DM Patcher's Reclaiming the Stolen Lands OOC Thread (All parties)


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Kezzin wrote:
Please move New Celtara (the far southwest one by the forest/road) to the inside of that fork in the river. :) Better defensive position. Unless, of course, my fellows object.

But, on the current side, we have better defense from whatever may come out of the woods. :D

Six up and a half dozen down. :)

More NPCs

The Farmers:

The Farmers

1. The Half-Orcs
There was a number of half-orc families whose patriarchs were in a mercenary company. While gone on campaign, the wives had to learn to fight in order to protect their dwellings and families. Chief among these is Mezzrin. But, the fathers (excepting Jorg) were killed in action and several of these families left where they were being pushed out and sought to find a better place. Alrich joined this group as they journeyed to New Celtara in hopes of a better life.

Mezzrin's Clan

Mezzrin is the most experienced by far and many of the others turn to her as she seems to have her wits about her the most and is most able to defend the group. She has seven children (three boy and four girls) with the oldest not quite of age. She has an armored coat, a buckler, a great axe (masterwork) and a mighty composite longbow (+1 strength). In addition, she and her immediate family have two trained dogs, a good number of chickens, and several goats as well as a cart, a plough, and a work horse.

Mezzrin
expert 2 warrior 1, f half-orc, neutral

Attributes:
S:12
D:14
C:12
I:12
W: 14
Ch:10

Feats: self sufficient, point blank shot

Skills
+5 appraise +1 int +1 rank +3 class
+6 craft: (bowyer/fletcher) +1 int +2 ranks +3 class
+5 craft (cook) +1 int +1 rank +3 class
+5 craft (sewing/mending) +1 int +1 rank +3 class
+4 handle animal +0 cha +1 rank +3 class
+6 heal +2 wis +1 rank +1 class +2 self-sufficient
+6 intimidation +0 cha +1 rank +3 class +2 half-orc
+5 knowledge (nature) +1 int +1 rank +3 class
+7 perception +2 wis +2 ranks +3 class
+7 profession (farmer) +2 wis +2 ranks +3 class
+8 stealth +2 dex +3 ranks +3 class
+10 survive +2 wis +3 ranks +3 class +2 self-sufficient

Special: darkvision, ferocity, intimidating

Abbeth is another widow who has traveled close to Mezzrin and her family is considered a part of the clan. She is not quite as experienced but has learned to fight from Mezzrin. She has only four children, two boys and two girls. She uses a falchion and a light crossbow and has a suit of leather armor. Her family has a cart, a workhouse, a plough, a few goats and several chickens.

Abbeth
expert 1 warrior 1, f half-orc, neutral

Attributes
S:14
D:12
C:14
I:12
W:12
Ch:10

Feats: self-sufficient

Skills
+7 appraise +1 int +1 rank +3 class +2 scavenger
+5 craft (cook) +1 int +1 rk +3 class
+5 craft (sewing/mending) +1 int +1 rank +3 class
+5 craft (spinning) +1 int +1 rank +3 class
+5 handle animal +1 wis +1 rank +3 class
+7 heal +1 wis +1 rank +3 class +2 self-sufficient
+5 knowledge (nature) +1 int +1 rank +3 class
+5 or +7 perception +1 wis +1 rank +3 class +2 (limited, scavenger)
+5 profession (farmer) +1 wis +1 rank +3 class
+6 stealth +1 dex +1 rank +3 class
+7 survive +1 wis +1 rank +3 class +2 self-sufficient

Special: darkvision, ferocity, scavenger (replaces intimidating)

Camrin is also a widow half-orc from the now defunct mercenary company. Like the other widows, she has always known a hard life of poverty and hopes to better the life her children (one boy and two girls) will have. She uses a long sword, a long bow, and has a suit of studded leather armor. Her family has a cart, a plough, a work horse, a dog, a couple of goats, and several chickens.

Camrin
expert 1 warrior 1, f half-orc, neutral

Attributes:
S:12
D:14
C:12
I:12
W: 14
Ch:10

Feats: self-sufficient

Skills
+3 appraise +1 int +0 rank +0 class +2 scavenger
+5 craft (bowyer/fletcher) +1 int +1 rank +3 class
+5 craft (cook) +1 int +1 rk +3 class
+5 craft (sewing/mending) +1 int +1 rank +3 class
+5 craft (spinning) +1 int +1 rank +3 class
+5 handle animal +1 wis +1 rank +3 class
+7 heal +1 wis +1 rank +3 class +2 self-sufficient
+5 knowledge (nature) +1 int +1 rank +3 class
+5 or +7 perception +1 wis +1 rank +3 class +2 (limited, scavenger)
+5 profession (farmer) +1 wis +1 rank +3 class
+6 stealth +1 dex +1 rank +3 class
+7 survive +1 wis +1 rank +3 class +2 self-sufficient

Special: darkvision, ferocity, scavenger (replaces intimidating)

Jorg and Simm are a half-orc couple that have thus far survived the fate of war. Jorg was one of a handful of survivors of his company and now he wishes to spend his days with his family. Simm learned well to defend the farm in his absence and they both heed Mezzrin. They have five children, all fairly young. Jorg carries a great axe and has a suit of breast plate armor and he also has a light crossbow. Simm has leather armor, a long sword and a light crossbow. As a family they have a hog, a cart, a plough, a work horse, a dog, several goats and a number of chickens.

Jorg
warrior 2, half-orc, neutral good

Attributes:
S:16
D:12
C:14
I:12
W: 10
Ch:9

Feats: weapon focus great axe

Skills
+3 appraise +1 int +0 ranks +2 scavenger
+5 craft (armor) +1 int +1 rank +3 class
+5 craft (bowyer/fletcher) +1 int +1 rank +3 class
+5 craft (weapons) +1 int +1 rank +3 class
+4 handle animal +0 wis +1 rank +3 class
+0 or +2 perception +0 wis +0 ranks +2 (limited, scavenger)
+4 profession (farmer) +0 wis +1 rank +3 class
+4 survive +0 wis +1 rank +3 class
special: darkvision, orc ferocity, scavenger

Simm
expert 1 warrior 1, f half-orc, neutral

Attributes:
S:12
D:12
C:12
I:14
W: 14
Ch:10

Feats: self-sufficient
Skills
+4 appraise +2 int +0 rank +0 class +2 scavenger
+6 craft (weapons) +2 int +1 rank +3 class
+6 craft (cook) +2 int +1 rk +3 class
+6 craft (sewing/mending) +2 int +1 rank +3 class
+6 craft (spinning) +2 int +1 rank +3 class
+6 handle animal +2 wis +1 rank +3 class
+8 heal +2 wis +1 rank +3 class +2 self-sufficient
+6 knowledge (nature) +2 int +1 rank +3 class
+6 or +8 perception +2 wis +1 rank +3 class +2 (limited, scavenger)
+6 profession (barber) +2 wis +1 rank +3 class
+6 profession (farmer) +2 wis +1 rank +3 class
+5 stealth +1 dex +1 rank +3 class
+9 survive +2 wis +2 rank +3 class +2 self-sufficient

special: darkvision, orc ferocity, scavenger (replaces intimidating)

2. The Horse "Trader"

Anton Lesque spent a good deal of his younger life as a horse thief. But, after a misunderstanding over a lord's daughter in southern Brevoy, he has decided to "retire" to New Celtara. He has a work horse pulling a cart with his various belongings, a (well-trained) dog, and a half-dozen horses of varying values. He keeps on his person a dagger, a sling, and a quarterstaff. He hopes to set up a small ranch and to breed and sell horses.

Anton Lesque
expert 3, human, neutral

Attributes (15 point buy)
S:10
D:16
C:12
I:14
W:10
Ch:12

Feats: skill focus stealth, skill focus ride, skill focus handle animal

Skills
+8 appraise +2 int +3 ranks +3 class
+7 bluff +1 cha +3 ranks +3 class
+8 craft (leatherworking) +2 int +3 ranks +3 class
+10 handle animal +1 cha +3 ranks +3 class +3 sf
+8 knowledge (local) +2 int +3 ranks +3 class
+8 knowledge (nature) +2 int +3 ranks +3 class
+6 perception +0 wis +3 ranks +3 class
+12 ride +3 dex +3 ranks +3 class +3 sf
+6 profession (farrier) +0 wis +3 ranks +3 class
+12 stealth +3 dex +3 ranks +3 class +3 sf

The Coopers:

The Coopers

The Coopers moved out of Restov in hopes of moving up some in the world. Mara had seen how Randall's progression had been stymied by politics within the guilds there and she did not wish the same for her exceptional daughter. Although complacent in his position and growing older, Randall could not say no to his wife and wished his daughter to have the opportunity to advance farther than he.

Randall is a very skilled cooper with a wide variety of complimentary skills. With no arcane knowledge, his alchemy is typically limited to varying finishes and preservatives that he applies to his various crafts. His daughter, Lisel, has developed a very similar skill set and even has many of his mannerisms. Mara the wife, is an excellent baker and somewhat of a gossip.

Their equipment consists of various masterwork and typical artisans tools, an alchemist's kit, a cart with two donkeys and some clothing as well as a small portable oven not counting typical personal items.

Randall Coop
expert 3, middle-aged human, neutral

Attributes
S:10
D:10
C:10
I:18
W:14
Ch:11

Feats: skill focus craft (cooper), prodigy for skills craft (cooper) and craft (cartwright/wheelwright), skill focus craft (cartwright/wheelwright)

Skills
+10 appraise +4 int +3 ranks +3 class
+10 craft (alchemy) +4 int +3 ranks +3 class
+10 craft (blacksmith) +4 int +3 ranks + 3 class
+17 craft (cartwright/wheelwright) +4 int +3 ranks +3 class +3 sf +2 prodigy +2 masterwork tools
+18 craft (cooper) +4 int +3 ranks +3 class +3 sf +2 prodigy +1 HoF +2 masterwork tools
+10 craft (woodworking) +4 int +3 ranks +3 class
+6 handle animal +0 cha +3 ranks +3 class
+10 knowledge (nature) +4 int +3 ranks +3 class
+10 knowledge (metallurgy) +4 int +3 ranks +3 class
+8 profession (cooper) +2 wis +3 ranks +3 class

special: heart of fields (HoF) replaces skilled

Mara Coop
commoner 2, human, neutral good

Attributes
S:11
D:11
C:11
I:12
W:14
Ch:15

Feats: skill focus craft (cook), skill focus profession (baker)

Skills
+3 appraise +1 int +2 ranks
+9 craft (cook) +1 int +2 ranks +3 class +3 sf
+6 craft (sewing/mending) +1 int +2 ranks +3 class
+3 diplomacy +2 cha +1 rank
+2 knowledge (local) +1 int +1 rank
+10 profession (baker) +2 wis +2 ranks +3 class +3 sf

Lisel Coop
expert 2, f human, neutral good

Attributes
S:11
D:11
C:11
I:17
W:13
Ch:10

Feats: skill focus craft (cooper), prodigy for skills craft (cooper) and craft (cartwright/wheelwright)

Skills
+8 appraise +3 int +2 ranks +3 class
+8 craft (alchemy) +3 int +2 ranks +3 class
+8 craft (blacksmith +3 int +2 ranks +3 class
+12 craft (cartwright/wheelwright) +3 int +2 ranks +3 class +2 prodigy +2 masterwork tools
+16 craft (cooper) +3 int +2 ranks +3 class +3 sf +2 prodigy +2 masterwork tools +1 HoF
+8 craft (woodworking) +3 int +2 ranks +3 class
+5 handle animal +0 cha +2 ranks +3 class
+8 knowledge (nature) +3 int +2 ranks +3 class
+8 knowledge (metallurgy) +3 int +2 ranks +3 class
+6 profession (cooper) +1 wis +2 ranks +3 class
special: heart of fields (HoF) replaces skilled


|| Per +15 | Fort +9 Ref +9 Will +6 | BAB +5 | CMB +7 | CMD 20 || Half-Elf (Humanoid Elf/Human) Paladin of Erastil/Ranger 3/2

Hearthfinder Society is fine. I've no objections to Dax joining but I wouldn't want to break the groups up at this point (200 posts for names, positions, and NPCs), but if you're willing to run a group of 7 that's good with me.


Male Keleshite Human Scarred Rager 1

I concur with Hearthfinder Society.


Male Half-elf Cleric 1

Works for me.

@Patcher. I think independents can do it with 15BP, but only just. It's only even odds that we make any of our checks. Any unrest, i.e failed stability check, is going to make things spiral out of control fast, and we don't have a cushion to fix things. We'll have to see how it goes.


Male Kobold? Unknown
DM Patcher wrote:

The icons are not indicative of where the city actually is - this is to make everything less cluttered. I usually put all developments (cities or open-space icons) in the right corner, and all resource icons into the lower left corner.

I can make an alternate version where the icons correspond to their locations if you wish, but that will have to be later.

Here is group 1's thread.

** spoiler omitted **

No, that is fine. I simply misunderstood.


I hate this stress, I keep forgetting vital details.

The control DC won't be 20 + size when you're just a mere village. Instead, it'll be 10 + size. When you become a duchy or kingdom or nation or... what have you, I'll increase it. It means it's less of a headache early on, and it also means you won't simply ignore it at a certain point (like my RL group is doing with their excessively powerful stats...)


Male Half-Elf Sorcerer (Wildblooded) 1

Fourth vote in for Hearthfinder Society. Also would rather not break up the groups at this juncture, but am otherwise not against letting Dax join in.

DM Patcher:
Did you get my e-mail?


Here is group 2's thread!

I have no qualms against letting Dax Thura into either group, so long as he is active.

Calavas:

I did - I've been so stressed I'ven't had time to reply. Sending a response now.


|| Per +15 | Fort +9 Ref +9 Will +6 | BAB +5 | CMB +7 | CMD 20 || Half-Elf (Humanoid Elf/Human) Paladin of Erastil/Ranger 3/2

Having played/followed other PbPs with Dax I can say she (he?) would be a good addition to either group. Maybe A team for the fit with alignment? Token Human teammate?


Female Human Witch (Stars)/ 1st Tier Archmage

Hearthfinder society works for me.

Grand Lodge

It's he. I'm just a fan of the avatar.


|| Per +15 | Fort +9 Ref +9 Will +6 | BAB +5 | CMB +7 | CMD 20 || Half-Elf (Humanoid Elf/Human) Paladin of Erastil/Ranger 3/2

It is a pretty cool avatar. If you don't hear back from team A today then jump over to the team B forums, unless anybody from team B objects?

Grand Lodge

Thanks


Male Sootscale Kobold Witch/1

Dax - Jump over to Group A's OOC, I think you are in, but not sure, we could use the Charisma.

Group A - OOC

Grand Lodge

I am so there.


Well, now both groups are settled in their respective threads, this thread will be used for general questions that could affect both groups, as well as a congregation for when/if you meet in-character.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Ooooh shiny new avatars.... Mine!


Male Sootscale Kobold Witch/1
Sarrack Fwin-esklav wrote:
Ooooh shiny new avatars.... Mine!

Bah - there are not many Kobold avatars, thus, I remain stuck with the grey goblin avatar, doh.


Male Sootscale Kobold Witch/1
Msosth the Grey wrote:
Sarrack Fwin-esklav wrote:
Ooooh shiny new avatars.... Mine!
Bah - there are not many Kobold avatars, thus, I remain stuck with the grey goblin avatar, doh.

Ah - gots me a real Kobold, much better. Not quite grey, but close enough.

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