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45 posts. Alias of Berjkley.


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Let's say Farya Diplo was an Aid Other for Fa Ying. :D

City Map

The group decides it's best not to provoke the guards unnecessarily and after purchasing some small trinkets or street food, they move about, trying to learn tidbits on how to enter the catacombs, and it doesn't take much to learn there are different entrances, mainly used by tomb-robbers to enter the place.

That takes the group back to the gutter, where the street-rats and the lowest of the low lives. Some questions, and a few broken fingers laters, you arrive at what at first seems to be an abandoned house.

The sun falls towards the mountains, casting the dying daylight over a decrepit building. The trashed looking house has no propper door and rotting planks of wood blocks that could have been windows years ago. Inside the house, which your information pointed out, lives some tomb robbers and they know how to enter the place.

Inside, you notice several bottles of cheap booze and alcoholic beverages which none of you would dare to drink, and two completely passed out drunkards.

As you enter the place, from a side room, emerges another drunkard, and the first looks startled, then scared, then his eyes fall on Farya and he licks his lips before asking. "The hell are ye and ye want?"


Hello.

I'm back on normal track from vacations. I apologize for the delay last two weeks. I'll update later today when I get home from work.


All around, the peddlers sell their wares, while common folk moves around on their business. The hard stare of the guardsman on your group, which haven’t done anything for some time now other than staying together discussing strategy. Some of the guards give you hard stares, their hands on their weapons, a clear message they are watching you and will respond with violence if you try anything out of the ordinary.


Sorry for the delay. I’m on vacations and family decided to go on a trip to the countryside, and my mom wanted to stay a couple more days... and no internet connection. >.<

There's also the fact the original owner of the dagger probably got it on the tombs, how did he get inside without raising alarm? the rolls below are two separate rolls.

Gather Info DC 20:

There's a rumor that some tomb robbers know of a passage on the square of the green which leads inside the mausoleum.

Gather Info DC 22:

There's rumors there's a secret passage to the catacombs inside The Shrine of the Keepers, but no one confirmed that yet.

Also, just to make clear: The shrine and the Mausoleum are two different locations. The keepers leave the shrine at night, on a procession thru the square until they reach the catacombs entrance.


Just one roll this time.


Diplo Rolls gather info:

Brand: 1d20 + 5 ⇒ (1) + 5 = 6
Fa Ying: 1d20 + 5 ⇒ (19) + 5 = 24
Farya: 1d20 + 5 ⇒ (19) + 5 = 24
Gornash: 1d20 + 5 ⇒ (13) + 5 = 18
Tamit: 1d20 + 5 ⇒ (13) + 5 = 18

After some discussion on what to do, the party left the house in search of Jomana, asking around if anyone saw her, and apart from Brands breaking knuckles approach, all others got similar description: Someone resembling her was seen going towards the Square of the Green Peacock, but the trails ends there, with no clue to where she might have gone after.

Knowing that you would probably have to deal with the Cult of the Keepers one way or the other, the party also tried to gather info on them.

With the rolls above, I think only Brand didn't learn about this.

Local | Gather info DC 10:
It is the custom and the law that all who die within the walls of Belthaar, from commoners to kings, are delivered into the hands of the silent priests of Yadar after their death.

==//==


Local | Gather info DC 14:
It is the sacred duty of these Keepers to remove the corpse, and to wash and purify the body. If the bereaved have left a well-filled purse for the Keepers, the corpse is usually preserved and embalmed with utmost skill by the priests; otherwise the corpse is burned and the ashes placed in urns of clay, bronze, or sometimes even gold.

==//==


Local | Gather info DC 16:

The Cult of the Keepers also maintains and guards the extensive network of catacombs and crypts beneath the city, where the urns and the mummies are placed after the funereal ceremonies. No-one except the priests are allowed to enter the catacombs, but on certain days friends and family of the deceased may come to the Shrine of the Keepers and place offerings on the altar of Yadar to ensure the well-being of lost ones. It is even said that when such offerings are plentiful, the priests may unlock the doors to the catacombs and allow brief visits to private crypts.

==//==


Local | Gather info DC 18:

Others whisper that the mute, cowled priests are actually ghouls, who carry away and eat the dead, and that they guard only empty urns and coffins in the catacombs. Such rumors remain unproven.

==//==

So, what are you doing now? Anything else you want to investigate? Brute force your way into the catacombs/temple? play dead? sneak in while the priests are performing their rites? Or do anything else, for that matter?


Gornash:

It's not that easy to track down Jomana movements inside the house, but you are certain that she went to the desk where the dagger was, and from there, you can't tell anymore. There's nothing that suggests she actually left the house. The barricade is the same as last night, all the windows are sealed shut.

At this point, you also believe that she was the one that took the dagger.

If and when you guys decide to leave the house:

Jomana: Gather Info DC 14:

One of the locals, one that saw you leave the inn last night, also saw earlier in the morning Jomana walking towards the city marketplace, which coincidently is held at the Square of the Green Peacock.

Square of the Green Peacock: Gather Info or Local DC 12:

The Square of the Green Peacock is located at the border between Belthaar’s Trade and Pleasure Districts, and as such it attracts a curious mix of merchants and entertainers, the latter including skilled dancers, fakirs and stage-magicians, as well as animal-handlers with trained beasts, and sword-masters stagng mock combats with their apprentices. And of course there are the ever-present beggars and cutpurses among the crowds, too.

The large square, 100 feet long and 80 feet wide, is practically deserted at night. It is well-known that there is an entrance to the city’s catacombs here, and few care to dawdle around after sunset, when the sinister priests known as the Keepers come out to perform their grisly funerary duties.

The entrance doors to the catacombs are sealed and locked during the day, but at midnight the Keepers walk in solemn procession out from the funerary shrine at the eastern side of the Square, across the plaza, and into the catacombs. The priests carry embalmed corpses that reek of bitumen and spices into the crypts, as well as golden urns that contain the ashes of lesser men and women. This they do every night, except on nights when the stars move into certain dire constellations and it is deemed ill-fated to open the doors to the
tombs.

Intentions?


Farya notify others of the dagger origin, however, no one has any clue of what could that mean. Brand and Jomana continue talking, remembering old days while the others, just for precaution, keep watch on the surroundings, to avoid any surprises.

The night passes with nothing important happening, and it's when dawn comes you notice something is missing. Well, not just something. Someone.

You look around and you don't see Jomana.

You also didn't see her leaving her room or the house, but she's gone, and the Silver dagger is missing as well.

Intentions?


The mention of the attack makes Jomana remember what happened, then she hears the knocking in the door poor Tamit is still outside. She startles, "They chased us here?" then she grabs Brand's hand and pleads. "Help them, please, they are good friends."

Who are they and them, seems clear enough, at least for her.


Not so clear when you asked this question, but I'll assume it is after you guys got to her house.

Brand the Bold wrote:
"Jomana are you okay?"

Jomana lies on her bed, drunk and almost asleep. Then she hears the unfamiliar's voice and sits up startled. "Who...who are... Brand?" she blinks a few times, trying to clear her vision. "What are you doing here?" she says looking around as if she didn't know where she was as well, but after a brief moment, you see the relief on her face when she recognizes her room, then curiosity as to what would you be doing here.

The info about can be known with a knowledge local, or if you guys leave the house for gather info (diplomacy check). Each separate spoiler needs a different Roll, so you'll need three successful rolls to be able to know all the info.

K:Local or Diplomacy (Gather Info) DC 14:

The silver dagger once belonged to a sorcerer whose tomb is now unknown, since after his death, his apprentice left the city and has not been seen for years.

K:Local or Diplomacy (Gather Info) DC 16:

In the city of Belthaar, there once lived a great sorcerer by the name of Ikhtanabu Xul. He was well versed in the arts of sorcery, and his red tower was filled with strange treasures and iron-bound books of arcana. The sorcerer's life was one of luxury and pleasure, served as he was by servile eunuchs and dutiful apprentices.

As he grew old, Ikhtanabu Xul’s beard became white as snow, and he began to fear death, for that he should lose all his accumulated knowledge and be denied his worldly pleasures. The wizard studied forbidden books of necromancy to learn the secret of immortality. While Ikhtanabu Xul learned many secrets of the tomb, he did not find the recipe for the coveted elixir of life, nor any spells that could prolong his life beyond the number of years allotted to him by the black candles of life that burn in the secret temples of Yadar.

Thus the necromancer died, old and weak and bitter, and his last instruction to his chief apprentice, Arakshat, was to be preserved by the arts of the embalmer and placed in a private tomb, safe from the depredations of ghouls and tomb-robbers, hoping for some future resurrection by the spells of his apprentice.


K:Local or Diplomacy (Gather Info) DC 16:

Rumors point out that the sorcerer was buried in a private burial, in the city catacombs near the Square of the Green Peacock.


Sorry about the delay guys, I'll be on vacation from work next week, and those last few days I have to stay at work till very late to make sure things don't explode while I'm away.


After picking the spoils and items, the group moves towards Jomana's house, meeting no other trouble on the way.

Jomana's house could have once been considered a nice place. It's located near the slums, not far away to be considered really outside it. The facade needs repair, the small yard shows signs of abandonment, not being properly clean or cared for a long time.

The house itself is a medium two-story house. It has enough room to accommodate everyone.

After dropping Jomana to her room, you find yourself gathered in the living room, staring at each other.

I'll give you guys some time to talk and roleplay things.


Brand doesn't relent, throwing a dagger and dropping one of the fleeing thugs. Meanwhile, Tamit and Farya provide emergency treatment and healing, partially taking care of Gornash's wounds, which also wakes up the man. As described in the players guide, the heal check dc 15, takes 1d6 minutes and restores a number of hit points equal to 3 + character level + Constitution bonus

Around you lay the dead, the bandits and a drunken woman looking up in horror at what happened. "We... we've got to go, we can't get spotted by the guards!"


@All
Congratz on the first victory.

@Taking 10
In combat: Only when the skill allows it, or you have any trait that allows it.

Outside combat and you're...
Under pressure: Can't take 10.
You're cool: Can take 10.

Or you guys can suggest any other rules for taking 10. That above was just me thinking in a sleep-deprived morning.


After a dazzling display of swordplay, the newcomer promises blood and death, and for a moment, even the leader of the bandit's trembles in fear.

When Fa Ying's drops his bow and proves to as capable as anyone else, delivering pain with his bare hands, the gutter-rats begin to look around for a way to escape.

However, it's when Gormash roars in pain and rage, bringing the sword in a downward arc and leaves it embedded into the ground and Tamit pierces the neck of another thug that they begin to flee, flee yelling for their lives.

The leader, however, looks incredulous at the deep gash, almost cutting him in half, blood splashing everywhere.

"You think... you've defeated...me?" Those were his last words, before he fell down, dead.

The bandits 3,4,6,7 uses withdraw action to run away from the party, without even looking back.

They split up. You can chase them or not. Your choice.

Loot:

The leader wears leather armor, has a short sword and three daggers (one being the one he threw at Farya.)

One of the daggers has a handle of ivory and a silver blade, with black runes etched into it. It is evidently an item of some value, and likely a funerary item. This is also the item you saw the leader taking from the corpse he had just killed before you walked into the square.

Intentions?


@Brand.

Wow, that 14 was enough to demoralize everyone. It's only one round but damn.


@Brand.

You were out for a stroll in the night, moving towards your house after a bout of entertainment at the local tavern. Some friends convinced you to play a round of cards, not something you would do normally, and even though you lost a few silvers, which you are sure one of the players was cheating, the evening was... surprisingly refreshing, all things considered.

However, right now, you're returning home to rest for the night, when you stumble upon a group of people being ambushed by bandits. Your first thoughts are to get the hell away from there and not get involved until you recognize one of the people being attacked.

Jomana, a beautiful woman who helped you once, long ago, when you had just arrived in the city.

In your momentary indecision, one of the victims was beaten up, and now he is shaky on his feet, bleeding profusely. That's when the leader of the thugs see you and curses loudly.

"Another f+~~ing one? Kill him as well!"

Everyone can post their actions, Brand included. Farya, you can also post your round three actions. @Brand, I've added you to the map.


@Brand, the Bold!
Errr, let me throw you into the fire. The combat the guys are currently fighting now was supposed to be challenging for five players, with one being a defensive fighter, which isn't in the game anymore.

Please feel free to post your combat react action in gameplay.


With the cheap gutrot beer messing with his head, Ying's arrows miss the target as well, but that's quickly overlooked when Gormash storms forward, swinging the huge blade in his hands, leaving a trail of blood, severed arm, and a twitching, almost dead body in the ground.

Tamit takes a careful approach, arming himself with his spear and shield before any of the enemies could exploit the fact he was unharmed.

Surprisingly, maybe deciding this kind of life wasn't for him, Var son of Yolind turns his back to you, walking away into the night, leaving you to fend the bandits for yourself.

Ordered Initiative-

Farya: 1d20 + 3 ⇒ (20) + 3 = 23

Enemies: 1d20 + 4 ⇒ (14) + 4 = 18

Fa Ying: 1d20 + 2 ⇒ (13) + 2 = 15
Gornash: 1d20 + 2 ⇒ (10) + 2 = 12
Tamit: 1d20 + 1 ⇒ (10) + 1 = 11

Map-

Link

Notes-

@Tamit, the lioness is not with you right now.
@Farya, you currently have a drunken and smiling Jomana holding you as her life depended on it...

Action-

Adjusting her motions to account for her giant meaty necklace, Farya shoots again, aiming for the leader once more and trying to wipe the smug looks off of the thugs' faces. While mechanically, she's the same as ever, her expression in combat is like nothing you'd seen from the days in the army, seeming more annoyed than anything else.

This time, however, her aim is true and soon enough she hears the leader cussing.

Initiative 18: Enemies.

"F%+&ing hell, that b&#@~ shot me, kill her!" yells the leader of the bandings. He then moves towards the nearest of the enemies, Gormash who had just killed one of his minions, waving his sword at the man's face.

Attack Short Sword: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Still not enough, however, to hurt the man.

"Tedd is dead." One of the tugs yells in frustration.
"He killed Tedd." Other says meaninglessly.

However, it doesn't prevent the tugs 5,6,7 ganging on Gormash together with their leader, trying to dispatch him.

Club 5: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Club 6: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Club critical confrim: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Club 7: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

They cackle with glee as the weaponized piece of wood hits Gormash in the head, making him momentarily unstable, which was enough for the other thug to hit hard and mean, causing an ugly bleeing gash to appear on Gormash's head.
Gormash is at 0 HP.

The other bandits 3,4 run towards Ying, to prevent him from shooting any other arrow and rescue the other combatant.


Brand, the bold. Thank you for joining us.
I'll add you to the game when this initial combat ends, should be one or two days maximum, I hope.


@Var
Okay, no problem. Have fun in your next game.


Initiative 18: Enemies

Somehow, Farya's arrow instead of going towards the leader, fly in a completely different direction, most likely because of the dead weight on her shoulders taking the shape of a drunken human.

Grinning boldly at the display of inaccuracy, the thug's move closer with practiced ease as if they've done this countless times ago.

The gutter-rats have no protective gear, wearing little more than filthy pieces of clothes that barely cover them, in their hands, they have makeshift weapons made of wood. They move closer, preparing to attack.

The leader however while moving pulls a dagger from his belt, throwing at the far end of his range, towards the last armored enemy he can reach.

Dagger, Throw, 4 range increment: 1d20 + 6 - 8 ⇒ (7) + 6 - 8 = 5
Damage: 1d4 ⇒ 1

"F+!*ing useless knife!"
The weapon, however, clacks futilely at the ground near the barbarian's feet, offering no danger.

Everyone else can post their actions. Farya, you can also post your action for round two.


@Var son of Yolind.
When possible, please set up a quick status bar as the other characters. It helps a lot when checking the details of the characters since I don't have to open the full profile for the basic info.

Ex from Fa Ying:
Male Taikangian Zen Archer (Monk)1 | HP 12/12 | AC 16/T16/FF14 | F+2, R+4, W+6 | Perc +8 | Init +2 | Move: 30ft

---

Also, please check your ability score, The sum of it was pointing to a 25pt build when the game is set at 20pt build.

---

Also 2.0, you're missing in your character sheet the endurance feat from the culture, and the +1 from natural armor, also granted by the culture.


”I... thank you, and no, it was just a silly child promise, just a silly promise.” Says Jomana again, for what must have been the tenth time. Her words are slurred and it’s clear the woman isn’t used to such cheap and strong beer, the alcohol already messing up with her head.

Noticing the strange looks you group is attracting, especially the defenseless and drunk Jomana, you decide it's time to call in for the night. Some of you might have wanted to pick up a fight, spill blood to quench anger and hate at the current situation, however, you soon decide any such act would attract undue attention.

With Jomana holding surprisingly tight to Farya's neck, while constantly sobbing and whispering "Just a silly promise." You make your way towards the woman's house in the slums when you walk into a dimly lit square and see a young man being slain by a band of thugs.

For a moment, everything is still, while you look at one another, until a slightly overweight man, that has dark hair and a few missing teeth wearing leather armor and holding a short sword, curses loudly enough for you to hear.

"God f~+~ing s+%+ty luck. No survivors." he commands the other tugs.

The man is accompanied by six others grim-faced and unwashed thugs, the true gutter-rats of Belthaar.

Ordered Initiative-

Fa Ying: 1d20 + 2 ⇒ (13) + 2 = 15
Farya: 1d20 + 3 ⇒ (20) + 3 = 23
Gornash: 1d20 + 2 ⇒ (10) + 2 = 12
Tamit: 1d20 + 1 ⇒ (10) + 1 = 11
Var: 1d20 + 2 ⇒ (8) + 2 = 10

Enemies: 1d20 + 4 ⇒ (14) + 4 = 18

Map-

Link

Notes-

@Tamit, the lioness is not with you right now. For all others, you are with your weapons, but you are not currently holding it.

@Farya, you currently have a drunken and smiling Jomana holding you as her life depended on it...

Action-

Initiative 23, Farya may post her action. After her, well have the bad guys, and then the other members of the party.


If everyone has already finished their adjustments to the character sheet, I'll move things, later tonite, into the real game.

No more depressing histories of sacrifice and brotherhood, let's kill some ppl.


Okay, I know it's not the most usual introduction to a game, but well, I wanted to try something a little bit different. Let's see how this plays out.


You were promised the beauty of ancients foundations and it's serpentine streets winding their way between mighty monuments and hoary towers. The temples and ziggurats dedicated to a multitude of gods, old and new.

What you got was a gloomy city ruled by the petty king Simashattar III, involved in a three-way war with its bigger neighbors, Zhaol and Ghezath. Worse, you were forcefully draft into the army, and sent to war against your will, on the pains of death if you so much opened your mouth to complain.

There, you saw the worst of humanity, the decadence, the evil and brutality of man, and there you somehow manage to find brothers and sisters, stuck into the same nightmare, trying to survive the same as yourself, and bathed in blood, you formed a bond, not of friendship or love or even family, but something more profound and harder to explain.

You and five other brothers and sisters. You might not be the best of humanity out there, and you might not even be a good person, but somehow, sharing that hell on earth, you decided it was enough, you had to leave this hellhole before it claimed your life, even if you had to live a life of a deserter.

In the dead of the night, plans were made while you whispered in the dark. A knife to the throat, a key is stolen, friends and companions released, then you were on the run, with the horns of an alarm sounding on your heels. You're not sure what gave you away, but the whole camp was in an uproar, maybe the found the dead, maybe they noticed the lioness missing from her cage.

It was then that one of your brothers, Karim, true to his name, noble and generous, took upon himself to distract the hunters while you fled.

"If I don't make it, tell my sister I'm sorry I couldn't do as I promised." Those were his last words.

And now, weeks after you fled, marked as deserters and traitors, you're drinking your last silver in the Dirty Dog Inn, in one of Belthaar’s cheapest dives. Karim deserved better, for it was due to his sacrifice you are all alive 'till now. Worse yet, with a price on your heads, and no money on your purse, the only person willing to give you shelter was the martyr own sister Jomana, which you tracked down to deliver his last wish.

Jomana is a typical Susrahnite, lithe with a hooked nose and black, curly hair and exquisite face. You notice the distinct lack of jewelry and her flowing robes are showing signs for usage and time. Sitting on the table with the five of you, you notice a discreet tear on her face, before she wipes it away and raises her mug. "I thank you for all you've done for me and my brother. You've done more than any of us deserved. For Karim, and for you." She finishes her brief speech drinking the remaining of her much all at once.


Daniel Stewart wrote:
I did add the +2 ability modifier because I choose the Civilized Background which gave pretty much all the same benefits as a regular human in PF...should I change this??

If your culture is civilized, then no. Just make sure you're counting an extra feat and an extra skill point.

Just to clarify, if you're using civilized culture, you'll get 2 feats and 2 skill points.


I'll make an introductory post in gameplay, feel free to chime in even if you didn't completely finish your character sheet yet.

I'll also add a couple of house rules regarding magic in general. Nothing that I think will affect the game toooo much at this point, but it's something I want the players aware.


@pauljathome
At first, I considered only the culture bonus, but since the ppl that play with me often say that I "Don't hold back my punches" and given the lack of healing, massive damage and the lack of support magic overall, I think a bonus feat and one more skill point per level is fair.

==//==

Also, thank you for reminding me.

Civilize trait:
Educated: +1 feat, 1 extra skill points, instead of 4 extra skill points.

==//==


Okay, once again, welcome.

Few things I need you guys to consider before we start the game.

Human racial traits: You get all the bonus from humans, except for the extra ability score. Which means:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
The ability score should be decided by your culture.

==//==

The money is the average gold as defined by class, however, I urge you to expend everything you can. You'll start the game with little more than a few silvers. All the remaining gold you don't use, we'll just assume was lost at some point.

==//==

@Daniel
I assume you're using the conventional version of monk, right?


I would like to says thanks to everyone who applied and showed interest. We had few characters, but the decision wasn't easy.

That being said, I would like to invite the following players to join the discussion so we can finish up the small details of the game.

Tamit (pauljathome)
Gornash the Second (RelicBlackOUT)
Var son of Yolind (Maho Tsukai)
Fa Ying (Daniel Stewart)
Farya Najjar (theasl)

For those that weren't selected, I wish you luck in the next game. :)


Thanks for everyone that applied, and Daniel, don't worry you still had time to apply
I'll review the submissions and post the result tomorrow.


Well, I don't think we'll get any more attention than this, so no point extending the recruitment longer.

I'll give a couple more hours if anyone that has already showed interest, or wants to make any last minute change to already submitted characters.

Thank you everyone that applied to the game.


@theasl, been some time since I last used myth-weavers. The character sheet style looks very good when compared to what it was a couple of years ago.

Just a heads up for those interested.
Recruitment ends in 5 days.


I've taken a look at the submitted heros and sent PM's with my initial thoughts on them.

Recruitment ends 26/06.
Just a reminder of those who are still thinking of a concept, or any other interested player that wants to submit a character for the game.


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No problem, you can always go to the Xoth website/forum, they have some interesting freebies.

Site: link
Forum: link

I had a bit of hard time between extra work and playing the new PoE league, but I'll start reviewing the submitted characters in the next days.


RelicBlackOUT wrote:
I am looking at a Tharag Thulen Savage Barbarian. One thing I was curious about is if you would allow the Unchained Barbarian? That link goes to the class and one of the biggest difference is it gives a flat +2 bonus to things instead of the +4 to Str and then go figure out the math from there.

A bit late, but yes, I would have insisted on the barbarian from unchained, from anyone wanting to play one. Given how deadly the game is with the lack of healing and massive damage rules, it seems ill fitting to have a melee hero at deaths door from losing the CON bonus once he falls unconscious.


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Ironperenti wrote:
What about Fighter archetype Skirmisher from Ultimate Wilderness?

Unfortunately, I’m not familiar with UW, or the changes it introduces to the game, for this game we’ll be using only Core + APG.

ElbowtotheFace wrote:
I was thinking Unchained monk, I like it much better than the standard monk or the brawler.

Go for it, the redesigned core classes from Unchained are allowed for this game.

==//==
Some very late announcements which I forgot to add to the initial recruitment post:

Posting Rate: 1 post/day w/ weekends off.
I’ll check and answer posts in the game two times per day, one in the morning and other in the evening. Because of that, it would be good if the players to commit to at least one post per day during week, with weekends off.

Role Playing:
As said before, this is a low magic game and players that submit a magic user character are expected to role-play that aspect of magic as well. For more info of what to expect check the spoiler or the magic session of the players guide.

Magic Is Mysterious:

«My name is Pharpetron, among those who have known me in Poseidonis; but even I, the last and most forward pupil of the wise Avyctes, know not the name of that which I am fated to become ere tomorrow. Therefore, by the ebbing silver lamps, in my master’s marble house above the loud, ever-ravening sea, I write this tale with a hasty hand, scrawling an ink of wizard virtue on the grey, priceless, antique parchment of dragons. And having written, I shall enclose the pages in a sealed cylinder of orichalchum, and shall cast the cylinder from a high window into the sea, lest that which I am doomed to become should haply destroy the writing.

And it may be that mariners from Lephara, passing to Umb and Pneor in their tall triremes, will find the cylinder; or fishers will draw it from the wave in their seines of byssus; and having read my story, men will learn the truth and take warning; and no man’s feet, henceforward, will approach the pale and demon-haunted house of Avyctes.» — Clark Ashton Smith: The Double Shadow

While almost every sword and sorcery tale seems to include a foul demon, an ancient wizard risen from the dead, or a cult of snake-worshipping priests, these settings are usually referred to as «low magic», at least when compared to the typical high fantasy, quasi-medieval settings so common in roleplaying games.

The major difference is that in sword and sorcery stories, magic is not used as a replacement for technology. Spells and magic items are not used to perform every little task and to make life more convenient for the caster. Rather, magic is a corrupting force that can be dangerous to both health and sanity; it is only used when the sorcerer deems it absolutely necessary.

Common people working their shops or fields, and the majority of soldiers, thieves and merchants, have likely never seen a true magician or seen a spell cast or held a magical item.

Magic is generally feared, and most magicians (but not all) are associated with dark curses, evil gods and unbearable secrets which «Man Was Not Meant To Know». Even priests are usually feared and held in awe by the common man.
In savage areas, magic is widely feared and misunderstood, the province of tribal witchdoctors and shamans, who claim to protect the rest of the tribe from the vengeful spirits and demons that surround them.

The select few who are able to use magic and cast spells guard their secrets jealously and attempt to use it to their advantage, often to the detriment of others, and sometimes also to themselves.

Magical items are rare and are almost never for sale, though on rare events one will turn up in a market, unrecognized for its true value. Spellcasters might be willing to cast some spells for pay, depending on the individual’s motivation or greed


theasl wrote:
Is the Mobile Fighter archetype (APG) okay?

The archetype is okay for the game.

theasl wrote:
I assume the Pathfinder standard human traits (i.e. ability bonus, bonus feat, bonus skill point) are replaced entirely by the cultural traits in the guide. Is that correct?

Yep, the guide is adapted from an old 3.5e D&D version, in which humans didn’t really get any ability score bonus, I think they forgot to explain it on the players guide that the cultures replaces the human standard bonus and traits. For now, don't worry too much about it, I'm more interested on the concept than the actual character sheet (but an character sheet is still needed). Once the game start, I'll talk with the selected players for any fine tune of the actual character sheet.

theasl wrote:
What is our starting wealth? Rolled, average, maximum, or something else?

Average starting wealth decided by class. Pathfinder standard.

theasl wrote:
The Susrahnite longbow and Khazistani shortbow both say that they have Strength ratings. However, the composite longbow has different costs based on the strength rating, while both of those only have one single price. How much do +1/+2/etc. rated versions of those cost?

Follows the same rules as composite longbows and shortbows. +100gp for each Strength rating.

Branding Opportunity wrote:
The dex-based urban barbarian from Ultimate Combat would work best for this, but I'm guessing that this archetype from UC is not allowed, correct?

Yep, we won’t be using UC for this game, so unfortunately this archetype is not allowed as well.

ElbowtotheFace wrote:
1. Unchained allowed?

It depends on what you want to use from Unchained. We won’t be using additional rules such as automatic progression or background skills, or those related to stamina feats, but the changes to base classes might be fine, as long you don’t try something too out of the ordinary for them.

ElbowtotheFace wrote:
2. You feelings on Mount/larger companions?

I have mix feelings about it. However, if you want to go for it, be prepared for some discrimination against the companion and the occasional “It’s a giant monster invading the city” type of stuff. Remember that there is no “abundance” of monsters in the world, so huge animals will, for the most part, be seem as aberrations and threat against society than the actual companion of an adventurer.

ElbowtotheFace wrote:
3. Had a third but can't remember it now...

No problem. Feel free to ask again when and if you remember.


Branding Opportunity wrote:
I'm interested. What is the most common human ethnicity in Belthaar? Thinking of a rogue or perhaps an urban ranger.

Sorry, missed your question.

The most abundant ethnicity is Susrahnite.

Susrahnite:

The fertile plains of Susrah are home to a race renowned for their skill in war and their religious devotion.

Appearance: Broad-shouldered, with hooked noses and black, curly hair, the Susrahnites are dressed in flowing robes. The men braid their long beards. The women are lithe, wearing golden armbands and necklaces of pearl; they are prized as slaves in Taraamite seraglios.

Religion: Now here, except perhaps in Yar -Ammon, can there be found as many gods as in the city-states of Susrah. Above the hundreds of lesser gods arise the names of greater deities such as Baal-Khardah, Belet-Lil, Maggash, and Yammosh.

Culture: Susrahnites are a people both Civilized and Decadent, although Decadents are more commonly found among the upper classes. Some men and women of Susrah are Enlightened.

Language: Susrahnite, plus Taraamite as a bonus language.


pauljathome wrote:
1) are we using traits from the Advanced Players Guide?

No traits or drawbacks.

pauljathome wrote:
2) how are we doing hit points for characters and animal companions?

Full HD first level, Half +1 afterwards.

pauljathome wrote:
3) are you ok with a Yar Armonite druid being proficient with a sickle sword instead of scimitar? Seems about as powerful as a scimitar to me and fits the culture better. Otherwise I'll stick to normal druid weapons (probably drop scythe as doesn't fit in my mind )

I don’t see a problem.

pauljathome wrote:
4) how "sexist" and mature are you planning things to be? I'm thinking character is a 17 year old girl, possibly masquerading as a man. Is a martially competent female acceptable (not great, but competent)? Am I going to have to constantly worry about things like rape? "Sword and sorcery" means I thought I should ask.

I’ll borrow the answer from the way of the wicked books for this one:

==//==
Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains the players need to torture someone. And why shouldn’t they? They’re villains not heroes after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.
A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell.

“And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.

The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should your game. Instead, roll an intimidation skill check and perhaps a will save. Then cut back to the villain emerging from the cell.
“Her resistance to the mind probe is considerable,” our villain was forced to admit. Failure.

Even the greatest of dark lords have their bad days.
==//==

That being said, I don’t see why I would put the character and player in a situation such as you’re asking. It’s easier just to assume, if the adventure needs, other “lesser” forms of evil, than to submit the player to something that may potentially make then lose the desire to play the character altogether.


theasl wrote:
Plenty of material on the setting, but what about the specifics of the campaign itself? Where will we be starting, what will we be doing, etc.?

The players will start on the city of Belthaar, the party gathered there for one reason or the other. Depending on which heroes we get and if they want to start as an already formed group.

For the game itself, I plan to run the modules XP1: The Spider-God's Bride and Other Tales of Sword and Sorcery. A critically acclaimed collection of ten blood-red sword and sorcery adventures, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith, with some original interludes between the adventures and if by the end of XP1 we have a nice thing going on, I’ll move to the other modules and original histories I’ve created.

pauljathome wrote:
I'm thinking of a follower of a Yar-Amonite lion headed goddess (very much a variant of the Egyptian Goddess Sekhmet). Would a Lion Shaman druid be an appropriate class for that?

A lion shaman would be a good fit.

pauljathome wrote:
And would I be limited to the traditional druid weapons? Those are based on Celtic tropes and don't seem that applicable to me.

I don’t mind that much if you stray a bit from the whole “druid” weapon thing. The player’s guide has some suggestions for new weapons and honestly speaking, I don’t see why I can’t use a different weapon as druid, as long it fits the concept.


Welcome to a world where men are mighty, women are voluptuous, kings are cruel, and hidden terror lurks in every brooding ruin! It is an age of splendorous but decadent kingdoms, where armies clash at the whims of depraved nobles, and the bloody sword of an adventurer can topple empires.

Hello, I'll be recruiting five or six players to join me on sword and sorcery adventures set on the world of Xoth (The Spider-God's Bride and other tales of Sword & Sorcery). The game will be focused on low magic side of things, so take that into consideration when submitting your concept.

You're strongly encouraged to read the players guide linked below, since it contains the basics of the world, location, cults, gods, races, equipment, magic and what to expect of this game.

Players Guide: Link

The Basics:

Rulebooks
Pathfinder Core Rulebook: By default, everything from the Core Rulebook is allowed, with specific exceptions listed below.
Advanced Player’s Guide (APG): Players must get explicit permission to use any material from the APG (but permission is very likely to be given, unless it “breaks the spirit” of the house rules below).

Level
1st Level characters.

Ability Scores
20 point buy

Races
Human only
You must select a cultural archetype (Check the players guide)
Special variant “races” (such as pygmies and others) allowed on a case-by-case basis. Note that as a general rule, the party can only include a single non-human (or special variant race) character

Classes
The following classes are allowed:

Alchemist (APG)
Aristocrat
Barbarian
Bard (Check the players guide for changes)
Cavalier (APG)
Commoner
Cultist (a variant of Oracle [APG]) (check the players guide)
Druid* (Check the players guide for changes)
Expert
Fighter
Monk
Ranger
Rogue
Warrior
Witch** (Check the players guide for changes)

Most of the alternative class features from the APG are also available, but ask for permission.

Traits
No traits or drawbacks.

Recruitment ends on 23/06/2019 at 9pm GTM -3

If you have any doubt, drop me a line. If you have a concept, but isn’t sure if it would be appropriate for the game, feel free to contact me.

About the DM:

I’m over 30 and been gamin’ for almost two decades now. It started as teen hobby and lasted well into adulthood (fortunately). Recently, I’ve been reading sword and sorcery books and I think a low magic game would be a good change of pace.


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