Caleb and Seles collect the bulk of you and exit through the doors behind the cellar. During this venture you get a closer look at the architecture of the place. The room just after this one opens up to 2 absolutely enormous doors on the floor, which seem as if they are raised and lowered by the pulley system right beside them.
Seles and Caleb continue, however, and go through the right exit, as well as the door just after it. Ever still curious, you continue, but make note of the extremely tall ceiling and open sun hole at the top of this building where you can see the sky. It is overcast, however, and a slight trickle of rain falls through the center of the roof, landing on the metal doors of the floor.
In the next room over you pass a man, Kerrigan, you recall, working at equipment. He eyes a long, thick bastard sword's exact make and proceeds to return to working on it before sprinkling it with a strange dust from a nearby pouch. Curious, Caleb and Seles go even further into a large wide open room, presenting you to move through it. They don't bother going in, however, and let you enter on your own. Seles stays in the main central room, however.
Through large, thick goggles the man on the raised level looks down at you, a number of boxes behind him filled with various things. He scoops a bit of his hair back in his hands over his head and raises a statement. "Ah, the sleepy new folk, eh? It's a pleasure to meet you. The name's Ridley. Item holder, salesman, and rumormonger." he explains with a smile. "What can I do for you?"
"Covenants are a driving force in this world we're currently in... If it isn't to broadcast our allegiances, at the least, your respective covenants will keep you busy." he explains. "Often, people like Seles have things that their memories can assist with, but trust is not an abundant commodity these days."
Ah, sorry, I recently started working at a factory. I've been beat, lol. I've had some time to regain my sleep schedule, so let's get back to this, shall we?
Caleb says "The Death Pact" Which you can make with Mephistopheles, and the Covenant of Swift Resolution, which is Kerrigan's." He shakes his head for a moment. "As a man of proper morals, I would steer you away from both, but I have no need for weapons, or covenants myself." he explains.
The woman doesn't seem to notice your attempts, and you're not even certain that she was the one that said those words.
Caleb smiles at the happenstance and proceeds to answer the questions he's heard, starting with Regina. "Covenants are only given by people who've undergone serious events that they can remember proper. So, covenant leaders, in a sense, have the longest stories to tell... save for Seles, unfortunately. Her Injury persisted even before she came to the Temple, as she arrived with it." he explains. "Covenants are things that can only benefit you, at least, considering the ones I know of... though, I only know of 3." he says.
"Covenants will, of course, always present themselves under the right circumstances. If your objectives align with theirs slightly, of course."
I will admit that certain things in the PG have undergone revision since the game started, and I understand that's somewhat of a kick in the teeth for those of you who wanted to do builds that involved the acquired feats. I don't think anyone will hate the revisions to the Covenants, however.
The woman looks down at you as you kneel, a surprised expression going across her face. She puts her hands together, bringing a finger up into the air and drawing an intricate symbol. She then courteously drags it down upon your forehead, where it disappears.
Bedir:
A curious female voice bellows within your head. "Blessed be thine essence for many days young and confused. Seek thine hearts desire for combat and piety alike in the depths of darkness. Hallowed shalt thy be amongst the forces of darkness, and protected in mine arms wilst you be forever, lest you are perverted by ichorous earth."
You now receive a +2 bonus on saves against abberations, undead, and evil outsiders.
Pathfinder modules unfortunately, even in AP's, don't often indicate lighting levels. It is more than possible, however, with Roll20's dynamic lighting. If the PC's decide to fly over the mist and get to the Sanitarium they open up an entire other can of worms to worry about. For starters, the Sanitarium is clocked in at... APL 9, which is one above the Cathedral itself and even more dangerous. Plus, there's also the issue that one of the people/creatures is completely capable of communicating with those from the Cathedral, and could easily refill their ranks (if they lost anyone) with the higher ranking humans from the Cathedral. So long as the Demon/Devil/Daemon/Genie/Kyton binder stays alive, and the Cathedral doesn't completely fall, they can restore demons and the like at a rate of one per 3 days.
Plus there are important things within the Cathedral to find, such as a hidden staircase in the boss room that leads to the APL 12 Catacombs below. Like it or not, the PC's will eventually have to come there.
Caleb shakes his head. "That'd be nice, I imagine, but word of 4 new arrivals has already gotten around. You folks were out for a solid 2 hours before we decided to wake you up. Ridley already knows what you look like... but... good try!" he says with a boisterous, contagious laugh.
Shaking his head and rubbing his neck he looks at Bedir. "Covenants are more like pacts. They're closer to philosophies, considering the vast majority of religions have been totally forgotten." he explains. "Could be for the best, could be for the worst. I'm no man to judge, honestly." he points out.
"As for what they do, however, it honestly depends on the covenant. Every single one has its benefits and its detriments... and quite a few can even restore your connection to the divine." he explains. "You're a lucky one, Bedir. Whatever faith you had before seems to still consider you worthy in their eyes. I suppose that makes you a proper oracle, correct Seles?" he asks, looking to the cleric. She looks back and nods simply.
"Seles is actually a leader of a Covenant. She primarily worships the Light, so most folks just refer to hers as the Covenant of Light." he explains.
Caleb laughs just before he answers Bedir at Lizbeth's comment. "Hah! I wish Ridley knew when the blood moons happen. It'd make all of our lives a tremendous amount easier." he explains wide eyed. "No... No Ridley doesn't know anything like that. Supposedly he does it per group, but if you show enthusiasm he might give you two." he explains.
He looks towards Bedir and Regina and finally starts to answer their question. "The regular locations, eh? Well, you have this, which is the Well of Light. It's honestly the most important room in the entire Temple. The only other significant rooms are the ones that lead to the great cellar at the center, the far eastern room where we leave and climb down the cliff. Then there's the 2 usual atrium that serve as hang-out spots. Those are the places you'll want to go if you want to meet the casual passersby." he says with a bit of a chuckle. "Some people like Mephisto prefer the other rooms quiet to the others, however. Seles is the same, but I personally prefer the southern atrium. The moss is nice." he says. "Finally, and probably one of the other most important places, is Master Smith Kerrigan's Forge on the southern end. He's a gruff fellow though. If you're not in the business of killin' off folk, he probably won't work for you, even if you do give him coin he'll want extra unless you pledge allegiance to him." he explains.
"Ah... that reminds me. I sincerely suggest you be joining a Covenant soon. Don't really matter with who, but it can't hurt."
I'll also be adding the word document that explains each room completely, but I wouldn't wait too long on that to reply. After all, my players are 2 levels below this so it's not taking my completely concentration at the moment.
The Grand Hall in the far north's 2 center black lines are actually just a poor representation of the different stonework. I'll remember to color it a lighter gray to represent that it's not a wall, thanks for pointing that out.
The players are expected to encounter this place when they're fresh and level 8, but can encounter it as early as 7, much to their great displeasure. Damien himself is a Cr 10, but the Succubus adds great pain to that combat, considering as soon as she thinks she's in danger, she just teleports back to Damien.
Also, yes, the majority of the circles with no color (or black) are columns. Allow me to finish the map completely. I should be done shortly. Let me make some simple edits and make pointing out rooms much easier.
In regards to having demons, devils, and a kyton in the same building, that is mostly because of the fact that the summoner is particular towards diversity in his ranks, and his strict rules make them particularly ornery.
Well of Darkness:
While not listed on the map, which, by the way, is rotated 90 degrees so north is east, and vice versa for all the others. The Well is in the 30 by 30 room on the map's east side. (So south, normally.) but it isn't completely finished.
The Succubus and Interaction:
The succubus doesn't hold any particular ill will against the devils, and they're bound to where they can't harm the servants inside of the Cathedral unless they try to leave. As a result, she doesn't just try to avoid them, and blatantly goes to rile them up occasionally on her rounds. She does, however, avoid the Erinyes entirely and the two absolutely hate each other. The succubus, in fact, will not assist her in a fight whatsoever as a result.
The Apprentices and Engagement:
If the apprentices are sent to find intruders they all have whistles for that exact happenstance. It's more than enough to get the succubus to come see what's going on and join the insuing melee. Also, the Cleric does not leave his post, and instead begins to buff himself.
The Entrance:
The Massive door is easily 30 feet across. There aren't any dragons, it's just a large, ornate, magically enhanced glass and stone door. The other entrances are from atop the building and the various stained glass windows on the sides.
The Terrain beyond the Bulwark:
North of the Cathedral is a massive sanitarium that's not displayed on this map. Beneath the bridge and staircases to get there, there is a dreadful purple misty liquid that constantly froths and bubbles at the base of the bulwark. All of it is treated as a poison that causes confusion and paralysis as a secondary effect. It is also a contact poison. It's incredibly volatile to make matters worse, and ignores any effects that say a person is immune to handling poison.
That giant-ass wall:
Is a 90 foot tall wall that completely surrounds the Sanitarium. Anything short of climbing over the wall and somehow clearing the entire pool of insanity vapors is the only way to really avoid the Cathedral entirely. The walls conveniently lead to the stained glass roof that resides over the central hallway.
The Walls don't have entrances:
The walls don't have entrances as they're supposed to be that thick.
Traps:
Surprisingly there aren't any traps in the Cathedral of Darkness.
Hi there, I'm Alshoodone, and my Imgur is Duboris, for clarity. I've recently waded into the waters of Pathfinder Map Design after ogling them for so long and just doing sketches for my own personal scratch-campaigns. Now I'm taking them a little more seriously as I'm trying to actually design an entire adventure path.
The biggest map I've designed so far is a small portion of a campaign named "El'Da'Vaughn, Land of Memories Lost" which is, among my closer friends, known for being a tad-bit difficult. Nothing like Rappan Athuk, or Gygaxian DnD, however, as slap-stick death is something I try to avoid in my own campaigns.
El'Da'Vaughn currently has a PbP version going as sort of a beta for the design so far and the maps, but I primarily want to discuss this particular one I have right now, as it's the largest map that's been drawn so far. I've yet to see if the map itself is roll20 compatible, but unsnapping the grid I am certain would work, seeing as the map is built with that grid on it already.
Now, I can't exactly give you the map without giving you what's in it, so I've slimmed it down about as much as I can. The players in the beta test are advised to not read the spoiler below, should they see this.
Challenges:
Challenge Rating 11 – The Grand Hall – x1 Damien Mavis – 12,800 Experience - Damien is an Antipaladin that's in cahoots with the Advanced Succubus, whom he has through being an Antipaladin. Rather than keeping her around, however, he consistently has her travel the area. Damien spends the majority of his time on the far eastern side of the map in what appears to be the most open room just before the stairs that go off-map. At any given time he's in dark prayer in the main room. If alerted by the Succubus, he drinks potions, turns invisible and opens combat with a smite good focused primarily on a member of the party that was observed healing others, or seemed "like a goody two-shoes."
Challenge Rating 10 – Cathedral Entrance – (x6 Bearded Devil) 9,600 Experience - The Cr 10 (APL+2) is at the front door because the front door isn't the only entrance. It is, however, the quietest one. The Bearded devils have been ordered to stay in that room and to allow no one entry, or anyone to leave. They are all bound to this service by a person who isn't in the Cathedral. The devils all wield ranseurs and try to stay at reach and flank if able, but try to surround the enemies present, focusing primarily on those that seem to have an easy time piercing their damage reduction, or controling the combat with spells, divine or arcane.
Challenge Rating 9 – The Master’s Minions – (x3 Fighter 1 Wizard 5 EK 1) 6,400 Experience - At any given point in time 3 Eldritch Knights reside in the middle hallway just beyond the door, and, if it's night time, are content to sleep in the bedroom on the east side of the Cathedral (the half-circle room on the bottom.) They are all illusionists and make practical use of Displacement and other buffs before wading into combat.
Challenge Rating 9 – The Dark Sanctuary – (x1 Cleric 8, x8 Fighter 1 Cleric 1) – 6,400 Experience - After the second set of doors in the main room, the party walks out where a particular cleric and his apprentices of darkness are sitting in chairs receiving a sermon. If the Succubus has warned Damien, then Damien has warned the major cleric, and the apprentices are likely sent searching in a spread-out fashion. Of all of the combats that move around in the cathedral, this is the most dangerous. If the alarm has yet to be raised, all of them turn, and spend the first turn drawing their weapons. and moving towards the players. The main cleric buffs them, and keeps them alive and capable as best he can throughout the fight making feverish use of his life-link spells.
Challenge Rating 9 – The Bleak Study – x1 Dark Wizard 10 – 6,400 Experience - Fauldrin is a wizard with Dark Feats (and dark spells) that aren't natural to pathfinder. He primarily prefers to be left alone and constantly has a familiar out of his room, (the Kyton one from Improved Familiar). he doesn't do this because he has any real strategical reason, he just finds the Kyton's constant ramblings and hatred of patience quite annoying. If the kyton stumbles upon a combat, it joins it, knowing it can just come back. It's sadistic empathy concerns Fauldrin, however, whom immediately prepares for combat. He does willingly converse with the members of the party and request to be left alone if possible, but is by no means a pushover. If combat can't be reasoned with he uses his Dark Initiative to force a 20 on his check, and uses quickened vanish, focusing primarily on disrupting the party. He then casts wall of force after moving past the party, unless he's unable to get around them all, in which case he readies an action to phantasmal killer the first person who seems to pull out anything he believes could hinder his invisibility.If beaten, he gladly reveals a tremendous amount of information about the Cathedral, which might even prompt the Succubus to finish him off.
Challenge Rating 8 – Wandering Monster – x1 Advanced Succubus Nerei – 4,800 Experience - The Succubus is constantly in telepathic link with him, and warns him of whatever weaknesses she sees amongst the party. She becomes invisible via potion and observes combats if she stumbles upon them, and then surprises the party as they try to recover, assuming she's present. Whenever she gets in trouble, Damien pulls her out of the combat by calling her back to his side. This is the wild card of the Cathedral, and can interact with plenty of combats very differently.
Challenge Rating 8 – The Well of Darkness – (x1 Erinyes) – 4,800 Experience - The Erinyes is bound to servitude, and cannot leave the room with the Well of Darkness in it. A specific spot in the room has been stone-shaped for her by the local dark wizard to aid in defending the well of Darkness. The Erinyes doesn't ask questions if someone besides the head cleric, Damien, or Fauldrin comes into the room, however, and is very quick to attempt killing them with her bow.
Challenge Rating 8 – Cathedral Steps – x1 Variant Efreeti – 4,800 Experience - A particular Efreeti, whom has had all of their fire damage and abilities switched out for negative energy and will saves stands alone in a particular room full of knowledge.
Now, I know I need a number of things. Particularly letters, room-by-room description and whatnot, as well as small details, but I was just wondering what everyone thought of it, and I'm completely okay with any criticism you might want to give.
Caleb pipes up as the group begins to leave the room. "Ah, I have a suggestion before you go, in regards to who you might find. Ridley is always present in the center room of the temple, just beyond those 2 doors." he explains. "He's a lucrative man, however, and while he'll open the binding halls for free, well, his information that he values so much will actually cost you money... though I hear he's partial to the new arrivals, and likes to give the first bit of information for free." he tells the party.
"Main gate" is a stretch and a mistype either on my part or yours. The giant gate is in the middle of the Temple, and it's flat on the ground and has to be opened through a crank system that Ridley operates. I've listed both areas on the map. Also, the Cellar is in your current room. They're similar to storm-shelter doors, and seem as though they've been constructed post-mortem of all the Heretics.
Caleb crosses his arms. "The Temple is a... meeting place. It's a safe haven. It's basically a small village at this point. Adventurers like yourself come around, scaling the knot rope, and getting permission, assuming they're new." he explains. "At any given moment there's no less than 8 people, but... if you're looking for constant folks, well... it'll be Ridley, myself, Seles, Mephisto, Salazar... then there's Moody and his assistant, but good luck getting her to let you up the stairs." he says.
"The only flying things that occasionally assault the Temple are the Margoyles from the Lost City's Cathedral." he points out. "There aren't any statues left on the temple as a result..." he says with a slight chuckle. "Suffice to say the reason for why we knocked them all down is obvious. They haven't come back since. You, however, are concerned with what's safer?" he asks, obviously about to explain.
"Well... from what Ridley has told me, one time they let the Cold Iron doors open and this crazy fellow came out swinging. He was killed, and then this... strange dark horrible thing went straight back down into the staircase. People took the hint and kept it shut." Caleb then walks a little ways back towards the cellar. "Just beyond this door and down about 50 feet of stairs you'll get to the Lower Temple... All I've seen of that place is the darkness, and a rather large, bloody door. I took the hint as a simple man and left." he says.
Caleb chuckles as Bedir takes to seriously preparing the defenses. "There's not much you can do now that the rest of us haven't already done, friend. Your name was Bedir, was it?" he asks, looking to Seles, whom nods in response.
"Mmm... if you're all eager to give searching a shot, my best suggestion would be that simple cellar door there." he explains. "It's just the start of the morning, so you've got almost all day, frankly... if I haven't mentioned it before, this is the Temple of Light." he says, presenting his arms.
"Supposedly before whatever caused us all to resurrect, or lose our memories, this was a church for a number of heretics called The Diviners of Darkness" he says with a chuckle. "A bunch of fools who made pilgrimages into the darkness to "Reveal" what it hid." he explains.
"Suffice to say, they're either forgotten, undead, or just... well... dead."
The Essence isn't lost from your first death, no. It's considered officially in play, however. Deaths from here-on in are when you should be concerned, regarding Essence.
Caleb looks at Regina for a moment. "The Forgotten." he says with a slight grimace. "People that die too much... well... they lose all of their memories, their skin goes pale, their eyes go white, and for the most part they can barely manage the most rudimentary of actions." he says. "On an Eldritch Moon, though, they become absolutely vicious, and hunger only for bloodsport."
Caleb stays quiet as Bedir walks about the room asking people to swear to the light. "In reality, there are 2 ways to get underneath the Temple. Ridley is the one who stays near the machine that lets people into one of the entrances. It raises 2 massive doors that we shut before you reach the bottom and it takes a while to open. The other is the door you see there." he claims as he points towards the cellar-like doors across the way. "That door leads to the Sanctuary below, and we for the most part leave it alone."
He chuckles for a second. "People aren't just sitting on their thumbs though... It just happens that myself and Seles here don't do much adventuring. There are others in the temple you could ask questions, but I know enough about the 2 bottom floors to know that you shouldn't go down there without a lot of light." he explains. "Even worse, beneath the lower temple is a place called "The Deep" that has claimed far more individuals than the floor beneath us."
Oracles aren't completely free of the alignment tree. In reality they're given their powers by a deity, and should you ever fall out of favor with that deity it is more than allowed to strip you of your powers.
That said, that becomes incredibly f%$%y in this situation. "Fallen" however, usually means that you, as a divine caster, do not have access to your casting. It's been rehashed, however, so don't worry about it.
Generally speaking divine casters can remember that they had a faith they cared about deeply, but can't remember the exacts of it. In most cases, that makes them fall.
"An Eldritch Moon, from experience... is an event that happens only rarely. I've confirmed that with the person who's supposedly survived this land the longest." he explains. "An Eldritch Moon is a night when the moon is blood red, and whatever those things down there are... they get a lot more ferocious. It's one of the reasons I'm happy that the Temple is so high on a cliff." he mentions.
He waltzes around the room for a moment. "The worst thing about the moon is that this Temple is sitting right on top of... well... more temple." he says, pointing over at the basement doors. "Creatures come up and out of those very doors, or, at the least, try to. We bar it up on an Eldritch Moon..."
"Ah..." is all Caleb can say as you mention the blood moon. "That's something I do have familiarity with..." he explains with a gruff tone. Seles looks at him slightly concerned, not trying at all to hide her surprise.
Caleb clears his throat. "There was an... Eldritch Moon... roughly 2 weeks ago. We lost a few people that night, but you weren't among them... I've not been "alive" for more than that, mind you. I've never seen a second on, and I can't say I want to see another."
The Medallion is covered in old, stingy blood, almost similar to rust. It is made of gold, and has a picture of a curved, soft-faced woman with long hair clutching her heart in prayer. You do still have it.
Caleb raises an eyebrow at the appearance of the sword. "A Pleasure. Memory loss is a natural thing in this process. I don't remember much about my life before I showed up here either." he points out. "I'd recommend you start looking for a hobby." he says, somewhat melancholy.
"Essentially, yes. The reason for it no one's managed to figure out. About the only person who might actually know something about it is Ridley, and he's over near the center of the Temple... fat chance getting anything you actually need out of him though." he says with a slight chuckle.
"So far as I can tell, our purpose is to survive at this very moment. Everyone's grasping at straws... though, I suppose if you're looking for work, we're standing on a place that could give us some answers." he says as he points back towards what looks like a basement entrance.
Uhh, Bedir. You're currently fallen, so I don't know how you managed to do CLW, but I suppose since you're an oracle that probably didn't happen in the first place.
Caleb throws his hands up and tries to bring you down to ease a bit. "No, no, not in the slightest. Calm down, we're 60 feet in the air right now on a sheer cliff. I can't explain how you end up here, this just seems to be the place where the recently deceased... come back." he says, obviously questioning his own words. "Point is, is you're safe here. At least for now." he claims.
Oh, friendly reminder, you can actually edit the position of your characters. Just be careful to not move the map, because uhh... you can move the whole thing. Ctrl Z does work proper, however, so keep that in mind.
"In a sense." he points out as he stands from his squatting position. "The land of the dead it might very well be, but I am not so sure it is, honestly. Some people that happen across this place claim they come through a massive fog... others wake up near that well you see." he turns around and puts his hands on the back of his neck. "No, to be dead and this be the land of the dead would mean we belong here. I can, however, personally guarantee that you will never feel at home in this place."
I did indeed say it would be useful, but as for when, that is another story. Still it should definitely see some use, considering the scope of the campaign... It's just that Play by Post can take quite some time to get a game moving, and I feel as though you'll all be ass-deep in NPC conversation for quite some time.
The priestess seems to bow at you, raising her gown beneath her breastplate, revealing 2 sheathes on each of her hips. She doesn't smile, nor does her face show a hint of emotion during the entire curtsy save for closing her eyes. She leaves you to collapse against the wall, and joins the man back near the hole.
Caleb rubs his neck at the display. "You'll have to forgive here. She's not exactly happy to use that many miracles in one situation... and err... as for that thing you have there, you might be better off saving it." he says, matter o'factly pointing at the wand. "You're gonna want to get about a days proper rest if you have any wits about you. The lady here, Mute, is great at tending to people when they're at their weaker points."
As Regina comes to, he shrugs. "People that've died recently show up at this well if they've not died too much recently... Though I by no means like the idea of getting killed multiple times. Sometimes some new folks show up, though... God only knows how long you've been dead." he says as he shakes his head. "As for the how, well. Best not think too much on that. Not a lot of stuff makes sense these days..."
The proper link to the maps is at the bottom of the first gameplay message. Also, just as a heads up, I'll be heading to bed immediately, so, I shall see the lot of you in 9-10 hours.
"Xanithrem, Bedir, Lizbeth, and Regina. Those were the first 4 people to materialize at the well. The first few, and certainly not the last. I still remember their first few moments at the Temple..."
Xanithrem:
"A rather vivid memory flashes through your mind as you awaken, groggy. You place your hand down on the floor, feeling the warm, slightly mossy structure of it. A Fall is what you remember... and a long one, at that. For what seemed like forever did you fall just recently. You feel the lantern in your other hand, and again, a memory... This lantern wasn't yours. But who's? Who are you? Your name, your name... was... Xanithrem. Digging deeper only hurts your mind... you can remember your kinetic abilities, what you have on your person, but not anything else."
Bedir:
"Something wiggles in your hand as you come back to your senses. The harsh light of day pierces your eyes, and a wracking headache practically crushes your brain. A hand, covered in mucus comes up to block the sun and you only realize it is your own as your mind comes back from its fog. You died. You remember that well. A Sharp pain in the back of your head, and a struggle are all you can remember... You remember you had a faith... though you can't feel it anymore. Despite your present, mental loss of state, you know of the battle between good and dark. You are currently fallen"
Lizbeth:
"Ah, the good lady Lizbeth." "These words enter your mind as you slowly peel yourself off of the ground. You are still badly wounded, but you can stand again, and you do just that." "The Deacon will see you now." "Those are the last words you can remember before everything goes blank. You have no recollection of who this Deacon is, nor do you know a thing about him, or what you did in your past. You can remember your skills, what you have on your person, but their exact purpose is beyond you... You cannot help, however, but feel that something important to you is missing. The sensation is a terrible, nagging one."
Regina:
"You distinctly remember clutching the medallion, bloodied, in your left hand right before the world flipped and you woke up here. The exact reasoning behind that is beyond you at this time, as your memories have been entirely lost. The most distinct thing you can remember is a large red moon, and the sheer memory of it fills you with crippling dread that sends chills down your spine. You died, that much you remember... Beyond that, you know of your equipment, you know of your abilities, skills and talents. How you got them you are not sure, but they are at your fingertips."
The Party awakens at the edge of a giant diamond-shaped pit in a daze. The floor is moss-covered marble, and has the distinct smell of the edge of a welcoming forest. Through blurry eyes and open wounds you can see a raven haired woman, whom, upon further inspection has had her throat slit as evident by the enormous scar at the nape of her neck. To her right is a dark-skinned man that seems to be getting on in the years, standing with his hands in his coat pockets watching the collective group get back on their feat.
"Ah, good, they seem to be waking up. You folks don't look too good, but neither does anyone else that shows up back at this place..." he says, scratching his neck as you all collect yourselves.
After another moment of headaches and prodding pains, he looks about and says. "I don't imagine you all are... veterans of this situation, but I believe I can help explain at least a few things, so while you collect yourself, listen up, won't you?" He walks up and squats down, resting his elbows on his knees and looking eye-level with those of the party who are still struggling to stand.
"My name is Caleb. Folks around here call me Caleb the Kind, or Caleb the Altruist. I don't much care for it, but I'm at the very least friendly, alright? You're in a place called El'Da'Vaughn, and you've just recently been reborn in the Temple of Light. Most of us here are friends... Most, anyway." he says, looking down for a second.
"My charming companion here is named Seles (pronounced "Sails") and she can put you back together... Do forgive her, however, as she is a mute.
Upon character death, you will lose an amount of Essence equal to what you agreed to, and reappear here, conscious, at -1 HP, and unable to move more than 5 feet a round. You may speak, crawl, and do little else. If you are able to heal your wounds, you can, but all actions are considered full-round actions at this point.
At this particular moment, you're all at -1
It is, at this particular moment, that the woman produces a glowing hand and anoints all of those who are still on the ground. She never speaks during the process, which may surprise most caster's present.
Gentlemen and Womenladies, I have exceptional news. The starting map is officially complete and is completely set to be played, with a few bumps to be expected! And this is it.
I just need to set up the google document and get everyone's icons down on the system, and we can officially begin play. I sincerely apologize for the waiting, and appreciate all of your collective patience.
That was the literal first map I've done, and now I'm working on the actual prime starting area, seeing as this particular place will be the first one you most likely explore.
I only have to finish 2 more maps and we can officially get started.
The answer to the first question is a major spoiler that I'm not willing to release at this particular moment.
The Covenants effect your casting by being what you effectively place your faith in. Wizards keep their spellbooks, however, and don't have to worry about that. Clerics however can't remember their exact deity, but they knew they used to be close to a deity in particular, however the exact one is a major variable.
The Temple is treated as the middle line for equipment, having specific equipment during any given week, and a moderate 70% chance of having any item not on the list within its money limit.
Also, I apologize for the delay, once again, as I am now transmogrifying all of the maps into paint tool sai as we speak.
How did we arrive there?
You arrived in El'Da'Vaughn from other provinces before the Advent of Darkness, but how exactly you ended up depends entirely on which Memento you picked, and your Memento also changes which other place you are from.
What are the typical types of baddies?
"Forgotten" are an enemy type. They are humans who've lost the spark of life, and their living memories. They aren't undead, however, and are just shadows of their past selves. In addition to the existence of Forgotten (Whom are Humanoids) there is a completely new type of enemy called a "Horror" in regards to Eldritch creatures.
What are the Hostile and non hostile animals?
If you meet an animal in EDV, it is safe to assume it is hostile, and no one will bat an eye at you for assuming it wasn't. The only exceptions to this are the creatures and familiars that various classes get, and even then, you start with them.
What are the Settlements like?
The only settlements are the Lost City and the Temple of Light, which you start in. You technically start in both at the same time, as the Temple is inside of the Lost City. The Lost City, however, is ruined, and the Temple isn't much better. Many people use the Temple of Light as a neutral ground, however, to restock on supplies and get some rest.
What magical equipment will we have access to? You mentioned it will be difficult at time to find what we want. So is there crafting time?
Yes, El'Da'Vaughn isn't exactly cruel when it comes to making it impossible to craft equipment. Crafters are welcomed as members to a party, and there are people in the Temple of Light that craft and do nothing else while you're away for the right price. Magical equipment, however, is not that far and few between, unless you find yourself going into combat, fighting once, and returning. The best rewards are often the deepest in places, or the hardest to reach areas, though those are usually hard to discern from the ragtag rank and file...
Is leadership an option?
No.
Are their Gods in this Plane? And if so who are they? Of not why is their no divine presence?
Generally there aren't so much gods as there are Philosophies. People are aware of the existence of "Creatures of the Light" and "Creatures of Darkness" and such. Angels, Demons, and all aligned Outsiders are covered by Knowledge:Religion in this particular Adventure. Eldritch, however, covers every other outsider.
Since death is a very real threat how are you handling it? I know we can die and I aim to avoid it but should someone die what happens to the PC and the player? Do they get to bring that PC back or bring in a new one?
If you ever die, your character appears at the Well, unconscious, at -1 hit points and stabilized. Usually the Keeper of the Temple will be the one that mends your wounds and heals you. Also, you're immediately cleansed of negative levels, any adverse effects, and you even come back without scars, unless they're the memento or memento related. If you ever lose all of your essence, your character stays dead, and your next character is introduced as a person who's also dealing with the local surroundings, though, once again, missing their memories. You'll also have to pick up a new Memento.
How likely is a TPK?
A CR 7 trap involves falling into a pit with 8 plague zombies, and that's only a +1 encounter. There's also a chaos beast present at said time. TPK's aren't exactly expected every day, but they're also completely possible in the event the players play themselves.
Technology level?
Emerging Guns.
Coast lines, Cultures and the like are all lost to the present state that El'Da'Vaughn is in.
I'm not dead, I'm just down a scanner D: This is going to happen, so no worries there. Just keep checking in. Also, I'd recommend asking questions in general about the campaign as a whole, as you guys are most definitely both players and Beta testers right now. I'd appreciate it as well.
That's assuming we get started beforehand. That said, I'm trying to get at least 3 of the maps done before we get started. Apologies for the wait, but I believe I'll have us set and ready to go on Monday as planned.
Alrighty, so, let's begin serious discussion. How do you lot want to handle this campaign? Roll20 on Weekends? Weekdays? Play by Post with Google Documents? I'm all ears.
Air bubble is a fair idea. I love that spell and did not even think of it. GM is there a lot of watery places.
Water can be found as a predominant issue underground, and in 1 other place. It's not the most prominent issue, but when it comes up it will be the bane of anyone who's unprepared's existence.
Race
Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 |
Classes/Levels
Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire
Ranged
+6 Sling, (x2), 50' range
+6 Cold Energy blast: 2d6+2 energy damage. Ranged touch attack. If within 30', +1 to attack and to damage from Point Blank Shot. If take 1 burn, then range is extended to 120'.
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Statistics
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STR9, DEX17, CON18, INT12, WIS 10, CHA 12
BAB: +3 CMB +2 CMD 15
Feats
Spoiler:
1. Point Blank Shot. 3. Precise Shot.
Skills
Spoiler:
4/level + 1/Int =20 ranks, + 1 FC at third and fourth level= 22 total.
Undead Crusader--+1 on damage rolls versus undead. +1 trait bonus on Knowledge Religion.
Indomitable Faith --+1 trait bonus on Will saves
Desert Child (Desert)--Benefits: You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Hydrokineticist Abilities:
Spoiler:
*Elemental Focus (Water) so granted Basic Hydrokinesis Utility Wild Talent. You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
*Burn: accepts 1d6 point of nonlethal damage per level (that can only be healed by rest) for greater effect, or to use Wild Talent at all. Can only accept one point of burn per round at this level.
*Kinetic Blast: as a standard action, when within 30', can blast a single target. Treated as magic for bypassing DR. Does full damage to swarms.
*Gather Power: as a move action can gather power to reduce burn's cost for a round by one. As a full round action, can reduce by two. For a full round and a move, can reduce by three. This creates a loud, visual display.
*Infusion: infusion wild talents are based on elemental focus. These normally alter kinetic blasts. At first level, chose Extended Range., and level 2, chose Slick, and at level 3, chose Pushing Infusion.
*Elemental Defense--Shroud of Water. Element(s) water; Type defense (Su); Level —; Burn 0. You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
*Utility Wild Talent: A. Slick--Element(s) water; Type utility (Sp); Level 1; Burn 0. Saving Throw Reflex negates; Spell Resistance no. As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess. B. Veil of Mists: Level 2; Burn 0. Disguise self for number of minutes equal to Con bonus. If you accept 1 point of Burn, this lasts until you dismiss it.
*Elemental Overflow (Ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
*Pushing Infusion: Element(s) aether, air, earth, or water; Type substance infusion; Level 1; Burn 1. Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water. Saving Throw none. The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Racial Traits:
Spoiler:
*+2 Con, + 2 Cha, -2 Wis
*Type: Tieflings are outsiders with the native subtype.
*Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
*Speed: Tieflings have a base speed of 30 feet.
*Languages: Tieflings begin play speaking Common and Infernal.
*Energy Resistance: Tieflings have fire resistance 5, cold resistance 5, and electricity resistance 5.
*Spell-like ability: Can cast Web 1/day. Caster level is character level. Save DC is 11 + Cha modifier.
*Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
*Skilled: +2 on Escape Artist and Intimidate.
*Prehensile Tail: can retrieve small, stowed items as a swift action.
Money 36 gold and gems, 7 silver, 2000 gold.
Gear:
Spoiler:
Quick Runner's Shirt, 1000 gold
Apprentice's Cheating Gloves: cast Mage Hand and Prestidigitation at will.
Dagger, 2 gold
Sling, -, -.
Leather Armor, 10 gold
Everyday Worn Items:
Traveler's Outfit, 1 gp, --.
Acid (x2), 20 gold
Backpack, 2 gp
*Canteen, 2 gp
*empty sack, 1 sp
*2 days rations, 1 gp
*Bedroll, 1 sp
*Flint & Steel, 1 gp
Languages Common, Abyssal, Infernal
Appearance:
Spoiler:
Qari is a small female tiefling. She has wild dark hair. She is tall and thin, with two tiny horns sprouting from her forehead, showing her heritage. She has a generally pleasant demeanor, but her demeanor can turn just a bit creepy when she talks about her admiration for pain and torture, in most public and private areas of her life. She bears some scars from sessions that might have gotten a bit too rough. She wears dark lace gloves that come up to her elbow to hide some of the longer lasting marks.
Backstory:
Spoiler:
. Qari is of Qadiran descent. Her tiefling heritage was definitely not celebrated in her village. However, her ability with cold and water was a gift to her village dealing with the heat of the area. It was truly a gift from the gods. She grew up being shunned because of her heritage and being feted because of her abilities. This strange combination has left some scars, as she wants to be loved but normally expects the opposite.
She was never a particularly religious sort. She is a curious spirit however, and has marched throughout a wide swath of Golarion, trying to figure out more about her abilities.
The lottery has really interested her. There's no telling what might be left in those old dusty buildings to explore. Therefore, she's submitted her name.