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Kajehase wrote:
From the PF settlement rules: Small town 201–2,000Large town 2,001–5,000
You can always let him bash things and let the RP creep in slowly... The Kobold Press/Open Design solo adventure line is called Party of One btw. and the modules are for true solo i.e. GM-less play. But you should be able to adapt many standard adventures to solo play if you choose the one for about 2-3 levels less than he is. Another nice thing for GM-less play or GMing assistance is the Mythic GM Emulator a product that has received high praises. It is a system-neutral campaign/adventure/plottwist generator. There's a free website version available (see the product discussion thread) but you'll probably need the PDF for explanation.
Check out this post for some links to d20 and PF solo adventures. And this old post on ENworld for even more d20/d&d solo adventures
As for newer stuff I think Kobold Press has some solo adventures.
Nice. Someone should photoshop the Razor Coast map over this pathfinder society map of Golarion from the blog.... Check out my first try here...
Not bad. Make sure to prepare the environment in her favor. Also she needs monstrous/demonic/enslaved allies. The high level module witchwar legacy could perhaps provide some of both...
CalebTGordan wrote: The island only has a few square miles, so there is little room for any chaotic elements to stay hidden, especially for 150 years. Where do you get this info on the island's size from? On my maps it seems to be a lot larger: almost. 50 x 50 miles. I just recently aquired the ISWG, and there is now a neighbour island named Two Tree Island. Anybody got any info on that one?
bookrat wrote:
Dungeon mag had a 1e heist, and there are a few d20 ones some of them solo some not. Check out the Burglary and other fine hobbies thread for some nice links on heist rules and heist type adventures...
CalebTGordan wrote:
Well the resistance is hinted at in it's description. And also the forests/jungle parts to the island, so there are bound to be a few native monsters. And some monsters are very good at hiding. Maybe underground or high up in a mountain. Or just in the uninhabitable jungle parts. From the Wiki: Some foreign sailors perceive an undercurrent of fear beneath the citizens’ apparent contentment. There are even tales of rebels opposed to Mengkare’s rule hiding out in the forests at the far side of the island. Quote:
This ban also carries the consequence that magical healing is really hard to come by. I also imagine that a few Hermeans might develop oracle abilities.
Check out the recommend a generic adventure thread for generic adventures adaptable for any campaign. Though adapting to arabian/katapeshi flavor will probably take a bit more work.
CalebTGordan wrote:
Do you mean the nation, the city or maybe only the leader Mengkare himself? The nation was always listed as TN, the dragons alignment is what is heavily discussed...
Yep the nation is TN in the campaign setting. Which says something about the reality deviating from the intent. I see the capital as LN aligned, so here at least the lawful part of M's vision remains intact in its execution. With the capital holding most of the inhabitants we could assume for the same of this thread that it is LG. but the nation is bigger than the capital alone.... I also added a couple of smaller rural settlements of LN and once even LE. For me Chaos is represented in the island by the old natives (a powerful CN or CG nature fey and other nature/jungle type monsters opposing the civilization theme of Hermea) with CN/CG Druidic faith becoming part of / involved in the resistance movement. Which also fits nicely with religion being outlawed. The what if IMO is if Mengkare is LG or LN but it is quite another thing as the nations alignment.
From the Ask Sutter thread: 6. What is Mengkare's age category? The circa 2008 Campaign Setting says he's an "Old" dragon. Sutter: 6. I don't think we've updated that in print since the Pathfinder RPG update, so I won't say, but I believe he's *quite* old and powerful... So no great wyrm. But may possibly have advanced to Very Old now, which is CR 19. Access to True Seeing and Geas/Quest. 6th level casting if very old, else only 5th-level. So by no means artifact-level awesomeness. He's a nice capstone for a high level adventure/AP, but can be overshadowed by mortal NPCs in a specialized area. Especially spellcasting. I started worldbuilding Hermea's capitol and the island and there could (and imho should) easily be some NPC players on his level (I.e. CL 13-17+). So it's not so easy and clear cut as many think, even with this small a nation. Maybe Mengkare is LG, the state is N as listed in the 3.5 CS, and the city is LN. Chaotic elements are hidden in the Jungle but also present in all of the society. (And not only societies ejects. What natives were there on the isle before M settled there?) Also after reading the old Dragons Revisited I wonder if Mengkare acts as mentor to any silver dragons as gold dragons are said to and if yes who they are. Also what do the other Golds think of his experiment? The humble Great Gold Wyrm from the capital of Nidal lives not too far away.
Martial Artist monk archetype can be non-lawful iirc. Random Cayden related stuff:
Do you actually mean the Free Hand Fighter archetype? Or just the concept of using a one-handed weapon only and no shield.
Check out Gothic Earth Eternal for a PF rules reboot of a horror RPG set in the early 1900s on Gothic Earth.
Check out the What are your thoughts on the Inquisitor thread for how they are good and what you can do with them. Tsukiyo has interesting domains so if you're after the domain powers you need to go with cleric. Inquisitor sure sounds fun though... What do you want to do with this PC?
How about a worthy and easy task, a good Diplomacy roll (overcoming your phobia of avians) and a large bribe? Tales of Wyre wrote:
Detect Magic wrote: Not everyone wants to play a bard that sings or tells stories or dances. When I think of a bard, I think of instruments. I think of minstrels playing mandolins, lutes, drums, and flutes. Why should I have to sacrifice mechanically for what amounts to flavor/roleplaying? I'm not saying that the non-musical performances are invalid, just that they shouldn't be the only mechanically-viable option. What exactly are you sacrificing mechanically? Well it's a different style of bard. A minstrel won't excel in combat naturally, but maybe he boosts his cavalier companions skills in a joust or tourney melee, or he excels in social encounters or he's just a performer, and/or spy. The 2e complete bards handbook had great RP advice for different bard kits. It also featured a fame/infamy subsystem which interacted with performances. All in all a bard will not quite fit in a combat oriented vagabond hack and slay or dungeon crawling group/game though he can be made to fit. A lot depends on the game/campaign's style and the GM including social elements and a social environment.
Nicos wrote:
He's a dabbler in many skills , arcane magic among them. He still learns his spells but casts them differently than a wizard in an intuitive improvised way similar to a sorcerer.
Cyrano de Bergerac : bard/duelist
You can also have a bard's bard, wearing tights and strumming his lute, but it takes some player skill. In fact I'd very much like to see a well done novel with a true bardic bard protagonist. KAM could do it.
Yep the one on ENWorld is the one I remember. Sign up on the ENWorld forums, they're great! Also i found this Monster Mash Bestiary pdf from a link to d20radio in this post Quote:
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