
GM Weynolt |

I am interested in putting together the Serpent's Skull AP to GM as a one player experience. I'd rather not try and juggle the schedules of 4-6 players on top of my own, and think this would lend itself to a bit more depth of storytelling. New players encouraged to apply. Here's what I'm thinking:
I can post about once per 1.5 days, as I'm blocked from the boards at work and don't want to play by email.
The PC will be able to attempt to recruit from a selection of NPCs, some available immediately, more along the way.
Character creation
-Ability Scores: 15, 14, 13, 12, 10, 8
-HP: Max at 1st level
-Backstory: Include a significant event from the PCs family history, the PCs childhood and adolescence
-Gold: Max for class
-Traits: 2 total, one from the player's guide
-Classes: Core, APG, UM
Questions? Post below. I may not have remembered everything.
Recruitment closes 7/1/11 at 7:00 am EST. Game begins 7/4/2011 at 9:00 am EST.

GM Weynolt |

Correct, one on one (or one and one).
In addition to using the built in NPC allies, adding additional options at the beginning and along the way. The PC can recruit up to 5 additional NPC allies.
At certain instances, direct control will be offered to the player, though this will be relatively rare.
Not to claim that it will be anywhere near as good, I'm hoping that it will be an experience similar to the Baldur's gate CRPG in terms of making the main character the most important, though not necessarily the most powerful.
As this is the first time I'm attempting to run something like this, if you have feedback on what has and has not worked well in your experience, I'd be grateful to hear any advice!

Shanosuke |

I'm interested. I spent some time thinking on it and if there will be support NPCs it should work.
In my experience, and I have had a lot of one on ones, the campaign needs to follow the whims of the player your running. I have learned that they often will throw a monkey wrench into the story when it is left up to them so as a DM you need to be adaptable to whatever the player does.
I've had a few players who had gone way off the main plot and in many cases I find it more entertaining to just work with what they do.
However, I am willing to play this campaign the way its suppose to go. I have at least read the players guide and I have some idea as to what to expect from the first chapter, though the rest of the campaign is still a mystery to me. I will follow the plot as long as the path is an obvious one.
I made made a half-elf Rogue who plans to go bard and then work his way into duelist. He is a Adlori duel blade wielder and I plan to have him be good at combat. Thing about a single player campaign is that the "Main Character" is suppose to be the one who does all the good so I spent a lot of time making this character. So he should be good at both skill use and combat. Now I was wondering if I could either roll my ability scores or buy them? If you want me to use what you have then I can adapt. If you need a backstory for him then I'll will have it once you respond

GM Weynolt |

Shanosuke, if you have a character sheet for your idea, go ahead and post as a profile or link to external page. For ability scores, I'd like to stick with the array in the original post. For your backstory, include information as requested above, and the reason why your character is heading to Eleder in Sargava.
TCG, feel free to post an idea if you have one.

Shanosuke |

Ok, I'll roll with the stats you got. Here is my story followed by my stat block.
Aaron Tallarn was born into a noble family as a love child between an human stable boy and his master, the wife of an elven noble. Both the stable boy and his son were banished and forced to wander. The stable boy, a mere lad of seventeen going by the name of Rohner, took care of his son as long as he could. Rohner was the son of a great Aldori Swordsman. His father had given Rohnor his sword as a final momento on his deathbed. That was when Rohner was ten. He was never able to get much practice in as he had to work to take care of his mother. But Rohner new a lot from books. Rohner traveled back to the land of the Aldori swordsman and brought his son with him.
Rohner raised Aaron there for a time with some friends of his fathers for about 10 years. Eventually they left due to some issues within the guild. Forced to wander to try and prove himself to the guild, Rohner faced many challenges. His son to faced them at his fathers side until the day Rohner met his match. Another swordsman slew Rohner. To avenge his father, Aaron took up his father’s sword and defeated the murderer. Aaron only took the hand from his father’s killer and nothing more. Feeling it pointless to kill the man, Aaron decided to leave. Finding no peace or purpose, Aaron would explore the vastness of Golarion, digging deep into the lores of the land. The history was the most fascinating part of Golarion. He would read books that told stories of the past. Anything he found that dated back would pique his interest.
However, nothing would excite Aaron more than the day he found the sea. Since Aaron was something of a nomad, he spent much of his time at sea. He liked visiting different ports and seeing different cultures. His father’s sword was always at his side and served him well in his adventures. He would go to taking on any job he could find as a sailor. Eventually his duties led him to the Jenivere. A fine ship he would enjoy working with her crew.
AARON TALLARN CR 1/2
Male Half-Elf Rogue (Swashbuckler) 1
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +7
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +1
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Masterwork Sword, Aldori Dueling +4 (1d8/19-20/x2) and
Unarmed Strike +2 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 10, Dex 15, Con 10, Int 14, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Heirloom Weapon: Sword, Aldori Dueling, Masterwork Sword, Aldori Dueling, Jenivere Crew: Survival
Skills Acrobatics +6, Climb +4, Craft: Carpentry +8, Diplomacy +5, Disable Device +8, Knowledge: History +3, Linguistics +6, Perception +7, Profession: Sailor +5, Survival +6, Swim +4
Languages Aklo, Aquan, Common, Dwarven, Elven
SQ Earplugs, Elf Blood
Combat Gear Leather, Masterwork Sword, Aldori Dueling; Other Gear Artisan's tools, masterwork: Craft: Carpentry, Earplugs, Flint and steel, Ink (1 oz. vial, black), Inkpen, Thieves' tools, masterwork, Waterskin
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SPECIAL ABILITIES
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Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Honestly, I've been wanting someone to DM me for a good long time. I'm glad I've found this site. I've always wondered what it'd be like to be run in a solo campaign too. I put my fate in your capable hands almighty DM.

Shanosuke |

I was always good in geography back in high school. Should be fun. Thing is, It is really up to me to make this as entertaining for you as possible. If I ever start to bore you, let me know. I've DMed many people one on one and the major thing to player has to worry about is boring his DM.
It also depends on how interactive the DM can make the NPCs with the player. Talking to game bots is really tough unless the DM is really go at playing several different personalities and having them react and respond differently to the player's actions or his conversations.
Best of Luck sir DM. I will follow your lead.

GM Weynolt |