Aardvark's "Don't Get Left Out in the Cold" Reign of Winter Campaign (Inactive)

Game Master Troy Malovich


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Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

Just out of curiosity, how do people feel about the current pace of the game? It seems we're now down to on average roughly 1 post per week.

I realise this is supposed to be slower-paced game, but personally I wouldn't mind going up to 2 to 3 posts per week, to be honest...


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Traveling for the week, but booked a place with wifi. So, as long as my laptop cooperates, I should be able to post regularly. More than usual, potentially, given I have nothing much else to do after work each day. :)


Male LG Elf (Artic) Magus (Kensai) 1 | HP: 07/08 | AC: 16 (15 Tch, 11 Fl) | CMB: +1, CMD: 15 | F: +3, R: +5, W: +0 | Init: +4 | Perc: +4, SM: +1 | Speed 30ft | Arcane Pool: 3/4 | Spells: 1st 1/1 | Active conditions: Arcane Bonus 8/10 rounds

I will be leaving on a two week vacation at the end of the week. I may be able to post sporadically from my phone while I am gone, but feel free to bot me during this period. I will return around the 1st of May.


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Sorry, I had access, but it was very spotty, and wasn't reliable enough to not piss me off if I lost a post, not to mention I had less time that I thought. The combination of the two made my posting limited. Then, since my return, been busy catching up with work and plumbing issues at home.


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

I know you've said in the past that you want us to post strictly in initiative order, but given our extremely glacial (ban pun intended...) pace in this game, I was wondering if perhaps using post order within a subgroup could be more suited?

E.g., suppose the initiative is the following:

friend A
friend B
----------
foe A
foe B
----------
friend C
friend D

In that case, the actions of friend A and friend B would be resolved in post order, then come the foes, and then finally the actions friend C and friend D are resolved in post order.

I've been in a few games in the past where this really helped to keep up the momentum. But ultimately it's your game, so I bow to your rules :-)


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

That's fine. I don't have a strict requirement to post in order, just a heads up that I resolve in initiative order, and the potential to negate actions. For the most part, it doesn't cause problems (especially with so few options at low level), but it can create hiccups where I will ask for a new/different action from those that were negated.

Braham, you were one of the few this campaign that had a fair amount of previous PbP experience, but new to PF. A lot of the others were either just new to PbP, or both PF and PbP. So, it was more for those new to PbP.

Thank you all for having been so patient with me all the same.


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

OK, makes sense, thanks!


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

It seems like we may have lost Sturla for good. Sia is still around, just busy. I will be botting them where necessary to keep things moving along, but will find an out for Sturla at a good opportunity.


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

My computer took a dump this week, been working on getting it back.


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

I'm going on holiday for a few weeks, not sure how well I'll be able to post while I'm gone, but feel free to bot me.


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Okay, despite both Sturla and Sia telling me they were still present, they clearly are not. As such, the question of recruitment arises. After dealing with the lodge is a good place to switch out people. I will continue botting the two of them until then.

The game was started for those new to either PbP or Pathfinder, so the question is whether we want to stick to that, or bring in anyone regardless of experience?


Male LG Elf (Artic) Magus (Kensai) 1 | HP: 07/08 | AC: 16 (15 Tch, 11 Fl) | CMB: +1, CMD: 15 | F: +3, R: +5, W: +0 | Init: +4 | Perc: +4, SM: +1 | Speed 30ft | Arcane Pool: 3/4 | Spells: 1st 1/1 | Active conditions: Arcane Bonus 8/10 rounds

I'm fine with opening it anyone


M Dwarf Barbarian1:
Combat Stats:
HP 7/15 | AC:13/10/13; +4 Dodge vs giant | CMB 3 (+1 vs Orc/Goblinoid), CMD 13 (+4 vs Bull Rush/Trip) | F5 (+5 vs Cold Wx Exposure), R0, W1 (+2 save vs poison and spells) | Init +0 | Perc +5, SM +1

I'm ok with opening up to recruitment


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

No problem to open recruitment to anyone.

However, in the recruitment post, it would be good to say something about posting frequency. Are we still going to stick to 1 post per week? Personally, I find that if the rate drops too low, it's easy to lose investment in the story. We should make sure it's compatible with everybody's current RL situation, though...

What does everyone think?


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1
Braham wrote:
What does everyone think?

Anyone? Given the fact that we lost two more people, I think it's important for the long term health of this campaign that we all discuss want we want out of this game and how much we can realistically put into it...


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

I agree, and though I know I'm guilty of low posting rate, I think I have said before that I am fueled by how active the players are. As a GM, I'm just telling you what the world around you is doing, the story itself doesn't move forward until one of you moves it. At the same time, I also don't like to push forward with only one response.

Normally in conversation or sitting around the table, silence is implied agreement (or even a head nod or shake tells me your thoughts). Sadly, in PbP, silence can also mean that it was neither seen nor read. Sometimes just "I agree" or "[Character] is at a loss at what to do" tells me at the very least that you are still present and I can move forward with the one suggested course of action.


Hey new to play by post, AArdvark Gm directed me to this so I can roll my character. I am also new to pathfinder.

4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
4d6 - 1 ⇒ (6, 1, 4, 2) - 1 = 12
4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
4d6 - 1 ⇒ (1, 6, 3, 1) - 1 = 10
4d6 - 2 ⇒ (2, 6, 5, 5) - 2 = 16
4d6 - 2 ⇒ (3, 6, 4, 2) - 2 = 13
4d6 - 3 ⇒ (5, 3, 5, 6) - 3 = 16

Too high, with a +13 total

4d6 - 2 ⇒ (6, 6, 2, 6) - 2 = 18
4d6 - 2 ⇒ (5, 2, 2, 4) - 2 = 11
4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
4d6 - 1 ⇒ (3, 1, 1, 1) - 1 = 5
4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
4d6 - 1 ⇒ (5, 5, 6, 1) - 1 = 16
4d6 - 1 ⇒ (1, 5, 5, 4) - 1 = 14

Total + 11
I'll work up a character


Hey also new to play by post, Aardvark GM directed me to this so I can roll my character. I am also new to pathfinder.

4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
4d6 - 1 ⇒ (3, 1, 1, 4) - 1 = 8
4d6 - 5 ⇒ (5, 5, 5, 5) - 5 = 15
4d6 - 3 ⇒ (6, 5, 4, 3) - 3 = 15
4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7
4d6 - 1 ⇒ (3, 1, 6, 5) - 1 = 14
4d6 - 1 ⇒ (4, 3, 1, 6) - 1 = 13


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

Welcome all!


1d6 ⇒ 2X10 = 20gold


4d6 ⇒ (5, 4, 1, 5) = 15x10=150 gold


M Dwarf Barbarian1:
Combat Stats:
HP 7/15 | AC:13/10/13; +4 Dodge vs giant | CMB 3 (+1 vs Orc/Goblinoid), CMD 13 (+4 vs Bull Rush/Trip) | F5 (+5 vs Cold Wx Exposure), R0, W1 (+2 save vs poison and spells) | Init +0 | Perc +5, SM +1

Welcome to the new players!!!


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Ideally, with the outage ended, posting can return to normal.


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Lawndoe and Outercentaur45, can you guys post here with your finished profiles so I can check the math and suggest any corrections required?


Male Elf Rogue | HP 09/09| AC 17/15/12| F+2, R+7, W+0| Init +5| P+4(+1vs Traps) Low light Vision|

Full Name

Garafi Balfar
Race

Elf
Classes/Levels

Rogue | HP 09/09| AC 17/15/12| F+2, R+7, W+0| Init +5| P+4(+1vs Traps) Low light Vision|
Gender

Male
Size

6'0" 135 lbs
Age

115
Alignment

chaotic neutral
Languages

Common, elve, Sylvan. Celestial, Necril
Strength 12
Dexterity 20
Constitution 12
Intelligence 15
Wisdom 11
Charisma 16

Basics:
AC: 17
Touch: 15 Flat: 12
CMD: 16

HP: 09/09 (dead at -12)

BAB: +0
CMB: +1
Fort: +2
Ref: +7
Will: +0

Init: +5
Speed: 30'

Racial traits:

Keen Senses: Elves receive a +2 racial bonus on Perception checks..
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light..
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities..
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields..
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
See Precision Damage & Critical Hits FAQ for more information..
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Feats and Traits:
Feats
Point-Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
: .

Traits
Forlorn (Elf): You gain a +1 trait bonus on Fortitude saving throws..
Restless Wayfarer: You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). .

Basic Attacks:

rapier: +5, 1d6+1 damage, crit(18-20)x2 , pierce
longbow(100'): +5, 1d8 damage, crit x3 , pierce
longbow(within 30'): +6, 1d8+1 damage, crit x3 , pierce

Skills (*class skill):

+9 Acrobatics* [1r]
+2 Appraise*
+3 Bluff*
+5 Climb* [1r]
+2 Craft*
+3 Diplomacy*
+9 Disable Device* [1r]
+7 Disguise* [1r]
+9 Escape Artist* [1r]
+0 Heal
+3 Intimidate*
+3 Knowledge (Arcana)
+3 Knowledge (Dungeoneering) *
+3 Knowledge (Engineering)
+7 Knowledge (Geography)* [1r]
+3 Knowledge (History)
+7 Knowledge (Local) * [1r]
+3 Knowledge (Nature)
+3 Knowledge (Nobility)
+3 Knowledge (Planes)
+3 Knowledge (Religion)
+3 Linguistics*
+4 Perception* [1r]
+3 Perform*
+4 Profession* (miner) [1r]
+5 Ride
+0 Sense Motive*
+0 Sleight of Hand* [1r]
+9 Stealth* [1r]
+0 Survival
+5 Swim* [1r]
+3 Use Magic Device*

Equipment:

Encumbrance: 27/43 lbs
Gear:
[15 lbs]leather
[3 lbs]longbow
[3 lbs]arrow,common(20)
[2 lbs]rapier
[2 lbs]baxkpack
[1 lbs]theives tool
[5 lbs]crowbar

Money:
PP:
GP:10
SP:
CP:

Background:

I was raised in a small mining community in the mountains. As i grew up my family would make trips to the local town to deliver the ore and get goods. There i would here of adventures tell tales of there quests and amazing stories. One of the adventures was an old man who was skilled in many areas and had a long bow. There he would teach me how to shoot and tell his tales of how he would sneak into enemy camps, banks, and hideous monster layers and steal his treasure. I was inspired by this and decided to leave my family and the poor mining community thinking that the life i was living was boring and not worth my time. I have been traveling a while and hook up with fellow travelers when i can.


Male Half-Orc Monk|HP 10/10|AC 15/15/12|F+4, R+5, W+4| Init +3|P+6|Dark Vision|

Name: Goragarkk

Race: Half-Orc

Class: Monk

Stats:17 Dex (3) 8 Cha (-1) 15 Str (2) 15 Con (2) 14 Int (2) 15(13) Wis (2)

Basics:
AC: 15
Touch: 15 Flat: 12
CMD: 17

HP: 10/10 (dead at -15)

BAB: +0
CMB: +2
Fort: +4
Ref: +5
Will: +4

Init: +3
Speed: 30'

Racial traits:

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs can see in the dark up to 60 feet.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Class Features:

: .
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Feats and Traits:
Feats
Stunning Fist (Combat): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Combat Reflexes (Combat): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Unarmed Strike (Combat): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice..
Weapon Finesse (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Crushing Blow (Combat): You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.

Traits
Blood of Giants: You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.
Almost Human (Half-Orc): You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

Basic Attacks:

Unarmed Strike: +3, 1d6+2 damage, crit X2, Blunt
Flurry of Blows: +2/+2, 1d6+2 damage, crit X2, Blunt
Javelin (melee): -2, 1d6+2 damage, crit X2, Piercing
Javelin (thrown 30'): +3, 1d6+2 damage, crit X2 , Piercing

Skills (*class skill):

+6 Acrobatics*
+2 Appraise
-1 Bluff
+6 Climb*
+4 Craft* (Stonemasonry)
-1 Diplomacy
+7 Disable Device*
+3 Disguise*
+3 Escape Artist*
-1 Handle Animal
+2 Heal
-1 Intimidate*
+2 Knowledge (Arcana)
+6 Knowledge (Dungeoneering)*
+6 Knowledge (Engineering)*
+2 Knowledge (Geography)
+2 Knowledge (History)
+2 Knowledge (Local)
+2 Knowledge (Nature)
+2 Knowledge (Nobility)
+2 Knowledge (Planes)
+2 Knowledge (Religion)*
+6 Perception*
-1 Perform
+3 Ride
+6 Sense Motive*
+3 Stealth*
+2 Survival
+2 Swim*

Equipment:

Encumbrance: 16/(66/133/200) lbs
Gear:
Javelin X3 [6lbs]
Barbed Vest [4lbs]
Backpack [2lbs]
Rations X4 [4lbs]
[-]
[lbs]
[-]
[lbs]
[lbs]
[lbs]

Money:
PP:
GP:3
SP:
CP:

Background:


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

For the next two weeks, I'm travelling a lot. Will be posting when I can, though...


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

I'm afraid the continuing low levels of general engagement in this campaign have finally reached a critical threshold for me...

Anyway, no hard feelings and I wish you all the very best for the future!


Map: Starday, 20 Erastus 4713 | Loot List| Images
Actions not taken, are actions not performed:
If you didn't say it, you didn't do it.

Okay, this has sadly become an inevitability that I tried to fight. I know I post slowly and keep a very relaxed pace, but I no longer have the time I used to have when I started all my games. I had been at 16 at one point, cut it down to 6 or 7, and now find I just can't maintain the games I run. I apologize for being just another campaign that dies here, and I thank all of you that have put up with me as a GM for so long.


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

No worries, life happens :-)

All the best!


Male Human Fighter 1 | AC 19/13/16 | CMD 18 | HP 17/17 | F+5/10 against cold, R+2, W+1 | Init +2 | Perc +1, SM +1

Could you set the campaign to inactive, so that it no longer shows up under active campaigns?

Thanks!


M Dwarf Barbarian1:
Combat Stats:
HP 7/15 | AC:13/10/13; +4 Dodge vs giant | CMB 3 (+1 vs Orc/Goblinoid), CMD 13 (+4 vs Bull Rush/Trip) | F5 (+5 vs Cold Wx Exposure), R0, W1 (+2 save vs poison and spells) | Init +0 | Perc +5, SM +1

After a few weeks of no posts, it will revert to inactive on its own.

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