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14:09, 8th May 2024 (GMT+0)

Player's Guide (Read First)

Posted by FateFor group 0
Fate
GM, 2 posts
Fri 14 May 2021
at 17:26
  • msg #1

Player's Guide (Read First)

This campaign is designed to be a long running engagement, taking the same character’s through multiple story arcs. The campaign’s locations will be varied and sessions will consist of traveling, adventure, exploration and discovery with a hint of intrigue.

Section 1 - What to Expect as a Player
Section 2 - Character Creation
Section 3 - House Rules
Section 4 - Post Guidelines and Formatting
         Section 4.1 - Example Player Post
         Section 4.2 - Example DM Post
Section 5 - Combat
         Section 5.1 - Example Player Combat Post
         Section 5.2 - Example DM Combat Post
This message was last edited by the GM at 04:24, Sat 15 May 2021.
Fate
GM, 3 posts
Fri 14 May 2021
at 17:29
  • msg #2

Section 1 - What to Expect as a Player

THEME AND TONE
The theme of the game is meant to be high adventure including exciting travel and exploration, epic battles between good and evil, and a thrilling good time for all involved.

The tone of the game is meant to be a dark, noir fantasy. While the players are whisked away on epic fantasy adventures, the setting (and thus the campaign) take place in a dark world filled with monsters, werewolves, vampires, and all manner of dark and terrible creatures that prey on mankind (in this context "mankind" refers to all sentient races). Likewise, as is true in the real world, mankind also preys on itself, and those weaker than itself. Some of the following elements will be common during the course of the game:

  • Eldritch Horror - The setting possess strong tones of HP Lovecraft style horror. Insanity and madness are commonplace and it is known as fact that their are cosmic entites from beyond the void that want to devour reality.
  • Moral Ambiguity - There is no set definition of what is considered right and wrong in the real world and many believe that, sometimes, the ends do justify the means, no matter how terrible they may be.
  • Oppression and Slavery - While the Holy Palorian Empire pursues a noble goal to spread civilization to the masses, how they go about it can definitely be considered a gray area. When they arrive upon foreign shores preaching the "good word" they do not always receive a friendly greeting. Their response, much like the Roman Empire, is to conquer and enslave those who oppose them and slowly convert and integrate them into the Empire.

STORY
The game is designed to be a lower level, high adventure campaign leading to exploits in settings ranging from the bustling streets and alleyways of Innskeep to the deepest, darkest heart of the jungles of Skar and every environment between on a swashbuckling escapade of mystery and discovery!

Main Story - The main storyline will take the characters to multiple locations, some of which include: Urban settings, wilderness travel and survival, ocean voyages as well as encounters in underground/dungeon environments, jungle terrain, cold/frozen settings, hot/desert environs, and much more. Generally the players will be given warning when the environment is going to change and whether this will be a long term (several sessions to a story arc long) or short term (generally no longer than one or two sessions) so that they can plan accordingly.

Character Stories - I will be endeavoring to include elements from each character's background and history into the story of the game. The more detailed and diverse your character's background is, the more content I will have to integrate and the more compelling it will be.

CHARACTER DEATH
As a player, I know how many hours and how much energy is invested into a character's concept and background. As such, in my role as DM I will never outright kill your character without some form of discussion and consent beforehand.

Having said that, sometimes the dice betray us or we make what seems like a good choice, only to learn we didn't have all the information we thought we did. This doesn't always mean the end of that character. This is a world where magic exists and the plane of death is a physical place that can be visited (and potentially escaped from). As well their are a myriad of acceptable undead, including Ghosts and Spectres. Dead doesn't always mean gone.
This message was last edited by the GM at 17:45, Fri 14 May 2021.
Fate
GM, 4 posts
Fri 14 May 2021
at 17:30
  • msg #3

Section 2 - Character Creation

Characters will start off at level 2, quickly leveling to 3rd level. Characters will cap out at 10th level, please plan your character build accordingly. After 10th level we will switch to an alternative leveling system, which will be addressed more when character’s reach 10th level.

STAT GENERATION
Character stats are determined by rolling 3d6 six separate times and then assigning them to each of the six stats. If any score is lower than an 8, you may re-roll until the result is 8+.

CHARACTER RACE
Choose your character’s race. In addition to the standard races of the Pathfinder Core Rulebook, the following Races are available: Dragonborn, Drow, Tiefling, Dhampir, Goblin, Goliath, and Tabaxi.

CHARACTER CLASS
Choose your character’s class. Classes from the Pathfinder Core Rulebook (Barbarian, Bard, Cleric, Druid, Fighter Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard); The Advanced Player’s Guide (Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch); Ultimate Magic (Magus); Ultimate Combat (Gunslinger); and The Advanced Class Guide (Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, and Warpriest). If you have questions about any of the classes listed above, please feel free to ask.

ALIGNMENT
Select one of the Good or Neutral alignments. Characters may not play an Evil Alignment under any circumstances.

HIT POINTS
Characters receive their maximum Hit Dice + their Constitution modifier at 1st level. Characters roll their Hit Dice and add their Constitution modifier each level. If a player rolls a 1 on their Hit Dice when leveling up they may make one re-roll but must accept
the result of the second roll.

STARTING EQUIPMENT
The players are experienced and equipped adventurers. Players have the Equivalent of 100gp to purchase items and equipment Any remaining funds at the end of character creation will be lost.

In addition to the items and equipment found in the Pathfinder Core Rulebook, items found on this Equipment List are also available.

STARTING WEALTH
All characters begin the first session with 30.00 sp in their pockets.
This message was last edited by the GM at 18:58, Fri 14 May 2021.
Fate
GM, 5 posts
Fri 14 May 2021
at 17:31
  • msg #4

Section 3 - House Rules

HOUSE RULES
General House Rules
  • Mounts and familiars are not harmed unless you use them in combat
  • For the first month after play begins you are given free range to adjust or change your character, in case something isn't working
  • If you have a problem with anything in the game, talk to me. I will always go out of my way to help

Mechanical House Rules
  • Advantage/Disadvantage from D&D5e in lieu of +2 modifiers
  • Use of Minions (creatures with just 1hp) from 4e D&D


NEW MECHANIC - SAVE VS. DREAD
Dread is the pervasive evil and eldritch horror that permeates the very fabric of reality and no one is immune to its effect.

A new save has been added to your character sheet, labeled Dread with three small tickboxes beside it. Each time the DM calls for a Save vs. Dread the characters make a d20 roll and add their bonus against a DC set by the DM. If a character passes their save, they suffer no ill effect. On a failed Save the character suffers a -2 penalty to all d20 rolls for 1d4 rounds and ticks off a box of Dread. When all three boxes have been ticked the character suffers a mental break and rolls on the following table. After suffering a mental break, all Dread ticks are cleared.

d100Mental Break Effect
01-20     The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage but otherwise lasts for 1 round.
21-30     The character becomes incapacitated and spends the duration screaming, laughing, or weeping for 1d2 rounds.
31-40     The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear for 1d3 rounds.
41-50     The character begins babbling and is incapable of normal speech or spellcasting for 1d3 rounds.
51-60     The character must use his or her action each round to attack the nearest creature, enemy, or ally for 1d4 rounds.
61-70     The character experiences vivid hallucinations and has disadvantage on ability checks for 1d6 rounds.
71-75     The character does whatever anyone tells him or her to do that isn't obviously self-destructive for 1d2 rounds.
76-80     The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal for 1d4 rounds.
81-90     The character is stunned for 1d4 rounds.
91-100     The character falls unconscious for 1 round.

In certain circumstances, ticking all three dread saves may result in a unique occurrence described by the DM.

Calculating Dread Save Bonus
To determine the bonus to Dread, characters use their Will save base and add their Charisma modifier. If character's receive a bonus to Will saves versus Fear, these bonuses apply to Dread Saves as well. Those with immunity to fear instead gain Advantage on all Dread Saves.

In addition, there will be a number of feats (as yet to be created) that will grant bonuses and alternatives, allowing characters more customization in the future.
This message was last edited by the GM at 17:40, Tue 25 May 2021.
Fate
GM, 6 posts
Fri 14 May 2021
at 17:31
  • msg #5

Section 4 - Post Guidelines and Formatting

POSTING GUIDELINES
  • Posting Rate: Posting rate is 48 hours, if you do not post within 48 hours your character will be assumed to have nothing of interest to say and be ignored.
  • Post Length: Posts should be at least a paragraph (4 sentences).
  • Tense: Please adhere to third person, past tense format.
  • RED text is reserved for GM use ONLY.
  • ORANGE text is reserved for OOC content, rolls, etc in combat (See below).

Formatting
  • Speech: Each character should choose a unique COLOR for their speech and stick with it for the duration of the game. In addition speech must be enclosed in quotation marks.
  • Thoughts/Internal Monologue: For internal thoughts please Italicize those portions in addition to using your speech color.
  • Location: If your character changes locations, for example moving from outside to a building interior, please use brackets "[" and "]" to indicate the location (as DM I will do the same).
  • In-line Rolls: Use parenthesis and the color ORANGE to denote rules, roll results, ability uses, etc in text.
  • Skill Checks: The DM will post a "Room DC" at the top of each DM post, this is the DC to pass any skill check made in the current scene (this way everyone can just make rolls instead of having to ask and wait for a response.
See Post #4.1 for an example using these formatting rules.


DM POSTS
  • Posting Rate: The DM will endeavor to post at least every 72 hours, where appropriate.
See Post #4.2 for an example using these formatting rules.
This message was last edited by the GM at 02:51, Sat 15 May 2021.
Fate
GM, 7 posts
Fri 14 May 2021
at 20:11
  • msg #6

Section 4.1 - Example General Post

Rivzel Sontare, Riv to his friends, scurried up the nearest tree at the Barbarian's prompting. Still not sure why he didn't haul his Goliath ass up here, he's a perfectly good climber. Riv shook the irritation from his mind and climbed hand over hand into the pine's tallest branches. He looked around (Perception: rolled 14 using 1d20+10) and tried to spot whatever had the Barbarian so concerned.

"Not sure exactly what he expects me to find up here..." he mutters to himself.

[Private to Rivzel Sontare: With a 14 on your Perception check you see smoke on the Horizon.] <-- Private line added by GM after the fact.
This message was last edited by the GM at 16:43, Tue 18 May 2021.
Fate
GM, 8 posts
Fri 14 May 2021
at 20:12
  • msg #7

Section 4.2 - Example DM Post

Room DC
   
[Magistrates Office, Norburg]
The magistrate cleared his throat, interrupting the squabbling adventurers that had invaded his peaceful sanctum and forcing all eyes to turn to him. He took a moment to give the ragtag band a once over.

The thief and ranger had slumped onto his clean chesterfield, the ranger's muddy boots rested atop the mahogany coffee table as she snored deeply. The thief sat beside her, her feet tucked beneath her as she half dozed, her head leaned against the ranger's shoulder.

The remaining three occupied the center of the room. The burly, bald headed human glared down at his dwarf companion, a snarl on his face. The dwarf defiant snarled right back at the man who easily towered over him. Standing between the two a petite young woman of no more than 20 winters, her arms stretched to their farthest with a hand on the barbarian's chest and one on the dwarf's shoulder, in a futile effort to keep the two from coming to blows over whatever they had been arguing about.

Their clothes and armor were disheveled and several of them sported fresh scratches. Half of the burly, bearded dwarf's face had the rosy pink coloration of having recently been healed through magic.

"So..." The Magistrate began, "I take it that there is more than just a handful of zombies beneath the old church then?"
This message was last edited by the GM at 01:23, Sat 15 May 2021.
Fate
GM, 9 posts
Fri 14 May 2021
at 21:51
  • msg #8

Section 5 - Combat

COMBAT
  • Posting Rate: Posting rate is 48 hours, if you do not post within 48 hours your character will be assumed to skip their turn.
  • Post Length: Combat posts should be at least a paragraph (4 sentences).
  • Tense: Please adhere to third person, past tense format.
Formatting
  • Follow your descriptive post with a Horizonal Rule <hr>. All Game mechanics and Roll results are to be posted below to separate them.
  • Use this section to describe what your character does in a more table-talk/tactical way than in your descriptive post. Try to keep it as concise as possible so that it can be quickly referenced by the DM and other players easily.
  • Break your turn into two parts, your Move action and your Standard action (bolding each). Post them in the order your character does them.
  • Use Bolded and Italicized text to highlight pertinent information such as race or class special abilities, spells, feats being used, attack and damage results, etc.
  • Copy your rolls from the Dice roller and paste them into the post; highlight pertinent information and always LABEL your rolls.
See Post #5.1 for an example using these formatting rules. See Post #5.2 for a DM Combat Post example.
This message was last edited by the GM at 02:36, Sat 15 May 2021.
Fate
GM, 10 posts
Fri 14 May 2021
at 21:51
  • msg #9

Section 5.1 - Example Player Combat Post

"Oh great, they brought a Griffon with them!" Riv shouted, warning the others of what he had spotted just as the beast swept out of the sky and landed, sending a bone crushing vibration through the earth. It seemed the Fighter and the Barbarian were already moving to engage the monster in combat. Better he focus on covering them and the sorcerer, all of whom where standing in the open under the eyes of vicious Goblin Archers and would soon be sporting raven fletched arrows his he didn't intercede on their behalf.

He calmed himself and sought the moment of inner harmony as he'd done so many times before, he pointed a finger and spat a word in the dark elf tongue as he called on the innate magic within and dropped an impenetrable globe of complete darkness upon two of the goblin archers atop the tower. Feeling them to be neutralized for the moment, he turned his attention to the goblin archer upon the opposite parapet, drawing his bow and loosing two arrows in rapid succession.
Move Action: 30ft to the trees toward the bottom of the map. Using Drow Spell-like Ability: Darkness centered on two goblins atop lower tower.
Standard Action: Quickdraw bow and make two ranged attacks against the Goblin on the upper tower using the Multi-Shot feat.

22:10, Today: Fate, for the NPC Rivzel Sontare, rolled 20 using 1d20+6.  Attack #2 vs. Goblin.
22:09, Today: Fate, for the NPC Rivzel Sontare, rolled 21 using 1d20+6.  Attack #1 vs. Goblin.

Damage: 1st = 8; 2nd = 8; 16 total
22:12, Today: Fate, for the NPC Rivzel Sontare, rolled 8 using 1d8+3.  Attack #2 Damage.
22:11, Today: Fate, for the NPC Rivzel Sontare, rolled 8 using 1d8+3.  Attack #1 Damage.

This message was last edited by the GM at 02:38, Sat 15 May 2021.
Fate
GM, 11 posts
Sat 15 May 2021
at 02:33
  • msg #10

Section 5.2 - Example DM Combat Post

Encounter #1 - Battle Map
Bricklebriar Keep | Goblin Ambush
Room DC: 13 (disadvantage in combat)
Enemies
Griffon
  Dmg: 0 
AC: 15, TAC: 13, FF AC: 14; Saves: +3
Goblin Archers x3
AC: 15, TAC: 13, FF AC: 14; Saves: +1
Goblin Archer #1
  Dmg: 0 
Goblin Archer #2
  Dmg: 0 
Goblin Archer #3
  Dmg: 0 
Goblin Mob x2
  Dmg: 0 
AC: 13, TAC: 13, FF AC: 13; Saves: +2
Goblin Mob #1
  Dmg: 0 
Goblin Mob #1
  Dmg: 0 
Group #1 | Outside - Danikka, Jag, Emerald, and Riv
Unbeknownst to the party, the goblins laid in wait within the fortress, springing their trap when the hapless adventurers grew close (Group Stealth: rolled 24 using 1d20+4 Nat 20! Surprise Round). Once the ambush had been sprung one of the goblins atop the tower placed a bone whistle to it's disgusting lips and blew a long shrill tune. Having completed his task he stowed the whistle and drew his bow to join in the volley of arrows being launched against the biggin invaders. (Gob. Archer #1 | Attack x2: Danikka | rolled 17 using 1d20+1; dealing 2 damage and rolled 12 using 1d20+1; miss -- Gob. Archer #2 | Attack x2: Danikka | rolled 10 using 1d20+1; miss and rolled 13 using 1d20+1; miss -- Gob. Archer #3 | Attack x2: Jag | rolled 21 using 1d20+1 NAT 20!; dealing 14 damage and rolled 9 using 1d20+1; miss).

Hearing it's master's call, the mangy griffin spread it's molting wings and leapt into the air. It sailed easily over the wall and landed heavily before Danikka and Jag, raking both of them with it's sharp disgusting claws. (Attack: Jag | rolled 17 using 1d20+3; dealing 4 damage; Attack: Danikka | rolled 15 using 1d20+3; Miss).

Group #1 | Inside - Dusin and Mordresh
There was little to no warning as two small mobs of goblins leapt from holes they had dug in the ground just inside the keep's gate and covered with a cunning mesh of branches and dried leaves. Having not seen Mordresh skulking behind the wall (Perception: rolled 8 using 1d20+4 | Fail) they hemmed in the dwarf on both sides as he turned to face them (Gob. Mob #1 | Attack x2: Dusin | Engulf dealing 8 damage and Gob. Mob #2 | Attack x2: Dusin | Engulf dealing 4 damage, for 12 in total).
This message was last edited by the GM at 16:27, Tue 18 May 2021.
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