Price of Immortality

Game Master Diaz Ex Machina

Maps & Pictures



The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.

—————

The first time I tried to run this module here on the boards was in 2019, but unfortunately I had to step down from the role of GM because of some health issues. Now that I'm back with a huge deal of spare time I thought I could give this a second chance.

I'm a TTRPG player since 2002, started with D&D3E and its subsequent Editions, but found out in 2015 that Pathfinder was more of my taste. I've tried DMing in the past, I wasn't very successful, but now that I'm trying it here on PbP I'm really having a blast.

What I'm looking for here is to spend some good time with likely-minded individuals to create a nice narrative, have fun, and grow poth as gamers and as persons.

—————

Character Creation Summary
System: Pathfinder First Edition;
Starting Level: 1st Level;
Ability Scores: 20 Point Buy;
Races: Core only;
Alignment: Any non-evil;
Classes: Core only;
Optional Rules: Background skills, Character traits;
Starting Wealth: 10 gp; you start your adventure with just your weapons (one or two melee light or one handed weapons or a two handed weapon, and a ranged weapon plus ammunitions, none worth more than 75 gp), an armor worth 50 gp or less (and a shield, optionally), and your class items (common musical instrument, holly and mistletoe, spell component pouch, thieves' tools, wizard's spellbook, wooden holy symbol);
Hit Points: Max at 1st level, average for subsequent levels;
Background: 2-3 paragraphs minimum; your characters are all coming from Kassen, and they know this year is their turn to retrieve the Everflame from Kassen's crypt; every character will have a mentor from the village determined by its chosen class, which should be included in their backstory;
Posting Expectations: 1 post per 24 hours during weekdays (Mon-Fri), 1 post every 48 hours during weekends (Sat-Sun), no obligations during festivities.

—————

I’ll be accepting 4-6 characters at the table. I'll be keeping the recruitment open until 11:59pm of Sunday, May 8, 2022. If at that date there won't be enough player to start, I'll wait a bit longer, until 11:59pm of Tuesday, May 10, 2022.


Core only... this is my jam! I will be whipping something up shortly!

EDIT: As a side-note, I have never playing this adventure


I think I'll try something Martial


Dotting with interest


I think I'll whip up a Barbarian, Ranger, Monk, or Fighter.....


RHMG Animator wrote:
Dotting with interest

Glad to see you here! I won't let you down this time!


Dot. 2h reach cleric of whoever has the randomly selected reach weapon.

Core reach weapons: longspear, the glaive, the guisarme , the ranseur and the whip

1d5 ⇒ 2

Glaive=Shelyn, which by my priors means we’re going to be a glasswright, so that’s ok. Core means minimal concerns about equipment, I guess scale armor and a sling/bow we probably won’t use? A colored glass lantern, some oil, and a love of fire seems like a match for our artisan theme. Something like that. I’ll noodle on it and see if a neat backstory coalesces.


So I’m sitting here reading this post, and I get to, “The first time I tried to run this module here on the boards was in 2019, but unfortunately I had to step down from the role of GM because of some health issues.” And I’m like, Wait a minute! I was in that group!

I’m glad to see you back Diaz! I’d like to be a part of this game, if you’ll have me. I still have my character from that game, as it fell apart rather quickly after you left. I’ll check his stats to make sure they fit the prereqs and submit him. Barbarian for all those wondering.


Ruin Explorer wrote:

So I’m sitting here reading this post, and I get to, “The first time I tried to run this module here on the boards was in 2019, but unfortunately I had to step down from the role of GM because of some health issues.” And I’m like, Wait a minute! I was in that group!

I’m glad to see you back Diaz! I’d like to be a part of this game, if you’ll have me. I still have my character from that game, as it fell apart rather quickly after you left. I’ll check his stats to make sure they fit the prereqs and submit him. Barbarian for all those wondering.

I'm glad to see you too! I remember you (sort of, your name came up while looking at my old files for this adventure), and of course you're welcome to join!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am quite interested! Where on Golarion is Kassen?


Archpaladin Zousha wrote:
Where on Golarion is Kassen?

Northeastern Nirmathas on the Tourondel river, north of the Southern Fangwood, on the border with Lastwall.


Anyone interested in applying to this table please state race and class of the character you're planning to play.

This way I can make a better choice when I'll have to assemble the party.

Thank you for your cooperation.


Well, two other players seem to also be interested in Martials so to increase my odds ,I think I'll play a

HUMAN SORCERER!!

:)

A member of the Vargidan family I think. Fire elementalist bloodline

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Is it okay to make a character building to the Eldritch Knight prestige class, since that PrC is in the Corebook?


Okay. Ridge here. I think I'm done. Here's Krokod "Firetongue" Vargidan. Gambler, neer do well of the village and mildly combustible guy in a forest hamlet determined to prove he's got it under control.. really!


Archpaladin Zousha wrote:
Is it okay to make a character building to the Eldritch Knight prestige class, since that PrC is in the Corebook?

Yes, although you most likely won't be able to get to that class in the first Module, probably not even at the end of the third. City of Golden Death starts at 5th level, I'm not sure you should plan so much ahead.


I'm caught on a few ideas, will be sorting them out......


Human Cleric of Shelyn.

Lark is a glasswright and our mentor is our grand aunt (Half-Elf retired adventurer and going to stay that way, profession: innkeeper. URg1/Clr8/Exp1 or gm’s fancy). Our parents are dead, their flame extinguished, and the terms of the family inheritance being let out of trust require us to earn our chunk of the everflame with which to tend to the resanctification and relighting of our glass forge.

If we were doing other sources than core I’d worry more about tuning the mechanics to the backstory but as is the mechanics are very much generic reach cleric, and the fluff lives more in the posts than the crunch. I’ll get things updated in the alias before deadline and post from it once it’s complete.

I am also open to tying backgrounds together if other players want to be shelynites or artisans or just on friendly terms (or not) with the orphaned Daughter and her nebulous grandaunt.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm thinking along the lines of a Dwarf Wizard at least to start with, specifically as kin to Braggar Ironhame, but is there a wizard mentor in Kassen? Also, would a dwarf's age impact their selection for the Everflame thing?


I think I've settled on Half-elf Monk.....


The Mentors
Please integrate these NPCs in your background.

Braggar Ironhame (barbarian mentor):
Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’s Steel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling their anger and unleashing it when the time is right.

Jocyn Elmaran (bard mentor):
Jocyn is the only real entertainer in the town, having settled here 4 years ago after a fight with orcs up near the Belkzen border left him with a crippled leg. Despite his injury, Jocyn is a capable performer, working with a variety of instruments and performance styles. He lives in one of the rooms above the Seven Silvers Tavern, where he performs nightly. Jocyn is a perfect mentor for bard characters. His loose style and relatively carefree nature make him a rather lax teacher, however, and his occasional drunken ramblings hint of a terror in his past that he refuses to speak of any other time.

Father Rantal Prasst (cleric mentor):
The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why.

Olmira Treesong (druid mentor):
Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Guard Captain Gregor Wisslo (fighter mentor):
The town of Kassen has never truly known the horrors of the war with Molthune, but occasional raiding parties from Belkzen do sometimes pose a threat. As such, the town has been watched over for many years by Wisslo, who serves as guard captain. Gregor is a staunch man who believes in schedules and regiment over ingenuity and spontaneity, much to the chagrin of the town’s residents. As an aging fighter, Gregor is a qualified teacher, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).

Ilimara Oniri (monk mentor):
While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it.

Sir Dramott (paladin mentor):
The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Although he has no authority here in town, he regularly reports to his commanders in Lastwall, informing them of any orc activity. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing, but he is concerned about a military officer from a foreign land stationed in his town. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.

Arnama Lastrid (ranger mentor):
Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Arnama is a skilled ranger but not the best teacher. Those who have tried to learn from her find her impatient and without discipline. She does, however, excel at teaching by example, leading her charges on far-ranging patrols and hunts.

Jimes “Short Change” Iggins (rogue mentor):
Those who frequent the Seven Silvers tavern know to count their coins before they leave the table, especially if they have been served by “Short Change,” the halfling waiter who has a propensity for giving less change than is due (although he insists the name is due to his short stature). Although Jimes is genuinely kind and helpful to all the locals, he just can’t help but end up with some of their possessions at the end of the night, be it a few coins or a loose dagger. Most of the townsfolk are quite aware of this and do not take too much offense if something goes missing. After all, they know where the missing goods went. Anyone who works with Jimes at the Seven Silvers is sure to get a host of tips and tricks from this good-natured thief, who thinks that a little petty theft is all in good fun.

Moltus Vargidan (sorcerer mentor):
If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.

Holgast (wizard mentor):
On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.


Archpaladin Zousha wrote:
[...] would a dwarf's age impact their selection for the Everflame thing?

I don't think so, no. It's a "coming of age" event, you simply had to wait longer for your turn, but it finally came.

Otherwise this module would be very hard for dwarves, elves, gnomes, and other long lived races to fit in.


Here is Nintos Melinous Human Fighter. Focusing on combat maneuvers disarm/trip. Let me know if anything needs to change within his equipment.


Mr Clint wrote:
Let me know if anything needs to change within his equipment.

Remove the Fighter's Kit. As I've said you start with only your weapons, armor, and class items (like holy symbols or thieves' tools), plus 10gp.


GM Diaz wrote:
Mr Clint wrote:
Let me know if anything needs to change within his equipment.
Remove the Fighter's Kit. As I've said you start with only your weapons, armor, and class items (like holy symbols or thieves' tools), plus 10gp.

Okay, I took "class items" to include the class kits. I will remove that and get 10 GP worth of supplies. Everything else look good?


Mr Clint wrote:
I will remove that and get 10 GP worth of supplies. Everything else look good?

You don't need supplies, keep the 10 gp.

GM Diaz wrote:
Starting Wealth: 10 gp; you start your adventure with just your weapons (one or two melee light or one handed weapons or a two handed weapon, and a ranged weapon plus ammunitions, none worth more than 75 gp), an armor worth 50 gp or less (and a shield, optionally), and your class items (common musical instrument, holly and mistletoe, spell component pouch, thieves' tools, wizard's spellbook, wooden holy symbol);

!!!ATTENTION!!!

You don't need to spend any of the 10 gp you get for supplies. You just start the adventure with the equipment stated in the first post and nothing else.


How do you handle Monk then, they don't use armour, and use unarmed strikes?

Also are alternate racial traits and or class archetypes open for use, as I have a good idea with a few of them.

Though I might want to see how you'd rule on a alternate racial trait that has great RP potential....


RHMG Animator wrote:
How do you handle Monk then, they don't use armour, and use unarmed strikes?

Monk simply don't buy armor nor weapons (they could buy monk weapons if they want though). They're monk, they start with their clothes and 10 gp.

Keep in mind, you're barely adults leaving your tiny little village for the first time in what is more than a rite of passage than a real adventure. You're not mercenaries armed to the teeth and ready for anything the world could throw at you. What I'm letting you take as starting equipment is well enough to take you through your funny little trip to get that torch lit.

RHMG Animator wrote:
Also are alternate racial traits and or class archetypes open for use [...].

No. No alternate racial traits and no archetypes.

I want to keep this very simple, I'm adding Background Skills and Traits just because those are so widely used or considered borderline vanilla (Traits are allowed even in PFS).


Are we limited in what traits we can select from?


Ruin Explorer wrote:
Are we limited in what traits we can select from?

I want to keep things simple, so let's limit the available Character Traits to those from the Advanced Player's Guide.

I apologize for giving you information in bits and pieces, I was so eager to post the Recruitment thread I didn't think to list the available sources at the table.


Based on what everyone else has chosen so far I think I'd go with a half-orc rogue. Do I need to have anything else decided/written before the players are officially chosen? More than happy to do so just wanted to make sure!


Darknessman wrote:
Based on what everyone else has chosen so far I think I'd go with a half-orc rogue. Do I need to have anything else decided/written before the players are officially chosen? More than happy to do so just wanted to make sure!

I will probably make my decision based solely on party composition. No need to write a background at this time, since there are people with different writing abilities I think that choose based on a background may prevent some players to enter games. Choosing just the classes which work better together will give everyone the same chances to be picked, more or less.


After thinking about it a bit, I have decided that the Unchained variants for Barbarian, Monk, and Rogue are available to be played in the adventure, feel free to use them to build your characters.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Quick question regarding class items: a wizard can have a bonded object and I was thinking of using a dagger to represent her "clan dagger" (this aspect of dwarf culture was introduced in 2e). The catch is this would make the dagger Masterwork, which technically would put it over the limit of 75 you set. Would it be okay to do so, knowing the dagger will NOT be the character's primary weapon, to avoid the potential balance issues having a Masterwork weapon right at first level might create?


GM Diaz wrote:

Anyone interested in applying to this table please state race and class of the character you're planning to play.

Human Barbarian


Hello All!

I have a Human Cleric of Erastil that I made previously for a Quest PbP recruitment.

I will rebuild him according to your specs.

Thank you for running!


This is Dorian Grey's submission.

I envision him as a cloistered cleric.
Also, I actually played the last 5 seasons of PFS1e Core, so I am quite fine with Core.

Any comments, question, concerns, please let me know?

Thank you.


I’ll withdraw my cleric since there are some other entrants. Good luck!


Archpaladin Zousha wrote:
Quick question regarding class items: a wizard can have a bonded object and I was thinking of using a dagger to represent her "clan dagger" (this aspect of dwarf culture was introduced in 2e). The catch is this would make the dagger Masterwork, which technically would put it over the limit of 75 you set.  Would it be okay to do so, knowing the dagger will NOT be the character's primary weapon, to avoid the potential balance issues having a Masterwork weapon right at first level might create?

By PF1E rules you can have a weapon as your bonded object and it doesn't have to be mwk.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Oh! I didn't realize that! I gotta reread AoN more carefully next time. Thanks for the clarification!


Archpaladin Zousha's submission here, sans background at the moment, but the broad strokes is she's Braggar Ironhame's daughter, who decided to apprentice under Holgast, and now that she has some basic magic mastered she's excited to undergo the rite of passage she's seen human kids undergo year after year, and strike out on her own career, as she's thoroughly frustrated with both her dad AND her master's...quirks.

Also I switched her bonded object from her NONmasterwork clan dagger to a ring.


Darknessman's submission here. Drehm was found in the town's alleys swaddled in a curious silken blanket of obvious Varisian origin. Raised by humans, the half-orc has grown into a somewhat moody teen with pock-marked cheeks, hence the nickname. He works with "Short Change" at the Seven Silvers as a bus boy and while he learned the skills of a rogue to survive as a child he looks very disfavorably on those who simply steal or otherwise commit crimes for fun.


Recruitment now closed.

Thank you to everyone who submitted a character for this adventure.

It seems that we have seven submissions on the plate.


  • Mr Clint - Human (?) Fighter
  • Ridge - Human (Keleshite) Sorcerer
  • Azure_Zero
  • Ruin Explorer
  • Archpaladin Zousha - Dwarf Wizard (Transmuter)
  • Darknessman - Half-Orc Rogue
  • Dorian 'Grey' - Human (?) Cleric of ???

Can the players please give me the missing information?

I will form the party in the next few days.


Loges the Wise Human (Varisian) Cleric of Erastil 1

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Fingers crossed!


Human barbarian


GM Diaz wrote:


  • Mr Clint - Human (?) Fighter

    Can the players please give me the missing information?

  • Awesome! Good luck to everyone who submitted.

    Sorry about the confusion on the "human," I assumed that we were originally from Kassen. So that would make us Nirmathains? I know historically they have ties to the Varisian & Chelaxian people, but they are free.


    Ok, @Azure_Zero wrote me a PM to say he's retiring his application, so that makes 6 PCs and I don't need to make any decision.

    So, would the following people check in the Discussion thread, please?


    • Mr Clint - Human (?) Fighter
    • Ridge - Human (Keleshite) Sorcerer
    • Ruin Explorer - Human (?) Barbarian
    • Archpaladin Zousha - Dwarf Wizard (Transmuter)
    • Darknessman - Half-Orc Rogue
    • Dorian 'Grey' - Human (Varisian) Cleric of Erastil

    Mr Clint wrote:
    I know historically they have ties to the Varisian & Chelaxian people, but they are free.

    Yeah, both Chelaxian and Varisian ethnicities would make sense, but feel free to choose whatever you want if you already have a specific backstory in mind.

    Community / Forums / Online Campaigns / Recruitment / [PF1E][Open] Gm Diaz' Crypt of the Everflame All Messageboards

    Want to post a reply? Sign in.