DM Fang Dragon’s Ruins of Adventure (Inactive)

Game Master FangDragon

The Adventures of the Watchers of Dawn. Year of the Lion, 1340 DR.

Regional Map 1 | Regional map 2 | Map of Phlan | Dramatis personae | Loot Log


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

There's a spellbook with spells of our choice. I guess both Kardas and I want to keep that. The Book of Charms we can sell, I already have one. The interest expressed in game was only to fluff Ishta's curiosity about the similarities. About the scrolls, I'd probably keep all of them, you never know when you're going to need them. Specifically, the Restoration ones seem a superb idea to have around.

The rest I'll have a closer look when I'm back from work, but what Azarra suggested seems logical and coherent.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

I'd like to have the +2 Mithral Chain Mail, but feel Ser Armithia or Kardas should get first crack at it, if they want it. I see Ser Armithia has Full Plate, but the extra mobility is nice.

Are we going to just re-equip and go back and wait to explain everything when we get the Library 100% clear? I'm ok, either way, just wanting a clear idea of what we're getting done in town at the moment.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

I want to get the law book to the right person now, to help those women we rescued last time. I think we can do some extra errands tonight and then go back in the morning, but we can also go back tonight if Ishta feel strongly about it.

I feel strongly about having time for extra errands, so the big choice here seems like it is either sleep in a bed or sleep in the library.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

In full agreement with Azarra; including keeping the wizard painting for a future side quest. Sounds sweet!


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

The magus can't use medium armor until lvl 7. While mithral, there's still a significant amount of spell failure and that pretty much means it isn't any good for Kardas right now. But hey, go and take it! :)

Sorry for being slow, hope to get back into the flow at the end of the week. The current heatwave (34-39 degrees in Holland and tomorrow it's going to be even hotter so we might see 36 to 38 locally) isn't helping xD


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Sweet! I'll throw my +1 Chain Mail into the group pile, then. Thanks, all!


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Ser Armithia, I suppose we could 'grease' up the melee combatants. Freedom of Movement is out of our range, spell-wise, unless we get a scroll or potion of it. Since you and Kardas both wield one-handed weapons, might be best to just focus on killing it to death. Although maybe I've overlooked a clever alternative.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

I like Grease!


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

May I also suggest Liberating Command?


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane's prepared spells

3rd - *Searing Light, Prayer, Protection from Energy
2nd - *Heat Metal, Lesser Restoration, Resist Energy, Spiritual Weapon
1st - *Protection from Evil, Bless, Protection from Evilx2, Shield of Faith
0 - Create Water, Detect Magic, Guidance, Resistance


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Spells memorized by Ishta are the ones marked with an X on her spellbook, and I present them here as well:

1st: Grease, Magic Missile, Protection from Evil, Mage Armor→Liberating Command
2nd: Gust of Wind, Burst of Radiance.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

(And Azarra always has the same spells... not a prepared caster.)


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ok, before I keep on reading:

First of all, sorry about yesterday, work was crazy and I got home late. I could have said something but honestly, I forgot. I won't lie.

Now, please, if we're doing "you didn't declare 5-ft-step", then let's not timewalk buffs. No Protection from Evil was cast on Ishta, and that's the way it should be.

I guess that'll change what I'm about to read in the following posts.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

I'm not trying to antagonize you Ishta but look at things from my point of view:

* The party chose when to attack and had the luxury of resting and attacking first. However due to an oversight not everyone was buffed.
* We aren't playing around a table and that makes communication difficult and slow and I have to make all sorts of allowances. E g. Some of you tend not to move your characters and I sometimes have to guess which monster is being attacked.
* You didn't react to a monster teleporting next to you so it got an AOO. Sorry if you disagree with this but there needs to be at least some challenge and consequences for tatical mistakes.
* The reason I retconned the buff was because if I didn't you were going to fail the poison save and get staggered in the middle of a cloudkill spell with a monster next to you. My view was your oversight deserved an AOO but not character death.

If you prefer no retcons moving forwards that's fine by me but characters will die and likely for no good reason. Are you ok with that?


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Well, if you retcon the buffs to avoid us dying, then why not make it simpler and retcon Ishta having cast defensive or taking a step aside? She's got 21 Intelligence and I made a silly mistake just because I didn't check the map from the cell phone. Which I'm, of course, totally up to accept; what I didn't understand was the "no retcon here, retcon there" policy. That is my point, of course I don't want us all to die.

To make it easier: sure, whatever. The story here and the game is so damn cool to spoil due to a minor technical issue.

Edit: Even so, if my math is correct, Ishta managed to successfully cast Fussy of Wind defensively, staggered, in the middle of a Cloudkill and with a monster adjacent.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Don't forget to post a synopsis of your level six build update.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Oh, sorry, I thought we had to wait for resting or something. I'll try to do the updates this evening, after work.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Debating on Paly 6 or Sentinel prestige class....


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Paladin looks stronger mechanically although sentinel sounds very flavorful.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Well, I have set him up for Sentinel...lol.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Cleric Level 6

HP - 9 (d8+1)
Saves - F +1 R +1 W +1
BAB - +1

Skills:

Diplomacy
Heal
Perception
Sense Motive
* Kn (History)
* Perform (Sing)

Spells:

1 2nd & 1 3rd


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Blood Arcanist Level 6

HP: 1d6+1+1 (Con, FCB) = 8
Saves: F+1 R+1 W+1
BAB: +1
Adventure Skills (7): Kn Arcana, Kn Dungeoneering, Kn Local, Kn Planes, Perception, Spellcraft, UMD,
Background Skills (2): Appraise, Kn History
+1 1st Lvl Spell prepared
+1 3rd Lvl Spell prepared
+1 2nd Lvl Spell per day
+2 3rd Lvl Spells per day
+2 Spells Known: Haste, Dispel Magic

Also, she has access to Fireball through the Book of Harms, so she'll replace Burning Arc as the target of her Spell Specialization and select Fireball instead.

Thanks to her Rod of Metamagic: Selective Spell, Ishta can spare up to 4 friends of her mighty Fireball, which does a total of 10d6+10


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Sorry, crazy weekend. I'll try to level up tomorrow night if I have time.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Sorry, it's Kn Nature instead of Kn Local, and it's +1 Cantrip prepared instead of +1 1st Lvl Spell prepared. Seems too much haste implies more mistakes :P


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Will try to post later today. Had a Bachelors party over the weekend and yeah, age is starting to become a thing when processing alcohol :')


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Sentinel 1

Sentinel


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra's level up:

HP: half+1 = 5 +1 Con = 6 (correct? I never remember how each game calculates HP)

Bard Level 6: +1 BAB, fort, Ref, Will

+1 Level 2 spell per day
+1 level 2 spell known

+2 rounds of Bardic Performance.

Can cast Qualm during a bardic performance once a day.

Gain this ability:

Weird Words (Su): At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.

Skills (10 points): diplomacy, disable device, stealth, perception, spellcraft, bluff, acrobatics (4)

Haven't chosen the level 2 spell yet, but will soon.


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Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

DM, can you take a look at the Loot Log and see if the numbers I came up with are right? They're not agreeing with Morven's tax bill.

Everyone else, I think we can probably agree on giving Morven the Estoc, since we'd have a hard time selling it, anyway? How about the wizard painting?


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

We should take measures about the painting. There's a wizard trapped inside (maybe), and if that is so we ought to liberate him. When he comes out, we'll see what are his intentions.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Agreed about the painting.


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Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Btw, Perception is now a class skill...lol.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Zane I'll have to do that when I'm not tired :) I'll try to get it done before the weekend.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Perhaps somebody could go in and say hello?


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Sorry, a mix of work and helping friends with their upcoming wedding this Friday is taking way more of my time than I thought it would. Will 100% post Kardas' leveling up sheet later today.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Level 5 to 6
HP +8
+1 BAB
+1 F/R/W
Class Skills: 5 (2 Class, 1 Human, 2 int)
+Knowledge Arcana
+Spellcraft
+Perception
+Knowledge Planes
+Fly
Background Skills: 2
+Professiona Herbalist
+Craft Alchemy
+Magus Arcana (Empowered Magic)
+1 lvl 0 & 2 spell per day
+Rock Whip & Bladed Dash


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Sounds like a good night was had by all :) I'll update tomorrow.


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

The day before, Ishta stated she was adding some spells to her spellbook. The rules say that takes 1 hour per spell level.

The spells she wants to add:
Resist Energy (2nd level)
Glitterdust (2nd level)
Aggressive Thundercloud (2nd level)

You tell me which of those she added successfully and which she didn't, either because they weren't available or because she didn't have enough time, please.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Updated prepared spells based on the fact that Zane would prep for undead murdilation.

3rd - *Searing Light, Prayer, Searing Light
2nd - *Heat Metal, Lesser Restoration x 2, Spiritual Weapon
1st - *Protection from Evil, Bless, Divine Favor, Protection from Evil, Shield of Faith
0 - Create Water, Detect Magic, Guidance, Resistance


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

My apologies. Had a rather arse long weekend that knocked the wind right out of my sails. This week should be a lot calmer, meaning I can finally get back to my regular posting schedule! :)


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

So, my choices are either making hus sword +2, or, cloak of resistance +2....
With his Divine Bond activated, his sword would be +3 for 6 minutes for DR problems...hmmm.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

That's pretty sweet. I want to get a magic bow, but I can't afford to get "holy" because that is a +2 enchantment, and you also can't add that unless your bow is already enchanted, so that means it jumps up to 18,000. Maybe I'll just get some holy water and throw it. ... Anyone know how to kill wights?

EDIT: I bought bracers of archery (if that is okay and they are available). They will give me a +1 to attack for now, and later they will allow me to get a better bow than I was able to be proficient with previously.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

I honestly don't know what to buy. On one hand, I know an Amulet of Natural Armor and a Ring of Protection would be much needed, but they seem quite bland items... on the other hand, a Mnemonic Vest could be quite fun and useful, but I've never played casters thus far to know well. Any suggestion?


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

My Casters usually buy items that enhance their spell casting: Headband of Int +2 (4000gp). AC items are low on my list for Casters. Staying away from monsters is your AC...lol.
Cloak of Resistance is always useful too.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Then I think I'll go the Mnemonic Vestment route. That's 5k gold. Is that available, GM?


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Kardas will buy a Belt of Giant Strength if one is available. It grants a +2 enhancement bonus to Strength and costs 4000 gp.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes that is available Kardas.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Is it possible to dip my arrowheads in holy water? I haven't heard of that before, but it seems possible theoretically.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

You could dip them in holy water but it wouldn't do anything in particular. There are spells for enchanting weapons/ammunition some of which are probably available if you go looking.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Yeah, I did look it up, but I'm not finding anything that is even close to affordable. Thanks though.

Azarra buys 20 flasks of holy water @25/each = 500 gold

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A flyer tacked to the wall wrote:

HERE YE! HERE YE! Let it be known that the City Council of New Phlan is seeking heroes to free the city from the evil hordes!

RICHES! FAME! GLORY!

The City Council seeks heroes of all kinds to battle for fame and fortune. Legends will be written about these adventurers...

See the New Phlan City Council for more information!

Long ago there was a computer game and a book called called Pools of Radiance. There was also a module (called ruins of adventure) I never did get to play, which I'd like to fix here :)

Recruitment will run until Sunday 1st October 2017, 10 am GMT. Shortly after I will be selecting 5 players. While I hope it won’t be necessary, if I need to re-recruit, first refusal shall be given to anyone who has posted a submission here.

Player’s Guide:
Background
It has been 50 years since the city of Phlan was a small but growing city on the shores of the great MoonSea. Trade sailed into to Phlan, past the fortress of Sokal Keep where the watch scanned the sea for pirates, into the small harbor at the mouth of the Stojanow River. Galleys, pinks, cogs, and schooners came from the merchants to the south, braving the sea to this small northern port. Townsmen offloaded pungent spices, dark woods, reptilian leathers, filmy cloth, gnarled barks, hammered steel, veined marbles—the riches of the southern shores. From the north came thick bearded men—men of the bitter plains, granite mountains, and icy swamps beyond, leading caravans burdened with silky furs, heavy wools, rare ores, straight-beamed woods, and the ivories of beasts long forgotten in lands further south. Slowly, with patience and endurance, the caravans plodded to Phlan meeting others, friends in the dwarves of the Dragonspine and elves of the Quivering Forest, foes in the orcs who came from the Tweenhill gap or the reptilian race of the swamps. In Phlan northman and southerner met, haggling, cheating, lying and drinking. Phlan was well on its way to becoming a prosperous trading town. And then the dragons and their armies came. At first the men of distant villages stopped trekking to Phlan. No trader came back with tales of new discoveries. The distant outposts slowly disappeared. Then refugees began to arrive. At first they were solitary survivors straggling in to lose themselves in the maze of the slums. Then families arrived perched on plodding wagons. They told stories of neighboring villages set to the torch, the humans slaughtered—or worse. Trade dropped off. Fewer caravans arrived. Fewer ships came to collect the scanty cargoes. The merchants were concerned. Scouts were sent. They returned telling of hordes of orcs, goblins, ogres, and giants doing what they had never done before— marching as armies with order and discipline. It was the fear of their commanders, fearsome dragons, that held them together. Towns closer and closer to Phlan fell, the stream of refugees increased. Cautious merchants packed their goods and left. Greedy merchants hurriedly amassed fortunes from the frightened people while keeping one eye always on the door. The Council fretted and fussed. Some wanted appeasement, some favored an army, and still others poured money into the walls of Phlan. But no strategy was ever agreed upon. When the armies finally came, Phlan was simply not prepared. For a day the Council watched the lines drawn up outside the walls—ranks of leering, skull-painted beasts dragging obscene machines of war. They could not surrender, for they knew there would be no mercy from these cohorts. Valiantly, but futilely, they mustered their men. Their spearmen were ready to meet the charge. From the start of the attack, the humans were defeated. They were out-numbered, out-fought and out-generalled. The first wave struck from the air—wheeling flights of dragons after dragons swept over the rooftops, setting ablaze vast portions of the city. As the flames licked over the chimneys, the attackers charged into the trapped militia. The Battle of Phlan was a massacre. In 50 years, however, the dragon armies have flowed and ebbed, leaving behind pockets of despair and desolation. These isolated domains cannot withstand the unstoppable flood of human dominance. Men have returned north of the MoonSea and are determined to reclaim their lost homes. Such is the case in Phlan. Although the city proper—its districts and its fortresses—are still held by the twisted offspring of the original conquerors, good men have managed to gain a foothold in the ruined city. Fired by the feelings of destiny and progress, they have set their sights on reclaiming all of Phlan and restoring it to its former glory. To this end, they are backed by a new Council, a consortium of the children of the original merchants of Phlan and new, eager speculators.

About the setting
* The game is set in the Year of the Lion, 1340 DR. It’s currently the month of Ches. This is before the time of troubles.
* Deities, Faerun has a lot of them! You may worship any non-evil deity. Pathfinderising their stats is a bunch of work. When in doubt start from the 3.5 stats for Deities and work backwards. Obviously before the time of troubles Mystra, Bane, Bhaal and Myrkul are still around. Cyric and Midnight are currently nobodys. If you have any questions just ask.
* The city of Phlan is a port of the Moonsea.
* A map of area around Phlan.
* An artist’s impression of Phlan Note this map is not accurate.
* During the prologues you will arrive at New Phlan via sea. The land route is too dangerous at first and the Stojanow River is dreadfully polluted with something that eats away wood and flesh alike.
* www.candlekeep.com good source for general Forgotten Realms lore.

What to Expect
* A campaign inspired by Ruins of Adventure (Pools of Radiance) and if all goes well The Azure Bonds. The original adventure needs substantial modification to adapt it for Pathfinder and PbP. While I hope to retain the atmosphere and overall plot, many elements will be changed to better match the format, including all of the dungeons which will be shortened.
* We shall start with prologues which will guide the party together before the proper adventure begins. This is an example of what I mean.
* There will be some political machinations but the main focus is a mix of wilderness and dungeon exploration, hack and slash against hordes of weaker monsters, and occasional boss fights.
* The game will have sandbox elements although just like a Paizo AP there is an overarching plot.
* Adventuring days will tend to be on the long side with relatively little downtime, the forces of evil are not going to stand idle...
* I will automate a lot of boring stuff for you. E.g. I shall roll initiatives and the majority of saves on your behalf. In addition I shall track hit points, loot, buffs and debuffs.
* We will not use XP, rather you will level up when it makes sense for the plot.
* Maps will be in google docs, I very much prefer if you can draw arrows to indicate movements and draw circles and so on to indicate spell effects.
* For an example of how I run combats, take a look at this. Players can post in any order but I will try to run the combat in initiative order. Players will get botted if I have to wait on them for more than 24 hours.
* You can expect consistent daily posts from me. I have a full time job, and two kids but I’ve been doing this for years and don’t foresee anything which will change my circumstances. I’m careful not to take on more than I can manage, while I’m in quite a few games, many are slow paced. If push comes to shove I’ll drop games I’m playing in rather than DMing.

Character Creation
* 20 pt buy, no stats less than 8 after racials.
* We will be starting at level 2.
* Max HP per level.
* Two traits, no drawbacks.
* Paizo material only (we can reskin feats and traits to match the Forgotten Realms).
* No technology (including guns).
* No Eidolons.
* Unchained classes are allowed but not required.
* Background Skills, Skill Unlocks will be used. Fighters get Comabt Stamina for free.
* Core races only, sorry.
* Alignments: CG, NG, LG, LN, LE only. To be clear I want civic minded heroes. LE characters can work, but I’ll only accept one and none if there’s a Paladin in the party. PvP is not welcome.
* 1000g of gear
* An alias isn’t necessary for submission but you will need to make one if selected.
* Please format your PC using the normal Paizo statblock, HeroLab’s output is fine.

What I’m looking for from you
* Consistent posting (an average 1/day minimum please, even if it’s just banter or internal monologue). Remember PbP is all about momentum. Always be pushing.
* A good strong background, this is very important - I will primarily be selecting players based on your writing skills and your posting consistency. Your character needs a strong reason for caring about Phlan. Whatever the reason, even if it’s a lust for wealth and fame, make it convincing! Oh and don’t make your background too long :) We’re starting at level 2, you can’t have done all that much yet!
* Good descriptive writing, not just dice rolls.
* Party banter! Tell me what your character is thinking, give me some plot hooks!


Dotting. I recently wrote a player's guide for a Zhentil Keep campaign that never materialized and - of course - stumbled upon Phlan during my research. Forgotten Realms is often overlooked nowadays, but it is an incredibly fun and rich setting.

I'll try and put a wizard together before the end of next week :)


Dotting.
Thinking about what to play.


Sounds fun. I'll come up with something. :)


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Interested but just to clarify, are the Occult Adventure's classes alright to consider? Some GMs have an aversion to them.

Though guns are out I assume the Boltslinger Archetype of the Gunslinger would still be viable for consideration.


Occult classes are fine (a bit like psionics which was present in the Forgotten Realms) as is Boltslinger.


Am giving an alchemist some consideration. Is it ok to do Pathfinder Society swaps, like Extra Bombs instead of Brew Potion?


PFS has all sorts of strange house rules. This will be vanilla pathfinder mostly, so no to that one. I doubt that'll make or break a concept however.


I have never played Pool of Radiance myself, but I loved watching my older brother play it when I was a kid. Consider me interested if I can unfog the mist over my knowledge of the Forgotten Realms well enough to create an interesting character.


Well if it doesnt break anything, why disallow it?

Anyways, looking a dusting off a character which hasnt been getting any game since I made him. This is the one. Gonna put that level two on if he gets chosen, not like thats gonna be a drastic difference anyway.


Dot.


Dot


I remember playing Pool of Radiance on 5" floppy disks. Definitely dotting.


A Moon Elf Ranger is what I'm look at going with. I'll try to get him built out by Thursday. Have a lot of updates for the next 3 days and then table top on Friday.

Interesting choice of 1340 for the year DM! ;-)


Storyteller Shadow wrote:

A Moon Elf Ranger is what I'm look at going with. I'll try to get him built out by Thursday. Have a lot of updates for the next 3 days and then table top on Friday.

Interesting choice of 1340 for the year DM! ;-)

Now you're getting me paranoid ;) The module doesn't seem to specify the year but according to this the book was set in 1340 DR.


Storyteller Shadow wrote:
A Moon Elf Ranger is what I'm look at going with.

Do you want to play ranged or melee, SS? I can do whatever and wouldn't like that we end up being too similar.


Jereru wrote:
Storyteller Shadow wrote:
A Moon Elf Ranger is what I'm look at going with.
Do you want to play ranged or melee, SS? I can do whatever and wouldn't like that we end up being too similar.

Ranged.


DM Fang Dragon wrote:
Storyteller Shadow wrote:

A Moon Elf Ranger is what I'm look at going with. I'll try to get him built out by Thursday. Have a lot of updates for the next 3 days and then table top on Friday.

Interesting choice of 1340 for the year DM! ;-)

Now you're getting me paranoid ;) The module doesn't seem to specify the year but according to this the book was set in 1340 DR.

No need to be paranoid, I just like classic DORis all ;-)


Can I worship Lliira, goddess of Joy? I don't think I know how to read these entries (Lliira). It is written in the past tense, but I can't see anywhere where it gives dates or when she was and wasn't a deity.

It's not life or death; I am making a bard, not a cleric, but I still would like to know for my background.


I think I will make a gold dwarfen fighter/cleric of Marthammor Duin.
I just loves dwarfes.
Is gold dwarf and Marthammor Duin acceptable?


Yes Lliira is fine.

Grand Lodge

Dotting, definitely sounds Interesting, I used to watch my dad play that all the time when I was little


dotting


Thinking of creating a deaf oracle. In PFS there is a rule that if you spend one rank in linguistics, you can read lips in any language you know. Would you be willing to roll with that? or a variation?


Alrighty, submitting Zane Levallis, Cleric of Lathander. Everything should be in order, but definitely open to feedback.

Thanks for the consideration!


I'll be building a sorcerer during today. Very blasty, very orcy.


My character is almost done... an opera singer by trade (can hurt people with her voice), but one of my traits requires an ancient language that she would have learned songs in. Real world equivalent would perhaps be Latin. Golarian equivalent... Thassalonian perhaps. What would be a good Faerun equivalent?

Oh, and the other trait I want for her requires her to be a member of the Pathfinder society. Any good society or guild she can be a part of in Faerun to qualify for the trait?


Harpists (a classic)?

IIRC, in the 3.5 guide there were some dead languages listed, though I don't have access to it right now.

Grand Lodge

I'm thinking about a smart barbarian. Always a intresting concept to me


<--Zanbabe's submission.

Still writing the backstory, and need to total equipment and see if there is anything else I want to buy, but I think the rest is done. Just thought I'd throw it out there before work, so in case there are any problems you see, I can tackle them after, when I put in the backstory, etc.

(Thanks everyone for the suggestions for languages and societies by the way, in thread and out of thread.) :)


Zanbabe wrote:

My character is almost done... an opera singer by trade (can hurt people with her voice), but one of my traits requires an ancient language that she would have learned songs in. Real world equivalent would perhaps be Latin. Golarian equivalent... Thassalonian perhaps. What would be a good Faerun equivalent?

Oh, and the other trait I want for her requires her to be a member of the Pathfinder society. Any good society or guild she can be a part of in Faerun to qualify for the trait?

Netherese for languages.

I'd go with the Harpers for a society, they are more do gooders but there is no real Pathfinder Society equivalent in FR.

Scarab Sages

Pathfinder Lost Omens Subscriber

I'd like to throw my hat in the ring.

For Fang Dragon only!:
I've started statting out a spy from Zhentil Keep who has come to Phlan to report back to his masters, but most of all set up a business. Originally a merchant, he's a secret adherent of Cyric whose had to go undercover once the clerics of Bane took over his city. He wouldn't be actively working against the party (he's neutral), but be mainly interested in profit and developing allies to protect his own interests.

Here's what I have so far:

Mandarok the Quick
Male human unchained rogue 2 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +8; Senses Perception +5 (+9 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +1, Ref +7, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee brass knuckles +5 (1d3) or
. . dagger +5 (1d4/19-20) or
. . short sword +5 (1d6/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 16
Feats Dodge, Improved Initiative, Weapon Finesse
Traits indomitable faith, poverty-stricken
Skills Acrobatics +5 (+1 to jump), Appraise +5, Bluff +7, Climb +1, Diplomacy +7, Disable Device +8, Disguise +6, Escape Artist +5, Knowledge (local) +6, Linguistics +5, Perception +5 (+9 to hear conversation or find concealed object), Profession (merchant) +5, Sense Motive +4, Sleight of Hand +6, Stealth +6, Survival +1, Swim +1
Languages Chondathan, Damaran, Goblin
SQ natural born liar, rogue talent (canny observer[APG])
Other Gear mwk chain shirt, brass knuckles[APG], dagger (5), short sword, bedroll, belt pouch, blanket[APG], block and tackle, everburning torch, flint and steel, glass cutter[UE], masterwork backpack[APG], masterwork thieves' tools, perfume/cologne[UE], 449 gp, 4 sp
--------------------
Special Abilities
--------------------
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs. your Bluff checks for 24 hours.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


This sounds wonderously nostalgic.

Allow me to ponder with great interest...

Thank you for running.


This is Dorian's submission.
I made for an epic FR game, but, alas, Myth Drannor's resurrection wasn't ordained.

If acceptable for submission, I shall level him to 2nd.


Mandarok:
Thanks for the submission but there are a few problems:

* Cyric is an evil god and I don't want worshipers of evil gods sorry.
* The game is set in 1340DR and Cyric isn't even a god yet :)
* I don't want N, CG, CE or NE characters because I don't think their motivations will work well with the story.

Can your concept be tweaked accordingly?


@Helikon gold dwarf and Marthammor Duin look fine.


TheWanderer123 wrote:
Thinking of creating a deaf oracle. In PFS there is a rule that if you spend one rank in linguistics, you can read lips in any language you know. Would you be willing to roll with that? or a variation?

Looks like there are no official rules for this, although there is this item. The PFS rule seems reasonable so we can go with it.

Scarab Sages

Pathfinder Lost Omens Subscriber
DM Fang Dragon wrote:
** spoiler omitted **

Fang Dragon:
OOps, forgot about the earlier time period. Religion is not a big problem. I can just as easily make him a Waukeen worshiper. As for the Neutral alignment, I think it would work fine for the campaign. He's first and foremost interested in starting a business and making money, and sees his association with the other adventurers as a way to create a cadre of people who will protect him. He'll be loyal to the party first but also interested in rebuilding the town of Phlan. After all, a rising tide lifts all boats. He will occasionally report back to his contacts in Zhentil Keep, but only to keep them happy. He does not support their cause, but they have threatened his family, and so he does it to keep them safe.
Grand Lodge

Because of my high Int I get bonus Languages, besides whatever is the starter language, are pathfinder languages still a thing? Or are they different? I wanted to take Dragonic and Orc or Goblin.


Okay, I think Azarra is done, but happy to tweak if she needs it for the campaign.


I have an idea for a Warpriest of Helm who could be Lawful Evil or Lawful Neutral but with an edge on pragmatism. Not evil against the group or innocent people, but with the ennemies, the barbarians who seek to destroy civilization, the wicked who profit from other's despair. A kind of "dark knight" protector who he is willing to do anything, whatever the cost, to protect the good people of the Realms. Is that a good concept for this adventure?

Scarab Sages

Pathfinder Lost Omens Subscriber
TurtSnacko wrote:
Because of my high Int I get bonus Languages, besides whatever is the starter language, are pathfinder languages still a thing? Or are they different? I wanted to take Dragonic and Orc or Goblin.

Depends on where you are from and what race. Different regions/races have different bonus languages.

Grand Lodge

Branding Opportunity wrote:
Depends on where you are from and what race. Different regions/races have different bonus languages.

I was under the impression that humans could take any language as a bonus language, i'm just uncertain if they exist in the setting you know? and if they do, are they named the same?


TurtSnacko wrote:
Branding Opportunity wrote:
Depends on where you are from and what race. Different regions/races have different bonus languages.
I was under the impression that humans could take any language as a bonus language, i'm just uncertain if they exist in the setting you know? and if they do, are they named the same?

If I remember correctly all the non-human languages are the same on Faerun.

As for human language, the Moonsea region, Dalelands, and the Sword Coast all share the same 'common' tongue, I believe.

Scarab Sages

Pathfinder Lost Omens Subscriber
TurtSnacko wrote:
Branding Opportunity wrote:
Depends on where you are from and what race. Different regions/races have different bonus languages.
I was under the impression that humans could take any language as a bonus language, i'm just uncertain if they exist in the setting you know? and if they do, are they named the same?

You can speak any, I was just letting you know that there are languages that certain groups speak more often. And yes, nonhuman languages have the same name as in the Core Rulebook.

Grand Lodge

Branding Opportunity wrote:
You can speak any, I was just letting you know that there are languages that certain groups speak more often. And yes, nonhuman languages have the same name as in the Core Rulebook.
Zane Levallis wrote:

If I remember correctly all the non-human languages are the same on Faerun.

As for human language, the Moonsea region, Dalelands, and the Sword Coast all share the same 'common' tongue, I believe.

Thank you to the both of you.

Liberty's Edge

With all of that now cleared up, Here is TurtSnacko's submission.
John Jasper, intelligent Invulnerable Rager, i'm going to add a personality tab later, just thought that this was enough for a submission at least.

EDIT: added that, along with a picture of him drawn by a friend.


Uh... is VMC allowed?


Yes VMC is allowed.


Here is the submission for TheWanderer123. It may get some updates but I think this is a good start.

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