Dwarves Deep


Recruitment

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Feejan Baulns is officially ready to go. This will be my (Reksew_Trebla) first pbp if I get selected, and I’m really excited for this.


Alright, my submission is now mostly done. I still need to pick feats and spend some cash, but most of the rest is in place. I'll try to put up some background details and such tommorow, but for now Kharaz is a gruff dwarven miner who just happens to be able to throw chunks of rock at thing if he needs to.

But hey, every dwarven expedition needs at least one dwarf who knows how to dig, right?


Hit Points: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7


I think he is ready to go.


I leave a day and BAM thread explosion!!!!

I will have to reread through for some things and maybe answer so burgeoning questions!!!


Going to have to drop out due to time pressure. Good luck to you and your players.


Alright, I've got the background section finished now! I've still got one feat a bit of gold to spend, but that does also mean that I am open to taking on a teamwork feat if we decide to do so, along with being another Honor-Bound Foehammer dwarf.


So I’m wondering if I can have my Familiar’s feat changed. I’ve never used one before, so I don’t know what the situation is for that, but I do know there are feats specifically for Familiars. Also, if I can change it, can I make the feat Toughness? Would that even affect Mauls’ hp, since she uses half Feejan’s hp? I don’t want her to die is the only reason I want this feat on her.


Also I just realized, do Familiars and other companions get Background skills?


While this is really up to the GM, in most games I've been in in which it has become relevant, the player is usually allowed to choose which feat(s) their familiar has.

That said, I don't think Toughness would actually do anything or be valid for a familiar, due to the non-standard way their HP are calculated; you could get your familiar more HP by getting more yourself, though. If you want more durability, you might be better off aiming for a higher AC or saves, through feats like Dodge, Iron Will, or Great Fortitude.

Do be warned that your familiar will likely never be a very strong or durable combatant, but that doesn't mean it's necessarily helpless; familiars make good scouts and spies, and can often pass unnoticed in battle until they do something that draws attention to themselves, because who really expects the small dog to be a threat until it suddenly delivers a Shocking Grasp spell?

I have no idea if Background skills apply to companions. You'd have to ask the GM.


Two more questions. I know I’ve been asking a lot, so sorry about that.

Anyways

1: Can I take an archetype for my Familiar that trades stuff she doesn’t have yet? Familiar Bond doesn’t give everything, but before you say no, I’ll take Improved Familiar Bond at 3rd level, which does give everything. The only reason I ask is because Share Spells and Deliver Touch Spells are kinda useless, since Stonelord Paladins don’t get spells. I can understand if you say no to this.

2: How do you handle Improved Familiars? By that I mean, I’ve heard a lot of tales of GMs making it where your Familiar transforms into the I.F., instead of it being a new creature. The reason I ask this is because I will not just abandon my familiar for a new shiny one, because roleplay wise, that makes no sense, but if you rule that the familiar transforms into the improved familiar, then I won’t be abandoning the familiar. I’m okay either way honestly though.


Just so I can panic accurately, when's the deadline?

Took me ages to find a class that I connected with that wasn't already chosen.

Am going Investigator (Cartographer)


I’m deciding to change the armor of my character, so that I can later get Fire-Forged Steel Full Plate armor, and can get Fire-Forged Steel on my weapons.


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This is what got me the right level of pumped to really make a character. Cause Dwarves are awesome! If anyone wants some inspiration :P


4d6 ⇒ (3, 1, 1, 5) = 10
Reroll: 2d6 ⇒ (2, 2) = 4
Reroll: 2d6 ⇒ (5, 6) = 11
5, 5, 6 = 16

4d6 ⇒ (1, 6, 1, 1) = 9
Reroll: 3d6 ⇒ (4, 5, 3) = 12
6, 4, 5 = 15

4d6 ⇒ (4, 4, 5, 3) = 16
4, 4, 5 = 13

4d6 ⇒ (2, 2, 4, 6) = 14
Reroll: 2d6 ⇒ (1, 5) = 6
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 4
4, 5, 6 = 15

4d6 ⇒ (4, 3, 4, 2) = 13
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 5
4, 4, 5 = 13

4d6 ⇒ (4, 4, 1, 4) = 13
Reroll: 1d6 ⇒ 5
4, 4, 5 = 13

Str: 16
Dex: 13
Con: 15+2 = 17
Int: 15
Wis: 13+2 = 15
Cha: 13-2 = 11

I'd like to submit Nurin. He was previously made for a Throne of Night game, but I can remake him to fit this game. Most of his background of being part of a disgraced house would stay.


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TheoreticallyYours wrote:
This is what got me the right level of pumped to really make a character. Cause Dwarves are awesome! If anyone wants some inspiration :P

For awhile it was a bedtime ritual to hear that song before bedtime for my kids. Drove the wife crazy. :)


Initial 1: 4d6 ⇒ (1, 2, 1, 2) = 6
Reroll: 4d6 ⇒ (6, 5, 3, 2) = 16
Highest 3: 14

Initial 2: 4d6 ⇒ (5, 5, 6, 6) = 22
Highest 3: 17

Initial 3: 4d6 ⇒ (2, 3, 4, 6) = 15
Reroll: 1d6 ⇒ 6
Highest 3: 16

Initial 4: 4d6 ⇒ (3, 4, 4, 6) = 17
Highest 3: 14

Initial 5: 4d6 ⇒ (5, 4, 1, 5) = 15
Reroll: 1d6 ⇒ 5
Highest 3: 15

Initial 6: 4d6 ⇒ (3, 5, 3, 1) = 12
Reroll: 1d6 ⇒ 1
2nd Reroll: 1d6 ⇒ 1
3rd Reroll: 1d6 ⇒ 1
4th Reroll: 1d6 ⇒ 6
Highest 3: 14


Here is my submission. I couldn't find any inspiration for a magus and someone mentioned Archaeologist bard a couple of days ago and I couldn't get the idea out of my head so that is what I made.

Grimlak Foehammer(Crunch):

Grimlak Foehammer
Male Dwarf Bard (Archeologist) 2
LN Medium Humanoid (Dwarf)
Init +3; Senses Perception +9; Darkvision 60'
------------------------------
DEFENSE
------------------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 dex, +1 shield)
hp 13
Fort +3, Ref +6, Will +6
+2 vs poison, spells, and spell like abilities
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee
Heavy Pick +4 1d6 x4
Ranged
Crossbow, light +4 1d6 x3 range 100
------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 17, Int 16, Wis 15, Cha 14
Base Atk +1; CMB +4; CMD 17
Traits Fate’s Favored, Historian
Feats Extra Performance, Breadth of Experience
Skills (11 points/ level; 6 class, 2 INT, 2 background, 1 fc)
Disable Device +9 (2r)
Climb +7 (1r)
Knowledge (arcana) +11 (1r)
Knowledge (dungeoneering) +11 (1r)
Knowledge (engineering) +11 (1r) - background
Knowledge (geography) +11 (1r)
Knowledge (history) +12 (2r) - background
Knowledge (local) +11 (1r)
Knowledge (nature) +11 (1r)
Knowledge (nobility) +11 (1r) - background
Knowledge (planes) +11 (1r)
Knowledge (religion) +11 (1r)
Linguistics +8 (2r)
Perception +9 (2r)
Profession Librarian +11 (4r) – special background
Stealth +8 (2r)
Use Magic Device (2r)
ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses
+1 to bardic knowledge (trait); +2 to all knowledge checks (feat); +1 to all Knowledge checks (class), +1 to disable device and perception (class), +2 to knowlge history pertaining to dwarves
Languages Common, Dwarven, Goblin, Undercommon, Draconic, Giant, Terran

------------------------------
SPECIAL ABILITIES
------------------------------
Archaeologist’s Luck (6 rounds/day) +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.
Bardic Knowledge +1 add have of class level to all knowledge skill checks and can make them untrained.
Breadth of Experience +2 to all knowledge checks.
Clever Explorer gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Darkvision 60’
Defensive Training +4 dodge vs giant subtype
Extra Performance +6 rounds/day
Favored Class Bonus: HP (1st), Hp (2nd),
Fates Favored Luck bonuses increase by 1
Hardy +2 save vs poison, spells, and spell-like abilities
Hatred +1 attack bouns vs orc and goblinoid subtypes.
Historian +1 to bardic knowledge checks
Lore Keeper +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Slow and Steady base move of 20 never reduced by armor or encumbrance
Spells Cast spells from the bards spell list
Stability +4 bonus to to CMD vs bull rush and trip
Uncanny Dodge cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Weapon Familiarityproficient with battleaxes, heavy picks and warhammers

------------------------------
Spells
------------------------------
0th (at will)
detect magic, know direction, mage hand, read magic
1st (3/day)
Cure Light Wounds, Sound burst, Vanish
------------------------------
STARTING GEAR/POSSESSIONS
------------------------------
Chainshirt [MW] (250gp, 25lbs), Shield light steel [MW] (159gp, 6lbs), Heavy Pick (8gp, 6lbs), Light Crossbow (35gp, 4lbs), Bolts [20] (2gp, 2lbs), Rogue’s Kit(5ogp, 37lbs) [includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin];
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 80 lb.

Money 496 GP 0 SP 0 CP

Personality:

Grimlak is stoic, but stern, and fiercely determined. As most of his race Grimlak is considered dour and arrogant but those who are close to him come to appreciate his wry sense of humor. He can be meticulous, especially when it comes to the care of his gear or recording events. But he is also thoughtful and imaginative, willing to experiment. Grimlak is stubborn, courageous, and dedicated to seeing tasks through to completion. However, he is not fool hardy. Rather he is practical knowing it’s better to live, and fight another day, than to die in a hopeless cause.

Appearance:

Grimlak is squat and well-muscled like most of his dwarven kin; although he is on the short side standing barely 4 feet tall. He has a square block of a head, which sits on a thickly muscled neck. His tanned face is framed by long black hair and a thick braided beard the same color. His face appears to be chiseled from stone, with a large crooked nose being the most prominent landmark. Grimlak appears dark and brooding, with eyes like coals, sitting beneath dark bushy eyebrows. He is usually adorned in a well worn chain shirtr, which is worn under a serviceable blue cloak, with a heavy pick and shield strapped across his back, while atop his head rests a dented helm. He wears a thick leather belt around his waist with an assortment of pouches attached to it and a light hammer at either hip.

Background:

Some dwarves look deep underground, or to the high peaks, trying to unleash the earth’s secrets and hidden treasures. While other dwarves look to the forge for strength and enlightenment. Still others spend lifetimes hoarding gold, gems, and precious metals taking joy in the accumulation of these treasures of the earth. Grimlak took a different path and looked to the past, taking solace in a the power of hidden things.

Grimlak grew up in the village of Ulverin wedged against the Mountains. Grimlak, was a peculiar dwarf who enjoyed to read and had an inquisitive mind always trying to find the why behind everything. The learned. Dwarf has spent the last fifty years searching the libraries and ancient ruins for clues about Angur'Khul and the prophecies of its rebirth. With the recent discovery of the artifacts from Angur’Khul the dwarf hastily volunteered to go and see if there were more artifacts and if Angur’Khul is ready to be reclaimed.


With that CHA penalty, it takes balls to make a dwarven bard. Hats off to you sir.


Okay, people have disagreed with my type sorting, so I'm not going to pretend to do that anymore.

The list is now sorted by class in alphabetic order instead of submission order.

Bedlam Bottomland Alchemist (Grenadier) - Dorian 'Grey'
Boleal Foehammer Arcanist - PixelsAreGod
Dunganagar the Mad Barbarian (Invulnerable Rager) - Peet
Dolores Foehammer Bard - tonyz
Grimlak Foehammer Bard (Archeologist) - Chobo
Orthaic Copperjaw Cavalier - pauljathome
Colgrim Barrelhouse Cleric of Moradin - Andrea1
Torgrym Foehammer Cleric (Forgemaster) of Moradin - Amergin the Wise
Yuggtmoy Gemerslag Foehammerkin Druid (Pack Lord & Sporesinger) of Muamman Duathal - Sporocystian
Jolgren Flintberd Fighter - Jovich
Morgrym Thundershield Fighter (Brawler) - Death-Lok
Hotrek Shieldson Fighter (Foehammer) - nightdeath
Gunnar Steelhands Gunslinger (Musket Master) - Helikon
Cenäth Foehammer Hunter - djdust
Kharaz Foehammer Kineticist (Earth) - Razzocnor
Nurin Jarnthane Magus (Bladebound) - Enchanter Tim
Razmun Foehammer Unchained Monk - natloz
Twang Monk (Zen Archer) - miteke
Feejan Baulns Paladin (Stonelord) - Reksew_Trebla
Kilduer Shadowaxe Ranger (Deepwalker) - GrinningJest3r
Thurin Foehammer Slayer - Grumbaki
Bjarki Foehammer Warpriest of Haela Brightaxe - Jereru
Torant Foehammer Warpriest of Hanseath - hustonj
Krenn Weststone Wizard (Admixture Evoker) - markofbane

24 submissions to date for a target of 6 or 7 players. Up to 4 applicants for each spot.


I've modified Nurin's background to fit this game better. If chosen, it'll become official.

Nurin Jarnthane:

The Axe will be our redemption as it was our failure. As he had done every night since he found it, Nurin gazed into the pitted head of the waraxe, knowing redemption was impossible.

Nurin Jarnthane grew up with sad tales of the great dwarven holds and the fall of Angur'Khul. The Jarnthanes had been sworn to house Foehammer, battle-squires and weapon-bearers to the Lord and his family. When Angur'Khul fell, most of the Jarnthanes perished. Now they were a disgraced name.

During the chaos surrounding the fall of Angur'Khul, Nurin's great-grandfather, Runil, had been attached to a cousin of the Foehammers, Grunwald Foehammer. They were leading a force against a series raids. The dwarves were divided and confused at that time, leaving the force much smaller than it should have been. The enemy ambushed Grunwald, and in the slaughter of battle, Runil’s nerve broke and he fled. He had been carrying Grunwald’s axe and shield, and his departure left the Foehammer nearly defenseless. As Runil fled the caverns, he could hear Grunwald’s fury at his cowardice. With his last dying breath, Grunwald cursed Runil and his whole line. The few survivors of the battle told of Runil’s treachery, and honor was stripped of what remained of the Jarnthane house. The Axe of Grunwald was lost.

It was this legacy into which Nurin was born. After the battle, his family became innkeepers, never allowed to know the glory of battle again, never to hold a weapon again. Nurin grew up as a innkeeper’s son, but he dreamed of restoring his family’s name and taking his place beside the Foehammers again. But Grunwald’s death curse was tangible. Magic washed off the Jarnthanes at times, meaning a simple cut or injury might take days to heal rather than a simple trip to the temple. The great songs of battle and dwarven might seemed not to touch their hearts, and the blessings of the gods had no effect on them.

Eager to understand the curse, Nurin sought out the secrets of arcane lore. He studied every book he could get his hands on, noting anything about magical curses. When he was old enough, he sought out human mages who might give him insight where dwarves had no experience. He learned much about magic and learned to blend spell and blade into one. He learned of death curses and the power they contained. Over the years, Nurin believed he understood the nature of the curse. It was linked to the axe Runil had stolen and the only way to break it was to return to Angur'Khul and wield the Axe of Grunwald in defense of the Foehammer line once again. But the Axe was lost and with Dammerhall closed, it was all but impossible.

Several years later, Nurin's father fell ill and without magical help, he could not recover. Nurin returned home too late. His father had died three days before. Among his things, however, Nurin found an old ironbound chest. Inside lay old blankets, but at the bottom was a old waraxe. The Axe of Grunwald, thought long lost had been sitting in his father’s study this whole time! Whatever magic the axe had held seemed to be gone, but this was first time in his whole life Nurin believed that the curse could actually be ended.

His great-grandfather had been the coward, and he was dead now. With the axe in hand, Nurin decided to seek out those who might help redeem his family.


Okay sorry for a bit of lazy gawking and non DM prodding, had some personal stuff come up.

Anywho tomorrow Recruitment will end and I will have to make my decisions and then the journey to reclaim Dwarves' Deep will begin


Good Luck all!


Indeed! Can’t wait. :)


Rolling health

1d8 ⇒ 2

Boo.


Here she is!

Not complete, need melee and equipment, plus BG, and that bonus feat that I'm not sure is meant to be a Teamwork feat or not, but other than that she's done.

A little flavour with her trait and feat choices though.

After all, whose going to stop these guys from getting lost? Women may not be able to read maps, but this Dwarven lady can draw them up like a near masterpiece. That's her goal anyway, to map out the long lost Agnur'Khul!


I’m not that great with backgrounds, probably because I’m autistic, but I did my best with Feejan Baulns. I really hope that I get chosen. Again, it would be my first pbp.

I gave up on the idea of an improved familiar upgrade, since the Mauler archetype isn’t compatible with that. Sucks, but oh well.

I wish luck to everyone else as well. I hope to have fun with this.


I will hopefully be able to finish the long versions of these tonight, but as you are closing soon, I wanted to be sure the shorts were available. I still have about 250gp to spend, and just haven't ported in the stats for her two pets yet. Otherwise, she is complete.

Appearance and Personality:
Quick Appearance: Yuggtmoy is squat and solid, even more so than others of her species. Her skin is actual rock, embedded with bits of crystalline flesh; the crevices are packed with dirt and decaying bits of organic material, and a veritable garden of fungi, lichen, and mosses cover her from head-to-toe, and serves as her only form of garment. She has 14 metal spikes hammered into her, bent and shaped around her joints, which were implanted after puberty; these prevent her granite-like skin from hardening and impeding her movements, serving as constant grinders and chisels. Two Small Lycoperdon echinatum have their mycelial networks across her back, and take root there when not in flight; a number of smaller fruiting bodies are sprouting as well, though these have not yet developed.
Height: 4'5”
Weight: 190lbs
Age: 144

Background:
Quick Background: Yuggtmoy was the last viable offspring of a clan of true breeding Oreads known as the Gemerfolken. Seen as a bad omen from birth, she was fully rejected by her clan when she opted for a study of the natural world over their traditional mining career, or even her formal training as an appraiser.

She wandered the Darklands alone for 53 years; during that time, she consumed a nearly-lethal dosage of Pluteus cyanopus, and was inducted by what she calls the "Mother-Spore" into the Druidic path during the ensuing three month long hallucinogenic trip.

Finally, she stumbled upon the Foehammer clan, who knew nothing of the Gemerfolken and cared little for her "sins." After getting past her strange appearance, the clan recognized the value of her fungal knowledge, and they adopted her as their kin, making her the clan's principal mushroom farmer.

Here and here are a few of the species growing on her; I'll have a nice pretty (and full) list as well, if I make it in time.


Good luck to all you stout folk.


Aye, good luck to me fellow stout folk! Who ever makes it is sure to have a blast.


@hustonj Thank you for making these list. It always makes this easier for those involved.


Purely selfish. I'm expecting the judge NOT to give me credit for it, but it lets me see how bad the odds have become.

Basically 4 of us per party spot, and their are 4 divine casters available . . ..

14 of us who could qualify as combatants.

This looks like a huge opportunity to keep looking. It will prove as such for a great number of people, regardless.


DM Taco, I know you said no traits that give extra money. How do you feel about the trait Eldritch Smith, which reduces the cost of crafting by 5%? It doesn’t give extra money, but it makes armor and weapons cost less to make for my character, so I could understand if you don’t want me to have it. I’ll switch it to a different trait if it isn’t acceptable.


Should I invest in a donkey?

I'm in character mode and she's gearing up for an expedition.

She's strong enough to not need a donkey, but it would be nice.


Hmmm that is alot of people waving around weapons

@Hustonj NO that is appreciated, and makes it easier for reviewing, which I have been doing :)

@Feejan That is acceptable

@ Cardamin. Donkeys are awesome and work with the dwarven mindset


Ok so her equipment is up, still have the good half of a grand left though so trying to figure out what to get...

Combat stats are up. Sorry that the template is different from what others have, it's just the standard one I use :P

Advancement is empty for now since that's just a little thing I like to add to give the DM an idea of where my character is heading.

Her donkey's name is Lilyfoot


A long time ago, I played in a game where my character assumed the role of "party manservant". He avoided combat as completely as he could, but he bought a wagon and kept it stocked with the things the others might need or want. I don't remember what class I had him take, but it really wasn't relevant.

He thought donkeys were pretty important. Too many places they will go that horses won't.


I don't know what the cut-off time is, but I SHOULD be in bed before another hour passes, so here's the list with Cardamin added.

I see these characters submitted:

Bedlam Bottomland Alchemist (Grenadier) - Dorian 'Grey'
Boleal Foehammer Arcanist - PixelsAreGod
Dunganagar the Mad Barbarian (Invulnerable Rager) - Peet
Dolores Foehammer Bard - tonyz
Grimlak Foehammer Bard (Archeologist) - Chobo
Orthaic Copperjaw Cavalier - pauljathome
Colgrim Barrelhouse Cleric of Moradin - Andrea1
Torgrym Foehammer Cleric (Forgemaster) of Moradin - Amergin the Wise
Yuggtmoy Gemerslag Foehammerkin Druid (Pack Lord & Sporesinger) of Muamman Duathal - Sporocystian
Jolgren Flintberd Fighter - Jovich
Morgrym Thundershield Fighter (Brawler) - Death-Lok
Hotrek Shieldson Fighter (Foehammer) - nightdeath
Gunnar Steelhands Gunslinger (Musket Master) - Helikon
Cenäth Foehammer Hunter - djdust
Cardamin Foehammer Investigator (Cartographer) - TheoreticallyYours
Kharaz Foehammer Kineticist (Earth) - Razzocnor
Nurin Jarnthane Magus (Bladebound) - Enchanter Tim
Razmun Foehammer Unchained Monk - natloz
Twang Monk (Zen Archer) - miteke
Feejan Baulns Paladin (Stonelord) - Reksew_Trebla
Kilduer Shadowaxe Ranger (Deepwalker) - GrinningJest3r
Thurin Foehammer Slayer - Grumbaki
Bjarki Foehammer Warpriest of Haela Brightaxe - Jereru
Torant Foehammer Warpriest of Hanseath - hustonj
Krenn Weststone Wizard (Admixture Evoker) - markofbane

25 submissions


I had amazing stats but could not come up with background or personality that suited my tastes. I respectfully withdraw Morgrym Thundershield. Have fun all!

Sovereign Court

Got his back story up with a little description. Let's see how it goes.

I remember that Butler HustonJ.


That's quite a list of dwarves!


Makings of a stout vanguard!


Am I the only non-Dwarf on the list?

Talk about an outsider!

Good luck everyone.


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You all have not made it easy. I hope to have my selections either late tonight or sometime tomorrow. I hope, but I have to say, you haven't made the choice easy. I am gonna have to contemplate and see what I can do with your characters and the dynamics each bring.

Seriously guys for my first PBP DMing outing you have made this hard. Oh well I just hope you all have fun and we tell a truly awesome story.


Good luck, Taco!


And now we've entered the most nerve-wracking phase of the game: selection. Soon to be followed by the most common phase of PbP games: Disappointment.


All involved must be aware that only a few can be selected. And that it's rough on the GM, so we shouldn't blame him if we aren't.

Besides, sometimes, if you're patient enough, one of the first batch of players has to drop out, and it might be possible to slip in as a replacement.


Here's hoping that my brother and I get chosen for the expedition.

But I will submit to the wisdom of the elders if I am not.

And I will patiently wait for the next opportunity.


Thurin nods at his elder sister’s words. She had ever been more fair spoken than he. But with such an outpouring of volunteers from the clan, he half expected the elders to just raise an army instead.


"I will be seeking six brave Foehammers for this quest." The Orc Shaman cackled as he waved away the scene from his scrying pool; six Dwarves will be no threat at all.

As the last of the Orc guards fell, the Shaman cowered in terror. "What happened?" Turning to his assistant in time to see his head splintered by a righteous hammer of a Foehammer. "There were only supposed to be six of you!"

"Nay, we brought an army!"

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