Aardvark's Fog of War Campaign (4E) (Inactive)

Game Master Troy Malovich

A 4E homebrew campaign set in the war-torn nations of the Mysk Islands. The characters find themselves amongst the forces, deciding who or what it is they are fighting for or against.


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Male Water Elf (Genasi) Fighter 1

Hi guys sorry for the lull. Some horrible crap happening in my life right now. I'll post as I can and be back ASAP, but please dmpc as needed.


Male Human Storm Sorcerer 2
Yuriel Gard wrote:
Hi guys sorry for the lull. Some horrible crap happening in my life right now. I'll post as I can and be back ASAP, but please dmpc as needed.

Really sorry to hear that and hope it all works out for you.


M Goblin Stone Fist Monk 2

Randomly (and before we assault a keep), how are we progressing toward a level?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I had been thinking about this based on some other PbP threads.

Would you guys prefer the actual numerical values, or a level when it seems story appropriate/GM says level?

That said, I still owe you 6 treasure parcels for this level, as I had been trying to tie them to the encounters/XP. Having talked to a friend, I will most likely be bundling them from this point on. So it would take 2 more encounters to get them. I could hand out one from the exchange here, as an 'up front/helpful' bit of gear/money. But I couldn't in good conscience hand out all 6 parcels. So it would be at least 1 more encounter.


Human

Treasure parcels are my bane. I am notoriously bad at them and in my games tend to arrive in an unfeasibly large heap all at once. The thought process being "Urk. They're under-equipped and haven't found any treasure in the last 4 encounters, better do something about that."

Levelling in a pbp is a tricky one. Standard rules suggest 10 encounters per level (not all of which need to be combat). That can take an eternity in a pbp and I like players to level more often than that. My own, far from perfect, solution is to award double xp. This works fine when it's my own stuff, but can cause problems using third party material. As an example, in Halls of the Mountain King, my group are level 12 for their final encounter and should really only be borderline paragon. Luckily one of the joys of 4e is that encounter level adjustment is easy.

Since you're writing your own world, you can do whatever you like, but I'd still take the 5-7 encounters per level as a guideline or you'll find your party still having trouble with kobolds when you want them to be capable of taking on the Church Elders.


Personally, I'm fine with story-appropriate leveling. As Rev says, counting XP can lead to difficulties in PBP, especially.


Male Water Elf (Genasi) Fighter 1

Thankyou for the kind thoughts everyone.

My preference in this game would be for story appropriate levels after we've accomplished something significant; and I'm happy to trust your sense of pacing, Aardvark, without numerical help.

Actually I can say pretty much the same about treasure. Dole it out when it makes sense, and happy for you to use the DMG treasure parcel guidance as exactly that - guidance.


M Goblin Stone Fist Monk 2

More housekeeping -- have we been awarded an AP? I'm not seeing it, but it feels like we've done quite a bit since game start.

Thanks.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

You guys have had a few full nights of extended rest since your last combat. Everything should be refreshed.


M Goblin Stone Fist Monk 2

D'oh. Just my housekeeping being bad, then. Thanks.


All,

I'm bowing out of this game. This being my first play-by-post, I think my expectations were unreasonably high. The pace is not consistent enough to stave off the sense of frustration that inevitably builds waiting for the group to participate. I think I'll stick to in-the-flesh games from now on. Best wishes to all.


Hey Ralif, sorry to see you go. Have fun with whatever you do next.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry to hear that, and I apologize for my much slower pace towards the end.


Sorry to see you go.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

We can continue without a new recruit, unless you think we should try to find another controller?


I'd rather continue with just this group. Maybe think about picking up an extra player in a while, but no rush.


Human

As Art says, let's go on as we are for now. If we pick someone up down the line that's great, but there's no real pressure to recruit.


Yeah we still have a defender, a leader, a controller, and a striker actively posting - even if Seljak is on hiatus :) The perfect dream team!


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Just popping in with some questions before I set to work on a character:

Under your houserules it says you are using a inherent bonus system- where can I find this? And how should I do statistics; standard point buy?

Oh, and hello, all. I'll hopefully be joining your group soon and am looking forward to playing with you. I've only played 4e a handfull of times and only own the core materials (1st printings; I've some errata to dig through, I'm sure) so my options will be somewhat more limited and basic than the rest of you, but I am open to suggestions to help me fine tune a character- I'm thinking either a fighter focused on using polearms/spears or a wizard focusing on storm flavored spells.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I recruited two more without putting out the call. They are two that I'm gaming with/GMing for in other PbP's. Neither of them are normally 4E players, so I personally invited them to try and provide them with a positive 4E experience. I hope no one minds, and they probably may not become active until after the current scenario here at the tower.


Human

@ Ringtail - hi and welcome.

If you like, put together a basic character you like the look of and I'll run it through the online Character Builder for you to pick up any errata.

EDIT - Inherent bonus system means your attacks and defences rise automatically to some extent as you level. It's helpful because you can hang on to bits of kit you have a fondness for without them becoming obsolete - i.e. that +1 flaming sword you were given by the spirit of a dead knight at level 3 remains useful at higher levels. It appeared in the DMG2 and was reworked slightly in the Dark Sun Campaign guide.

I'm a big fan of it and have started to introduce it into all my campaigns (not Tombs as yet, but we may switch when you next level if you are all willing.)

OK - that was a long edit.

@ Aardvark - good hearing :) After the tower thing (whatever that may be) sounds good.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Ringtail,

Yes, standard 22 point buy

The breakdown for the inherent bonus system is roughly as follows:
Gain +1 to hit and dmg, and +1d6 on a crit at level 2, and it increases by 1 every five levels (7,12,17, etc..)
Gain +1 to all defenses (AC, Fort, Ref, and Will) at level 4 and it increases by 1 every five levels (9, 14, 19, etc..)
I don't have my books with me, but I think it's 2 and 4, and am certain it's atk/dmg at 2 and defenses at 4

The idea behind it is for lower magic games. By using the inherent bonus system I can give out less gear to avoid the christmas tree effect, and as players you don't NEED to rely on always having to upgrade the 3 prime item slots (Weapon, Armor, Neck). So, as Rev Rosey said, this allows you to have more focus on fun/useful powered items.

Also, as she said, we have some experienced 4E'ers in here and I think most of us have a DDI account. So when you post your concept, any number of us could plug it in and make note of errata or feat/powers that fit your concept.

As far as concept, I hate to quash any creativity, or force someone to play something to fill a certain role. I just want to point out that our fighter (Yuriel) is spear based (but I don't think he's reach based), and our sorcerer (Armand) is storm based (but a Sorcerer/Striker not a Wizard/Controller). That doesn't mean that your and their characters will be the same, but I know some people can begin to feel unnecessary when there is another in the group doing the same thing they are, or worse doing it better. By all means, play what you think will be the most fun (within the house rules), has always been my motto, I just wanted to make you aware.


Greetings all. Checking in and saying hi. I'm looking at human, probably druid, possibly invoker, and am still looking over the options for powers to see what I like. Once I have a basic concept put together, I'll get a profile made and posted.


Male Human Druid 1

Sunshadow here with the basic concept. One quick question on wild shape, if I change into a bird or a water creature, do I gain the ability to fly/swim?


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Aardvark DM wrote:
...our fighter (Yuriel) is spear based (but I don't think he's reach based), and our sorcerer (Armand) is storm based...

...really? That's all right, I've plenty of character ideas*; one of them I sure won't overlap or step on anyone's toes. ;)

I do like the 4E wizard, though. Perhaps a frost mage. There are a lot of fun looking ice-flavored powers I never got to use. Maybe with Orb of Imposition to make them last a bit longer too.

I've also had an idea for a while for a fencing paladin.

Whatever I go with, it will likely be a controller or defender, I'm not overly eager to play a leader or striker.

*Was playing Legend of Dragoon again recently and was inspired by Lavitz to be a spear using soldier.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sunshadow, in short, no not by itself, you do not gain forms of movement, but they are there later if you choose to take them.

The long answer: For Druids the ability to gain extra movement forms comes at higher levels with certain Paragon paths or Utility powers. There is the Paragon path, Sky Hunter, that has all powers that turn you into a flying creature, and there is a 6th level utility that turns you into a raven.

The general description for Beast form says that it "normally doesn't change your game statistics or movement modes." The exception to this rule would be the specific powers/feats/items that allow you to do just that.

The book mentions that your beast form is "usually a four-legged mammalian predator such as..." or that it can be an "incarnation of the Primal Beast of which all earthly beasts are fractured images." topping all of it off with "You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes."

I think it goes under the rationale that had seen most various movement forms withdrawn from the characters so that there isn't an ever present easy button to bypass encounters without requiring a more active approach.

As an aside, did you see under my House rules, that as a Human, you can give up some of the regular human aspects for a +2 to another stat if you wished? I'm guessing that if you did, you chose not to, the other humans didn't take it either. Also under your feats, the X followed by (....) I guess to mean you'll be taking one of those, just haven't decided?


Male Human Druid 1
Aardvark DM wrote:

Sunshadow, in short, no not by itself, you do not gain forms of movement, but they are there later if you choose to take them.

The long answer: For Druids the ability to gain extra movement forms comes at higher levels with certain Paragon paths or Utility powers. There is the Paragon path, Sky Hunter, that has all powers that turn you into a flying creature, and there is a 6th level utility that turns you into a raven.

The general description for Beast form says that it "normally doesn't change your game statistics or movement modes." The exception to this rule would be the specific powers/feats/items that allow you to do just that.

The book mentions that your beast form is "usually a four-legged mammalian predator such as..." or that it can be an "incarnation of the Primal Beast of which all earthly beasts are fractured images." topping all of it off with "You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes."

I think it goes under the rationale that had seen most various movement forms withdrawn from the characters so that there isn't an ever present easy button to bypass encounters without requiring a more active approach.

As an aside, did you see under my House rules, that as a Human, you can give up some of the regular human aspects for a +2 to another stat if you wished? I'm guessing that if you did, you chose not to, the other humans didn't take it either. Also under your feats, the X followed by (....) I guess to mean you'll be taking one of those, just haven't decided?

That's kind of what I figured, though I never saw how one party member having that would break an encounter as he would still have to figure out how to get the rest of the party through, but that is neither here nor there. I hadn't seen that option, but I like the human extras. And, yes, the x for the feat means I haven't determined exactly which one I wanted to take, as I am still trying to work out his personality and preferred tactics.


Welcome, Ringtail and Sunshadow!


Hi guys, nice to have you aboard! Don't worry about stepping on Yuriel's toes, there's plenty of scope for an extra defender... Though the the frost wizard would fit well with a Armand and Yuriel's watery / stormy theme.


Human

No worries about overlap from my end. Armand rolls horribly enough that all help is gratefully received.


female mountain dwarf staff of defense wizard 2

Here is what I've got so far. I've only ever played in a handful of 4e games, so if there is any rule that I'm overlooking that would prevent this character from functioning, someone please let me know. Assuming that it is mechanically sound I'll start working on a background and description for her, and finish up gear. She is basically a battlemage. I'm going to try to make her passable in melee so she can lay down a frost themed AoE controller effect and then wade into combat with a staff in one hand and a warhammer in the other. I'm open to suggestions for improvement. Presenting: Tryg (first draft).


female mountain dwarf staff of defense wizard 2

Let's try this again, since this post is showing up in my post history but not this thread; here is what I've got so far. I've only ever played in a handful of 4e games, so if there is any rule that I'm overlooking that would prevent this character from functioning, someone please let me know. Assuming that it is mechanically sound I'll start working on a background and description for her, and finish up gear. She is basically a battlemage. I'm going to try to make her passable in melee so she can lay down a frost themed AoE controller effect and then wade into combat with a staff in one hand and a warhammer in the other. I'm open to suggestions for improvement. Presenting: Tryg (first draft).


Tryggrdottir,

I gave the sheet a quick look. My first reaction is to try to get your INT and/or STR up. 18 is expensive without a racial bonus, but even a 17 means you've got hope of getting to 18 before level 8. The real issue is that +3 is not a great attack, particularly vs Fort (as most cold attacks are). Fort is often a monster's highest non-AC defense. Similarly, +4 vs AC isn't great.

I'm trying to think of recommendations that don't violate the concept. One is to lower that CON and WIS and try to increase something else -- STR would help the hammer attack. Versatile Expertise would help all of your attacks, but without the leather, AC 14 is very low to be in melee.

Ah, it just occurred to me-- you likely aren't aware of the errata that races more flexible. A dwarf now gets +2 CON and +2 to either STR or WIS. So you could move that WIS to STR and be better off with your hammer.

The other idea would be to be a hybrid wizard/fighter, but I do not recommend that for a new player!

Hope this helps.


female mountain dwarf staff of defense wizard 2

Would this be a better spread? It would give me an extra +1 to both powers and melee attacks (and damage), but I was concerned about my Will defense and HP; this would drop them by 2 and 3 respectively, but would also drop my Surge Value by 1. It would also make Thunderwave seem a little less useful (a power I thought would help keep from getting completely surrounded with a push 2 attached), and would weaken my Staff of Defense style by 2 points until I hit level 4. I only have the first printing of the core books; where is versatile expertise from?

S 16
C 13
D 8
I 18
W 10
C 10

Or maybe...

S 17
C 15
D 10
I 17
W 10
C 8

Which wouldn't seem like it would be significant improvement until 4 and 8 to up S/I and C/?. I'd still only have +3 for powers, but I'd have +5 vs AC, which is a little better than now, and my surge value remains 6/ I must admit that since it's been so long since I've messed with the system, I'm not really sure what to expect in the way of defenses of opponents (or their attacks for that matter), so I'm going in blind as to how good my AC and attacks need to be.


Versatile Expertise is from PHB3:

Quote:

Benefit: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 15th level and +3 at 25th level.

Special: You can take this feat more than once. Each time you take this feat, choose a different weapon group and a different implement type.

I'd try to keep CON 14 or higher -- a surge value below 6 is very low indeed. If you go with:

S 16
C 14
D 10
I 17
W 12
C 8

That keeps your Will up a little higher, keeps your SV at 6, leaves 1 pip for D, W, or C, and lets I go up at level 4. Just brainstorming.


Male Human Druid 1

Any further thoughts on my build before I expand it to a fuller format?


Male Human Cleric 2
Andros Firewind wrote:
Any further thoughts on my build before I expand it to a fuller format?

Andros, as a human druid you get another druid At-Will power in addition to the three granted by the Balance of Nature class feature.

If I recall, Aardvark DM has a house rule where humans can instead trade in their bonus At-Will (or some other starting racial feature) for another +2 to a stat of their choice.


Male Human Druid 1

Sorry about the delay, it's been an interesting week to put it mildly. I think I got all the numbers right, but someone might want to double check. I do have a quick question on one of the powers. The daily has after effect after hit, but I couldn't find that particular notation in either the PHB or PHB 2, so I'm not entirely sure when that applies.


Human

Daily powers are often multi-level (effects on hit and miss, so they're never entirely wasted).

If you hit the target it is slowed and grants Combat Advantage until it makes a saving throw against both effects (i.e. the slow and granting CA).

As soon as it saves, the aftereffect kicks in and it takes the damage and continues to grant CA to the end of your next turn. On a miss, it takes less damage immediately and grants CA to the end of your next turn.


Male Human Druid 1

That's what I figured from what I could find on the matter, but I wanted to make sure. Hit and miss I could find, but after effect I couldn't.


female mountain dwarf staff of defense wizard 2

Okay; finished with Trygs mechanics if someone wants to look her over to make sure she's legal. I'll start working on an appearance, gear, and a background shortly.


M Goblin Stone Fist Monk 2

I love it when the dice reward something that's clearly completely insane


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

With a cursory glance everythin looks fine to me. Some questions

Tryg:
Why the armor training?
Why such a high strength, with staff of defense I would imagine you would spend more on Con?
With the warhammer, will you be holding your staff of defense in one hand and the warhammer in the other?
Will you ever use your staff as a weapon, or purely as an Implement?
Why are you in the Mysk Islands? It's an awful long way from Sevost, what brought you so far south?

Andros:
Where is he from?
Where did he get the scar?
Going for more of an elemental feel, or was it just that none of the beast powers appealed to you?
When you take your primal guardian form, what form do you take?
How long and far have you gone on your spiritual quest?

And for both of you, if your characters had a long and short term goal, what would they be? I would prefer not to see stuff like "More Power", because if the goal is more power, there is a reason for why you want it.


Male Human Druid 1
Aardvark DM wrote:

Where is he from?

Where did he get the scar?
Going for more of an elemental feel, or was it just that none of the beast powers appealed to you?
When you take your primal guardian form, what form do you take?
How long and far have you gone on your spiritual quest?

And for both of you, if your characters had a long and short term goal, what would they be? I would prefer not to see stuff like "More Power", because if the goal is more power, there is a reason for why you want it.

1. It's hard to answer that one precisely not really knowing the full geography of the world. For know, somewhere close enough that a dedicated traveler could arrive at the current place within 2-3 months, but far enough away, it would take a dedicated traveler to accomplish that, and that most locals, if they had heard of where he started from, would not know many details of the place. Some place relatively isolated and very rural that has a decent sized druid circle.

2. Training with his mentor. It helps serve as a reminder that he does best not to get into melee.

3. A mixture of both, kind of, and partly see #2. I enjoy the range of elemental types the druid can throw (seriously debated elementer invoker as well) and his stats didn't scream melee to me, so the base beast form is less of a focus for him. Perhaps when other forms open up, I will consider them, but for know, wild shape is mostly a backup form that Andros is not entirely sure of what to do with. Sky Hunter is also on the very short list of paragon paths that look interesting.

4. A very indistinct bearlike form. Over time, I plan on having the precise form change as needed and become clearer as his training and personality progress. But basically for now, something big and intimidating.

5. Not very long, and not very far. 2-3 months time period and still just trying to figure out the basic parameters of the quest that will allow him to understand precisely what he is expected to find and how, still oblivious to the fact that the whole point of the quest is that there are no predefined parameters, and that he has to make them, and the ultimate objective, up himself.

Basically, think college freshman mentality. Full of energy and excitement, but largely lacking the ability to channel that into something productive. Short term goals - figure out precisely what his mentor expects him to be doing/learning, getting used to the wide world after growing up in relative isolation from it. Long term goals - complete his spiritual quest, find his place in the world.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

If you look under my profile, or the campaign tab, I have a spoiler for regional comparisons (as the type of society that is represented by ay country), and the area maps.

You guys are currently in Klim Rubrik, the Northern province in the Mysk Islands.


Male Human Druid 1

Terra Selvak looks like a good place for Andros to be from.


female mountain dwarf staff of defense wizard 2
Aardvark DM wrote:
Why the armor training?

I'm going to develop her as a battle-mage who focuses on frost magics, and felt that her defense was a little lacking for a character I see as ready to get right up into melee if only for a round or two at a time. I think I'm going to invest in another level or armor training at a later point, because I'd like to have her in furs and hides both for the AC and because I think she'd look pretty cool (pun not intended) throwing around zones of cold magic while dressed for the occassion. If there is a more efficent way for her to up her defense reasonably without such a heavy investment in a book I don't have though, I'd be willing just to flavor her appearance as such and use the alternative method to save myself a feat or two.

Aardvark DM wrote:
Why such a high strength, with staff of defense I would imagine you would spend more on Con?

Right now I have her CON at the minimum I was willing to accept to use the staff (+2). I'd like to have it higher, but between needing a fairly decent STR to make melee attacks vs AC, and a good INT for her powers I was running low on spare points and didn't want to spread her attributes too thin to have a solid chance at success in any one area.

Aardvark DM wrote:
With the warhammer, will you be holding your staff of defense in one hand and the warhammer in the other?

That is the plan; staff in one hand fending off attacks and warhammer in the other- she won't be dropping the staff to use the versatile property of her weapon anytime soon (doesn't seem worth it).

Aardvark DM wrote:
Will you ever use your staff as a weapon, or purely as an Implement?

Barring losing her warhammer in battle, the staff will be used only as an implement. I think I'm generally going to start off with an encounter cold spell (like icy terrain) to try to gain an advantage and then try to rush up and try to help on the front line with the warhammer, using spells if the situation calls for it.

Aardvark DM wrote:
Why are you in the Mysk Islands? It's an awful long way from Sevost, what brought you so far south?

I've been working on a background on and off, but have been hesitant to set anything in stone for her since I know little of the setting, and have kept to a rather vague outline so once her mechanics were complete and I learned a few more specifics I could hone it down to a decent backstory. Briefly; I was going to have her be a member of a rather small, xenophobic clan of Northern mountain dwarves who are ailing, but recovering (therefore in no immediate danger) from some tragedy (be it famine, disease, natural calamity, or the like). Several members were sent to various regions to find a new, suitable, hospitable home for the clan to migrate to, with Tryg being sent furthest as her studies of magic have made her more open-minded and resourceful than many of the others- she was one of the few dwarves who actively strived to seek adventure outside of her mountain home and see the world and eperience its people, places, and wonders (much to her conservative father, Tryggr's, dismay). Being relatively unversed in the world outside the halls she had spent her youth in, I am planning to play her as good natured, protective, and adaptable, but generally naive in the ways of others, and easily swept up in mechinations beyond the scope of her intended goal, intensified by the fact that she belongs to a longer lived race, where a "short detour" may not seem like that terrible waste of time as long as it is for what she sees a a good cause and brings with it the excitement of something new.

Are there any specifics regarding Sevost or mountain dwarf clans I need to be aware of?

And- like always, I'm open to suggestions to rounding out Tryg before joining.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Terra Salvak was kind of what I had in mind, but had you look in case you saw something that jumped out at you by how you saw your character. That way it was yours instead of just grabbing the idea I threw out at you.

The mountain dwarves/Sevost are pretty much the 'Norsest of the Norse'. So think of viking society, and how they would interact. Maybe they sent her so far because they didn't think there was any good land that far south and they don't take her seriously. Also, there is a war in progress within the Mysk Islands, between all the provinces. Many soldiers, mercenaries, and local militia all over the place, maybe she was drawn by the war or her family is fighting in it.

Feel free to add to the world in whichever way you feel. The town you are from, now exists. The political/society issues you dealt with exist. As long as it doesn't go against the main ideals of my world (most of wich are given in the profile) it shouldn't have a problem becoming a part of it. If it's too over the top I'll say something, but until I do, go with it.


female mountain dwarf staff of defense wizard 2
Aardvark DM wrote:
The mountain dwarves/Sevost are pretty much the 'Norsest of the Norse'.

Cool. I used a Norse naming scheme. :) I'll try to get something up for a first draft of her background by the time I leave work tonight.


Male Human Druid 1

If it's a Norse culture, travel for just about any reason is perfectly acceptable. The Norse covered a lot of ground, everywhere from North America to serving as mercenaries throughout the Mediterranean Sea region.

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