Once upon a time...

Game Master Lloyd Jackson

The players and the places



Inspired by DM Jelani, and those other brave souls who have posted something like this before, I'm dipping my toes in the PnP DMing pond with a solo campaign. The twist? You pick the campaign, style, and level.

I have access to all the adventure paths, from the original Rise of the Runelords up to Shatterd Star and the Anniversary Edition(Hurray for big packages!), many of the modules, just say the one you are thinking of, and am open to that odd idea you've been wanting to try but never had the chance, clandestine servant of Desna operating in Nidal anyone?

As for crunch stuff, tell me what you want. 1st level commoner to 10th level Summoner/5 tier mythic(When the playtest comes out.) What matters is your idea. If I like it, and you like me, then let's give it a go.

Minimum number of posts is likewise flexible. I'm a university student with a busy schedule, but plenty of net access during the day. So if it's a few days between posts, I won't cry. If it's many posts a day, I'll try to keep up.

Campaign hints:
If you're a bit indecisive, or are suspicious of unrestrained freedom and those who offer it, here are my thoughts(Not binding in anyway).

I like Paizo products and firmly believe that they provide a good base to improvise from, so pick an adventure path or module.
Adventure path recommendations: Kingmaker(It's the AP I've had the most experience with, and being able to really focus on kingdom building without other players distracting you would be awesome. Note, if you pick this one I will break the rules laid down previously and modify it fairly significantly. Magic Item BP is of the devil!)

Jade Regent(Party of NPCs all ready to go! Plus epic globe spanning quest with a lost empress and expanded caravan options.)

Shattered Star(It's new!)

Rise of the Runelords(It's Classic and New, plus the anniversary is just full of goodness. Also goblins.)

Second Darkness(It's got Drow, and none of this sissy woe-is-me crap. These are demon worshipping B@d@$$3$ bringing about the apocalypse. Everyone else on the boards will be jealous because they haven't played it.)

I'm going to stop now otherwise this entire thread will turn into me salivating over the APs. Sufficient to say, I recommend them all.

Module recommendations(Because how long do this PbP games usually last anyway.)
Crown of the Kobold King(Ran it, loved it.)

The only other modules I know much about are Carnival of Tears and Realm of the Fellnight Queen. Both of which I consider to be lost pieces of the greatness that is Kingmaker.

I also some fun third party stuff.
Tomb of Abysthor by Necromancer Games(The original Frog God Games), my single favorite dungeon/module/thing ever!

Warning! I do not recommend this option under pain of violent gratuitous PC deaths! Introducing!! RAPPAN ATHUK and THE SLUMBERING TZAR! Pathfinder Edition Also, Greg Vaughan is a sadist.

Crunch Hints:

Character: Levels 1-5. These are what I am most comfortable with, plus low level adventures are fun. At least I think so. For attributes, using 15-20 point buy is good. Monsters and classes are designed with this sort of power in mind. Also, since this is just you. Don't feel bad about playing a lower power of 15 instead of the usual 20-25. Be a normal person fighting the darkness. Rolling, any number of ways, is fine too.

Races: NPCs will react to you in large part based on what you are. A lone goblin in sandpoint is likely to be shot before having a chance to explain himself. While a human, depending on the type of human and current locations, can go pretty much anywhere anytime.

Classes: Any. Yes, even the maligned summoner and gunslinger. The more versatile a class is, the more survivable it will be as you won't have a party watching your back. However, NPC friend and hirelings can make up for this. Also, it can be fun to rely on your own talents, and dropping challenging foes with a single sneak attack is very satisfying. Since encounters will be designed with a single player in mind rather than a whole party, this will actually be possible.

Posting: Once a day is good, it keeps both of us involved. When it comes to combat, try for multiple times a day. Combat posts are usually pretty short and uncomplicated, so let's make the fights quick and the RP long.

I've been DMing and playing Pathfinder for about a year now. University is the first time I've had to actually play the game. Previously, in the bygone era of 3rd, I purchased a number of books, almost everything Scarred Lands to tell the truth, and dreamed of seeing these heroes and monsters come to life. As a result of much armchair gaming, and now some real gaming, I have a decent grasp of the rules. It's not perfect by any means though, so don't hesitate to correct me if I'm mistaken. However, rules come secondary to fun and reasonable. If the rules say you can do something, but I think it's a problem, I'll let you know and we'll come to a decision. That should be less of an issue here since overshadowing other party members won't, probably, be an issue. However, if the rules don't say you can do something, or more rarely, say you can't do something, and we both think that's silly, ignore/modify 'til we like it.

The desire for doing a solo PbP is threefold. First, I want to improve my role-playing skills. I feel that this is perhaps my weakest area as a GM and doing a solo game will require more and better RP from me. I'm running two groups right now and the players in both are great at turning random rolls and brief scene descriptions into something more, and I want to enhance that by making the NPCs they constantly interact with more alive and unique.

Second, there are stories that I want to see told. My friends and I are university students, so there is only so much time to play, and so much time before we depart, and it isn't enough to experience all of the cool adventures out there. Hopefully this will let me, and someone else, experience more of them.

Third, I've wanted to play a normal 1st level commoner, possibly with the young template, up against the horrors of a world meant for heroes and who eventually becomes one himself, and no one has offered that game to me, so instead I offer that chance to you. (Actually that's kind of how I got into DMing in the first place. If no one invites you to D&D, invite them to you.)

*Edit. For submissions, post the campaign(AP, Module, Homebrew), character(Class/Race), and level(Character level, Point-buy/General power level you'd like.) you would like to play. How much or how little you describe each up to you, but at least those three and a paragraph of background on your character and their place in the campaign.

Silver Crusade

Are you intending to DM or play?


Holy crap this sounds awesome! I'm also a busy university student, but I try to make time to post. Unfortunately, sometimes there simply isn't much to respond to, and I feel restricted by the complete and utter lack of direction; I hate feeling like I have to godmode the world to move the story along as a player.

I agree that the APs are all pretty awesome. I know they all have their flaws, but most of the concepts are really solid and could be loads of fun, especially if you're willing to mix-and-match and improvise.

I'm very interested, and I've got any number of ideas. For starters, I LOVE Legacy of Fire. I haven't really gotten the chance to play it (I'm in a PbP right now that's moving pretty slowly), but I feel that the flavor is incredibly rich with that one. I have a LoF character concept laid out pretty well already if that interests you.

Aside from that, solo gameplay opens up a lot of options for a style of campaign that doesn't really work otherwise. I'd b interested in Carrion Crown, revised to be more intrigue and less race-against-the-clock; I think that a dhampir private eye (maybe a Sleepless Detective)with a precarious place of balance between the Church of Pharasma and the vampire underground in Caliphas would be fantastic. I also think that an organized crime game set around a thematically modified Council of Thieves taking elements from Second Darkness could be plenty of fun.

I have as many ideas as you'd be willing to listen to, and I could come up with plenty of concepts that could use a level one commoner sidekick too :) And that's all based solely on the APs. Going completely off-the-rails into homebrew territory within Golarion would also be plenty of fun. I'm not sure how you're taking applicants; I can send a writing sample if you'd like.


Katie Eaglefeather wrote:
Are you intending to DM or play?

DM

The Dread Pirate Hurley wrote:
Holy crap this sounds awesome!

Glad you agree. ^_^

For now, send me your three favorite ideas.


I'm with the Dread Pirate, this sounds ridiculously great.

First of all, I might should mention my problem, namely that every time I read, or reread a description of a certain class, I want to play as one. The problem arises with the fact that sometimes I wonder if I know the mechanics well enough to pull off some of the more unusual ones (Magus, Summoner. . .) That aside, there are several characters that I've wanted to play for a long while, but haven't been able to, like an Inquisitor, two Cavaliers (one halfling for Order of the Paw), a witch and so on.

As for what APs I'd be interested in, the two big ones for me are Jade Regent and Skull and Shackles, I've managed to start both of those, only to have them dry up just after character creation.

I always feel like I'm cheating with more than a twenty point buy, and feel like I'm getting cheated with less. On the same note, I like starting at level one, not because I like missing a lot, but because I want to feel like I've earned every skill and ability the character has.

Also, I've been trying to find an excuse to play a Strix every since I saw them in the ARG, and I just realized that Gunslinger would be the perfect class to play as with one. . .

I'll ponder more and be back.


Looking forward to it.

Dark Archive

I'm in agreement with everyone above, this is awesome.

The one campaign/character I've wanted to play in for a while is a group of Rogues. Characters skulking through the night, silent as shadows. I don't know if there's anything out there that fits, campaign-wise, but I could see it working out alright in the bit of Kingmaker I saw. I'm not sure how the robber-king aspect would turn out, though.

From what I've heard, Carrion Crown might also work out alright for this kind of PC.

I’m imagining a smaller party of Rogue-y type characters. Maybe Gestalt or some similar system?

Are there any urban campaigns / APs out there?

I really did enjoy the bit of Kingmaker I got to play, scheduling just worked against us. I wouldn't mind picking up another round of that.

To Sum up:

-Kingmaker or homebrew Urban Campaign
-Some variety of Rogue, possibly with a few other rogues / sneaks along for the ride.
-Low level, possibly gestalt. Heroic stats (20-25 PB)


It indeed is pretty damn cool

I have some ideas for characters that I'd like for something like this. In no particular order:

1: The first would be an Elven Lantern Bearer in the Second Darkness AP. It would be a character trained to hunt drow from the start of his career and he seeks to remove them from the world, either by killing them or some kind of salvation. He'd probably function best solo or with a group of Elves. The character would probably be a ranger or maybe a fighter or magus (myrmidarch and maybe spelldancer) and pick up the Lantern Bearer prc to get better at what he does.

In short:
- Elven Drow Hunter, Lantern Bearer and maybe more
- Second Darkness AP, so lvl 1
- 20 or 25 point PB

2: Second idea is more of a true solo and once again involves a prc from the new paths of prestige, one that actually lends itself perfectly for something like this: The Greenfaith Acolyte. The idea would be to start the character at low level, 1 or 2, and start as a Druid with the Feral Child archetype and the campaign would follow him/her on his/her rise to power within the Green Faith. The campaign should start in some wild place but would span all of Golarion.

In short:
- Human Druid, Feral Child
- Homebrew story about rise to power within the druidic circles
- Level 1 or 2
- 20 point PB preferred, could be done with 15

3: Third idea would be for a travelling bard, probably the Street Performer archetype, who entertains the poor by day and robs the rich by night. All for his own gain, he's no robin hood. He'd be a Varisian but without his family.
This would probably be best to start with some experience under the characters belt so between level 2 and 4. The campaign would be a mix between urban and travelling the countryside, but no dungeon crawling unless we're speaking about escaping from the local prison.

In short:
- Street Performer Bard, probably Human
- Could work as a gestalt game, in which case the other class would probably be a Magus with the Kapenia Dancer archetype (Varisia book)
- Homebrew taking place all over Golarion, starting in small towns and cities (maybe even Sandpoint) and moving to bigger cities everywhere
- Level between 2 and 4
- 20 or 25 point PB, 25 in case of Gestalt to deal with MAD

4: The last idea is a bit of an oddball idea. It involves a Frostfur Goblin Witch who seeks to become a Winter Witch. Game would start with a level of commoner which would later be replaced by a level of Witch once the character has met his/her familiar and made contact with the associated patron. The game would most likely start with getting away from the tribe and surviving in the cold until finding the familiar.

In short:
- Goblin Winter Witch
- Homebrew taking place in Irrisen and maybe other places later
- Level 1
- 20 Point PB, though 15 would probably be doable as well

I might come up with more ideas, but this is it atm.


After a little consideration, I have two game ideas and three characters in mind.

I'll start with a dare. I don't ever expect to get to play this character, but this seems like the best chance i'll ever get. Funny enough, this one isn't my first choice of AP, but when you get a chance like this you take it, hell or high water and all that.

Campaign: Skull and Shackles
Character: Strix Gunslinger (Musket Master)
Details: Level one, twenty point buy

The character was 'raised' as a pet by a pirate, apparently not realizing that Strix were intelligent. He was a good servant, and was well liked by the whole crew, except his master, who thought that he'd been upstaged by a pet bird. It got to the point where the character was more highly thought of than his master, so no one really had a problem with accepting him into the crew when his master 'dissapeared' (it might have been self defense, or it might have been preemptive self defense). He was kidnapped at the start of the AP because he was becoming famous, as a lookout/scout and as a marksman. He is likely Neutral Evil.

The other campaign idea that I had was Jade Regent. I have a choice of two characters for that one, one of which is already statted out, but I have a good idea for either. They are both level one and twenty point buy.

The first character for Jade Regent is Aldel Dresh, he is a half-elf Inquisitor of Desna, with the Travel domain. He's not really racist, except that he has something of a chip on his shoulder because he expects everyone else to think less of him because of his half-elf nature. I haven't put too much thought into his parents, but they were likely either absent or ostracized, leading to his attitude. He became an Inquisitor in hopes of proving himself worthy to the people that look down on him, he also goes out of his way to help people for the same reason, even though he doesn't expect gratitude. He has a close relationship with Shalelu, both because he likes elves and she's the only one he knows, and because he enjoys the solitude of the forsts that she patrols. Oh yeah, and he carries a greataxe, because he is an all or nothing kind of guy (either graze and do very little, or connect full on, and mutilate them). He is Chaotic Good, in keeping with his goddess.

The second Jade Regent character idea is Osen Sammig, a human Cavalier, almost certainly Order of the Dragon. He is a city guard in Sandpoint, likely one of the few skilled enough on horseback to be trained for mounted combat. He has been friends with Ameiko since they were kids, and every since she came back from her adventures and bought her bar, he has been a regular, asking her to recount her tales and hoping to one day enjoy some of his own. I'm not sure about his alignment, either Lawful or Neutral Good.


For option 3, the bard, I have an alternate and possible nicer idea: Making him a Lion Blade, aka a covert operative for the Taldan government. The game would consist of espionage and assassination against Taldor's many enemies.

Lantern Lodge

Any chance we can pick to play a PbP Pathfinder Society Organized Play sequence?


Otherwise, I would like to try:

[1] Tiefling Bard, or Magus... Probably Bard. I am intrigued by the concept of an outcast story teller singing for his supper from ton to town. I also think it would be fun to run a net or whip specialist! Dazzling display focused.

I think it would be fun to run such a bard in Carrion Crown. The demonic bard showing up in town at the time of the haunting might make for incredibly fun RP opportunities!

[2] Kingmaker, because I hear amazing things about it and have never tried!

Liberty's Edge

This is a very interesting thread, and I am very happy to see one again. I am not very familiar with the AP's (lol, what Paizo fan doesn't know those?), but I would be interested in playing Shattered Star, Second Darkness (Those Drow suckered me in), and Crown of the Kobold King.

I have one very favorite Character Concept (Punch that, I have a few :D). To start it off is my character who has never had a home, I have tried him for at least 10 different Adventures, and not once been picked, but enough of my self pity. Halfing Cavalier. Now that isn't completely it, because in his backround, a Wizard cast a spell of on him as he died in a battle, making him Tiny (same rules as the spell for shrinking, permanent). A tiny Halfing Cavalier, who rides on a rat. Awesome.

Next isn't near as fun as my previous design, but basically not as fun is a Gnome Alchemist. Sorry, I really like those shorties. I'm considering doing a half-orc Alchemist.

Well, this is basic, and was quickly thrown together, but I hope for a spot, that would be cool.


I'm rather interested, as well as indecisive...
I have to characters for proposal.

One is a Grippli Alchemist

Indruck Niule:

born in a gripplis tribe and interested in explosives early on. The little Grippli's attitude wasn't exactly appreciated, before he was even able to talk he got his hands on some dynamite in the mines, by way of sneaking of course. This stick of dynamite didn't exactly do him well though, collapsing a tunnel in on him and damaging him permanently the grippli gained a slight twitch along his left upper arm that extends up past his neck. His left eye constantly twitching.
It did not take many years before his tribe got sick of his mischief. One event in particular nearly wiping out the eastern quarter of the settlement. The others acted after that, pushing him away from homes, knocking him out and leaving him in the wilderness. Waking, he sought out his home once more, only to find a human settlement, seeking shelter and food was what he wanted but the guards did not see that. He was seen as a pest and run out of town. Indruck resorted to sneaking once more, finding what he needed and escaping with the aid of his own little experiments.
He made his life like this, sneaking about, he only saw guards as obstacles, and the innocents he was taking from simply needed to move out of the way or be hurt. It wasn't all bad though.. He made friends here and there, traveling with multiple little gangs from time to time. One in particular, Malvin Gaise, a gnome of tricks, those two were quite the crew. Indruck slowly adapted more and more to his lifestyle, instead of wading in the swamps like a normal Grippli, he was leaping from building to building using the natural webbings on his body to Glide himself to relative safety.

Malvin introduced Indruck into the religious world of the Goddess Calistria. Teaching him that he was always under watch. From that point forth if Indruck would make stops at Temple's regardless of who it was for. These buildings brought a sense of safety to him, refusing to believe that anything bad could happen in a proper temple.

The two trouble makers eventually found themselves in a the cliff-side metropolis known as Urbis Turrim. Currently residing there doing what they please, Indruck taking up his experiments in either the sewage tunnels, or abandoned mines that litter the cliffside.

(pulled from my page)

The other is a Gnome Summoner

Argon Tetherfall:

Argon was born into a normal society, however, both of his parents had natural arcane ability, so Argon was expected to be the same. The years went by and the young gnome would be pushed in front of books, isolated from the outside world, instead of arcane knowledge he seemed to learn more about the languages in them. Under his own parents noses and without himself even realizing it, Argon had been summoning a 'friend' to his side when he felt down and alone. The young gnome still could not understand what they wanted from him.
The parents were slowly giving up on their teachings. His father went off drinking more often while his mother stayed in her room. The tensions grew more and more, all Argon wanted to do was to make his parents happy. This was obviously not happening though, so he decided he would leave. Nearing a more mature age the gnome left a small note saying; "I will be back someday with everything I have learned, and then you will be proud" and set out with his 'friend' in hopes of coming back one day and showing them everything he has learned.

Let me know what you think.

If you are more interested go to my profile and look at my aliases both the characters are a little more fleshed out on there. Their character sheets practically made up already, of course I can modify them for you


I rummaged through my sheafs of lost and abandoned characters (Not so much by me, as by GMs throughout the years), and came across one I have to redo.

Short version (Came to me while watching Shrek years ago).

Now comes a tiefling baby, born into a noble home. Such things are an embarrassment, as we are all aware. So like all good faerie tale families, they shut their daughter into the tallest tower on the highest hill with a dragon to keep guard. Over the years, the dragon and the girl become friends, the dragon teaching the young girl the way of the arcane arts. As would be heroes come and lay siege to rescue the would be damsel in distress, the young tiefling gets time to practice her arcane arts, scaring the heroes away.

Sadly the day comes when a particularly valiant hero arrives to rescue the maiden from her tower keep, and slays the life long friend of the now teenaged princess. She is horrified that he has slain her best friend, he is horrified that she is a mini-demon. The two have a lovely cup of tea, and the prince explains that freeing a demon will bring ruin to his name, the princess explains that knowledge that she has been freed will only lead to her recapture, and an even higher tower with a mean dragon. After the short discussion, they agree to each go in their separate ways. The young princess certainly can not return home, after all, her parents locked her away for a reason!

Thus begins the adventures of Princess Eleanor.


twilsemail:

The Council of Thieves AP is almost entirely urban.
The first half of Curse of the Crimson Throne is also urban.

Take a look at these two, downloading the player's guides and reading the summaries on the website should give you what you need. If you have more questions about either, just ask.

Kingmaker might not be the best fit for a sneaky guy in the shadows. You are building a kingdom after all, and that tends to make one highly visible.

Cuàn:

One looks solid. Starting as a drow hunter would require very little tweaking and would actually help much of the AP flow more smoothly.

Two sounds interesting. How is the character introduced to the faith? Why does the character want to ascend to power? What would take the character around the world? (To the unknown lands of Acadia, south Garund, and Sarusan I'm thinking.)

Three is like two. What plot drives the campaign? I like the Lion Blade idea. Give me more.

Four has purpose. Why does he/she/it want to be a winter witch? This has nice potential for making staying alive a central goal initially. Surviving in winter is no joke, especially alone.

wolfman1911:

No fair! Daring me to accept makes it more tempting.

The Strix gun-slinging pirate looks good. Are you looking for guns to be common(if ships have armament, it's cannon. Muskets are used by regular sailors.) Less common (all war/pirate ships have cannon and officers carry pistols) or default level of rare.(I'll have to bone-up on the aerial combat rules.)

JR looks good. Why does the inquisitor worship Desna and focus on travel? Like the connection with the NPCs. If we did this, would you be open to running some NPCs as well? How do you feel about modified caravan rules. 30 miles a day on dirt roads in a caravan? Have these people ever driven a wagon?!

Akinra:

I know nothing about Pathfinder society nor do I have any of the scenarios, so elaborate more and I can promise a definite maybe.

Give me the details for your demonic, vagabond bard in CC and your Kingmaker wish. Is the princess Eleanor to become queen? Or does she have another quest?

Tanis:

Hope is good. Preparation is better.
Give me the
-(Campaign)
-(Character)
-(Level/Power)
And I will say more. (Yea. It's good to see them back in true form.)

Maveith:

Characters have you. Good this is. But... What is your quest?

Thanks for the interest everyone.


Scratch PFS then, they have pages and pages of what is and is not allowed for PFS play above and beyond standard rules.

Princess Eleanor will become queen, she carries the proof of her lineage with her everywhere, however; she is not so naive as to return to home and expect a warm welcome. Her quest is to build a faithful following, then return home with the means of securing her inheritance, probably after her parents have died so no one with a greater claim to the throne can intervene. She would be my Kingmaker campaign hero I believe it suits the campaign players guide well, assuming I could take the Bastard (Human only) campaign trait. In my origional version, Princess Eleanor was a straight wizard, however, for solo campaign, I think Master Summoner would be the best choice that is still close to my concept. A Rakshasa-Spawn Tiefling (+2 Dexterity, +2 Charisma, –2 Wisdom) Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors. I would like to try an ordinary isn person campaign, so I think my build would be: 10 str, 12 dex, 10 con, 12 int 10 wis 18 cha = 0+0+2+2+2+10 = 16 point. Just above average mentally, very charming, average physically, but charming as hell. hehehe..

The Demonic Bard idea is based on very high charisma diplomacy focused bard who tries to manipulate his way through the world, avoiding combat at all costs (Not above harming others, just prefers not causing harm). Initial feats would focus on obtaining Dazzling Display (Net) because net hits on tough AC, causes no harm, but allows escape! The goal would to sleuth my way through, and use my influence and charm to convince others to do the actual fighting.


Lloyd Jackson wrote:
Characters have you. Good this is. But... What is your quest?

I Seek The holy Grail!

but in all seriousness..
Argon's seeks to grow in knowledge, both brawn and brain.

Indruck seeks to survive, more ways to experiment. He seeks thrills anything to get his heart beating faster really. It doesn't take much to get him to go on a quest, so long as it seems like it might be some fun


GM:

One also is the least exciting if you ask me.

Two isn't so much inducted as he/she rolls right into it. The character would be fighting some unnatural force (be it demons near the worldwound or in the Mwangi expanse, jadwiga in the land of the Linnorm Kings, alien tech in Numeria or something else depending on where the character comes from) in order to protect her animal family and it's territory. The Green Faith would also battle such a threat and they could have found each other that way.
As for the reasons to travel, there would be several. First and foremost it would be to learn about the world and improve him/her-self. In addition to that it would be to combat unnatural threats to the world. Last but not least it would be to achieve promotion within the ranks of the Green Faith, but that only becomes relevant during the later levels of the PrC.

For number 3 I really like the Lion Blade angle myself. At the start the goal could be monitoring a province that is suspected to harbor a brewing rebellion against the Grand Prince. Investigating this he would come upon clues that lead him to intrigue at court and eventually even beyond when he finds ties to Taldor's biggest enemy, Qadira. Maybe that could even lead to Imperial Kelesh or further.
Keep in mind though that in case of the gestalt the 2nd class would change if going for the Lion Blade angle in order to facilitate the Lion Blade PrC.

For four becoming a Winter Witch isn't so much a goal as it would be a way to survive. Basically he/she'd come upon the familiar when almost freezing to death and it simply offers a way out for a price later to be named. For the staying alive though, keep in mind that the character would have belonged to the Frostfur tribe and would have a basic idea on how to survive in the cold, though that doesn't mean it won't be challenging.


After due consideration, for a solo campaign, I feel Princess Eleanor would work best.

Background above, and I would like to commit to a 16 point (I know it is not standard, but it reflects what I think.) Else, because it has been so long, a rolled character.


Skull and Shackles:
What a fool I must be to choose the option that makes my chosen weapon the most expensive, but the Strix Gunslinger was envisioned in a world with rare firearms. His weapon of choice is noteworthy both because he is a pretty good shot with it and because he can use it at all.

Aldel:
His reasons for serving Desna, do you want IC or OOC? Well, I'll give you both. Out of character, Desna is one of my favorite gods, and the travel domain seemed pretty awesome, and it also fits pretty well with the theme of the AP. In character, hmm, that's a good question. Aldel was based on an earlier Inquisitor of Desna that I made but didn't get to play, he served Desna because he was raised by her church, this one, I kind of glossed over originally.

I was going to reasses, and perhaps choose another deity, but I'm going to go ahead and say that it's because Aldel very much hopes that he is living in a Disney movie. You know the drill, the hero starts out all destitute and alone, he goes on an epic adventure, some whacky hijinks and genuine heroism later, he finds himself in a place where he is loved and accepted by all. For added irony, it might even be the same
place as he started.

I've had to rewrite this three times, because it's hard to figure out the right way to say it. Basically, Aldel is an introvert that has pledged his service to the god of fellowship. He knows on some level that his sense of persecution, the reason for his bitterness, is in his head, and he's hoping that if he basically dives headfirst into a situation where he has to be friendly and nice then maybe he will be able to mean it eventually. He's also into the travel aspect, because if he can't change around the people who have known him his whole life, maybe he can keep moving until his neighbors have forgotten him. Then he'll be free to change and come back as someone new.

Jade Regent in General:
Playing NPCs is fine with me. Neither character has ever driven a caravan, I'm not sure if it would matter overly for Osen, since he would most likely be riding alongside the caravan most of the time as a guard.

I've never played Jade Regent, so any modifications to the Caravan rules will go unnoticed, so have at it.


I salute you brave sir (if not alone for the possible amount of not just players but player-campaign combinations that's bound to end up in this thread. Good luck going through them all. On the topic of APs, I've hardly got any experience with them but would love to play them Anyway, here's my proposal:

I'll take the challenge of The Slumbering Tsar
Since character death seems imminent and you want to improve your roleplaying I'd like to give us both the opportunity to go with what we're given.
Character: Random race, random attributes, choose class accordingly and come up with a fitting background.
Character dies: reincarnate as random race with random attributes (or just make a new one if you dislike the idea of reincarnation).

I'll start with Core+ stuff, nothing unusual but then add things to the lists used as we encounter them (meet a goblin: add goblin to the list, defeat an orc: add it to the list, run away from a flock of Tengi (Tengus? hehe): add it to the list.

Random character creation:

8=Player's choice from ARG(this time)
Race: Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Human
Race: 1d8 ⇒ 6
Stats: Roll 7 times 3d6, drop lowest score
Stats: 3d6 ⇒ (3, 2, 1) = 63d6 ⇒ (2, 6, 4) = 123d6 ⇒ (4, 6, 2) = 123d6 ⇒ (1, 5, 4) = 103d6 ⇒ (1, 6, 1) = 83d6 ⇒ (3, 4, 2) = 93d6 ⇒ (4, 1, 5) = 10

Race: Half-orc
Stats: STR 12+2 CON 12 DEX 10 INT 8 WIS 10 CHA 9
Class: Cavalier 6

Background:

Illor the Unwanted
Quite some years ago, a dark time for the village of Stonefield, an orcish raid left most of the small village dead. A few had escaped and only one person was still alive when the orcs left. More dead than alive the woman had gone through the worst of ordeals and was never the same again. Her mind relived the day of the attack again and again. Her wounds healed quickly and she even helped to rebuild the village with the few survivors and some newcomers. After a few weeks though she made a horrible discovery: she was with child. Some months later she gave birth, way too early but the child was alive. It looked like a monster. That was more than she could take so she fled, never to return again. The village's new wise woman decided it for the best to raise the boy herself for the other villagers would end its life as quickly as possible.

Illor was named after his mother but knew nothing other than that his birth had been her death. Being treated like an animal by most of the villagers, Illor was keen to leave with a group of mercenaries looking for fresh blood. Only twelve years young Illor served amongst the mercenaries. Some treated him the same as the villagers, others a bit more kindly. Illor managed to rise amongst their ranks and is now a respected warrior. One true to his word and able with his lance.

The mercenaries latest order was to clear the road towards the desolation, travel across it and scout the way to the walls of Tsar. Tsar... Illor wasn't good at reading but a magician that rode with them had told him some stories about it. They had sent chills up his spine but at the same time he was curious to see those walls for himself.


Huzzah labs! Thanks posting people, will respond shortly once the madness that is last day to change schedule is done.

*Edit, totally forgot that long labs mean no lectures on Friday. I only have one class to attend. Woohoo!

Akinra:

Alright! Congrats on having the first finalized proposal. Just to make sure I've got this right...
Campaign: Kingmaker
Character: Princess Eleanor(Master Summoner?)
Level: 1 w/16 point buy

How do feel about modifying the kingdom building rules? I'm not a fan of the magic item = BP setup, and doing away with it, while making resources more important and allowing villages/towns to be created, has worked out quite well for the regular campaign I've been running.

Maveith:

What are your thoughts on campaign though? AP/Module/Homebrew?

Cuan:
Really? I rather liked one. I'm a sucker for drow though.

Two looks solid. Anything you want to add? Any preferences to starting location? I'm leaning towards Worldwound, since I have plenty of material to work with there.

Three also looks good. I can see non-combat encounters outnumbering combat by a wide margin, interesting.

Four. True.

Of the four, which interests you the most?

wolfman1911:

Thank you for the details on Aldel, both in and out of character. I actually rather his attitude towards the quest.

If you had to pick between the Strix pirate and globe-traveling inquisitor, which one would you take?

Brass Pigeon:

Ooo, I see we have someone who likes pain. I like your idea for the reincarnating. Would recommend using the 4d6-drop lowest method of generation. ST on 3d6 is a little to masochistic.

Anything you wish to add?

Dark Archive

Thanks for the suggestions boss.

Council of Thieves:

I just finished reading the player's guide and the AP sounds awesome. I'm not sure which way I'd go with it yet, but it seems like a Noble Scion trying to reclaim his town is a decent way to go. I think a Gestalt character would likely be the way to go. That way I can toss in the Noble Scion Prestige class while not shooting myself in the foot mechanically.

Then again, Tiefling is always a tempting option. I'm going to go peruse the Cheliax book after I pick it up from the Paizo store.


Glad to be of service. CoT is cool. Remember that will Noble Scion you effectively have another PC just level below your own, so you might not be as weak as you would seem. Also, A noble scion who plays his cards right can defeat his enemies without even touching his blade, and that still nets you xp.


GM:

My main problem with One is that it hangs on being a Lantern Bearer, so a good aligned, longbow wielding Elf. The risk of turning him into Lolegolas is quite high. The character could be fun with more depth than just a Drow hunter, but a Dirty Harry kind of character would have trouble qualifying for the PrC. He'd end up more of a loner, which would make gestalt a better option I guess.

Two is nice. As for starting location I'd say Realm of the Mammoth Lords near the border with the Worldwound, there it still is a matter of preventing corruption instead of an uphill battle that is more suited for higher level.

Three would probably be low on combat yeah, or at least combat that ends with the death of one side as the character would probably choose escape.

As for what I'd prefer; I think it comes down to 1 and 3, assuming I/we find away to avoid the lolegolas problem.

I think 4 is at a very high risk of losing momentum once the survival bit is over and the character has become a winter witch as he's lacking purpose.

Two is nice but I think that character would be best suited for use with the Mythic rules that are to come and as such it might be better to save it for later.

The other two would both be fun (assuming avoidance of the elf problem). 3 would probably require more from you as a GM as it would be homebrew while 1 simply needs adjusting. I'd be open to both.


Wow! Looks like things heated up while I was away. For now, I only have time to post one concept, so here it is:

Character: (Unnamed), dhampir Inquisitor (level undecided), 219 years old

Background:
Born in Caliphas in 4501 AR, he was adopted by the church of Pharasma; he had no father, and his mother died in childbirth. His condition was recognized by the monks, and he grew up without peers. He had a rough childhood, spending much of his time alone pondering the nature of his curse and wondering why he was chosen to bear it. Eventually, a place was found for him, and he was sent to train with a retired elf inquisitor. Angry and rebellious at first, it was slow going, but eventually the old elf's teachings began to take hold. His existential angst was tempered and honed, and he found his place in the world. During his training, he had infiltrated the vampire underground. While they were scions of pure evil, he still felt some sort of companionship among them that he had never felt among the living. He cultivated relationships among the vampires as well as the Pharasmin church, and today he finds himself in the precarious position of ambassador and sheriff between the two worlds.

Explanation of Character Concept:
As a Pharasmin inquisitor, it would normally be expected that he hunt and kill all undead, especially in Ustalav with its preponderance of unlife and history. However, he chooses not to hunt the vampires, because aside from his twisted kinship with them, he's realized that the nature of the vampire problem in Caliphas is too complicated to be solved with a mere purge. Simply put, there are far too many of them. Caliphas was infested with vampires long before it was ever the metropolis it has become after the Eunuch Prince elected to move his court. Now there is a burgeoning population of nobles and commoners alike, while a secret community teeming with unlife writhes below the surface, both physically and metaphorically. The Pharasmin church and the vampire population are at a stalemate; the Pharasmins can't risk instigating an all-out war with the vampires by hunting them, but neither can the vampires risk the very real threat of being purged by the Pharasmins by running rampant. As the only person with any real ties to both communities, this character finds himself an intermediary between them, trying to keep tensions from exploding. He acts as an investigator on vampire-related incidents and as an ambassador for each side, ferrying messages and pulling strings to keep things under control. However, the character is less Sherlock Holmes, more Yusuke Urameshi/Mike Hammer.

Campaign Concept:
For this character, I envision a modified Carrion Crown, with a heavy emphasis on the mystery and intrigue. I feel that, while it's a decent story, it loses something from being incredibly rushed. I think that the individual portions could work much better as mysterious cases that all have some kind of relationship, but one that is obscure. I envision something like the Holmsian Moriarty conspiracy, only it's a dhampir inquisitor vs. Adivion Adrissant and the Whispering Way, against the backdrop of the foggy streets of Caliphas and the rest of Ustalav. So, basically it's Sherlock Holmes meets film noir meets gothic fantasy.


Cuan:

I think we can avoid becoming Legolas. The class's abilities work fine with melee weapons, and the Lantern Bearers seem a good sit for a mostly independent operative.

The campaign could function largely as written, and the initial victories against the drow would provide a strong reason for the Lantern Bearers welcoming you into the group.

Dread Pirate:

Looks good. I like the background, CC should lend itself to gothic mystery quite well, and the character concept seems solid.

Anything else you would like to add for this one? You mentioned Legacy of Fire, would you rather run that AP or CC?


Oh wow, that is such a hard question to answer, is this how you feel?

All said, I think I'll say Aldel since I've invested more into him, and he seems the less likely of the two to get his chance.


wolfman1911:
wolfman1911 wrote:
...is this how you feel?

Eh? Is what how I feel?

Really, so Aldel the elven inquisitor in JR rather than flying gun-totting pirate?

If so, then I'll just put stuff down to make sure we're one the same page. Let's resolve the ? marks.

Campaign: Jade Regent
Character: Aldel (Half-elf inquisitor)
Level: ?/?point buy?

I'd like to make a decision tonight or tomorrow, so if everyone could finalize which idea they would like to try, it would be a great help. If you want to throw out another proposal, go ahead. If you're new to the thread, throw out your Campaign, Character, and Level. It's not too late.


GM:

I'll be going for option one.

What remains to be done in that case is decide on character creation details.

If going for (mostly) solo gestalt might be useful as it will help make up for the lack of versatility one otherwise has when going solo. This would also make 25-p point buy a more tempting option than 20-p as there will be MAD to be dealt with, but 20 is possible.

The character will most likely be a switch hitter as that is probably the most effective option as a loner.

Start at lvl 1 obviously


@Lloyd Jackson:
I have never played through Kingmaker, but I think I am all for you doing what you think makes it better/more suited to your style.

Yes, Master Summoner. 16 point, level 1.


The is this how you feel remark was about the fact that you gave me a very difficult decision to make, kind of like how you have some hard decisions to make.

Anyway, he'll be level one, twenty point buy.


Ok, I read the summary and the OP's replies but not all of the player content.
I wanted to know if Solo game means, 1 player and 1 DM, or something besides that? (I'm interested either way)


Generally it means 1 player 1 DM, although sometimes; a GM runs one or more solo campaigns at a time that may or may not intersect.

Sczarni

Lloyd:
Homebrew campaigns are pretty cool, as far as any prebuilt I know almost nothing about what pathfinder provides but I'm up for really anything


My apologies for being late.

Cuan:

What class/classes?

Akinra:
Thanks for the trust. Everything looks. For my own curiosity, what appeals about master summoner? You said it was the best choice that stayed true to your original concept, explain.

wolfman1911:
Ah forgive my obtuseness. Anything else you would like to add?

@Iorthol Arizhel has the right of it. Solo usually means 1 player and 1 dm.

@The Ruckus Since I'd like to get started this weekend, please submit a campaign idea, the more details the better, a character, class/race, and level, character level/point buy.

Thanks everybody. Thread closes midnight tonight.


GM:

If normal, Ranger with Infiltrator and Trapper archetypes.

If Gestalt Magus using the Spelldancer archetype next to the ranger. That or an Oracle using Ancient Lorekeeper. Not sure yet which class would be (temporarily) ditched for Lantern Bearer.


Lloyd Jackson:
The original concept was someone who learned the arcane arts from their dragon captor. So she has to be a sorcerer, summoner, witch, or wizard. All have potential, but the summoner is more survivable, and the witch is more . . . Tiefling. Somehow a tiefling witch just makes sense to me. The reason I chose Master Summoner for the solo campaign were:
(1) Eidolon mini tank to cover low levels.
(2) If I try to use a witchy familiar for the same role, I could lose my spell book. Eek!
The summoner has the least amount of problem with the inherent squishy-ness that is a level one arcane caster.

Although the original concept was going to be more witchy, for solo survivability, the summoner will work better.

However, I would be happy to play a Witch. The Witch version would be 14 points:

8 Str, 12 Con, 14 Dex, 18 Int, 10 Wis, 10 Cha.
(-2 Pts); (2 Pts); (2 Pts); (10 Pts); (0 Pts); (2 Pts).
I could boost Wis to 12 for a 16 point build easy enough though, but I like sticking closer to 15 as a general rule.

Feats: Extra Hex (1), Accursed Hex (3), Improved Initiative (5), Leadership [if not banned](7), and Improved Familiar (9), or level 7 if Leadership is banned.
Traits: Reactionary trait, and Pioneer as the campaign trait.
Patron: Deception.
Hexs: Evil Eye (1), Cackle (1), Misfortune (2), Flight (4)

Spells:
Level 0 => would memorize Guidance, Light, Mending, and Detect Magic most days.
Level 1 => would memorize Cure Light Wounds, Mage Armor on most days.

Equipment of note:
Light Crossbow

Plain Tiefling, no alternate racial heritages. I would still take the Vestigial Wings, and Prehensile Tail alternative racial traits, because being a tiefling with a prehensile tail and wings is awesome!

So to answer as shortly as possible following the ramble, summoner is a sturdier caster than a witch, however; if you prefer the witch I added that information.

I would be happy playing either.

Thanks agains!


By mere luck I found this thread hile on holidays, and no matter what I decided to take some time to post some concepts and try to have a chance to get in.
As I say, with me being in holidays I don't have the books with me to makesome of the crunchy choices but most of them I think I can do from the top of my head. So here go my proposals. Before, I-m gonna say that I like low-level games more thatn high-level ones but can addapt to anything.

Sonja
Campaing - Kingmaker (I agree with the changing of some of the kingdom building staff)
Character - Tiefling NG Infernal Sorcerer
Power Level - 1, 20 points buy
Born in to a minor noble family, Sonja has been always stymied and treated as a bastard for his otherworldly features (golden eyes, small black horns, and red flowing hair that keeps moving as in a breeze). But that wasn't enough to get Sonj-a natural kind-heart, so finally she goes to the Stolen Lands in searh of an opportunity to show the world the goodness inside her, and create a place where people can let free lives without being judged by heritage or external appearances.

Dacyan
Campaing - Jade Regent
Character - Human NG Magus (kensai)
Power Level - 1, 20 points buy
Growing up in Sandpoint, Dacyan has always had a crunch on Ameiko. She was always there for here, trying to help her, to protect her. Without never expecting much of the relationship. When the girl left to let a live of adventure, Dacyan left to and went to Korvosa, heeding his mother insistence to became a wizard. But Dacyan, instead mixed what he was learning with the training he got with weapons in Sandpoint, while learning the traditional Minkai styles of fighting to be close to Ameiko. After some years, Dacyan decided to get ack to Sandpoint, unsure about the state of his feelings for Ameiko.

Seaiel
Campaing - Serpent's Skull
Character - Elf CG Bard (archeologist)
Power Level - 1, 20 points buy
Seaiel always dreamed about faraway places. Whether it were the stories about Sovyrian, Vudra, Tian Xia, it never mattered to him. But he always feared that the opportunity would never present to him and would end up living in Magnimar, entertaining people by telling stories in the taverns. That is until he got his once in a lifetime chance and got on the Jenivere.


I should have also mentioned Summoner's can wear armor!


Given the late hour, I don't have time to post any other fully-formed ideas, but I like it well enough conceptually. I've decided on the name Jerrit Volant for my inquisitor. Some small extra detail is that his personal symbol is an open eye with his initials in the pupil, with a sun drawn above like lashes and a crescent moon below. This symbol is on his sign above the door as well as appearing when he uses the brand spell.


The only thing I have left to add is that I hope you pick me.


Yay! Midnight (here)


Thread is now closed! Thanks to all of you who submitted. It does an ego good to feel wanted. I've been looking over people's submissions again and should have an answer in about eight hours or so. I've noticed that my semi-conscious morning brain makes better decisions than the rest of me.

Random thing for y'all, after better part of three months on the coasts of europe, the Utah sun is blinding and everything in the distance looks too sharp/clear. In england noon-day was 'Ah, this is nice'. Now it's 'Argh! My eyes!'


Craaap in a hat! It's over!


Hmm, that it turned out to be 12 hours instead of 8, opps. I'm about to do something that is probably very foolish.

Akinra: May I present the Lady Eleanor. Lady, the thread is yours.

Wolfman1911: He's a leavin' on a horse train. Don't know when they'll be back again. I'll be setting up your own thread soon.

Everyone else. Thanks for submitting, especially Dread Pirate and Cuan.


I am currently on my phone. As soon as I get home, I will create an alias and report in! Thank you.


A shame, I was looking forward to playing an Elven commando with a penchant for busting his evil cousins.

Have fun you three.

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