Lost Lands Campaign (Inactive)

Game Master brvheart

This will be a sandbox campaign in the Frog God Games Lost Land Setting.


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Also you have very little cash. Ulfgard has just a mw weapon


Ulfgard has 2x masterwork Weapons, a few normal ones, and a +1 Kukri?

The main reason I wanted the Dorn Dergar is because with defensive stance Bharaz becomes useless if an enemy 5ft steps away from him...


(1) Please tell me Dorn Dergar is allowed
(2) If the earth elemental is too OP, I’d be happy to take the normal paladin weapon bond instead. A +1 Enchantment Bonus is easier to keep track of anyways.


I do not have UW but will allow the weapon as Ulfgard has it already.
I listed the sources for main sources allowed please.


Ulfgard, upgrade yourself to WBL so you are all the same page and only count the kukri as half.


Can he keep his ram mount?


Clan Silverhelm:

“The mountain dwarves to be found in Bard’s Gate are universally of the Silverhelm Clan of the northern Lyre Valley in the Stoneheart foothills. The Silverhelm is a part of the Great Mountain Clan Krazzadak and are an anomaly in that they are friendly to the lowland humans — at least the humans of Bard’s Gate. It was likely the Silverhelm Clan — or its distant ancestors — that rst came to the aid of the Hyperboreans against the elves at the history-altering battle on the shores of Lake Crimmormere more than three-and-a-half-thousand years ago, and the Krazzadaks were doubtless one of the mountain clans directly affected by the Great Betrayal at Hummaemidon a century later.

The Silverhelm had long maintained its underground halls and tunnels at the edges of the Stoneheart Valley and looked askance at the growing human population gathering below, but it was not until the coming of the Year of the Hard Cold, a bitter winter in the lowlands that coincided with the ice curse of the Shengotha Plateau, that the Silverhelms were moved to make contact. When in one fell night the Krazzadak capital at Bryn Tuk Thull and the Krazzadak king Thull XII were lost in the freezing invasion from beyond the bounds of the Material Plane known as the Curse of the Stoneheart on the lips of the surviving dwarves, the small Silverhelm Clan found itself cut off from its kin and with dwindling resources. The Silverhelms found themselves in a moment of crisis the next spring when famine swept through the lowlands and their halls alike but were shocked to nd a line of wains left in the valley outside their halls, heavily laden with grain and foodstuffs to fend off their almost certain extinction. When the next year found a column of Silverhelm craftsmen tromping into the city to modernize its walls and canals, it ushered in the city’s golden age of construction.

The relationship between the city and the Silverhelm dwarves has remained cordial ever since, with a temple to Dwerfater being founded within the city and many of the clan actually relocating to the city itself to run pro table business interests there. For the rst time in known history perhaps, dwarven bear riders strode peacefully among the streets and lanes of a lowlands city. However, recently the dwarves of the clan have shut their gates to the surface so that even their kind themselves cut off from contact. It remains to be seen if the Silverhelms will emerge again from their tunnels and renew their days of celebrated partnership with Bard’s Gate.

Bharaz is a dwarf of Clan Silverhelm. As a devoted paladin of Dwefater, he resides in Bard’s Gate, tending to the temple grounds. His duties extend beyond mere temple maintenance, for he also serves as a caravan guard, ensuring that trade between Bard’s Gate and his clan remain safe. While his clan has shut it’s doors, locking even kinsmen such as himself out, Bharaz sees his duties as being more or less the same. He is a guardian of Dwarven culture, history, and prosperity. Unlike many mountain dwarves, Bharaz fares little if a dwarf is hill, mountain or street. In his eyes all are children of Dwefater, and are to be treated as such.

With the caravans no longer running, Bharaz is now in search of adventure. In his mind, the enemies of Dwefater are numerous, and should be sought out before they grow in strength. And what better way to seek them out than from within a band of adventurers?


yes Ulfgard


Something Wicked wrote:
Robert Henry wrote:

ummm, tell Ulfgard too, I think he's had one since the beginning...

With a thief in the game, and nothing else sounding really interesting, I'm dropping out of this one. Have a good time folks. Thanks for running another game brv, I know everyone appreciates it.

Aww :(. Sorry to see you go RH.

Sources noted! With the exception of a spell or two that needs to be swapped out, I think Cayugo is ready, mechanically? I'll create an alias and dot into gameplay!

I've been PMing with brv and Turvijagal, I think a CaGM barbarian might be fun to play. We will work something out. So we are back at 6...


Yes, I just heard from Xunal. He is going to play something else as he does not remember his rogue. Just think of me as an Ent, lol. Now that everyone is on board, let's move this over to discussion:)


One or more players needed for ongoing Lost Lands campaign. Around level five.


Interested in joining.

I'm a fan of Frog God Games products.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dotting for interest. How have the submission guidelines changed since the OP?

When is the deadline for submitting?


Nothing has changed since the original except that new characters are level five, WBL. We are down to two at current a ranger and a sorcerer. Just lost two.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

For some reason I thought you still had a rogue and a cleric, so I was planning on doing a bard. But if you're down to a ranger and a sorcerer I'll rethink that. What is the party currently doing? What are their current goals?

If only a couple of us are applying it may make sense for us to coordinate on characters.


We did until recently.


Hmm. Count me interested. I own some of the FGG materials and have looked through them a bit, but not enough for it to be likely to be a problem. I'm aware of the general layout of RA and I can vaguely remember the first two parts of Stoneheart Valley, but that's all. I am, of course, prepared to keep my limited amount of OOC knowledge separated from my IC decisions.

Given the current party composition, maybe a cleric of Thyr? Provided that doesn't mean I'm expected to be a healbot, of course.

Edit: Or possibly an archer cleric of Freya. (Although OOC I'd like to ignore the "sexuality and procreation" part of her description if I do that.)


That would not be an issue. I have never had a cleric of Freya worry about that. These are from the Splinters of Faith where the party is on a series of quests to add to a relic they possess. So far they are on part 5 of 10. I think am going to level the existing characters to level 6 and bring you guys in at the game level.


Ah, right. I've read through the introductions of SoF (so I'm aware of the premise) and at one point was vaguely aware of what the different modules in the path involved, but I haven't read through the individual adventures in much more detail than that. I was specifically trying to avoid spoilers when I looked at them, as I was intending to play them solo...Speaking of which, this character is largely a merger of two character concepts for solo characters that I tried with FGG modules.

I've never actually made a character on the Paizo forums before; all my previous pbp roleplaying has been on giantitp/myth weavers. How does one do it?

Edit: Also, is Nordic/Norse/whatever a distinct language from Common in the Lost Lands? If so, is that remotely likely to come up? For flavour/backstory reasons, I think I ought to know the language if it does exist. If it's not likely to come up in the actual game and would just be flavour, perhaps I could persuade you to let me have it for free?

Edit 2: How are HP being done? Max first level then average rounded down after that?


Are you still open for business?

I'd love to play a Cleric/ oracle or a Paladin of some sort.


I decided to make my character using Myth-weavers. I can always move her to some other format if that's preferred.

Ariane Wald, archer-cleric of Freya.

I technically spent slightly more than half my WBL on my bow, so I've given it a name and tied it into my backstory to acknowledge its significance.


Pathfinder Roleplaying Game Charter Superscriber

Looks like I’m a little late finding the game and the recruitment. I shall lurk in case you have a future opening.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I will put together a Child of War Child of Acavna and Amaznen Fighter from Arcane Anthology. Probably Human Dwarf.


Pixie Rogue and the DragonMistress, I am still recruiting:)
Hit points are maxed at level one and rolled for the rest, rerolling 1's.
The nordic language is common to the Northlands so any viking type characters would have that as their native tongue as well as common.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:
I will put together a Child of War Child of Acavna and Amaznen Fighter from Arcane Anthology. Probably Human Dwarf.

I'm scratching this and trying to figure out something I like that's a little more classical sword and board dwarf fighter. Do fighters get a stamina pool for free or do they need to take the Combat Stamina feat?


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hp: 5d10 ⇒ (1, 6, 9, 8, 9) = 33
reroll: 1d10 ⇒ 6


Ariane's HP: 5d8 ⇒ (5, 2, 2, 4, 8) = 21
Fregi's HP: 6d8 ⇒ (6, 2, 8, 7, 3, 4) = 30


Pathfinder Roleplaying Game Charter Superscriber

Ah, not sure why I thought the decision had been made. I see the original party was quite large - are you trying to fill back to that large a group? Mostly curious.

My very early draft is divine, perhaps oracle. I have a lot of the Frogs’ material, but have not studied it. Any suggestions for an oracle in the world of the Lost Lands? He or she will be primarily healing and buffing, I suspect.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:
caps wrote:
I will put together a Child of War Child of Acavna and Amaznen Fighter from Arcane Anthology. Probably Human Dwarf.
I'm scratching this and trying to figure out something I like that's a little more classical sword and board dwarf fighter. Do fighters get a stamina pool for free or do they need to take the Combat Stamina feat?

Presuming that one of these two ways to gain stamina is okay, I have something pretty much put together. Do you need every t crossed and i dotted to consider the submission?


I will go up to six players. We currently have two prior to this recruitment. I have not looked at the Oracle since 3.5 so I am not helpful there sorry.


caps wrote:
caps wrote:
I will put together a Child of War Child of Acavna and Amaznen Fighter from Arcane Anthology. Probably Human Dwarf.
I'm scratching this and trying to figure out something I like that's a little more classical sword and board dwarf fighter. Do fighters get a stamina pool for free or do they need to take the Combat Stamina feat?

I don't have Arcane Anthology so I am not sure on that one. It is not one of my listed sources.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
brvheart wrote:
caps wrote:
caps wrote:
I will put together a Child of War Child of Acavna and Amaznen Fighter from Arcane Anthology. Probably Human Dwarf.
I'm scratching this and trying to figure out something I like that's a little more classical sword and board dwarf fighter. Do fighters get a stamina pool for free or do they need to take the Combat Stamina feat?

I don't have Arcane Anthology so I am not sure on that one. It is not one of my listed sources.

I guessed that you didn't have Arcane Anthology and that's part of why I scratched that idea. Stamina rules are from Unchained. If you don't have that one I can go for Slayer. If you don't have that one I'll figure something else out.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Ah-ha! I did not see this in the recruiting thread, just the part where you said you have over 100 sources.

Campaign Info tab wrote:

House Rules

1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only with some noncore on a case by case basis.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only.
E) Races per Core rules only or other approved campaign races.

So if I understand this right it is Core only classes plus GM approved class on a case by case basis. Which sounds like we just ask "is class X okay?"

It also looks like non Core classes available for request are only APG, UC, and UM. So no ACG or Occult classes. Is that still the case?
I also don't see Unchained or the Weapon Master or Armor Master books. So I think I am back to square one. I will circle back later. Please confirm that I read all of this correctly and nothing has changed.


I like a lot of the ACG classes. Slayer is good. I prefer them to Unchained.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Okay. I think I can do Dwarf Slayer, then. My plan is to do Ranger Fighting Style talents with the Sword and Board style to do shield bashing and longsword attacks. He will have Steel Soul and Glory of Old in the interest of being really tough to take down. I will probably try to get some utility mileage out of the slayer's skill ranks. I don't really care about sneak attack (although I'm sure it's the best way to maximize damage, particularly with TWF) so I will probably look for an archetype to trade that out for something to be tougher OR work some kind of custom archetype out with you.

Is that sketch enough? Should I put the whole thing together? What else will you need for my submission?

Edit: and there are only a couple of Paizo archetypes that replace sneak attack for the slayer, and none of them are even close to what I want thermically. There's a 3pp thing that lets you gain a "lethality" anytime you would gain sneak attack dice, but it is 3pp so I think it's a no go. I'm also not sure if the lethalities are even the right theme fit


Pathfinder Roleplaying Game Charter Superscriber

Your liking of ACG has me looking there for an interesting divine caster. Would you allow a shaman? I’m looking at the life spirit and again the healer role. He/she would pick up channeling and focus on buffing. Understand your dislike of the witch, so I want to vet anything “witchy” before making any assumptions.

I’m writing this from the road, so there likely won’t be a detailed build for a day or more, whatever you rule.


Yes go ahead and put together a build caps and I will look at your shaman when you have the time.


pi4t wrote:

I decided to make my character using Myth-weavers. I can always move her to some other format if that's preferred.

Ariane Wald, archer-cleric of Freya.

I technically spent slightly more than half my WBL on my bow, so I've given it a name and tied it into my backstory to acknowledge its significance.

It looks good, go ahead and join discussion when ready:)


JoshB wrote:

Interested in joining.

I'm a fan of Frog God Games products.

You still with us Josh? Sorry I was out of town until late Monday.


Pathfinder Roleplaying Game Charter Superscriber

The shaman is shaping up. Currently, I'm seeing a female halfling named Roylenna Flamefoot with a white rat familiar named Cadduceus, "Caddy" for short. She is a healer by trade with a generally sunny disposition and a devotion to duty. Barring an authority telling her what she should be doing, she generally finds someone to assist with her healing because her work is never done. She is no warrior, but has gotten into some scrapes because she aided someone that was going up against undead. This has taught her that she's best as a back-row participant relying on missile fire and spells to contribute if she's not patching up wounded.

Via a hex, she has the ability to life link with the front-line warriors, taking some of their damage on herself, and she can channel positive energy like a cleric. She also has the ability each day to select a new "wandering spirit" that grants her the option to tailor her abilities to the expectations of the day. Perhaps more offensive firepower, perhaps access to lore she doesn't normally have.

I'm leaning toward the healing hex (effectively a free cure moderate wounds spell that can only be used once on any given target per day) and the life link hex (mentioned above). Her default wandering spirit will likely be Lore at this point, but she might attune to the Flame spirit or another elemental spirit if expectations for what's to come warrant such a choice.

Rolling hit points: 4d8 ⇒ (7, 3, 4, 7) = 21

So before CON bonus, her hit points would be 29. I believe the ability score array I will use would put her at 39 hit points maximum.

This will be much easier to wrap up when I have access to Hero Lab, but I wanted to sketch her out as much as possible so you could tell me if I was totally barking up the wrong tree. I haven't messed with alternate racial traits, but I'm inclined to keep the base character fairly vanilla because I'm working with a class that's new to me.

Anyway, that's me for now! Thanks for the opportunity!


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I present Dalgrym Oakenshield, Dwarven warrior!

Crunch:
__________________________________________________________________

Dalgrym Oakenshield
Slayer 6
NG Medium humanoid (dwarf)
Init +2; Senses Perc +10, SM +5, darkvision 60ft.

--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 17
HP 72/72 = (10 base + 6 + 6 + 9 + 8 + 9 + 24 = (6 * 3 Con + 1 Favored Class))
Fort +9, Ref +8, Will +4; +5 vs. spells and spell-like abilities, +3 vs. poisons

--------------------
Offense
--------------------
Speed 30 ft.

Melee
+1 cold iron longsword, attack, studied target, twf: 1d20 + 12 + 2 - 2 ⇒ (20) + 12 + 2 - 2 = 32
cold iron, magic, slashing: 1d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10

+2 darkwood spiked shield, attack, studied target: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
magic, piercing: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13

+2 darkwood spiked shield, attack, studied target, twf: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
magic, piercing: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

silvered warhammer, attack, studied target, twf: 1d20 + 11 + 2 - 2 ⇒ (20) + 11 + 2 - 2 = 31
bludgeoning, silver: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

cestus, attack, studied target, twf: 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20
bludgeoning, piercing: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Ranged
masterwork +5 Str-rated composite longbow, attack, studied target: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
piercing, cold iron: 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
Str (20)
Dex 14
Con 17
Int 10
Wis 12
Cha 8

Base Atk +6; CMB +11, +2 trip; CMD 23, +4 vs. bull rush, trip, while standing on the ground

Feats
1: Steel Soul
Slayer Combat Style: Two Weapon Fighting
3: Combat Reflexes
Slayer Talent: Improved Trip
5: Improved Shield Bash
Slayer Combat Style: Shield Master

Traits
Glory of Old: increases Hardy bonuses by 1
Dangerously Curious: +1 to Use Magic Device and it becomes a class skill

Languages
Common, Dwarven

SQ
Barrow Scholar
Barrow Warden
Darkvision
Hardy
Slow and steady
Stability
Weapon familiarity
Studied Target (+2)
Slayer Talents (Ranger Combat Style I, II, Unbalancing Trick)
Track
Sneak Attack (+2d6)

Skills
+10* acrobatics (5 ranks + 3 class + 2 Dex)
+9* climb (1 rank + 3 class + 5 Str)
+2 craft, metal or stone (2 race)
+5 heal (1 rank + 3 class + 1 Wis)
+3 intimidate (1 rank + 3 class - 1 Cha)
+4 knowledge, dungeoneering (1 rank + 3 class)
+4 knowledge, local (1 rank + 3 class)
+2 knowledge, religion, identify undead (2 Race)
+10 perception (6 ranks + 3 class + 1 Wis)
+2 profession, metal or stone (2 race)
+5 sense motive (1 rank + 3 class + 1 Wis)
+11* stealth (6 ranks + 3 class + 2 Dex)
+10 survival (6 ranks + 3 class + 1 Wis)
+ 9* swim (1 rank + 3 class + 5 Str)
+9 use magic device (6 ranks + 3 class - 1 Cha + 1 trait)
*-3 ACP

Combat Gear
4330gp +1 cold iron longsword
4267gp +2 heavy darkwood spiked shield
1350gp +1 breastplate
900gp MWK +5 str composite longbow
25gp silvered cestus

Magic Gear
4000gp +2 belt of strength
1000gp +1 cloak of resistance

Other Gear
belt pouch [ 1 ] (1gp/0.5lbs.)
earplugs [ 1 ] (0.3gp/0lbs.)
flint and steel [ 1 ] (1gp/0lbs.)
grappling arrow [ 1 ] (1gp/0.5lbs.)
scroll case [ 2 ] (2gp/1lbs.)
signal whistle [ 1 ] (0.8gp/0lbs.)
torches [ 1 ] (0.1gp/1lbs.)
trail rations [ 2 ] (1gp/2lbs.)
wandermeal [ 4 ] (0.04gp/2lbs.)
waterskin [ 1 ] (1gp/4lbs.)

119.06gp


Pixie Rogue, I believe we're starting at level 6.


Pathfinder Roleplaying Game Charter Superscriber

Thanks, pi4t. I forgot that adjustment.

One more hit die: 1d8 ⇒ 5 for 34 max before CON.


Pathfinder Roleplaying Game Charter Superscriber

I thought I saw somewhere that everyone in the party was expected to have a magical weapon. Is that the case?

What languages would make sense for a halfling healer that's done some traveling in the area? I have two to select - I'm considering Sylvan for story reasons, but I see that it's not an allowed extra language for a halfling.

Other than languages and gear, here's a fairly solid draft of the character, a sixth-level halfling shaman (witch doctor) whose thing is healing, as the spell selection makes obvious.

Roylenna Flamefoot:

Roylenna Flamefoot
Halfling shaman (witch doctor) 6 (Pathfinder RPG Advanced Class Guide 35, 113)
NG Small humanoid (halfling)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 46 (6d8+12)
Fort +7, Ref +6, Will +8; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 halfling sling staff +6 (1d4+1/x2)
Ranged +1 halfling sling staff +8 (1d6+1/x3)
Special Attacks channel positive energy 4/day (DC 16, 3d6), channel positive energy 6/day (DC 15, 2d6), hexes (healing[APG], life link[ACG]), wandering hex (crystal sight)
Shaman (Witch Doctor) Spells Prepared (CL 6th; concentration +8)
. . 3rd—cure serious wounds (2); meld into stone[S] or neutralize poison[S]
. . 2nd—barkskin, cure moderate wounds, hold person (DC 14), spiritual weapon; lesser restoration[S] or stone call[S,APG]
. . 1st—bless, burning hands (DC 13), cure light wounds (2); detect undead[S] or magic stone[S]
. . 0 (at will)—dancing lights, detect magic, guidance, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Stone
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 15, Cha 16
Base Atk +4; CMB +3; CMD 15
Feats Alertness, Extra Hex[APG], Martial Weapon Proficiency (halfling sling staff), Selective Channeling
Traits deft dodger, sacred conduit
Skills Acrobatics +2 (-2 to jump), Diplomacy +10, Fly +10, Handle Animal +10, Heal +11, Perception +10, Ride +9, Sense Motive +4, Spellcraft +10, Survival +11; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ spirit animal (donkey rat named Cadduceus "Caddy"), touch of acid, warslinger[APG]
--------------------
Special Abilities
--------------------
Crystal Sight (6 feet, 6 rounds/day) (Ex) See through 6 ft of stone, earth, or sand, or 1/12 that distance through metal.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Healing (2d8+6) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Life Link (6 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (donkey rat named Cadduceus "Caddy")) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Touch of Acid (6/day) (Su) As a standard action, melee touch deals acid damage.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Witch Doctor Channel Positive Energy 2d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

When will we know if we've been selected?


You are both selected. I have not had a chance to put them through Herolab yet, but go ahead and post to discussion so you can meet the party.


Sent you a PM brvheart ;)


Recruiting again for ongoing pathfinder 1E game in the Lost Lands. Need two new players. See campaign info for house rules.


I'm interested. What level are you at and who are in the party currently?


They are four players level 6. A Slayer, Shaman, cleric and Sorcerer.

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