Ordinary Heroes - A Game for the "Other Guys & Gals" (Inactive)

Game Master Rhanloi Ehlyss

“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”


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“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”
You are clearly in the last group. As an ordinary resident of Daggermark, a medium-sized town in the River Kingdoms, being a Hero is the last thing on your mind today. But fate, or the gods, have a habit of really messing around with you…

The player characters in this campaign are Non-Heroes who will become heroes out of necessity. Will these Ordinary People step up and become the heroes of destiny or will they be slaughtered brutally by forces of evil? It is up to you (and fate) to decide. This game encourages more social interaction over direct combat, talking your way out of a fight, using stealth, or using intelligent strategy is preferred to front line confrontation as your characters are at a disadvantage compared to more competent heroes. And most of all have fun and interject humor when it is due, this should be an entertaining game.

Character Creation
All the PC's start as commoners from the town of Daggermark, a walled town built against the side of a low hill with about 300 residents. There are about 20 farming hamlets within a day’s walk of Daggermark (15-20 miles), each of which has about five families of around 20 people. There are also some isolated farms and a few estates of minor nobility. In all, there are about 1,000 people dependent on the Daggermark market for goods they cannot make themselves, and who would retreat to Daggermark in case of an invasion.

Stats: The game will be Low Fantasy; the characters are not born and bred to be heroes, they're just ordinary people who by circumstance are thrust into adventuring. Character creation will involve a 10 point buy mechanic. However as the characters will be at a high disadvantage, they will get maximum hit points each level and a +10 to their death threshold. Player characters will start at level 1.

Races: Humans are the most numerous race in the game, but Daggermark is a fairly self-sufficient town with visitors from other regions. Half-elfs, dwarves, halflings, and other core races are allowed so long as you have an interesting back story. As for other races, you will have to really justify why something this "Odd" is in a generally human town.

Classes: Core classes will be allowed so long as they can be justified as a “Common Folk” profession. No Knightly Paladins or Noble Knights need apply. The twist is that you must fit your class to a role in the community. Some examples of this might be the local Bard minstrel, a fighter who is a part of the local militia, an eccentric wizard at the edge of town or an alchemist being the local herbalist. This gives a Profession Suite for your character.

Alignment: Your characters can be any Neutral or Good alignment. No evil characters allowed.

Professions: As your characters have been spending their lives working toward certain trades, players get 1 free rank in a profession skill of their choice (must be an integral part of your story.) They also get +2 inherent to any 2 skills of their choice relating to the profession.

Traits: You get 1 trait of your choice. It should relate to your background.

Starting Equipment: As the players are "Ordinary People" their starting gear will be scarce. Players start with 2 sets of clothing, a sack or old backpack, 3 days of rations, a place of residence with some furniture and supplies, general profession items (as agreed upon by the GM) and 25 Gold Pieces (representing their life savings).


I detect a little bit of copypasta. :)

Re-submitting John Keel, the gritty noir-ish Town Guard, for approval.

With a new DM, I suppose there's no harm in asking: I'm thinking of building Keel as a Fighter (Tactician) instead of a Rogue (Investigator). However, the Tactician lacks several class skills that IMO would be kind of essential to doing his job. If I play as a Tactician, would it be possible to get Perception, Know (local) and Acrobatics as class skills? Pleeease? :D


John Keel wrote:

I detect a little bit of copypasta. :)

Re-submitting John Keel, the gritty noir-ish Town Guard, for approval.

With a new DM, I suppose there's no harm in asking: I'm thinking of building Keel as a Fighter (Tactician) instead of a Rogue (Investigator). However, the Tactician lacks several class skills that IMO would be kind of essential to doing his job. If I play as a Tactician, would it be possible to get Perception, Know (local) and Acrobatics as class skills? Pleeease? :D

First, let me state for the record that "Sending a consistent message" sounds so much better than "Plagiarism"...

Second, I will remind you your character gets +2 to any two skills as long as you can relate them to your profession.

Third, remember these are ordinary people, so I expect them to have more weaknesses and fewer strengths than normal PCs. (I have some ideas on how to improve them over time =)

Fourth, and finally, I am always willing to deal...Tell me which Rogue class skills you think are important to have, and which Fighter class skills you will give up in return to balance it all out.


Dotting for interest


Dotting

Will this be a Module length game of more of an AP length game?


Azure_Zero wrote:

Dotting

Will this be a Module length game of more of an AP length game?

I envision this being a series of module-like encounters, adventures, etc that will eventually form an entire campaign arc. I will have on- and off-ramps for people, and I plan to open the Discussion forum as the Tavern, where everyone can chat if they want. Rather ambitious, I know...and I may fail...but that's my thought going into this =)


I am resubmitting Doc Ginley, I have a list of items that i think relate to my profession. Namely

Merchant scale 2gp
Alchemy crafting kit 25gp
Leeching kit 5gp

A few other items i havent bought yet because of lack of funds but would make sense to have is a Healer's kit (50gp +2 heal 10 use)or surgeon's tools (20gp +3 heal skill to treat wounds unlimited use) . Maybe not a full healer's kit, but it would be useful. ( I also drool at the chirurgeon kit from UE but at 400gp it would be a mockery to ask for that)

Let me know if its okay for me to "deduct" them as "professional" spending.


I'm Submitting Eve Valeria Abia, Changeling Ranger

Working on sprucing up the current background and thinking on Equipment.

Grand Lodge

I need to make some changes to gear, but dotting with Abby, my half-finished character.


I thought about submitting this character last time-- I guess I'll go for it now. :P

Zinny Holbern is a local bouncer at Daggermark's (sole?) brothel. She's a fighter, technically, although this really amounts to 'she hits people with a really big stick'.

I've given her +2 profession skills into Sense Motive and Intimidate, as those seem to me the skills a bartender/bouncer would use most often in deciding what customers are trouble, and to try and get them to leave.

Stats and bio in the name.


@ zinny
I've bounced before, i'd say Perception is a big one too but that Bluff or diplomacy takes precedence over intimidate. You would rather make friends of the customers then ennemies (although i've met my fair share of bouncers who prefered the Intimidate ways wich makes it valid too i guess). What I learnt from bouncing is that if everyone inside the place knows your name and like you, then they dont want to be the "guy" who causes trouble to the bouncer friend. If you are unfriendly then they dont care about making your life harder, some people even look forward to picking a fight with bouncers. Its harder to pick a fight with someone you like. Knowledge local works too so you know who's who and who's trouble. As a bouncer you get a lot of question about who to see in order to score some drugs or an easy girl. My 2 cents


So we have;
John Keel -> Human Fighter (Tactician)
Doc Ginley -> Human Alchemist(Chirurgeon)
Eve Valeria Abia -> Changeling Ranger(ShapeShifter)
Abigail Westbrook -> Human Cleric
Zinny Holbern -> Human Fighter (Two-Handed)


Doc Ginley wrote:

@ zinny

I've bounced before, i'd say Perception is a big one too but that Bluff or diplomacy takes precedence over intimidate. You would rather make friends of the customers then ennemies (although i've met my fair share of bouncers who prefered the Intimidate ways wich makes it valid too i guess). What I learnt from bouncing is that if everyone inside the place knows your name and like you, then they dont want to be the "guy" who causes trouble to the bouncer friend. If you are unfriendly then they dont care about making your life harder, some people even look forward to picking a fight with bouncers. Its harder to pick a fight with someone you like. Knowledge local works too so you know who's who and who's trouble. As a bouncer you get a lot of question about who to see in order to score some drugs or an easy girl. My 2 cents

Good insight, Doc. :) Yeah, those are all really valid ones to me. I'm hoping the GM will let me run with Intimidate since I took the Intimidating Prowess ;), but Knowledge (Local) is probably a sounder 'characterization' choice.


Nice Background Doc

Still figuring how to spruce up my background


@ Doc - Merchant scale, Leeching kit, & Alchemy crafting kit are acceptable (and necessary!) for an Apothocary. Healer's kit can be purchased if you really want it. You're too small town for the chirurgeon kit ;-)

@ Zinny - as long as you can make a good case for which skills you've perked because of your profession, I'm fine with it. I'm more interested in the story and the personality than how you beat the system to maximize your adventuring skills =)

@ Eve - Need a stronger link/background to justify a changeling. Remember - this is just a little bit bigger than a small town - you'd be awfully hard to hide...especially as a volatile female teenager ;-)

For all - your gear should be tools of your trade. A farmer would have a sickle - maybe a scythe. At best he'd have padded armor at the start of this adventure. Don't go buying adventuring gear - think what gear you'd be able to grab from work/home that could help if you had to go adventuring. It needs to fit your story!

Thanks everyone - and be sure to visit the Happy Cow Tavern (under the Discussion thread) to start interacting in character!


+10 death threshhold? Makes me want to play a deathless initiate orc. How are you for a slave/just freed slave? I would most likely nix the 25gp life savings. Not much saving in jail :b
With a 10 pt buy I imagine an 8 in a stat wouldn't be as crippling. How would this affect a caster? You can't have too high a casting stat so your dcs would suck. Probably why there are mostly martials so far ;)

Is love to be in this, either as a improvised weapon wielder, above slave orc, a gnome sorcerer or a ranger axe wielder.

Your thoughts? I can create a backstory/fluff one I got an idea what I'm up against


Hiding the Changeling part is easy

Typically ..... and attractive, changelings otherwise resemble their fathers' race

I am going to work and spruce up the background some more tomorrow after work.

And with Changelings being dropped off at a stranger's door step, they and the adoptive family would not know about them being a changeling, since they look really human except for one or two quirks, like mismatched eyes.


I am still on board. I will adapt the background and crunch a bit to satisfy this new setting and brave new DM.


GM &rew wrote:


@ Zinny - as long as you can make a good case for which skills you've perked because of your profession, I'm fine with it. I'm more interested in the story and the personality than how you beat the system to maximize your adventuring skills =)
<snip>

For all - your gear should be tools of your trade. A farmer would have a sickle - maybe a scythe. At best he'd have padded armor at the start of this adventure. Don't go buying adventuring gear - think what gear you'd be able to grab from work/home that could help if you had to go adventuring. It needs to fit your story!

Oh, I'm a big fan of the story/personality myself-- I think that the Intimidate DOES fit her character, in more than a mechanical sense. I edited her background a little more to make it clearer how I think it's relevant to her personality and story, but if it comes off at all as 'beating the system' I'm happy to change it to something else.

I can't think of any tools she'd really NEED as a bartender. A broom? A rag to wipe down the counter? Sure, she'd use those, but those probably belong to the brothel rather than to her personally. *suggestions are fun* I was thinking her hide armor might be more a big, thick apron than legit 'armor', but I can also tone down the mechanical bonus she has from that to reflect it's just an apron.

*toddles off to the IC thread*


GM &rew wrote:
John Keel wrote:

I detect a little bit of copypasta. :)

Re-submitting John Keel, the gritty noir-ish Town Guard, for approval.

With a new DM, I suppose there's no harm in asking: I'm thinking of building Keel as a Fighter (Tactician) instead of a Rogue (Investigator). However, the Tactician lacks several class skills that IMO would be kind of essential to doing his job. If I play as a Tactician, would it be possible to get Perception, Know (local) and Acrobatics as class skills? Pleeease? :D

First, let me state for the record that "Sending a consistent message" sounds so much better than "Plagiarism"...

Point.

Quote:
Second, I will remind you your character gets +2 to any two skills as long as you can relate them to your profession.

True. I already added those bonuses into Know (local) and Perception.

Quote:
Third, remember these are ordinary people, so I expect them to have more weaknesses and fewer strengths than normal PCs. (I have some ideas on how to improve them over time =)

A very good point.

Quote:
Fourth, and finally, I am always willing to deal...Tell me which Rogue class skills you think are important to have, and which Fighter class skills you will give up in return to balance it all out.

IMO, the really important class skills for a Town Guard would be:

Acrobatics (mobility helps in a foot chase against a pickpocket or shoplifter)
Social Skills [Bluff/Diplomacy/Intimidate/Sense Motive] (guards are members of the community, and being able to talk to people well, ask what happened, interrogate a thug and sense when an informant is lying is the difference between an investigative officer and a thug-with-a-badge).
Knowledge: Local (this is a no-brainer, any cop worth his uniform knows his beat and his patrol and his town, the neighbors, rumors on the street, etc)
Linguistics (if you've got an angry Dwarf holding a crossbow who doesn't know Common, you still need to be able to talk him down and restore the peace before he shoots someone over not being able to read a menu or something)
Perception (a no-brainer; a good officer has a trained eye for spotting clues, evidence and things out of place)
Profession: Guard (obviously)
Stealth (not quite as essential as some of these other skills, but if an officer can apprehend a crook by casing a known bandit lair, or shadowing a possible suspect through the marketplace, so much the better)

Fighter skills that I'm willing to drops:

Know: Dungeoneering (would a Guard really know much about caves or dungeons or oozes?)
Know: Engineering (I never quite understood why PF Fighters got this in the first place)
Know: Nobility (Tacticians get this, why? No idea.)
Handle Animal and Ride (John's never been much of an animal person; he likes dogs and cats well enough, but anything bigger than that makes him uneasy. The way those cows just stare at you...!)


Looks like I am deciding on going with a human lumberjack (barbarian, he has anger issues). Reading some of the others it looks like I want to be buddies with brother Silas and don't want to cross Mr. John! Do you guys mind if I use you a bit in my background? Kinda tie is together a bit?

Mr. Jack (thinking of calling him Balhmahut) is a switch hitting barbarian using the fruits of his labour (and procrastination) as his weapons. I still need a good woodsmans axe, is battle axe the only choice I got? Was hoping for something a little less war orentated but I guess that is generic enough.

Hey &rew, do you mind if I trade out craft for profession (lumberjack)? It would mostly be a fluff change (I think)


Fine with me, Gobo.


Eve Valeria Abia wrote:

Nice Background Doc

Still figuring how to spruce up my background

Thank you


@ Eve - OK...Changeling can work. Are you just now 'getting the urge' to roam, which is why you're willing to leave everything you've ever known? Or have you been there already, which is why you picked Ranger?

@ Gobo - Thanks for not going with the Orc (although that would have been an easy NO on my part =) Woodsman's axe is perfect - we'll adjust damage as needed. And wrapping backstory around others should be fun!

@ John - The following class skills are accepted:
Climb
Craft
Handle Animal
Intimidate
Pick one additional Social Skill (Bluff/Diplomacy/Sense Motive)
Knowledge: Local
Perception
Profession: Guard
Survival
Swim

Acrobatics and Stealth are too Rogue-ish as class skills. Not much call for languages other than Common in Daggermark so Linguistics is out.


Hi all. Submitting a simple honest merchant, Reis Kho for consideration.

GM only please:
Reis is a secret cleric of Hanspur, the water rat, god of waterways. He poses as a merchant as he knows that openly declaring his faith may get him killed.

I hope I've done the build properly and according to your specs. Reis has included Profession (merchant) as a skill, taken only one trait, and added skill bonuses to Diplomacy and Profession (merchant).

The intention is to multiclass him with rogue. Check the brief background I included on the profile page as to why he isn't going to go around trying to drown anyone he gets alone.


Want someone not destined from greatness? I give you Gamin... He is a cheerful street urchin, living on the street and surviving by his wits and the community good will.

Mechanically speaking, a thief 1 with decent carisma and wisdom, besides a good dexterity.

I am also thinking in making him really young, 10 or 12 years old only, illiterate and not to fond of discipline...

Silver Crusade

Statistics:
Chloe Lightwell
Female Human Cleric 1(Cloistered Priest, UM)
NG Medium Humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10 (+0 Dex, +0 armor)
hp 8
Fort +0, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Staff -1 (1d8-1/x2)
Unarmed strike -1 (1d3-1/x2 nonlethal)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—Restorative Touch
Cleric Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds(D), shield of faith
0 (at will)—detect magic, stabilize
D Domain spell; Domains Restoration(Healing subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 12, Wis 16, Cha 14
Base Atk +0; CMB -1; CMD 9
Feats Extra Channel, Selective Channel
Traits Dangerously Curious
Skills Diplomacy +6, Heal +7, K(all others) +2, K(religion) +8, Linguistics +7, Profession (librarian) +7, Sense Motive +7, Spellcraft +5, Use Magical Device +6
Languages Common, Celestial, Elven
SQ aura of good, breadth of knowledge
Combat Gear ; Other Gear simple robe, staff, cleric's vestments, reading glasses, holy textbook, wooden holy symbol, 25g.

Background:
Chloe grew up in a local temple. She is a priestess of Sarenrae. She has spent most her time reading the texts and likes to stay lost in what she reads. She is a librarian in the temple and keeps track of the books. She never was good at fighting with her deity's weapon and took no interest in it. She liked to heal the sick that came and had a gift at only it. On top of being fascinated with books she has always been fascinated by magical items the church has occasionally had. Chloe really is just a simple priestess that wants to do nothing more then read her books.

Profession (Librarian); going with +2 to K(religion) since its a church and linguistics because she has studied different languages.


After relooking a saw a ton of cleric types so reapplying a different character, this is Saint Abel.

Statistics:
"Old Man" Ojian
Male Human Wizard 1
LN Medium Humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10 (+0 Dex, +0 armor)
hp 6
Fort +0, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk. cane +0 (1d6/x2)
Unarmed strike -1 (1d3-1/x2 nonlethal)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
6/day—force missile (1d4)
Evoker Spells Prepared (CL 1st, concentration +6)
1st—mage armor, magic missile
0 (at will)—detect magic, mage hand, read magic
Opposition Schools enchantment, necromancy
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 16, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 9
Feats Scribe Scroll, Magical Aptitude, Spell Mastery(Identify, Erase, Floating Disk)
Traits Focused Mind
Skills Appraise +7, K(arcana) +7, K(history) +9, K(local) +9, Profession(scribe) +6, Spellcraft +9, Use Magical Device +4
Languages Common, Draconic, Dwarven, Elven
SQ arcane bond (cane)
Combat Gear ; Other Gear simple robe, masterwork cane (treat as club), parchment(10), scroll box, ink, inkpen, spellbook, 25g.

Background:
"Old Man" Ojian is a scribe in town. He has wrote the history of the town and likes to keep up with the records. He also is the guy to go to if you think you have found something magical. He has mastered some spells due to overusing them so much and doesn't have prepare to cast them anymore. He spends most of his time reading old spellbooks and writing the happenings of the town in an old tower left to him from his father who was a great adventuring wizard. His father kept him to his studies and told him that its best just to stay here and not worry about adventures. He listened and now in his old age lives a quiet life of leisure and just likes to sit back and enjoy the company of the town.

Profession(scribe), added the +2 K(history) and K(local)


I now bring to you Balmahut, the human lumberjack!
I have included Abigail, Brother Silas, John Keel and Eve Valeria with a nod to the good Doc Ginley in my backstory. If any of you would like me to take them out, Ill happily oblige.
A few things, Firstly Im Gobo Horde above Hia! and I have a few questions.
I decided that the woodsmans axe would be a battleaxe with a 1d6 damage die (one step lower).
GM &rew, do you mind if I switch my class skill craft for profession (lumberjack)? It should have minimal impact on gameplay unless you have us doing a lot of day job checks and I figure it is more thematic :)
Next for the rest of you! I got two-handed thrower right now.
Do you think I should get quick draw/point blank shot?
I intend to get two-handed thrower, quick draw, point blank shot and rapid shot as soon as I can to be able to throw 3 weapons by 5th level.
Thanks and this is looking fun :D

Oh ya another thing! Balmahut has well and truly been duped by Brother Silas! He has fallen hook, line and sinker for the guys faith and con :D That should be fun to play out ;)

Oh ya one more question. Should I put a skill rank in perception? I was thinking of having him be poor-sighted as a self imposed character flaw. They are supposed to be ordinary humans after all! If not I can defiantly put a skill point into it to make it +4. I just figured it would be good role playing to have someone who cant see that well hurling axes everywhere :D


GM &rew wrote:

@ Eve - OK...Changeling can work. Are you just now 'getting the urge' to roam, which is why you're willing to leave everything you've ever known? Or have you been there already, which is why you picked Ranger?

@ Gobo - Thanks for not going with the Orc (although that would have been an easy NO on my part =) Woodsman's axe is perfect - we'll adjust damage as needed. And wrapping backstory around others should be fun!

@ John - The following class skills are accepted:
Climb
Craft
Handle Animal
Intimidate
Pick one additional Social Skill (Bluff/Diplomacy/Sense Motive)
Knowledge: Local
Perception
Profession: Guard
Survival
Swim

Acrobatics and Stealth are too Rogue-ish as class skills. Not much call for languages other than Common in Daggermark so Linguistics is out.

Mmkay. John's new skill list, with appropriate modifiers in everything (listing only the skills that actually have ranks in them):

skillz:

Bluff +4
Diplomacy +4
Intimidate +4
Knowledge (Local) +7 (Profession-related)
Perception +7 (Profession-related)
Profession (Guard) +5
Sense Motive +5


Alright I should have everything done now :)
Here is my list of equipment to run by the GM.
Woodsmans axe. 1d6 damage (1 step lower)
Quarterstaff, clubs, wooden stakes and torches. These are all made as a result of being a lumberjack. Literally extra pieces of wood laying around and being repurposed.
Twine and flint and steel. Just basic everyday items that would be around the house/very useful for a lumberjack (tying up sticks, getting fires started to burn wood ect)
Ale. My Papas last keg of ale from when he used to drink (now passed away) Balmahut wouldn't leave without the momento.
Travellers outfit, pesants outfit, backpack, 3 days trail rations and 25 gold. The basics you gave us. The pesants outfit is his lumberjack work clothes. The travellers outfit is his basic everyday clothes.

Sweet :)

Liberty's Edge

Looking to add a little magic to the group, as I see only one other submission with a magic user. I will work him up and submit ASAP.


Ok..here is Kynneth Stook, a halfling sorcerer, for your approval. Still need to get the background settled, but most of the crunch is there.

Daniel Stewart

Grand Lodge

After checking, Abby is pretty much done.

I'm thinking that the items for my profession are my holy symbol and two outfits. There's everything! I can't think of anything else a barmaid would have as a profession tool.

Are we going with Pathfinder gods for this? I'm fine with being a cleric of Cayden Cailean. :)


I am going to give Ginley a Healer's kit with 2 uses left then. Hes got some 10 gp left. Its good to have savings


GM &rew wrote:

@ Eve - OK...Changeling can work. Are you just now 'getting the urge' to roam, which is why you're willing to leave everything you've ever known? Or have you been there already, which is why you picked Ranger?

....

I am still living in the same house as my childhood since I inherited it. My house is in the woods with about a good 30 to 45 minute walk to town.

I hunt and farm a bit to survive, but I sometimes get payed to hunt creatures that have caused some trouble for the local population, act as a guide or finding certain things in the woods at times.


Tweaked some of Zinny's gear. She just has padded armor now, but has picked up a few sundries like the vermin repellent (a sticky paste she might have gotten from Jerry, to help with them cockroaches in the cellar), and a vial of her own trial-and-error hangover cure (the alchemist's kindness). ...you probably don't want to know what's in that one.


I'd like to re-submit Desmond, 1st level sorcerer. I'd submitted him for the previous game that was discontinued. GM, let me know if you'd like to see any adjustments


Proper nouns adapted. Cover faith Erastil. Only two hitches I question is the trait I took, which gives me Knowledge (Religion) as a class skill and is related to upbringing (in the original non-Pathfinder setting I could ignore the setting-specific heresy reference, but not sure if I can any longer, DM call) and the Weapon Finesse feat. If the DM believes Weapon Finesse comes from training, then I'll probably change it for something else, as Silas is not a trained fighter. If it is considered a more natural development of defending yourself because you're quick, not strong, then I'd leave it be.


Just poking my head in here as well, hai.


Well folks, it is time to pick the party and move on with this. As much as I would like to keep everyone, we can't have half the town off gallivanting around the countryside =) If you are not picked for this you are more than welcome to continue visiting the Happy Cow Tavern and interacting with everyone. I'm loving the discussions there so far!

For my group of ordinary heroes, we're going to run a party of seven. Check in to the Gameplay thread - I'll be posting something shortly to start you off. This game is story heavy - have fun with it! (Full disclosure - I am adapting several OLD AD&D adventures I've had around the house for a while. If, by some strange chance, you actually recognize them, play along or let me know you want to bail...)

So - here they are - seven ordinary townsfolk who are about to have greatness thrust upon them:

John Keel - Constable
Doc Ginley - Apothecary
Brother Silas Benedictine - Priest
Hugo Smith - Blacksmith
Abigail Westbrook - Barmaid
Zinny Holbern - Bouncer
Eve Valeria Abia - Forest Guide

Honorable mention and my go-to guy if I need fresh meat ;-)
Balmahut - Lumberjack

Thanks, everyone!!


As soon as Paizo unsticks the Gameplay page, I'll post something up...I can't get into it =(


Might I suggest manually making the Thread in the Gameplay subforum, then going to the campaign tab, go edit, and then adding it there.


looks open to me atm. I can post there if I want atleast.


The first post has to be made by the GM,
and I think there is a dialog in the top left corner in the gameplay thread at creation the GM has to check before posting or it'll freeze on him.


I hope its not Tomb of horrors or we're going to get chewed lol. Congratulations all and see you in the thread


Aww :(
Looks like I got edged out by the blacksmith. Pitty as we were both pretty much doing the same thing. I am more ranged/switch-hitter while Hugo is straight melee/tank. Well I'll deffently keep an eye on this for a while and if you need anybody give me a ring!
Second aww. I just had a really good idea that I wanted to add.
Meet Smaug. Prophet of the DRAGON.
He is a wandering prophet proclaiming the end times at the hands of a specific red dragon.
He wandered into Dagger mark a year ago and hasn't left (yet). Best part? He has a pet dragon!
I guess I will write him up anyway!

Happy may long weekend guys!


Aw, sorry to see Jerry the Pig Farmer didn't make it in-- I loved that concept for a druid. <3 Congrats to everyone, looking forward to playing with you.

And jeeepers, yeah, we're a RIDIC tall group. Heh. *can't say nothing, I contributed to that*


Jerry will always be here in the Happy Cow Tavern when you are in town (I'm [i]real[/] tight with the GM =)

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