Game Thread -
http://www.bay12forums.com/smf/index.php?topic=138041.0Confirmed Players -
Bluerobin - Halfling Druid
Sumac the Unsure and his Companion, Storm Roc,
RobinGiglameshDespair - Half-Drow Witch
Ketarii Nightchildmainiac - Human Ranger
KoddaYoink - Dwarven Fighter
Shorast Remuthra - Elven Cleric
Jak the WandererCarrion - Elven Ranger
Ohathel Ursael~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
So hey folks. As a few might know I have been doing some DnD with some friends elsewhere and have been getting into it well, of late I have been returned the reins of DM for our group and we have been doing the First Adventure Path, Rise of the Runelords. Now our group isn't one for theatrics, in fact only two seem to be but at times they like to push past anything that could help in the way of story so I have been left with a sudden lack of doing the Roleplay of the world around them as such. Its annoying but dealable. BUT thats not what I am here for...
We have just finished the first book and I had been thinking about how they handled each situation and how I presented it to them, how things could have been and where they could have failed or been better, so I thought I would take this knowledge and throw it at you guys in another side campaign running of the Adventure Path...
If anything, I am looking for at LEAST 4 people who have NEVER heard of or at least played a great deal of the Path, as I don't really want to be facing past experiances of a DM that did it better then me, AND I am hoping to improve or at least clean up my Roleplaying ability for both them and you guys by running it again with more knowledge then what I had first go through...
My plan is to only play it via the Thread, using RTD styled dice rolls, being that I would roll them and present the results to you fairly and such, giving a more fluid and less time restrained deadline for both responses and actions from the player as it will become more Roleplay then anything else. This also means that things take a less of a backfoot on the battle strategy that Pathfinder uses but I think I could work around that and even bring maps into play when needed...
So, anyone interested? If so please let me know. Please remember that this will not be a game through Roll20 or Maptools or any other virtural tabletop program/site and will be purely done here in text and threads. Its all RP...
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Basic Request/Rules
1: Try and think about making your character from the local area, Each Player can Choose one of these Traits and ONE other from
here...
You were born and raised in the town of Sandpoint. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tought folk respect you, but the law-abiding citizens don't.
You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Aliver "Pillbug" Podiker - Apothecary:
Everyone suspects sweaty, shify-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You're one of the few in town who know this for a fact.
Benefit - You start the game with 400 gp worth of poison, and the apothecarist will continue to sell you poison as long as you don’t spread the word.
Titus Scarnetti - Bitter Nobleman:
Scarnetti Manor was hit hard recently, and the revelation of Scarnetti's ties to Sczarni criminals damaged his reputation as well. He's eager to rebuild his presence in town, and you're one of the ones he's selected as an agent.
Benefit - Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
You were born and raised in the town of Sandpoint. You know many of the region's secrets and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy.
You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Ameiko Kaijitsu - Local Noble and owner of the Rusty Dragon Inn :
Ameiko is on of Sandpoint's most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you.
Benefit - You gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Belor Hemlock - Town Sheriff :
Belor, Sandpoint's no nonsense arm of the law, is like the uncle you never had. The Benefits of being close friends with the town sheriff are extensive, and you can call in favors from him every now and again.
Benefit - Once per game session, a favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one time +10 bonus of a Bluff, Diplomacy, or Intimidate check made against any local person.
You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here.
Choose one of the following:
Lore Seeker :
The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!
Benefit - You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Exile :
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit - You gain a +2 trait bonus on Initiative checks.
Missionary :
You have come here to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed—what that need is, though, you’re not quite sure.
Benefit - You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
2: Any Class/Archtype is welcome BUT please try and limit yourself to the Core Races, these early Paizo Adventure Paths have a lot of things that can make it interesting for certain player races.
3: If you use something that isn't located in the core set, as in from sites such as
Paizo PRD or
d20pfsrd, please try and link a reference to it.
4: Look into this
Player Guide for that of the Adventure Path, it will give some insight to the area and stuff. And YES the Bonus Traits are available to use for those that make characters attached to the local area...