Gordon the Whale |
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?
Manx Serimus |
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.
Gordon the Whale |
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:
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.
Wareagle |
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.
Gordon the Whale |
The paladin is the most open character.
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.
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.
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.
dathom |
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.
Gordon the Whale |
@Dathom: Good deal.
Gordon the Whale |
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.
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:
As an example, see this bandit.
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.
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?
Can you put either the info or a link to the sheet in your profile?
Gordon the Whale |
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.
Gordon the Whale |
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. :-)
Pezmerga |
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!
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.
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.
Gordon the Whale |
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.
Gordon the Whale |
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.
Kip84 |
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'
Gordon the Whale |
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!
Gordon the Whale |
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.