| Umbranus |
I am working on ideas for a campaign I want to run in which all the PCs start as human commoners with the taldan conscript feat and the rough and ready trait.
The base concept is that they are really conscrips sent to fulfill some task which leads to them becoming (small scale) heroes and after that adventurers.
My main problem right now is: I can't come up with a good plot for the first asignment.
It has to be urgend enough that it can't wait for professionals to handle it but it can't be important enough to send fully trained soldiers.
I thought about having the pet dog belonging to a low noble's daughter disappear or some such. But perhaps you have better ideas.
| mplindustries |
The thing is, after the fall of the Roman Empire, there wasn't such a thing as a "professional standing army" until well into the Renaissance. So, the idea of "sending fully trained soldiers" is a modern one. All armies of the time were basically conscripted, and led by knights, which were half soldier/half bureaucrat, since they had to rule over their land effectively.
There's no reason it can't be important. Even if you want to rule that Taldan has a standing army, they could be engaged elsewhere. Or maybe the PCs are sent as reinforcements, but they find the soldiers destroyed or missing or something like that.
Or maybe the PC's village is going to be imminently attacked, but the real army is too far away to make it in time. Luckily, there's some old grizzled warrior passing through--either a former soldier or a great mercenary or something--that conscripts the PCs and teaches them to fight to defend the village until the real army arrives.
| Umbranus |
Good points.
How about the good old plot of: The creek that runs by near the village suddenly fell more or less dry. You guys, pack up and investigate.
How ever I handle the standing army stuff this will work because at first there is no reason to suspect something too dangerous for three peasants with pitchforks. So the first to be sent are those at hand.
What do you think?
| The Purity of Violence |
Taldor actually has a standing regular army seemingly based along Hellenistic/Roman (both what we call Imperial and Byzantine) lines, so your 'fully trained' soldiers are good to go.
How about, the low noble's daughter's cat has sh*t on the carpet. It reeks to high heaven, and father is having an important dinner party tonight and it needs to be cleaned up. However, kitty and her sister cats have taken a fondness to the sh*t and are prepared to defend it to the death, having scratched several servants to negative HP as they attempted to spread the kitty litter (going of that old 3.x thread on the WOTC boards about cats being threats to commoners). The serf's mission, if they choose to except it, is to clean up the cat sh*t.
Meanwhile, in another campaign, my character is off to stop a Runelord rising.
Seriously, is Pathfinder really about 'adventuring' as a commoner? If you need to seek out the community's idea's, why not run a 'normal' (what ever that is) game?
| Umbranus |
+1 to the defend the town idea with the experienced soldier
Some of the people that will play in this had several bad cases of "the npc has to save the day" incidents and so I would rather stay away from this.
But I could arrange it so that the old soldier tries in vain to defend the village when the PCs come by and rush to his rescue. Early enough to keep him from dying but not early enough save him from needing prolonged bedrest.
But the problem with that: If the village has any means of magical healing the soldier would, most likely be the first to be healed. If they don't and one of the PCs gets injured in the first fight the adventure is more or less over for this one.
My original idea was to have someone hand them a pack before they set out containing some healing salves that work like a slower/weaker version of troll styptic.
The Shining Fool
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One thing you need to watch out for is making your players feel like they are being forced into things with regards to character choices.
I tried something similar in the early days of 3.0. The players were pretty unhappy with being made to take certain traits. It might be better if you give them the feat and the trait as extras, instead of forcing them to spend their traits and feats in a way they don't want - at least in my experience.
Kyoko Hitomu
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Why not have them assigned to rebuild a wall that has fallen in a settlement or battlefront? They are tasked with either patching up the wall or guarding masons that are patching it up. Have goblins or kobolds be the cause of the threat and let them be aware that a raiding party or another (small) siege could happen at any time as it's urgent that the walls are rebuilt to keep them from overrunning the city/town.
If need be have some guards assist the players as they make crafting/profession checks or a few spare guards that the town can assist along with these ragtag bunch of pc's that the empire has sent to shut up the cries of the town for help.
Something like this could really open up to a bigger campaign. You present a big threat, give the players an opportunity to decide the fate of a town (and possibly the debt of the townsfolk), and can throw in some rumors of the overlord that has been commanding these local or largescale baddies.
Hope this helps. :)
Kyoko Hitomu
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Also, I'd probably ditch one of those traits as two traits like that is going to penalize anyone that picks up a real weapon instead of a farm tool. I'd go along with a common region trait as they should all be born and accustom to a certain region (example: Desert dweller, or Forest dweller). Give them a trait that makes them feel like they are more family and local and not just master combat farmers.
| mplindustries |
Also, I'd probably ditch one of those traits as two traits like that is going to penalize anyone that picks up a real weapon instead of a farm tool.
I'm pretty sure the whole party will just be wielding Scythes--I know I would under those circumstances.
Well, at least unless I wanted to actually fit with the spirit of the game...
Kyoko Hitomu
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Whether the whole party is wielding Scythes or not is irrelevant. What I'm saying is that 2 traits focused soley on increasing damage of farm tools seems overkill. 1 trait for farm tools and 1 trait for the region or lifestyle they grew up in seems more practical.
EDIT: The culture or climate and situations of life shape a person besides their work. Giving a region or lifestyle trait would give the characters a sense of the climate and lifestyle their characters grew up in (Desert Child for example - The characters grew up in sandy, dry, airy climates. Water is more scarce and means more to them. They are used to dry climates and handling hot weather. There's also Highlander, River Rat, Savannah Child, and Vagabond Child are other suggestions.
| Mark Hoover |
Go w/Kyoko's idea. The PCs are mere conscripts; farmers and tradesfolk hopelessly lost in a sea of professional soldiers. The Taldan army really has no need of them, but they are required by law to be mustered and maintained. As an afterthought their captain assigns the party and perhaps some broken-down old warhorse veteran way past his prime on a crap mission: rebuild Ghellgeist Village.
The place was overrun during a skirmish and partially burned by goblins. The pests have since been routed but the troop stationed there is needed to do REAL work on another battlefield, so the conscripts are dispatched to clean up the mess. If they DO run into some kind of trouble they should hole up in the Ghellgeist Tower for which the village is named and defend themselves as best they can.
The future cleric or wizard of the party should recognize the name Ghellgeist at once; here's where you add some local fluff that ties into the setting and sets up the rest of the adventure. Perhaps the tower was built atop a holy hill-barrow or maybe some arcane event took place there. "Yeah lads, but that's an old Wive's Tale now..." the veteran assures them.
Approaching the village they're attacked by a lone monster; something the PCs can handle at this stage in the game. They HAVE to however as the veteran proves his physical shortcomings here. Now the party is in a strange place, with a weird rumor and a guy who can tell them a lot but can't protect them.
There's a few villagers who act strangely. The story about the place becomes more and more accurate as time goes on. The party will need to find out what's going on and put a stop to it themselves. But in the background is the very real mission that, adventure or not there are real people here depending on the PCs' skills to help them rebuild the town and survive.
| ericthetolle |
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As peasants, I think the party should be assigned duties that deal with threats peasants might face in a fantasy world. Like say, dire bedbugs, or demonically possessed sheep. Maybe something huge and herbivorous has taken up residence in the market and it's eating up the vegetable stalls.
Our maybe something where everything's been peaceful for a century, then a giant killings over the protective walls...
Kyoko Hitomu
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Also, to add some extra realism let them know they have a choice to go rebuild the city or not. But that if they choose not to, they'll be roleplaying in a dungeon lol. :D
Alternatively, if you'd rather not have them rebuild a city like I previously suggested, you could have them assigned to going about a huge city "removing" an annoying type of weed or vine that may knock them unconscious as it slaps anything that gets too close. (Which has caused quite a stir in the marketplace or has caused some people to accuse others of touching or slapping one's butt). One way or another though, a group needs dispatched to remove these plants before they spread and cause more trouble.
| Hlynrian |
They are sent to escort a grain shipment to an outpost, threatened by a possible war. On the way, a wounded messenger rides up coming from the direction they are heading with an important message for army command. His perusers are on him in short order, and the party, they must defend themselves. The messenger is slain in the fight.
Decision point.
What do they do?
1. Read the message?
2. Take the initiative and attempt to deliver it?
3. Ignore it, and continue with their assignment?
Something like this does not give them an important mission buts puts them in the same position.
| Mark Hoover |
Another angle: Wilderness Mission
Bellicose, the Unit Cleric is a worshipper of Erastil. He has learned that a certain kind of herb, when infused with positive energy, can then be used to make an incense that speeds natural healing immensely. This herb unfortunately also exudes a smell from it's root-bulb like foul mustard; the smell is so dreadful that it's growth is disallowed in the town.
The PCs then are summoned when Bellicose realizes that a recent storm took out the patch just outside the settlement that he had been working with. He's dealing with the wounded so has no ability to go hunt up more. Bellicose sends the party to go and gather the herb.
The party will need to make skill checks to get around in the wilds, find the thing and harvest it. If the root bulb is overly damaged in harvest the chemical inside will destroy the plant (Survival DC 10 to gather). On top of that Bellicose warns of the Grinning Goats; stubborn and territorial creatures so named for the mane on their muzzles makes their stubby visages look like skulls (use normal goats). They browse on the stuff and defend patches of it fiercely.
Depending on how long you want them to remain conscripts you might have this lead to other things:
While in the wilds the PCs run across a fey who takes an interest in them - said creature uses them in some way to do good/spread mischief
As they're traveling a sinkhole reveals the entry to a very small dungeon
Bellicose is so impressed he sends them on a "Noble Hunt" to bag a significant animal
PCs discover a significant wilderness find: a stand of Darkwood, a large patch of Glowmold, dozens of rare Arcana Mushrooms (proper harvest/consumption as part of preparing spells enhances one spell by +1CL). The party can decide what to do with this find but others might be interested as well
Upon return w/the root the party finds one of the fallen soldiers' bodies is missing. Bellicose feigns ignorance but acts suspicious
| Umbranus |
...really nice ideas...
I like those ideas.
That way the PCs get a job that sounds easy but could be hard enough for these guys. It gives a reason why they have stuff that enhances healing because the town cleric gave them some of what he had left.If the enemies the party has to fight in the first Adventure are animals some creative ideas to problem solving are more viable than they would be against intelligent foes.
| Friend of the Dork |
In my campaign I started everyone with NPC classes, so somewhat similar to what you suggesting. We had 1 Hobgoblin Warrior (militia trainer), 1 Expert and 2 Commoners. Their first mission was to survive an invasion of Gnomes and go out on an adventure to find a treasure to negotiate with the Gnomes. You know, hero stuff.
In my experience the Commoners were really struggling in the beginning, but if you keep the CR very low they can survive. I would reccomend switching to PC classes as soon as they would level or finish their adventure.
Today, those became Fighter, Rogue, Illusionist and Magus.
tips: Use more non-combat encounters, or fairly weak ones. It helps if the starting setting does not have a lot of monsters or soldiers about, a sleepy village in the middle of Taldor could do. If such a village was to be attacked, they really could not wait for Knights from the local Baron, that could take hours or even days.
It can be very fun to be put into a dangerous situation with few resources, and can lead to very creative ideas. Think A-team.
| Umbranus |
I wanted them all to be the same NPC class (commoner or perhaps expert) because I see the NPC classes as even less balances than the PC classes.
Once they level up they can choose their 2nd level relatively free from among the core classes and some base classes. Most likely I will write up my toughman class before starting. This will be a mix of fighter and rogue, replacing them both, in case someone wants to become that class.
| Friend of the Dork |
I wanted them all to be the same NPC class (commoner or perhaps expert) because I see the NPC classes as even less balances than the PC classes.
Once they level up they can choose their 2nd level relatively free from among the core classes and some base classes. Most likely I will write up my toughman class before starting. This will be a mix of fighter and rogue, replacing them both, in case someone wants to become that class.
You're gonna force them to keep the commoner level? Hmm, be advised that this may favor some classes over others. It will also make it take longer to level up, as they will essentially has ECL 1 or a "racial" HD. Some classes will benefit more from skills than others (Perception).
That's why I reccomend "retraining" class to what they want to play. Or at the very least not counting the Commoner level for the purpose of xp and leveling.
| Mark Hoover |
I second Mr Friendly there. Don't make them stay as commoners. Let them try whatever they want during the first adventure or 2, then let them gravitate toward a particular PC class.
Then you give them, say, a couple weeks of Downtime. Use the UC book and the Downtime system. During that time they're "leveling" into their PC class by applying the experience they earned.
During this time you also help fill in the blanks with some downtime activities; say, 4 days worth per player. Their characters get to use these extra days and the Downtime system however they'd like - generating capital, crafting scrolls or small items, or perhaps just being a hermit in the woods. Whatever the case, this then gives you a point of reference to "reboot" the party from.
It also serves to establish a "real life" for each PC. If for example one of the players chose to have their commoner trade in his pitchfork for a bunsen burner and take a level of Alchemist they might use their Downtime to make alchemical items. In that case the character has to have some lab space or at least some materials to work with, so now you can generate an NPC or group that the PC dealt with for that. Maybe this contact pans out in the game, maybe it just gets used once, but its a personal touchstone to that player's experience in your campaign.
| Umbranus |
I'll think about this advice and have a talk to the players about it. But up to now I really planned on them keeping their NPC class level.
If it will be commoner or expert I have not decided yet.
As to the time needed to level up: I do not plan to use xp at all. Instead the PCs will level when it seems reasonable. And, most likely that will be after the first adventure.
But as is it's not even sure yet for how long we will play this. Time will tell how much the players like it, how creative I am in inventing new adventures and so on.
I mostly only GMed premade adventures until now.