Staggered entrance Legacy of Fire


Recruitment


I'm frustrated with the real-life Legacy of Fire game I'm running, because my players can't manage to all be there at once. PbP seems like the solution.

I'm curious if there would be interest in a Legacy of Fire campaign where the players join up gradually as the campaign progresses, taking the roles of NPCs from the original adventure path. This would mean constraints in terms of race, class, alignment, and backstory, but I would leave the actual builds up to the players (unless they want me to give them pregens...)

The players whose characters join later would have the option of controlling mercenaries (human warriors, standard array) at the beginning of the campaign. Alternatively, they could just lurk and show up later.

Roles available, in order of appearance:

Lv 1 Paladin (Saranrae)

Lv 2 Ranger
Lv 2 Archaeologist (bard)
Lv 2 Cleric (Abadar)

Lv 3 Dex-based melee (Rogue, Swashbuckler, Fighter, Dervish Dancer (bard), etc.)

Lv 8 Old Diviner (wizard)

Obviously, that Diviner wouldn't actually be joining for a long time; up until then I think the party can do fine in the context of the adventure without a primary arcane caster.

Anybody interested?


why would you want to take a staggered approach like this?

It seems like you are hamstringing yourself from the beginning. You are either asking someone to lurk for possibly months of real time, or read months worth of posts to step into an existing role.

Not to mention that if they are taking over NPC's, then either they have to try and role play as the NPC was played, or the character will go through a drastic personality change for no apparent reason.

Pbp games will (unfortunately) often see a change of players throughout a campaign due to the length of time involved.

As the GM, you will also have a harder time balancing the encounters since they are designed with the classic 4-player party.

As a player, I would have no problem stepping into an ongoing game to replace a player that has gone MIA, but I would prefer to have my character walk onstage while the MIA character leaves.

In one game I am still playing (3 years now! and the game started two years before I joined!), we had a player leave for personal reasons, the GM had her character shot, only when the player returned a (real-time) a year later, we find that the shooting was staged, rescued the character and continued on our journey.


As fate would have it, here is an Archaeologist from a LoF game here on the boards which has been on hiatus for the last two weeks. Unless the GM suddenly returns in the next few days, I'd be happy to continue in your game.


To clarify:

In the published adventure path, all the characters but the paladin are friendly NPCs encountered (often rescued) in the course of the adventure, who don't have a significant ongoing role in the plot, but are available to join the party as replacement characters, cohorts, hirelings, GMPCs, etc. If you are familiar with LoF, you know who I'm talking about:

Spoiler:
Andrus, Felliped, Oxvard, Haleen, and Rayhan. I could throw in Undrella, Kardswann, Dillix Mahad, Iavesk, etc., but I don't want a monster party.

Typically, however, they aren't needed. The players didn't die, or they got raised/reincarnated; cohorts and GMPCs slow down the game and take the focus away from the PCs.

In the campaign I'd like to start, those characters will get used. When the party rescues/meets them, the player takes control immediately. They can join up without having paid attention at all; all they really need is their own backstory, and whatever starting character knowledge I give them.

The first player, the paladin, is the only one that will start at the standard beginning of the adventure, hired to help liberate the city of Kelmarane. If other players are interested in the idea now, and want to keep a spot reserved, they can have some fun playing mercenaries (human warrior 2, standard array) which have been hired for the same purpose by Garavel. That gives the players something to do, and helps the paladin get through the beginning of the adventure. If the mercenaries get killed, no worries. If they don't, they'll part company as soon as they get paid. If the other players don't care to play the mercenaries, that's fine. They can lurk if they want, or just join up later.

As to why? It is a traditional plot element in fantasy stories: The hero starts the quest alone, and meets new allies along the way. It's not usually done in RPGs, but I'd like to give it a try.

Perhaps a better way to go about this would have been to advertise for a single player to start Legacy of Fire alone, and then advertise for the other characters when the need arises. Too late now.

Raulzig:
Looks good. It will be a while before the entrance of the archaeologist, though he is one of the first to be encountered. Would you rather control a mercenary until then, or just wait?


Raulzig Turfoodle wrote:
As fate would have it, here is an Archaeologist from a LoF game here on the boards which has been on hiatus for the last two weeks. Unless the GM suddenly returns in the next few days, I'd be happy to continue in your game.

I have returned Ziggy :)

My campaign has many twists and is overall going to be quite different from the actual adventure path so if your interested in joining Flykiller my campaign shouldn't spoil any or much of the encounters.

I myself would be interested just to see how someone else runs LOF and it is by far the best AP. Thing is I have all the books and have read them all over and know just about every encounter and such witch would be a big problem. But if you will have me I am willing.


Sounds pretty interesting...

I just managed to find a couple PbPs to play in, so will defer to any others who are interested. But if you find yourself needing another I'd be willing to try any of the roles.


I'd love to play a Paladin. I could do a build in the next hour or two, or I can take a pre-gen, I don't have strong feelings one way or another. Let me know.


I am in. I have been wanting to take a stab at the paladin for a while now and I don't mind playing prestated characters...its just like playing an event at a convention.

It can be quite enjoyable trying to put yourself in the head of someone that you did not create.


Alternatively, if a mercenary survives to the end of the first part, could they become a full-blown character?


Or if ZetaGilgamesh really wants the Paladin I wouldn't mind starting as a mercenary and then picking up the cleric or the ranger.


The paladin is the most open character.

Paladin:
  • Human Paladin of Saranrae. If you give a great backstory that depends on a race other than human, I will consider it.
  • Backstory should include one of the following campaign traits from the player's guide: Earning Your Freedom, Reclaiming Your Roots, Missionary, or Finding Haleen. If you choose Finding Haleen, change the bonus to be "You may choose two benefits each time you choose a favoured class bonus for this class, instead of just one." So, hp and skill, hp and energy resistance, or skill and energy resistance (for a human paladin). If you choose Reclaiming Your Roots, your heirloom may not be your primary weapon.
  • Paladin archetypes are allowed.
  • No mount.
  • All PCs:

  • 20 point buy. No more than 1 stat under 10. If you'd rather roll, I love rolling. 4d6 keep 3, one complete reroll allowed.
  • Max HP at first level, half rounded up thereafter.
  • At 1st and all even levels, you may take a "flavor" feat; this should be a feat that is situational and interesting, that you wouldn't normally take because it's not strong enough. Something like Fortune Teller or Ironguts. Ask me to make sure.
  • Two traits; one should be a LoF campaign trait. These will be assigned for characters other than the Paladin.
  • If level 1, average gold (or roll for it, but no going back to average if you roll badly). If level 2+, wealth by level. If you have a magic item crafting feat, you may not use it to get items at half price.
  • Mercenaries:

  • Standard ability array (13, 12, 11, 10, 9, 8)
  • Human Warrior 2
  • Warrior may not be a favored class
  • 2 traits not from the same category. No campaign traits, regional traits must be Katapesh.
  • Equipment according to the NPC table: 100gp weapons, 150gp protection, 40gp limited use, 100gp gear
  • Flavor feats as above.
  • hp as above
  • Other house rules:

  • Experience will not be tracked. The party will level up when it reaches specific parts of the story. Everyone will level up at the same time.
  • If a player dies in combat, they get "last words" at the end of the encounter. Impart your dying wishes, confess your secrets, go for an Oscar. Magical healing cannot save characters at this point.
  • I will give luck points for excellent roleplaying. These can be used to force a reroll of any d20 roll made by or against your character.
  • Fractional base saves and BAB for multiclass characters, whether it helps or hurts them.
  • ZetaGilgamesh wrote:
    Alternatively, if a mercenary survives to the end of the first part, could they become a full-blown character?

    If you become very attached to the character, and they are contributing to the narrative, then I might allow it; however, they will be very underpowered compared to the rest of the group; the standard array is a 3-point buy, and they will have 2 NPC-class levels. These would be the Merry and Pippin of your party, power-wise.

    Brother Mortimer wrote:
    Or if ZetaGilgamesh really wants the Paladin I wouldn't mind starting as a mercenary and then picking up the cleric or the ranger.

    Decide between yourselves; or whoever makes the better background gets the spot.

    WarEagle wrote:
    I myself would be interested just to see how someone else runs LOF and it is by far the best AP. Thing is I have all the books and have read them all over and know just about every encounter and such witch would be a big problem. But if you will have me I am willing.

    You are welcome to play a mercenary to start; later, as long as you are willing to keep your player-knowledge to yourself and keep the plot on target, you might be able to join, especially as the diviner.


    I'll let Zeta have the Paladin, and I'll hold out for either the cleric or the ranger. I'll post a warrior later tonight.


    I will jam on the backstory and get it posted by tomorrow at a minimum. I have some thoughts and will work on it as soon as work is done. Thanks!


    [url=http://www.myth-weavers.com/sheetview.php?sheetid=360567][/url]

    A pretty basic warrior type.


    If the paladin is already claimed, then I would be happy to play a mercenary until it is time for one of the other character to make an entrance. I am game to take up either the ranger or the cleric. Should you allow me to join, then I would gladly play a mercenary until such a time as he dies in a blaze of red shirt glory, or it is time to replace him with one of the NPC turned PC characters. I'll get a warrior up post haste for your perusal.


    Brother Mortimer:
    Looks like you still need feats (1st level, human bonus, flavor), skills, human ability score bonus. It's showing your BAB and base saves as 0, they should be +2 BAB, +3 Fort, 0 Ref and Will. You'll need to calculate attack bonuses, damage, etc. for the various attacks. Incidentally, you are allowed to re-order the basic array, although it's fine if you don't want to.

    ZetaGilgamesh:
    Do you have a copy of the Legacy of Fire player's guide? I just realized it's not a free pdf like the more recent ones.

    @Dathom: Good deal.


    I do have access to it. Thanks!


    Background is done. Stats next.


    A sailor on the sea of sands. A light in the darkness. The Lady will light the path of those who strive to push back the black.


    Can I play a warrior till the diviner is encountered? I don't mind having the long wait...


    4d6 ⇒ (2, 4, 5, 1) = 12=11
    4d6 ⇒ (3, 6, 5, 4) = 18=15
    4d6 ⇒ (5, 2, 2, 5) = 14=12
    4d6 ⇒ (4, 5, 4, 4) = 17=12
    4d6 ⇒ (6, 2, 2, 4) = 14=12
    4d6 ⇒ (5, 1, 6, 6) = 18=17

    Well that wasn't bad at all!


    Merc is redone. I don't have the player's guide if it matters.


    Working on the sheet now for a mercenary. Will have it completed, latest by the end of the day.


    The Story so Far
    In the city of Solku, set where the open desert and brushlands of Katapesh meet the formidable Brazen Peaks, a tall, dashing man named Garavel is hiring able bodied folk to aid his mistress, the merchant princess Almah, in the dangerous task assigned her: to re-establish the abandoned village of Kelmarane, lost decades ago in mysterious circumstances, and currently overrun by a fierce tribe of gnolls. For any brave souls willing to make the journey through the dry scrub to Kelmarane and defeat the gnolls, he is offering the sum of 200 gp per person. So far, he has assembled a gang of disreputable looking mercenaries from among the drifters of the desert. To a man, they are unclean of visage and uncouth of manner, with poorly kept armor and battered blades, missing teeth and greasy hair.

    Mercenaries:

    I have been thinking over the mercenaries, and I don't want you guys to get too attached. They are just meant to be a diversion until you get a "real" character. See the description above. I am actually surprised at the interest! Some changes to or clarifications of what I said before:

  • No flavor feats.
  • 100 gp weapons
  • 150 gp armor
  • 40 gp limited use: this is things that are used up, like potions and alchemical items.
  • 100 gp gear: this is whatever doesn't fit the other categories: bedroll, tent, mount, etc.
  • Any gold not spent within its own category is gold, gems, jewelry, etc.
  • Mercenaries will not level up when the paladin levels up from 1 to 2. These characters are not supposed to be really engaged in the adventure; they are trying to do the minimum necessary to get paid. Any that are still around at level 3 will level up.
  • Mercenaries should be Neutral. Perhaps tending toward Chaotic or Evil, but Neutral. They won't stab their team-mates in the back, they will follow direct orders from their superiors (perhaps grudgingly), and they will generally work towards the completion of the mission (200 gp each...), but they won't take initiative in making plans, don't work well as a team, might squabble over treasure, and are willing to abandon their comrades if a fight is looking grim.

    As an example, see this bandit.

  • Delayed entrance PCs:

    Current lineup:
    Ranger & Cleric: Mortimer and Dathom (you two decide which is which; no rush though)
    Archaeologist: Still open, unless Raulzig wants it.
    Dex Melee: Still open

    Diviner: Kip84, but see below.

  • The Ranger, Archaeologist, Cleric and Dex-Melee will all be able to play mercenaries until their "real" character shows up. Even if the starting set of mercs all die, Garavel will hire more. Once the main characters arrive, the mercenaries will have fulfilled their contract, and will no longer be necessary.
  • The diviner will not be introduced until much later. It took us a year+ of biweekly sessions to get to that point in my live campaign. The diviner's player is welcome to play a mercenary while mercenaries are relevant, and there will be an intermittent opportunity to play other short-term, low-power characters in the mean time (rescued slaves, caravan guards, etc.). If that's not enough to keep the diviner's player interested, then they are free to disappear; I'll contact them close to the time for the character to start, in case they are still interested. Otherwise, I'll just do an open recruitment.
  • Valik:
    An ex-viking in Katapesh! Truly, it is a land of wonders!

    Did you reuse that backstory from Rise of the Runelords or Jade Regent? I don't care if you did, as long as you play it well; the reason I ask is because of Shalelu. I see you chose Finding Haleen as your campaign trait. Do you intend for Haleen and Shalelu to be the same person? It's not an ideal fit, although we might be able to work it out if it's important to you. Alternatively, is that just the beginning of Valik's story? Either way, I'd like you to add more to the backstory. How did Valik become a follower of Saranrae, after his father instilled the faith of Torag in him as a child? How did he come to Katapesh?

    Mortimer:
    Mostly looks good; however, you can't afford 8 potions of cure light wounds out of your 40gp for limited items. I guess you misread it as 400gp? Also, see above regarding feats.

    Can you put either the info or a link to the sheet in your profile?


    mercenaries:
    Although my description refers to the mercenaries as men, they may also be women. Here are the names of the mercenaries from the AP. Take them or make your own:

    Men: Trevvis, Utarchus, Dullen
    Women: Kallien, Brotis, Yesper


    Valik:
    I assume Cosmopolitan is your flavor feat and Power Attack is your 1st level feat... Don't forget human bonus feat.

    I think there's an error in your skills: You should have 5 skill points: 2 base, +1 int, +1 human, +1 favored class. I think you've spent 6 points: Craft(carpentry), Heal, Knowledge(local), Sense Motive, Survival, Swim. However, if you did put a point in Craft, your bonus should be +5, not +3: 1 rank, +1 int, +3 class skill.

    Another thing to add to your backstory: how did an Ulf come across a suit of leather lamellar? That stuff comes from Tian Xia.


    I'll be Travis. Don't worry, I'm not attached to him a bit. What do you mean by flavor feats? All feats?


    Brother Mortimer wrote:
    What do you mean by flavor feats? All feats?

    I'm giving the PCs extra feats, which they can only spend on things that don't give then significant mechanical advantages, but which are interesting. The mercenaries don't get them, because they aren't supposed to be interesting. :-)


    Link is in profile.


    I'd be VERY interested in the Dex Melee character. I'd like to go with a Dancing Dervish Bard.
    I'll be fun and roll!

    Roll:

    4d6 ⇒ (3, 2, 6, 6) = 17
    4d6 ⇒ (5, 3, 2, 2) = 12
    4d6 ⇒ (1, 5, 3, 5) = 14
    4d6 ⇒ (2, 2, 4, 5) = 13
    4d6 ⇒ (4, 6, 2, 2) = 14
    4d6 ⇒ (4, 1, 4, 4) = 13

    Edit: Not a bad first set, but to me it's not exciting to build a character with.

    Reroll:

    4d6 ⇒ (5, 2, 1, 3) = 11
    4d6 ⇒ (2, 4, 1, 2) = 9
    4d6 ⇒ (6, 2, 6, 1) = 15
    4d6 ⇒ (2, 5, 1, 4) = 12
    4d6 ⇒ (2, 2, 3, 3) = 10
    4d6 ⇒ (2, 5, 1, 6) = 14

    Woot 6 point buy. I like a challenge.
    Bard Dervish Dancer.

    Str 11
    Dex 16 (+2 human racial)
    Con 11
    Int 8
    Wis 8
    Cha 13

    I'll add in the other crunch later.


    I'd like the cleric. Do you want him to be generated now, or wait until he is introduced?


    ARRRRRGGGGG!! I posted a whole new backstory for Valik and it didn't take! Wow, that is hugely frustrating.


    Spoiler- Pezmerga:
    Dervish dancer will be great for that character. If you want to go back and use the first rolls, that's fine with me, but I admire your willingness to go with the low ones. (Incidentally, I think one of your 11's was actually a 10.) Here's the outline of your character:

  • Level 3
  • CG or CN Human Female
  • Your character will be joining the campaign late, so you don't get a campaign trait. Instead, you may choose 3 regular traits, no two from the same category.
  • You may violate the rule about spending most of your starting gold on one item. You are supposed to have 3000gp; go ahead and get a +1 weapon and a mithril chain shirt. Haleen has already sold everything that she didn't need, and all she has left are the prized possessions she will never part with. If you need anything else for RP reasons, ask me, but don't bother with adventuring gear (bedroll, torches, etc.).

    Backstory: You are Haleen, the missing character from the campaign trait "Finding Haleen," which Valik chose. This means you already know and are on good terms with Valik. Exactly how will depend on Valik's story, which he's still working on. If you have specific problems with what he writes, let me know and I'll ask him to change it.

    Here is what happened after he last saw you:

    The reason you disappeared is because you got into some sort of embarrassing, dishonorable debt: gambling, drinking, drugs, magic: the gathering, etc. The exact nature is up to you. You skipped town to escape the consequences and try to earn enough to pay back your creditors, and left a note for Valik telling him not to follow you, because you didn't want him to find out about your secret vice. You know he wouldn't understand; he's a paladin, after all!

    You heard about a gladiatorial arena (The "Battle Market") set up in the old town of Kelmarane, where an able fighter who could put on a good show could make easy cash, and decided to make your way there. It turned out to be an unpleasant sort of place, run by gnolls, and crawling with bandits, smugglers, and riffraff, all ruled over by a huge, veiny man (though he doesn't seem quite human) named Kardswann. Everything is filthy and run down, and it smells like rotting meat and urine.

    You have done well, winning all the fights you've had, but like many such situations, it's an exploitative setup. There's no easy cash here, no matter how much you win. You are charged exhorbitantly for your room, and the food you're willing to eat (that is, you're sure it couldn't ever talk) is similarly dear. Plus, the lures of [whatever your old vice is] are all around you. You'd like to leave, but Kardswann makes threats about what happens when gladiators run off alone into the desert. And where would you go?

    The other day (as of when you enter the story), you squarely beat an ogre named Hurvank the Strangler, who had formerly been a big crowd favorite. He holds a grudge about it, and you fear for your life. You beat him on an open stage, but if he grabbed you in the halls when you weren't expecting it... You've been spending most of your time in your locked room.


  • Spoiler- Mortimer:
    Ranger, Cleric, and Archaeologist:

    Your names from the published AP are
    Ranger: Andrus
    Cleric: Oxvard
    Archaeologist: Felliped

    You may change them if you like, but I will use them here for convenience.

    Oxvard and Felliped are beginning Pathfinders from Avistan (originally Cheliax, but change that if you like). Their first mission was to travel to the far off land of Katapesh, find an abandoned town called Kelmarane, and investigate the ruins around it, cataloguing all the artifacts and inscriptions they discovered. Initial reports suggested that there was no significant hostile presence in the area, but the general area is known to be home to gnolls, so they hired a guide named Andrus (where you hired him is up to Dathom) who was familiar with the habits of gnolls. Everything started out swimmingly, they found the town, and were attempting to enter the crypts beneath a ruined temple of Saranrae, which was magically locked, when they were surrounded by an organized group of dozens of gnolls. The gnolls quickly overwhelmed the hapless Pathfinders and took them prisoner. Apparently, the initial reports were out of date.

    They have been locked up for weeks in individual, cramped, filthy cells, without any of their gear, not even a holy symbol. The food they are given is raw meat, which they hope is not from their fellow prisoners. The gnolls leer at them hungrily through the bars. Things are looking desperate.

    Two days before he enters the campaign, Felliped manages to break out of his prison cell. (Exactly how is up to your build; amazing diplomacy, mind-effecting spells, grabbing the keys, picking the lock; whatever he can reasonably do.) He is either too afraid or unable to rescue his friends. He finds a rusty spear, and hides in an abandoned building in Kelmarane, with no idea where to go or what to do next.

  • Felliped and Oxvard get the campaign trait "Seeking Adventure" from the Legacy of Fire Player's Guide. Andrus may choose "Seeking Adventure" or "Gnoll Killer"
  • I probably don't need to say it, but Andrus should choose favored enemy: gnoll.

  • Spoiler- Dathom:
    You may read Mortimer's spoiler.


    Ok, I think it would be interesting to play more of a native of the area, so I would be happy to play Andrus once we get to that point. I will get my mercenary finished, then start working on a character sheet for the ranger.


    I will be happy to use Oxvard as is.


    If Raulzig doesn't claim the archaeologist I'd actually prefer to play the bard over the diviner. I like wizards but divination is not my favourite school.

    As to playing other low level npcs that's fine, as is reading along while waiting. I'm am also a fan of the 'single hero starts out on a quest gathering others along the way story arc'


    Here is the character profile for dathom's mercenary.


    Dullen wrote:
    Here is the character profile for dathom's mercenary.

    A pesh addict! I like it!

    It looks like we have enough players, at least to get started, so I've created a discussion thread.

    @Valik: That sucks about your new backstory getting lost; I hate to have to retype stuff. I look forward to reading it though!


    Background re-written, skills repaired, he is going to use the armor coat instead of the lamellar, so now he can get out of the armor if he is in quicksand.

    As for the skills, I think hero lab is farking up somewhere, because I counted the same as you did when I checked again.


    Valik Roffeson wrote:

    Background re-written, skills repaired, he is going to use the armor coat instead of the lamellar, so now he can get out of the armor if he is in quicksand.

    As for the skills, I think hero lab is farking up somewhere, because I counted the same as you did when I checked again.

    Replies in the discussion thread.

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