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About This Game

This is a rouge like.lite Pathfinder 2e game taking inspiration from games such as Hades, Dead Cells and Curse of the Dead Gods.

Game System

Pathfinder 2e
  1. What's new in this game
  2. House Rules The Dungeon doesn't play by your rules. While playing this game we will be using a variety of house rules, at the moment the following are in play but more will become apparent as the game evolves. These house rules are open to change as we play, if players find something doesn't work then we can make modifications. The rules below are what make the game that of a rouge-like experience. Immortality Overview Perhaps at first your characters see this as a good thing, but soon they will learn that with the gift of immortality they are locked within the cavern. Through means not yet known to the party, you are all linked, when one of you dies the Rot begins to set in, quickly killing off all remaining characters. The team is then revived and a new run begins. When you revive you will always have you 'base equipment', this is what you started the game with at character creation. Through the game this can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...Such as, if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game). Mechanics When you revive you will always have you 'Bound Equipment', this is what you started the game with at character creation. Through the game this equipment can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game). Some resources will persist through runs, though you will find out which ones in game. Inspiration This is a standard thing within a lot of rouge-like games, such as Curse of the Dead Gods and Dead Cells. Immortality allows for the continual runs to be possible for the characters. Insanity Overview As a player you will want to keep your characters health above 0, and their Insanity below 40. This is a persistent threat that permeates through the caves, within the darkness your characters cannot help but feel a chill down their neck every now and even. Mechanics Insanity increases as you move through the dungeon, and can be generated by certain traps, enemies or magical items. It will slowly tick up through the game, and will be unique for every player. However, when a player's Insanity reaches 40 the entire team receives a Curse and a few things happen. The person whose Insanity hit 40, resets to 0. Everyone else halves their Insanity, rounding down. The Curse is determined and is in play immediately. Inspiration The mechanics for Insanity is based off of the rules developed by FiggyGlyph, but is modified for this game. No need to read the document linked. The feel and story part of this mechanic is derived from Curse of the Dead Gods. Curses Overview Throughout a run, you are going to hit 40 insanity and you are going to becomes Cursed. These curses symbolize dark forces pushing against you, something trying to impede your progress. Throughout the game you may discover what is causing them. These curse introduce new minor gameplay mechanics, perhaps how the dungeon acts, or how your characters interact etc. Almost always, this is a double edged sword, you get a penalty but also get a benefit. Though, the penalty is normally heftier. Mechanics Firstly, a player hits 40 Insanity and does what is noted within the Insanity section, after this the below happens. Is there already a curse in play? If yes, strengthen it, and continue with the game. If no curse in play, or strengthening is not possible continue to next point. Randomly generate a new curse and explained to the players. The Curse is in play immediately. Example Curses Below are a brief idea of curses, behind the DM screen curses are split into different levels. As you get deeper into the cave, curses get stronger. Character cannot critical on a natural 20, roll an extra 1d10 on critical damage. Characters gain 1 Insanity for every 2 rounds of Combat. One of the players is possessed and is a traitor (and informed by the GM), everyone knows there is a traitor amongst them. The traitor must be found and exorcised. Inspiration This is from Curse of the Dead Gods, though the curses will be different. Blessings Overview These will be the opposing force of curses. Though not available at the start of the game. Mechanics Players will unlock a variety of blessings in the game, these can then be assigned at the start of a run and changed from run to run. These will be smaller bonuses that stack up with time and allow you to explore different play styles. Wounds and Injuries Overview Surviving fight after fight is intended to be difficult. In this game I do not want someone to be nearly beaten to death in one fight, and then back to full strength the next. Instead, if you had a hard fight there should be a sign it happened, something that might cause the team to change tactics in the next room. Mechanics Within the previously mentioned Darker Dungeon pdf by giffyglyphs, there is a section named Wounds & Injuries. We will be using the following sections. If a person falls below half health, they gain the status/tag of `Bloodied`. This status by itself does not impose a penalty, but can change how certain monsters, traps etc act. Bloodied is removed once you are half health or above. More mechanics will be revealed throughout the game. Ammunition Die Overview This will avoid you needing to count out exactly how many arrows and bolts you have, instead a shrinking die mechanics is used. Mechanics Taken from Darker Dungeon pdf by giffyglyphs, a character starts with a 1d12 worth of ammo. Every time they use their weapon they also roll this ammo die, on a 1 or 2 it shrinks. You keep going till you have no ammo. 1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1 -> No Ammo Ammo can be regained, when done I will tell you how many die to increase your stock by, Dungeon Generation Overview The dungeon itself is ever changing, each time you delve into the dungeon itself the rooms, monsters and NPCs you encounter will change. The dungeon is split up into 'rooms', so once you complete a room(s) and the challeneges within, you will gain a number (normally 1-3) possible routes to follow. Going backwards will not always be an option. The rules for this are hidden, but all you need to know is no two attempts should be identical. There will be similarities, with the intention being as you play through you as players and characters learn things that assist you through the game, e.g. "We know these plants are actually explosive, so we can use them against the enemies now" or perhaps "that last time we rested at this shrine we woke up even stronger, we should rest here now instead of moving on." As a note, for room generation I will be using a 3d6 system. So some room types are more common than others, you will learn this as you play, but it also means what rooms/events occur are also random. Inspiration Basically every rouge-like you have ever played, however the map and room design is based on the Curse of the Dead Gods game.
  3. House Rules The Dungeon doesn't play by your rules. While playing this game we will be using a variety of house rules, at the moment the following are in play but more will become apparent as the game evolves. These house rules are open to change as we play, if players find something doesn't work then we can make modifications. The rules below are what make the game that of a rouge-like experience. Immortality Overview Perhaps at first your characters see this as a good thing, but soon they will learn that with the gift of immortality they are locked within the cavern. Through means not yet known to the party, you are all linked, when one of you dies the Rot begins to set in, quickly killing off all remaining characters. The team is then revived and a new run begins. When you revive you will always have you 'base equipment', this is what you started the game with at character creation. Through the game this can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...Such as, if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game). Mechanics When you revive you will always have you 'Bound Equipment', this is what you started the game with at character creation. Through the game this equipment can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game). Some resources will persist through runs, though you will find out which ones in game. Inspiration This is a standard thing within a lot of rouge-like games, such as Curse of the Dead Gods and Dead Cells. Immortality allows for the continual runs to be possible for the characters. Insanity Overview As a player you will want to keep your characters health above 0, and their Insanity below 40. This is a persistent threat that permeates through the caves, within the darkness your characters cannot help but feel a chill down their neck every now and even. Mechanics Insanity increases as you move through the dungeon, and can be generated by certain traps, enemies or magical items. It will slowly tick up through the game, and will be unique for every player. However, when a player's Insanity reaches 40 the entire team receives a Curse and a few things happen. The person whose Insanity hit 40, resets to 0. Everyone else halves their Insanity, rounding down. The Curse is determined and is in play immediately. Inspiration The mechanics for Insanity is based off of the rules developed by FiggyGlyph, but is modified for this game. No need to read the document linked. The feel and story part of this mechanic is derived from Curse of the Dead Gods. Curses Overview Throughout a run, you are going to hit 40 insanity and you are going to becomes Cursed. These curses symbolize dark forces pushing against you, something trying to impede your progress. Throughout the game you may discover what is causing them. These curse introduce new minor gameplay mechanics, perhaps how the dungeon acts, or how your characters interact etc. Almost always, this is a double edged sword, you get a penalty but also get a benefit. Though, the penalty is normally heftier. Mechanics Firstly, a player hits 40 Insanity and does what is noted within the Insanity section, after this the below happens. Is there already a curse in play? If yes, strengthen it, and continue with the game. If no curse in play, or strengthening is not possible continue to next point. Randomly generate a new curse and explained to the players. The Curse is in play immediately. Example Curses Below are a brief idea of curses, behind the DM screen curses are split into different levels. As you get deeper into the cave, curses get stronger. Character cannot critical on a natural 20, roll an extra 1d10 on critical damage. Characters gain 1 Insanity for every 2 rounds of Combat. One of the players is possessed and is a traitor (and informed by the GM), everyone knows there is a traitor amongst them. The traitor must be found and exorcised. Inspiration This is from Curse of the Dead Gods, though the curses will be different. Blessings Overview These will be the opposing force of curses. Though not available at the start of the game. Mechanics Players will unlock a variety of blessings in the game, these can then be assigned at the start of a run and changed from run to run. These will be smaller bonuses that stack up with time and allow you to explore different play styles. Wounds and Injuries Overview Surviving fight after fight is intended to be difficult. In this game I do not want someone to be nearly beaten to death in one fight, and then back to full strength the next. Instead, if you had a hard fight there should be a sign it happened, something that might cause the team to change tactics in the next room. Mechanics Within the previously mentioned Darker Dungeon pdf by giffyglyphs, there is a section named Wounds & Injuries. We will be using the following sections. If a person falls below half health, they gain the status/tag of `Bloodied`. This status by itself does not impose a penalty, but can change how certain monsters, traps etc act. Bloodied is removed once you are half health or above. More mechanics will be revealed throughout the game. Ammunition Die Overview This will avoid you needing to count out exactly how many arrows and bolts you have, instead a shrinking die mechanics is used. Mechanics Taken from Darker Dungeon pdf by giffyglyphs, a character starts with a 1d12 worth of ammo. Every time they use their weapon they also roll this ammo die, on a 1 or 2 it shrinks. You keep going till you have no ammo. 1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1 -> No Ammo Ammo can be regained, when done I will tell you how many die to increase your stock by, Dungeon Generation Overview The dungeon itself is ever changing, each time you delve into the dungeon itself the rooms, monsters and NPCs you encounter will change. The dungeon is split up into 'rooms', so once you complete a room(s) and the challeneges within, you will gain a number (normally 1-3) possible routes to follow. Going backwards will not always be an option. The rules for this are hidden, but all you need to know is no two attempts should be identical. There will be similarities, with the intention being as you play through you as players and characters learn things that assist you through the game, e.g. "We know these plants are actually explosive, so we can use them against the enemies now" or perhaps "that last time we rested at this shrine we woke up even stronger, we should rest here now instead of moving on." As a note, for room generation I will be using a 3d6 system. So some room types are more common than others, you will learn this as you play, but it also means what rooms/events occur are also random. Inspiration Basically every rouge-like you have ever played, however the map and room design is based on the Curse of the Dead Gods game.
  4. Character Creation Questions Below is a collection of questions that have been asked OOC, along with my response.
  5. Character Creation Quest Those strong and able, seeking gold or renown. Within the caverns of the Craven Valley lies the temple of a Dead God, within it my son entered almost two weeks ago. Please learn what has happened to him, and if alive bring him back. Fifth payment made at entrance of cavern, remainder on evidence of death or safe return. The message on the quest board was simple, in a small town in the middle of nowhere. It is something you and your team could deal with, so taking on the quest was a no brainer. Little did you know that this little cavern is a one way journey, those that enter never get out. - - - - - - - - - - - - - - - - - - - - - - - - - You will be a group of characters that all know each other, and perhaps friends, family or just a group that have done a few jobs already. The only thing that matters is for the most part you like and trust each other (or at least, the majority of the team). I will judge character separately, and after the players are accepted there will be a brief period to allow all players to chat and merge backstories a little. Below is what is required for character creation. Create a public thread. You will be level 1 Common classes only (no gunslinger or inventor). Common and uncommon ancestries are allowed. Common and uncommon backgrounds are allowed. Starting gold is 20 gp, this is base 15gp from character creation + 5gp from the quests pre-payment. Give and overview of the mechanics for you character, e.g. "I am playing a Champion who intends to be on the front lines, taking all the damage." You do not need to create a sheet at the start, however you can if you want. Describe the character, how to they look and what is their personality? I want to get an idea of how they will interact with people. This rouge-like dungeon crawl is all about getting to the end of the dungeon and getting out. Meaning, you character needs a strong reason to always try and get out, to push forward and return to the real world. If a character decides, I give up, I am just going to live in this cave, they have basically died at that point. If you decide this fits the character for one reason or another, we can look at introducing a new character. Brief history, though don't go over the top. Once you enter the dungeon the outside world will not matter as much. I will pull from your story to create interesting NPCs etc within the dungeon, so do have something of note. You simply do not need to write 1000 words. We are not playing in a pre-set world, so you are welcome to create names of cities and the like and I will integrate them into the game. Secrets, within your application use the private tags and create a minimum of two secrets. These should be things that make your characters life a bit more troublesome, something not known by other players. The Dead line for this is the XXX of YYY.
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