Nazard's So You Want to be a Hero

Game Master Nazard

Useful Shorthand:

Perception
[dice=Everard]1d20+1[/dice]
[dice=Felux]1d20+4[/dice]
[dice=Zayla]1d20[/dice]



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Discussion thread for the QfG 1 game.


Quest for Glory 1 was my first introduction to fantasy games of any kind, long before I was into pen and paper games.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Heyo! :) Once you've got character creation rules up, I'd love, love, love to put in my bid for participation!


Spells from Quest for Glory 1 and my ideas on how to incorporate them into a spell-point system:

Zap: Arcane Strike feat; 0 mana points; magic-user starts with this feat
Open: like the cantrip, option at 4th level to turn it into knock for double cost; 2 mana points
Fetch: mage hand, but 5 pounds per level; 5 mana points to cast, plus 1 point for each round it stays active
Calm: sleep spell; 4 mana points
Dazzle: daze spell, no hit die limit; 3 mana points
Flame dart: produce flame; 5 mana points to cast
Trigger: no counterpart to Pathfinder, just does what it does in the game, plus it can trigger mundane traps: 3 mana points
Detect: detect magic; 2 mana points to cast; magic-user starts with this spell known

Magic-user could start off with a pool of 10 mana points per level, plus 10 per point of Intelligence bonus.

Otherwise a magic user would just use the skin of a sorcerer in terms of hit dice, BAB, skills, proficiencies. We'd have to be careful of a bloodline though and pick one that fits the setting, or just create a custom one that works on the same mechanics.


Fighter could just be a fighter, preferably without one of the more bizarre archetypes. A game like this could be just one to play a traditional sword-and-board fighter in and not worry about being ineffective.

A melee ranger could also work.


Thief could just be a plain old unchained rogue, Dex-focused.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I'd like to recommend tweaking Daze for a system similar to Open; option to turn it into Daze monster for double cost at 4th level.

So, what other rules for character creation?
Species, ability points, etc.


As for other creation details, I'm thinking 15-point buy, human race, background skills, and two traits (three with relevant drawback).

Not sure if I would limit starting equipment to the game's starting equipment or not. While I plan to follow the plotline of the game fairly reliably, I wouldn't want it to become a railroad situation where the PC(s) have to solve the puzzles exactly the same way as in the game.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

How about Gnomes and Half-Elves? Both showed up in the games.
I am only asking!


Sure, daze monster would work, though I figured by removing the hit die limit, that keeps it relevant for the whole game (though daze monster would have a higher save DC, okay let's go with that).

For that matter, flame dart could upgrade at higher levels as well. In the game, your flame dart does more damage as you increase its skill. I don't want to get into tracking ability with different spells (way too meta-gamey for this), but it could do additional dice of damage at higher levels, in addition to lasting longer, or for that matter, just make it like magic missile, only make them fire damage instead of force damage.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Suggested tweak: maybe use Arcanist instead of Sorcerer? It'd explain how the magic-user can learn spells from scrolls, yet casts from on the fly.


Lym Blackhand wrote:

How about Gnomes and Half-Elves? Both showed up in the games.

I am only asking!

They did show up, but their role in the game was to be strange and alien to the hero.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

As for the Flame dart: maybe you could adapt a spell from 3.5; Lesser orb of fire. There was an upgraded version, Orb of fire, too, and the spell did not have a guaranteed hit like Mage armour, so you can preserve the feel of the Flame Dart and use the upgrade mechanic.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16
Nazard wrote:
Lym Blackhand wrote:

How about Gnomes and Half-Elves? Both showed up in the games.

I am only asking!
They did show up, but their role in the game was to be strange and alien to the hero.

Fair enough! ^_^


Lym Blackhand wrote:
Suggested tweak: maybe use Arcanist instead of Sorcerer? It'd explain how the magic-user can learn spells from scrolls, yet casts from on the fly.

I was just going to make the scrolls in the games scrolls of spell knowledge magic items. The problem with the arcanist is then you start piling on other abilities that weren't in the game.

If we're going to limit the available spells to the 8 from the game, there's no reason really to worry about a specific spell-casting class.

Just give the magic user d6 hit dice, half BAB progression, good Will saves, sorcerer class skills and skill points, no armour proficiency and simple weapons (or even just dagger, staff, club, and maybe spear). Give them a mana pool based off of Intelligence, the Arcane Strike feat for free, and they're good to go.


Lym Blackhand wrote:
As for the Flame dart: maybe you could adapt a spell from 3.5; Lesser orb of fire. There was an upgraded version, Orb of fire, too, and the spell did not have a guaranteed hit like Mage armour, so you can preserve the feel of the Flame Dart and use the upgrade mechanic.

That works for me. I remember that spell, my 3.5 rogue/sorcerer loved the lesser orb line for ranged sneak attack goodness.

Something like this:

Flame Dart: (base cost: 5 mana points; range: close) The magic-user creates a small orb of flames in the palm of one hand, which he can throw as a ranged touch attack which deals 1d6 + 1d6 per level of fire damage. For an additional 2 mana points, the magic-user may add his Intelligence modifier (if positive) to the damage roll.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Now that you mention a rogue/sorcerer: what is your DM's ruling on multiclassing? In a small, tight-knit group, some of the players might want to drop a level or two so they can pick up the slack if another member needs help with something.


Lym Blackhand wrote:
Now that you mention a rogue/sorcerer: what is your DM's ruling on multiclassing? In a small, tight-knit group, some of the players might want to drop a level or two so they can pick up the slack if another member needs help with something.

I had thought about hybrid classes. When I was just thinking of a solo game, if the player wanted to be a fighter/magic-user, there is the magus, and if wanted to hybrid all three he/she could play a bard. Not sure what he/she could play if he/she wanted to hybrid magic-user/thief.

As for plain old multi-classing, I would expect the hero(es) to end up at level 5 upon completion of the "module" (meaning they would be 4th level by the time they snuck into/assaulted the brigand fortress). Therefore, if a player wanted to multi-class as a way of making hybrid characters, there's nothing stopping them.

Grand Lodge

I know nothing about the game, but I've always had fun with you two, so, if you'll have me, I'm in. If you'd rather have someone with more knowledge of the source material, I'll understand.


The premise behind the game is you are a graduate of the Famous Adventurer's Correspondence School and answer the advertisement from the valley of Spielburg for a hero.

The setting is very Germanic (Black Forest, etc.) and the computer game combined typical fantasy RPG elements with several creative anachronisms.

If we're having a player who has never played the game before, then we need to stop talking about spoilers.

Question: do the game in Glorianna, the alternate-Earth the game is set in, or import Spielburg into some backwater part of Golarion, like northing Taldor? Since there's no divine magic and nothing to do with other elements of Golarion, it doesn't really matter except for giving players ideas on character creation.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Alright, Lym here.
I've got the basics for my character ready!
If you'll tell me about bonus languages allowed and what my starting gold situation is, I can do some more. :)


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1
Nazard wrote:

The premise behind the game is you are a graduate of the Famous Adventurer's Correspondence School and answer the advertisement from the valley of Spielburg for a hero.

The setting is very Germanic (Black Forest, etc.) and the computer game combined typical fantasy RPG elements with several creative anachronisms.

If we're having a player who has never played the game before, then we need to stop talking about spoilers.

Question: do the game in Glorianna, the alternate-Earth the game is set in, or import Spielburg into some backwater part of Golarion, like northing Taldor? Since there's no divine magic and nothing to do with other elements of Golarion, it doesn't really matter except for giving players ideas on character creation.

I vote for Glorianna! :D


I don't have the foggiest what QfG is, but I will look it up!


Well, I'm thinking standard starting gold (average or roll), and you can buy standard gear plus alchemical if you wish. I'll have to figure the price of things in Spielburg on the fly.

Other option is to give you the exact gear the fighter hero starts with in the game, but I'd rather not limit player creativity anymore than will already happen.

As for languages, options include gnomish, elvish, goblin, draconic, giant, sylvan, and human languages (Spielburg language which we can call common for now, as well as pseudo-Arabic, Swahili, Russian, Greek).


Old Guy GM wrote:
I don't have the foggiest what QfG is, but I will look it up!

Don't do that...it'll ruin the fun!


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

To me, it is still the king of computer games. ^_^
One of the finest products ever produced by Sierra, the game lovingly crafted by Lori and Corey Cole. One of the saddest days in my memory was having to give up the boxed set of five games because my advancing computer no longer supported it. One of the finest was the day the boxed set of five games arrived on my doorstep. <3
You may have noticed that I still love it. ;p


Looks like we have enough interest to do it as a group. Seems that Lym has claimed the role of fighter, which leaves magic-user and thief.

If everybody is interested though, there's no way I'm turning anybody down so if we have more than three wanting to play, we can have duplicates. Only thing off limit is projectile weapons. This is an in-your-face kind of game, so thrown weapons only.

Besides, you got your training through a correspondence school. Archery is way too complex for that.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Eheh. ^^; I love all three classes, so I rolled 1d3 to determine which one I'd shoot for.


For those who never played the games...you don't really need to know anything about the setting. It's pretty generic fantasy (German fairytale, Black Forest region stuff), and nothing of world events impacts the game at all. The other locations traveled to in other games are supposed to be exotic and strange to the hero, so it would be best not to create characters from anywhere other than five villages over.

If we do it as a group, the PCs can all be from the same village, or they could all have met when they gathered for their graduation from the Correspondence School.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Alrighty, I think I've got the crunch done.
Nazard, would you take a look and tell me what you think? I'll be working on the background story after this.


It looks good, Everard. Did you go vanilla fighter, or are you using an archetype that just hasn't come online yet?

I'm going to change the introduction slightly, so don't put anything into the backstory past the part where you arrive at the pass into Spielburg Valley.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Backstory's up! ^_^ This way, Everard has a driving reason to go out and be a hero, and no connections to call him hence or worry about him.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1
Nazard wrote:

It looks good, Everard. Did you go vanilla fighter, or are you using an archetype that just hasn't come online yet?

I'm going to change the introduction slightly, so don't put anything into the backstory past the part where you arrive at the pass into Spielburg Valley.

I'm going basic Fighter. ^_^ I hope to invest in Mobility and Spring Attack as I level up, but we'll see what happens.


So more thoughts going forward...

The setting is quite low magic. There are eight NPCs in the entire adventure who use even the tiniest bit of magic themselves (and some of those are just using magic items, which are also rare). Magic weapons and armour, even a +1, are the thing of legends.

Divine magic doesn't exist. Healing is mostly done through herbs and the Heal skill (which would be very beneficial for at least one Pc to have).

I'd like to use a modified version of the Vigor/Wound point system.

Vigor points represent stamina and endurance. They are calculated like normal hit points (hit dice + Con modifier). Wound points represent physical damage and equal your Constitution score. Fighters get +10 and thieves get +5. Favoured class bonus hp are wound points, as are the points from Toughness.

Normal attacks deal vigor damage until you run out, then they deal wound damage. Criticals and precision damage deal half vigor and half wound (which makes them very nasty). Anytime you take wound damage, you become fatigued until you receive magical healing (potion) or have them treated (Heal skill; DC 10).

Vigor points are restored at a rate of 1 per hour (and all returned after a night's sleep, which also restores 1 Wound point). Healing potions give you 1d8 vigor points and 1 wound point. Treat Deadly Wounds and Long-term care restore wound points.


Human Rogue 2| AC 17, FF 13, T 14| VP 14/14 WP 20/20| Perception +5

So I'm going with the rogue. Here's the basics. I'm still working on the backstory and need to buy gear, but the numbers are where I want them.


Looks good so far. Feel free to go unchained rogue if you like.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Felix, I think you can still take a bonus language.


Nazard wrote:
Old Guy GM wrote:
I don't have the foggiest what QfG is, but I will look it up!
Don't do that...it'll ruin the fun!

I guess that leaves you with the magic-user. Care to give it a go?

Grand Lodge

I know what languages do I have to choose from?


Nazard wrote:

Well, I'm thinking standard starting gold (average or roll), and you can buy standard gear plus alchemical if you wish. I'll have to figure the price of things in Spielburg on the fly.

Other option is to give you the exact gear the fighter hero starts with in the game, but I'd rather not limit player creativity anymore than will already happen.

As for languages, options include gnomish, elvish, goblin, draconic, giant, sylvan, and human languages (Spielburg language which we can call common for now, as well as pseudo-Arabic, Swahili, Russian, Greek).

Unless you have a backstory reason to choose a human language, your character is probably more likely to know one of the non-human ones. Of the human languages, Arabic is your most likely (called Shapeiran), or Russian (called Moldavian).

Grand Lodge

I'll go with sylvan, I think.

Also, what gods are we using or does it matter?


No gods at all. Nobody on Gloriana worships anything, except a few whack-jobs who worship demons or other evil powers.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Well, in the games there was Sekmet. Poseidon. Tyche.


Like I said, I don't know game five very well.

And I forgot about Sekmet, though I think only liontaurs are allowed to worship her.

So if you want a god, pick a Greek, Roman, Norse, or Germanic one, but religion doesn't play a significant part of the storyline. Mortals are pretty much in their own on Gloriana.


Just waiting to hear from Old Guy if he'd like to give the magic-user a try. Aurora posted in the RotR game thread without expressing any interest, and Javell was a no (though maybe we can arm twist him if needed).

Other than that, I'm ready to start. I'll do maps and stuff as we go.

Are we okay with the vigor/wound system, or would we prefer standard hp?


So, was Everard the name you always gave your hero whenever you played?


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

Naw, my name was E.C. ^_^ Or at least it had become such by the time I figured out how to play properly (I started with the type-version, as opposed to point-and-click).


I put up a map of Spielburg Valley. I've expanded the farm area to allow enough farmland to actually feed a small town and castle and changed the direction the lake/river flows, but everything else should be the same as the computer game. So far it only contains details you would be able to see when you come up over the pass to look into the valley, so there are no spoilers.


Male Human Fighter 2; Initiative +1; AC 19 (+1 Dex., +1 Dodge, +5 armour, +2 shield); VP 20; WP 29; Fort. +5, Ref. +1, Will +1

:D I feel so very, very happy, seeing that map. You have no idea.


Have you been going around all day humming the theme song as well?

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