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


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Male Kobold? Unknown
DM Patcher wrote:

Here you go. Feel free to disagree with how I wrote them, though. I figured a progression would make more sense than "First, you're a dragon, then you get useless wings, then you get wings you can use."

** spoiler omitted **
** spoiler omitted **...

I like the way you included more than just the wings in the progression. It does seem to make more sense not to be a dragon type until the end of the progression. I will make the necessary changes to the profile. Thanks Patcher.


Male Sootscale Kobold Witch/1

An oxbow is where a river makes kind of a loop. Usually the river makes a shape like a capital omega (Ω), in this case it is the place immediately down to the left of the compass on the right hand side of the map. The place where the river doubles back from going north to going south for a brief period. I use this term as we have a lot of oxbows on the Connecticut River in New Hampshire where I grew up, sorry if it is not a familiar term.

Although I proposed the oxbow, I am also voting for #4.

As far as the team name goes, my vote is for: Celtaran Unity - our goal is to reunify the land, lets let people know that is what we do.


Male Sootscale Kobold Witch/1
Kezzin wrote:
DM Patcher wrote:

Here you go. Feel free to disagree with how I wrote them, though. I figured a progression would make more sense than "First, you're a dragon, then you get useless wings, then you get wings you can use."

** spoiler omitted **
** spoiler omitted **...

I like the way you included more than just the wings in the progression. It does seem to make more sense not to be a dragon type until the end of the progression. I will make the necessary changes to the profile. Thanks Patcher.

Kezzin - you are spending 3 feats from a feat poor class to do this. As I mentioned in my earlier post, there are other ways to get this - Sorcerer(dragon bloodline), Dragon Disciple, Wizard(Air Elementalist - with the DM letting you "grow" wings for the school power rather than just being able to magically feather fall/levitate/fly.

It just seems that doing the Kobold Feat list is very expensive - although it is up to you.

Personally, I love the Air Elementalist, in my opinion the opposition class (Earth Elemental) restrictions are about the most limited of any Arcane School and the ability to levitate or fly at will at higher levels is really cool - especially in a campaign that has a lot of outdoors adventuring.


|| 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

Confirming B team. Would prefer a LG town but NG is just fine. Sylavael would appeal to my elven side, I could go with that.


Male Kobold? Unknown
Msosth the Grey wrote:
Kezzin wrote:
DM Patcher wrote:

Here you go. Feel free to disagree with how I wrote them, though. I figured a progression would make more sense than "First, you're a dragon, then you get useless wings, then you get wings you can use."

** spoiler omitted **
** spoiler omitted **...

I like the way you included more than just the wings in the progression. It does seem to make more sense not to be a dragon type until the end of the progression. I will make the necessary changes to the profile. Thanks Patcher.

Kezzin - you are spending 3 feats from a feat poor class to do this. As I mentioned in my earlier post, there are other ways to get this - Sorcerer(dragon bloodline), Dragon Disciple, Wizard(Air Elementalist - with the DM letting you "grow" wings for the school power rather than just being able to magically feather fall/levitate/fly.

It just seems that doing the Kobold Feat list is very expensive - although it is up to you.

Personally, I love the Air Elementalist, in my opinion the opposition class (Earth Elemental) restrictions are about the most limited of any Arcane School and the ability to levitate or fly at will at higher levels is really cool - especially in a campaign that has a lot of outdoors adventuring.

@ Msosth - I know that there are perhaps more efficient ways to get wings for my character, but it is not just about wings. It is about the whole concept of a kobold shaped dragon. I would love to find a way for him to get more use of his breath weapon too.

@ DM Patcher - Here is one of the notable Kobolds. Had a busy day, more to follow.

Grandfather:
An elderly kobold, the patriarch of Kezzin's extended family, Grandfather is known only as Grandfather. If he has another name, it is not shared with any non-kobold. He is the living memory of his clan. The stories he remembers and teaches to the young have been handed down for generations of kobolds. For many years Grandfather has been the voice of the clan. He would like to see a safe place for the Sootscales once again, and he hopes his apprentice is up to the task of becoming the memory of the clan, for Grandfather feels the icy claws of time reaching for him.

Grandfather
XP 400
Kobold expert 2/Bard 2
LN Small humanoid
Init: -1
Senses: Darkvision 60ft, Perception +3

Defense
AC 10, touch 10, flat-footed 10
hp 12 (4d8-8)
Fort +0, Ref +4, Will +11

Offense
Speed 30 ft.
Melee dagger +0 (1d3–3/19–20)
Ranged dagger +2 (1d3-3/19–20)

Statistics
Str 5, Dex 9, Con 7, Int 16, Wis 16, Cha 18
(ability scores modified for old age, kobold, and level 4)
Base Atk +2; CMB -2; CMD 8
Feats: Skill Focus (Knowledge[History]), Skill Focus(Perfor [Oratory])
Skills: Diplomacy +9, Knowledge(Geography) +11, Knowledge(History) +14, Knowledge(Local) +11, Knowledge(Nobility) +11, Linguistics +8, Perform(Oratory) +14, Sense Motive +9, Stealth +8, Survival +8
Languages: Draconic, Common, Goblin, Orc, Elven, Undercommon

Combat Gear: none
Other Gear: dagger, artisan's clothing, finely crafted cane, 2gp.


Msosth the Grey wrote:


As far as the team name goes, my vote is for: Celtaran Unity - our goal is to reunify the land, lets let people know that is what we do.

Of course, the reason the land is wrecked and in need of unification is because of the wars brought about by Celtara's rise to prominence or their neighbors' fear of that rise or both. Are we sure thaty is a flag we would want to raise so early on?

Korvin wrote:

Ok, Team A, lets get this over with by a vote. I'll post suggested locations and names and you just vote for them. The ones with the most votes win. =)

We already decided on Neutral Good.

Location:
1. Little oxbow in the river just below and to the left of the rightmost compass.
2. Upper peninsula in the Kobold's claw.
3. The small island to the far left and bottom of the map.
4. The far left and bottom where the road meets the forest.

Adventuring Group Name (I refuse, in character, to be called the A-team =P):
A. Redeemers of Lost Dominion (AKA Redeemers)
B. Guardians of Celtara
C. Celtaran Protectorate
D. The Celtara Club
E. The New Celtara Expeditionary Force

Write-ins are acceptable. Just posting what was out there, minus the jesting ;)

City Name: New Celtara (I think we had a lot of votes on this)

My Vote:
4A

Location: I will throw my stick in again for the joining of the rivers downstream from location 3. (This is based upon standard city building without basing it upon the rules.) Fish can be easily brought downstream from the lake. Wood can easily be brought downstream from the woods to the west. The roads alongside the rivers in each case would not only allow easy overland travel but it would be easy to have oxen/mules/etc. pull barges upriver. Thus, heavy transport of goods in each direction would be possible. Also, fairly close to the marshlands for peat. Plenty of plains for farms, etc.


Just woke up. Dealing with some hilarious angst and depression.

Kezzin wrote:
I like 2 for obvious reasons, but my vote is also 4D. And specifically on the inside of the split between two rivers. That gives us good defense guarded by forest, and two rivers. I would be interested to know where that road and river go.

That road and river lead into the now-destroyed kingdom of Pitax, one of Celtara's prime antagonists and inciters of the war. It is in a worse state than the Stolen Lands and nigh inhabitable, and as such you don't have to worry about Pitaxian/Pitan/<appropriate descriptor here> survivors or loyalists.


Male Half-elf Cleric 1

@Patcher What program are you using to edit the maps?

Group B, anyone like to propose names for town and country? Anything else we need to take care of?


Alexei Robertovich Sadron-Kuzne wrote:

@Patcher What program are you using to edit the maps?

Group B, anyone like to propose names for town and country? Anything else we need to take care of?

Photoshop. Why?


Male Human Rogue 1 (Scout)

For the town, Sylavael has already been proposed and Lyle doesn't have a problem with that. For the country we don't have one yet do we?

Let's see town name, location, alignment of village, 6 people in group, about the only thing I think we might need is a group name, personally I'm fine with B-Team.


Male Half-elf Cleric 1

@Patcher Thanks. I was looking for a editing program that I liked for my RL campaign.


To be fair, you won't be a country in-character for a long, long time.


Korvin wrote:

Ok, Team A, lets get this over with by a vote. I'll post suggested locations and names and you just vote for them. The ones with the most votes win. =)

We already decided on Neutral Good.

Location:
1. Little oxbow in the river just below and to the left of the rightmost compass.
2. Upper peninsula in the Kobold's claw.
3. The small island to the far left and bottom of the map.
4. The far left and bottom where the road meets the forest.

Adventuring Group Name (I refuse, in character, to be called the A-team =P):
A. Redeemers of Lost Dominion (AKA Redeemers)
B. Guardians of Celtara
C. Celtaran Protectorate
D. The Celtara Club
E. The New Celtara Expeditionary Force

Write-ins are acceptable. Just posting what was out there, minus the jesting ;)

City Name: New Celtara (I think we had a lot of votes on this)

There seems to be a lot of support for 4, so I'll go ahead and vote for that, with the caveat that I think Alrich's suggestion is well reasoned from a logical point of view. I'm sure every location will have it's ups and downs.

Regarding the group name, I'll vote E, I like the serious yet faintly ridiculous tone. Though really, this is the sort of thing that's tends to come out through play, so I'm not really fussed about it one way or the other.

On an unrelated note, I see we've got lots of casters, if everyone were to take an item creation feat as they become available we'd get most of the worthwhile ones covered without it being an overwhelming burden on any one character.


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

*cough* - reasonably priced magical items will be available from my travelling cart :)


Sarrack Fwin-esklav wrote:
*cough* - reasonably priced magical items will be available from my travelling cart :)

And we could sell you items to pass on and sell at the next town. :D


Male Goblin Rogue (KM) 1

Looks like a majority is voting for starting position 4. We are just waiting on Irikar's tie-breaking vote for the name, and when I say tie, I mean 1 vote for 4 different names =P


Male Sootscale Kobold Witch/1

Msosth raises his hand. Can I vote twice if I have a split personality?


Oooh, let me muddy the waters and throw out some more ideas.

Taking inspiration from another famous group: The Hearthfinder Society*
Korvin's Krazy Kool Keltaran Krew (Did you know the letter "C" doesn't exist in goblin?)
The Expendables
League Of Racial Diversity (L.O.R.D.)
The (Town?) Guard

*I actually kind of like this one.


Male Half-Elf Sorcerer (Wildblooded) 1

Admittedly, I was about ninety percent kidding with the SEGA suggestion.

Quick question I had about on our settlement site. Are we going to be by the northern or eastern river coming out of the Hooktounge lake?

Also, are we sponsored by an outside group, or independents? If the former, I could see us having a slightly more officious name, like the Sylavael Expeditionary Team or Drelev Reclamation Group. If the latter, then I'd see something more like the Sylavael Council, assuming we all take leadership positions, the Sylavael Six, though that leads to unfortunate abbreviations, or simply the Founders.


Here is another NPC group. I will probably put another couple groups (or individuals) together before emailing them> I am hoping to make some interesting fluff that would be useful to our village (to a degree) and flesh it out. I know at least one other player (Kezzin? Maybe someone else...) stated he would stat up a group of kobolds (?) he came into the area with.

Anyone else going to join in?
If you guys can't tell, I have too much time on my hands today...

The Prospectors:

The Prospectors

This "party" is a very odd group of characters. Matthus grew up as a poor (but sharp) orphan before being taken in as a cartwright apprentice. Carl was an exceptionally ugly half-orc with a big toothy grin that made him look more comical than intimidating and he suffered many beatings as a result. Feeling sorry for him, Matthus tried to look after him but that changed when the master cartwright caught Carl ogling his daughter. Still feeling sorry for the young Carl, Matthus fled out of town with him where they met Devon Smith, prospector extraordinaire. Devon is a prospector who had noticed that horses, mules, and donkeys sometimes ate dirt. He was struck with a moment of brilliance when a druid explained to him that they were getting minerals (such as iron) from the soil to supplement their diet when it was meager. Using this knowledge, Devon began to train his donkeys and mules to find various minerals, using their exceptional scent abilities.

Devon was about to start out on his own when he met the half-orcs. Deciding that it was safer to travel in a group, that their strong backs would be useful, and that their darkvision would be very useful if they built a mine, Devon took them under his wing and began training them. He was pleasantly surprised by Matthus' potential and by Carl's generally unflappable personality. Between them they have a small cart, three donkeys, and a variety of picks, and shovels and sifting pans they would use when mining and prospecting. Both Devon and Smith have an assortment of tools that fill their needs for use blacksmithing, carpentry, and even doing some cart/wheel repair. Of course, they also have tents, winter blankets, and some cold weather gear.

****

Devon Smith
expert 3, human, neutral good

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

Feats: skill focus profession (prospector), skill focus knowledge (dungeoneering), skill focus handle animal

Skills
+7 appraise +2 int +2 ranks +3 class
+7 craft (blacksmith) +2 int +2 ranks +3 class
+6 craft (carpentry) +2 int +1 ranks +3 class
+9 handle animal +0 cha +3 rank +3 class +3 skill focus
+11 knowledge (dungeoneering) +2 int +3 ranks +3 class +3 skill focus
+8 knowledge (engineering) +2 int +3 ranks +3 class
+3 knowledge (nature) +2 int +1 rank
+8 perception +2 wis +3 ranks +3 class
+8 profession (miner) +2 wis +3 ranks +3 class
+12 profession (prospector) +2 wis +3 ranks +3 class +1 HoF +3 skill focus
+8 survive +2 wis +3 ranks +3 class

special: heart of fields (HoF) replaces skilled

****

Matthus
expert 2, half-orc, neutral good

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

Feats: skill focus craft (cartwright/wheelwright)

Skills
+8 appraise +2 int +1 rank +3 class +2 racial (scavenger)
+1 climb +0 str +1 rank
+10 craft (cartwright/wheelwright) +2 int +2 ranks +3 class +3 skill focus
+7 craft (blacksmith) +2 int +1 ranks +3 class
+7 craft (carpentry) +2 int +2 ranks +3 class
+1 handle animal +0 cha +1 rank
+7 knowledge (dungeoneering) +2 int +2 ranks +3 class
+7 or +9 perception +2 wis +2 ranks +3 class +2 racial (limited, scavenger)
+7 profession (miner) +2 wis +2 ranks +3 class
+7 profession (prospector) +2 wis +2 ranks +3 class
+6 survive +2 wis +1 ranks +3 class
+4 swim +0 str +1 rank +3 class

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

****

Carl
expert 1, half-orc, neutral good

Attributes
S: 14
D: 11
C: 14
I:12
W:14
Ch:8

Feats: skill focus (survive)

Skills
+3 appraise +1 int +0 ranks +2 scavenger
+6 climb +2 str +1 rank +3 class
+5 handle animal +1 cha +1 rank +3 class
+5 knowledge (dungeoneering) +1 int +1 rank +3 class
+6 or +8perception +2 wis +1 rank +3 class +2 (limited, scavenger)
+6 profession (miner) +2 wis +1 rank +3 class
+6 profession (prospector) +2 wis +1 rank +3 class
+6 swim +2 str +1 rank +3 class
+9 survive +2 wis +1 rank +3 class +3 skill focus

special toothy (replaces ferocity), scavenger (replaces intimidating)


Male Sootscale Kobold Witch/1

How about Ghok Force Six - Ghok = Goblin, Human, Orc, Kobold


Male Half-elf Cleric 1

The river on the south-west corner of the lake. It has plains. The other is just swamp and water. This way we have an easier time building.

As for independent or sponsored, I leave that to the rest of the group.


Male Kobold? Unknown

I am working on the rest of the kobolds that I came with. I am only going to create in detail a few of the notable ones.


Male Keleshite Human Scarred Rager 1

I'm not crazy about Sylavael either, simply because it sounds like an elven city. Something a little less influenced by a specific race or ethnicity would be better, IMO.

Since we're starting with just a town, what about something a little more homely. Here are some ideas: Concordia, Salvia, Fairweather.

I pulled these out of nowhere, but there is a chance some subconsciousness led me to "plagiarize" the names from somewhere else. Not the best names, but I'm really not crazy about Sylavael the more I think about it.


Apologies for being quiet the last couple of days, I am studying like mad for my maths exam next Friday - it is my weakest subject.

It looks as though both groups have decided where to found their villages. This is good. I also appreciate all the NPCs you're creating for this campaign.

I will send an email shortly to everyone - for many of you it'll be a duplicate of the last email I sent.

I will try to find time tomorrow to open up the official groups.

Kalaya and Lyle Brandt, I don't think I've received your email addresses.


Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male Half-Elf (Ulfen) Witch (Havocker) 6
Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)

I like location 3, but totally accept that I'm already outvoted- So I'll vote 3A


More random group name ideas.

The Brotherhood of Many Bloods aka The Brothers
The Order of Freeblades aka The Freeblades
Or just so any marauding adventurers are clear: The Good Guys

Also, I don't know if we made a final decision on this, but are we going it alone or with a sponsor. I'm assuming the former, but the sort of sponsors this group might have could potentially be mighty interesting.


|| 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

Group B:

Salvia for a town name also sounds good. I vote we got it alone.


Falger Ortio wrote:

More random group name ideas.

The Brotherhood of Many Bloods aka The Brothers
The Order of Freeblades aka The Freeblades
Or just so any marauding adventurers are clear: The Good Guys

Also, I don't know if we made a final decision on this, but are we going it alone or with a sponsor. I'm assuming the former, but the sort of sponsors this group might have could potentially be mighty interesting.

The Brothers, The Brotherhood, The Brotherhood of Many Bloods

I am partial to any of those.

With respect to location, I have given my ideas but I am willing for any of those. Plus, we can have more than one settlement.

@ DM Patcher
It appears this game is going to put the two groups in direct confrontation with each other sooner or later. Correct?


Alrich wrote:

@ DM Patcher

It appears this game is going to put the two groups in direct confrontation with each other sooner or later. Correct?

At some point you would have come into direct confrontation regardless of where you started, unless we run alternate continuities.


Assuming the same continuities, contact doesn't necessarily have to mean confrontation or conflict.


Male Human Rogue 1 (Scout)

Salvia is fine with me, and I like things simple if everyone else wants to be independent I don't have a problem with it.

Patcher: my e-mail address is deb74vt@hotmail.com


Male Goblin Rogue (KM) 1

The votes are in. With a majority, the location will be: 4. The far left and bottom where the road meets the forest.

With an underwhelming vote of 2 verses many different single votes, the name will be: "The Redeemers of Lost Dominion" Or in short, "The Redeemers"

The lowdown stats for group A:

Name: "The Redeemers of Lost Dominion" AKA "Redeemers"

Nation: TBD

City: New Celtara, NG

Location: The far left and bottom of the map, where the road meets the forest.

Benefactor: ?

The voting continues on with a benefactor. I would vote, "Yes" but only if the benefactor is

Elise Angevine:
Elise Angevine CR 4

XP 1,200
Female human aristocrat 3/sorcerer 3
NG Medium humanoid (human)
Init +1; Senses Perception +8

DEFENSE

AC 11, touch 11, flat-footed 10 (Dex +1)
hp 30 (6d8+6)
Fort +3, Ref +5, Will +6
Defensive Abilities fated +1

OFFENSE

Speed 30 ft.
Melee unarmed strike +2 (1d3–1 nonlethal)
Bloodline Spell-Like Abilities (CL 3rd, concentration +8)

8/day—touch of destiny

Spells Known (CL 3rd, concentration +8)

1st (5/day)—alarm, charm person (DC 17), hypnotism (DC 17), unseen servant
0 (at will)—detect magic, detect poison, ghost sound (DC 15), read magic, touch of fatigue (DC 15)

Bloodline destined

Tactics
During Combat Elise is a poor combatant. If there is no one to protect her, she attempts to charm a likely protector and then flees combat, using unseen servant to close doors and move obstacles into the path of pursuers.
Morale Elise quickly flees if she believes she would be killed. She isn’t frightened by battle; she just understands that she has no aptitude for it.

STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Eschew Materials, Skill Focus Knowledge (History), Persuasive, Spell Focus (enchantment)
Skills Appraise +10, Bluff +11, Diplomacy +13, Intimidate +13, Knowledge (History) +12, Knowledge (Nobility) +7, Linguistics +7, Perception +8, Sense Motive +9, Spellcraft +7
Languages Common, Draconic, Elven, Goblin, Celtarian; SQ bloodline arcana
Gear headband of alluring charisma +2, noble’s outfit, 500 gp

Background: Elise is alone in the world. Her mother, father, sister, brothers, aunts, uncles, and everyone she has ever known have been murdered, one by one. The alliance of Brevoy and the River Kingdoms ordered the deaths of her royal family 100 years ago and the order still stands. The young princess has managed to evade her would be assassins, so far, using her charm and spontaneous magic. Some say it is destiny that protects her and guides her and others say she is a spy for Brevoy, sent to infiltrate pro-Celtaran groups. Amongst those loyal to the return of Celtara, a prophecy has begun to spread that, one day, she will resurrect Celtara from its century-old grave in the Stolen Lands. One of the few remaining Celtarian nobles in the realm, Elise has taken the opportunity to join a settlement dedicated to restoring the past. While her family’s fortune has withered away, she still retains a wealth of knowledge about the lost mysteries of Celtara.

Personality: Sincere, caring, and understanding, she makes every effort to help those in need, but her past has made her guarded in revealing anything about her heritage. She believes that sometimes fighting is necessary, but she prefers that others do the fighting for her. Quite often she refers to how weak she is, illustrating that she poses no threat. While secretly she enjoys gaudy clothing and jewelry, she prefers to wear common clothing, helping to blend in with the locals and not draw unwanted attention.

=) I'm also open to other suggestions, but my vote is really for a benefactor that mimics our goals.


Female Human Witch (Stars)/ 1st Tier Archmage

mastermarkt@gmail.com


Male Half-elf Cleric 1

I'm cool with Salvia, though prefer fairweather.

I say we go independent as well.


Male Keleshite Human Scarred Rager 1

We could be the kingdom of Salvia with our first city called Fairweather... I think that sounds pretty good actually.


Male Half-Elf Sorcerer (Wildblooded) 1

I prefer Fairweather to Salvia (initially misread it as something else, and now can't unsee it), but either is cool. I guess officially put my vote for Fairweather.


Male Sootscale Kobold Witch/1

Ha - Fairweather. Msosth sneaks in and starts casting Control Weather once or twice a week - he loves grey skies, preferably with streaks of lightning and torrents of rain.


Male Half-Elf Sorcerer (Wildblooded) 1
Msosth the Grey wrote:
Ha - Fairweather. Msosth sneaks in and starts casting Control Weather once or twice a week - he loves grey skies, preferably with streaks of lightning and torrents of rain.

*Spellcrafts* Oh, welcome to Fairweather! While you're at it, could you keep the wind in a south-easterly direction? It really gets the chimes going, thanks! *Sits on porch with a warm potion of Endure Elements to enjoy the light show* :)


Male Human Rogue 1 (Scout)

Fairweather is fine with me.


Alright, it looks as though village name and location has been decided. I apologise for my lack of responses thus far, I have been occupied with maths. Bloody subject.

I will open the group topics tomorrow, and we will finally get started come the weekend. Hopefully.


Male Keleshite Human Scarred Rager 1

What kind of math, DM?


Male Kobold? Unknown

I would also prefer to go independent, but if we had the right kind of benefactor, I might be okay with it.

Grand Lodge

Sorry for being absent. Somehow I totally missed this thread. Is it too late to get back into this game?


Khalil Jabir wrote:
What kind of math, DM?

Financial. I'm studying economics at the moment.

Dax Thura wrote:
Sorry for being absent. Somehow I totally missed this thread. Is it too late to get back into this game?

It's been almost a week and the other players have already formed two groups of six. It's up to the rest of the players.


Apologies for the delay in getting up the threads.

The map, updated with villages and borders!

The colours I chose for each group is a placeholder. You can have whatever border-colour you want.

I have group 1's name, the Redeemers of Lost Dominion; since there is no consensus (yet) on group 2, I propose the Hearthfinder Society, as suggested by Falger, if only because it is a kick-arse name. And they already decided on a name.

I'll create Group 1's thread very soon, so Group 2 can come to a semi-mutual consensus on group name.


Male Kobold? Unknown
DM Patcher wrote:

Apologies for the delay in getting up the threads.

The map, updated with villages and borders!

The colours I chose for each group is a placeholder. You can have whatever border-colour you want.

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.


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

Patcher:
Depending on when you want Sarrack to make an appearance, I would think that the lake three hexes East of New Celtara would be a reasonable place for him to set up a trapping ground.


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.

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.

Sarrack:

Alright. Do you have any personal requests regarding when Sarrack visits?


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

Patcher:
Not really - I'm happy to be a bystander for the ride and be used however you think would be suitable :)
I'd suggest to let them get settled in to their towns first and then perhaps encounter me either arriving for trade a bit down the track or in the field when they explore.

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