I'm sure you'd have some interest for the very reasons you mention. Some players play a book or two of an AP, only to find it die under them for whatever reason and they have to look for another group running the AP which has them often starting at book 1.
Of course, you'd need to sum up a 'what has gone before' tid bit of lore. Some paths really have a lot of directions they could go (Kingmaker comes to mind)
Okay, made up a profile page for Marcias here
A human witch bastard of Surtov heritage who really has a grudge against how he and his mother were treated by his father and some other relations. While his alignment is true natural currently, the right crew might get him to become a better person yet.
The background is also in the profile, but in case you want it here...
Background:Young Marcias dressed in his finest clothes. Today would be the day he was presented to the proud Surtova family. While he was a bastard, the lad knew that he still had a chance to land a fine position in service to his father's household. It would certainly be better than growing up to be a cobbler like his mother. At only 13 winters, he already had ambitions, and some would say that more than anything else was a sign of his heritage. His father, Adarias Surtova, was a baron of the Surtovas, but had great ambitions himself, and if one of his bastards turned out to help further them, he'd certainly consider putting the lad to work.
Unfortunately for Marcias, he never saw the kidnappers coming. Somehow word had gotten out that the boy was claiming noble blood, and that, the criminals realized, was an excellent chance to make some coin. Marcias hadn't even made it to the keep when he was stuffed into a bag and held in a cold cave for ransom. Marcias held out hope though, that his father would ransom him, or better yet come to his rescue.
Yet Baron Adarias sent no rescue. Indeed, the wily noble was sure that no bastard, however talented, was worth the cost being asked for. Instead, he spread rumor that there was no bastard, that the foolish brigands were as much con men as kidnappers. The kidnappers themselves were suddenly at a loss whether to let the boy go, or kill him outright as even they had doubts now about his high claims.
Marcias was scared when he heard his father would not be aiding him, but while he felt fear, he felt betrayed even more. Had he not found the fox, no doubt he would likely have been killed.
"You need to look ahead next time," The fox seemed to say.
"I suppose you always do," He muttered bitterly.
"I try. You should be more like a fox yourself. A fox knows not to trust too easily. A fox knows more than one way out. A fox doesn't just look right ahead, he listens far. I could teach you to read the signs, and..." The fox tilted its head, "Curious. You came this close to changing the world. I would have liked to see that."
"Well, not you alone, of course," THe Fox said, "But yes."
Marcias paused, "How about a deal. You help me escape, teach me some cunning, and I'll let you come along. Maybe Pharasma will allow me the fate she originally had planned after all?"
"You call on the lady of omens?" The fox said, sounding surprised, "Had you asked in anyone else's name I... very well, young Kit. I shall aid you. First of all, look for where the water runs..."
It was not easy, but with the Firetail's help (For that is what he decided to call the fox), the young lad escaped.
When he arrived at the gates of his father's keep, he was disheveled and half starved. Instead of the warm introduction, he found denial. He was told his mother was a lying whore hoping to make quick coin by foisting off some commoner child as a true Surtov.
Marcias was bright enough to realize what had happened. The baron would lose face if it was ever discovered he left a son, even a bastard, in the hands of mere brigands. Marcias tried once more to sway his father, but the baron had him whipped and chased off.
But Marcias still had Firetail, and he still had a destiny, or so Firetail claimed. His familiar opened secrets to him, and Marcias headed south. When word came that the sword lords sought adventurers, Marcias decided to test his witchcraft. He would change the world, and force other nobles to accept him, and remove the slander they'd spread about his mother.
Wrath of the Righteous- 4 stars, maybe 5. I LOVE The concept of this one, and am actually playing it PBP. I DO worry I'm going to mess up on the mythic rules since I'm still a bit behind compared to many to the core but that's the only flaw. I know folks love their shades of gray, but sometimes the streaks of bright color plunging against the darkness is a beautiful thing to take part in. And no one can say the stakes aren't high.
Mummy's Mask- 3 stars. Maybe 3.5. I'm not really that big on ancient Egypt, though I did enjoy the Mummy movies and I'm going to try to keep an element of that in my mind. Still, I'll try being a player in almost any AP once. This one sounds like it might be too dungeon heavy, but I'm wrong on that I think I'll be happy to be proven wrong. Learning about Paizo's take on the culture might mean a lot more fun than I'm expecting.
Iron Gods- 3 stars. I'm not big on the mix of alien tech with barbarian splendor, but then again, I LOVED Thundar the Barbarian, and now that someone else has made that connection, I find myself warming to it. I think if I can just get past that mental hurdle I've put in my own way, this may surprise me. Maybe I'll play a druid just to show those techno savages that nature still rules supreme!
You know it's a darn shame there seems to be trouble for those who are by now, long over due their product because otherwise this is looking to be an amazing one.
Heck, for those NOT sick of 'the few good drow' (And I can't blame folks if they are) concepts, this would even be a chance to have escaped common drow (Maybe united by illegal worship of a celestial patron?) play the roles of good guys as they go from escapees/outcasts/untouchables to heroes
Congratulations to those that made it!As for the rest of us, this is looking to be a pretty cool adventure path and I'm sure we'll see it on the recruitment boards again :)
Joking around mostly :) And thanks.I don't envy our GM having to pick between all these selections though.
Ok, updated Ulkra who is facing stiff competition :) I don't have a surname/clan name for her yet, but I think I'll leave that open so that if she makes it to the final selection, and if it's okay with someone, I can make her a cousin or even sister of a nonroyal. If that doesn't work out, then I'll just go with a surname all on her lonesome
Yeah, it's work like that that makes me hope I get into your game :)
I haven't got all my gear anyway since I don't know what masterwork weapon I'll be getting until I figure out what deities are allowed so off to the grocers, thanks :)
Ok. I have a background written up for Ulkra, though it's very vague in parts since we don't know yet about the patron bit which I assume would be our deity?
Almost all dwarven children are given a chance at the forge. Ulkra's earliest attempts were certainly memorable. She stumbled over a bellows, causing it to blow embers into a master smith's beard while she, still on her way, continued to crash and knock over an entire tool rack alerting the guards to what they thought was a battle breaking out.
Ulkra herself was none the worse for wear, surprisingly, though she was deeply embarrassed. Her clan elders were patient at first. They were sure she would grow out of it. A few years, and many many accidents later, they began to shoo her away from the smithies, and clayware, and ...well, almost any place not in need of a fumblefoot such as she. Ulkra was a sweet girl, but she was just plain clumsy and dwarves, with their renowned lack of tact, didn't try to sugar coat it for her. Though, most had to admit that while she had more than her share of crashes and falls, she bounced remarkably well.
One place she found more patience than most was at the temples. In the churches of the dwarven gods, she found acceptance, and yes, purpose. One god in particular called to her. She had odd dreams of turning her back to the sky and heading down to the ruins of an ancient city. While she wanted to believe it was her patron guiding her, another part of her wondered if it wasn't hubris to assume she was special enough to warrant such a vision when it could just be a dream.
Then she found 'the weapon', a lost heirloom of a lost city. This was the final sign she needed to convince her it was not mere vanity that was pulling at her. The weapon was perfect save for a single missing gem. When word came that others sought to reclaim a lost city as well, she made haste to follow them. They would need healing, and holy power, and surely her god meant her to go or why else the odd dreams? She was sure they'd accept her, as long as she didn't trip over them when asking.
and tied to that
Campaign Trait: Relic of the Dwarven Smithy
Oh what the heck. Standing out in this crowd is going to be hard, so rather than pick a class upfront, I'll take two unusual characteristics for Focus and Foible, see what the rolls bring, and hope the end result is different enough to inspire :)
Con for Focus 18
EDIT: Okay, going for a cleric, perhaps one who wishes admires craftsmanship but finds his/her fingers fumbling when trying to take a hand to it him/herself :) On the other hand, said cleric really takes a licking and keeps on ticking even compared to most dwarves
So with typical dwarven modifiers, we're looking at
Edit 2: Like others, much will depend on the nature of the patron but I'm feeling flexible and can adjust. I may play a female since I suspect we may otherwise be a bit of a guyfest
Big OM wrote:
I just read some of the ap, what setting do you think would be best all dwarfs, all dark elves (7 or less?), a random good or a random evil party?
I'd like to see all dwarves myself, or maybe all dwarves and one token non dwarf (who would no doubt still need some way to see in the dark preferably without a light that screams 'attack us' :)) I prefer the good side of things
that said, the dark elves story could still be quite interesting and I'm sure would get many takers.
Heck, I would jump on the chance for either :)
You know, I'm tempted to run this myself. The problems with trying are this:
So I'm REALLY hoping someone else steps up :)
Folks, I'm a player in Birch's Price of Immortality game. He's a good GM who lets us liberally pepper even our fights with PC banter and tries very hard to keep things fair.
So it will probably come as no surprise that I'm dotting this to get my own chance at a second game with him, provided he's not bored with me yet ;)
@Waiph, I did not know about that wild arcana option (I'm still looking over the mythic rules) but yeah, that's SWEET. It certainly gives a sorcerer like edge to the wizard's expertise.
If no one plays a paladin, I'll be very surprised. This AP is probably the most paladin friendly one I've heard of in awhile. If you're asking for just anyone's opinion, that's the one I'd suggest over the bard, but either could be useful and you should play what you like.
@Variel- Thanks. I'll see what I can whip up on a Riftwarden traited fellow.
I'm still waffling between the Stolen Fury Monk and the sorcerer or wizard Rift Warden. It seems like we have a lot of skirmishers, so the monk might be redundant but the Champion role sounds fun. The Rift Warden has an interesting mystery involved, but a melee type might be easier for me to run.
Then again, you guys have always been quite helpful so that might not be an issue.
Variel, you're GM for this one, any suggestions on which the group needs more? the only thing I'm not interested in is the trickster
Oh, I'll definitely try to form attachments and friendships with as many of the other characters as I can. I may steal your ideas there as they seem a good way to establish the basics.
Variel Nightstorm wrote:
I'm torn by Monk, Stolen Furyor some sort of sorcerer or wizard Rift Warden
Either way, I won't be an Aasimar :)
If there's something we really need instead, let me know.