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		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=391297</id>
		<title>Fifty/text</title>
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		<updated>2020-12-05T18:58:47Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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bassim speaks with some pride of his direct ancestor, who won favour under the banner of the Caliph in the old wars. He expounds the feats of this warrior at some length.&lt;br /&gt;
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He tells also of the family that descended from the brave ghazi. How through the same zeal his descendants established a wealthy village, dealing honourably with their neighbours to maintain their family’s name.&lt;br /&gt;
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They admit that they have been pursuing the monster. Is it not their duty to do such? But to their shame they cannot catch him. For the beast can change form. Not only from hyena to jackal, but also to fox and crow. In this last form the creature has always managed to effect an escape.&lt;br /&gt;
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Yet the family has a means of catching BH, and now deliberate about how to use it. The largest &lt;br /&gt;
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Wazo and Mother Cave come up with some suggestions to avoid head on conflict with the monstrous giants.&lt;br /&gt;
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-sneak into the cave lair in Second Day, while the gronks  rest, though one at least may keep an eye on the main entrance . The plan would suit a stealthy party. &lt;br /&gt;
-abandon the mission and leave the district; there are hundreds of other cities and patrons after all&lt;br /&gt;
-recruit goatherds from Wazo’s clan, use them as massed slingers to assist in the battle &lt;br /&gt;
-apart from its main entrance, the gronk’s cave lair can also be accessed via a warren of passages that riddle the hill  below. Brave the trogs, ghouls or whatever and perhaps catch the gronks resting &lt;br /&gt;
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- recover the remains of a Wanderer slayer known to carry arrow(s?) of slaying. He disappeared on nearish Moon Hill after slaying a harpy there. The arrow(s) would slay gronks, too. &lt;br /&gt;
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-adopt a combination of these plans&lt;br /&gt;
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Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, sacred  Lammasu, ki-rin. Tablets of Law in this&lt;br /&gt;
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High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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....&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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..........&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390116</id>
		<title>Ziggurats/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390116"/>
		<updated>2020-11-03T23:47:30Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How about a gritty bit of D&amp;amp;D monster hunting using the spooky, evocative setting of the Grimm’s Tales Great Forest. Characters will be gritty realisations of suitable archetypes like the brave woodcutter, huntsman, wily beggar, magic piper and so on. More on that below. &lt;br /&gt;
&lt;br /&gt;
Using D&amp;amp;D 5E, aiming for daily posting with understanding that folks may have to park characters for periods. A short to medium term campaign taking characters from level 1 to 4, say. &lt;br /&gt;
&lt;br /&gt;
For ease of play, some PbP simplifications like  party initiative. Also avoiding abilities that require visualisation of areas of effect, or granting Advantage to others so that order of action has to be considered. A couple of setting quirks, see below. &lt;br /&gt;
&lt;br /&gt;
Some ‘core’ character ideas:&lt;br /&gt;
&lt;br /&gt;
The brave huntsman or woodcutter [a Ranger?]&lt;br /&gt;
The wily beggar, full of guile [a Rogue or Bard?]&lt;br /&gt;
The wandering storyteller [Bard?], chronicler of the tales?&lt;br /&gt;
The king’s soldier, returned from the war [fighter crossbowman, slayer?]&lt;br /&gt;
The good cottager, wise(wo)man potioner [Druid]&lt;br /&gt;
The strong blacksmith [Berserker maybe]&lt;br /&gt;
The lost fairy: a fey turned into a human but retaining some fey powers [skin as Elf sorcerer, druid or cleric]&lt;br /&gt;
The Cat/Wolf/Bear in Trousers. A cat turned into a human (and resembling one) but with some feline, lupine, etc. powers in place. A toned down Puss in Boots. [perhaps a Monk?]&lt;br /&gt;
&lt;br /&gt;
No straight out clerics or wizards, etc. So the magical types above would be important&lt;br /&gt;
&lt;br /&gt;
I’ve noticed a reluctance for folks to pick fighter types (which work well in PbP ) so I’ll grant characters with a martial class (like Ranger ) a +1 ‘lucky’ sword at start of play. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another setting kink: let’s keep armour light (padded, leather, studded leather)and pre-renaissance /foresty . Shields, esp bucklers, ok. Those with medium and heavy armour profs can trade these in for a + 1 ‘toughness’ bonus  for each prof. Another reason to play a fighter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters would have German, Italian or French sounding names. Johan Greenthumb or such. Currency is pennies rather than gps. Well get some healing from a cottage, potioner type,&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390115</id>
		<title>Ziggurats/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390115"/>
		<updated>2020-11-03T23:17:08Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How about a gritty bit of D&amp;amp;D monster hunting using the spooky, evocative setting of the Grimm’s Tales Great Forest. Characters will be gritty realisations of suitable archetypes like the brave woodcutter, huntsman, wily beggar, magic piper and so on. More on that below. &lt;br /&gt;
&lt;br /&gt;
Using D&amp;amp;D 5E, aiming for daily posting with understanding that folks may have to park characters for periods. For ease of play, some PbP simplifications like  party initiative. Also avoiding abilities that require visualisation of areas of effect, or granting Advantage to others so that order of action has to be considered. &lt;br /&gt;
&lt;br /&gt;
Some ‘core’ character ideas:&lt;br /&gt;
&lt;br /&gt;
The brave huntsman or woodcutter [a Ranger?]&lt;br /&gt;
The wily beggar, full of guile [a Rogue or Bard?]&lt;br /&gt;
The wandering storyteller [Bard?], chronicler of the tales?&lt;br /&gt;
The king’s soldier, returned from the war [fighter crossbowman, slayer?]&lt;br /&gt;
The good cottager, wise(wo)man potioner [Druid]&lt;br /&gt;
The strong blacksmith [Berserker maybe]&lt;br /&gt;
&lt;br /&gt;
No clerics or wizards, etc. But some characters ideas with a more magical bent (often ‘fairy’ in origin):&lt;br /&gt;
The piper trickster [Bard]&lt;br /&gt;
The clever miller, shoemaker, whatever, Everyman with a magic something or other&lt;br /&gt;
The lost fairy: a fey turned into a human but retaining some fey powers [skin as Elf sorcerer]&lt;br /&gt;
Someone who is really a cat, wolf or fox or turned into a human retaining some original powers&lt;br /&gt;
Person with a magical connection to animals &lt;br /&gt;
&lt;br /&gt;
I’ve noticed a reluctance for folks to pick fighter types (which work well in PbP ) so I’ll grant characters with a martial class (like Ranger ) a +1 ‘lucky’ sword at start of play. &lt;br /&gt;
&lt;br /&gt;
Another setting kink: let’s keep armour light (padded, leather, studded leather)and pre-renaissance /foresty . Shields, esp bucklers, ok. Those with medium and heavy armour profs can trade these in for a + 1 ‘toughness’ bonus  for each prof. Another reason to play a fighter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters would have German, Italian or French sounding names. Johan Greenthumb or such. Currency is pennies rather than gps.&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390114</id>
		<title>Ziggurats/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats/text&amp;diff=390114"/>
		<updated>2020-11-03T22:47:04Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: Created page with &amp;quot; How about a gritty bit of D&amp;amp;D monster hunting using the spooky, evocative setting of the Grimm’s Tales Great Forest. Characters will be gritty realisations of suitable arch...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
How about a gritty bit of D&amp;amp;D monster hunting using the spooky, evocative setting of the Grimm’s Tales Great Forest. Characters will be gritty realisations of suitable archetypes like the brave woodcutter, huntsman, wily beggar, magic piper and so on. More on that below. &lt;br /&gt;
&lt;br /&gt;
Using D&amp;amp;D 5E, aiming for daily posting with understanding that folks may have to park characters for periods. For ease of play, some PbP simplifications like  party initiative. Also avoiding abilities that require visualisation of areas of effect, or granting Advantage on others during a round so that order of action has to be considered. &lt;br /&gt;
&lt;br /&gt;
Some ‘core’ character ideas:&lt;br /&gt;
&lt;br /&gt;
The brave huntsman or woodcutter [a Ranger?]&lt;br /&gt;
The wily beggar, full of guile [a Rogue or Bard?]&lt;br /&gt;
The wandering storyteller [Bard?], chronicler of the tales?&lt;br /&gt;
The king’s soldier, returned from the war [fighter crossbowman, slayer?]&lt;br /&gt;
The good cottager, wise(wo)man potioner [Druid]&lt;br /&gt;
The strong blacksmith [Berserker maybe]&lt;br /&gt;
&lt;br /&gt;
No clerics or wizards, etc. But some characters ideas with a more magical bent (often ‘fairy’ in origin):&lt;br /&gt;
The piper trickster [Bard]&lt;br /&gt;
The clever miller, shoemaker, whatever, Everyman with a magic something or other&lt;br /&gt;
The lost fairy: a fey turned into a human but retaining some fey powers &lt;br /&gt;
Someone who is really a cat, wolf or fox or turned into a human retaining some original powers&lt;br /&gt;
Person with a magical connection to animals&lt;br /&gt;
&lt;br /&gt;
I’ve noticed a reluctance for folks to pick fighter types (which work well in PbP ) so I’ll grant characters with a martial class (like Ranger ) a +1 ‘lucky’ sword at start of play. &lt;br /&gt;
&lt;br /&gt;
Another setting kink: let’s keep &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters would have German, Italian or French sounding names.&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=388996</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=388996"/>
		<updated>2020-10-04T23:12:17Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* Kadash the Axeman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Skill     &amp;lt;br /&amp;gt;&lt;br /&gt;
! Total&lt;br /&gt;
! Ranks&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowl (arcane)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (dung)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (hist)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (local)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (planes)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 2nd level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +5 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +4 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +4 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +4, Ref -1, Will +6&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human): Appraise (int) 2 (+5), Knowledge (Religion) (int) 2 (+5), Sense Motive (wis) 2 (+8)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 4, 1st-level: 3+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: &#039;&#039;&#039;Canon of Coin&#039;&#039;&#039; (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenary&#039;&#039;&#039; (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
Blight Druid 2&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
[url=https://orokos.com/roll/828677]Stats[/url]: [u]6#4d6k3[/u] [b]18[/b] [b]10[/b] [b]15[/b] [b]12[/b] [b]13[/b] [b]14[/b]&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
Dex 14&lt;br /&gt;
Con 16&lt;br /&gt;
Int 13&lt;br /&gt;
Wis 18&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
HP: 22&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
BAB: +1&lt;br /&gt;
ShortSpear: +3, 1d6+1&lt;br /&gt;
Dagger: +2, 1d4+1&lt;br /&gt;
Dart: +3, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
Fort 9&lt;br /&gt;
Ref 2&lt;br /&gt;
Will 7&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. &lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level &lt;br /&gt;
Craft (alchemy) 2:6&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
Heal 2:11&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
Knowledge: Nature 2:8&lt;br /&gt;
Perception 2:9 (11)&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
Spellcraft 1:5&lt;br /&gt;
Survival 2:13&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
Climb 2:6 (3)&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tree Speech (Druidic, Sylvan), Wanderer Cant &lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival &lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
Woodland Stride (Ex)&lt;br /&gt;
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
  HP: 7 (1/2 mine, round down)&lt;br /&gt;
  AC: 17&lt;br /&gt;
  BAB: 0 (mine)&lt;br /&gt;
  Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
  Fort 4&lt;br /&gt;
  Ref 4&lt;br /&gt;
  Will 2&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
Hold breath 30 rds &lt;br /&gt;
&lt;br /&gt;
  Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
  +1 natural armor &lt;br /&gt;
  Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach &lt;br /&gt;
  improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
  share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. &lt;br /&gt;
  empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
1: 2+1 @@&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
0: 4&lt;br /&gt;
Create Water: close, 2 gal/level &lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type &lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
1: 2 (DC 15)&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
  The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
Ant Haul: touch, 2 hrs/level, triple carrying capacity &lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: [url=https://orokos.com/roll/829190]Cash[/url]: [u]3d6[/u] [b]9[/b] = 90gp&lt;br /&gt;
  basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
ShortSpear, masterwork &lt;br /&gt;
Dagger. 2&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
Healer’s kit. (6)&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
  This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks &lt;br /&gt;
  Snakeskin cap with upper part of large snake skull &lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
Mirror. 10&lt;br /&gt;
  104 tp, 9 sp, 9 cp &lt;br /&gt;
&lt;br /&gt;
Potions: vanish, ant haul. &lt;br /&gt;
&lt;br /&gt;
—a small stone orb patterned like a monstrous eye&lt;br /&gt;
—three heavy metal sling-stones made of an unknown alloy: +2 stones, do an extra 1d6 cold damage.&lt;br /&gt;
—a folded cloth sword belt&lt;br /&gt;
&lt;br /&gt;
The arrow of slaying&lt;br /&gt;
-a dozen broken arrows with magic heads&lt;br /&gt;
-a fine helmet&lt;br /&gt;
-a fine belt&lt;br /&gt;
-a few more personal accoutrements-knife, purse with 30 tin, good adventuring gear worth about 30 tin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
  Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives. &lt;br /&gt;
  The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
  She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
  &lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector. &lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges. &lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 2nd lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13, 21 vs AoO from Movement&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +6 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +1&lt;br /&gt;
&lt;br /&gt;
Short Sword: +5 to hit, 1d6-1+1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +4 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +5 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int) +1 (Human) +1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Acrobatics +8, Appraise +7, Bluff +8, Climb +4, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +6 (+7 with trapfinding), Perform (Lyre) +9 Perform (Singing) +7, (Mentor), Perform (Singing) +7, Sense Motive +5, Sleight of Hand +7, Stealth +8, Survival +7 (Poverty Stricken), Use Magic Device +7&lt;br /&gt;
  &lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse, Mobility&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
+1 Weapon Belt&lt;br /&gt;
12 +2 arrows&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kadash the Axeman==&lt;br /&gt;
Male human fighter 3&amp;lt;/br&amp;gt;&lt;br /&gt;
LN Medium humanoid&amp;lt;/br&amp;gt;&lt;br /&gt;
Init +1; Senses Perception +0&lt;br /&gt;
&lt;br /&gt;
DEFENSES&amp;lt;/br&amp;gt;&lt;br /&gt;
AC 18, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge, +1 armor focus)&amp;lt;/br&amp;gt;&lt;br /&gt;
hp 30 (3d10+9)&amp;lt;/br&amp;gt;&lt;br /&gt;
Fort +6, Ref +3, Will +1; +5 against mind-affecting effects&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OFFENSE&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed 30 ft.&amp;lt;/br&amp;gt;&lt;br /&gt;
Melee battle axe +7 (1d8+4 ,+5 if two-handed)&amp;lt;/br&amp;gt;&lt;br /&gt;
Ranged sling +5&amp;lt;/br&amp;gt;&lt;br /&gt;
STATISTICS&amp;lt;/br&amp;gt;&lt;br /&gt;
Str 15, Dex 13, Con 15, Int 14, Wis 8, Cha 13&amp;lt;/br&amp;gt;&lt;br /&gt;
Base Atk +3; CMB +6; CMD 18&amp;lt;/br&amp;gt;&lt;br /&gt;
Feats Dodge, Armor Focus (lamellar) , Power Attack, Weapon Focus (sling), Weapon Focus (battleaxe)&amp;lt;/br&amp;gt;&lt;br /&gt;
Skills Acrobatics +3, Climb +6, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (Wanderer) +8&amp;lt;/br&amp;gt;&lt;br /&gt;
Languages Common, Wanderer, Hillman, Sea Trade&amp;lt;/br&amp;gt;&lt;br /&gt;
SQ bravery +1&amp;lt;/br&amp;gt;&lt;br /&gt;
Gear masterwork battle axe, sling, cloak of resistance +1 , 300 tins, Wanderer&#039;s travel gear&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=388995</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=388995"/>
		<updated>2020-10-04T23:11:00Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Skill     &amp;lt;br /&amp;gt;&lt;br /&gt;
! Total&lt;br /&gt;
! Ranks&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowl (arcane)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (dung)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (hist)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (local)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (planes)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 2nd level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +5 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +4 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +4 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +4, Ref -1, Will +6&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human): Appraise (int) 2 (+5), Knowledge (Religion) (int) 2 (+5), Sense Motive (wis) 2 (+8)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 4, 1st-level: 3+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: &#039;&#039;&#039;Canon of Coin&#039;&#039;&#039; (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenary&#039;&#039;&#039; (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
Blight Druid 2&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
[url=https://orokos.com/roll/828677]Stats[/url]: [u]6#4d6k3[/u] [b]18[/b] [b]10[/b] [b]15[/b] [b]12[/b] [b]13[/b] [b]14[/b]&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
Dex 14&lt;br /&gt;
Con 16&lt;br /&gt;
Int 13&lt;br /&gt;
Wis 18&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
HP: 22&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
BAB: +1&lt;br /&gt;
ShortSpear: +3, 1d6+1&lt;br /&gt;
Dagger: +2, 1d4+1&lt;br /&gt;
Dart: +3, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
Fort 9&lt;br /&gt;
Ref 2&lt;br /&gt;
Will 7&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. &lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level &lt;br /&gt;
Craft (alchemy) 2:6&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
Heal 2:11&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
Knowledge: Nature 2:8&lt;br /&gt;
Perception 2:9 (11)&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
Spellcraft 1:5&lt;br /&gt;
Survival 2:13&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
Climb 2:6 (3)&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tree Speech (Druidic, Sylvan), Wanderer Cant &lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival &lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
Woodland Stride (Ex)&lt;br /&gt;
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
  HP: 7 (1/2 mine, round down)&lt;br /&gt;
  AC: 17&lt;br /&gt;
  BAB: 0 (mine)&lt;br /&gt;
  Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
  Fort 4&lt;br /&gt;
  Ref 4&lt;br /&gt;
  Will 2&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
Hold breath 30 rds &lt;br /&gt;
&lt;br /&gt;
  Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
  +1 natural armor &lt;br /&gt;
  Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach &lt;br /&gt;
  improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
  share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. &lt;br /&gt;
  empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
1: 2+1 @@&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
0: 4&lt;br /&gt;
Create Water: close, 2 gal/level &lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type &lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
1: 2 (DC 15)&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
  The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
Ant Haul: touch, 2 hrs/level, triple carrying capacity &lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: [url=https://orokos.com/roll/829190]Cash[/url]: [u]3d6[/u] [b]9[/b] = 90gp&lt;br /&gt;
  basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
ShortSpear, masterwork &lt;br /&gt;
Dagger. 2&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
Healer’s kit. (6)&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
  This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks &lt;br /&gt;
  Snakeskin cap with upper part of large snake skull &lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
Mirror. 10&lt;br /&gt;
  104 tp, 9 sp, 9 cp &lt;br /&gt;
&lt;br /&gt;
Potions: vanish, ant haul. &lt;br /&gt;
&lt;br /&gt;
—a small stone orb patterned like a monstrous eye&lt;br /&gt;
—three heavy metal sling-stones made of an unknown alloy: +2 stones, do an extra 1d6 cold damage.&lt;br /&gt;
—a folded cloth sword belt&lt;br /&gt;
&lt;br /&gt;
The arrow of slaying&lt;br /&gt;
-a dozen broken arrows with magic heads&lt;br /&gt;
-a fine helmet&lt;br /&gt;
-a fine belt&lt;br /&gt;
-a few more personal accoutrements-knife, purse with 30 tin, good adventuring gear worth about 30 tin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
  Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives. &lt;br /&gt;
  The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
  She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
  &lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector. &lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges. &lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 2nd lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13, 21 vs AoO from Movement&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +6 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +1&lt;br /&gt;
&lt;br /&gt;
Short Sword: +5 to hit, 1d6-1+1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +4 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +5 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int) +1 (Human) +1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Acrobatics +8, Appraise +7, Bluff +8, Climb +4, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +6 (+7 with trapfinding), Perform (Lyre) +9 Perform (Singing) +7, (Mentor), Perform (Singing) +7, Sense Motive +5, Sleight of Hand +7, Stealth +8, Survival +7 (Poverty Stricken), Use Magic Device +7&lt;br /&gt;
  &lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse, Mobility&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
+1 Weapon Belt&lt;br /&gt;
12 +2 arrows&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kadash the Axeman==&lt;br /&gt;
Male human fighter 3&lt;br /&gt;
LN Medium humanoid&lt;br /&gt;
Init +1; Senses Perception +0&lt;br /&gt;
&lt;br /&gt;
DEFENSES&lt;br /&gt;
AC 18, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge, +1 armor focus)&lt;br /&gt;
hp 30 (3d10+9)&lt;br /&gt;
Fort +6, Ref +3, Will +1; +5 against mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
OFFENSE&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
Melee battle axe +7 (1d8+4 ,+5 if two-handed)&lt;br /&gt;
Ranged sling +5&lt;br /&gt;
STATISTICS&lt;br /&gt;
Str 15, Dex 13, Con 15, Int 14, Wis 8, Cha 13&lt;br /&gt;
Base Atk +3; CMB +6; CMD 18&lt;br /&gt;
Feats Dodge, Armor Focus (lamellar) , Power Attack, Weapon Focus (sling), Weapon Focus (battleaxe)&lt;br /&gt;
Skills Acrobatics +3, Climb +6, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (Wanderer) +8&lt;br /&gt;
Languages Common, Wanderer, Hillman, Sea Trade&lt;br /&gt;
SQ bravery +1&lt;br /&gt;
Gear masterwork battle axe, sling, cloak of resistance +1 , 300 tins, Wanderer&#039;s travel gear&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386742</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386742"/>
		<updated>2020-08-23T12:53:05Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* Seth Rashida, Human Ghoul-hunter (Cleric) 1st level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Skill     &amp;lt;br /&amp;gt;&lt;br /&gt;
! Total&lt;br /&gt;
! Ranks&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowl (arcane)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (dung)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (hist)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (local)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (planes)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 2nd level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +5 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +4 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +4 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +4, Ref -1, Will +6&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human): Appraise (int) 2 (+5), Knowledge (Religion) (int) 2 (+5), Sense Motive (wis) 2 (+8)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 4, 1st-level: 3+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: &#039;&#039;&#039;Canon of Coin&#039;&#039;&#039; (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenary&#039;&#039;&#039; (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
Blight Druid 2&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
[url=https://orokos.com/roll/828677]Stats[/url]: [u]6#4d6k3[/u] [b]18[/b] [b]10[/b] [b]15[/b] [b]12[/b] [b]13[/b] [b]14[/b]&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
Dex 14&lt;br /&gt;
Con 16&lt;br /&gt;
Int 13&lt;br /&gt;
Wis 18&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
HP: 22&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
BAB: +1&lt;br /&gt;
ShortSpear: +3, 1d6+1&lt;br /&gt;
Dagger: +2, 1d4+1&lt;br /&gt;
Dart: +3, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
Fort 9&lt;br /&gt;
Ref 2&lt;br /&gt;
Will 7&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. &lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level &lt;br /&gt;
Craft (alchemy) 2:6&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
Heal 2:11&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
Knowledge: Nature 2:8&lt;br /&gt;
Perception 2:9 (11)&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
Spellcraft 1:5&lt;br /&gt;
Survival 2:13&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
Climb 2:6 (3)&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Tree Speech (Druidic, Sylvan), Wanderer Cant &lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival &lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
Woodland Stride (Ex)&lt;br /&gt;
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
  HP: 7 (1/2 mine, round down)&lt;br /&gt;
  AC: 17&lt;br /&gt;
  BAB: 0 (mine)&lt;br /&gt;
  Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
  Fort 4&lt;br /&gt;
  Ref 4&lt;br /&gt;
  Will 2&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
Hold breath 30 rds &lt;br /&gt;
&lt;br /&gt;
  Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
  +1 natural armor &lt;br /&gt;
  Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach &lt;br /&gt;
  improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
  share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. &lt;br /&gt;
  empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
1: 2+1 @@&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
0: 4&lt;br /&gt;
Create Water: close, 2 gal/level &lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type &lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
1: 2 (DC 15)&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
  The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
Ant Haul: touch, 2 hrs/level, triple carrying capacity &lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: [url=https://orokos.com/roll/829190]Cash[/url]: [u]3d6[/u] [b]9[/b] = 90gp&lt;br /&gt;
  basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
ShortSpear, masterwork &lt;br /&gt;
Dagger. 2&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
Healer’s kit. (6)&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
  This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks &lt;br /&gt;
  Snakeskin cap with upper part of large snake skull &lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
Mirror. 10&lt;br /&gt;
  104 tp, 9 sp, 9 cp &lt;br /&gt;
&lt;br /&gt;
Potions: vanish, ant haul. &lt;br /&gt;
&lt;br /&gt;
—a small stone orb patterned like a monstrous eye&lt;br /&gt;
—three heavy metal sling-stones made of an unknown alloy: +2 stones, do an extra 1d6 cold damage.&lt;br /&gt;
—a folded cloth sword belt&lt;br /&gt;
&lt;br /&gt;
The arrow of slaying&lt;br /&gt;
-a dozen broken arrows with magic heads&lt;br /&gt;
-a fine helmet&lt;br /&gt;
-a fine belt&lt;br /&gt;
-a few more personal accoutrements-knife, purse with 30 tin, good adventuring gear worth about 30 tin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
  Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives. &lt;br /&gt;
  The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
  She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
  &lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector. &lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges. &lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 2nd lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 17&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13, 21 vs AoO from Movement&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +6 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +1&lt;br /&gt;
&lt;br /&gt;
Short Sword: +4 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +4 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +5 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int) +1 (Human) +1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Acrobatics +8, Appraise +7, Bluff +8, Climb +4, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +6 (+7 with trapfinding), Perform (Lyre) +9 Perform (Singing) +7, (Mentor), Perform (Singing) +7, Sense Motive +5, Sleight of Hand +7, Stealth +8, Survival +7 (Poverty Stricken), Use Magic Device +7&lt;br /&gt;
  &lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse, Mobility&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386362</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386362"/>
		<updated>2020-08-15T21:20:06Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Skill     &amp;lt;br /&amp;gt;&lt;br /&gt;
! Total&lt;br /&gt;
! Ranks&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Knowl (arcane)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (dung)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (hist)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (local)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Knowl (planes)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spellcraft&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Use Magic Device&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386361</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386361"/>
		<updated>2020-08-15T21:10:09Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386360</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386360"/>
		<updated>2020-08-15T21:08:58Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386359</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386359"/>
		<updated>2020-08-15T21:08:22Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Total&lt;br /&gt;
! Class&lt;br /&gt;
! Ability&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| Fort&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ref&lt;br /&gt;
| +1&lt;br /&gt;
| +0&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
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==Variola the Swamp Hag==&lt;br /&gt;
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Female Human&lt;br /&gt;
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Blight Druid 1&lt;br /&gt;
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Caste: Wanderer&lt;br /&gt;
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CN&lt;br /&gt;
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6#4d6k3&lt;br /&gt;
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all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
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Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
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Str 12&lt;br /&gt;
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Dex 14&lt;br /&gt;
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Con 16&lt;br /&gt;
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Int 13&lt;br /&gt;
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Wis 18&lt;br /&gt;
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Cha 12&lt;br /&gt;
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HD: d8&lt;br /&gt;
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HP: 14&lt;br /&gt;
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AC: 15 (17)&lt;br /&gt;
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ShortSpear: +2, 1d6+1&lt;br /&gt;
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Dagger: +1, 1d4+1&lt;br /&gt;
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Dart: +1, 1d4+1, 20’&lt;br /&gt;
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Fort 8&lt;br /&gt;
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Ref 2&lt;br /&gt;
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Will 6&lt;br /&gt;
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+1 vs disease, curse&lt;br /&gt;
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Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
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Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
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Skills: 7/level&lt;br /&gt;
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Craft (alchemy) 1:5&lt;br /&gt;
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Diplomacy 0:2&lt;br /&gt;
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Heal 1:10&lt;br /&gt;
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Intimidate 0:2&lt;br /&gt;
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Knowledge: Nature 1:7&lt;br /&gt;
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Perception 1:8 (10)&lt;br /&gt;
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Sense Motive 0:4 (6)&lt;br /&gt;
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Survival 1:12&lt;br /&gt;
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Swim 1:5 (2)&lt;br /&gt;
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Climb 1:5 (2)&lt;br /&gt;
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Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
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Feats:&lt;br /&gt;
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Great Fortitude: +2 Fort&lt;br /&gt;
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Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
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Traits:&lt;br /&gt;
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Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
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Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
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Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
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Nature Sense (Ex)&lt;br /&gt;
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A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
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Vermin Empathy (Su)&lt;br /&gt;
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A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
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Familiar: Cockroach (“Mucky”)&lt;br /&gt;
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HP: 7 (1/2 mine, round down)&lt;br /&gt;
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AC: 17&lt;br /&gt;
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BAB: 0 (mine)&lt;br /&gt;
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Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
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Fort 4&lt;br /&gt;
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Ref 4&lt;br /&gt;
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Will 2&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
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Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
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Climb +3, Fly +4&lt;br /&gt;
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Hold breath 30 rds&lt;br /&gt;
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Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
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+1 natural armor&lt;br /&gt;
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Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
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improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
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share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
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empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
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Spells/Day:&lt;br /&gt;
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1: 1+1&lt;br /&gt;
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Spells:&lt;br /&gt;
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0: 3&lt;br /&gt;
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Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
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Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
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Stabilize: close, stop dying&lt;br /&gt;
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1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
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A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
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Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
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basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
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Hide armor. 15&lt;br /&gt;
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Heavy wooden shield. 7&lt;br /&gt;
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ShortSpear, masterwork&lt;br /&gt;
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Dagger. 2&lt;br /&gt;
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Darts (4). 2&lt;br /&gt;
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Healer’s kit.&lt;br /&gt;
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Alchemist’s kit. 40&lt;br /&gt;
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This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
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Rope, hemp, 50’. 1&lt;br /&gt;
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A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
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Snakeskin cap with upper part of large snake skull&lt;br /&gt;
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Whetstone. 0.01&lt;br /&gt;
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Mirror. 10&lt;br /&gt;
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2 tp, 9 sp, 9 cp&lt;br /&gt;
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Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
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Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
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Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
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Motivation&lt;br /&gt;
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Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
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Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
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&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
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Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
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HD: d8 HP: 10&lt;br /&gt;
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Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
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Saves: F: +2 R: +5 W: +1&lt;br /&gt;
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Base Attack: +0&lt;br /&gt;
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Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
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Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
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Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
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Sneak Attack: +1d6&lt;br /&gt;
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------&lt;br /&gt;
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Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
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Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
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Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
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Traits: Poverty Stricken, Mentor&lt;br /&gt;
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Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
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Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386358</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386358"/>
		<updated>2020-08-15T21:00:08Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
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Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
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&amp;lt;tr&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
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Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
Category........Total...Class...Ability...Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Fortitude........+2.....+0......+2........-&amp;lt;/br&amp;gt;&lt;br /&gt;
Reflex...........+1.....+0......+1........-&amp;lt;/br&amp;gt;&lt;br /&gt;
Will.............+2.....+2......+0.......-&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
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Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
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Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
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Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
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Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
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1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
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Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
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ALN: Lawful Neutral&lt;br /&gt;
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STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
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Hit Dice: D8, Hit Points: 9&lt;br /&gt;
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Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
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Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
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Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386357</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386357"/>
		<updated>2020-08-15T20:59:51Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{tr&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt;&amp;lt;tb&amp;gt; a&amp;lt;/tb&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
Category........Total...Class...Ability...Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Fortitude........+2.....+0......+2........-&amp;lt;/br&amp;gt;&lt;br /&gt;
Reflex...........+1.....+0......+1........-&amp;lt;/br&amp;gt;&lt;br /&gt;
Will.............+2.....+2......+0.......-&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386356</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386356"/>
		<updated>2020-08-15T20:57:42Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
Category........Total...Class...Ability.Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Fortitude........+2.....+0......+2......-&amp;lt;/br&amp;gt;&lt;br /&gt;
Reflex...........+1.....+0......+1......-&amp;lt;/br&amp;gt;&lt;br /&gt;
Will.............+2.....+2......+0.....	-&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&amp;lt;/br&amp;gt;&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&amp;lt;/br&amp;gt;&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&amp;lt;/br&amp;gt;&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
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Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
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Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
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Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386355</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386355"/>
		<updated>2020-08-15T20:56:40Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
Category........Total...Class...Ability.Misc&lt;br /&gt;
Fortitude........+2.....+0......+2......-&lt;br /&gt;
Reflex...........+1.....+0......+1......-&lt;br /&gt;
Will.............+2.....+2......+0.....	-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
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&lt;br /&gt;
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Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
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Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
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1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
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&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386354</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386354"/>
		<updated>2020-08-15T20:53:50Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
&#039;&#039;&#039;CN male human wizard (fire) 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivation&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Str 11 (-), Dex 13 (+1), Con 14 (+2),Int 18 (+4), Wis 11 (-), Cha 12 (+1)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex), HP: 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Speed: 30’ , Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; Quarterstaff +0, damage 1d6. &#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&amp;lt;/br&amp;gt;&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common,High Talk,Ancient,Dead Talk,Scribe Code&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039; Club, dagger and quarterstaff&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
==Seth Rashida, Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Lakmu the Lyrist]], Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
&lt;br /&gt;
Masterwork Shortbow +4 to hit, 1d6 dmg&lt;br /&gt;
&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment:&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[https://wiki.rpg.net/index.php/Ziggurats]]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386200</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386200"/>
		<updated>2020-08-14T02:38:12Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
==Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
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Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
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Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
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Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
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Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
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Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
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Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
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Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
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Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
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Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
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1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
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&lt;br /&gt;
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Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
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Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&amp;lt;/br&amp;gt;&lt;br /&gt;
3 candles -0.03/14.27&amp;lt;/br&amp;gt;&lt;br /&gt;
3 Trail rations -1.5/15.77&amp;lt;/br&amp;gt;&lt;br /&gt;
Thieves&#039; Tools&amp;lt;/br&amp;gt;&lt;br /&gt;
Remaining Coin: 84.23&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivations:&lt;br /&gt;
 Key: Survival&lt;br /&gt;
 Important: Curiosity, Wanderlust&lt;br /&gt;
 Maybe: Wealth, Fame, Other (Revenge)&lt;br /&gt;
&lt;br /&gt;
Survival is what drove him to crime, set him to wandering, allowed him to focus on learning an instrument and catalogue of songs. Poverty has been a spectre over him all of his life. Great wealth might be nice, but for now a few more tin rods will help ensure he survives.&lt;br /&gt;
Curiosity pulls him. Lakmu has only experienced a tiny sliver of the world, and after years in a copper mine he is eager to find more and more wondrous sights.&amp;lt;/br&amp;gt;&lt;br /&gt;
Wanderlust pushes Lakmu. Part of it is his profession. Play a couple places, earn some tin, but there are new markets, new towns to visit, new hills to cross. But seeded in his wanderlust is a desire to find a home, something he&#039;s never really had and might not recognize when he finds it. But on that day, Lakmu hopes he can hang up his travelling pack.&amp;lt;/br&amp;gt;&lt;br /&gt;
Wealth, the parables and songs tell us that it can&#039;t buy happiness. Who hasn&#039;t heard the song about the king with the golden touch? Or the man with the chicken who laid eggs of gold? Both those tales end in woe. But Lakmu, who has tried to sleep without shelter as the winter storms drive rain from above, who has tightened his rope belt to quell his hunger pangs, and who has stolen many a loaf, fruit and vegetable during his days is sure that a bit of wealth might actually be quite nice.&amp;lt;/br&amp;gt;&lt;br /&gt;
Fame is one of the least of Lakmu&#039;s concerns. Still, he spent years learning to sing, to play. Gaining public acclaim, and recognition by those far his senior in the arts would be nice.&amp;lt;/br&amp;gt;&lt;br /&gt;
Revenge When you have nothing, revenge is nothing but a fantasy. For three years he laboured in an open-pit copper mine. Although the guards were not particularly cruel, neither was the experience free of corporal punishment.&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386199</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386199"/>
		<updated>2020-08-14T02:35:38Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* BAAL INFERNUS, MASTER OF FIRE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&amp;lt;/br&amp;gt;&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&amp;lt;/br&amp;gt;&lt;br /&gt;
Important: Wealth (restore the family fortune)&amp;lt;/br&amp;gt;&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
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AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
==Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
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Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
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Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&lt;br /&gt;
3 candles -0.03/14.27&lt;br /&gt;
3 Trail rations -1.5/15.77&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
Remaining Coin: 84.23&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386198</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386198"/>
		<updated>2020-08-14T02:34:39Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: /* Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
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Intelligence 18 (+4)&lt;br /&gt;
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Wisdom 11 (-)&lt;br /&gt;
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Charisma 12 (+1)&lt;br /&gt;
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&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
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Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&amp;lt;/br&amp;gt;&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&amp;lt;/br&amp;gt;&lt;br /&gt;
Waist Pouch -0.5/3.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Kit, Survival -5/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
2 x Daggers -4/12.5&amp;lt;/br&amp;gt;&lt;br /&gt;
Sling -/8.5&amp;lt;/br&amp;gt;&lt;br /&gt;
20 Sling Stones -0.2/12.7&amp;lt;/br&amp;gt;&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&amp;lt;/br&amp;gt;&lt;br /&gt;
String, 50ft -0.01/13.71&amp;lt;/br&amp;gt;&lt;br /&gt;
Bedroll -0.5/14.21&amp;lt;/br&amp;gt;&lt;br /&gt;
3 torches -0.03/14.24&lt;br /&gt;
3 candles -0.03/14.27&lt;br /&gt;
3 Trail rations -1.5/15.77&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
Remaining Coin: 84.23&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386197</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386197"/>
		<updated>2020-08-14T02:33:56Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BAAL INFERNUS, MASTER OF FIRE==&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Ghoul-hunter (Cleric) 1st level==&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variola the Swamp Hag==&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl==&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&lt;br /&gt;
Waist Pouch -0.5/3.5&lt;br /&gt;
Kit, Survival -5/8.5&lt;br /&gt;
2 x Daggers -4/12.5&lt;br /&gt;
Sling -/8.5&lt;br /&gt;
20 Sling Stones -0.2/12.7&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&lt;br /&gt;
String, 50ft -0.01/13.71&lt;br /&gt;
Bedroll -0.5/14.21&lt;br /&gt;
3 torches -0.03/14.24&lt;br /&gt;
3 candles -0.03/14.27&lt;br /&gt;
3 Trail rations -1.5/15.77&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
Remaining Coin: 84.23&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386196</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386196"/>
		<updated>2020-08-14T02:32:46Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BAAL INFERNUS, MASTER OF FIRE&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Human Ghoul-hunter (Cleric) 1st level&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variola the Swamp Hag&lt;br /&gt;
&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
Blight Druid 1&lt;br /&gt;
&lt;br /&gt;
Caste: Wanderer&lt;br /&gt;
&lt;br /&gt;
CN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6#4d6k3&lt;br /&gt;
&lt;br /&gt;
all players can boost their second highest stat to 16. if it is below 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats: 6#4d6k3 18 10 15 12 13 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 12&lt;br /&gt;
&lt;br /&gt;
Dex 14&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 13&lt;br /&gt;
&lt;br /&gt;
Wis 18&lt;br /&gt;
&lt;br /&gt;
Cha 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d8&lt;br /&gt;
&lt;br /&gt;
HP: 14&lt;br /&gt;
&lt;br /&gt;
AC: 15 (17)&lt;br /&gt;
&lt;br /&gt;
ShortSpear: +2, 1d6+1&lt;br /&gt;
&lt;br /&gt;
Dagger: +1, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Dart: +1, 1d4+1, 20’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fort 8&lt;br /&gt;
&lt;br /&gt;
Ref 2&lt;br /&gt;
&lt;br /&gt;
Will 6&lt;br /&gt;
&lt;br /&gt;
+1 vs disease, curse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Druids may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 7/level&lt;br /&gt;
&lt;br /&gt;
Craft (alchemy) 1:5&lt;br /&gt;
&lt;br /&gt;
Diplomacy 0:2&lt;br /&gt;
&lt;br /&gt;
Heal 1:10&lt;br /&gt;
&lt;br /&gt;
Intimidate 0:2&lt;br /&gt;
&lt;br /&gt;
Knowledge: Nature 1:7&lt;br /&gt;
&lt;br /&gt;
Perception 1:8 (10)&lt;br /&gt;
&lt;br /&gt;
Sense Motive 0:4 (6)&lt;br /&gt;
&lt;br /&gt;
Survival 1:12&lt;br /&gt;
&lt;br /&gt;
Swim 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
Climb 1:5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Languages: Common, Druidic, Tree Speech, Sylvan, Wanderer Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Great Fortitude: +2 Fort&lt;br /&gt;
&lt;br /&gt;
Self-Sufficient: +2 Heal, Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
Resilient: You gain a +1 trait bonus on Fortitude saves.&lt;br /&gt;
&lt;br /&gt;
Disease Resistant: You gain a +1 trait bonus on saving throws against curses and diseases, including magical diseases.&lt;br /&gt;
&lt;br /&gt;
Caste Trait: Mercenary - You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nature Sense (Ex)&lt;br /&gt;
&lt;br /&gt;
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vermin Empathy (Su)&lt;br /&gt;
&lt;br /&gt;
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar: Cockroach (“Mucky”)&lt;br /&gt;
&lt;br /&gt;
HP: 7 (1/2 mine, round down)&lt;br /&gt;
&lt;br /&gt;
AC: 17&lt;br /&gt;
&lt;br /&gt;
BAB: 0 (mine)&lt;br /&gt;
&lt;br /&gt;
Saves: whichever is better (Fortitude +2, Reflex +2, Will +0)&lt;br /&gt;
&lt;br /&gt;
Fort 4&lt;br /&gt;
&lt;br /&gt;
Ref 4&lt;br /&gt;
&lt;br /&gt;
Will 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
darkvision 60 ft., low-light vision&lt;br /&gt;
&lt;br /&gt;
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)&lt;br /&gt;
&lt;br /&gt;
Climb +3, Fly +4&lt;br /&gt;
&lt;br /&gt;
Hold breath 30 rds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: whichever ranks are better. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.&lt;br /&gt;
&lt;br /&gt;
+1 natural armor&lt;br /&gt;
&lt;br /&gt;
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks, when Mucky is within arm’s reach&lt;br /&gt;
&lt;br /&gt;
improved evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.&lt;br /&gt;
&lt;br /&gt;
share spells: may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.&lt;br /&gt;
&lt;br /&gt;
empathic link: 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Spells/Day:&lt;br /&gt;
&lt;br /&gt;
1: 1+1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
0: 3&lt;br /&gt;
&lt;br /&gt;
Detect Poison: close, 1 target/5’ cube, DC 20 Wis for type&lt;br /&gt;
&lt;br /&gt;
Light: touch, 10 min, 20’r + 20’r&lt;br /&gt;
&lt;br /&gt;
Stabilize: close, stop dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: 1 (DC 15)&lt;br /&gt;
&lt;br /&gt;
Ray of Sickening: close, 1min/lvl, ranged Touch, Fort save negates&lt;br /&gt;
&lt;br /&gt;
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment: Cash: 3d6 9 = 90gp&lt;br /&gt;
&lt;br /&gt;
basic tools of trade, light armour and a simple masterwork weapon for free&lt;br /&gt;
&lt;br /&gt;
Hide armor. 15&lt;br /&gt;
&lt;br /&gt;
Heavy wooden shield. 7&lt;br /&gt;
&lt;br /&gt;
ShortSpear, masterwork&lt;br /&gt;
&lt;br /&gt;
Dagger. 2&lt;br /&gt;
&lt;br /&gt;
Darts (4). 2&lt;br /&gt;
&lt;br /&gt;
Healer’s kit.&lt;br /&gt;
&lt;br /&gt;
Alchemist’s kit. 40&lt;br /&gt;
&lt;br /&gt;
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, tablet, stylus, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.&lt;br /&gt;
&lt;br /&gt;
Rope, hemp, 50’. 1&lt;br /&gt;
&lt;br /&gt;
A smart 10 tp outfit =+1 to intimidate and diplomacy checks&lt;br /&gt;
&lt;br /&gt;
Snakeskin cap with upper part of large snake skull&lt;br /&gt;
&lt;br /&gt;
Whetstone. 0.01&lt;br /&gt;
&lt;br /&gt;
Mirror. 10&lt;br /&gt;
&lt;br /&gt;
2 tp, 9 sp, 9 cp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background:&lt;br /&gt;
&lt;br /&gt;
Variola grew up on a farm near a swamp. The plague came when she was twelve, and she and her family took ill. Out of desperation, she prayed to the Pox Queen, offering her service in exchange for sparing their lives.&lt;br /&gt;
&lt;br /&gt;
The next morning, she was the picture of health, but her family was still ravaged by disease. At first, they thought it was a miracle, but after they recovered, she confessed what she had done. “You should have let us die!”, her father said bitterly. “Better than being tainted by *her*!” They disowned her, and she went off into the swamp alone.&lt;br /&gt;
&lt;br /&gt;
She wasn’t alone for long, however. The Sickener sent her a companion, a cockroach who taught her the ways of vermin, which she named Mucky. Her foul patron showed her the paths of life and death, and the beauty of what lied between them. Years later, she emerged from the swamp, filthy without and twisted within, ready to spread the good word (among other things).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality: Variola is fascinated by disease and decay. She doesn’t try to make people sick (that would be evil), but she does sing the praises of the Pox Queen as a healer and protector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: Variola is a human woman in her early 20’s, with medium brown hair in a rough shag, and piercing green eyes. Despite her obvious lack of hygiene and teeth, there’s something compelling about her. She wears layers of patchwork leather armor, holds a light spear as a staff, and has a wooden shield slung over her back. A cockroach crawls freely over her, which she occasionally acknowledges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Duty (spread the word about the Pox Queen)&lt;br /&gt;
&lt;br /&gt;
Important: Fame (spite her family), Wanderlust (see the world beyond the swamp)&lt;br /&gt;
&lt;br /&gt;
Maybe: Gear (big mojo), Improvement (learn more about life, death, and how to make them happen), Curiosity (unlocking secrets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lakmu the Lyrist, Human, Wanderer, Rogue 1st lvl&lt;br /&gt;
&lt;br /&gt;
A young man with sun-darkened skin and a rough thatch of black hair. Slender and short, his patched and dust stained garb and gear mark him as a Wanderer. He doesn&#039;t let his pack stray too far from him. He carries a number of short blades, but these are dangerous times. He carries a lyre, and frequently tunes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attributes: STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)&lt;br /&gt;
HD: d8 HP: 10&lt;br /&gt;
Armor Class: 17 Touch 14, Flatfooted 13&lt;br /&gt;
Saves: F: +2 R: +5 W: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack: +0&lt;br /&gt;
Short Sword: +3 to hit, 1d6-1 dmg&lt;br /&gt;
Dagger: +3 to hit, 1d4-1 dmg&lt;br /&gt;
Sneak Attack: +1d6&lt;br /&gt;
&lt;br /&gt;
Languages: (1+3 for INT) Common, Wanderer, High Talk (important for performance). Seawords&lt;br /&gt;
&lt;br /&gt;
Skills: (8+3 (Int)+1 (Human)+1 (Favoured Class)=13) Class Skills are Underlined&lt;br /&gt;
Appraise +7, Bluff +7, Climb +3, Diplomacy +7, Disable Device +8 (Trapfinding), Escape Artist +7, Knowledge (Local) +7, Perception +5 (+6 with trapfinding), Perform (Lyre) +8 (Mentor), Perform (Singing) +7, Sleight of Hand +7, Stealth +7, Survival +6 (Poverty Stricken)&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge (+1 AC), Weapon Finesse&lt;br /&gt;
&lt;br /&gt;
Traits: Poverty Stricken, Mentor&lt;br /&gt;
Mercenary: +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.&lt;br /&gt;
&lt;br /&gt;
Wealth and Equipment: Waiwode: 3D6 → 3(1 +1 +1)#Wealth Roll Oh boy. A 3. I have 30 tin rods, the minimum amount.&lt;br /&gt;
Free: Short Sword,Studded leather armour, and jaunty red Phrygian Cap.Lyre.&lt;br /&gt;
Backpack -2/2&amp;lt;/br&amp;gt;&lt;br /&gt;
Belt Pouch -1/3&lt;br /&gt;
Waist Pouch -0.5/3.5&lt;br /&gt;
Kit, Survival -5/8.5&lt;br /&gt;
2 x Daggers -4/12.5&lt;br /&gt;
Sling -/8.5&lt;br /&gt;
20 Sling Stones -0.2/12.7&lt;br /&gt;
Rope, Hemp, 50ft -1/13.7&lt;br /&gt;
String, 50ft -0.01/13.71&lt;br /&gt;
Bedroll -0.5/14.21&lt;br /&gt;
3 torches -0.03/14.24&lt;br /&gt;
3 candles -0.03/14.27&lt;br /&gt;
3 Trail rations -1.5/15.77&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
Remaining Coin: 84.23&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386195</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386195"/>
		<updated>2020-08-14T02:30:35Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BAAL INFERNUS, MASTER OF FIRE&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Human Ghoul-hunter (Cleric) 1st level&lt;br /&gt;
&lt;br /&gt;
ALN: Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
STR: 16 (+3), DEX: 9 (-1), CON: 13 (+1), INT: 10, WIS: 16 (+3), CHA: 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Hit Dice: D8, Hit Points: 9&lt;br /&gt;
&lt;br /&gt;
Armor Class: 16 (scale +shield -dex)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&lt;br /&gt;
Weapons: Scimitar (bronze) +4 to hit, 1d6+3 damage slashing, crit 18-20/x2&lt;br /&gt;
&lt;br /&gt;
Mace +3 to hit, 1d8+3 bludgeoning, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Javelin +3 to hit, 1d6+3 piercing, crit 20/x2&lt;br /&gt;
&lt;br /&gt;
Saves: Fort +3, Ref -1, Will +5&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields). Law Giving favored weapon - Scimitar.&lt;br /&gt;
&lt;br /&gt;
Skills (2+1 human +1 favored): Appraise (int) 1 (+4), Diplomacy (cha) 1 (+5), Knowledge (Religion) (int) 1 (+4), Sense Motive (wis) 1 (+7)&lt;br /&gt;
&lt;br /&gt;
Feats (1 +1 human): Channeling Smite (deal channel energy damage to undead, cost of a channel energy use), Extra Channel (channel energy two additional times per day),&lt;br /&gt;
&lt;br /&gt;
Spells: A cleric casts divine spells which are drawn from the cleric spell list (0-level: 3, 1st-level: 2+1)&lt;br /&gt;
&lt;br /&gt;
*Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).&lt;br /&gt;
&lt;br /&gt;
*Channel Energy (1d6): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 6/day.&lt;br /&gt;
&lt;br /&gt;
*Domains: Glory (Touch of Glory (Sp) - touch grants cleric level bonus to one target for one hour or until used by target. 4/day. Domain Spell - Shield of Faith), Luck (Bit of Luck (Sp) - touch with standard action grants target to make all d20 rolls twice and chose the better for the next round. 4/day. Domain spell - True Strike)&lt;br /&gt;
&lt;br /&gt;
*Orisons: Create Water, Light, Stabilize&lt;br /&gt;
&lt;br /&gt;
Human Traits: +2 to one attribute (DEX), one bonus feat, one extra skill level per level&lt;br /&gt;
&lt;br /&gt;
Traits: Canon of Coin (Appraise is a class skill for you. So long as you are carrying coins worth an amount equal to at least 100 gp per character level you have, you gain a +1 trait bonus on Will saves. This bonus increases to +2 against effects that would force you to discard, drop, or give away coins, gems, or trade goods in your For everything there is a price, and you are a negotiator at heart.&lt;br /&gt;
&lt;br /&gt;
Mercenary (You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide), Unead Slayer (You gain a +1 trait bonus on weapon damage rolls against undead).&lt;br /&gt;
&lt;br /&gt;
Gear (base Starting Gold: 3d6x10 100tp): Scimitar (bronze, masterword, Wt. 2), Heavy Mace (7tp, Wt. 8), 2 Javelins (cost 2tp, Wt. 4), Scale Main (cost 50tp, Wt. 30), Heavy Wooden Shield (cost 7tp, Wt. 10), Backpack (cost 2tp, wt. 2), Bedroll (1sp, wt. 5), Crowbar (cost 2tp, 5lb), Flink and Steel (cost 1tp), Ration (7 days; cost 3.5tp, wt. 7), Help Rope (cost 1tp, wt. 10), Torches (x10) (cost 1sp, Wt. 10), Waterskin (cost 1tp, wt. 4)&lt;br /&gt;
&lt;br /&gt;
Remaining Tin pieces: 25.5 tp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Motivation&lt;br /&gt;
&lt;br /&gt;
Key: Wealth (born poor and wants to be rich), Hatred (Undead)&lt;br /&gt;
&lt;br /&gt;
Important: Wanderlust (curious about other places, seeing &#039;wonders&#039;)&lt;br /&gt;
&lt;br /&gt;
Maybe: Ease (not totally lazy but does not want to have to go back to manual labor again)&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Seth Rashida is a 20 year old Human from the Island of Hedio (or something similar) to the north. Born to a fisherman family he really hated fish and never really like to swim. He liked money instead. When he was a young teenager his family was killed by undead while Seth was able to destroy one of the unholy creatures in his rage. While he hated fishing he loved his father! He set out for the great cities of the south to learn the trade of Ghoul-Hunter. He is now looking to gain employment and gold for his new trade.&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386194</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386194"/>
		<updated>2020-08-14T02:27:11Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BAAL INFERNUS, MASTER OF FIRE&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
Category	Total	Class	Ability	Misc&lt;br /&gt;
Fortitude	+2	+0	+2	-&lt;br /&gt;
Reflex	        +1	+0      +1	-&lt;br /&gt;
Will            +2	+2	+0	-&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    High Talk&lt;br /&gt;
    Ancient&lt;br /&gt;
    Dead Talk&lt;br /&gt;
    Scribe Code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Club, dagger and quarterstaff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill	      Total	Ranks	Class	Ability	Misc&lt;br /&gt;
Intimidate	+7	1	+3	+1	+2&lt;br /&gt;
Knowledg(arc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(dung)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(his)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(loc)	+8	1	+3	+4	&lt;br /&gt;
Knowledge(planes)+8	1	+3	+4	Always take 10&lt;br /&gt;
Spellcraft	+8	1	+3	+4	&lt;br /&gt;
Use Magic Dev   +6	1	+3	+1	+1&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Arcane Temper (+1 Initiative, +1 Concentration)&lt;br /&gt;
    Avid Reader (can always take 10 with Knowledge [the planes])&lt;br /&gt;
    Dangerously Curious (+1 to UMD, it’s always a class skill)&lt;br /&gt;
    Influence (+1 to Intimidate, it’s always a class skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
    Elemental Focus (fire) [+1 save DCs of fire spells]&lt;br /&gt;
    Improved Initiative [+4 initiative]&lt;br /&gt;
    Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    Fire Supremacy (Su): Fire resistance 5&lt;br /&gt;
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Concentration: +6&lt;br /&gt;
&lt;br /&gt;
Typical Spells Prepared&lt;br /&gt;
&lt;br /&gt;
0-level (DC 14/15): Daze, detect magic, spark&lt;br /&gt;
&lt;br /&gt;
1st (DC 15/16): Color spray, mage armor, burning hands&lt;br /&gt;
&lt;br /&gt;
Spells in Spellbook&lt;br /&gt;
&lt;br /&gt;
0-level: All 0th except ray of frost&lt;br /&gt;
&lt;br /&gt;
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish&lt;br /&gt;
&lt;br /&gt;
*Fire spell&lt;br /&gt;
&lt;br /&gt;
Familiar: Small gray bat, &amp;quot;Ashes.&amp;quot;&lt;br /&gt;
Stats TBD&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
&lt;br /&gt;
    Quarterstaff&lt;br /&gt;
    Dagger (2 tr)&lt;br /&gt;
    Fancy hat (10 tr)&lt;br /&gt;
    208 tin rods&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386193</id>
		<title>Ziggurats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ziggurats&amp;diff=386193"/>
		<updated>2020-08-14T02:19:41Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: Created page with &amp;quot;BAAL INFERNUS, MASTER OF FIRE CN male human wizard (fire) 1  Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus lin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BAAL INFERNUS, MASTER OF FIRE&lt;br /&gt;
CN male human wizard (fire) 1&lt;br /&gt;
&lt;br /&gt;
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line)&lt;br /&gt;
Important: Wealth (restore the family fortune)&lt;br /&gt;
Maybe: Curiosity (especially about magic and extraplanar stuff)&lt;br /&gt;
&lt;br /&gt;
Strength 11 (-)&lt;br /&gt;
&lt;br /&gt;
Dexterity 13 (+1)&lt;br /&gt;
&lt;br /&gt;
Constitution 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom 11 (-)&lt;br /&gt;
&lt;br /&gt;
Charisma 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 11 (+1 Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 8&lt;br /&gt;
&lt;br /&gt;
Speed: 30’&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 (+1 Dex, +1 trait, +4 feat)&lt;br /&gt;
&lt;br /&gt;
Melee Attack: Quarterstaff +0, damage 1d6&lt;br /&gt;
&lt;br /&gt;
Ranged Attack: Dagger +1, damage 1d4/19-20&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385767</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385767"/>
		<updated>2020-08-08T03:15:06Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Wazo and Mother Cave come up with some suggestions to avoid head on conflict with the monstrous giants.&lt;br /&gt;
&lt;br /&gt;
-sneak into the cave lair in Second Day, while the gronks  rest, though one at least may keep an eye on the main entrance . The plan would suit a stealthy party. &lt;br /&gt;
-abandon the mission and leave the district; there are hundreds of other cities and patrons after all&lt;br /&gt;
-recruit goatherds from Wazo’s clan, use them as massed slingers to assist in the battle &lt;br /&gt;
-apart from its main entrance, the gronk’s cave lair can also be accessed via a warren of passages that riddle the hill  below. Brave the trogs, ghouls or whatever and perhaps catch the gronks resting &lt;br /&gt;
&lt;br /&gt;
- recover the remains of a Wanderer slayer known to carry arrow(s?) of slaying. He disappeared on nearish Moon Hill after slaying a harpy there. The arrow(s) would slay gronks, too. &lt;br /&gt;
&lt;br /&gt;
-adopt a combination of these plans&lt;br /&gt;
&lt;br /&gt;
Get Common for free. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Celestial:  ecclesiastical lingo of prayers and invocations, sacred  Lammasu, ki-rin. Tablets of Law in this&lt;br /&gt;
&lt;br /&gt;
High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
&lt;br /&gt;
Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385766</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385766"/>
		<updated>2020-08-08T03:08:33Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Wazo and Mother Cave come up with some suggestions to avoid head on conflict with the monstrous giants.&lt;br /&gt;
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-sneak into the cave lair in Second Day, while the gronks  rest, though one at least may keep an eye on the main entrance . The plan would suit a stealthy party. &lt;br /&gt;
-abandon the mission and leave the district; there are hundreds of other cities and patrons after all&lt;br /&gt;
-recruit goatherds from Wazo’s clan, use them as massed slingers to assist in the battle &lt;br /&gt;
-apart from its main entrance, the gronk’s cave lair can also be accessed via a warren of passages that riddle the hill  below. Brave the trogs, ghouls or whatever and perhaps catch the gronks resting &lt;br /&gt;
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- a Wanderer slayer carrying arrow(s?) of slaying  disappeared on nearish Moon Hill while hunting a a harpy. The arrow(s) would slay gronks, too. Recover his body from the dangerous place. &lt;br /&gt;
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-adopt a combination of these plans&lt;br /&gt;
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Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, sacred  Lammasu, ki-rin. Tablets of Law in this&lt;br /&gt;
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High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385765</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=385765"/>
		<updated>2020-08-08T02:24:07Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Wazo and Mother Cave come up with some suggestions to avoid head on conflict with the monstrous giants.&lt;br /&gt;
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-sneak into the cave lair in Second Day, while they rest, though the cave mouth may well be watched by one of the monsters . The plan would suit a stealthy party. &lt;br /&gt;
-abandon the mission and leave the district; there are thousands of cities and patrons after all&lt;br /&gt;
-recruit goatherds from Wazo’s clan, use them as massed slingers to assist in the battle &lt;br /&gt;
-the gronk’s cave lair can be accessed openly, via its mouth, or via a warren of passages that riddle the hill  below. Brave the trogs, ghouls or whatever they might find and perhaps catch the gronk’s while resting &lt;br /&gt;
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- a Wanderer slayer  disappeared on nearish Moon Hill after he went to kill a harpy there. He had at least one magic slaying arrow for the work (Would also kill gronks). The harpy no longer haunts the hill, though other monsters might. &lt;br /&gt;
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-adopt a combination of these plans&lt;br /&gt;
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Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, sacred  Lammasu, ki-rin. Tablets of Law in this&lt;br /&gt;
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High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384669</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384669"/>
		<updated>2020-07-21T10:57:47Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, sacred  Lammasu, ki-rin. Tablets of Law in this&lt;br /&gt;
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High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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..........&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384668</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384668"/>
		<updated>2020-07-21T10:53:07Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, Tablets of Law in this&lt;br /&gt;
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High Talk: verbose dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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..........&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384667</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384667"/>
		<updated>2020-07-21T10:51:19Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, interpret the Tablets of Law&lt;br /&gt;
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High Talk: courteous dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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...&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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....&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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..........&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384666</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384666"/>
		<updated>2020-07-21T10:45:26Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, interpret the Tablets of Law&lt;br /&gt;
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High Talk: courteous dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- those with only Common are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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....&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384665</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384665"/>
		<updated>2020-07-21T10:42:44Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Get Common for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, =Celestial &lt;br /&gt;
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High Talk: courteous dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- those with only Common are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.&lt;br /&gt;
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...&lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnollish&lt;br /&gt;
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....&lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Zogolog: alien langauge spoken only by Green Star wizards &lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384664</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384664"/>
		<updated>2020-07-21T10:36:46Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Get low Talk for free. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, =Celestial &lt;br /&gt;
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High Talk: dialect used by most high caste (Holy, Skilled) folk&lt;br /&gt;
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Low Talk: dialect used by Farmer, Wanderer, Drudge caste folk. No written form- those with only Low Talk are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used by dryads, nymphs, Hags, etc.&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers. &lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures &lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnoll&lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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..........................&lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384663</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384663"/>
		<updated>2020-07-21T10:30:09Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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Get low Talk for free, high and low Talk for free if you are Skilled (wizard) caste. &lt;br /&gt;
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Celestial:  ecclesiastical lingo of prayers and invocations, =Celestial &lt;br /&gt;
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High Talk: dialect used by high caste (Holy, Skilled) folk&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Low Talk: dialect used by Farmer, Wanderer, Drudge caste folk. No written form- those with only Low Talk are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers. &lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used by dryads, nymphs, Hags, etc.&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language&lt;br /&gt;
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Steppe&lt;br /&gt;
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Gnoll&lt;br /&gt;
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Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
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We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
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Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
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More setting notes  (if you are interested): &lt;br /&gt;
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More on the classes:&lt;br /&gt;
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*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
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Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
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Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
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Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
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Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
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Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
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Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
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Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
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Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
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Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
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Currency: iron bolts instead of gps. &lt;br /&gt;
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Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
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Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
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Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
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*Outlaws, below the castes&lt;br /&gt;
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*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
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*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
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* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
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Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
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Offers all her magic items:&lt;br /&gt;
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Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
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There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
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“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
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I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384662</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384662"/>
		<updated>2020-07-21T10:28:52Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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&lt;div&gt;Celestial:  ecclesiastical lingo of prayers and invocations, =Celestial &lt;br /&gt;
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High Talk: dialect used by high caste (Holy, Skilled) folk&lt;br /&gt;
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Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes. &lt;br /&gt;
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Low Talk: dialect used by Farmer, Wanderer, Drudge caste folk. No written form- those with only Low Talk are illiterate. &lt;br /&gt;
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Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes&lt;br /&gt;
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Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers. &lt;br /&gt;
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Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls&lt;br /&gt;
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Secret speech: used by druids , witches et al. Has a runic written form. Used by dryads, nymphs, Hags, etc.&lt;br /&gt;
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Dagonic: Deep One lingo &lt;br /&gt;
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Hill Speech&lt;br /&gt;
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Oceanic: trade language&lt;br /&gt;
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Steppe&lt;br /&gt;
&lt;br /&gt;
Gnoll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........................&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
&lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
&lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
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&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384494</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384494"/>
		<updated>2020-07-16T23:48:32Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........................&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory &lt;br /&gt;
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).&lt;br /&gt;
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
&lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
&lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384493</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384493"/>
		<updated>2020-07-16T21:22:44Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
..........................&lt;br /&gt;
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&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. Patrons will often have an ulterior motive. &lt;br /&gt;
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  &amp;quot;Experts&amp;quot; like wizards , scribes next down; most adventurers belonging to a fairly overlooked &amp;quot;Wanderer&amp;quot; caste that gives them the right to wander the land &lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
&lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
*The world has six Castes: &lt;br /&gt;
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”  landed farmers  &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
&lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humorous or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384057</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=384057"/>
		<updated>2020-07-08T12:54:55Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm. &lt;br /&gt;
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You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two &#039;poor&#039; tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus. &lt;br /&gt;
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As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the &lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
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Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
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*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383822</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383822"/>
		<updated>2020-07-06T01:56:26Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383821</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383821"/>
		<updated>2020-07-06T01:51:50Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383820</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383820"/>
		<updated>2020-07-06T01:49:57Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
&lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
&lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
&lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
&lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
&lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
&lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
&lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
&lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
&lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
&lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
&lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383819</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383819"/>
		<updated>2020-07-06T01:42:21Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383818</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383818"/>
		<updated>2020-07-06T01:40:55Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.&lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground users of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383817</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383817"/>
		<updated>2020-07-06T01:30:15Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
&lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort to conjur a non-standard fantasy  world setting  ( e.g. using currency names, avoiding reskinned class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  Players keep track of own hps, spells, money. Post your character info on-site (when ready) not off-site link. Record name, AC, hps at post head.  Use ooc blocks in IC posts. &lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383816</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383816"/>
		<updated>2020-07-06T01:23:59Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Erol Otus &lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood  (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, High fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Grim, low hp gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Alt culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Alt physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
**“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
**“Farmer”   &lt;br /&gt;
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
**“Drudge” labourers, urban rabble &lt;br /&gt;
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingnbes to  make bit of an  effort to conjur a non-standard fantasy  world setting  ( e.g. avoiding reskinned class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  players keep track of own hps, spells, money. Post your character info here (when ready) not linked to off-site char sheets. Record name, AC, hps at post head.  Use ooc blocks in IC posts. &lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383815</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383815"/>
		<updated>2020-07-06T01:21:24Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Erol Otus &lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood  (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, High fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Grim, low hp gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Alt culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Alt physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
*Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
“Farmer”   &lt;br /&gt;
“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
“Drudge” labourers, urban rabble &lt;br /&gt;
“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingnbes to  make bit of an  effort to conjur a non-standard fantasy  world setting  ( e.g. avoiding reskinned class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  players keep track of own hps, spells, money. Post your character info here (when ready) not linked to off-site char sheets. Record name, AC, hps at post head.  Use ooc blocks in IC posts. &lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383814</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383814"/>
		<updated>2020-07-06T01:21:02Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Erol Otus &lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood  (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
*Names: humorous, High fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
*Grim, low hp gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
*Alt culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
*Alt physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
“Farmer”   &lt;br /&gt;
“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
“Drudge” labourers, urban rabble &lt;br /&gt;
“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingnbes to  make bit of an  effort to conjur a non-standard fantasy  world setting  ( e.g. avoiding reskinned class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  players keep track of own hps, spells, money. Post your character info here (when ready) not linked to off-site char sheets. Record name, AC, hps at post head.  Use ooc blocks in IC posts. &lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383813</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383813"/>
		<updated>2020-07-06T01:13:47Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Erol Otus &lt;br /&gt;
A friend and I were looking at some art produced by Erol Otus, in particular this pic: &lt;br /&gt;
We thought about running a D&amp;amp;D-ish game that evoked the art’s  mood  (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:  &lt;br /&gt;
Names: humorous, High fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.&lt;br /&gt;
Grim, low hp gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour&lt;br /&gt;
Alt culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought: caste system founded by a LN rather than LG Law Giver. Satirically rigid (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.  &lt;br /&gt;
Alt physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel. &lt;br /&gt;
An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. &lt;br /&gt;
Classes that relate to the  aforementioned six Castes: &lt;br /&gt;
“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]&lt;br /&gt;
“Expert” scribes, wizards [=Wizards], some highly skilled trades&lt;br /&gt;
“Farmer”   &lt;br /&gt;
“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors &lt;br /&gt;
“Drudge” labourers, urban rabble &lt;br /&gt;
“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]&lt;br /&gt;
Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members&lt;br /&gt;
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?   Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingnbes to  make bit of an  effort to conjur a non-standard fantasy  world setting  ( e.g. avoiding reskinned class terms like  ‘Bard’ or ‘Paladin’ when IC). &lt;br /&gt;
Oh-usual stuff too.  players keep track of own hps, spells, money. Post your character info here (when ready) not linked to off-site char sheets. Record name, AC, hps at post head.  Use ooc blocks in IC posts. &lt;br /&gt;
&lt;br /&gt;
More setting notes  (if you are interested): &lt;br /&gt;
More on the classes:&lt;br /&gt;
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers. &lt;br /&gt;
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions &lt;br /&gt;
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc &lt;br /&gt;
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats &lt;br /&gt;
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.  &lt;br /&gt;
Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic- &lt;br /&gt;
Players could pick archetypes to build these; avoid using class names where these don’t fit &lt;br /&gt;
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons&lt;br /&gt;
Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.  &lt;br /&gt;
Currency: iron bolts instead of gps. &lt;br /&gt;
Fiction points: awarded for humours or evocative gameplay &lt;br /&gt;
Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses. &lt;br /&gt;
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers&lt;br /&gt;
Races: humans, maybe non-Tolkien races like goblins or reskinned others. &lt;br /&gt;
Traveller-like patron rolls? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383791</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383791"/>
		<updated>2020-07-05T13:01:45Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
*Priests-law makers and ceremony performers: above the law&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*retainers -temple guards, judge servants, scribes, officials&lt;br /&gt;
*guilders- artisans, wizards, slayers and merchants&lt;br /&gt;
*farmers: form the bulk of the army &lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws, below the castes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
&lt;br /&gt;
*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
&lt;br /&gt;
a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
 &lt;br /&gt;
shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
&lt;br /&gt;
unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
&lt;br /&gt;
2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
&lt;br /&gt;
3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
&lt;br /&gt;
4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
&lt;br /&gt;
5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
&lt;br /&gt;
6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
&lt;br /&gt;
I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..........&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
&lt;br /&gt;
So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
&lt;br /&gt;
By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
&lt;br /&gt;
We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
&lt;br /&gt;
Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
&lt;br /&gt;
Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
&lt;br /&gt;
Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
 &lt;br /&gt;
Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
&lt;br /&gt;
Ships have 3 wounds then go to the bottom.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
&lt;br /&gt;
“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
&lt;br /&gt;
[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383790</id>
		<title>Fifty/text</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fifty/text&amp;diff=383790"/>
		<updated>2020-07-05T12:55:38Z</updated>

		<summary type="html">&lt;p&gt;Desert Fox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Priests-law makers and ceremony performers&lt;br /&gt;
*Judges-clerics on chariots , elect a Judge King&lt;br /&gt;
*scribes&lt;br /&gt;
*guilders- artisans, wizards, warriors and merchants&lt;br /&gt;
*farmers&lt;br /&gt;
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords&lt;br /&gt;
*Wards-pows, convicts&lt;br /&gt;
&lt;br /&gt;
*Outlaws&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ziggurats, obelises inscribed with the laws and castes&lt;br /&gt;
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe&lt;br /&gt;
*three day nights, &lt;br /&gt;
*ghouls, live in dungeons &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape&lt;br /&gt;
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick&lt;br /&gt;
*has palace, temple of the elements, country house, &lt;br /&gt;
* goes to the arena, has his own box.&lt;br /&gt;
*goes to symposia, visits other nobles to dine&lt;br /&gt;
&lt;br /&gt;
* could be killed on the street&lt;br /&gt;
*could invite him to see the goods- ignt send an agent first to check&lt;br /&gt;
*could catch him in public place eg the temple or stadium&lt;br /&gt;
*could raid one of these places &lt;br /&gt;
*wears a ward-sign of Chrmos, reduces wounds but two&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.&lt;br /&gt;
&lt;br /&gt;
Offers all her magic items:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Must reserve some items in case the assassination fails. But will give TWO of the following: &lt;br /&gt;
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*Cap of the Five Oceans. Gives a ship&#039;s captain a +1 on boating rolls.&lt;br /&gt;
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour&lt;br /&gt;
*Blade of the Champion Gladiator. Increases fighting by one die when used. &lt;br /&gt;
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects&lt;br /&gt;
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.&lt;br /&gt;
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.&lt;br /&gt;
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Everything stands in the RAW account regardng the causes of Caribdus&#039; drowning, BUT only as the version believed by the majority of Caribdeans. The truth: &lt;br /&gt;
*Years earlier, bored members of Caribdus&#039; Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters.   &lt;br /&gt;
*seeing the beginnings of science beyond their own, the jealous Council planned to &#039;gate&#039; in lost (therefore magically &#039;spare&#039;) Earth mariners USING A TUNNEL THAT LINKED THE WORLDS&#039; OCEANS VIA THE PLANE OF WATER &lt;br /&gt;
*They opened the gate in Ograpog Bay, in view of the capital&#039;s folk so as to surprise and impress them &lt;br /&gt;
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it &amp;quot;the Devils Cross&amp;quot;. Many died in the whirling Flotsam Sea&lt;br /&gt;
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors&#039; confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog&#039;s cruel slaughter on Torath Ka &lt;br /&gt;
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc. &lt;br /&gt;
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt &lt;br /&gt;
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners&#039; life force--will slowly close. &lt;br /&gt;
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed. &lt;br /&gt;
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strange  tree marks &lt;br /&gt;
a  standing stone  radiating dread&lt;br /&gt;
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a boneyard, site of a cannibal atrocity&lt;br /&gt;
valuble item disappears (lose item) &lt;br /&gt;
a ghost village-shadowy forms visible in huts (unlucky) &lt;br /&gt;
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shadow(s) glimpsed following the party (unwelocme presence) &lt;br /&gt;
item reappears  (cursed iteM0&lt;br /&gt;
disorientation-whihc way forward (party loses time)&lt;br /&gt;
bickering with the party              (bad blood between ywo party emmebrs)&lt;br /&gt;
shadow enters a party memeber              (gains Possessed Hindrance)&lt;br /&gt;
Richard sees something terrible in his magic botle &lt;br /&gt;
return impossibly to village (-disappear)  &lt;br /&gt;
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unnerving sounds emanating from the forest &lt;br /&gt;
website d20pirates.blogspot.com/2011/02/sloop-deck-plan.html&lt;br /&gt;
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Your searcher finds 100 Poe or roll on the following. A. Otice with a raise allows you to roll a second d6 as a hero die:&lt;br /&gt;
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1-cursed item: appealing find (sailor’s locket, named tankard or hat) reduces the ship’s FP by 1.&lt;br /&gt;
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2-grim find. Skull, nasty corpse or zonbi rat ; roll Spirit or be unnerved for the rest of the day&lt;br /&gt;
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3- bauble: scrimshaw animal, ship in a bottle, or lude drawing &lt;br /&gt;
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4- handy item: good hammock, coat, pistol or other humble mundane item worth double normal price&lt;br /&gt;
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5- expensive item: fine compass, cutlass, medicine chest or telescope (max 500 poe)&lt;br /&gt;
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6- treasure: locked (TN6) small chest containing 1d6* 1d6 hundred poe of jewels, jewellery, coins&lt;br /&gt;
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I am aware this is a bonanza in terms of bennies, but let’s keep them coming where they are due(you’ll lose extra bennies when you refresh anyway). &lt;br /&gt;
A benny to one-eye for the partisan account of his life as a Blackbeard crewman, wisely avoiding mention of his old captain’s name&lt;br /&gt;
Two bennies to chabas for the gruesome seafood find (how did a scurrilous get onto an Earth ship-perhaps he boarded it to investigate) and the comedy lecture &lt;br /&gt;
Two bennies to Jose for the compass detail and the good use of his gambling skill&lt;br /&gt;
Benny to Mitch for including actual media&lt;br /&gt;
&lt;br /&gt;
There is a skiff running out of a flooded ravine , once a twisting highland valley now partly covered sea.  Farmers along there call it wTerfall Creek. A skiff, working as spies for the Kierans, operates from there. They nip into the creek whenever approached, following its twists inland until only their skiff can manage the shallow water.&lt;br /&gt;
The Teroso is faster than any local ships so can pursue her, putting off a dinghy if possible to capture them in their hidden base.&lt;br /&gt;
They use a wave-rider, though there are no Doreens sighted.&lt;br /&gt;
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..........&lt;br /&gt;
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How about a PbP-friendly system for ship combat that lets us get in lots of ship fights rather than turning them into grueling rules fests.I suggest we stick to early versions of the rules where vehicles are treated like combatants.&lt;br /&gt;
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So we know a combat round between two human combatants goes like this. Each rolls fighting on their card. If an attacker&#039;s fighting roll exceeds the opponent&#039;s Parry they roll damage. If the damage exceeds the opponent#s Toughness they are shaken or taken a wound. &lt;br /&gt;
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By direct analogy, for ship combat each captain rolls boating (for fighting) on their card. If an attacker&#039;s boating roll exceeds the enemy ship&#039;s MANeuverability (for Parry; sloops get MAN 6) they roll damage (for a standard rig like the Tesoro, 2d6). If the damage exceeds the opponent&#039;s RESilience (for Toughness; sloops get RES 5) they are Disadvantaged (=Shaken) or take a wound. &lt;br /&gt;
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Each round characters other than the captain can Support with boating, climbing or shoting, etc.  roll to try to add +1 to his boating roll. Up to the usual +4 cap for Support. To balance things out for ships with no WCs on board, we&#039;ll always given them a +1 &#039;fair&#039;s fair&#039; +1 edge. &lt;br /&gt;
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We can try it out wth a srap against a sloop and see if it&#039;s too edge (but wouldn&#039;t edgy be good) or easy with the Support rolls. &lt;br /&gt;
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Each ship in a fight will have RESilience(=toughness)  and MANeuverability (=Parry). The Tesoro has RES 5 and MAN 6 like most sloops. &lt;br /&gt;
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Ship&#039;s attack with the captain&#039;s boating skill. Damage done is based on the weaponry aboard. A standard set-up like the Tesoro&#039;s does 1d6 ship damage. &lt;br /&gt;
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Each round characters other than the captain can decide either to make a boating roll to try to add +1 to his boating roll, or make a shooting roll to add an additional 1d6 to damage should it hit.  &lt;br /&gt;
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Ships can be shaken (&amp;quot;disadvantaged&amp;quot;)by attacks where the enemy crew is literally shaken by a cannonade or the captain has to manuevre to resist further damage.  &lt;br /&gt;
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Ships have 3 wounds then go to the bottom.&lt;br /&gt;
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...&lt;br /&gt;
So. You have told me much that I needed to hear. The Octopons are active in many places. I was lead to believe that they are the transformed remains of drowned Masaquani. The evil drowned. But more and more I find myself wondering who they really are.”&lt;br /&gt;
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Mention&lt;br /&gt;
Water barrel&lt;br /&gt;
Fruit&lt;br /&gt;
&lt;br /&gt;
“This is what the Questors have learned. This world was drowned when three sisters, daughters of an Ograpogan general, were sentenced to death for murdering their father. They were tied to stakes so as to be drowned in the incoming tide. Their curse was  that Caribdus would be drowned as they were drowned. Those three daughters became the Hags, the Devils of this world. ”&lt;br /&gt;
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“The power they used was wicked Ugak black magic. The strongest kind, Joko Mek, the religion of the Ugak tribes who dwell on the northern shores of Torath Ka.  The very people their father’s phalanxes had recently subdued in the Third Jungle War. It was the vengeance of the Ugak witchdoctors that the general’s own daughters would turn on him, wielding the everlasting magic he had sought to crush.”&lt;br /&gt;
&lt;br /&gt;
I needed to learn the daughter’s names. After many adventures, the Questors brought me this. It s the account of the execution I have just described to you.  It includes the daughters names as well as that if a fourth innocent daughter the wicked ones murdered. Read it please but do not say their names out loud.”&lt;br /&gt;
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[ooc] a densely written summary of the trail written in difficult to parse formal legalese. make a CK to makes sense of it - the details are too fulsome, compared to the accounts above and below on the page which seem to miss some data. Binding has been restitched.[/ooc]&lt;/div&gt;</summary>
		<author><name>Desert Fox</name></author>
	</entry>
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