DM Feral's Forgotten Realms Adventure (Inactive)

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ginganinja wrote:
You mentioned in your blurb that that there would be a sprinkling of mythic in this campaign. To what degree is this really relevant during character creation. Should we bear it in mind or is this, say, a nice surprise for the characters. Is it/should it have a backdoor mention in a backstory or campaign specific etc

The mythic stuff will be sparse and not necessarily useful in combat or in general. I wouldn't try to build a character around it.


AinvarG wrote:
Sanity has returned - I don't have time to do another game justice. I'm looking forward to lurking, however. Have fun!

Pfft. Sanity is overrated!

Thanks anyway.


Ravenfall wrote:

Currently investigating something for the Free Spirit, or alternatively The Wanderer as to not compete with The Pale King.

Would Alchemist be a good fit for The Wanderer? They aren't as skill heavy as a Rogue, investigator, or bard, but their extracts helps them fill out that Jack of All Trades role in different ways.

Based on the way the forums typically builds alchemists, no, but they certainly could be a good fit for the Wanderer. I'm not opposed to the idea. Paizo forums wisdom isn't always in sync with reality.


Dragoncat wrote:

I was planning on putting an 'educated' spin on being an Inquisitor. Oghma is the god of knowledge--I'd argue that he'd expect all of his faithful & clergy to be learned on a variety of subjects. :)

But if you insist, I can rework her into a tactician fighter or perhaps a cavalier...

The Dutiful's themes have to do with struggling to juggle his responsibilities to his family, his people, the entire kingdom, and himself. An inquisitor (and any divine class really) seems like they'd put their faith ahead of everything. That's my major concern but if you feel strongly about it feel free to write something up and I'll take a look.


Oh, that's alright. Thanks for clarifying, GM. :)

Tactician fighter it is, then.


A few inquiries as I compose the character:

1. I am going for a primitive being, reliant on muscle and instinct for survival. Given that, he will be hesitant and suspicious around complex technology or magic, particularly arcane. This is not to say he can't abide having it help, but it will be an acclimation. Will the individuals in the party be expected to become adepts at technology/magic though? That would be a bit of a stretch for him.

2. Regarding stamina or UC Barbarian, are either being used (and howso if stamina is)?


Incidentally, how many Traits are we allowed to take?


DM Feral wrote:
AinvarG wrote:
Sanity has returned - I don't have time to do another game justice. I'm looking forward to lurking, however. Have fun!

Pfft. Sanity is overrated!

Thanks anyway.

It is indeed. But as you said in your recruitment, I need to respect the other folks' time, too. I will likely be around if a substitute becomes necessary. This month, however, looks bad for starting new games.

And I like what you did with the FeralFinder resources. Randall would look a bit different, wouldn't he? He'd still have the crumbs on his shirt, of course.


Galoria Ginodesa wrote:

A few inquiries as I compose the character:

1. I am going for a primitive being, reliant on muscle and instinct for survival. Given that, he will be hesitant and suspicious around complex technology or magic, particularly arcane. This is not to say he can't abide having it help, but it will be an acclimation. Will the individuals in the party be expected to become adepts at technology/magic though? That would be a bit of a stretch for him.

2. Regarding stamina or UC Barbarian, are either being used (and howso if stamina is)?

I'm not sure I understand question #1.

No on the stamina system for now. You're welcome to use UC barbarian if you prefer it over the default barbarian.


AinvarG wrote:
And I like what you did with the FeralFinder resources. Randall would look a bit different, wouldn't he? He'd still have the crumbs on his shirt, of course.

Some would call them crumbs. Others would call them a badge of honor.


Dragoncat wrote:
Incidentally, how many Traits are we allowed to take?

Two traits. Feel free to reskin some of the Golarion-tied ones to make them fit.


Alrighty then. I was considering taking the Family Ties drawback because I felt it fit the Dutiful theme I'm going for... eh, I think I can make it work without resorting to that.


DM Feral wrote:
Ravenfall wrote:

Currently investigating something for the Free Spirit, or alternatively The Wanderer as to not compete with The Pale King.

Would Alchemist be a good fit for The Wanderer? They aren't as skill heavy as a Rogue, investigator, or bard, but their extracts helps them fill out that Jack of All Trades role in different ways.

Based on the way the forums typically builds alchemists, no, but they certainly could be a good fit for the Wanderer. I'm not opposed to the idea. Paizo forums wisdom isn't always in sync with reality.

Heh. I've never been one to listen to forums and optimisation builds, tbh. I'll see if I can shake one out I think fits, if not I'll go for something else. I wanna build what's bouncing around in my head first.


DM Feral wrote:
Galoria Ginodesa wrote:

A few inquiries as I compose the character:

I'm not sure I understand question #1.

In short, not all characters will be expected to become tech experts/magic users, right? I didn't know if there was a invention-centric focus planned or a theme where various characters grow to use the arcane arts, but the sort of character I'm planning would work poorly with such intentions.

As long as we're not RPing out years in an academy, I'm assuming things will be okay.


Ah, I think I understand now. Yes, there will be magic involved and all of the characters will be touched by it throughout the campaign. No, there will not be a Hogwart's chapter.


PFS formula for HP, right?


This is Galoria tossing Vess'Sothek's claw into the ring for the hunter position.

I am still developing the background, but the crunch is complete for your review.


Dragoncat wrote:
PFS formula for HP, right?

Yup.


DM Feral, how would you feel about a rapier-wielding magus as a Free Spirit? I'm thinking the cocky son of a declining noble house who is generally jolly and carefree, but takes great offense at anyone who would impugn the family name. (He thinks himself a fine duelist, after all.) Wanted to check if this made sense, because this character would definitely not be a free spirit in the hippie sense. I would take a 1-level dip in inspired blade swashbuckler to improve his swordplay.


Both Swashbuckler and Magus are on my shortlist for classes that will need modifications but thematically that sounds like a good fit.


I've basically got the crunch for my character completed. I'm still working on her background...


Trying out for the redeemer slot, with a suitably mythic-ready redemption. I think I'll be starting as an oracle, but haven't settled it in my head fully yet.


Anyone that's interested should speak up with some kind of basic info by Friday.


Latecomer to this thread but very intrigued by the set-up. I have little pbp experience but willing and able to learn and spend the time to make this a successful game.

Very interested in playing a Sherlock Holmesesque Investigator to fill the role of The Wanderer. Does that fit the jack of all trades requirement? Thinking of a skill monkey with lots of Knowledge skills, diplomacy, etc.


This time posting using Alias I would like to play in this game. Character basics through Alias Profile: interviewing for the Wanderer position with an Investigator of the Wyvernspur Noble family.

You said 2 traits right? What about Drawbacks? Also not sure what to do about Equipment and HP (I am not sure what the PFS system for HP is).


PFS is half + 1 + CON for HP, IIRC.


I am having a hard time with my crunch for this character for some reason. Hopefully I can figure him out in time.


Dragoncat wrote:
PFS is half + 1 + CON for HP, IIRC.

Thank you Dragoncat.


As I said before, my crunch is complete. I have the story for Vess'Sothek mostly done too, but I'm keeping it a little open to tailor to the applicant pool. It's always helpful to have characters with a bit of implicit meshing.


Dragoncat finally has his submission ready.

Meet Crystal Crownsilver: a tactician fighter who is loyal to her family until the end.


DM Feral wrote:
AinvarG wrote:
And I like what you did with the FeralFinder resources. Randall would look a bit different, wouldn't he? He'd still have the crumbs on his shirt, of course.
Some would call them crumbs. Others would call them a badge of honor.

And now he's in the nice room with all the muffins, while the rest of us have to deal with the baddies!


Asht'el wrote:
DM Feral wrote:
AinvarG wrote:
And I like what you did with the FeralFinder resources. Randall would look a bit different, wouldn't he? He'd still have the crumbs on his shirt, of course.
Some would call them crumbs. Others would call them a badge of honor.
And now he's in the nice room with all the muffins, while the rest of us have to deal with the baddies!

*mmphm* *swallow* "I mean to say, sorry about that, old friend. Poor will saves and all that. I'll be here guarding what remains of the muffins..."


Redeemer Concept:
Faerunian deities reflect their worshippers. There are histories of heresies that believe Selune/Shar are two facets of the same goddess, but the truth is seldom considered. These Dark Moon cults have been attacked by clerics of both deities time and again, yet they always resurface, and they always practice true divine magic. There is a kernel of truth here, somewhere, if you can see past the denunciation of the faithful. The division in the faithful has divided their aspects, and set them against each other. At the beginning, Shar and Selune were one, the first child of Ao.

Building a worshipper of The Threefold Moon, who values Selune/Shar/?Unknown? equally, as the First Child of Ao. You cannot have the light without the dark, or the dark without the light, to try and venerate one without the other is to venerate life without death, meaningless. They define each other.

Fluff:
Alusair was raised on tales of her house's past glory. A quiet child, she inherited her mother's seriousness, her father's skill with the blade, and her family's strange dreams. Dreams of loss, and sorrow, and still moonlit waters in the dark of night. Her parents told her they were normal, signs of the moon maiden, or nightmares of a young child. The stories and explanations changed, the dreams remained. As the only child of a noble house, she had all the usual tutors, and some less usual. None of them could explain her dreams, but all agreed she was a pleasant, if disturbing, child. Eventually, at her urging, her parents hired Tamsin, a woman professing to be a retired paladin of Selune, to guide the young Alusair through the crisis of her adolescence. She taught Alusair much. How to ride, and wield a lance, the precepts of the gods, and what they stood for. In her sixteenth year, Alusair took a jump wrong, and were Tamsin less blessed by the three aspected moon Alusair would have lost her life. Instead, she merely shattered her left leg, and spent the rest of the year recovering. The events had changed the young girl. The most obvious, though Tamsin did her best, Alusair emerged lamed. Less obvious, the sights of a Selunite clothed in dark robes, and engaged in greater magic in the darkest night. Frighted by the event, and kept from her more martial studies by the recovery, Alusair poured over her family's library. She was no longer the bright and somber child, but instead the older, wiser, woman. Eventually, after pressing Tamsin for months, the old knight began to speak of the secret history of Selune and Shar, of the three-fold-moon, and of the heresy that was truth. She swore the young woman to secrecy, for the knowledge was old and much of it forbidden. Alusair, still at heart a child, loved the secrets as tamsin called them, and took to them naturally. In them, she finally found answers to the dreams which had haunted her youth. Her parents have lavished much praise on Tamsin, of course, for their daughter is now a valiant knight, and no sign of the troubled child remains. The face she presents to the world is as still, and moonlit, as those deeps.

GM Questions:

I'm assuming a bunch of FR specific stuff here, and I'm open to changing it. Here's what I think are the big points.

A - I'm not aligning my cleric/paladin with Shar/Selune's alignment. I'm sticking her as neutral, favoring neither side over the other. This works with the FR paladin ideal, where paladins are 'usually LG, but can be any alignment'. If you prefer alignment locked paladins only, there's options. Which would you prefer?

1 - Stay TN Paladin of an Ideal/Heresy
2 - Change Alignment to LG, Paladin of Ideal/Heresy or CG Pal of Selune
3 - Drop paladin levels

Spoiler:
I'd rather not lose lay on hands and the armor proficiency from paladin mechanically, and flavor wise it fits with her story to have had a 'call' and some noble upbringing as opposed to years of clerical training. I'd prefer to avoid 3.

B - RAW the Shar/Selune thing is a heresy, and shar is more of a cartoon villian foiled book to book by a cast of various heroes. Obviously, I'd like a more nuanced lady of loss, and I'd like there to be a kernel of truth to the heresy. She's as necessary as her much loved sister, but for this to work out it means that the persecution of the dark moon heresy was wrong.

C - I took tower shield and falcata proficiency to use up feats, because I have no idea what the threefold moon's cleric weapon proficiency should be. If I get to choose, I'm choosing tower shields b/c they don't get used enough.

D - Similarly I haven't nailed down the third aspect of the moon, because there's several reasonable options. I'm inclined to simply leave it open and let you pick something if it comes up, or otherwise ignore it.

Crunch in progress:
Alusair Filfaeril of No House
Female human cleric of Selune/Shar/?! 1/paladin 2/oracle*
N Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +4 shield)
hp 29 (3 HD; 1d8+2d10+8)
Fort +10, Ref +4, Will +10; +2 insight bonus vs. mind-affecting, +2 vs. death
Resist guarded mind
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee cold iron cestus +3 (1d4+3/19-20) or
. . dagger +3 (1d4+3/19-20) or
. . silver falcata +3 (1d8+2/19-20/×3)
Ranged sling +1 (1d4+3)
Special Attacks channel positive energy 5/day (DC 12, 1d6), smite evil 1/day (+2 attack and AC, +2 damage)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—touch of darkness (1 round)
Paladin Spell-Like Abilities (CL 0th; concentration +2)
. . At will—detect evil
Cleric Spells Prepared (CL 3rd; concentration +5)
. . 1st—comprehend languages, feather fall[D], protection from evil
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domains Void (Isolation subdomain), Darkness (Loss subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 7, Wis 14, Cha 15
Base Atk +2; CMB +5; CMD 16
Feats Blind-fight, Exotic Weapon Proficiency (falcata), Fey Foundling[ISWG]
Traits magical knack, touched by divinity
Skills Acrobatics -14 (-22 to jump), Diplomacy +6, Knowledge (arcana) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Ride -10, Spellcraft +2
Languages Common
SQ lay on hands 3/day (1d6), mystery (life), oracle's curse (lame), revelation (life link)
Other Gear mwk full plate, tower shield, cold iron cestus, dagger, silver falcata, sling, sling bullets (50), cloak of resistance +1, bedroll, belt pouch, blanket, fishhook (2), flint and steel, holy text, masterwork backpack, sewing needle, signal whistle, soap, string or twine, thread (50 ft.), trail rations (7), waterskin, weapon cord (2), weapon cord, whetstone, wooden holy symbol of Shar, light horse (combat trained), bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, mug/tankard, pot, riding saddle, saddlebags, trail rations, waterskin, 8 gp, 4 sp
--------------------
Tracked Resources
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) - 0/5
Dagger - 0/1
Lay on Hands (1d6 hit points, 3/day) (Su) - 0/3
Sling bullets - 0/50
Smite Evil (1/day) (Su) - 0/1
Touched by Divinity (Disguise Self (Deception), 1/day) - 0/1
Trail rations - 0/7
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Isolation) You find strength in the solitude found in the remote corners of the universe.
Cleric Domain (Loss)
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Guarded Mind (Ex) +2 Save vs. mind-affecting effects.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (1 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Touch of Darkness (1 round, 5/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

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

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 22 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bit and bridle, feed (per day) (2), hemp rope (50 ft.), mess kit, mug/tankard, pot, riding saddle, saddlebags, trail rations (5), waterskin
--------------------
Tracked Resources
--------------------
Feed (per day) - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


So, is recruitment closed now?


Not quite. I'm going to go through and select finalists when I get home from work in a couple hours.


Alrighty then.


Ash.. wrote:
Stuff

I'm okay with a pantheon-based paladin for Alusair and I'm leaning towards CG over the other options.

As far as class, paladin's a good fit for the Redeemer but I'm leaning towards changing smite heavily. We can work out the specifics later.


I'd planned to close out recruitment but looking over the limited applicant pool I think I'm going to let things go for a few more days.

We'll say tentatively Wednesday.


DM Feral wrote:
Ash.. wrote:
Stuff

I'm okay with a pantheon-based paladin for Alusair and I'm leaning towards CG over the other options.

As far as class, paladin's a good fit for the Redeemer but I'm leaning towards changing smite heavily. We can work out the specifics later.

Works for me. I'll plan on CG, and smite changes to come.

Enjoying thinking about this character just because working out a pantheon/heresy is neat.

Mechanically I'm focusing on Healing/Divine Support>Tanky frontline>Damage, so I won't have a lot of smites anyways. I might have only the one, depending on if it makes more sense to advance cleric or paladin with the final party.


Wednesday, egad, so little time!

I'm quite interested in that 'free spirit' role and am working on a character right now. I'd really like to try a spellcaster who uses some of the 'harrow' feats and spells however, so I've been trying to weave those into the Forgotten Realms. I just discovered the Gur who seem to be the closest thing Faerun has to the Varisians. If you check out the background below, you should get an idea of how I plan to tie this in with the Cormyrian nobility. Lastly, I was wondering if Harrow Chosen would be an acceptable trait choice. It does seem a little overpowered to me, but I suppose that might be tempered by the fact that if I ever lose the heirloom deck, I also permanently lose the trait as well.

Background in Progress:
Father, why do we hunt one of our own?

We have been stolen from, young one, and lied to.

But we're hunting a woman, is it not against our law to harm one of our tribe?

It is, and unforgivable if it's a woman. But this woman is no longer one of the tribe, for she has committed her unforgivable wrongs. She has stolen the Cards of the soothsayer and has lied to her own kind as well. These crimes sever her from the family permanently - such is the way of the Gur.

But father, you lied to those funny traders just days ago about the value of the those furs! Must we hunt you next?

Hmph, you don't forget a thing, do you? Only in Gurri - our language - can we speak the real truth. No Gur lies - it is not our fault if we inadvertantly get things "wrong" while speaking with men who are not of our people. If we speak their language, they'll have to be patient if we make mistakes.

Father! Look!

It seems we've found our quarry... or at least what's left of her. From the looks of it she died from exhaustion a few hours ago - I'm surprised the wolves haven't gotten to her.

But where is her baby? And I can't see the Cards around here either.

She's probably thrown the Cards into a river or buried them where we'll never find just to spite us. As for the baby, perhaps the wolves have been here...

But shouldn't we look for the baby? Surely he hasn't committed any crimes against us?

If he was here we could save him and bring him back into the tribe, but these hills are far too treacherous for such a small child to survive. He belonged to her and they both belong to the wolves now.

What if she really was telling the truth, and the baby was chosen by the Cards?

Foolish child! The Cards would only choose one destined for greatness. And unless that baby has miraculously escaped the wolves to a dry room and a warm fire, the Cards seem to have spoken well enough!

Yes father. Of course.

Excerpts from the Journal of Baron Estelner Ebonhawk wrote:


At long last I have miraculously escaped those wolves to a nice dry room and a warm fire! I must admit however, that I almost forget to even call for a fire to be made in my great haste to attend to my journal. Indeed, the most extraordinary and unbelievable events have just transpired!

As I wrote previously, I brought my wife to this lovely lodge here in the foothills of the Stormhorns shortly after I made the announcement that we were with child. At this point I do have a small confession to make - there was no actual child. I believe my wife must be infertile, as she is clearly unable to conceive for some strange reason. However, the social pressure became to much for me to bear at that fateful banquet and I simply had to make the announcement or risk having the other lords laugh at me behind my back!

Anyways, I relocated us to the mountainside retreat temporarily in order to puzzle out this rather sticky predicament and had even considered making the move permanent. The embarrassment would simply have been too much to bear you know.

But then the EXTRAORDINARY THING happened! Not more than two hours ago, I found myself dreadfully lost in the hills after a very brave solo hunting trap. As I rode on through endless hills, hills, hills in hopes of escape both the encroaching darkness and the wolves, I heard a most unusual sound. What first seemed to be a child crying turned out to be... a child crying! Indeed, when I finally located the sound, I came upon a babe - seemingly newly born - wailing next to a very ragged and (I would soon discover) very dead woman. Judging by their clothes I deduced that they must be from one of those dreadful savage gypsy tribes sprinkled around the Western Heartlands.

However, being in a most charitable mood, I took it upon myself to rescue the baby! That's right, I just scooped him onto my horse and went on my way! A true hero! I did leave the woman but she was probably already dead anyways. Definately probably. I mean just definately. The important part is that I did save the baby though.

At this moment the baby is sleeping soundly in the very next room. I dress him in a real blanket of course and got rid of those filthy rags, of course. Curiously enough, while the maid was unwrapping the rags she discovered a rather exquisite deck of cards bundled up inside. I quickly confiscated them from her, as I believe she meant to steal and sell them. I doubt they'd fetch much on the market though - they may have a bunch of pretty pictures, but a closer look reveal them to be nothing more than something of the type some silly fortune teller would use. I'll probably just throw it away.

So now here I am - and where once the specter of a fake baby hung - now lies a REAL baby! Clearly fate must be smiling upon me, for it appears that all my problems have now been solved! That's right, it looks like I am finally a father!

Well, sort of.

And just to clarify again, she was definitely completely dead when I got there.


I like it. I could see Rashemen and the various spirits being replacements for the Harrow. Maybe instead of cards specifically they're thought of as general talismans.


Curse these fickle forums! After learning my lesson about typing directly into the forums I've had to restart my entire character sheet - as such it's currently a bit of a work in progress (I'm only missing equipment and spells). In addition, my background is a little rushed, I didn't know how hard the Wednesday deadline is and I didn't want to miss my opportunity.

Anyways, I'd like to present Ethaniel Ebonhawk, heir to the Ebonhawk Barony (a dubious claim) and Chosen of the Cards (another dubious claim)!


Crunch for Ethaniel should be complete now.


Even with the extra days there was only one additional applicant. That's not super encouraging. =/

Conveniently, we managed to get one completed applicant for each role.

I just got home from E3 and I'm beat. I'll sleep on it and get back to you guys tomorrow.


Competition weeds-out contenders, and FR is not the standard setting for these boards. I imagine many people felt it was too niche for them.


Still here, and still ready.


Same here. Have not played in FR in over a decade (wow getting old). After catching up on my reading was very surprised how much the Realms has changed. It will be fun to return, like going home after a long time away.


Lance Wyvernspur wrote:

Same here. Have not played in FR in over a decade (wow getting old). After catching up on my reading was very surprised how much the Realms has changed. It will be fun to return, like going home after a long time away.

Yeah it's been a while, should be fun.


If the deck only holds five cards, then those five are guaranteed to be the winning hand...


Ethaniel Ebonhawk wrote:
If the deck only holds five cards, then those five are guaranteed to be the winning hand...

Unless you misdeal!

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