarves as the rightful kings of the mountain. Maybe you’re even a friend or a relative of one of the noble dwarves who escaped the castle before the ritual, and who now faces persecution.
6) You want to ensure the eternal flame stays lit in Pyrsa’s halls so the mythical frost giants can’t cross the Skirling pass. The undead dwarves may not be able to hold the castle forever.
7) You want to lay the undead dwarves to rest and undo whatever pact they made with demonic forces. This would undo the shame of a people and set right a great wrong in the world.
I don’t have a finished draft of every monster I wanted to make. But I do have a sketch of the enemy types for the monsters I will use:
6 undead (also affected by some things that affect the humanoid (dwarf) subtype such as Favored Enemy)
6 aberrations
~6 outsiders
~4 humanoids (two human, one orc, one elf)
1 construct
1 elemental
1 plant
1 magical beast
Probably 1 or 2 more others somewhere
Most monsters are designed to be mixed with other monsters. They are intended to be used in different regions of the dungeon, such that in one area you might fight mostly undead, in the next mostly aberrations, etc. They employ a range of strategies, including spellcasting, melee, and ranged combat of various different styles. I will primarily use these monsters, although I may mix in some from the bestiary, who knows. Most battlefields will probably be relatively large and have some kind of terrain features, though I’m not going to design every battlefield in minute detail until it actually comes up in gameplay so no guarantees. It should generally be possible to bring a large animal companion almost everywhere.
I have some areas that are definitely going to be trapped. It’s unclear to me whether there will be a substantial number of traps or just one or two here and there.
My general philosophy is to not make it too difficult for the party to take a long rest whenever they want. Preventing you from doing so seems like it would remove a major decision that should be yours, and also seems like it might lead to more character death. That doesn’t mean that there aren’t consequences for sitting around and doing nothing, or from trying to keep a 15 minute adventuring day.
Given that this is a dungeon focused adventure, I am also going to let you know now that I am not planning to pull punches. If you die, you die. Sad story, make another character. Not quite the same philosophy as the last adventure I ran. If this is an issue for you, let me know.

GM Trifty |

Ouch.
Ok, compiling the rules for character creation we're going to be using all in one place.
Stats: Roll 4d6 drop the lowest or take a 20 point buy. If you roll and get below a 14 PB, you can either reroll or buy out with a 20 point buy.
Level: Start at 6th. I had an idea that it would be good to start at 5th and level up quickly to build momentum, but let's keep things simple and start at 6th. Make sure you keep a running XP tracker.
WBL: Standard, 16k Gold. Don't buy any one magic item worth more than, say, 6k without thinking about it.
Traits: Take two. You can take a third with a drawback. If you're taking a powerful or abusive trait, esp if it's a campaign trait, maybe run it by me first.
Races: Human, Dwarf, Elf, Halfling, Orc, Goblin, fit most seamlessly. You can play something more exotic, you'll just be unusual.
HP: Max at first level, actual numerical average of dice each level after that, unless you want to roll. Averages: 1d6 (3.5); 1d8 (4.5); 1d10 (5.5); 1d12 (6.5).
Elephant in the Room feats: Here is the most recent version I could find. Let me know if that's incorrect. I don't feel the need to modify these rules at all.
Background Skills: Yes, take two per level.
We'll go over characters when we're all done, including our 4th, and make sure they're appropriately balanced with one another.

GM Trifty |
1 person marked this as a favorite. |

Here's what I'm thinking I'd like in the next couple of weeks.
This week, say before the end of the day on the 12th. Most major build decisions solidified. You have enough numbers on your character sheet that I can put your attack, AC, etc into some spreadsheets and tweak my monsters.
The week after that. You work on backgrounds and create a couple of NPCs who your character knows. I post more setting information.
Sound good?

GM Trifty |

I'm thinking I'll post setting info on
A list of different factions for overworld play
Notable NPCS
Notable locations
I'm thinking I want from you once your crunch is mostly there:
Background
1-3 NPCs you know
1-3 things you want people in the world to engage with, react to, etc which I might not notice
1-3 class features etc you think it would be cool to get to use which I might not notice
Planning to post this tuesday or wednesday, depending on how I'm feeling and where you are with getting cruch together

Solicitor |

Crunch dump:
CLASS Ranger 2 / Investigator 4
RACE Dwarf
ALIGNMENT N/CG
DEITY X
STR 14
DEX 14
CON 15
INT 14
WIS 14
CHA 10
HP 55.5 (2D10 + 4D8 + CON + 4 FCB + 6 Toughness)
BAB +5
F +9 | R +10 | W+8
(possible bonuses: Spells & Spell-like Abilities (+2 dwarf), Poison (+4 from dwarf & investigator),
AC 20 (7 armor, 2 dex, 1 deflection)
(possible AC buffs: Shield (+4), Mutagen (+2 natural armor), Barkskin (+2 NA enhancement), Giants (+4 dodge), Combat Expertise (+2 dodge))
Giant-Sticker +1 | +8 to hit, 2D6+4 damage
(possible attack buffs: Power Attack (-2 to hit, +6 to damage), Mutagen (+4 STR translates to +2 to hit & +3 to damage), Studied Combat (+2 to hit and damage), Studied Strike (+1D6 damage), Enlarge Person (+1 damage and weapon die becomes 3D6))
FEATS
1 Toughness
3 Great Fortitude
5 Extra Investigator Talent
CSF Furious Focus (you do not get the penalty from Power Attack on the first attack you make)
SKILLS (60 ranks total: 12 ranger, 24 investigator, 12 int, 12 background)
(6) Perception +11 (+13 vs traps, +13 vs stonework, +15 vs stone traps)
(6) Disable Device +11 (+13 with tools, +15 vs traps)
(6) Stealth +11
(6) Survival +11 (+12 to follow tracks, +13 to avoid getting lost)
(2) Craft Alchemy +7 (+11 to make alchemical items)
(1) Spellcraft +6
(2) Acrobatics +6
(2) Swim +6
(2) Climb +6
(2) Sense Motive +6
(3) Knowledge Religion +8
(3) Knowledge Nature +8
(3) Knowledge Dungeoneering +8 (+10 to avoid getting lost)
(1) Knowledge Planes +6
(6) Knowledge History* +11
(2) Knowledge Engineering* +7
(1) Knowledge Arcana +6
(1) Knowledge Geography* +6
(2) Knowledge Local +7
(1) Knowledge Nobility* +6
(1) Appraise* +6
(1) Linguistics* +6
Bonuses: -x ACP, +2 Perception & Disable Device vs traps, +2 Perception to notice unusual stonework, +2 Disable Device, +1 Survival to follow tracks, +4 on Craft Alchemy to make Alchemical Items, +1D6 when using Inspiration (free for Knowledge, Linguistic, and Spellcraft checks), +2 Religion to identify undead and their abilities, +2 Stealth vs Undead
Languages: Common, Dwarven, Fiendish, Abyssal, Elven
TRAITS
1 Indomitable Faith (+1 to Will saves)
2 Broken, Not Beaten (once per day, when downed, you can take 1 dam age to remain conscious for 1 round, if you do, you are staggered and only get 1 action)
Extracts:
1 (4+1): Shield, Enlarge Person, Cure Light Wounds, Ant Haul, Heightened Awareness
2 (2): Invisibility, Lesser Restoration, Resist Energy
SPECIAL
DWARF
-Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-Darkvision: Dwarves can see in the dark up to 60 feet.
-Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
-Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
-Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
-Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
-Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
-Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
RANGER
-1st Favored Enemy (Undead): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against undead. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
-Track: +1 Survival skill checks made to follow tracks.
-Wild Empathy: A ranger can improve the initial attitude of an animal with a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
-Combat Style Feat: Furious Focus
INVESTIGATOR
-Alchemy:
1) Gain a +4 bonus on Craft (alchemy) to create an alchemical item. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
2) An investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
-Inspiration: As a free action, expend one use of inspiration to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Free to use on any Knowledge, Linguistics, or Spellcraft skill checks provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
-Inspiration Pool: 4 (1/2 investigator level + INT mod). Refreshes each day.
-Trapfinding: Add +2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
-Poison Lore: You cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
-Poison Resistance: +2 bonus on all saves versus poison.
-Investigator Talent:
1) Mutagen: can create a STR, DEX or CON mutagen that lasts 10 minutes per level. Grants a +4 alchemical stat bonus, +2 natural armor bonus, and -2 penalty to one mental stat. Takes an hour to brew up.
2) Quick Study: use Studied Combat as a swift action.
-Keen Recollection: can attempt all Knowledge checks untrained.
-Trap Sense: +1 bonus on Reflex saves and AC vs traps.
-Studied Combat: You can use a move action to study a single enemy that he can see. You gain a +2 insight bonus on melee attack and damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
-Studied Strike: An investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal 1D6 additional damage. This is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
-Swift Alchemy: An investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
(15737 used)
Combat: Masterwork Giant-Sticker +1 (12), Masterwork Agile Breastplate +1 (25), Skinning Knife (1, treat as dagger), Worg-Fur Cloak of Resistance +1 (1), Iridium Ring of Protection +1 studded with chrysoberyl stones, Stagger-Proof Boots made from mountain goat leather (1), Cold-Weather Outfit (7, +5 vs cold weather), Javelins (x5, 5)Bandolier - 58 lbs
Other: Minor Bag of Holding made from manticore leather (3, contains up to 50 lbs), Worn Iridium Wayfinder (1, family heirloom), Cracked Amethyst Pyramid (slotted into the Wayfinder), Masterwork Thieves’ Tools (2), Bloodvine Rope (5, 50ft, alchemical, durable), Boro Bead, Enchanted Hooded Lantern (2, Continual Flame), Waterproof Notebook & Pen & Pencil (1), Masterwork Backpack (4, +1 STR) - 18 lbs
Consumables: Wand of Cure Light Wounds (50 charges), Soul Soap (dispel vs mind effect), Potion of Hide From Undead (x2), Oil of Bless Weapon (1), Potion of CLW (x2), Bull’s Strength (1)
Alchemical: Fuel Pellets (33), Sunrods (x3, 3), Alchemist Fire (x2, 2), Bone Burn (x2, 2 ), Holy Water (x2, 2), Air Crystal, Blood-Boiling Pill (x2), Tanglefoot Bag (x2, 8) - 17 lbs
Containers and the items stored within:
Bandolier (8): Alchemist Fire (x2), Bone Burn (x2), Holy Water (x2), Hide from Undead (x1), CLW (x1)
Bag of Minor Holding (50): Campfire Bead, Efficient Tent (15, space for two), Cooking Kit (16), Bedroll (5), Blanket (3), Mess Kit (1), Rations (10)
Total load: 93 lbs
Carrying Capacity - Str15: Light 66 lbs. or less | Medium 67-134 lbs. | Heavy 135-120 lbs.
Right now he gives me strong 'Witcher' vibes thanks to the whole potions and mutagen angle, and I will probably play him as a dedicated and zealous monster hunter. He has an especially strong hatred for the living dead.

GM Trifty |

Ok, here we go. More information dumping, and some more requests for you.
If you want to add something to either of the maps I linked above, feel free to do so. I have updated both the smaller and larger regional maps a little bit. The links above should be live. I will edit my profile to include these map links and upload them to the campaign info tab when I get home today.
Format
I have generally followed the same format for each entry. The first paragraph for each entry contains information about the types of people in each faction, where you might expect to find those people, and any relevant history of that group I think is worth writing. The second paragraph contains information about whether or not that group has any ability to help you clear Pyrsa castle and what they would want once it is cleared. Finally, there is an entry telling you the starting attitude of members of that group, following the rules explained in the Diplomacy skill. It is possible to change this attitude through the course of play.
----------
Sundered Dwarves:
The former upper class dwarves of the region, including the garrison of Pyrsa, erstwhile large landholders, other particularly wealthy individuals, and their close family and followers. At one point spread across the valley and some of the neighboring mountains, repeated campaigns by southern armies slowly drove this group of people back towards their various fortifications. The smaller castles and walled towns fell one by one. Each time they did, a group of upper class dwarves was scattered to the surrounding areas, captured or killed, or fled to Pyrsa castle itself. As Pyrsa castle began to starve, many left for the countryside. Just before the death ritual, anyone unwilling to give their life also left. These scattered people had wealth and many were skilled fighters or well educated. But they also faced significant discrimination and violence. Many were obliged to hide their identities and whatever wealth they could. This group generally avoids larger towns, and has now recongregated in several small villages. These include Zeithos and Akron, as well as a few others which are marked on the larger regional map with small purple circles.
This group believes they have the best claim to Pyrsa castle, and have a strong motive to recapture it. Some are even willing to invite foreign dwarves into the Pyrsa region to help garrison the castle. There are also numerous skilled warriors and magical artifacts still among them. They also have actual, personal experience operating the sky-forge in Pyrsa castle, and if you are able to retake it, it might be possible to use it to forge new items.
This group will have a starting attitude of Unfriendly, improved by one step for each Dwarf in the party and declined by one step for each open symbol of Autokratorian authority.
----------
Autokratorians:
Members of the Autokratorian elite who are in the Pyrsa region. Many of these are either recent migrants who have acquired land in the region using wealth from other places, or are retired army officers. This group also contains officials in the region's central government. This group is mostly humans. This group of people is also found mosly in the larger towns. Generally speaking, the government of the Pyrsa regions is a protectorate of the Autokratorian empire, meaning that soldiers and imperial funds can be requested from the south, and taxes are collected and sent south every year. The Pyrsa region is neither a particularly profitable nor a particularly costly region for the Autokratorians to run.
This group has many experienced soldiers and government officials who have skills you might be interested in, however they have also mostly given up on the idea of ever taking Pyrsa castle by force. If convinced, they would probably be willing to take control of the area around the castle to keep the area secure. If Pyrsa castle is cleared of its undead garrison, this group of people will definitely become immediately interested in acquiring more drownstone, probably by raising an army and taking the castle.
This group will have a starting attitude of Indifferent.
----------
Common People:
Ordinary people living in the region. Most of these people have been born and raised here. This group is about 55% humans, 35% dwarves, and 10% other races. Most of these people are rural farmers in small villages south of the Ormonas river, but there are also some artisans in the larger towns. While there are some differences between dwarves and humans, including racial tensions, these are quite a bit less pronounced than the hostility between upper class groups. Many of the humans in this group are the descendants of settlers, soldiers, and conquerers from before the death ritual, but no longer hold strongly to this identity. Many of the members of this group are poor, but there are some elites who are native to the region, grew up among members of this group, and still think of themselves as members of this group. Because taxes have been raised since the Autokratorians conquered the valley region, there is some hostility towards the Autokratorian government. However, this is minor, since most people were not alive before the tax increases.
This group contains few people with skills that might be useful for clearing a dungeon. They have the most detailed knowledge of local geography, and a smattering of rumors about what lies inside Pyrsa castle. They are also the best group at hiding people and wealth from the authorities. If Pyrsa castle is cleared, many members of this group might migrate north of the Ormonas river to try to find lands worth settling there.
This group will have a starting attitude of Friendly.
----------
Orcs of Brish-Kah
Warriors and marauders, the orcs of Brish-Kah are a menace to the region. There are few other than orcs and goblinoids who live in their territory. Many of them travel south almost every year. They go down the Ormonas in order to join up with other bands of Orcs and raid the borderlands of Autokratoria. These raids are generally not met with direct opposition, though the orcs are frequently harassed on their way back to their winter holds in the mountains. Occasionally, perhaps every five or ten years, the orcs of Brish-Kah might attempt to raid the lands near Pyrsa during the spring or autumn. There are also raids led from the Pyrsa region into orcish territory, though these are infrequent and typically lead to retaliation.
The Orcs of Brish-Kah have many strong warriors, but few magical items or spellcasters. They are interested in Pyrsa castle as a strategic position, but have no fortified positions North of the Loudwater river (see larger regional map), so capturing it would be a major undertaking that would require raising an army.
This group will have a starting attitude of Hostile.
----------
Outsiders:
Travelers, adventurers, and members of more exotic races who do not fit into any of the above categories. These people exist at the fringes of society, organizing into loose communities whenever possible. They tend to be poor, and to be most concentrated in larger towns. By their very definition, however, they are also dispersed widely.
This group includes a variety of individuals with a wide range of skills and abilities. Some of them are interested in a way into Pyrsa castle, including a number of cultists. If Pyrsa castle is cleared, some members of this group may become interested in scavenging anything of value as quickly as possible.
This group will have a starting attitude of Unfriendly
Pyrsa Castle
The dungeon you will be clearing. Pyrsa castle is situated on a spur of the mountains. To the South and East, the land rises up from the valley below in relatively sheer cliffs. An experienced climber could perhaps scale these, an army cannot. In any case, where the land levels out there are high sheer walls built to further deter attacks. To the North, the slope of the spur is slightly more gentle. Still, entering Pyrsa by following the Petras river would require climbing next to two waterfalls, passing by a fortified outpost, and then assaulting the Stone gate which sits above the mouth of the Petras. During the long sieges of the past, armies would occasionally try this route.
The main approach to the castle, then, is from the West. To reach Pyrsa castle, one typically has to climb one of the two low points on either side of Nikias’s peak (Sheppard’s Shield or the Skirling Pass). These low points both have steep, winding roads leading up to them. An army can cross these roads, though only in a narrow file which is easy to ambush and naturally becomes strung out. After climbing into the mountains, one must then traverse a narrow mountain road, in places barely wide enough for a cart and horse, which was carved into the side of the mountains long ago. It is also possible to ascend further on either side and climb along the ridgeline, but this leads one to the incredibly steep, rocky road to Nikias’s peak.
Pyrsa’s main Western gate is well known to have a dry moat dug into the living rock before it. Though few have seen it in fifty years, it was once a formidable structure. It is also reinforced with drownstone. The curtain wall on either side of the front gate extends all around the whole of the mountain spur. Within there are several different sub-fortifications, interior wards, and other buildings, ending in Bald Man’s Crown, a large keep which looks out over the valley floor below. There is a good reason why invading armies chose to starve out the castle rather than besiege it directly, and that reason is that large groups of people have an extremely difficult time approaching and attacking the castle.
Skirling Pass
A natural saddle in the mountain ridgeline, the Skirling pass also happens to sit at a thin point in the larger mountain range. It thus lies at a crossroads between the wild lands north of the mountains and the settled lands south of them. It is said that frost giants live north of the Skirling pass, but that they fear to cross it so long as a flame burns in Pyrsa’s main hall. Before the campaign of the southerners began, there was a small village here known for its hot springs. Since the death ritual, few have dared to visit the pass, and many of those who have disappeared when they did. There is a gatehouse which is visible from Akron on a clear day and known to be in some disrepair.
Sheppard’s Shield
A fortification which guards the Southern road to Pyrsa castle. Destroyed repeatedly during the many seiges of Pyrsa castle, it is now little more than a few jumbled piles of stone.
Poulion Castle
A fortification on the far side of the Skirling pass. It is said that in elder days, when the frost giants made war against the dwarves, Poulion castle helped guard the Skirling pass from the North. It has little strategic purpose in the present era, and is abandoned and in a state of severe disrepair.
Akron and Zeithos
These two villages are both places where the once noble dwarves have congregated. Formerly located on the northern edge of the Ormonas river, they moved to the southern edge of the river after the death ritual out of a combination of fear and respect. The bridge near Akron marks the last regularly maintained mark of civilization, and few are brave enough to venture past it and closer to Pyrsa castle. These villages engage in fishing on the river and herd animals in surrounding fields, but do little farming. The three eyed fish, squibs, and other strange aquatic creatures eaten here are the subject of numerous rumors in the villages between the Ormonas and Leptenero rivers, though many of the same creatures can be found in other fishing communities further east. There are numerous forges in these villages. Bereift of their sky-forge, the dwarves here cannot make particularly powerful magic armor and weapons. But they still churn out mundane equipment, at a high volume. These high quality arms and armor are generally sold down the river at Limbyen or up the road at Idalium, where grain and other necessities of life can be purchased.
Limbyen
Built into the side of a hill, Limbyen is the large town closest geographically to Pyrsa castle. Numerous fishing vessels are sent out each summer to catch a harvest of unusual fish which are said to come from primeval waters beneath the mountains. Other river vessels are built here using timber harvested on the abandoned lands near Pyrsa, and regularly carry high quality arms and armor down the river.
The Bear and the Baby
The foremost inn for travelers in Limbyen, The Bear and the Baby also runs a well known restaurant on its first floor.
The Lake market
Located in Limbyen, the Lake market is the best place to find any goods that need to travel a long distance. The merchants here have contacts in far away places, and can put in orders for valuable goods, if they know you’re able to pay.
The Land Market
Located just across the river from Limbyen, the land market is where local goods and livestock are traded. Most such trade comes from the villages between the Ormonas and Leptonero rivers. Those south of the river frequently prefer to take their goods to Theisgraph.
Limbyen Temples
There are numerous temples located in Limbyen. It is generally possible to find at least some kind of shrine dedicated to any Neutral or Good god. The largest and most wealthy are those dedicated to blank, blank, and blank. There are holy days about every two weeks, when people from the surrounding villages who are able will travel into town. These are often followed by market days.
Theisgraph
The seat of Autokratorian governance in the region. Protected by the difficult to cross Loudwater river and the Paper Forts, Theisgraph is generally safe from orcish attacks. Taxes collected in the lands south of the Leptonero river generally make their way here before being sent south just before the rivers freeze. Fresh soldiers sometimes arrive in the spring.
Provincial grounds
The personal house of the Autokratorian governor in the region, as well as a space for business to be done. There are several concrete office buildings formerly constructed by the dwarves, a private bath house, a garden space, and living quarters for numerous civil officials.
Idalium
A fortified city originally built by the dwarves, Idalium sits on the main large bridge over the Leptonero. With a hill and citadel behind it, Idalium resisted bitterly during the wars fifty years ago, and was sacked and burned. Many of the buildings here are new.
The Melted Butter
A good place for travelers to stay in Idalium. Breakfast is served hot, but dinner must be found elsewhere.
Gerald ’The King of Bones’ Khalcar
Faction: Sundered Dwarves Dwarves
Location: Limbyen
Once a high ranking priest, cleric, or religious figure of some kind at Pyrsa castle, Gerald is highly regarded among other formerly noble dwarves. However, he disappeared into Limbyen some years ago, and has not lived among his own kin since.
Bain Ironhand
Faction: Sundered Dwarves
Location: Zeithos
Most of the Sundered Dwarves say that, if they had to pick a leader, it would be Bain. Stouthearted, not too old to fight, strong, and stubborn. He fights with a black shafted poleaxe, and has no magical abilities.
Zenais the Wise
Faction: Sundered Dwarves
Location: Akron
The best enchanter still alive and operating a forge, if you have a magic weapon, there’s a chance Zenais had a hand in making it. She’s also familiar with the sky-forge apparatus in Pyrsa castle itself, and yearns to use it again before she dies.
Maglor Swiftfoot
Faction: Sundered Dwarves
Location: Theisgraph
Maglor is one of the more visible and well known non-dwarves who supports the Sundered Dwarves. In word and deed, he is a true advocate. Without his efforts, perhaps a bloody pogrom would have killed many of the Sundered Dwarves long ago.
Melissa of Brindle
Faction: Autokratorian
Location: Theisgraph
The current Autokratorian governor of the Pyrsa region. Melissa oversees tax collection, requests for soldiers, and other matters of imperial relations. An outsider, Melissa has only been in the region for some years, and probably wants to be promoted to a more profitable province, as her predecessor was.
Brenda Headcracker
Faction: Autokratorian
Location: Limbyen
The current captain of the guard in Limbyen. Brenda is known for her fiery temper and for catching a famous murderer some years ago. From humble origins far to the south, she came here with nothing and has slowly risen up the social order.
Gimble of Thyme
Faction: Autokratorian
Location: Limbyen
A migratory bounty hunter, Gimble is back in the Pyrsa region after an absence of several years. Currently he and his team are hunting an Orc captain, though it’s said he’s also got a personal grudge against Bain Ironhand. And no, he does not have anything to do with the fragrant herb!
Damien of Chester
Faction: Autokratorian
Location: Idalium
Formerly a captain posted to the Paper forts, Damien has been reassigned to investigate the rumor that cultists are probing Pyrsa castle. He and his soldiers have been on the case for several weeks now.
Constance Owens
Faction: Common People
Location: Limbyen
The current mayor of Limbyen, Constance directs a number of different social programs, organizes holy days and market days, and oversees the town militia. Educated in a school far to the south, Constance is nevertheless a native of the region through and through.
Greenroot the Traveler
Greenroot is the head of a traveling merchant caravan that typically operates south of the Leptonero. In winter, he travels south into Autokratoria, returning in the spring and often staying through the summer.
The Hero of Akros
Last fall, there was a small orcish raid near Akros. People tell stories of a common warrior who fought them away with a sweep of his flaming sword. It is unclear who this person is or what they actually did.
Elaine Wheaton
Faction: Common People
Location: Limbyen
Owner and proprietor of The Bear and the Baby. Elaine is known for winning autumn breadmaking contests every year.
Greyton Saltbeard
Faction: Outsiders
Location: Limbyen
A retired seafarer and ship captain, Greyton can’t be found drinking and whoring along the docks at Limbyen.
Allium Nighteyes
Faction: Outsiders
Location: Last seen near Idalium
Allium is believed to have murdered a wealthy man in Idalium and then made her escape into the night. She stole as much as she could, and clearly used some kind of dark magic to facilitate this deed.
The Whispering Riders
Faction: Outsiders
Location: Theisgraph
The Whispering Riders are a group of mercenaries hired to assist in an upcoming retaliatory raid against the orcs of Brish-Kah. They are currently being housed near Limbyen’s land markets.
Karverik of No Mercy
Faction: Outsiders
Location: Unclear, probably a village south of the Leptonero
A wandering cleric with no temple or god to serve. Sometimes his preachings are half-mad ravings, other times prescient predictions. People fear that he is dangerous, but no one had arrested him yet.
What I would like from you:
You don’t have to write a long and detailed background. You can if you want, especially if you have a strong sense of your character already. My own personal preference is to leave some things unsaid, so that as you actually play your character, you slowly build up a sense of who they are.
In any case, you do need to have enough of a background that we know something about who you are and why you want to explore the dungeon.
I think it would be good to establish some NPCs who your character knows. The objective is to make it so that your characters don’t feel totally disconnected from the world. On the other hand, this can be a substantial amount of work for some people. And, I’m also not sure exactly how much social interaction will figure into gameplay, it could be some, or it could be a substantial amount.
So, depending on how much time you have and you're motivation level, I’d like you to create about 1-3 NPCs who your character knows. Information I suggest you include:
1) Whether you are friends, enemies, or neutral towards one another
2) The NPC’s faction
3) The NPC’s location
4) Anything you think the NPC might be able to do to help or hinder you in clearing and securing the dungeon, if applicable
I want to integrate your characters into the world as much as possible. To that end, I want NPCs to be able to react to your characters realistically and engage with them as much as possible.
So, if there are notable characteristics which you think a person would notice about you and react to, I’d appreciate it if you would highlight them. This also serves, in my eyes, as a way for you to develop your character’s identity. I am going to read through your backgrounds and other character information, but I’m a busy person and there are four of you, so this is your chance to highlight things I might otherwise miss.
-----------
I would also like you to highlight some class features or unusual mechanical abilities which might typically get ignored. I’m not promising that they’ll come up, but I think it’s super boring for you to have a cool ability that never gets used. So I’d appreciate it if you highlight some of your more niche abilities for me to keep in mind.

Torvi Stonesinger |

Some background and such for Torvi, in no particular order:
Motivation: 7) You want to lay the undead dwarves to rest and undo whatever pact they made with demonic forces. This would undo the shame of a people and set right a great wrong in the world.
Native of Akron, Torvi was born shortly after the doom of Pyrsa was decided. She has been raised to high ideals by her parents who hold the dream of cleansing the keep of the evil within it, but no great allegiance to either Nain or Mahal. Torvi is familiar with Zenais the Wise, and it was Zenais who enchanted her dorn-dergar. Torvi's parents were not noble, but were both members of the guard, who chose not to accept undeath in the pact, and thus left Pyrsa.
Torvi owes a debt of honor to Maglor Swiftfoot, although they have never met. Maglor's efforts on behalf of the Sundered Dwarves have not gone unnoticed among the Dwarves themselves.
Torvi is good friends with the dwarven bard, Slate Goldtongue. Slate is a Sundered Dwarf who travels the area, hitting most of the towns, regailing the locals with songs of the glories of the past and of the racial heroes among the dwarves. Slate taught Torvi everything she knows about singing. Slate's is very knowledgeable and could be useful as a source of Lore.
Torvi has no love for the orcs, although no real animosity for them either.
Character highlights: Torvi's fiery red hair is her most notable physical attribute. She wears it in long braids, fairly typical of warrior maidens. Her strength is a bit legendary within her community, and the easy way in which she wears her heavy armor is unusual even among dwarves.
Torvi has an intense interest in history, nobility, and her faith. These things define her.
She is not devoted to a single dwarven deity, but rather to the end of the pantheon's spectrum that is more Lawful and Good, with is not meant to imply that she doesn't recognize the existence of the more Chaotic and Evil dwarven deities, and she respects their domains as well, she just doesn't practice them.
Class/Functional abilities: Stonecunning (like all Dwarves), Cleave and Great Cleave opportunities would be nice

Solicitor |

Here's a rough first draft for my ranger/investigator:
Kaulas 'Karti' Conrán.
Orphaned before he could ever get to know his parents, Kaulas is a snub-nosed dwarf with pronounced cheeks that dart upwards whenever he speaks, laughs, or frowns.
The nickname 'Karti' was given to him by his wife. Kaulas has a habit to chew on alchemically treated Karti roots, a most pungent and bitter habit. It helps keep foul smells at bay and is said to make one unappetizing to wild beasts and the living dead. Secretly, he quite likes the taste.
He is a skeptic who weighs whatever he is told on the scales of his mind and heart. Those who don't know him might feel he's aloof when first meeting him, but this, so Karti himself explains, is a regrettable side-effect of his occupation as a monster hunter.
Regardless of his (seemingly) cold disposition, it's clear that he cares about how is perceived by others, for Karti puts effort in how he dresses, the cleanliness of both his body and his clothes, and in the way he addresses people. He's a serious professional, and when given an important task, Karti can be consumed by it. Given time, this side of him tends to build sturdy bridges between him and those he works with or for.
NPC 1: Rauda (Common Folk)(Lives in Limbyen, is on the road a lot)(Partner)
Rauda is Kaulas' wife. Like him, she too busies herself with alchemy and combating both ailments and monsters with her brews and concoctions. Unlike him, she does not venture forth into the wild for weeks or months to hunt down monsters, seek out rare plants, and explore lost settlements and ruins. Rauda is a blessed cook and a much-welcomed guest by the common folk.
Rauda and Karti knew each other growing up, but life took both their own way until they met again at a spring dance. Karti feared it would take him many tankards of ail before he'd find the courage to ask her for a dance, but Rauda wasted no time and simply came forth and asked him to dance with her. Well, ask, it was not a question. She insisted, her eyes made that clear.
Karti feels completely at ease with her and the two can spend many a romantic evening together in complete silence. Little needs to be said between the two, and what does need saying, tends to be said when the two spend an afternoon in their garden, taking care of their impressive collection of flowers, herbs, and plants.
She can help Karti & Co with potions, poisons, and special food.
NPC 2: Vollí (Sundered Dwarves)(Limbyen)(Friends)
A skilled warrior who lost a hand in a fight with orcs many moons ago, Vollí now busies himself with training young talented dwarves and giving them purpose. The nobleman funds exploration missions and is eager to learn more about his people's history for maybe in their history, an answer can be found for the problem that is Pyrsa Castle and that accursed ritual.
Vollí trained Karti. He has also funded some of his ventures into the wilds. Much of their history has been lost to the ravages of time and in their quest for knowledge, Vollí and Karti have found true comradery.
He can help Karti & Co with knowledge, (Sundered) contacts, and martial expertise.
NPC 3: Frulli (Sundered Dwarves)(Limbyen)(Frenemy)
The third son of a widely respected warrior, Frulli was mentored by Vollí. It was then that Frulli and Karti met, but where Karti relies on alchemy, knowledge and planning to see him through to tomorrow, Frulli calls upon the divine to shield him and his friends and smite their foes. The two share a common cause, and one they both pour their heart, sweat and blood into, but the fact Karti embraces skepticism and dares to ask any question has led to tension between the two.
Frulli hopes to one-up Karti and convince him once and for all that doubts about the Divine and their plan and aspirations for the dwarven people are unfounded. Perhaps both just want to be Vollí's most cherished student and show him that their way is the best.
He can help Karti & Co with Divine blessings and aid, (Sundered) contacts, but might ask a steep price. Whether that be in gold, (future) commitments and or favors, depends on what is asked of him. Frulli will not condone the destruction of any and all Divine artifacts, temples, places, or whatever it is that might be linked with the Dwarven faith and their gods.
NPC 4: Greenroot the Traveler
Karti and Rauda are interested in exotic foreign alchemical ingredients and pay Greenroot in coin and valuable local flora and fauna.

Atash Rahine |

Posting with alias so it's easier to reference, has all information in it including background information and NPCs.

GM Trifty |

I'm greatly enjoying reading everything you're putting together. Thanks for being an engaged group of players!
I think we're going to wait for the next stages until Monday. You can continue to add anything you want to your characters before then, but I'm not asking you to do so.
At that time, I will ask you to take a look at ways in which your characters might have met before, possible locations they might meet at the start of the game, and why they might choose to band together. I will post more on this topic, including my own thoughts after looking your characters over, on Monday.

GM Trifty |

Ok, we are not going to rush anything, but I'm going to summarize a little bit here while we wait for Albion.
Atash is a free agent who travels far and has few connections from earlier chapters in his life. He can pretty easily glom onto anyone who has a decent motive to explore the dungeon for his own reasons.
Torvi and Kaulas are both Dwarves who probably know many of the same people, and may have even grown up together. They also both have strong incentive to explore Pyrsa castle for the purpose of benefiting the Sundered Dwarves, preventing the Frost Giants from crossing the Skirling pass, and redressing the sins of their ancestors. They were probably already interested in learning more about Pyrsa castle, but may have been afraid to explore it without additional help. Notably, Atash brings the possibility of infiltrating the castle more secretly, which is clearly beneficial.
In my mind, the main question is what Torvi and Kaulas would need in order to trust Atash. I am thinking the game will start in the Spring, so it would make sense for Atash to have stayed in the region at least through the Winter. This gives some time for him to become ingratiated with Torvi and Kaulas, perhaps even having done some minor work together.
How does that sound?

Atash Rahine |

Sounds good to me!

GM Trifty |

Ok, here we go.
There have been comments about hearing rumors/gathering information before venturing into the Pyrsa Castle. I have given some thought to how I want to handle this, and will lay out the system I'd like to use. I think this is a solid way to convey information to you.
First, determine the number of rumors you have heard. If you have been in the Pyrsa region for several months, you hear a minimum of one rumor. If you have been in the Pyrsa region for several years or more, you hear a minimum of two rumors. Regardless of the minimum number of rumors you've heard, roll a diplomacy check. If your check beats a DC of 10, you hear one rumor. For every five points by which your check beats the DC, you hear one additional rumor. This is in addition to the minimum number of rumors heard based on how long you've been in the region. Example: Bob grew up in the Pyrsa region, so he has heard a minimum of two rumors. He rolls a 16 on his diplomacy check, so he hears two additional rumors. This results in a total of four rumors for Bob.
Second, determine which rumors you've heard. Roll a d20 for each rumor, rerolling duplicate results, until you have one unique number per rumor heard. Example: Bob rolls a 2, a 2, a 4, and a 16. He rerolls his 2 and gets a 4. He rerolls again and gets a 15. He hears rumors 2, 4, 15, and 16.
Third, determine degrees of success. Roll an additional diplomacy check for each rumor you've heard. Depending on the rumor, I may ask you to roll another skill instead. For every 5 by which your check exceeds a hidden DC, you will get more detailed or accurate information. Example: Bob rolls 4 diplomacy checks, each labeled with the rumor number it corresponds to. I ask him to roll a Sense Motive check instead for rumor 2 and a Knowledge: History check instead for rumor 15. Based on the results of these rolls, I provide him with different information.
Three out of four of you have just completed an adventure with me. You didn't get to enjoy any cool treasure after defeating the demon at the end. I think it would be fun for you to have some kind of bonus treasure carried over from this previous game (though not necessarily tied into the previous story in world).
I'm going to present you with five options. Each of these options can be picked by only one character, so two people can't both have the same option.
Frostblood Potions
Aura Moderate Transmutation; CL 7th; Consumable 13 uses; Weight 1 lb
These ten vials of black, ichorous liquid are perpetually frosty and cold. Tasting suspiciously of blood, they provide a dark power. When drunk as a standard action, they provide Resistance 10 to Cold and a +2 Profane bonus to Strength. Additionally, a crown of shadowy blue horns sprouts from the drinker's head, granting a gore attack. This is a primary natural attack (unless the wielder also fights with weapons, in which case it is a secondary natural attack) and deals 1d8 points of damage. These effects last for one minute. The drinker is fatigued for 10 minutes after these effects wear off.
Eye of Darkness
Aura Moderate Conjuration; CL 7th; Slot Neck; Weight 1 lb
Though it still lolls about lidlessly, driven by some undying and invisible will, whatever creature once saw though this huge eye is long dead. Its optic nerve has been twined about a thin necklace of pure silver. Once per day, the wearer can touch the eye as a standard action to cast Fog Cloud, Darkness, or Vanish. Additionally, once per day, the wearer can touch the eye as a standard action to grant themselves Darkvision with a range of 60 ft. If the wearer already has Darkvision, its range is extended by 30 ft. This effect lasts for 7 minutes.
Ice Spines
Aura Moderate Abjuration; CL 7th; Slotless; Weight 4 lbs
These unmelting spines of ice shimmer with a pale malevolence. They can be stuck onto any suit of armor or even regular clothing with 10 minutes of work and a DC 10 Spellcraft check, after which they function as a set of masterwork armor spikes which deal an additional 1 point of cold damage on a successful strike. Further, every round on which the wearer is constricted, pinned, or swallowed whole, the spikes automatically lash out, dealing 1d6 points of piercing damage plus one point of cold damage. Anyone wearing the Ice Spines is also a menacing and imposing figure, and gains a +2 competence bonus on Intimidate checks.
Demonskin Boots
Aura Moderate Conjuration; CL 7th; Slot Boots; Weight 3 lbs
These supple, leather boots are made from a curious and oddly blue skin. They provide great protection against cold, functioning as a continuous Endure Elements spell (though they provide no protection against hot environments). Furthermore, they allow the wearer to tap a shifting magic of spatial manipulation. Three times per day, the wearer may take two five foot steps on their turn instead of one.
Knucklebones of the Damned
Aura Moderate Evocation; CL 7th; Slot Ring; Weight -
This set of seven kuncklebones is worn like rings around the fingers of one hand, somehow always exactly the right fit. It confers an otherworldly strength of will to those who cast certain spells. Whenever the wearer casts a spell with the cold, darkness, or fear descriptors, that spell functions at an effective caster level one higher than normal.
We need to figure out what location the party starts in. I think it's more authentic for you to pick where your characters are. I am happy to run things if you want to be in different locations at the start of the game, but that obviously will slow things down a bit.
Based on Kaulas's discord message and other comments, it seems like we'll go with the rough sketch I described above in terms of you knowing one another. This means you already know one another reasonably well.
We need to figure out how Razaniel knows the other party members.
I think I'm going to hold off on knowledge checks for now. I have a few that are important, but I might choose to wait on them until we actually start playing since that's more elegant.
We're really close!

Torvi Stonesinger |
1 person marked this as a favorite. |

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
Torvi has heard 4 rumors...
Rumors: 4d20 ⇒ (9, 1, 10, 18) = 38
Torvi has heard rumors 1, 9, 10, and 18...
Rumor 1:
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Rumor 9:
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Rumor 10:
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
Rumor 18:
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Atash Rahine |

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
1d20 ⇒ 9
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Oh boy, RNJesus is already not fond of Atash.

GM Trifty |

No problem if you want to pass on a magic item. You can also ask for one to be reflavored if you would like. I respect the dedication to the cause no matter what.
Rumor 1: Roll survival.
You got trapped at an inn table with a rather insensitive old man. He kept mistaking you for an ordinary rat, and would only stop himself from swatting at you with his hand already raised. Not that his feeble old backhand would hurt your bones, much stronger than those of an ordinary creature your size thanks to the magic that had been wrought on your body.
Perhaps to distract him, you ended up in conversation about his life. He talked briefly about a rather queer type of creature that seemed to come from waters flowing beneath the mountains. Apparently this species was called a drowner, and would drag even strong men underwater. They were rare in the lake, he reassured you.
You were riding a lake boat near Limbyen, talking to an old fisherman onboard. He kept pointing out the net of a neighboring boat and talking about the fish that were being unloaded. It was hard to hear him at first, but eventually he started to make sense. Many of the fish were highly unusual for an ordinary river, and probably originated from beneath the mountains. Fish from beneath the mountains were poorly understood here, but this old fisherman knew one of them quite well.
It was large and squidlike, with several grappling tentacles. The man kept calling it a drowner, and said that it liked to pull young lassies like you overboard and trap them in a cage underwater. He seemed quite serious. He also went on and on about a special rock it carried which he had seen mess with magic. He seemed to think drowners ate these rocks, and saved them like treasures in their underwater cages. The same underwater cages they use to drown young lassies.
When he was done talking to you, his wife came behind him and took his shoulder gently. She thanked you, and said that was the most he had spoken to anyone in ages. The old man stared at you, with eyes like an owl, the rest of the boat ride.
While traveling south of your usual range, you overheard a woman drinking at a bar. She was extremely insistent to her comrades that she had actually been inside Pyrsa castle. She was talking about approaching the castle, something about an alarm horn - or maybe it was an alarm bell?
You moved closer to ask her about it, but she took one look at you and immediately vomited profusely. Just your luck. She was bundled off straightaway, though she managed to sneak one more drink on the way out. They were her silvers to burn, she swore.
Maybe you learned her name and tried to find her the next day, but by the time you would have gotten a chance to talk to her, she was gone. Travelling South.
You were practicing archery at a local range not long ago and engaged in some friendly competition with your neighbor. All in good fun, not much ego involved. He clearly had a gift for feathering targets, and trounced you handily.
Afterwards, he couldn't stop talking about how he was going to kill "The Griffon of Nikas' peak." Those were his words, anyway.
Here and there, you've asked around. There are people who know all about griffons, and they assure you such beasts are only found farther south. But you have also heard other folk speak of some huge bird - or is it a dragon? - which has taken roost above Pyrsa castle. You have been meaning to ask for news from any who range the grounds north of the Ormonas river, but such folk are rare and seldom talkative.

GM Trifty |

You were near the paper forts with a band of dwarves last fall. You found yourselves in the territory of the orc-hold, about five miles deep. There was some kind of beast there which was picking off stray orcs here and there.
You tracked the beast for some time, trying to learn its ways. It was huge and dangerous, perhaps a dire bear, with padded and clawed feet. The beast was probably staying in a cave on the orc side of the Shearwall spur, though you couldn’t find the precise one. You guessed it would stay there at least through the winter. Any large movements of armed soldiers through the area, such as those that might occur later in the spring, might disrupt its hunting grounds and send it towards more civilized lands.

GM Trifty |
1 person marked this as a favorite. |

You arrived home late one night after a long journey, half dreaming of the peaceful night awaiting you. You awoke the next morning to the sound of Rouda talking to a stranger. The stranger was asking your wife for advice about the road to Pyrsa, and to buy any potions that might be for sale. With their help, she promised she would steal the crown of the king and set the land to rights.
The rich made brave adventurers.
Not two weeks later and you saw her again, coming back the opposite way. While visiting a merchant to sell your pickings, you heard her talking about her trip. She went on about how hard the mountain road had been, thin and dwarven as it was, and then talked about the approach to the castle itself. She was talking about an alarm horn, or perhaps it was an alarm bell. You were quite interested by then. But when you asked for more details, she recognized you as your wife's husband. She got embarrassed that she hadn't lived up to her promise, and fell silent about the castle.
It was strange, how people never believed you had always doubted them.
Frulli's father, Alli, was staying with Vollí. The two of you weren't on great terms. Alli was older, and was one of the higher ranking dwarves from before the Sundering who still lived. Vollí, like you, knew little from before the Sundering. He had only just been coming into adulthood then. Alli was talking to your mentor about the Stone Gate. You weren't supposed to overhear the conversation. "...aye, it was a clever trick to disguise the gate like that-who is that?" He had heard you eavesdropping.
"What, you think you'll just march into Pyrsa's main hall and declare our people saved?" He asked you, face flushed red. "You think this is just another old ruin of our ancestors for you to explore? This is Pyrsa castle I'm talking about. You pup, you, you'll never sleep a night in that castle, or I'll sell my armor and plant a garden." He wouldn't talk more about the castle after that. You knew he lived in one of the dwarven villages to the south, there were only three.
Perhaps you could visit him again before leaving.

GM Trifty |

Glad you're back, hope your vacation went well.
Rumor 5: roll any perform check.

GM Trifty |

Planning to push tomorrow.
You threw your head back and danced, letting the wine of new spring burn in your veins. The stars had been kindled, and called sparks from a crackling fire into the cool night air. A voice called you back to the earth. A man in brightly colored, checkered clothes danced beside you. He was fast and agile, lithe body moving with grace and rhythm. You matched him.
When the music was done and there were just a few stragglers left, the man approached you again. He was impressed, and wanted to give some good advice before the night grew too late.
He warned you about the Whispering Riders, a group of mercenaries who had been hired recently by the Autokratorians to take part in a retaliatory raid against the orcs. This raid would not be launched until the summer, however, and until then the Whispering Riders were a dangerous group of heavily armed fighters without a purpose. The checkered man told you that he and a few of his friends had gone to perform for the Riders, who had been camped near Limbyen. He had done well enough, and had overheard them talking about their plans for the next month. They would follow the road from Limbyen to Idalium, where they would ostensibly aid in the ongoing investigations of the Cult that had grown around Pyrsa castle. However, some of them would circle back along the road to raid some villages south of the Ormonas river. This would probably occur within the next two weeks.

GM Trifty |
1 person marked this as a favorite. |

I am ready to start gameplay. If you want to wait before doing this, that's ok with me. I can provide more information or do other things before we start. But I think we have most of the major things covered.
I'd like for us to make a collective decision about where to start gameplay. I mean in terms of physical location of your characters, but also in terms of prioritizing some gameplay experiences over others. Whether you are more interested in exploring a dungeon or interacting with a wider world should, in my mind, dictate where your begin. Interacting with the dungeon should feature more complex interaction with codified mechanics and tactical play. Interacting with the wider world should feature more character agency (although I will note that I have made an effort to build in some agency in the Dungeon), roleplaying, and exposition about the world.
Personally, my preference is for Atash and Razaniel to start in Limbeyn. Karti and Torvi, our two Sundered Dwarves, begin in one of the two Sundered Dwarf villages nearby. As discussed, Atash and the dwarves know one another already. But I'm having trouble not imagining a moment where the Sundered Dwarves who are sympathetic to Karti and Torvi meet with them to tell them what they know of Pyrsa castle. And I don't think outsiders would be welcome at such a meeting. Importantly to me, this option also provides substantial verisimilitude.
Ideally, this option would also provide a sufficient level of setting information and wider world play. It would allow me to differentiate this information according to the two groups of players, which in my mind might develop the characters. And it might be more interesting that other options for exposition due to options for roleplaying. Notably, the option to get to know all of your characters as characters would be welcome, and might help me provide a more immersive experience if I use the information well. Having two groups of players will slow things down on my end, so this process might take some time. I am open to other options.
I have two such other options in mind. If you want, we can skip through to the part where you're actually at the most obvious entrance to the Dungeon. The gate to Pyrsa castle. This seems like the most extreme 'fast forwarding' option, where we skip a certain portion of gameplay at the beginning to get to other options faster and build momentum. Alternatively, in between that option and my prior suggestion, we could go for a middle route. We could start with all of the characters together, but already having received some information from the Sundered Dwarves who are sympathetic to Karti and Torvi. I communicate the most important pieces of this information to you in a different and more direct way that doesn't involve roleplaying. You have a few interactions on your way to the dungeon, but we focus on moving quickly. These two options both come to mind as reasonable ways to satisfy different goals.
In conclusion, I'm hoping to get some kind of collective opinion about where we would like your characters to physically begin in the world of the game. I believe this decision carries some weight in terms of establishing gameplay preferences.

Atash Rahine |
1 person marked this as a favorite. |

I think my preference is the first option. The longer more scenic route, but I think it worth walking. Thoughts?

GM Trifty |

Ok. Based on the discord messages and your two preferences, I think we're mostly all in agreement.
See you all in the gameplay thread tomorrow.

GM Trifty |

Interesting. Is it still not working?

GM Trifty |

Hmm, I don't. I am not very sure how that system works. Is there something I can do to add you? I don't see a button to do so anhywhere.

Atash Rahine |

This is very strange. I think you should contact Paizo support.

GM Trifty |

Yeah really strange. I see you in characters now, and Hedrak too.
Maybe you just needed the dice to be in your favor today.

GM Trifty |

Paizo's censorship is not nearly as funny as what they smurf.
This is so strange. What a world I live in.
Reposting from Discord.
Atash wrote:sorry I'm a bit confused on our state of knowing each other and our objectives at this pointAtash and the dwarves had met for some months prior and perhaps completed some work together, they definitely had a solid relationship that had lasted through the winter, while you waited until a more favorable season to try your luck at the castle. It was not clear what Razaniel's relationship with the dwarves or you is, but presumably you have met at least. The dwarves are at a dwarf only meeting, so you're waiting for that to end before you finally leave.