DM-All-Stars´ Darkmoon Vale Campaign

Game Master Tim Bürgers

This is a campaign where all players take turns in DMing. We play the Darkmoon Vale-Series Modules so far.


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I think if both groups do the Falcon's Hollow series or Price of Immortality trilogy,
and if one or both groups get to a state of collapse or semi-collapse the two can be merged and won't require more recruitment.

Given the Groups, and each person has to GM,
We should get a list of modules each person has so we can make a suggested module path that both groups can follow and attempt to align the module levels


@Tim - No worries, it's easy to overlook things in an active thread. I didn't cry for too long and I'm happy to be in any party that will have me.

@lastnameonearth - I'll have a look at massaging Thorid for a more tanky role. Might need some feedback from the thread as I do because I haven't designed a tanking Cleric but shouldn't be too difficult to sort out - I'll add a note here when he's ready for a look.

    Relevant modules I own:
  • Hollows Last Hope
  • Crown of the Kobold King
  • Carnival of Tears
  • Revenge of the Kobold King
  • Assorted Dungeon Magazines over the last 10-20 years

If there are others I would need to run in Darkmoon Vale later I don't mind purchasing as long as I know ahead of time so I can get acquainted with the material. I haven't looked through the Falcon Hollow series for some time but pulled them out a month or so ago because I was thinking of looking for local gamers to run through them but I have not done so yet.

Dark Archive

I own both Master of the Fallen Fortress and Godsmouth Heresy. And have access to the Crypt of the Everflame series (which includes Masks of the Living God and City of Golden Death). and I do not mind purchasing a mod or two if I need to.

One thing I hope to learn through this process is how to handle maps through a PbP, so I would rather not start out DMing, but would be willing to run second or third.


The modules I have are;
Darkmoon vale series
Hollow's Last Hope (OGL) lvl: 1
Revenge of the Kobold King (OGL) lvl: 2
Crown of the Kobold King (OGL) lvl: 4
Carnival of Tears (OGL) lvl: 5
Hungry Are the Dead (OGL) lvl: 8

Price of immortality series
Crypt of the Everflame (PFRPG) lvl: 1
Masks of the Living God (PFRPG) lvl: 3
City of Golden Death (PFRPG) lvl: 5

Loose (Sorted by level)
Into the Haunted Forest (OGL) lvl: 1
Hangman's Noose (OGL) lvl: 1
Master of the Fallen Fortress (PFRPG) lvl: 1
The Godsmouth Heresy (PFRPG) lvl: 1
-------------------------------
Feast of Ravenmoor (PFRPG) lvl: 3
River into Darkness (OGL) lvl: 4
The Midnight Mirror (PFRPG) lvl: 4
---------------------------------
Carrion Hill (PFRPG) lvl 5
Dawn of the Scarlet Sun (PFRPG) lvl: 5
Conquest of Bloodsworn Vale (OGL) lvl: 6
------------------------------------
Seven Swords of Sin (OGL) lvl: 7
Realm of the Fellnight Queen (PFRPG) lvl: 7
Gallery of Evil (OGL) lvl: 8
Crucible of Chaos (OGL) lvl: 8
No Response from Deepmar (PFRPG) lvl: 8
--------------------------------------
The Demon Within (OGL) lvl: 11
The Ruby Phoenix Tournament (PFRPG) lvl: 11
Academy of Secrets (PFRPG) lvl: 13
Blood of Dragonscar (OGL) lvl: 15
The Witchwar Legacy (PFRPG) lvl: 17


Skorn wrote:

...

One thing I hope to learn through this process is how to handle maps through a PbP, so I would rather not start out DMing, but would be willing to run second or third.

Maps are easy to handle if you know the process and has the right software.

If the module is a pdf file or even a map as a pdf,
Adobe reader will be the first piece of software used.

I'll show the basics

1)open the file and go to the page with the map ()
2)go Edit -> take Snapshot.
3)Click-drag from one corner to the map to the opposite corner (NW->SE)

Open a graphical editor (like Photoshop(works best), MS_Paint is a back up)
-> in photoshop go File New, click OK, and Paste (CTRL+V)
-> in MS_Paint just Paste (CTRL+V)

Save the file, you can now edit the image.


In addition, most of the official PDFs have separable maps. In Adobe Reader X you can simply click on the map image, hit Ctrl+C to copy, and paste into paint/image program of your choice. Save as PNG or JPG and you're off to a good start.

If you are a little more adventurous, you can import that file into MapTools for a grid and coordinates. Which will give you a result like this in less than 5 minutes.


DM Bigrin wrote:

In addition, most of the official PDFs have separable maps. In Adobe Reader X you can simply click on the map image, hit Ctrl+C to copy, and paste into paint/image program of your choice. Save as PNG or JPG and you're off to a good start.

If you are a little more adventurous, you can import that file into MapTools for a grid and coordinates. Which will give you a result like this in less than 5 minutes.

I think in Acrobat you can also save as jpg (file-->save as-->type = .jpg). I'm using the full version at work, though, so this may not be possible in the free acrobat reader app.

+1 for maptools. Once you get used to the program it's quite handy.


I don't know how to use mapstools,
but know photoshop quite well.

And any CS version of photoshop can automatically extract out a map as an image.

Dark Archive

Taking notes. Learning Maptools is on my to do list. I do have Acrobat Pro, but do not have Photoshop.


I have a friend who is a rather obsessive collector and very likely has them all, so it will be no trouble to borrow and get access to which ever one I end up running.

@Thorid: Clerics can and do make pretty good tanks. Get heavy armour proficiency, use a shield, slap on a few good self buffs (protection from evil, etc) and your AC goes quite high. A 1 Level Fighter dip gets you Heavy Armour, Tower Shield, + 1 BAB, and Fighter Feat, all of which would make you even harder to get around.

Thorid Bofack wrote:
+1 for maptools. Once you get used to the program it's quite handy.

Likewise. I love Maptools, and I use it for my Carrion Crown PbP.


I'd very much prefer to play my barbarian; I just think it works better. Whoever's group I end up in, I'd like to work with someone (probably a squishy) to have the backstory be that my barbarian is a bodyguard of sorts for another character.

As for modules, I unfortunately have possession of very few, being that I'm pretty cheap. I have Master of the Fallen Fortress and I just downloaded Hollow's Last Hope recently. I also believe I have the Carrion Hill module, but I don't know how well that would fit in, if at all.

Don't have Photoshop or MapTools, although I've thought about downloading map software pretty soon.


Loup Blanc, I'll make a wizard (or sorcerer since I'm not goint to play the obvious elf wizard). I'll take one of the stranger races I suggested. One of those, especially a caster, would need some protection going around foreign/civilized lands.

On myth-weavers people tend to use www.ditzie.com a lot. Pretty straight forward, you can even let the players move their icons if you want to (trust and all, not sure how Azure feels about this hehe).

edit on modules: I only have a few myself, but one of my RL GM's has loads of them which I could definitely borrow. If not I can always buy one here.


I have almost all the modules, and most of the PFS scenarios as well (which make for great 1-2 month pbp games). What I don't have, I can likely borrow.


On a related note, I enjoy making my own maps using MapTools, and would offer to anyone that I could build the map you need and just send it to you. All you'd need is maptools to open it. I think the textures get embedded when you save the maps, so you wouldn't even need the 4Gb of textures that I use installed.


All,

This is my Cavalier submittal. His race is Wayang, but he may not even know it. His background is he was found as a young child near a rift between the prime material and the shadow plain in shadowy Nidal in a halfing community. He certainly knows he is different, but managed to grow up in a loving home and was welcomed pretty much everywhere in that halfling berg.

As an adult he has chosen the path of Cavalier and has sworn to uphold the values of the halfling community, swearing to the mayor as his liege.

Racially they are pretty balanced, gaining a +2 in Dex and Int, and a -2 in wisdom. Other than that they have darkvision 60, can cast 3 cantrips once each per day, and have a strange immediate ability to chance how positive and negative energy effect them once a day for a minute.

If anyone strongly objects to this race, I'll look and becoming a halfling or gnome, or, maybe even more fun, a goblin. :)


@DM Bigrin: wow, a personal cartographer ;)

@Loup Blanc: You're going to play a Ifrit Urban Barbarian right? I'm currently looking into a Sylph Wind Listener (wizard archetype) who's been poking his nose in too many people's business. Who better to strike a deal with than that Ifrit hulk?

edit: shall I play with a negative con modifier? Do I dare? I don't think I've ever done that...


@ Ki Anom Suroto/Skorn: I'm fine with Wayang. They don't seem any tougher than Tieflings or Aasimar or the elemental races.


"Brass Pigeon, this is the "Ifrit hulk" you mentioned, and I don't take too kindly to that. Maybe I'm not the most preoccupied with how I look, but I ain't exactly ugly, huh? You're lucky I owe your family..."

Loup here. This is my crunch-finished ifrit savage urban barbarian character. As you can see, she's far from optimized [at least in my mind she is]-- no armor or shield even at low level, for one thing. Also, I took Splintering Weapon and gave her obsidian weapons because I love the idea of that feat, and I'd like to try it out in real gameplay.

I haven't put up her background or appearance yet-- I'll probably get that done later today or tomorrow-- but basically, I'm thinking she grew up a hard life in the desert, probably Katapesh or even Vudra, and [insert squishy, perhaps Brass Pigeon's character?, here]'s family paid for her release for a heretofore undecided reason, saying she'd be able to pay them back later. They brought Maqli to Absalom, where she grew up to become a bit of a hotspur, though she retained some love for her old homeland, if not her old life. Some time ago, the family that gave her this life has hired her on as a bodyguard for a child of theirs, and Maqli gladly accepted. Of course, protecting that child has become a bit more of a chore than she thought it would be...

Note to whoever wants Maqli as their bodyguard: she's carrying a lot of equipment, including rope, grappling hook, hammer etc. that she's perfectly willing to share with her master/mistress. Also, please don't boss her around too much, thanks!

Edit: Forgot to mention that I used some info from the d20pfsrd to exchange Maqli's ifrit traits for ones that were more fitting (and that she could use). If that's a problem, I'll take 'em back.


Did we make any decisions on other character generation questions?

Starting money: Roll, Max, or Average?
Traits: 2, no campaign?
HP after 1st: Roll, Max, Half, Average (Half+1)?


I went with max gold, 2 traits, 20 point buy, and full hit points for first level.


LastNameOnEarth wrote:

Did we make any decisions on other character generation questions?

Starting money: Roll, Max, or Average?
Traits: 2, no campaign?
HP after 1st: Roll, Max, Half, Average (Half+1)?

I think to simplify things

Starting money: Max
Traits: 2, no campaign
HP after 1st: Half+1 or a half-roll*

Half-roll:
HD size -> Roll
d6 -> 1d3+3
d8 -> 1d4+4
d10 -> 1d5+5
d12 -> 1d6+6


I had mentioned max HP each level, which I think a few others agreed to. Not saying we need to, just thot id mention it again.


I'm good with either option. Roll/Half might be a good compromise.

I'm done most of the crunch on my character (Lastnameonearth), but I still need to refine her back story a bit in my mind.


I´m fine with anyone needing a bit longer to prepare. Is Tuesday allright for everybody?

@Scorn: I am really sorry for overlooking you! I guess, for evennesses´ sake it´s best, when you join AZ´s group (I will just call it that way, because it´s pretty simple).

These recruitments get QUITE confusing...

Oh yeah... I own the complete Falconshollow-Series.


I think it's only confusing because of the GM rotation that's been added.


Indeed, I'm sure that helps with the confusion. GMs are usually the most in demand; a game like this where everyone has to be able to GM AND be a player can get complex.

As for starting wealth and traits, I used average money and 2 traits for Maqli, but if we want to go max gp that's fine, I can give her some extra stuff!


Ok lads and lasses, have a looksee at this new build for Thorid:

statblock:

Thorid Bofack
Male Dwarf Cleric (Theologian) 1
LG Medium Humanoid (dwarf)
Hero Points 1
Init +0; Senses Darkvision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 11 (1d8+2)
Fort +4, Ref +0, Will +5
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/x2) and
. . Warhammer +2 (1d8+2/x3)
Spell-Like Abilities Artificer's Touch (6/day)
Cleric (Theologian) Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Bless, Bless, Animate Rope
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 15, Int 14, Wis 17, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Eldritch Smith, Eye of the Father (Craft [armor])
Skills Acrobatics -6, Appraise +6, Climb -4, Craft (armor) +9, Diplomacy +3, Escape Artist -6, Fly -6, Knowledge (religion) +6, Ride -6, Stealth -6, Swim -4
Languages Common, Dwarven, Terran, Undercommon
SQ Aura, Cleric (Theologian) Domain: Construct, Cleric Channel Positive Energy 1d6 (4/day) (DC 9), Focused Domain, Greed, Hardy +2, Hatred +1, Hero Points (1), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2, Weapon Cord
Combat Gear Breastplate, Dagger, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools, masterwork (Craft [armor]), Backpack (18 @ 19 lbs), Bedroll, Fishhook (2), Flint and steel, Mug/Tankard, clay, Pouch, belt (1 @ 1.5 lbs), Rations, trail (per day) (7), Sewing needle, String (50'), Thread (50 ft.), Waterskin, Weapon Cord, Whetstone, Whistle, Signal
--------------------
Special Abilities
--------------------
Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 3 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Theologian) Domain: Construct Associated Domain: Artifice
Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Eye of the Father (Craft [armor]) You have an innate sense of what is right and wrong in the works you craft, based on your years studying with the church fathers at their forges. You gain +1 trait bonus to a Craft skill of your choice, and Appraise is always a class skill for you.
Focused Domain +2 to cleric level for domain powers.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Weapon Cord Attached weapon can be recovered as a swift action.

My notes
1. He's an artifice/construct theologian who believes Torag wants his creations to be tested. Armor and weapons should be practical and battle tested to prove value.
2. I went with extra channel feat instead of heavy armor because even with crafting options, heavy armor is pretty pricey.
3. I figured he crafted his breastplate and shield which figured into the purchase price.
4. The extra channel feat was purchased with the idea that Torag, as a creator race, wants him to perform upkeep on physical beings who prove their value. Value doesn't necessarily mean they're on the front line but that they're trying to make the world a better place.

Any feedback is welcomed but may be ignored.

I rolled for starting gold but I'm not too worried about it.


Thorid Bofack wrote:
Any feedback is welcomed but may be ignored.

I love this. It's as it should be.


Is it going to be a problem that I dont personally own any of the Falcons Hollow series? it seems to be what were set on


Thorid Bofack wrote:

Ok lads and lasses, have a looksee at this new build for Thorid:

** spoiler omitted **...

The only thing I see that is unusual is the hero point. I have not heard their use discussed.


Ki Anom Suroto wrote:
Thorid Bofack wrote:

Ok lads and lasses, have a looksee at this new build for Thorid:

** spoiler omitted **...

The only thing I see that is unusual is the hero point. I have not heard their use discussed.

Disregard the heroto point. I was using a character generator and didn't notice that option had been selected.


Looks good, Thorid!

Here's Maqli, Loup Blanc's submission, now with a complete profile! I've pasted it below as well, so have a look! Feedback is good, but like Thorid, I may ignore it.

Crunch:

Maqli Fireheart
Female ifrit savage urban barbarian 1
CG female outsider (native)
Init +7; Senses Perception +4, darkvision 60 ft.

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15/15
Fort +5, Ref +2, Will +0

OFFENSE

Speed 30 ft.
Melee Greataxe +4 (1d12+4/x3)
Melee Throwing axe +4 (1d6+3)
Ranged Longbow+3 (1d8/x3)
Ranged Throwing axe +3 (1d6+3)
Special Attacks Rage 6 rounds/day, Splintering Weapon

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 13

Base Atk +1; CMB +4; CMD 16

Feats Splintering Weapon

Traits Absalom Hotspur, Resilient

Trained Skills
Acrobatics +6
Intimidate +5
Perception +4
Sense Motive +4

Languages Common, Ignan

Gear
Weapons
Obsidian greataxe, 9 lb.
4 obsidian throwing axes, 6 lb.
Longbow with 20 arrows, 6 lb.

Adventuring gear
Backpack, 2 lb.
Hammock w/ 2 iron spikes, 5 lb.
Cooking kit, 2 lb.
Crowbar, 5 lb.
Flint and steel, /
Grappling hook w/ 50 ft. of silk rope, 9 lb.
Hammer, 2 lb.
Signal horn, 2 lb.
5 sunrods, 5 lb.
Alchemist's Kindness, 4 doses, /
Journal w/ 2 sticks of charcoal, 1 lb.

Clothing
Explorer's Outfit, worn
Hot Weather Outfit, 4 lb.
Bandana, worn

Total Weight Carried: 58 lb. (light load)

19 gp

Special Abilities:

Ifrit abilities
Wildfire Heart: +4 Initiative
Forge-Hardened: +2 Craft (armor, weapons), +2 to resist fatigue and exhaustion
Desert Mirage: +2 to Stealth in deserts, +2 to resist starvation or thirst

Barbarian (and archetype) abilities
Crowd Conrol
Rage (and Controlled Rage) 6 rounds/day

Background:

Born and raised in the harsh country of Katapesh, Maqli the Fireheart never expected to live the life she now has. Maqli was born in the city, but from an early age she was raised in a settlement further west. Her father and mother were members of an elite warrior society, men and women who practiced a secret art of finding the underlying rhythm and force of battle. Though her childhood was hard and rugged-- Maqli often rose before the sun and lay down to sleep long after it set, training her mind and body the entire time-- Maqli displayed great skill with the secret techniques, learning to lose herself in the fight. (Resilient trait, class)

However, the settlement was attacked by gnoll slavers, and while it was far from razed, Maqli herself was kidnapped by the monsters. Held hostage and subjected to the grotesque violence and depravity of the gnolls, Maqli was finally deposited in the city of Katapesh, sold to an arena for a high price. Maqli quickly adapted to her new setting, and became a favored fighter in the arena, although she never faced true threats-- the arena masters had already noticed her slow growth and development, figuring her to have some elf or perhaps even dwarf in her blood. Even in Katapesh, she wasn't suspected to be an ifrit, and in any case, searches for efreeti in her bloodline would have proved inconclusive, as Maqli is descended from an azer warlord.

In Katapesh, Maqli survived fighting for years, reaching almost forty before she found salvation in the form of a couple from Absalom. After prolonged haggling and talks with the man and woman, Maqli was purchased from the arena as a "slave," and sailed with the couple to Absalom. There, they gave her freedom, along with some money, and Maqli thanked them immensely for this chance at a new life.

City life was difficult for the ifrit at first, since she was so used to living in the desert and the arena. However, she soon found a new lifestyle that fit her: that of a hotspur. Guiding visitors through the streets was easy for a small, quick girl like Maqli, and her combat ability ensured that her charges stayed alive long enough to see the sites and pay the ifrit her fee. (Absalom Hotspur trait)

About 20 years ago, not long after Maqli reached physical maturity for a female ifrit, she was contacted by the man and woman who had brought her out of slavery. Apparently, they had a descendant in need of a bodyguard, and Maqli seemed perfect for the role. Maqli herself had begun to tire of the hotspur's life, and so gladly accepted the offer-- less out of any since of indenture or honor, and more because she wanted to and she was genuinely thankful to the couple who had freed her. Since that time, she's served dutifully and skillfully, learning new skills as necessary to become a highly capable servant and protector of her charge.

Appearance:

Maqli is very tall and muscular, even for an ifrit. She's able to stare down most men, her imposing stature and impressive muscles silencing all but the most blunt and foolish chauvinists. Maqli doesn't particularly care about her more feminine side, and rarely uses any sort of brush, comb, or other beauty treatment. She keeps her hair cropped to just below shoulder length, and often tucks it back in her bandana, especially if she thinks combat may break out. Her clothing is simple and functional, and while she doesn't wear armor, she's far from exposed. Maqli's weapons are fashioned from wood and obsidian, tokens from her original home in the wilds of Katapesh.


Just to let everyone know. I have an all-day RL game tomorrow and will be traveling to San Diego most of next week. While in SD, I'll have internet access at night at the hotel.


Just looked through Ki Anom and Vaashti; I can't see anything bad about them. Just letting people know, since we're viewing each other's characters.


Thanks! I know I need to buy a few more things. Thought I would wait and see what setting we were in before finalizing equipment. Your crunch looked good too.


Rough version made
Still need to add stuff and Fluff.

Note to self:
Check Equipment Prices and weights
Finish Background data, and Family Data
Add Description of character.


I'll probably need until tuesday to finish this (Brasspigeon's) character. Hopefully this weekend though.

@white wolf: Sounds like a great backstory! It doesn't require us to be bound forever, just for a short while (=1 adventure) "contractwise".


Done all my crunch and fluff now; just need to add up my equipment costs and weights, to make sure I can afford and carry everything.

Like the others, I'm open to feedback.


Nummil and Noya both look fine by my quick reviews. But Nummil, if you would still like to be the subject of my protection, how would you like that to work out? Right now in my backstory I have a man and woman wanting protection for their child/grandchild/nephew/niece/whatever, and they brought Maqli out of slavery years ago, so she owes them and takes the job. But it could easily be revamped to Maqli working specifically for you, if you'd prefer.

If it stands as is, then I think it would make sense for Nummil to be a younger Sylph-- still fully adult, but a young adult.

As for the contract, 1 adventure would be kinda cool, but I was figuring Maqli is linked to you for life, in a way, but less through a contract and more through her own sense of good and thankfulness to your family.


Owing my grandparents sounds good, Nummil will be a young adult.
I thought one adventure wouldn't bind your character too much but if you like it that way, owing for life makes a stronger story so let's have it that way.


I think of it not so much "owing for life" and more like "saved by your family from certain death, so she willingly helps you out of thankfulness, and it also seems like a good job to her, and she enjoys it, so she does it regardless of any owing."


hehe of course
*holds a piece of paper resembling a contract for life behind his back*


Too bad I'm illiterate!

...Wait... no, Pathfinder... why?????

Oh well. I never signed anything :P


This makes for two groups, e.g.:

Flykiller (Monk)
Kestrel(Aasmir Ranger)
Monkeygod (Bard)
Tim (Conjurer)
Thorid Bofack(Dwarf Cleric)
----------------------------
Noya(Suli Monk)
Dognapalm (Human Rogue)
VaashtiCtan(Tiefling Cleric)
Maqli(Ifrit Barbarian)
NummilBlueskin(Sylph Wizard)
KiAnomSuroto(Wayang Cavalier)

------------------------------------

Since Darkmoon vale series has been chosen,
I ask this are you a Local or a Wanderer?
(Since I have run the first two modules and know the series,
and have the Darkmoon Vale book, I can offer ideas for locals)


I guess I'm whatever Nummil chooses to be.


"I am a local."

"Wow, the second group is heavily outsider based."

Equipment OK, Description added.
Background info still needed, (though I have an idea of it)

Dognapalm, do you know how to make an alias?

Make alias:
First create a character alias.

A character alias is like another ID on the forums for PBP games.

To create an alias;
1)right click on account at the top (so you don't loose this page),
2)sign in
3)in "Messageboard Aliases" click on "Create new messageboard alias"
4)put in the alias' name in alias name field
5)under avatar image, click change, select an avatar that matches the character concept as close as possible and click on it.
6)click on "submit changes" and the alias is created, but is blank.
7)in "Messageboard Aliases" you'll now see your new character alias, click on it and you'll be taken to the profile page,
8)click on create profile and fill it in will all the needed data, you can use me above as a template, just click on her name.


Tim here. Character finally done.


Like I promised, the first set of threads is opened. I opened both under my DM-Alias. Please step in:

Flykiller (Monk)
Kestrel(Aasmir Ranger)
Monkeygod (Bard)
Tim (Conjurer)
Thorid Bofack(Dwarf Cleric)

Here are the links:

Gameplay
Discussion

See you there,

Tim


For the second Group, I'll GM.
unless some else wants to do so.

I'll be at work today with a long shift,
so I'll check in the evening


All,

Since the split between the two groups is 5 and 6, and since I am already playing in a group with AZ (He is a great DM but I want to get to know other people and other play styles) I am proposing that I move to Tim's Group. AZ's group is really more melee focused as it is, with a barbarian, so I think I will compliment Tim's group a little better.

I have discussed this with Tim and he is fine with it. Let me know if there is any objection from anyone. We might want to recruit at least one more to make the groups equal at 5 players and a DM each.

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