Friday, February 19, 2010

Character generation

Each PC will have 3 Pathfinder character sheets. Each PC should take one sheet, and roll 4d6 and take the best 3m for each stat. Do Not Re-arrange stats please. These are your base stats. Based on these stats you can choose a class and race. Any class except Paladin is acceptable. Races include Orc (+4 Str, -2 to Int/Wis/Cha; racial traits including 60 dark vision, ferocity, +2 to intimidate), Half Orc (+2 to Str, 60 dark vision, limited ferocity, +2 to intimidate), or Tiefling which is limited to being either a wizard or sorcerer (+2 Str, +2 Dex, -2 to Cha; Darkness 1xday, minus to charisma doesn't effect sorcerer abilities, 60 dark vision).
Based on these choices we will set the faction and this may determine choice of feats, since there are a few ancestry feats allowed.
If you like the resulting character we will determine starting money for equipment and the rest. If not you have two more sheets, thus two more trys for a character you like. Also you may trade any character you have created for another persons character.
Starting cash will be lower than normal, and since this is un underground society with no access to trees, some things will not be available or be made from local materials. A metal quarterstaff will cost and weigh more than the norm. Hemp rope is unavailable, alchemical items are likewise unavailable, torches and oil or unavailable.

Wednesday, February 17, 2010

Notable NPCs

Notable NPCs:

Druk, Half Ogre-half Orc. He is a Black faction thug of the Knuckle-Biters. He is very agressive and steals or maims weak subordinates.

Kyj-jiys. Orc black faction thug of the Dwarf Slayers. He is sullen and paranoid.

Splodge, sickly albino orc. He is a White faction wizard. He is not very powerful in the tribedue to advanced age (40), but greatly feared for his malicious intellect.

Fleck. He is nominally a member of Black faction, un-affiliated. He is the Brew-master, and keeper of the secret to making fungus beer. He and his cadre are a de facto bank.

*Ranks start at Whelp (for the immature), Grunt (Private), Thug (sergeant), Whip (1st sergeant), Cut-Throat (lieutenant), Butcher (captain), and Warlord (general).

Tuesday, February 16, 2010

Introduction

You are an Orc. Grummash and his spawn created youin the dark to hurt things.

You belong to the Grindskull Tribe of Orcs. The stories tell how a great giant named Grindtooth, led your ancestors, his slaves and followers, into dwarven ruins under a great mountain. There the Orcs fought, died and bred. They scavenged and found great caverns with fungus. Albino pigs were bred to live in the dark. Coal was mined for fuel. Iron was mined for weapons and armor. Even veins of salt and copper were found and exploited.

Many generations of Orcs toiled under Grindtooth, until a leader, named Gul-Gash, slew the giant. This began the rein of King Gul-Gash Giantkiller. Leader of all Orcs.

The King and his offspring have always been the leader of the Black faction of Orcs. The Trinity of the Red faction, who venerate the Orcs gods Grummash, Luthis and Bahgru, have always advised the King.

Legends say that Gul-Gash spoke with 'the Voice' in the pit below. 'The Voice' told Gul-Gash how to slay Grindtooth. Since that day, a new faction, the white faction, has risen. They venerate 'the Voice' and are able to harness mystical energies long thought beyond the Orc.

The Black faction is the most numerous, and within has risen various sub-factions: The Marrow Gnashers, the Rust Hammers, the Knuckle Biters, and the Dwarf Slayers are the major factions. Each faction has an object which they rally around. The Marrow Gnashers revere Grindtooth's leg bone. The Rust Hammers revere a mighty anvil. The Knuckle Biters revere the severed hand of a mighty Umber Hulk. The Dwarf Slayers revere a dwarf's golden helm and black axe.

Your enemies grow bolder. Above a new tribe of dwarves infringe into your dark home. Below and around are creatures who mindlessly devour Orcs. Below comes brief encounters with roving bands of goblins, troglodytes and other scavenger races.

King Gul-Qugg rules with an infirm grip. Only his Ogre and Ettin Bodyguards keep the peace. The Orc tribe numbers well over a thousand. Every Orc feels that change is coming.

Only the Strong survive.