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


Play-by-Post Discussion

51 to 100 of 219 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Male Keleshite Human Scarred Rager 1

Sure! I'm in for B-group!


Female Human Witch (Stars)/ 1st Tier Archmage

I'm thinking Team C since withches and paladins don't really seem to be likely to get along. If the town had a more neutral or chaotic feel that would be one of each I think.

So who's up for team charlie?


|| 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

Looks like Bravo just needs a healer type then.


Male Sootscale Kobold Witch/1

A-Team needs 1-2 fighters and an arcane caster.


@ DM Patcher

Did you say we could make some NPCs to populate our village?

Just in case, I will make some. :D


Female Human Witch (Stars)/ 1st Tier Archmage

Actually considering switching to Hedgewitch Archetype and being the primay healer for whichever group I'm in. Cauldron helps with early potion makinng opportunities.


Alrich wrote:

@ DM Patcher

Did you say we could make some NPCs to populate our village?

Just in case, I will make some. :D

Any village, really. Try to keep them to NPC classes, with a 13-point buy and no stat below 8. You can also make special NPCs at 15-point buy that can have base classes (preferably combined with an NPC class) but don't be too excessive with these.


Male Half-elf Cleric 1

Alrighty. Alexei is here for bravo or charlie, though I'm leaning towards Bravo, if you'll have me. Currently stats are for wizard, but I can easily change that to cleric as for multi-classing it really doesn't matter which one comes first. LG good cleric/wizard of Abadar anyone?

I say we claim the south-western of the Hooktongue. That hex where the plains directly touch the lake and the river empties into the lake. That or the northern hex of the two part lake where the two rivers empty.

DM patcher:
erictaysom@gmail.com


Meet the Thatchers :D

The Thatchers:

The Thatchers
This family of human craftsmen has recently moved into the region. Jerrod, the patriarch is a third generation carpenter with a wide variety of skills. His eldest, Terrence, will eventually take over the family trade. The youngest, Matthew, is spoiled by his mother and often considered good for nothing by his father. He would prefer hunting and fishing to working...or cutting a rug with a local dame. Eldred, the matriarch, holds the family together and is quite a gossip. They have common clothes and tools for their trades as well as a couple mules and a cart.

Jerrod Thatcher
Expert 3, neutral
S:13
D:11
C:14
I:14
W:10
Ch:9
Feats: skill focus craft (carpentry), skill focus craft (woodworking), skill focus: appraise
Skills
+11 appraise +2 int +3 ranks +3 class +3 skill focus
+11 craft (carpentry) +2 int +3 ranks +3 class +3 skill focus
+11 craft (woodworking) +2 int +3 ranks +3 class +3 skill focus
+4 craft (blacksmith) +2 int +2 ranks
+8 craft (thatching) +2 int +3 ranks +3 class
+3 handle animal -1 cha +1 ranks +3 class
+8 knowledge (engineering) +2 int +3 ranks +3 class
+8 knowledge (nature) +2 int +3 ranks +3 class
+6 perception +0 wis +3 ranks +3 class
+6 profession (carpenter) +0 wis +3 ranks +3 class
+6 survival +0 wis +3 ranks +3 class

Terrence Thatcher, eldest son
Expert 2, neutral
S:13
D:11
C:14
I:14
W:10
Ch:9
Feats: skill focus craft (carpentry), skill focus craft (woodworking)
Skills
+7 appraise +2 int +2 ranks +3 class
+10 craft (carpentry) +2 int +2 ranks +3 class +3 skill focus
+10 craft (woodworking) +2 int +2 ranks +3 class +3 skill focus
+3 craft (blacksmith) +2 int +1 rank
+7 craft (thatching) +2 int +2 ranks +3 class
+4 handle animal -1 cha +1 ranks +3 class
+7 knowledge (engineering) +2 int +2 ranks +3 class
+7 knowledge (nature) +2 int +2 ranks +3 class
+5 perception +0 wis +2 ranks +3 class
+5 profession (carpenter) +0 wis +2 ranks +3 class
+5 survival +0 wis +2 ranks +3 class

Matthew Thatcher, youngest son, "good fer nuttin"
Expert 2, chaotic good
S:10
D:10
C:11
I:12
W:14
Ch:14
Feats: skill focus: survival, skill focus (perception)
Skills
+6 craft (carpentry) +1 int +2 ranks +3 class
+6 craft (thatching) +1 int +2 ranks +3 class
+6 craft (trap making) +1 int +2 ranks +3 class
+6 handle animal +2 cha +1 rank +3 class
+5 knowledge (local) +1 int +1 ranks +3 class
+6 knowledge (nature) +1 int +2 ranks +3 class
+10 perception +2 wis +2 ranks +3 class +3 skill focus
+7 perform (dance) +2 cha +2 ranks +3 class
+7 profession (fishing) +2 wis +2 ranks +3 class
+10 survival +2 wis +2 ranks +3 class +3 skill focus

Eldred Thatcher, mother of the house
Commoner 2, neutral good
S:10
D:10
C:11
I:12
W:14
Ch:14
Feats: skill focus knowledge (local)
Skills
+3 appraise +1 int +2 ranks
+6 craft (cook) +1 int +2 ranks +3 class
+6 craft (sewing/mending) +1 int +2 ranks +3 class
+4 diplomacy +2 cha +2 ranks
+6 knowledge (local) +1 int +2 ranks +3 skill focus


Male Human Rogue 1 (Scout)

So are all the villages going to have player characters for rulers? and what other offices are open? Got no problem with being on the Hooktongue, have we decided on an alignment for the village yet? Personally, I favor Neutral Good, but could work with any alignment except Evil. How many BP's do we have to set up our villages?


As a note, we may wish to build on the island later rather than sooner. Anyone on the A Team have a boat and or boating skills?


Male Kobold? Unknown

I have metamorphed into a sorcerer. I am also kind of confused: am I in A team or is the Magus in A team? He picked it first so unless he stepped out I am a little uncomfortable booting him.


|| 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

Alexei if you go Cleric first then Team Bravo is filled out and good to go. I like your first suggestion of hex, if allowed I second the vote for that hex.


Female Human Witch (Stars)/ 1st Tier Archmage

If Alexei wants to stay wizard, I'm going with hedge witch so I can fill the healer role.


@ Kezzin

I have no idea.

@ DM Patcher

I chose this trait. But, I changed it to reflect that he has spent his whole life surrounded by spirits of the dead.

Is that OK?

Also, was it OK to switch my con and dex scores? I asked earlier but didn't see a response...


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

"Sarrack slow-steady come together. Profile still empty-nothing, but working on stinkies and burnies for sell-moneys."

If anyone has any requests for stuff to buy, let me know - otherwise it'll be your normal low-level consumables.

Patcher:
I'm going to approach it by putting together a store inventory, then seeing what it tallies up to. Can then fine tune the actual gp value of the trait.


Sarrack Fwin-esklav wrote:

"Sarrack slow-steady come together. Profile still empty-nothing, but working on stinkies and burnies for sell-moneys."

If anyone has any requests for stuff to buy, let me know - otherwise it'll be your normal low-level consumables.

** spoiler omitted **

I bet that the goblins would love to buy sneezing powder. It is excellent against dogs and other creatures with scent. :P


Anyone on the A Team think that we might do a little bit better byy putting our town a little farther downstream where the fork is? We could have fish sent down river from the lake and wood sent down river from the forest to the east.


Male Goblin Rogue (KM) 1
DM Patcher wrote:
Korvin wrote:
The island is not that small. Since the hexes are 12miles across the island would be approximately 2.5mi x 2.5mi. The island would be just a little over 6 square miles. Mont Saint Michel is on an island considerably smaller than that.

Alright, I'll take your word for it. Sense of scale was never my forte.

I was jesting about the name. I hoped the "dude" would give that away.

Oh, don't get me wrong, I was just being silly, but I guess its hard to convey over text. Plus I was rushing to get something out before work =).

Alrich, I was thinking that settling along the lake for the initial settlement would be be the best bet. It would provide fresh water, fishing, and access to a waterfront later in the game.

Team A Roster:
Korvin (Goblin Rogue)
Alrich (Half-Orc Oracle)
Msosth (Kobold Witch)

Like Msosth said, we need a front liner and an arcane caster. You are welcome to Team A, Kezzin. Although, I am not too sure why you switched to sorcerer. I liked the wizard.

Hmmm,it seems like DM Patcher wanted more racial diversity, but we seem to be gravitating towards some distinct groups. Group B looks like all humans and half-elves... evil bigensses!


M Half-elf Cleric 1

@Kalaya you're going to C team, yes?

@Nimeon and Lyle. Sounds like we have 3 votes for Hooktongue, and a vote for Alexei being a cleric first. Alrighty then, if Calavas Orlosky and Khalil Jabir are good with it, I'd say we are set. Once gameplay is announced I'll have Alexei finalized as cleric.

Party Bravo:
Calavas Orlosky - NG Sorcerer
Lyle Brandt - NG Rogue
Niemon - LG Paladin
Khalil Jabir - NG Barbarian
Alexei - LG Cleric

Location: SW area of Lake Hooktongue, by the unnamed river. Former location of the town Drelev.

Village alignment: NG?

Wow it looks like Alpha and Bravo will encounter each other soon. If Charlie takes something on the other side, it'll be awhile before we meet. The forest and swamp make a magnificent fence.

@Korvin 'Tis true! We will set up a noble realm of Elvish Humans. How they will react to the nation of Little Monsters? Only time will tell...


Male Sootscale Kobold Witch/1

Kezzin - feel free to join us in Team Awesome. Also wondering why you switched to sorcerer, while high charisma is important in the Kingdom series, except for the ruler, there is a secondary skill for everything. Also, if you are sticking to Kobold, being a sorcerer really de-optimizes your race unless you take the Sage wild blooded or a Crossblooded with Sage as one bloodline.

I think our village should be Awesomopolis or Awesomburg.

So who is left for the Awesomes? It looks likely that we will be a NG country.


Female Human Witch (Stars)/ 1st Tier Archmage

So anyone else for Team Charlie?


Male Half-Elf Sorcerer (Wildblooded) 1

@ Alexei Not a hundred percent that I'm looking at the right hex, but what you're describing sounds good to me. Which lake is Hooktounge?

As far as town alignment, NG is fine. Though I do admit, the bonus to economy from lawful is pretty appealing.


Male Keleshite Human Scarred Rager 1

That hex sounds great to me too! As for NG vs. LG, either one works out just fine for me. I guess the question is whether we want more economy or are worried about our stability. I'm leaning towards economy right now, but NG fits Khalil's alignment better.

So... I'll go whichever way the group decides!


Male Goblin Rogue (KM) 1

Summary:

A Team:
Korvin (Goblin Rogue)
Alrich (Half-Orc Oracle)
Msosth (Kobold Witch)
Kezzin (Kobold Sorcerer)
?

Party Bravo:
Calavas Orlosky - NG Sorcerer
Lyle Brandt - NG Rogue
Niemon - LG Paladin
Khalil Jabir - NG Barbarian
Alexei - LG Cleric

Charlie:
Kalaya (Human Witch)
?
?
?
?

Undecided:
Falger (Human Wizard)
Irikar (Goblin Inquisitor) - Probably going to Charlie?

Missing:
Dax Thura - Jerix (CG Human Sorcerer)
Arknight - ??? (Kobold Cavalier)
Keddah - Andreev Brevic (LG Human Paladin)

C'mon Irikar, join the A-Team and be a bad arse front-line ninja with me ;) We'll show those biginsses whose boss!

On a side note: EIIEAAAHH!! Brewery is a tier 2 building? Our tavern will be sooo dull =(


Male Kobold? Unknown

I am having a severe case of multiple class-onality disorder. For concept reasons I was going to change from wizard to sorcerer, but I have been trying to make the character in a way that I am happy with for two days and it is not working so far. I am going to give up and remain a wizard. I will have to try to work with DM Patcher to accomplish what I wanted to do in another way.

DM Patcher:
I am not having any luck wrapping this character around sorcerer. I would like to remain a wizard. I would also like to go ahead and take the dragonwrought feat to explain the fluff for how/why I get wings later. I would like to see what your intended changes for Dragonwrought, Dragon Wings, and Improved Dragon Wings would be. To be honest, I really would have no problem with him having wings at 1st level and standing out that much.


Male Goblin Rogue (KM) 1

Just in case the bravo team gets too close to us for DM Patcher's design, I have an alternite site to suggest: HERE (red X) I was thinking it would be really neat to use that mountain range and two rivers as an awesome defensive fortification. The rivers can provide for easy travel and trade. Any other ideas? Suggestions?


Male Human Rogue 1 (Scout)

Of course, if Kalaya wanted to join Team Bravo I don't think anyone would have a problem with it. We don't have a maximum limit on parties do we?


Korvin, Falger's a magus.

I'm not really sure if he's sturdy enough to be a groups main front liner though. Maybe I should have caved and done the scimitar dance thing that everyone does, it would have given better defenses. I might drop his int 1 and raise his con 2 to make him a little tougher. Too many hard decisions at this point buy level for magus, I really agonized over it (and part of me still is doing so).

Anyway, Falger's pretty idealistic in a NG sort of way. I see him as having been raised on stories of old Celtara and very much in mind to recreate that kind of diverse culture.


Male Kobold? Unknown
Korvin wrote:
Just in case the bravo team gets too close to us for DM Patcher's design, I have an alternite site to suggest: HERE (red X) I was thinking it would be really neat to use that mountain range and two rivers as an awesome defensive fortification. The rivers can provide for easy travel and trade. Any other ideas? Suggestions?

I like the island in the lake at the end of the river that you marked with a red x.


Male Sootscale Kobold Witch/1

If the other few people do not respond soon, I would say 2 parties of 6 are better than 3 of 4.

My vote for Team Awesome is to put the village by the small lake on the western side of the map. It is fairly close to forest and hills, and even some mountains. It will allow for good transport with the roads and river as well.

Kezzin:

- a few thoughts.

1) Take a level as a Sorcerer(Dragon Bloodline) or Sorcerer(Dragon/something else crossblooded) - the crossblooded drawbacks are fairly minimum if you switch to Wizard at level

2) Do the Skill Focus - Eldrich Heritage - Greater Eldrich Heritage line of feats (although this is not the most beneficial set of Bloodline powers)

3) Take a level of sorcerer and then go Dragon Disciple in a few levels until you get the wings. The strange thing with Dragon Disciple is that you have to be able to cast spontaneous arcane spells, but the spell levels gained are not restricted to the spontaneous class - so take them in Wizard. Also, you would get the benefit of the Dragon Disciple to whatever Sorcerer Bloodline you have.

4) Make your wizard an Air Elementalist - then you get Feather Fall/Levitate/Fly at will at levels 1/5/10. As you would have this at will, giving your character wings would really not be a benefit, just a different way of viewing the Wizard School powers. Initially you learn to use the wings to fall slowly, then to climb straight up, and then actually fly - perhaps your wings are slowly developing.

Personally, I would choose option 4 as you get the full wizard levels and I think that as an Air Elementalist, you have the least drawbacks of any school.


Female Human Witch (Stars)/ 1st Tier Archmage

I'm fine with being part of team Bravo.


Male Goblin Rogue (KM) 1
Kezzin wrote:
Korvin wrote:
Just in case the bravo team gets too close to us for DM Patcher's design, I have an alternite site to suggest: HERE (red X) I was thinking it would be really neat to use that mountain range and two rivers as an awesome defensive fortification. The rivers can provide for easy travel and trade. Any other ideas? Suggestions?
I like the island in the lake at the end of the river that you marked with a red x.

Pretty sure DM Patcher said that lake/island was not an option.

Sorry Falger, I was looking at your alias. {It said wizard?}

Summary:

A Team:
Korvin (Goblin Rogue)
Alrich (Half-Orc Oracle)
Msosth (Kobold Witch)
Kezzin (Kobold Sorcerer)
Falger (Human Magus)
Irikar (Goblin Inquisitor)

Party Bravo:
Calavas Orlosky - NG Sorcerer
Lyle Brandt - NG Rogue
Niemon - LG Paladin
Khalil Jabir - NG Barbarian
Alexei - LG Cleric
Kalaya (Human Witch)

Missing:
Dax Thura - Jerix (CG Human Sorcerer)
Arknight - ??? (Kobold Cavalier)
Keddah - Andreev Brevic (LG Human Paladin)

Does that work for everyone?


Male Half-elf Cleric 1

Sounds good to me.

@Calavas Hooktongue is the large lake surrounded by swamp. Swamp isn't too attractive, but the plains nearby should be good for expansion. The biggest draw though, is the river running through the lake. This river is a branch of the Sellen river called the East Sellen, and provides a navigable waterway to Lake Reykal, the heart of Brevoy.


Male Sootscale Kobold Witch/1

My only thought with this split is whether the barbarian and the magus might want to switch. Team Awesome remains front line weak, our front line is essentially inquisitor/oracle/magus/rogue versus barbarian/paladin/cleric/rogue for Bravo Party.


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

The list below is primarily for Patcher to review at the moment, as I'm planning to give anything that Sarrack makes more flavour by tying it specifically to both the River Kingdom area, Kobolds in general and a number of quite amusing touches that I'll be stealing from the fine Alchemists I've had the pleasure to play with.

So if you choose to buy from Sarrack, you won't be buying a flask of Alchemist's Fire - you'll be purchasing a Gourd of Burn-Water a hollowed out Bottle Gourd filled with a mixture of highly refined alcohol and ultra-strong curry powder that has a tendency to auto-ignite in the presence of oxygen.

Sarrack Rough List of Stinkies and Burnies:
Potions
Potion of Air Bubble
2 x Potion of Cure Light Wounds
150gp value – 75gp to make

Scrolls
Scroll of Dancing Lantern
Scroll of Ill Omen
Scroll of Shadow Weapon
75gp value – 37.5gp to make

Alchemical Stores:
2 x Acid Flask – 20
3 x Alch Fire – 60
2 x Alch Grease – 10
Alch Solvent – 20
2 x Alkali – 30
Beast Lure (Thylacine) – 30
Beast Lure (Bear) – 30
2 x Bloodblock – 50
Kaava Musk - 40
Scent Cloak – 20
2 x Smoke Pellet – 50
2 x Smokestick – 40
3 x Sunrod – 6
Tanglefoot - 50
Thunderstone - 30
4 x Tindertwig – 4
2 x Vermin Repellent - 10
Total = 500gp value - 167gp to make

That would add up to a shop inventory of 725gp which would cost Sarrack roughly 280gp to make.

Is that overboard? - I was thinking if Sarrack has the items above + handcart from Uncle Frik-tic; and then I buy the rest of my goods out of my 105gp wealth (bear traps, waterproof bags and other assorted knick-knacks).


Just woke up, barely slept, got an exam in less than an hour. I'll have to get back to you tonight.

If Dax Thura, Arknight and Keddah don't report soon, then there's either two parties of six or three parties of four to be had.

More responses lates, stress, stress, stress.


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

Good luck for your exam! - hope that it went well.

Thankfully I'm well past all of that school and tuition related stress :)


Korvin wrote:


Sorry Falger, I was looking at your alias. {It said wizard?}

It does....

Paizo reset my character sheet to the original template I copied and pasted. :( Thank God for Lazarus!!!


Well, that exam was effin' bombed, go me.

Let's respond!

@Alrich: Thanks for the family. Any preference which village they'd be in?

Also, regarding your trait: that's fine. I don't mind rewriting a trait if the original thematically makes sense.

@Lyle: Rulers will depend on each group and whether or not they're sponsored, and if the player character in question is a good/appropriate ruler.

@Sarrack: It looks good to me.

@Korvin: You're right, I would prefer racial discrepancy, but ultimately my goal is to make the players happy. I'll just have to add NPCs of the other races to some degree.

Also, regarding tiers: they're undecided as of right now. We may scrap them. Alternatively, traits that allow buildings earlier than intended. The possibilities are infinite! ENDLESS! AD NAUSEUM! ... I think I lost myself.

It's entirely up to you if you feel as though the two villages would be too close to one another. Let's also wait a bit to see if there'll be two or three villages - dependent on Dax Thura, Arknight and Keddah. I would also prefer three groups of 4 as opposed to two of 6 - combat is a mess with 6 as opposed to 4.

Then again, combat won't be central.

Speaking of, I likely will not bother with too many maps for combat. It is a lot of work and heinously stressful. But we'll see.


Male Goblin Rogue (KM) 1

How long should we give the three missing people? The 48 hour mark is quickly approaching since you posted this OOC thread. My thought is that any dedicated player would have posted by now.

Also, the classes we have right now would not allow for 3 balanced groups of 4 without some heavy modifications to character designs.


|| 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
Msosth the Grey wrote:
My only thought with this split is whether the barbarian and the magus might want to switch. Team Awesome remains front line weak, our front line is essentially inquisitor/oracle/magus/rogue versus barbarian/paladin/cleric/rogue for Bravo Party.

I'm actually an archer paladin so not front line, but your point stands. I'm ok swapping magus and barbarian if nobody else has objections. As Patcher says let's see what the other three who haven't checked in do.


Korvin wrote:

How long should we give the three missing people? The 48 hour mark is quickly approaching since you posted this OOC thread. My thought is that any dedicated player would have posted by now.

Also, the classes we have right now would not allow for 3 balanced groups of 4 without some heavy modifications to character designs.

Not too much longer. I am way too tired and stressed today to be all finalising and demanding, so I'll be lenient today and let the limit be for tomorrow morning.

I see your point. It's always good to have balanced parties.


Male Half-elf Cleric 1

What do Khalil and Falger think? Personally, I kind of like our parties. Each has distinctive flavor.


I'm cool as long as everyone is happy.


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)

Sorry about being nonresponsive yesterday -- felled with a nasty migraine. Still have that lovely hangover feeling today, in fact, but life goes on.

Anyhow -- yes, I'm in with group A -- let the other group(s) figure their own selves out. ;) Goblin solidarity! (Plus, really, based on my background, it makes sense I come from the village with the most goblins and kobolds).

Also, I'm totally good with an NG alignment for the town, considering that's what I've got. ;) I like the idea of the island for defense, personally, though it does mean we'll likely be trading for food -- although we do get the benefit of fishing for food, which is good -- and depending on the speed of the river, we can probably make mills.

In terms of suggesting traits, Patcher, I'll need to look over the kingdom rules, but I'm sure I'll come up with something. :) Also, I didn't see that you'd asked us to make NPCs. I'll cough up a few over the weekend.

Email for Patcher:

tilnar [at] silverblaze.net


Male Keleshite Human Scarred Rager 1
Alexei Robertovich Sadron-Kuzne wrote:
What do Khalil and Falger think? Personally, I kind of like our parties. Each has distinctive flavor.

I personally like our parties as they are as well. I think that Khalil fits rather well with the current group he's in. Plus, I think that having a balanced party just for the sake of it defeats the purpose a little bit. Each party should be pretty good at handling the enemies DM throws at us. Plus, magi and inquisitors can both be pretty darn good close up.

Having said that, if everyone really wants to trade us around, that's fine. I'm flexible.


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

Thanks for the affirmation Patcher, I'll polish up the rest of Sarrack over the weekend when I get a chance. Still need to fill out his mundane inventory with miniature bear traps and trained guard weasels and snare traps and moon radishes...


Male Human Rogue 1 (Scout)

If my vote counts for anything, I'd say if it ain't broke don't fix it. The parties seem well balanced, everyone seems happy where they are, why change?


Male Sootscale Kobold Witch/1

If everyone is happy, then we are good, the only issue is that DM Patcher has indicated that he would prefer 3 parties of 4 rather than 2 parties of 6.

I am good either way - unbalanced works out, I have a party in one campaign with 1 archer, 1 rogue, 1 bard and 1 wizard - only thing we are lacking is healing and fighting abilities - makes for an interesting party.

51 to 100 of 219 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Patcher's Reclaiming the Stolen Lands OOC Thread (All parties) All Messageboards

Want to post a reply? Sign in.