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THE LEGEND OF CRIMVALE KEEP
Need a D&D fix?
Once per week, I'll be running a short session - maybe one encounter at a time, on the Roll20 virtual tabletop.
The game is Pathfinder and takes place in a MASSIVE castle with sprawling courtyards and dungeons that have been flooded, overgrown, covered in snow, occupied by monsters or contested by entire armies.
Your leader is Torrim, a Dwarf who wants to get his share of the treasure up for grabs.
Once per week, I'll be running a short session - maybe one encounter at a time, on the Roll20 virtual tabletop.
The game is Pathfinder and takes place in a MASSIVE castle with sprawling courtyards and dungeons that have been flooded, overgrown, covered in snow, occupied by monsters or contested by entire armies.
Your leader is Torrim, a Dwarf who wants to get his share of the treasure up for grabs.
- Starting XP is 23,000. You begin at Level 7.
- Stats are determined using the Points Buy system. You may spend a maximum of 20 points, BEFORE racial modifiers, then add 1 for your Level 4 ability bonus.
- Your alignment may change, if you do something radical. I'll be watching. -__-
- Starting gold is 8000gp.
- When determining hitpoints, use the FULL VALUE for Level one, and the AVERAGE value (rounding up) for LEVELS 2-6.
- Feel free to buy magic items. I can help you go through this if you want.
- Stats are determined using the Points Buy system. You may spend a maximum of 20 points, BEFORE racial modifiers, then add 1 for your Level 4 ability bonus.
- Your alignment may change, if you do something radical. I'll be watching. -__-
- Starting gold is 8000gp.
- When determining hitpoints, use the FULL VALUE for Level one, and the AVERAGE value (rounding up) for LEVELS 2-6.
- Feel free to buy magic items. I can help you go through this if you want.
- Magic Armour - just add the base price to the price of a normal shield/suit, then scroll down if you want to add even more fancy shit, like fire-proofing, spell-resistance, etc.
- Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities.
- Potions - these should be quite affordable, and it's always good to have some healing potions on hand.
- Rings - you might have to pool some money to get one of these.
- Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect.
- Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics.
- Wondrous Items - for other random doodads.
- Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities.
- Potions - these should be quite affordable, and it's always good to have some healing potions on hand.
- Rings - you might have to pool some money to get one of these.
- Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect.
- Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics.
- Wondrous Items - for other random doodads.
The Fellowship was founded by three characters: Torrim the Dwarf, Lorn the Jackal and Jezebeth the Tiefling. They were servants to an order of Neutral Angels who sought to dabble in mortal affairs. On their third mission, they were ordered to sabotage the defenses of an Elven city (a move which would divert an Undead army from the Human heartlands but cost hundreds of Elven lives in the process). The three heroes rebelled and fled the city, but not before Jezebeth lost her brother in the fighting.
They were aided by Sayles the Elf, a bounty hunter of the city who helped them escape via a secret pass. Years later, these characters reunited at Crimvale Keep, a place they had each heard about in legends. Torrim has hatched a plan to break into the deeper chambers and find a means to resurrect Jezebeth's brother. But he also seeks something greater - something to ensure that himself and his friends are no longer beholden to the gods.
But for this plan, he needs help. Torrim has thus talent-scouted for specialists and magic users who can aid in the dungeons. The result is the Flint & Steel Fellowship, based at the Purple Ogre tavern and renowned as the best mercenary guild of the Western Courtyards.
They were aided by Sayles the Elf, a bounty hunter of the city who helped them escape via a secret pass. Years later, these characters reunited at Crimvale Keep, a place they had each heard about in legends. Torrim has hatched a plan to break into the deeper chambers and find a means to resurrect Jezebeth's brother. But he also seeks something greater - something to ensure that himself and his friends are no longer beholden to the gods.
But for this plan, he needs help. Torrim has thus talent-scouted for specialists and magic users who can aid in the dungeons. The result is the Flint & Steel Fellowship, based at the Purple Ogre tavern and renowned as the best mercenary guild of the Western Courtyards.
TORRIM A Dwarf with a resentment of the divine, seeking earthly treasures to rival the gods. He has begun recruiting for ever more-daring missions into the castle.
LORN A Were-Jackal who became great friends with Torrim on a previous adventure, and never strays far from death and treasure.
JEZEBETH Another of Torrim's former companions. This Tiefling has suffered a dramatic alignment reversal following the death of her brother, in events that she, Lorn and Torrim would sooner forget.
SAYLES An Elf to whom Torrim seems to owe a great debt. Sales is a bounty hunter and one of the co-founders of the Flint & Steel Guild.
VASILI A spell-sundering Barbarian on the trail of a rogue wizard who terrorized the northern icelands.
AASHI A runaway musician who responded to an advert to entertain some of the Guild's noble guests. Soon after, she got dragged into the events of the Orc war.
CHERNO An intelligent and resourceful cat who claims to be Aashi's familiar, yet perhaps has a darker history before he met her.
GORRACK A barbarian from a family of Half Orcs who came to Crimvale on a whim, perhaps stupid, perhaps inspired. While his cousin, Nok-Nok, spends his days in the tavern, Gorrack prefers a spot of adventuring with his drinking buddy Torrim.
LORN A Were-Jackal who became great friends with Torrim on a previous adventure, and never strays far from death and treasure.
JEZEBETH Another of Torrim's former companions. This Tiefling has suffered a dramatic alignment reversal following the death of her brother, in events that she, Lorn and Torrim would sooner forget.
SAYLES An Elf to whom Torrim seems to owe a great debt. Sales is a bounty hunter and one of the co-founders of the Flint & Steel Guild.
VASILI A spell-sundering Barbarian on the trail of a rogue wizard who terrorized the northern icelands.
AASHI A runaway musician who responded to an advert to entertain some of the Guild's noble guests. Soon after, she got dragged into the events of the Orc war.
CHERNO An intelligent and resourceful cat who claims to be Aashi's familiar, yet perhaps has a darker history before he met her.
GORRACK A barbarian from a family of Half Orcs who came to Crimvale on a whim, perhaps stupid, perhaps inspired. While his cousin, Nok-Nok, spends his days in the tavern, Gorrack prefers a spot of adventuring with his drinking buddy Torrim.
MURIEL Torrim's even more stubborn and even more irate Aunt, who has a knack for alchemy and cooking. She specializes in cooking up looted monster parts as exotic gourmet dishes for rich nobles. She also brews a few potions for the Guild on the side.
KIYOSHI A shapeshifting fox Wizard from the Orient, led here by curiosity. He is the Guild's advisor on magic and spellcraft.
CRAYDER This Half Elf fences items for Torrim and friends. He has connections with nobles who pay inflated prices for Crimvale treasure. Crayder keeps the margin and gives you back the market value of what you sold.
NOK-NOK There are many stories of how this Half Orc got his name. Some say he killed a Bard for telling a bad joke. Others say he squashed a family of Halfings when he opened a tavern door. He leads a band of Half Orc berserkers who have camped nearby and are eager to fight alongside the Guild.
RELKA This human girl was saved by the Guild in the Chambers of Gigas. She was originally in the final stages of Filth Fever and offered as a sacrifice to the Sun Serpent that ruled the Chambers. Now she is a bridge between the Guild and the Gigas refugees, having witnessed first-hand the slaying of her people's god. Her mind has been truly opened.
BORIS Ogres are known as the vilest, most debased and incestuous rapists, torturers and warmongers. When Boris first set up the Purple Ogre in the West Courtyard, most people ran away screaming. Then Lorn, Torrim and Sayles decided to go in and have a drink. It was the start of a beautiful friendship. No one knows why Boris is different from other Ogres. But his left hand is purple and he has a divine prison chamber underneath his tavern which the Guild use as a vault.
KIYOSHI A shapeshifting fox Wizard from the Orient, led here by curiosity. He is the Guild's advisor on magic and spellcraft.
CRAYDER This Half Elf fences items for Torrim and friends. He has connections with nobles who pay inflated prices for Crimvale treasure. Crayder keeps the margin and gives you back the market value of what you sold.
NOK-NOK There are many stories of how this Half Orc got his name. Some say he killed a Bard for telling a bad joke. Others say he squashed a family of Halfings when he opened a tavern door. He leads a band of Half Orc berserkers who have camped nearby and are eager to fight alongside the Guild.
RELKA This human girl was saved by the Guild in the Chambers of Gigas. She was originally in the final stages of Filth Fever and offered as a sacrifice to the Sun Serpent that ruled the Chambers. Now she is a bridge between the Guild and the Gigas refugees, having witnessed first-hand the slaying of her people's god. Her mind has been truly opened.
BORIS Ogres are known as the vilest, most debased and incestuous rapists, torturers and warmongers. When Boris first set up the Purple Ogre in the West Courtyard, most people ran away screaming. Then Lorn, Torrim and Sayles decided to go in and have a drink. It was the start of a beautiful friendship. No one knows why Boris is different from other Ogres. But his left hand is purple and he has a divine prison chamber underneath his tavern which the Guild use as a vault.
THE PURPLE OGRE TAVERN
The Guild is based at the tavern. You can use any one of the bonuses below in your downtime. Read here to build more rooms.
ALTAR:.....
Counts as a consecrated area (staffed by 1x Acolyte)
BAR:.....
+1 on Diplomacy checks to gather information (staffed by Boris, 1x Hustler, 5x Guards)
KITCHEN:.....
Allows Craft (Recipe) checks to be performed without distraction (staffed by Relka)
COMMON ROOM (with furnishings):.....
+1 to service related Profession & Perform checks (staffed by 4x Hustlers)
OFFICE:.....
+1 on Linguistics & Scribing checks (Staffed by 3x Craftsmen)
LAVATORY:.....
+2 on Fortitude saves vs disease while in the settlement
SEWER ACCESS:.....
Escape Route with hidden door (Perception DC20 to spot)
STORAGE:.....
Allows multiple Profession checks to be used in the tavern (staffed by 5x Labourers)
VAULT:.....
Secure storage of Guild loot, warded against detection
BATH:.....
+2 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
GARDEN:.....
Reduces DC on Craft (Recipe) checks - DM's discretion (Staffed by 1x Lackey, 1x Driver)
LAUNDRY:.....
+1 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
BEDROOM (with furnishings):
No negative modifiers to Diplomacy checks on upper classes
GAME ROOM:
+1 to charisma/gambling-based Profession checks
FARM LAND:
No extra food costs for the Guild.
FORTIFICATIONS & ARMOURY:
Ability to arm and grant cover to the peasants on the courtyard perimeter, with +10 to perception checks
The Guild is based at the tavern. You can use any one of the bonuses below in your downtime. Read here to build more rooms.
ALTAR:.....
Counts as a consecrated area (staffed by 1x Acolyte)
BAR:.....
+1 on Diplomacy checks to gather information (staffed by Boris, 1x Hustler, 5x Guards)
KITCHEN:.....
Allows Craft (Recipe) checks to be performed without distraction (staffed by Relka)
COMMON ROOM (with furnishings):.....
+1 to service related Profession & Perform checks (staffed by 4x Hustlers)
OFFICE:.....
+1 on Linguistics & Scribing checks (Staffed by 3x Craftsmen)
LAVATORY:.....
+2 on Fortitude saves vs disease while in the settlement
SEWER ACCESS:.....
Escape Route with hidden door (Perception DC20 to spot)
STORAGE:.....
Allows multiple Profession checks to be used in the tavern (staffed by 5x Labourers)
VAULT:.....
Secure storage of Guild loot, warded against detection
BATH:.....
+2 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
GARDEN:.....
Reduces DC on Craft (Recipe) checks - DM's discretion (Staffed by 1x Lackey, 1x Driver)
LAUNDRY:.....
+1 on Fortitude saves vs disease while in the settlement (Staffed by 2x Lackeys)
BEDROOM (with furnishings):
No negative modifiers to Diplomacy checks on upper classes
GAME ROOM:
+1 to charisma/gambling-based Profession checks
FARM LAND:
No extra food costs for the Guild.
FORTIFICATIONS & ARMOURY:
Ability to arm and grant cover to the peasants on the courtyard perimeter, with +10 to perception checks
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