Also, to enhance your experience, feel free to download the player's guide here. It is not mandatory, but it will be much better if you download it. Also, it's free.
No rest for the wicked, Arjuna? This looks good too.
I would just love if you would incorporate the feat tax fixes from Elephant in the Room (pdf). I love martial, but they are so lacking due to hefty feat needs. What do you think of adding them to this game?
High on the slopes of the Tusk Mountains in Northern Ustalav sits a small monastery. Despite the high snows around it, the grounds of the monastery are scrupulously clean of snow and ice, not even the roof bears snow clinging to the shadows of the eves.
In the tiled central courtyard, two men strain against each other. Stripped to the waist, their muscles stand out in rigid ropes and steam pours from their bodies in the frigid air. One is an older man, his hair greying slightly, his frame growing heavier with age. The other is a young man with fair skin and sandy hair, a large scar in the shape of an eight-pointed star stretches across the back of his right shoulder. With a swift motion, the younger man breaks the stalemate, hooking a hand around the older man’s left ankle, and sends him tumbling to the ground.
”Well done, Zoland. I’m getting to be no match for you.” the older man says, as he rolls smoothly to his feet.
The younger man smiles at the compliment, ”Too kind, Master Harland. You still beat me two of every three falls, most days.”
The older man waves away his modesty, ”I remember when you first came here, and I could toss you down with three fingers of one hand" he smiles fondly. ”But that is all the time we have today, Master Ineshal wanted to see you as soon as we were finished.”
The young man, Zoland, nodded and silently made his way to a wash basin at the side of the courtyard. Breaking the thin sheet of ice that formed over the water, he quickly washed the sweat of his training session off before putting his top back on. He quickly makes his way inside. I would be rude to keep the leader of the monastery waiting.
Zoland knocked at the door, waiting for the strong voice within to call, “Enter” before stepping in and bowing briefly. Master Ineshal was a short man, his hair white with age but a face that seemed ageless. He looked far different in coloring and facial structure than the other monks that resided here. He must come from a different land, but Zoland had never asked, it didn’t seem important.
”Zoland, please sit” Master Ineshal said, pointing to a chair opposite his desk. Once Zoland was seated, he continued, ”Tell me, do you recall how you came here?”
The young man nodded, ”Brother Ivan found me as a child in the wreckage of a Varisian caravan on his way back from Lepidstadt. I was badly wounded, he thought I was dead at first. He found only one other living person, who only lived long enough to say that the caravan was attacked by a demon, or a devil, and that my name was Zoland. Brother Ivan carried me back here as the first snow of the year was falling. That is why I am called Snowfall.” he said it as a matter of fact. There was pain there, old and dull. He was too young when it happened to remember it clearly.
The master watched him, “And do you still have the dreams?”
Zoland cast his eyes downward, ”Yes, Master Ineschal. I have been meditating all my life, and it comes less frequently now. Maybe once a month. Sometimes twice.”
even as he speaks, the chaotic images of chains and fire, barbs, screams, then a all-consuming stab of agony in his back…
He pulls his focus together in time to hear the master speaking, ”It is nothing to be ashamed of. A great evil touched your life at a very young age. It speaks well to your character that it did not consume you.” He hesitates a moment, then continues, ”It may also speak to destiny, which is why I called you here.”
He frowns a moment, ”I had hoped, given the trauma you experienced, that you might live your life out peacefully here among us, wrapped in the path of self-perfection Irori laid out for us. But even from the moment I saw your wound, I had a sense that destiny would lay a finger upon you.”
”It may be the training we provided you here is not the best fit for what lay ahead, but it was the best we could provide. Last night I had a dream, and I believe it to be an omen from Irori. I dreamed that the World Wound was festering and seeping, corruption spilling into Mendev.”
”You were attacked by a creature from that evil place, it’s corruption laid upon you. Yet you survived. More than survived, you become stronger each year, yet you stay humble and you believe in the good of people.”
Ineshal sets his shoulders, as if taking up a great weight, ”Zoland, you must go to Mendev. Seek out this corruption, stand against the evil of the Wound. And, gods willing, if I am wrong and you find nothing there after a year and a day has passed, return to me and chastise me for the ramblings of an old fool.”
His momentary lightheartedness fading, ”And be careful Zoland, in some ways your innocence was taken from you as a child. But in many ways, you are an innocent to the world. Believe in people, but do not be too trusting, some will seek to take advantage of you. Remember that you represent our monastery. While to us here it is simply the monastery, people will ask you where you come from. While the name is not well known, we are the Monastery of the Clay Tile. And we are, and will always be, your family. We are proud of you.”
Zoland had a mix of excitement and fear in him. He had always been curious about the world, but he had never been more than a couple days journey from the monastery since his arrival here.
”Of course it is our duty to stand against evil. I will work to be worthy of the pride and home you have given me.” Zoland said, after a moment.
In his mind he imagined great cities, beautiful women. And fire. And chains. And screams. And a great, stabbing agony.
Personality:
Zoland has lived most of his life in a small, remote monastery surrounded by the orderly conduct of monks and the teachings of Irori. While he has made good use of the Monastery’s small library and spent much time in conversation with the more worldly and traveled monks and is not a complete imbecile about the nature of the world, he has no real firsthand experience.
He is good natured, humble, and trusts in the goodness of people. He has a great respect for rules, laws, and figures of authority.
Due to his lack of experience, jokes that are based on social interactions, sarcasm, and innuendo are likely to miss their mark on him, but otherwise he has a good sense of humor and enjoys laughing.
He looks Varisian, but he has essentially none of the common Varisian personality traits due to his upbringing.
Obviously his personality will go through changes as he interacts with people and learns more of the world.
Appearance:
Zoland has slightly olive skin that is unmarked, save for a large scar in the shape of an eight-pointed scar on the back of his right shoulder. He has sandy brown hair and bright green eyes that show a wealth of trust and curiosity. He is smooth-shaven, and barely needs to shave twice a week. His body is both strong and graceful, showing long hours of training. His face, while not ugly, is rather plain to common aesthetic tastes. He stands just under six feet tall, at 5’11”. Overall, his demeanor is calm. He wears simple clothes held tight to the body in places by thick linen strips, which monks of his monastery use to tie combatants to restrain them without harm, when possible. He has just passed, to the best of his knowledge, his twentieth year.
Zoland set out in the morning, having packed his few possessions into a backpack. His flute was slipped through straps on the outside of his pack, in case he wanted to play while he walked, and his holy symbol of Irori was looped through his belt to hang at his hip. He pulled a long, brilliantly red scarf from under his mattress. It was the only other thing Brother Ivan had brought back from where he had found Zoland, a Varisian scarf. Zoland had always fondly thought that perhaps it had been his mother's scarf, though he knew it was far more likely to have belonged to someone else. It was his only childhood treasure. Hesitating for a moment, he hastily stuffs the folded scarf into his backpack before shouldering it and leaving the room.
The other monks of the monastery were lined up in the courtyard to say goodbye, and he passed down the line, hugging each. Some were somber, some were cheerful, some were stoic, each to their nature. Just before the gate, Master Ineshal was the last, placing a package of travel rations in the form of dried fish in Zoland's hands and clapping him on the shoulder. Between the two of them, all that need be said had been said.
Zoland went through the gate, leaving the monastery grounds. The temperature did not change, the monastery was kept snow and ice-free through hard and diligent work. Beyond the grounds, a thin layer of early spring snow still covered the mountain. His boots made a pleasant crunch as they trod and by early evening Zoland had reached the river that supplied most of the monastery's food, it was the duty of every monk below the level of a master to spend some time fishing occasionally to keep up the supply of food. Not wishing to waste any trail rations yet, Zoland set camp there for the night and caught a fish from the river for his meal.
In the morning he swam across the cold river to the far side, shivering on the shore and filled with a mixture of apprehension and excitement. This is the furthest I have ever traveled in my memory. He thought, having no personal memories from before the moment he awoke in the monastery. With resolve, he took the first step into the unknown.
He had been walking, following the rutted dirt road for days. He knew it would eventually lead to a place called Lepidstadt, a city in Ustalav, from the map he studied before the journey. Sometimes he played the flute as he walked, and he had put on the red scarf, a shockingly bright splash of color against the browns and undyed linens of his simple clothes. He did quite like the way it sometimes streamed in the breeze.
He had seen no other travelers, until today. A cart pulled by a single horse had appeared on the road behind him, and slowly throughout the day, it had gained on him. Sometime after noon it was close enough that Zoland stepped politely out of the road to let it pass. The wagon, driven by an older man dressed in simple clothes, wearing a straw hat and smoking a pipe, pulled ahead of Zoland and he could see the back was full of cabbage.
The creaking cart slowed and stopped, the old man looked back under his brim, and said "Hey young fellow, need a ride?"
Zoland spoke, "It depends on where you're going, I don't want to slow you or get lost myself."
The old man peered at Zoland a moment, smoke from his pipe climbing in the air, before replying, "Well, this road here really only leads to Lepidstadt in this direction. Figured you were heading there, just like me."
Zoland smiled, "Then I would be happy to join you if it is no inconvenience"
The farmer slid to the side making more room, then gestured to the board next to him. Zoland climbed up, swinging his pack off and setting it at his feet. he held out his hand to the farmer, introducing himself, "Zoland Snowfall." He said. The farmer shook his hand in a brief but firm grip and replied "Buel Turnstone" before placing both hands on the reigns and with a gentle flap sent the cart trundling into motion again.
Zoland looked around the wagon. It was simple but well made. Weathered, but cared for. The horse seemed a placid mare and well-groomed. Deep purple cabbage heads were piled in the back, and a longbow and quiver lay close to Buel's reach.
Makes sense, if he comes from far out of town he'd probably rather hunt than eat the cabbage he was coming to sell
Buel, for his part, was watching Zoland out of the corner of his eye, contentedly puffing on his pipe. "So, Zoland, I hope I'm not being rude, but I don't think I've ever seen one of your people traveling alone. Or so, ah, muted in dress."
Zoland nodded, "My parents were Varisian, but I did not know them, I was raised at a Monastery in the Tusk Mountains."
Buel, sensing a topic that may be sensative, changes the subject, "Well, that perhaps answers my second question. Dangerous to travel alone and unarmed out here. But you learned that, uh, kicking and punching?."
Zoland laughed, "Well, yes I suppose, though my monastery focused more on wrestling than punching and kicking. Is it really dangerous out here though? I've not seen anyone for days, it has been fairly peaceful."
Buel adjusted his hat before replying, "Bandits, beasts, and this is Ustalav, so you never know what evil might lurk." he says grimly. "I travel this road twice a month in spring and autumn. I've been robbed, I've been hurt. I've had to shoot a few wolves hungry for horse meat." Most of the trips are peaceful. But you never know what you'll find."
Zoland frowned, "That is terrible. Bandits? Why would people turn to such lawlessness?"
Buel chuckled, "Mnh. If I knew the answer to that, I reckon people would be lighting candles to me in some temple."
Zoland laughed with Buel, and infrequent exchanges would occur between companionable silences. As the sun was getting low in the sky, Zoland caught his first view of Lepidstadt. His mind reeled at the size of it. How many people must live there? Thousands? More? Buel watched him from the corner of his eye, hiding a small grin.
Content to watch the huge city grow larger and larger, Zoland next noticed the smell. Wafting out of the city came a great stench of unwashed bodies, sewage, and industry. His nose burnt and he used a meditation exercise to control his riotous stomach. Next, as they were even closer, the sound of the city swelled out to greet them. The low hum of voices punctuated by louder shouting, bells ringing, carts creaking. Buel pulled his cart in line behind other carts laden with goods.
Buel turned to Zolander, "I have to wait here to be inspected, but you can go on ahead into the city through that gate. Guards will ask you some questions first. Now listen to me my boy, you seem like a good egg. Go to the other side of the city, that's where the caravansary is, where the merchant wagons gather before leaving the city. There you will undoubtedly find someone heading to Kenabres. If you pay them a small sum, they will let you travel with them. They're always looking for guards, in exchange for protecting the Caravn on the way they will let you travel with them and feed you for free, they may pay you a little on top of that as well. This is your best option for your journey."
Zoland grabbed his pack, shook Buel's hand, and hopped down. "Thank you Buel, you are a.. good egg.. as well. Good luck with your cabbage!"
Approaching the gate, the two guards gave Zoland a once over. The taller guard asked in a bored, gruff voice, "Name, business?" he said.
Zoland answered, "Zoland Snowfall, I am heading to the caravansary."
The guard held out his palm, "Three copper gate tax."
Zoland asked, "People must pay to enter the city?"
The guard said, "If you're going through that gate, it'll cost you three copper. If you're not, clear out and stop holding up traffic"
For a moment, Zoland wondered if he could climb the wall and not owe anything, as he did not use the gate. He quickly decided that was silly, they wouldn't want people climbing their walls. Fishing out three coppers, he handed them over to the guard and moved on through the gate.
The city was chaotic, loud, and smelly. Even still, many times Zolander found himself stopping to stare at immense buildings, giant statues, exotic people, and wares. Eventually, he made his way across town, tossed about by the surging crowds. Asking directions, he made his way to a large open square that had wagons all around. He went from wagon to wagon, till he found someone going to Kenabres.
"Ansel Vanderan." The man introduced himself in a thick accent. "You say you're Zoland and you wish to join my caravan as far as Kenabres, acting as a guard?" He asked, looking skeptically at Zolander's lack of weapons. He taps his chin. "Kell!" the merchant shouts, causing a large man to amble over.
Kell stood over six feat tall, clad in a scale shirt with a spear and shortsword to hand. He had a mean set to his face and a nose that had been broken more than once. Ansel addressed him as he arrived, "This young man wants to sign on as a guard. What do you think?"
The big man looked at Zoland, his sneer deepening before a thoughtful light shone behind his eyes. "You train at a monastery?" he grunted at Zoland, who nodded back to him. "Which one? he asked.
Zoland replied, "The monastery of the clay tile."[/b]
Kell turned to Ansel, "Heard of em. Not a big or well-known monastery, but he'll know how to fight better than most the guards. I'll eat my boots though if he's ever seriously hurt someone, let alone killed them. He'll do though."
Ansel nodded, "Thank you Kell. Now mr. Zoland, given your heritage, I assume you are familiar with horses and wagons?"
Zoland shrugged, " I was not raised amongst the Varisians, I am happy to help with the horses and wagons, but I am not experienced in that area."
Ansel stared at him a moment, before making a notation on his clipboard. His eyes brightened upon seeing the flute on his pack.
"You play the flute? The road is long and hard, good entertainment is worth coin. Do you know 'Copper in the Well' or 'Three cows for Milking?'" Ansel asked.
Zoland looks puzzeled, "I'm afraid not, master merchant. What are they?"
Ansel stares at him for a few minutes before mustering, "Music, music that is traditionally played on the flute."
Zoland smiles, "Ah, no. I can play melodies very similar to the winds in the high passes. The other monks say it is very soothing."
Ansel frowns and makes a strong mark on the clipboard. "Very well. You may travel with us and eat the communal meals, you may sleep under the wagons at night when not on guard duty. In the event of an attack, you are expected to defend the Caravan. You are also expected to break up any fights between the workers or guests that break out. You are expected to stand an alert guard shift during the night. Are these terms acceptable?"
Zoland nodded and signed the proffered contract.
Over the course of many days, the caravan traveled. Fortunately, it was a peaceful journey, with only one fight between work hands who were dicing needing to be broken up.
Zoland did play his flute many nights, he even learned 'Three Cows for Milking', to the delight of Ansel.
At last though, Kenabres came into sight. He had made it, he was here. Now all he had to do was figure out if the city was being corrupted by demonic influence.
Ansel shook his hand, "Sorry to see you go Zoland. You change your mind before we leave, and your welcome to travel with us again. I'll even pay you a silver a week."
Zoland returned the shake, "I appreciate that, master Ansel. I hope one day to travel with you again. But for now, I have things to look into here."
Ansel nods and starts yelling at the workers unloading the wagons. Zoland gathers his pack and moves into the city streets.
Last edited by Brian; Jan 22nd, 2021 at 05:13 PM.
Reason: Adding journey section
No rest for the wicked, Arjuna? This looks good too.
I would just love if you would incorporate the feat tax fixes from Elephant in the Room (pdf). I love martial, but they are so lacking due to hefty feat needs. What do you think of adding them to this game?
I suppose having it here would be convenient. Sure, I'll be adding them to this game.
I suppose having it here would be convenient. Sure, I'll be adding them to this game.
I suppose that raises a different issue. Tetori Monk grants improved grapple as a 1st level bonus feat. That doesn't exist under elephant, so... just pick a different bonus feat?
LeoByron, who is running a mythic game on this sight, has the following adaptations of mythic rules:
Amazing Initiative: Eliminate this ability entirely from mythic PCs and replace it with an additional mythic feat slot.
Titan's Bane Champion Ability: If you enter the space of a mythic creature with this ability, it is considered flat-footed only against the first attack you make against it.
Expending Mythic Power: Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round. Characters can use abilities that require spending more than one use of mythic power. Using Mythic power to activate Legendary Items is not affected by this limitation. Mythic Surge can be used once per round regardless of whether Mythic Power has been spent in the same round.
Foe-Biting Legendary Item Ability: Banned. Stacking multipliers can quickly get out of hand, therefore, this Mythic Legendary Item Ability is banned.
Mythic Power Attack: Delete the following text from the Mythic Power Attack feat: In addition, the bonus damage from this feat is doubled on a critical hit, before it is multiplied by the weapon’s critical multiplier.
Mythic Vital Strike: Banned. This feat is problematic because of its ambiguity. In some interpretations, it implies the possibility of multiplying effects literally dozens of times, to say nothing of its interactions with Spheres of Might.
Display of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma universal path abilities and the adroit legendary item ability: Instead of granting a flat +20 bonus on the relevant ability check or related skill check, these path abilities grant a bonus equal to three times your mythic tier.
Recuperation base mythic ability: Using this ability costs one-half of each character’s remaining daily uses of mythic power (minimum 1).
Any effect that bypasses immunity and resistance: Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
Attacks that ignore damage reduction: Against a mythic creature with damage reduction, any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
Mythic Feats: Increase the number of mythic feats characters gain to one at every tier.
Excessively High Caster Level/Base Attack Bonus: Mythic characters cannot gain more than a +6 bonus to caster level or base attack bonus from mythic sources (whether temporary or permanent increases). This is high enough to be noticeably stronger, but not overwhelmingly so for well-made enemies, and discourages focusing exclusively on number increases instead of flavorful and thematic options.
Undetectable ability for Legendary Items: Banned.
One the other hand -- if Arjun doesn't use the fixes, you all know what hyper-powered and broken abilities are near-obligatory. :-)
I suppose that raises a different issue. Tetori Monk grants improved grapple as a 1st level bonus feat. That doesn't exist under elephant, so... just pick a different bonus feat?
Yeah... that's an issue alright. Let me consult something first, then I'll make a decision whether to use the feat tax fix or not.
LeoByron, who is running a mythic game on this sight, has the following adaptations of mythic rules:
Amazing Initiative: Eliminate this ability entirely from mythic PCs and replace it with an additional mythic feat slot.
Titan's Bane Champion Ability: If you enter the space of a mythic creature with this ability, it is considered flat-footed only against the first attack you make against it.
Expending Mythic Power: Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round. Characters can use abilities that require spending more than one use of mythic power. Using Mythic power to activate Legendary Items is not affected by this limitation. Mythic Surge can be used once per round regardless of whether Mythic Power has been spent in the same round.
Foe-Biting Legendary Item Ability: Banned. Stacking multipliers can quickly get out of hand, therefore, this Mythic Legendary Item Ability is banned.
Mythic Power Attack: Delete the following text from the Mythic Power Attack feat: In addition, the bonus damage from this feat is doubled on a critical hit, before it is multiplied by the weapon’s critical multiplier.
Mythic Vital Strike: Banned. This feat is problematic because of its ambiguity. In some interpretations, it implies the possibility of multiplying effects literally dozens of times, to say nothing of its interactions with Spheres of Might.
Display of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma universal path abilities and the adroit legendary item ability: Instead of granting a flat +20 bonus on the relevant ability check or related skill check, these path abilities grant a bonus equal to three times your mythic tier.
Recuperation base mythic ability: Using this ability costs one-half of each character’s remaining daily uses of mythic power (minimum 1).
Any effect that bypasses immunity and resistance: Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
Attacks that ignore damage reduction: Against a mythic creature with damage reduction, any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
Mythic Feats: Increase the number of mythic feats characters gain to one at every tier.
Excessively High Caster Level/Base Attack Bonus: Mythic characters cannot gain more than a +6 bonus to caster level or base attack bonus from mythic sources (whether temporary or permanent increases). This is high enough to be noticeably stronger, but not overwhelmingly so for well-made enemies, and discourages focusing exclusively on number increases instead of flavorful and thematic options.
Undetectable ability for Legendary Items: Banned.
One the other hand -- if Arjun doesn't use the fixes, you all know what hyper-powered and broken abilities are near-obligatory. :-)
I'd imagine a DBZ-esque battles with all this mythic nonsense, so I'm curious what's going to happen with the mythic rules. For now, I've decided to have no change for the mythic rules.