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22 posts. Alias of Matt, Garnished Game Designer.


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Male Human Alchemist (Chirurgeon)

The marble falls... and falls... and falls.

Perception DC 20:

You hear a soft clink. Very, very far below. This is after a good six seconds at least.

Ivy's quick scout of the immediate area shows no enemies or signs of danger. But she does notice that the wall behind you is composed of worn out bas relief, weathered away by time and water. Ineligible but definitely the sign of intelligent civilization.


Male Human Alchemist (Chirurgeon)

Hush reflex: 1d20 + 8 ⇒ (15) + 8 = 23

Hush slips but manages to catch himself on the other edge.

On this side of the crevasse you can spot what seems to be worn carved steps descending below. Camouflaged into the crevasse side, it seems impossible to spot them from the other side.

The crevasse does seem to carry downwards with no end in sight.


Male Human Alchemist (Chirurgeon)

Such sass. I love these guys.

#002: Caved-In Corridor
This stone passage winds for quite some time before arriving at a large crevasse. The crevasse is roughly ten feet across but no idea how deep.


Male Human Alchemist (Chirurgeon)

You hear the sound of people aboveground.

"I can hear them but I don't think they can hear us..."

Another shout rings down.

"We're going to try and rope down some supplies! The crack's just about wide enough to let a sack through."


Male Human Alchemist (Chirurgeon)

Anyone respond to the voice above?


Male Human Alchemist (Chirurgeon)

#001: Caved-In Chamber

The flare beacon fired you now take in your surroundings. The stone room you were in seems to have caved into an underground cavern. Rivulets of water run down the walls and a passageway leads off to the south. A crack of sunlight pierces through from above, around 60 ft. high. You wonder how you survived such a fall in the first place.

Fall damage:

Each PC is allowed to make a DC 15 Reflex save. If successful, they were able to move out of the way of the collapsing floor and instead fall in while still holding on to an object. Luckily the floor is soft from pooling water and mud. Any PC who fails the check takes 1d6 points of damage while any PC who succeeds only takes 1d6 points of nonlethal damage.

A man's voice is heard from above, coming through the thin crack of sunlight piercing the rubble.

"Are you alright down there? Are you still alive?"

===

Here's to a great dungeon crawl!


Male Human Alchemist (Chirurgeon)

Sorry for the wait my friend, Friday was Friday Night Magic and I work those nights so usually I post in the morning if I have the time but Fridays may often be a downtime day due to work.

So again, thanks for making four aliases, it's a pretty nice thing and I appreciate it!

So, quick rundown of the "intro chapter" we skipped because of it being mostly role-play and whatnot.

The Lord of the Sky is a fine airship on her maiden voyage. Her course was to take her a week across the Quriban Coast (pronounced Kuriban). During the voyage, the PCs became acquainted with the major personalities aboard, including the Captain of the ship, the Investor, his wife, daughter and son, the Creator of the airship as well as a variety of other characters board. The PCs have been hired on as security personnel by the Captain and are essentially paid mercenaries.

The PCs foil a sabotage assault by a rival company who wish to appropriate the airship for themselves and during these encounters below-decks save the Investor's son and daughter and defeat the foes aboard.

However, an explosion within the engine room causes the airship to come crashing down into the Quriban jungle... more precisely in an uncharted, and unexplored region.

===

The following day has the PCs grouping up the survivors and figuring out where they are. A short trip to a nearby tower ruin gives them a view of the region they are in. In short, towering mountains surround them and they realize they are within a jungle valley. To the far north they can spot a structure coming out of the canopy.

Meanwhile, the PCs salvage what they can from the airship and construct a ramshackle base camp. Some of the personnel onboard are far from incompetent and other groups begin exploring the area, organizing a defense and seeking a way out.

===

The PCs eventually reach the structure and find a towering ziggurat. Exploring the entrance, they are caught in a cave in and trapped beneath the structure. They activate a flare beacon and a few hours later, help arrives.

Here begins the campaign.

If there is any additional information you want, feel free to ask.

That's what I'm here for.


Male Human Alchemist (Chirurgeon)

The naming conventions are fine and no worries, have fun with the characters.


Sounds good.


Oh lol, GMT 5 (Montreal, Canada). When I wake up, so that's 16h from now.


No problem. We can start tomorrow morning then!


GrinningJest3r wrote:

Alright, so I still need to gear Bane, Ivy, and Joker, but here are their statblocks. I swapped Bane over to a Ragechemist. It seemed more fitting. I'll come up with character names for them and finish gearing them tomorrow.

** spoiler omitted **...

How's the characters going? Are you able to still do this or should I select a new player?


Male Human Alchemist (Chirurgeon)

DISCUSSION


Male Human Alchemist (Chirurgeon)

GAMEPLAY


Each PC can begin with 1,000 gp of equipment. The reason why I have you begin at 2nd level is that we're skipping the "introductory" part of the adventure involving the crash landing of The Sky Emperor (a dirigible) into the Cetzan River Basin. This normally takes the PCs from 1st to 2nd level but it's mostly role play. I'll give you the complete rundown in the gameplay thread. I'm also setting up the Discussion thread for us.


Alright, I've decided to go with Grinning Jest3r and his updated Rogue's Gallery!

They sound like the right kind of people for this delve!


I'm sorry, by core I meant offical paizo material. My bad.

I'll give another 24 hours just in case.


To answer a few questions:

- Core material only.
- You only need to make one alias, worry not.
- Build-wise, I'd rather not have two PCs with the same class. Remember, this a tomb raiding in the jungle kind of dungeon and the characters should be made to represent that.
- The dungeon is made to be a long continuous dungeon crawl. I haven't finished writing the end so I can't be sure of the level end.

I'll choose from the constructed teams when I get back from work tonight.


This doesn't need much explanation so here we go!

One PC runs four characters in a dungeon crawl!

- 25 point buy
- 2nd level
- 2 traits (or 3 with 1 drawback)
- no backstory but character description needed
- No Master Summoner or Broodmaster
- Neutral campaign setting but using Golarion fluff for simplicity

The dungeon is very tomb raider/indiana jones flavored so get ready for everything from pirates to aztec and mayan mythos.

Any questions can be asked below as usual.

I'll be choosing in 24 hours. No need for aliases, just character descriptions (not even statblocks) are fine. I want you to design a fun four man team.

This serves as this dungeon's playtest essentially and I only want a single PC running all four characters for speed and simplicity.


La'Vantis Tuen wrote:

sorry but I had to point out:

Garreth Faulkner wrote:

Xenophobic (Skoldric)

Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

I found that VERY amusing, though I undertand what you were going for.

I think the whole blood-brothers bit is cool. I'd see 2 or 3 racial feats that expanded on that tandem fighting style. (i.e. charge through squares, share initiative rolls, bonus to reflex save, etc).

I think it is a fun build an appropriate for a 10 rp race. I've always felt that Human should have different perks from different regions, and this feels viking-esk. I love the quick prayer to those that have gone to the Halls of Valhalla to give you aid in combat (false life).

one criticism though... +2 Wisdom. For a race that is xenophobic, that doesn't seem very wise. Also, the vikings (beautifully portrayed in 13th Warrior), weren't known for their wisdom.... May i suggest +2 Strength, +2 Constitution...? I know that always feels munchkin-ey, but it also fit the race you've created...

I agree, I was thinking moving the +2 Wisdom as well. They're very closed off but they are very perceptive and religious to their gods. It's just outsiders they don't like.


Ah I apologize, I was looking more for if the race was correctly created and the NPC stats correct.

Essentially they're a viking race from my campaign equivalent of Scandinavia known as Skolderang. Fierce warriors bonded by rites of blood, homesteads of Rangvir are used to fighting en masse and make use of their close bonds to assault foes while fighting tightly packed.

The harsh environment is the cause for their hardened skin, weathered from freezing storms and savage beasts. Their fearlessness also stems from this. Every Rangvir knows how to live off the land and is adept at seeing through the blizzards and fogs that shroud the region.

Their lineage stems from the Voices of the North, aspects of the domains that live prowl the land. This grants them unusual strength, clarity and endurance (hence their supernatural ability to heal from grave wounds).

Appearance wise, they are taller than normal humanoids resembling humans. The have striking eyes of shades of blue and green. They stand on average 5'10'' for females and 6'2'' for males, weighing in the same as a human of their size would.

They dress in leathers, furs and crude metal armors. Their weapon of choice is the Rangvir Axe (Earthbreaker that deals Slashing instead of Bludgeoning.) All Rangvir NPCs are warriors from birth and therefore even common folk are warriors and not commoners.


Rangvir, Blood of the North

Humanoid
Medium
Standard Speed (30 ft.)
Flexible (+2 Str, +2 Wis)
Xenophobic (Skoldric)

Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Hardened Skin (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race. (Survival and Perception)

Brand of the Undying (2 RP) Members of this race can use false life as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.

Blood-Brothers (2 RP): Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

EXAMPLE NPC

Rangvir Northlander (CR 1/2)
Rangvir warrior 2
N Medium humanoid (Rangvir)
Init +5; Senses Perception +4
DEFENSE
AC 17, touch 11, flat-footed 16 (+5 Armor, +1 Dex, +1 Natural)
hp 11 (2d10)
Fort +3, Ref +1, Will +0; +2 vs. fear effects
OFFENSE
Speed 30 ft.
Melee +3 Rangvir Axe (2d6 +2/x3)
Spell-like Abilities (CL 1st; concentration +0)
1/day – false life
STATISTICS
Str 15, Dex 12, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Improved Initiative
Skills Climb +6, Profession (varies) +4, Survival +4, Perception +4
Languages Skoldric
SQ Blood-Brothers, Brand of the Undying, Fearless, Hardened Skin
Combat Gear Rangvir axe, scale mail
Other Gear cold-weather outfit, snowshoes, waterproof bag

Blood-Brothers: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Variable Profession: Usually chosen between brewer, butcher, farmer, fisherman, miner, sailor, tanner, trapper or woodcutter depending on the region and the rangvir’s occupation.

Dragesjael Northlander (CR 1)
Advanced rangvir warrior 2
N Medium humanoid (Rangvir)
Init +7; Senses Perception +6
DEFENSE
AC 21, touch 13, flat-footed 10 (+5 Armor, +3 Dex, +3 Natural)
hp 15 (2d10 +4)
Fort +5, Ref +3, Will +2; +2 vs. fear effects
OFFENSE
Speed 30 ft.
Melee +6 Rangvir Axe (2d6 +4/x3)
Spell-like Abilities (CL 1st; concentration +0)
1/day – false life
STATISTICS
Str 19, Dex 16, Con 15, Int 14, Wis 15, Cha 12
Base Atk +2; CMB +6; CMD 19
Feats Improved Initiative
Skills Climb +8, Profession (varies) +6, Survival +6, Perception +6
Languages Skoldric
SQ Blood-Brothers, Brand of the Undying, Fearless, Hardened Skin
Combat Gear Rangvir axe, scale mail
Other Gear cold-weather outfit, snowshoes, waterproof bag

Blood-Brothers: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Variable Profession: Usually chosen between brewer, butcher, farmer, fisherman, miner, sailor, tanner, trapper or woodcutter depending on the region and the rangvir’s occupation.

Full Name

Thrand