DMDM's Wrath of the Righteous (Inactive)

Game Master Douglas Muir 406

The demons are coming. Can you stop them?


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Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

de-briefing

Another cool reason to buy that armored kilt....


Male Human Cleric 1
Spoiler:
AC 16 t.12 ff.14, hp -2/9, saves F3 R2 W7, init +2, Per +6, touch of good 7/7, calming touch 6/7, channel 1/3

Don't buy an armored kilt. It chafes a lot and Erastil wants those parts in working order to produce the next generation. ;)

Well-described foes, certainly (and the whole "bored sadist" thing was coming through quite clearly.


Balek Nine-fingered wrote:
Well-described foes, certainly (and the whole "bored sadist" thing was coming through quite clearly.

You'll notice that all their weaknesses were on the RP side. Mechanically, these guys could kill you all without breaking a sweat.

Once someone uses the scroll to ask for help, the clock is ticking. Help is on the way. The path to victory was not to fight them -- they're unbeatable in direct combat. The trick instead was to distract, delay, and buy time. The dwarf is an egotistical fanatic with no Sense Motive: fake a conversion experience, or at least draw him into a discussion of theology. Lewis is a snob; a good Knowledge (nobility) check would keep him distracted for a few rounds. Stroke his ego, appease his vanity. Ask him for a performance! Playing Team Evil against each other, while dangerous, could be another option. They're not one big happy family. They wouldn't actually fight and kill each other, but a good enough Bluff or Diplomacy check (or even just a few clever jibes) could start a screaming argument that might drag on for a while. Think Bilbo and the trolls, or Bart and Sideshow Bob.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3
Douglas Muir 406 wrote:
Balek Nine-fingered wrote:
Well-described foes, certainly (and the whole "bored sadist" thing was coming through quite clearly.

You'll notice that all their weaknesses were on the RP side. Mechanically, these guys could kill you all without breaking a sweat.

Once someone uses the scroll to ask for help, the clock is ticking. Help is on the way. The path to victory was not to fight them -- they're unbeatable in direct combat. The trick instead was to distract, delay, and buy time. The dwarf is an egotistical fanatic with no Sense Motive: fake a conversion experience, or at least draw him into a discussion of theology. Lewis is a snob; a good Knowledge (nobility) check would keep him distracted for a few rounds. Stroke his ego, appease his vanity. Ask him for a performance! Playing Team Evil against each other, while dangerous, could be another option. They're not one big happy family. They wouldn't actually fight and kill each other, but a good enough Bluff or Diplomacy check (or even just a few clever jibes) could start a screaming argument that might drag on for a while. Think Bilbo and the trolls, or Bart and Sideshow Bob.

Blarg. I almost came down the ladder at some point to inject myself (as peacefully as possible) into their conversation to stall. I think I was too focused on game mechanics and not thinking enough about their personalities -- fail!


Male Human Cleric 1
Spoiler:
AC 16 t.12 ff.14, hp -2/9, saves F3 R2 W7, init +2, Per +6, touch of good 7/7, calming touch 6/7, channel 1/3

Well, once combat starts, it's easy to start thinking purely in terms of combat...


So Blue Team's job was to delay and distract. What then of Red Team? Well, you'll notice that the villains rode off on a gigantic buzzing insect monster. (An advanced fiendish wasp, more or less.) This is the "Vrexel" that was mentioned early on, yes? Well, Vrexel was parked upstairs, just a few yards from the back exit. And he wasn't concealed particularly well -- any reasonably competent search of the area would turn him up.

Vrexel was about CR 5 -- by far the weakest link in Team Evil. Barring bad die rolls, Red Team could take Vrexel down. Once the fight was under way, you would have about three rounds to finish the job before the bad guys came boiling upstairs.

That done, it would be Game Over for the villains. The dwarf has just a 20' move. They couldn't possibly get back to the Worldwound before the rescuers show up. In a fight on open ground, the advantage is with the guys with numbers, missile weapons and Fireball spells. The demon and Lewis might escape (Lewis, no fool, has Expeditious Retreat literally in his back pocket) but the dwarf and Vidkun would almost certainly be killed or captured.

TLDR: the winning strategies were [Team Blue] delay and distract the bad guys, and/or [Team Red] find and kill their mount.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

Well, it was a fun introduction, even if we missed it a bit. Given your language above, I expect we don't level up? =D

I'm all for continuing into WotR if everyone else is - and I, for one, would like this kind of interaction to continue, as opposed to the hack n slash some adventures become. I enjoy the NPCs and personalities, and will do my best to develop Osei as a character who interacts more with them - though he is currently kind of a stick in the mud ...


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

I am certain that we can all have a great talk about those particular bag guys, names descriptions and an overall discussion of what could go better next time. I am certain that no one missed the utter cowardice of the (evil bad guy) mage.

SGC won't be faking conversions or telling other lies, but I do look forward to continuing the adventure.

On a side note, the other "win" might have been keeping more of team red alive ; )

Plus burning oil and driving the mount away is another "win" strategy.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3
Sir Constantine Godalming wrote:

I am certain that no one missed the utter cowardice of the mage.

Is this regarding Osei or Cringing Robe Guy? If Osei, that's not exactly what kept him upstairs - it was less fear, and more of a rational approach to gather intelligence on the enemies. He is not a warrior, rushing into the thick of battle. Osei was wary of engaging them, yes, but it was a completely irrational thing to do in his mind. That's not his style. Maybe he's closer to a neutral alignment than 'good'. Hmm ...


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

I fixed it! Not you!


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3
Sir Constantine Godalming wrote:
I fixed it! Not you!

No worries! Just communicating my thoughts on Osei's character.


Male Human Cleric 1
Spoiler:
AC 16 t.12 ff.14, hp -2/9, saves F3 R2 W7, init +2, Per +6, touch of good 7/7, calming touch 6/7, channel 1/3

Speaking of character: yes, Balek is a little bit sententious. I figured a priest of Erastil would probably learn a lot of traditional proverbs, and do some of his thinking by quoting them, selecting the correct one, and all that. Hope the effect is coming across reasonably well and isn't driving anyone else up the wall.


Nope. I'm good with distinct character voices.


Osei Otieno wrote:

Well, it was a fun introduction, even if we missed it a bit.

No no, you didn't miss a thing. You just didn't get the "Awesome Win" version, is all. You chose something else, which is interesting in its own way.


Osei Otieno wrote:
I think I was too focused on game mechanics and not thinking enough about their personalities

The one thing everyone focused on was Cringing Robed Guy: everyone was trying to talk him around. I can see why that seemed worth trying, but no. Putting aside whether he's even redeemable, his cowardice means that you couldn't even begin to try unless you were already clearly winning against his allies. He's a coward, right? No amount of persuasion is going to get him to join a losing side.

Even once combat started, there were a few ways to leverage the NPC personalities. The dwarf hates paladins and would love to show Deskari's superiority, so challenging him to single combat could work. (Note: don't try this generally. Very few villains will accept a challenge to single combat, and even the dwarf would only do it against an obviously inferior foe. And the instant he thought he was in trouble, he'd cheat.) You'd probably end up horribly mutilated, but he'd waste a few rounds toying with you. Even in combat, Lewis could be distracted, especially with flattery. Or enraged, for instance by mocking him or -- worse yet -- throwing dirt or spitting on his white, perfectly pressed clothing. Not that enraging Lewis would necessarily be a good idea, of course. Just saying.

If NPC personalities don't affect NPC actions, for good or ill, then they're just wallpaper; the grumpy dwarf can be reskinned as the happy dwarf, and it makes no difference. That strikes me as a less-fun way to play.


Male Kobold Oracle/1

It's true. That being said, I enjoyed this romp into things and it was certainly a powerful twist from the usual formula. Typically, I think, most games either start with something relatively simple being the build up to a bigger picture, or in the case of WotR normally, paints an epic backdrop for you to start your baddie slaying quests on (say, a demon king chopping off the head of a silver dragon while you're stuck fighting maggots... wooooo...)

This one just tossed us in, and honestly, it's not bad in retrospect. Wrath of the Righteous really is about influencing NPCs as much as it is slaying demons. Why shouldn't encounters be built around similar mechanics (that is, playing to NPC personalities)? I think now that we know that going forward, we can think outside the box a bit more (after all, stalling is something that rarely comes up, and it's almost always through combat.)


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

Realistically I would hope people put ranks into sense motive. I was fighting hard to play my skill points as assigned....I think it's easy to play things you don't have....


female Human Inquisitor (Iconoclast)(Preacher)hp 3/8|AC 15|perc 8|init 1|Agile feet 7/7
Sir Constantine Godalming wrote:

Realistically I would hope people put ranks into sense motive. I was fighting hard to play my skill points as assigned....I think it's easy to play things you don't have....

for skills its easy, for intelligence its hard(which is why storys with super smart characters are rarely from their perspective), knowledge is easyer(just a little reasearch), skills (exspecialy craft) are in between in difficulty as even if you don't know how its done you still know what the result should belike( I don't know how to craft a fine chest, but describing one is easy)


Male Human Cleric 1
Spoiler:
AC 16 t.12 ff.14, hp -2/9, saves F3 R2 W7, init +2, Per +6, touch of good 7/7, calming touch 6/7, channel 1/3

Sense Motive? We've got yer Sense Motive, right here!

It's one of those things where he's probably better at it than I am...


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

I am making a huge logic leap in the game thread, but the logic is supposed to shock N out of it or make the rescuers see the need to continue rescuing....


Male Kobold Oracle/1

I think Takka is gonna study under Sir Constantine now to become a paladin proper. Probably a ranged smite machine.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1
Takka of the Toad wrote:
I think Takka is gonna study under Sir Constantine now to become a paladin proper. Probably a ranged smite machine.

All this time Takka has been seeing SCG like an older brother, teasing each other and training, but now he suddenly sees things differently.


Got a little flattened over the weekend -- combination of work and mild sickishness. I'm away from home for six weeks in Beirut, Lebanon, and I think I'm just a bit homesick and under the weather. Spent the weekend mostly offline with a Breaking Bad marathon (Go, Mister White! Science!), but should be back in a day or so.

(Walter White starts off as Lawful Neutral, in Season Two he's now well into Lawful Evil territory, some regrets notwithstanding, and I'm pretty sure he's going to end up Neutral Evil. Skyler is Lawful Good -- annoying sometimes perhaps, but Lawful Good. Jesse looks to stay Chaotic Neutral throughout, and Tuco of course is pure perfect CE.)


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3
Douglas Muir 406 wrote:
(Walter White starts off as Lawful Neutral, in Season Two he's now well into Lawful Evil territory, some regrets notwithstanding, and I'm pretty sure he's going to end up Neutral Evil. Skyler is Lawful Good -- annoying sometimes perhaps, but Lawful Good. Jesse looks to stay Chaotic Neutral throughout, and Tuco of course is pure perfect CE.)

Such an amazing story told in that show, not a flaw in it from my point of view and every character is compelling and well-developed. I've finished through Episode 5 of the last season, but not the entire series. It is so intense, I can't mainline the last couple seasons like I could the early ones -- that and I don't want it to end, though it is the way of all things.

As far as alignments, I agree with your WW, but not Skyler - a least not later in the series; if she started LG, she ended up somewhere more in the NG or CG territory. I would put Jesse more in CG territory - he seems to have many hangups regarding violence and really taking advantage of people (mainly all talk). The only person who stays at LG would be Hank, I believe.


Midway through Season Two, Skyler is pretty clearly LG -- look at how she goes to confront Jesse for "selling marijuana" in Season One, or her attitude towards Marie's shoplifting, or her organized, rule-following, take-charge attitude towards life in general. But these characters definitely move over time, so we'll see.

Jesse isn't evil, and you could even point to some minor moments of generosity and self-sacrifice, like when he takes the rap for his little brother's joint. But OTOH I don't think a meth cook / meth dealer gets to have a G in his alignment line. He's doing a lot of damage, and he really doesn't care as long as the money's good. And you'll notice he's fine with *Walt* killing the drug dealer in the cellar. He just doesn't want to do it himself. That suggests he's not so much good as squeamish.

Hank has become a really interesting character. In the beginning he's presented as a complete meathead, a overbearing, macho doofus who's thoughtlessly belittling of Walt and also more than a bit of a sexist and a bigot. All of which are true! But he's also an honest cop who's really good at his job. He struggles with his wife's issues, tries in his way to be a backup father to Walt Jr., and offers unqualified support to Walt and Skyler. Anyway, yeah, definitely LG.

Favorite minor character so far: Tuco's uncle. Ding!


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

I don't disagree about Skyler early in the series, but in S3 and S4 her character develops quite a bit - I would almost push her into *N territory, but I think she maintains *G. Your points about Jessie (and meth dealing in general) are fair, I'll cede the CG sentiment. CN is probably accurate. Hank is a great character, and continues to be as far as I've seen.

My memories of the earlier seasons are old, I should go back and watch them again. They would be equally, if not more, entertaining.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

Interestingly I have never applied the alignment system to any TV show, TV character or anything like that.

I think it's an interesting topic (did I see this spawn a new thread somewhere?)


You don't want to overdo it. Most of the time, using alignment on another medium (or the real world) is a mug's game, about as meaningful as those "What Season Of The Year Are You?" quizzes on Facebook. That said, once in a while the alignments do fit neatly -- and that's pretty cool, when it happens.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

So could 'Heisenberg' not only be an alter ego but Walter's way of going 'It isn't me, it is this other guy in my head' excuse?


It's all Walt IMO. It's Walt through and through. There are people who think Heisenberg is some sort of dissociation or a role Walt plays. I firmly disagree. Heisenberg was always there. It took a combination of bad luck, outside pressure, and really poor choices on Walt's part to bring him out and make him the dominant aspect. But he wasn't created out of nothing.

Subthemes of this show: Living With Problems In A Marriage; Failures of American Social Policy; and Issues In Masculinity. (Yeah, those make it sound really boring. It's... not.)


In D&D terms, I suppose you could have dull, slightly pudgy, bespectacled Mr. White the second-rate Lawful Neutral professor of alchemy, and his Mindchemist alter ego: lean, mean Heisenberg, the Man Who Knocks, Neutral Evil crime lord and stone cold killer.

Also in D&D terms, I'm midway through Season Two and Walt is totally Lawful Evil here. He's just doing what he has to do, he thinks. The junkie thieves have to die because they broke the rules and stole from him. (As opposed to CE Tuco, who would kill to create fear, or just because he felt like it.)


BTW, still hammered by a combination of work and a stomach bug, but should start posting again within the next 48 hours.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

Relevant.

Great scene. Rest up and feel better.


Male Kobold Oracle/1

Agreed. Just rest and take it easy.

All this talk of Breaking Bad is over my head. I never managed to sit down and watch it, and though I hear people say it's a great show, I've just never had the drive to watch it.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

It's probably the highest quality television show I've ever seen. Not that I'm an aficionado, but it's nearly flawless. The direction, acting (every character ...every one is great) and production are all top notch.


female Human Inquisitor (Iconoclast)(Preacher)hp 3/8|AC 15|perc 8|init 1|Agile feet 7/7
Douglas Muir 406 wrote:
You don't want to overdo it. Most of the time, using alignment on another medium (or the real world) is a mug's game, about as meaningful as those "What Season Of The Year Are You?" quizzes on Facebook. That said, once in a while the alignments do fit neatly -- and that's pretty cool, when it happens.

the first explanation of the alignment system I encountered was with examples ( mainly from Harry Potter).

There are charakters that fit an alignment absolutly like The Joker or Jack Slash for CE, but more complex characters (or real people) rarely fully fit into one alignment.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

FYI- one of the traits I went back and forth on selecting was the prehensile whip trait. I went back and forth many times on the trait selection, but alas it was not to be.


female Human Inquisitor (Iconoclast)(Preacher)hp 3/8|AC 15|perc 8|init 1|Agile feet 7/7
Sir Constantine Godalming wrote:
FYI- one of the traits I went back and forth on selecting was the prehensile whip trait. I went back and forth many times on the trait selection, but alas it was not to be.

wow, SCG is way better planed than Haruka, whose planing took aproximatly an hour :).

but I have finaly found the inspiration for her personalty I was lacking.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

@Haruka
Yeah but the name even took awhile, I think this alias without a game has been around a long long time. I found the process be enjoyable. I recommend everyone give it a try, character creation spread out over months.....

Re: game thread.

Sorry couldn't let the only other half orc paladin I know in the city leave without a quick chat, and attempt to build a connection to both her and the Eagle Watch......


On a completely unrelated topic: If you like comics, or space-opera science fiction, or just cool stories in graphic novel form, you probably want to go read Bryan K. Vaughan's "Saga" now. It's... really good.

Also, it has Lying Cat. And if you don't like Lying Cat, I really don't know what to say to you. (And in D&D terms, Lying Cat is one of the most perfectly Lawful Neutral characters you're ever going to meet.)


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

Re: Saga - I have the first 9 issues, but need to get caught up.


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M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13
Douglas Muir 406 wrote:

On a completely unrelated topic: If you like comics, or space-opera science fiction, or just cool stories in graphic novel form, you probably want to go read Bryan K. Vaughan's "Saga" now. It's... really good.

Also, it has Lying Cat. And if you don't like Lying Cat, I really don't know what to say to you. (And in D&D terms, Lying Cat is one of the most perfectly Lawful Neutral characters you're ever going to meet.)

Lying.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3

By the way, I'll add onto the comics recommendations: If you haven't read Bill Willingham's Fables - shame on you.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

I think the last comic I bought was wolverine #10.

I ran out of storage for more comics......


female Human Inquisitor (Iconoclast)(Preacher)hp 3/8|AC 15|perc 8|init 1|Agile feet 7/7

I am more of a manga guy, but Saga looks interesting, I will probably give it a try :).


Male Human Cleric 1
Spoiler:
AC 16 t.12 ff.14, hp -2/9, saves F3 R2 W7, init +2, Per +6, touch of good 7/7, calming touch 6/7, channel 1/3

Fables is good, yes indeed.


Male Kobold Oracle/1

Aw, nuts! The Divine Hunter and Oath of Vengeance archetypes don't mesh. That would've been perfect for Takka. XP

Probably gonna go with the Divine Hunter. That seems more suitable for a ranged paladin.


Male Half orc Paladin 1 (redeemer archetype) AC 18 , HP 11/11, Int+1, Percep+1

I can see the divine hunter as a great fit for Takka.

I also see some really good racial feats for you to look at.
Redeemed kobold looked good to me.


People tend to either like Saga a lot, or not.

I though Fables was quite strong until the War ended, and has been gradually downhill since. I have the first five or six volumes, but then I stopped.


Mwangi Human Wizard 1
Spoiler:
HP 5/8 Init +1; Per +1 AC 15/11/14 Fort +1, Ref +1, Will +3
Douglas Muir 406 wrote:

People tend to either like Saga a lot, or not.

I though Fables was quite strong until the War ended, and has been gradually downhill since. I have the first five or six volumes, but then I stopped.

I agree the war was the peak, but I very much enjoyed the Mr. Dark storyline.

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Crunch complete. Working on picking a name and stitching together a backstory.


how about a Drider Wizard(probably spell sage)?
a bookish girl form a rogue Drider collony searching for a way to stabilize or cure "modifications" made to her people.


Yokaiboy wrote:

how about a Drider Wizard(probably spell sage)?

No.

Doug M.

Horizon Hunters

Here he is. I said I would submit someone with Infernal ancestry, as the Devils and Demons are constantly fighting in the world of D&D and Pathfinder. I didn't pick the Infernal bloodline, but the fire elemental bloodline, as the Infernal bloodline gives a bunch of stuff that I personally would not use. Not to mention protection from good is not something I want. When I look at the stuff Infernal gives, it gives resistance to fire, so fire elemental would be a good bloodline to represent Infernals as well. When I look at the elemental bloodline, it says you may have gained this magic from outsiders. Infernals are outsiders. Not to mention, there were other outsider that his ancestors intermingled with, like the fire genies and Efreetis so his bloodline isn't purely Infernal or Efreeti, but Fire Elemental in general.

As far as character build, I have light armor proficiency as a feat now, but my armor is kilt and has no armor arcane spell failure chance. When I get the gold for it, I hope to purchase mithril shirt and take arcane armor training.

Then I'm going to focus on stuff like spell penetration, spell focus and the stuff where I can bypass spell resistance. As well as Iron will and stuff that increases his saves. He won't have metamagic feats, because I don't use those.


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I believe I've got everything right. The rules for animal companions confuse me a tad at times, so if I messed up something, lemme know.

"I will not falter! Ride, Sleek! Froggie ho!"

Crunch:
Takka the Toad Knight
Male Kobold Cavalier 1
LG Small Humanoid (reptilian)
Deity: Apsu Homeland: Kenabres

Init +2; Senses Perception +0, Darkvision 60 ft.
--------------------
Defense
--------------------
AC 19 Touch 13 Flat-footed 17
HP 11/11
Fort +3 Ref +2 Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Lance +2 (1d6/x3/Reach 10')
Ranged Shortspear +4 (1d4/x2)
Special Tactician (Precise Strike)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Quick Draw, Precise Strike
Traits Courageous, Indomitable Faith
Skills Handle Animal +5, Linguistics +1, Ride +6, Sense Motive +4
Languages Draconic, Common
Combat Gear Wooden, Heavy Wooden Shield, Lance, 10 Shortspears
--------------------
Equipment
--------------------

Sleek the Slurk:
Male Slurk
TN Medium Magical Beast (reptilian)

Init +2; Senses Perception +0, Darkvision 60 ft.
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 23 (2d10+3)
[b]Fort
+6, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft. Climb 30 ft.
Melee Bite +4 (2d6+3)
Ranged[b] Slime Squirt +4 (ranged touch)
[b]Special Attacks
Belly Grease, Slime
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 16 (20 vs. bull rush, overrun, and trip)
Feats Jumper
Skills Acrobatics +16, Climb +10, Escape Artist +6 (Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist)
Languages Boggard (can’t speak)
SQ hunker

Belly Grease - The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.

Hunker - The slurk gains a +4 bonus to its CMD to avoid bull rush or overrun attempts.

Slime - A slurk’s back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk’s back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

History:
Takka was dropped as an egg, hatching him prematurely and leaving him with undeveloped and twisted legs. Although able to hobble around, the poor kobold found himself ridiculed and bullied for his disability, ultimately leaving him alone from his tribe. Relegated to tending to the newly hatched slurks, Sleek learned to care and raise the creatures efficiently.
One slurk in particular had grown very attached to Takka, who named the little toad mutant Sleek. Although strong, Sleek suffered from poor senses and even being partially blind in one eye. While the others abandoned the little slurk, Takka could not bear to see another creature suffer the same loneliness he had, and took to raising him away from the others. Helping him to grow big and strong, Takka soon learned how to ride Sleek and help him to maneuver in spite of his poor sight. In return, Takka found himself no longer needing to hobble about, instead letting Sleek do the legwork.
Feeling a sense of exile from his tribe, but finding his care of Sleek strangely rewarding, Takka decided to head for the surface with his new ride. Upon reaching the ground above, whittled out some armor and weapons from the trees, arming both himself and Sleek with these new tools and set out to become a wandering knight. He would protect and aid those like Sleek, those that the world had cast aside, and help them to realize their potential!
His first task is to seek out the silver dragon Terendelev, known well for being a guardian of the Worldwound. He hopes that under her instruction, he can learn to become a true champion of the weak and downtrodden.

Personality:
Takka realizes that although he aspires to be a brave and noble knight, his appearance, size and racial reputation make this a challenge for him. In spite of the challenge and his mount's less than pleasant scent, Takka perseveres in the face of the odds, believing that the possibility of failure is no reason not to try. Takka carries around perfume and other sweet smelling things to try and counteract his mount's unappetizing smell. He rarely leaves Sleek's back, to avoid having to hobble around on his battered legs and destroy his image of a brave knight. After finding an old book of epic poetry, Takka slowly learned to speak Common and tries his best to speak in as many big words as possible to try and put others at ease.


Submitting Coramus Thallon, budding Conjurer and bane to all demons. Well, to the weak ones, for now.


Applying with Kyami a bard seeking for a true hero at the Worldwound. But she has some darkness, a secret to hide.


how about a modified drider, reduced to 14 RP? (removed the ability score traits, ability score modifyer normal, Size reduced to medium, lesser spellresitance)


Yokaiboy wrote:
how about a modified drider, reduced to 14 RP? (removed the ability score traits, ability score modifyer normal, Size reduced to medium, lesser spellresitance)

Just no.

Doug M.

Horizon Hunters

@Yokaiboy, why do you want to play a Drider anyway? What does it have that core, or even a few acceptable featured races do not?


@Mordack: Asking the hard and interesing question why we chose to play what we chose to play ;). Why a drider: a drider represents the dichotomy between man and monster, that other races also represent(like tieflings or halforcs), in a more cleanly split way, the upper half, a beatifull elfen girl and the lower half a giant spider. The same dichotomy exists between what people expect (a simple Monster) and what she is, a girl with motivations, goals, dremas and free will.
So my motivation for a drider is toying with the dichotomy between peoples (PCs and NPCs) expectations and reality, which on that level and in this setting almost requires a race as exotic as a drider(the "normal" "monsterous" races are running around in too great numbers to pull it of, people are used to them :))

thank you for the Question, it made me question things and made me come to new realizations :)


Guys, thanks for the question and answer above. I still say no to the drider, but I realize now that you've given the matter real thought. Honestly, I thought you were just some munchkin who wanted to play THE WEIRDEST! race in the party. I see now that I was wrong.

This may also be the reason so many people are choosing monstrous races and/or neutral aligned characters: it lets them reify the dichotomy. You could also internalize the duality by having a more "normal" character who struggles with psychological or mental issues, but not everybody wants to play that.

Hm.


no drider :(

but the campain still seems interesting, so how about a Miko(Inquisitor(Ikonoklast,preacher)) of whatever Inari substitute Golarion has.


Douglas Muir 406 wrote:

Guys, thanks for the question and answer above. I still say no to the drider, but I realize now that you've given the matter real thought. Honestly, I thought you were just some munchkin who wanted to play THE WEIRDEST! race in the party. I see now that I was wrong.

This may also be the reason so many people are choosing monstrous races and/or neutral aligned characters: it lets them reify the dichotomy. You could also internalize the duality by having a more "normal" character who struggles with psychological or mental issues, but not everybody wants to play that.

Hm.

Yeah. It's why I love to play kobolds: they are underdogs both mechanically and theme-wise. It's also why I went with a cavalier; they are better with a team, because they can support others through more than just buffs and ranged covering fire.

For me, kobolds are fun because they yield some unorthodox concepts. It's fun to see something that has no business being a hero try to play the hero. Why do they pursue it? Why choose this route? Why be good when the nasty tricky path is far easier? Is it better to be born 'good' or to overcome your evil nature through great effort? (Yes, I did shamelessly rob that from Skyrim...)


Application is ready. I've reworked the fluff a bit, and added some hooks for you.

He's an evangelist cleric, but I can easily change the archetype if there is a bard in the group with Inspire Courage.

As is, I see him as a great buffer, passable healer, and secondary melee in combat.

Feel free to make comments or offer suggestions.

Horizon Hunters

DM, any chance we could get feedback on our characters? Even if it is just a sentence or two. I don't mean to be a bother about it, but when I get no feedback from a DM, I sometimes wonder if the DM looked at my submission at all. It is one of my pet peeves that I have to have feedback that way I know that the DM didn't just skip over reading the character entirely whether it would be intentional or unintentional. Though I do let it slide if selection is done by the players and the DM is rerecruiting.


Bertholdt Escheus wrote:

Application is ready. I've reworked the fluff a bit, and added some hooks for you.

He's an evangelist cleric, but I can easily change the archetype if there is a bard in the group with Inspire Courage.

As is, I see him as a great buffer, passable healer, and secondary melee in combat.

Feel free to make comments or offer suggestions.

Your character and mine would make an interesting pair; we're both Clerics but are on completely opposite ends of the spectrum in terms of what we do, with you being the buffer cleric and mine focusing more on debuffs.


Submissions:

Xantrius - Male Tiefling Paladin
Sir Constantine Godalming - Male Half-Orc Paladin (Redeemer)
Milhar Korashi - Female Elven Rogue
Valax Soars-on-Land - Male Half-Orc Mad Dog Barbarian
Donna Silverwind - Female Human Alchemist (Mind Chemist)
Loric Solnebren - Male Human Rogue (Sanctified Rogue)
Quylle - Female Stryx Zen Archer Qinggong Monk
Xildhal Kreedan - Male Kobold Inquisitor
Westran "Clawface" Woodwalker - Male Human Gunslinger
Bertholdt Escheus - Male Human Cleric (Evangelist)
Karla Lisel - Female Human Separatist Cleric
Mordack Dunstar - Male Human Sorcerer (Fire-Elemental Bloodline)
Takka of the Toad - Male Kobold Cavalier
Coramus Thallon - Male Human Wizard (Conjurer)
Kyami - Female Kitsune Bard

All, it is very likely I have left someone out. Please reply to this comment and add yourself if I neglected to add you.

Good luck to everyone!


I present Haruka Shiraboshi Miko from Minkai from the Shrine of the messager foxes(Shrine dediated to Daikitsu's messager foxes)

crunch:

human inquisitor (iconoclast) (preacher) 1
NG Medium humanoid (human)
Init +1; Senses Perception +8
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +7

OFFENSE
Speed 30 ft., Agile Feet (7/day)
Ranged longbow +1 (1d8/x3)
Melee quarterstaff (two handed) +0 ((two handed) 1d6)
Special Attacks judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, stern gaze

Known Inquisitor Spells (CL 1st, concentration +5): 1st (2/day)—cure light wounds, protection from evil
0 (at will)—create water, detect magic, light, read magic, stabilize
STATISTICS
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Point-Blank Shot
Skills Acrobatics -2 , Climb -3 , Diplomacy +4 , Escape Artist -2 , Fly -2 , Heal +8 , Intimidate +1 , Knowledge (Arcana) +5 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +8 , Ride -2 , Sense Motive +9 , Spellcraft +5 , Stealth -2 , Swim -3
Languages Common
SQ agile feet (7/day), bonus feat, bonus inquisitor spell, judgment (sacred), shake effects, skilled
Gear armored coat, longbow, quarterstaff, outfit (monk's), arrows (20) (3), arrow, blunt (20), coin (silver piece) (8), holy text (cheap), mess kit, belt pouch (3), spell component pouch , holy symbol(Silver)

SPECIAL ABILITIES
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Domains
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.
touched by divinity
Inquisitor ~ Domains
Inquisitor Spell Level 0
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Shake Effects (Ex) At 1st level, an iconoclast gains a +2 bonus on all saving throws against effects that come from a magic item. This ability replaces monster lore.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Travel

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 1

fluff:

Haruko grew up as an orphant in the Shrine of the Messager Fox. Even at a young age she often had dreams of foxes, especialy after she explored the surroundings of the Shrine or after she played a (successful) prank.

The young Miko always had a strong connection the Daikitsu's messager foxes. As she grew older she had visions of Daikitsu telling her that a important Message from Daikitsu was waiting for her to be delivered. The things the growing girl enjoyed most were achery and the Springtime Festival of the Foxes, in which she played the role of the messager fox as soon as she was old enough to do so.

On the day she recived her ordination as a full Miko she recived a Vision from Daikitsu finally telling Haruka the Message she is to deliver, '''Travle to the Wound in this plane and fight in my name, so the world shall know that they don't stand alone, that we stand on their side '''.
on the day after her vision she explained it to the Head Miko, packed her stuff, said her goodbyes and hit the road.

After traveling almoust a year and running out of funds somewhere in Avistan, she finaly reached Kenabres.

personality:

takes her dutys as miko serious,polite to strangers but can be miscivous especialy, when among people she knows.
For Haruka personal freedom is very important, she is someone that gives second chances to those that are serious.
will help people in need if she sees the necesety or is asked for help.

look:

Haruka is a girl slightly below avarage size with redish brown hair, a bit above soulder lenght, warm brown eyes and a cute mouth with a miscivous smirk.

P.S. not a native speaker


Submissions:

Xantrius - Male Tiefling Paladin
Sir Constantine Godalming - Male Half-Orc Paladin (Redeemer)
Milhar Korashi - Female Elven Rogue
Valax Soars-on-Land - Male Half-Orc Mad Dog Barbarian
Donna Silverwind - Female Human Alchemist (Mind Chemist)
Loric Solnebren - Male Human Rogue (Sanctified Rogue)
Quylle - Female Stryx Zen Archer Qinggong Monk
Xildhal Kreedan - Male Kobold Inquisitor
Westran "Clawface" Woodwalker - Male Human Gunslinger
Bertholdt Escheus - Male Human Cleric (Evangelist)
Karla Lisel - Female Human Separatist Cleric
Mordack Dunstar - Male Human Sorcerer (Fire-Elemental Bloodline)
Takka of the Toad - Male Kobold Cavalier
Coramus Thallon - Male Human Wizard (Conjurer)
Kyami - Female Kitsune Bard
Haruka Shiraboshi - Female Human Inquisitor (Iconoclast)(Preacher)

All, it is very likely I have left someone out. Please reply to this comment and add yourself if I neglected to add you.

added myself :)

Good luck to everyone!


updated crunch:

human inquisitor (iconoclast) (preacher) 1
NG Medium humanoid (human)
Init +1; Senses Perception +8
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +7

OFFENSE
Speed 40 ft., Agile Feet (7/day)
Ranged longbow +1 (1d8/x3)
Melee quarterstaff (two handed) +0 ((two handed) 1d6)
Special Attacks judgment / destruction, judgment / healing, judgment / justice, judgment / piercing, judgment / protection, judgment / purity, judgment / resiliency, judgment / resistance, judgment / smiting, stern gaze

Known Inquisitor Spells (CL 1st, concentration +5): 1st (2/day)—cure light wounds, protection from evil
0 (at will)—create water, detect magic, light, read magic, stabilize
STATISTICS
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Point-Blank Shot
Skills Acrobatics -2 , Climb -3 , Diplomacy +4 , Escape Artist -2 , Fly -2 , Heal +8 , Intimidate +1 , Knowledge (Arcana) +5 , Knowledge (Planes) +5 , Knowledge (Religion) +5 , Perception +8 , Ride -2 , Sense Motive +9 , Spellcraft +5 , Stealth -2 , Swim -3
Languages Common
SQ agile feet (7/day), bonus feat, bonus inquisitor spell, judgment (sacred), shake effects, skilled
Gear armored coat, longbow, quarterstaff, outfit (monk's), arrows (20) (3), arrow, blunt (20), coin (silver piece) (8), holy text (cheap), mess kit, belt pouch (3), spell component pouch , holy symbol(Silver)

SPECIAL ABILITIES
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Domains
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.
touched by divinity
Inquisitor ~ Domains
Inquisitor Spell Level 0
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Shake Effects (Ex) At 1st level, an iconoclast gains a +2 bonus on all saving throws against effects that come from a magic item. This ability replaces monster lore.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Travel

Magic fang 1x per day


Submitting Triaxus, musetouched oracle of Desna, Heavens mystery.

Fluff

Crunch


Then there's Balek Nine-fingered, a human cleric of Erastil, of mixed Sarkoran and Mendevian blood.

Details in profile.


I've added a few contacts within the city to Milhar. She is as ready for inspection now.

Cheers


Posting character here again for ease of review.


I prefer internalizing the dichotomy to externalizing it ;)


Okay, RECRUITMENT IS NOW CLOSED.

Thanks to everyone who submitted, and I'll post the picks later today.

Doug M.


Good luck folks.


Same here! There are some good apps, which makes for tough competition, but guarantees a very good party regardless of the choices. :)


I am hopeful, and would love to work with several of these characters on merging backstories/plothooks/etc.....


Mordack Dunstar wrote:
DM, any chance we could get feedback on our characters? Even if it is just a sentence or two.

Yours was a good submission but not a great one. The key is the "creative writing" part -- the character description and background. In your case, this was okay, but not outstanding. You gave a wall of text that's basically a description of your character's ancestry, plus the fact that he's shy, and that demons may be hunting him. Not bad, but... it doesn't pop.

Doug M.


What catches my eye? In roughly descending order:

1) Really good writing. We're going to write for each other's entertainment, so skillful writing is a plus. Grammar and spelling also count. (Which is why I asked nonnative speakers to identify themselves.) Presentation counts too -- walls of text, not so great.

2) Good ideas. Be clever. Be creative. And give me a plot hook or two -- I may never use them, but they're nice to have.

3) Signalling commitment. Consider two builds that are both about equal in terms of writing and ideas. But one is from a person who posted a build and then disappeared from the thread, while the other person hung around and made some comments, or PM'd me with a question. Who should I prefer?

Finally, (4) The Hail Mary. There were some crazyass character concepts. It's a thin line between "that is so cool" and "that is so dumb", but a couple of people managed to walk it. I chose just one of these, because I think the Highlander Principle must be applied here.

That narrows things down to ten or so. Then I have to play "party sudoku". Like, if I choose the best five, maybe I end up with three half-orcs and two kobolds, four of whom are paladins. I don't require that a party be perfectly balanced, but a party with three skill monkeys and no healer is probably going to be less fun. So I shuffle around those ten or so until I get a group that looks viable. That's where I am right now. Results shortly.

Doug M.


DM, are you by chance a teacher or an author or have one of those related careers?


I work in international development, so I spend a certain amount of time sitting around in hotel rooms and airports. I'm currently in Beirut, Lebanon, but I'll be relocating to Central Asia later this year.

Doug M.


DoubleGold wrote:
DM, are you by chance a teacher or an author or have one of those related careers?

Aw, man, I would've loved it if you were. A teacher who was into D&D would probably be my favorite. The way you listed out your requirements and explained them concisely like you did above gave me that impression, but I'm glad I wasn't the only one thinking that. XD


Many thanks to everyone who submitted; I had a hard time narrowing it down. But narrow it down I did. So, the envelope says:

Sir Constantine Godalming, male half-orc paladin;

Balek Nine-Fingered, male human Cleric of Erastil;

Haruka Shiraboshi, female human Inquisitor (Iconoclast)(Preacher)

Kyami, female kitsune Bard

aaaand

Takka of the Toad, kobold cavalier.

And a sixth player will join us shortly. Okay, over to the discussion thread -- we have much to discuss!

Doug M.


I'd like to play as a Human Bard, if you have a spot for one available on your team.

I'm not very experienced with pathfinder, as i'm a relatively new player to this particular game, but i have played DnD 3.5 many years ago, so i'm very interested in playing.


Faolinamhas wrote:

I'd like to play as a Human Bard, if you have a spot for one available on your team.

I'm not very experienced with pathfinder, as i'm a relatively new player to this particular game, but i have played DnD 3.5 many years ago, so i'm very interested in playing.

aww, i'm too late...


Boo!

In all seriousness, good luck guys. Especially you, Kyami.


*squeals in excitement, pause... dials it back* I am thoroughly delighted! I look forward to slaying demons with you guys!

*waits until nobody's looking... fist pump*


Thanks for the consideration Douglas Muir 406. Good luck with the game everyone!


Coramus Thallon wrote:
In all seriousness, good luck guys. Especially you, Kyami.

Thanks master ;)

Sorry for taking the arcane spot, I guess the "telling the tale" role really mingles good with this one.


Congratulations to all selected, and hope you have a great time!


congrats for all who got in hope to play this Wrath of the Righteous some day...

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