The bustling town centre readies for the next shipment of food to be spread throughout the empire. Dozens of full wagons are lined up ready to go, awaiting the last checking over before being sent out tomorrow. Some will go east, some west, even north and south. The bountiful lands around Loam are the biggest breadbasket in this part of the empire. Secure in the heart of the Empire, weeks travel from enemies that would wish to weaken her or seize her resources. All roads were patrolled though only a modest garrison kept here as there was little worry of any force getting this far past the outposts and fortress cities on her edge. Though the town population census was recorded at three thousand less than half that lived permanently in town. Many lived out on their farms only venturing in for special occasions such as today.
The town therefore overflowed with her people and you have had a busy day. Business flows more than almost any other day. Telling people what they want to hear has always been easy for you and apart from one man standing outside for a time decrying your skills until he was moved along by a couple soldiers for creating a disturbance business has been good. All of the usual sort, 'will my baby be healthy?', 'please ward away spirits from my farm', 'my wife is acting strange, is she cheating on me?' and on and on...
It is just about your usual closing time, flexible as that may be, and the smells of the night are getting stronger, summoning memories of many satisfying meals. Before you can decide to get up another customer comes in. It is clear she is not local, perhaps one of the wagon drivers or assistants or even a lone adventurer or traveler. Her clothes are practical and newly cleaned. In fact a closer look reveals her hair is wet, a bath or a swim in the creek out near the mill? She takes a quick look around your before finding you and smiling, "I heard about this place. Can you really predict the future?" she looks at you inquisitively.
So a while ago there were a couple solo games started here which I thought was a really great idea and now I want to try my own which I have been working on. So if you like going solo, teaming up with some NPC's occasionally, fighting enemies without worrying too much about other PC's then apply here. This is my first time homebrewing up a world so for now it is not the most detailed but let's give this a chance here.
I want to use the P6 limit to reflect the low level of magic here. We will also use automatic bonus progression +2 but that is a special thing that will kick in hopefully after the first scene. For the starting character creation you are a basic NPC class (Adept, Aristocrat, Commoner, Expert or Warrior). We will use background skills as well. An unknown, unimportant, practical nobody thrust into adventure, danger, magic and more. Gaining PC classes will come at the same time as you get automatic bonus progression.
You currently live in the large town of Loam(pop. ~3,000), a vassal to the current human controlled empire you live under and are protected by. Your city is usually well protected by the outer cities and fortresses and not under much threat from war or raids. Thus peace reigns and though the empire's laws are tough, most everyone is content . Unfortunately, this is shortly to change(spoiler!). You have spent your whole life here so far, or in very close proximity (farmers, woodsmen, etc.) and never having occasion to travel away from home. Maybe your parents or family immigrated or something like that if you are not human. Non-humans are treated mostly equally throughout the empire if they aren't criminals, though the more monster like races like orcs or dhampirs and the like will be less trusted. If you ever venture outside the empire though this will change for better and worse. In the elf lands almost everyone else is distrusted for example.
Magic here is weak. Spells beyond 3rd level are rare but possible through, for now, unknown means. Certain monsters, demons, dragons and the like are the only ones with greater power. This also means magical items are mostly rare. Those of level 6 power are the weaker heroes and villains of the world. More powerful champions can attain bonus feats, gestalt levels, templates and mythic tiers. It is rumoured that the Emperor is one such powerful individual.
If you therefore decide you are interested in trying this out with me then submit a backstory, 2-5 paragraphs will be acceptable or a 10 minute background will also suffice. Character sheets aren't important, after all you are level 1 NPC's for now and stats are (13,12,11,10,9,8) plus racials. I will say that anything on D20PFSRD is ok to plan your character around if that helps you build your concept and future character path). This will be a duo game only if people submit characters together that are connected somehow. If the character I like best is submitted on its own then we play solo. Please ask questions for clarifying.
The giant groves along the northern river bank filter out the noonday sun as you walk between the giant roots. The river flows south-west towards lake Reykal a good hundred miles away. This part of the river is quite slow moving and the mud along the bank makes the water here opaque. Fifty miles to the east lie the Icerime Peaks range making up the eastern border of the forest. North and west of the river the forest slowly thins out and turns into farms, settlements and villages of the various houses of the Brevoy nobles, several of which claim dominion over parts of the forest. The north forest is the tamer side, made so by the encroachment of the nobles and their people and settlements. It is the south side that they have yet to properly explore and it is this side that is far wilder. It extends another eighty miles from the river in a wide 'V' shape where the Icerime Peaks end and the southern river flows from them west towards Lake Reykal, the south west corner of the forest.
As you walk along a glint of sunlight shines in your eyes from ripples in the water. A metre long eel slides through the mud roughly ten metres away. As soon as it notices you it quickly wriggles away into the deeper waters of the river. It is soon lost from sight in the murkiness. The sounds of the forest seem unusually quiet here and your panther indicates they have picked up a new scent up ahead. You pick up the pace leaving many footprints in the mud behind you which quickly fill up with water and collapse within two minutes to leave almost no trace of your passing.
Within five minutes you find what you feared. Another fox carcass, fur stripped by poachers and left to die in the mud. It is already dead. The third you have found in as many days. The valuable fur fetches quite the sum at the markets.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals. Condemned, you faced at best a life of shackles and servitude in the nearby salt mines. Others awaited the “gentle” ministrations of the inquisitors so that co-conspirators would be revealed and confessions extracted. Perhaps instead you came to Branderscar to face the final judgment.
In three days, the executioner arrives and the axe falls or the pyre will be lit, or so they told you, Through fire or steel, your crimes will be answered. Your old life was over, hope a fading memory. For each of you, justice would be fairly meted. They were wrong. Unexpected aid came in the form of a beautifully disguised fiend, though unwilling to free you herself, she gave you the opportunity for freedom to take for yourselves and take it you did. Not another soul remained alive at the end. Necks broken, chests run through, skin burning, the blue of the guard's uniforms soaked red. The rundown prison and the poorly trained soldiers were no match for your desperate resolve and cunning. You crossed the moor while evading the search parties and dogs to finally make it to the mansion which had awaited your arrival.
Here you found the true reason of outreach. An offer you knew you couldn't turn down. Thus you find yourselves recruited together into Cardinal Thorn's plans to change Talinguarde into a new better, more inclusive Talinguarde where those like you would not need to fear. For the next several months he trained you, as a team and individually, to work together and emerge victorious. You were forged into the Nessian knot. The 9th and final knot of his plan, each named after the respective layers of Hell. Of the other knots you were told nothing, only of the 7th you know a little from meeting them as they also reside in the mansion for the time being. Their purpose hidden but a rivalry established during your interactions may influence future events should you meet again.
You are to be the strongest and most pivotal part of the plan, but first you must prove yourself. You are summoned to Cardinal Thorn. During the banquet a ritual is performed. He summons forth a barbed
devil and offers to it a slave of your choosing. The devil gleeful rips the slave apart and feasts on the blood. Adrastus then draws forth some of the devil’s blood with a silver athame. Adrastus traces the unholy symbol of Asmodeus on the forehead of each of you in the mingled blood of devil and sacrifice. "Behold," he proclaims, "The Nessian Knot is forged." Tiadora, your part rescuer walks into the room to interrupt and nods to the Cardinal. "And just in time," Cardinal Thorn remarks. "My ship has arrived."
He signals to one of the slaves standing by who brings to him a tray holding four metal circlets. "My children," he says in a deep resonant voice that has an almost inhuman quality to it. "Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and begin your part of our mission." He gives to each of you an Iron Circlet. "These will aid you in walking among the people undetected."
Gift from the Cardinal:
This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires, just like a Hat of Disguise.
"Your mission is war, my children. You will bring war to Talingarde. You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war."
"Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know. Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded."
"It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful. That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde."
"Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde."
"Do all of this and then when your task is done, break this clay seal." He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. "I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you. The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success." He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast. "To war."
Once everyone posts (either a simple dot of attendance, a quick reply to his toast or a more detailed view from your character is fine) I will post the next day and your meeting the captain of the Frosthamar.
Welcome you 4. Please to be dotting here and I will check character sheets and such.
Any questions about anything, ask away. I will soon have the gameplay post up so we can start. The first bit 'should' be free of combat while we get rolling and make sure everyone is ready.
Greetings again fellow pathfinder enthusiasts. I have returned in an effort to take up once more the path of the wicked and am looking for 4 brave but relatively evil souls to bring down the land of Talinguarde. This time we will start already escaped, I think there are plenty of you(including myself) who have escaped or almost escaped the prison for the game to halt. Oops. This time we have escaped and completed the group training excercise and Thorn is about to send you off on your first real mission. You will know each other and be committed to the task of remaking Talinguarde as a team and already signed the blood contract of which you each hold a copy with the original safeguarded by a contract devil. I am only choosing 4 because it will be easier for me too manage and keep track of and not be overwhelmed by. You might not feel the risk of playing with me worth it and I completely understand if you remember my previous game last year that went under and as a result do not apply. I only say that I am endeavouring to not let that happen again. I have slowly got back into the boards here as a player in two other games and will most likely not be applying to any more if this gets enough interest to get going.
Please give a backstory from before your imprisonment and explaining your crime of at least 1 paragraph, longer is great, a quick description of appearance and personality. Recruitment will stay open for about 2 weeks at this point.
Character Creation:
Third level.
Gestalt of 2 classes.
A single template (with ability score increases removed) is available at the cost of levels equal to the CR increase (e.g. quickling fighter 1/rogue 2) and can be chosen later instead of at character creation.
Automatic Bonus Progression(though weapon/armour abilities don't count against attunement and an individual weapon/set of armour is limited to +5 worth of abilities).
Stat array of (18,16,14,12,10,8).
Allowed races and classes are Paizo.
+2 Skill ranks higher than the normal that you get per level.
1 feat per HD/class level instead of per 2HD/class level(Leadership and Sacred Geometry banned).
Maximum HP per level.
1,500gp.
2 standard traits, 1 crime trait, 1 training trait, no drawbacks.
Crime Traits:
Arson Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Blasphemy +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Witchcraft You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration You receive +1 trait bonus on all saving throws against divine spells.
Desertion You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death You gain a +1 trait bonus to Fortitude saves.
Extortion You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery You receive a +1 trait bonus to confirm critical hits.
Heresy You receive a +1 trait bonus on all saving throws against divine spells.
High Theft You receive a +1 trait bonus to Reflex saves.
High Treason You receive a +1 trait bonus to Will saves.
Kidnapping You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you.
Slave Taking You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
Training Traits:
Asmodeus is with you Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Deception is a tool You gain a +1 trait bonus to Bluff and Sense Motive.
Discover what is real and what is illusion You gain a +2 trait bonus on saving throws against illusions.
Fear nothing save our dread lord You gain a +2 trait bonus on saving throws against fear effects.
Focus strengthens your will You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Let us perfect your favorite spell Pick one spell currently available to you. This spell’s effects manifest at +1 caster level.
Quiet as death You gain a +2 trait bonus to Stealth checks.
Strike first You gain a +2 trait bonus on Initiative checks.
Second skin When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
Angel slayer You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.
houserules:
The three feats, Power Attack, Deadly Aim and Combat Expertise are no longer feats but combat 'options' that any character, NPC or monster may use at any time they choose. Characters count as having these feats for the purpose of qualifying for other feats and abilities.
The feat Weapon Finesse no longer exists and any character, NPC or monster may use their dexterity modifier in place of their strength modifier with any 'finessable' weapon. Characters count as having this feat for the purpose of qualifying for other feats and abilities.
The feats Two-Weapon Fighting and Vital Strike automatically upgrade into their Improved and Greater versions when the requisite BAB and DEX score is reached, they count as themselves AND the Improved and Greater versions once the requisite BAB is reached for the purpose of qualifying for other feats and abilities.
ANY Improved Combat Maneuver feat now automatically scales into it's Greater version when the BAB prerequisites are reached and counts as both feats for other prerequisites. Performing combat maneuvers now only provoke AoO's from a failed combat maneuver attempt.
Expanded Crafting
Crafting base weapons/armour/etc. still works the same with the required Craft(item) skill requirements with the added ability to take metal materials from existing items. For example, you find a Cold Iron longsword but want a Cold Iron Greatsword. Put 1/3 the original weapons worth towards the crafting cost of the new weapon (10gp in the Cold Iron Longswords case of the 33.3gp required raw materials for a Cold Iron Greatsword). This makes reforging existing weapons better than simply buying the raw materials.
In a similar vein to an Arcanist ability, special abilities from other weapons, shields, armour or almost any magical item can be 'cannibalised' and added to another weapon in replacement of the spells usually expended, rendering the original weapon mundane. For example you take the magic from a +1 Frost Longsword and add it to your +2 Longsword, ending up with a mundane Longsword and a +3 Frost Longsword(paying the usual amount of gold such a bonus increase would incur minus half the cost of the cannibalised weapon).
Several weeks behind you lies the south most city and capital of Geb, Mechitar. One of the few places that most outsiders dare to go in the undead ruled country. Merchants who were brave enough traded in the land but travelers and visitors were quite rare. For whatever reasons you came to this city your desire to stay left quickly. The numerous undead, living, living thralls and their masters that populated the city left a strange feeling inside you. Soon you found a good enough reason to escape.
Master Harren was a well to do merchant who had set out from Absolom to explore and capture the riches of southern Garund, a place where few regularly go. Certain that at least one of the stories he had accumulated were true he made his investment, buying out his partner who thought he was being a fool and sailing down along with a few souls in his employ that he trusted to Mechitar. There he organised several wagons into a caravan that he would lead to riches and fame, promising others who joined him a share in the gold that they would find and trade for. Five large wagons make up his caravan. He has hired four guards to each one, most mercenaries.
In charge of the security is the rather dull but thorough Half-orc named Gorrsh. He has been with Harren for many years and though at first glance the only thing that impressed was his muscles, once you got to know him a shrewd mind revealed itself and he was adept at leading others. Those of you who serve as caravan guards are familiar with Commander Gorrsh. Others have likely had little to do with him, regarding him simply as hired muscle.
Each of the five caravans is drawn by four horses and holds between three to six passengers currently making the total caravan population of forty four including drivers. They are all a various lot, several bards to entertain during the journey, minor merchants hoping that this trip will be the break they have been hoping for. Some are runaways or down on their luck would-be adventurers. Despite all the differences there have been few incidents inside the caravan so far these two weeks since starting. A good sign of the continued peace of the journey. Possible tracks and markings of beasts and bandits have been sighted. All guards and those trained in perception or applicable class features(track, etc...) would know of these dangers though all suspect that strange things may be encounted in these mostly unknown lands.
The days have so far been quiet along the Coast road. At times close enough to see the ocean, several nights spent near the shore. Mostly the road is ten to twenty miles from the water and there has been little to see besides empty plains once the last villages of Geb were left behind a week ago.
Freddy:
Today as you walk alongside the middle wagon your thoughts keep turning to your family and the letter that reached you just before leaving for Geb demanding that you stop this madness and return home. To your family, to your priveliged station that they have suffered so much to give to you so that the family name and it's influence would rise. Since he had left those three years ago they had not given up on him returning. Now it seemed that they were threatening to disown him for his disobedience. Now that he ahd brought them such shame he had forced their hand. Through all the demands you sense that they are desperate. You know that if you don't return their dreams will fall and their name and family will slowly decline without a new young face to carry on the work. Then another family will seize where theirs lingers and be pushed to the side.
Besides you one of the other guards, you know them all now as each shift you are paired with someone new at Gorrsh's organisation. This morning he has been less than talkative, but you do remember his name. Joh Felds, a young human varisian with dreams of becoming a paladin. A long shot you are sure. In front and behind you can be seen the other guards on this side of the caravan. A hundred feet or so off the path can be seen a campsite though without getting closer it can not be told it's age. Gorrsh himself is over there already inspecting it. He dismounts from his horse and kneels to the ground. He is one of the few here with his own horse, rumour has it that the horse has been his companion its whole life.
Gheris:
As you sit today in the middle Wagon of the caravan each bumb on the road seems exaggerated and felt to your bones. Perhaps it is the heat. Harren was glad to hire you on and whenever there are health issues you are the first one people come to. Thankfully there has been little in the way of emergencies besides one of the horses having a broken leg and instead of being put down was saved by your skillful healing. Every time you approach it at night it raises its head and softly whinnies at you. Today the view out the side is vast grasslands again. Exactly the same as it has been all week. Next to you Jonnah rambles on about various alchemical processes. He seems to think himself the expert when it comes to this topic. He would have you believe that he knew the secrets to eternal life if you could understand him. Though it is likely that he is just some young runaway apprentice. When he found out you are connected to the pathfinders he would not leave you alone and inquired how he might also join the pathfinders and become famous in their circles.
Good Thomas:
This day has been uneventful. Another boring patrol along the caravan's route. Anything that would give reason to worry about the security of the caravan seems to be hiding if it exists. Haran agreed to hire you after Gorrsh took one look at you and nodded. Knowing what it is like to be thought of by others as a monster the Half-orc took you under him as second in command, trusting in your previous experience and has put you in charge of the rear of the caravan while he sees to the scouting. When he is out you are the highest ranked among the caravan guards. Some of the guards respect you, some fear your monstrousness and others hate you but keep their distance also fearing your massive strength. The four with you, two on either side of the rear wagon you have chosen yourself among the guards for today's shift. Gorrsh has guards protecting and marching alongside different sections of the caravan each day.
Koan and Koayi:
Today you enjoy the front most wagon and are sitting with the man himself, Master Harren. He seems intrigued by the both of you, as if sensing something hidden. It seems the shrewd businessman and merchant has an eye for details and knowing when there might be information that he could benefit him or his pocket. If you have not revealed to anyone in the caravan your Kitsune forms he can definitely tell there is more to you than meets the eye and has been making casual conversation all morning asking about the land that you have come from, hinting if you are truly only brother and sister, and asking about Calistria. On the horizon you can see a slight change of colour and from the map that Master Harren has shown you, you think that those hill could lead to the Horsefly swamps.
Lars:
One night you were drinking in an inn telling many stories of the feats you have accomplished for Cayden Calean and the next morning walking alongside a wagon with your horse and several other men in armour around you. Guarding a caravan? Yes! This was definitely your next plan to bring glory to Cayden Calean. The caravan was surely to be heading into unknown lands full of dragons and demons. This far south there were more legends than real factual knowledge of the place. You can't remember how you wound up guarding this caravan but whenever you see Master Harren he gives you a smile. His face seems familiar and you think he was drinking with you but if you have questioned him he always denied it saying you showed up demanding to accompany him into the unknown. Today you are alongside the second wagon out of five, walking with or riding your horse. The heat is strong and you must frequently drink water to keep hydrated. Water is running low but should last another week when Master Harren says you will reach a river to refill.
Sorek:
You found the caravan two days ago coming up behind you as you were wandering south. Master Harren was kind enough to let you join and inquired about where you had come from and what you were doing so far south alone. Even after knowning that you were not a bandit however, most of the others in the caravan seemed to avoid you apart from a few others as if your mysterious appearance was some sort of sign of bad luck. Harren didn't believe in luck and has talked with you several times where he has inquired about your origins and that he has never seen one of your colour before. He seemed very interested in finding out. Now as the wagons roll along you are in the rear caravan with two others. A young man and his wife. It seems they have eloped and took the first way out of Geb that they could, hiding until they believed they were far enough away. They hated the undead controlled nation and every time they talked about it would get angry before the other attempted to calm them down. Which usually ended up with a awkward session of kissing.
Today the temperature is hot. This summer seems to be a little higher than average and characters must roll a DC 15 fortitude save or be fatigued for the second half of the day. The fatigue goes away after sleep that night or any apropriate spell that removes fatigue.
That evening...
As the caravan comes to a stop, tents and fires are set up, the horses tended to by the drivers and evening meals cooked and eaten. Some of the mercenary guards sit around their own fires while others intermingle with the other travelers and a few are set to the first watch. All seven of you happen to be sitting around the same fire tonight. Laughter, music and stories are in abundance around you and the darkness of the night outside of the camp is forgotten for a few hours. Harren is consulting with Gorrsh over the other side of the camp. The horses are going to sleep tied to a line of stakes in the grass, patches of uneaten hay at their feet.
The caravan has set out from Mechitar several weeks ago so you will at least recognise each other even if you have not become acquainted. Please also post here your role in the caravan (guard, traveler, etc.).
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”
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Hello heroes, villains and everything in between. Adventurers, wanderers and all sorts of unfortunate souls have tried their luck and met with a gruesome end. This recruitment is for half a dozen more of those fools who, for their own reasons decide to venture forth. Rappan Athuk will be situated south of Geb in the Golarion world.
You will start as part of a caravan of travellers going down the Coast Road. You could be caravan guards, a captured bandit, traveling adventurers, pathfinders, etc. Anything that would cause you to want to explore the area. You would each receive several rumours and the option to explore the wilderness around the Dungeon first if you want to.
This will be a 25pt buy.
Any race or class is allowed.
Any alignments(alignment restrictions may be lifted). You can be evil but don't be an ally killing maniac.
I am open to 3rd party stuff too, races, classes, just ask and I'll consider.
2 traits, optional drawback for a third.
bonus first level feat.
Wealth - 3,000gp
Level 3
Everyone gets Power Attack, Deadly Aim, Combat Expertise and weapon finesse as combat options, their prerequisites from other feats are removed.
Recruitment open till the end of the month will let me have a good read of it to prepare.
Link characters backstories together if you want, but it is not necessary, you have all made it to a port in southern Geb some way or another and from there joined the caravan. You do not need to be friends at all, there will be 'circumstances' that cause you to work together soon after beginning.
Ok if I have forgotten anything, let me know or ask questions. Hopefully there is some interest.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together in groups of two or three to a cell. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed, all you have now are some rotten rags that barely cover you. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
The Kingdom of Talinguarde has never been a more peaceful and prosperous place. For those that bow to the Righteous Mitra that is. Those that don't face persecution and sometimes death. Most especially those followers of Asmodeus have bore the brunt of it and have almost been exterminated.
You are among those few, fellow worshipers of Asmodeus or not, your less than lawful actions have found the attention of Mitra's Law Keepers and your evil doings are at an end. You have been sentenced. Judged without trial. To death, in various creative ways as befits the law. You have three days remaining in which to think about the things you have done in your like. Perhaps if you repent then Mitra will be merciful to you in the next life.
Three days and barely a friend left in the world. Any last words? This is your end... or is it?
Hi everyone. The Way of the Wicked AP captured my attention ever since I heard of it and so I have therefore decided to run it for you. I hope to find several others as keen to experience this AP as I am to play with. I will possibly start out with up to 8 PC's as I know that, despite best intentions there are some that do not follow through for whichever reason.
Now a bit about me.
I am familiar with all the standard and core pathfinder paizo stuff and the D20 website. I think anything on there is fair game (though 3rd party stuff I am not so familiar with so check that with me first). I have 'pathfindered' for about 5 years or so and GM'd for less than a year. I love both roleplaying and big numbers and see no reason why the two cannot play nicely together and everyone have their fun. If you feel the same and want to create a grand story to be told for generations to come then by all means apply here.
2 or 3 spots are already reserved but don't feel like those characters 'roles' are taken. There will likely be multiples of some types and besides I don't like saying that there has to be certain roles to make up a party anyway. I will do my best to make the challenges suitable to the group. So capture me with your backstory and you are 95% of the way there. Also please don't apply if you are already in a WotW game.
Now I will post updates at least once per day and would expect the same back. Will make selection early January and start after xmas and new years craziness is over.
Character Creations:
Stats choose Focus(18) and Foible(8). Then 15pt buy for the other 4 stats.
All the common races are well represented in Talinguarde, uncommon ones are definitely around somewhere in lesser number.
Guns are rare and not manufactured in Talinguarde but they are still around.
One of your 2 traits will be your Crime Trait.
I am considering other option including gestalt or mythic or even becoming more powerful through templates but I'm not decided yet.