Golden Goblin Statue

Korvin's page

74 posts. Alias of Lukan Swane "Swaney".


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Male Goblin Rogue (KM) 1

In Response to Earlier (Goblin):
"Not all wilds be made of trees an' leaves, brother."

"Seems 'ta me the Worg was keepin' these wolves together."


Male Goblin Rogue (KM) 1

"I agree wit me mate. Dis beast is bad fer us all. The longer we be waitin, the longer it has to cause some harm. Let's get it while it be fleeing and be don'wit'it." Korvin looks a bit upset as well. He wears his emotions on his sleeve and you can tell that he is more upset at the fact of not being able to enjoy the hunt rather than not saving people. Though, from his stories you can tell that his concern is genuine, it just isn't as enthusiastic as his desire for adventure.

In Goblin:

"Irikar, brother... Ya ever be gettin' the sense that we traded another one of dem dirty human lords fer another that be just the same?"


Male Goblin Rogue (KM) 1

Got'cha Alrich. Definitely going to have to enter some of that to our interactions. I was going to say something earlier IC, but wanted to make sure we could hear it.

Korvin draws closer to the dog and inspects it carefully. He then reaches out and tries to touch it while its phasing in and out. "That be the most killer thing ever."

Perception to see if I notice anything interesting on the blink dog: 1d20 + 5 ⇒ (4) + 5 = 9


Male Goblin Rogue (KM) 1

Goblin:

"An' they think I'm crazy."

Just curious, Alrich, can we hear these voices when we are near you?


Male Goblin Rogue (KM) 1

"Get back 'ere ya coward beast!" Korvin shouts as the wolves turn tail and flee. He sighs as he watches them disappear into the horizon.

"Ah, they be knowin' I is 'bout to die from boredom. They is gonna come back 'bout twelve hours from now and eat muh dead-of-boredom body."


Male Goblin Rogue (KM) 1

Korvin hops off his horse and pulls his two daggers from their places along his belt. He watches as the wolves approach, readying himself for death or victory. He stands alongside Falger - if Irikar stands near the front, Korvin will share his square.

"Well, today be a good day as any ta die."

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Male Goblin Rogue (KM) 1

Nice Kezzin!

"Let's be movin' then.

He digs his heel into the pony's side a little, nudging to forward along with the rest of the group.

What is our marching order? I'd like to be near the front if possible.


Male Goblin Rogue (KM) 1

Well, looks like everyone missed it. Probably some epic Celtaran loot.

Korvin opens his mouth wide and yawns. The warm sun beating on his skin warms his blood and his head, making him sleepy. The endless hours on the plains begins to wear at his resolve. He begins to daydream but quickly snaps from it. "I don't want dreams. I want action!"

"There's no way I thought I be signin' up fer dis. If dere's one ting dat is gonna kill me its dis boredom!"

He slinks down in his saddle and leans waaay back. He looks back and forth over the plains. "There's got to be something out there!"


Male Goblin Rogue (KM) 1

Thanks DM Patcher. I think we lucked out on that oversight ;). I know Korvin's swim is horrible and I'd imagine most of the group is in the same 'boat' (har-har). There are quite a few other rivers to get us in trouble though. Perhaps we will be purchasing canoes soon. Ya'all can call me Luis or Clark, whichever you prefer.


Male Goblin Rogue (KM) 1

Perception: 1d20 + 5 ⇒ (5) + 5 = 10 Hurray for horribly low rolls! Get rid of them now so we can roll higher when we do the kingdom rolls ;)

"An'so that is how I be wit' dem two halflin' lasses all night long, mates." The boisterous goblin chuckles at the end of his tale as if trying to give it some validity. Having finished the long winded, clearly fabricated story, he had been successful at keeping most of the group's attention distracted from the task at hand and on himself. He was a sucker for attention and his desire to seek it out usually got him in trouble.


Male Goblin Rogue (KM) 1

I assumed we found a negotiable way across the river to effectively map the hex out. Since it has already been posted that we have mapped this hex, then perhaps we found a safe crossing?

Besides that fact, There is no way Korvin is going to cross a day later after it has been raining non-stop. He's no fool.

Perhaps we should return to town and check on its status? We are not that far away, and it has been raining quite a bit. Without proper improvements the city may be facing some flooding issues.


Male Goblin Rogue (KM) 1

Hah, I'm having fun. Just a good discourse between pals. =)

Alrich, you are beginning to sway me. Reducing consumption looks like a trap because in the end, all you are doing is spending more BP. It would take a long time to recuperate the costs and, in that time, we could be more successful in our rolls.

But then again, judging by how much BP we are earning each turn, we will be spending month after month just to build a little. On a maxed out economy roll and a passed stability check we have the potential to make 6BP a turn. Earning 1 BP a turn is 16% of our maximum capacity. Spending 3BP to get that is probably worth it.

Or another argument: to get what 1 farm provides the economy after 3 months, you would need to spend 30BP (6BP buildings that earn +1 economy [+5 economy]). Or, on the cheaper end, a Town Hall at 22BP with proper bonuses.


Male Goblin Rogue (KM) 1

Hmmm... reducing consumption would be even better than an "effective" +5 because no matter if you pass or fail the roll, you will be retaining that BP.

But I see where you are coming from. By adding that hex, you are concerned we will be adding a slight (I think 5%) chance of failure on all of our checks.

I, personally, would rather not have the threat of us bleeding ourselves dry with consumption.


Male Goblin Rogue (KM) 1

"Echo, echo...echo....ecchooooo" Korvin chuckles. "As an empty hall gives consensus to a lone goblin..." He clears his throat, "Uhmm, I be meanin, yeah, umm, let's be gettin' a move on!"


Male Goblin Rogue (KM) 1

Irikar, you and I should take point as often as we can. We both have decent perceptions and can sneak up to take a look. We will make a great team. Especially with being able to share a square =)


Male Goblin Rogue (KM) 1

Wouldn't reducing consumption by 1 be like an effective +5 to economy each turn since we would be 'gaining' a BP? Thus, by annexing a plains and building a farm we would essentially be gaining and losing this:

Economy: +4
Loyalty: -1
Stability: -1

Once the Apiary is built the total would look like this:
Economy: +10
Loyalty: 0
Stability: -1

Not to mention we will be gaining a road and a river hex. This will provide us with boosts to the economy later on as well. Overall I think it is a very lucrative endeavor and will fall in line with my character's line of thinking: food is good =)


Male Goblin Rogue (KM) 1

"Aye, settin' the perimeter's a fine idea. It's wut them guard did back in' me home town ta' try an' catch me. If we wantin' ta be keepin tha baddies out an keepin' an eye on our town it sounds like tha best idea 'round."

Korvin gives his consent to continue the search around the city in a clockwise pattern. He voices one single concern before they continue on, "Wonder where that road be headin tho."


Male Goblin Rogue (KM) 1

You going to get some time off in the near future? Sounds like its been a rough couple of weeks.


Male Goblin Rogue (KM) 1

Korvin yawns. He looks to the sky and then checks what the villagers had provided him with, hoping to find a tent. After checking, he pulls the hood of his dark cloak over his pointed ears and keeps an eye on the ominous sky.

"Oi! I'm wonderin... Ya think it floods 'round here?

I'm voting to press on. Not too scared of rain. Anyone with survival want to see how bad this storm may be?


Male Goblin Rogue (KM) 1

Korvin's pony falls in line behind Irikar's. The goblin takes a quick look back to his family standing on the edge of the town waving him and the other adventurers good luck. His breast swells with pride as he returns to waves in kind. Looking around to his fellow members he shines a toothy grin.

"It's good 'ta be doin tha right thing. Ya know'

Throughout the day while exploring some of the plains Korvin tells tall tales about his life in his old city. Tales of how he single handedly stole over a thousand gold and, being the swell goblin that he is, divided it to all of the poor goblins and kobolds. Most of his stories are filled with fanciful lies and tales, but a few hold some truth. Before long most of you know pretty much everything about Korvin's past - albeit with a few indulgences.

While he talks almost incessantly, you notice him scouting around. His eyes flash back and forth scanning the horizon. His ears perk up when he sees some wildlife every once and awhile. But his main focus is studying the earth before the group.

"Ya can nev'r be too careful 'round 'ere. Traps can find themselves anywhere."

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

I don't mind if you read through his background to see what his past is all about -if you are interested.


Male Goblin Rogue (KM) 1

Not this super fleet guy. Plus we have horses and ponies now!


Male Goblin Rogue (KM) 1

Korvin eyes the pony with disdain. He huffs at the thought of riding it but eventually shrugs and climbs into the saddle. As soon as he pulls the reigns into his hands, the pony jets off, out of control. Korvin hangs on by the reigns, slamming side to side into the horse trying to regain control. Eventually the horse yields and the goblin climbs back into the saddle. He wipes the sweat from his brow and smiles to the group.

"Bet'cha didn't know I was part of da circus in my prev'yus life." Lets be hit'n the trail!


Male Goblin Rogue (KM) 1

Thanks for keeping track of it all. I think we have 7 BP now?

EDIT: Ahah! There is the vote I was missing. Irikar had "ayed" to the whole string of things =).

Maybe for your character a butcher would make more sense, but for Korvin a butcher makes all the sense in the world... He is all for some meaty goodness and he sure as heck doesn't know how to butcher things =P. I'll stick to his vote as it would be a character decision, but I'd fully support and agree with you OOC - the smith makes more sense.


Male Goblin Rogue (KM) 1
Jarix wrote:

Has someone been keeping a tally of what we want to build this turn? Was it the mill and the smith or the butcher?

It looks like the roll is the same in either case.
1d20+7

Awesome roll!

Alrich, I think butcher had 1 more vote then the smith?

DM Patcher, correct me if I am wrong, but I think you are looking for us to take an action before you start anything? Playing more of a reactive role to our actions?

To everyone else, we will probably need someone to push forward the game play. Perhaps you can do that job Jarix? Something like: "Everyone gathers up to explore their surroundings and departs the village, heading to the hex <Direction> of New Celtara."


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:
Korvin wrote:

Here's an idea for a trait that is different then the one I offered up earlier about breweries:

Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.

Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.

Then I don't think the one I proposed, above, is too unreasonable. Just waiting for approval.


Male Goblin Rogue (KM) 1

"Ya. Let's not be strayin' too far 'round these parts. We need ta be close to tha city so we can lend a hand or two. Let's make way tomorrow into tha nearby plains 'an choose a nice fertile spot ta plant our crops. An we be savin' wut we have for dat now? Right? I'm hopin' we have 'nuff after the mill an' all."

Korvin slams the chair down onto all fours and looks around the room before standing. He grabs a small cloak from the back of the chair and slings it around himself.

"Well I'll be 'round here somewhere. Come find me when ya be ready to travel."

I am a bit concerned about building the blacksmith or any other building after the mill. Seems like we may not have enough BP to guarantee a farm next turn (we run the risk of rolling low and being stuck with another month of consumption).


Male Goblin Rogue (KM) 1

Here's an idea for a trait that is different then the one I offered up earlier about breweries:

Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.


Male Goblin Rogue (KM) 1

Found it HERE . He had said it before as well. Seems like it was one of the few traits that he was actually apt to approve, rather than the +1 to leadership bonus.

Has anyone's unique traits been approved?


Male Goblin Rogue (KM) 1

Woohoo! Gameplay!

Korvin kicks back in his chair, his daggers scratching against the sides of it. He teeters back and forth, keeping his balance on two of the chair's legs. He looks over to Elise while picking his teeth with a splinter of wood and widely smiles.

"Ye are lookin' as fine as ever, lass, an it's good ta' see them well fed." He motions over to the villagers. " But, these back yard farms aint gonna do it fer the winter. Wee be needin ta' cultivate some farmland. Maybe make sum hops n' barely fer me pops. His brew be the best in the Inner Sea. Hands down."

Korvin is still teetering in his chair as he watches the responses from everyone else. A perpetual smile runs across his face as he watches everyone treat one another as equals.


Male Goblin Rogue (KM) 1

Sounds good! My vote would be for the butcher for IC reasons. Food is more important then steel right now.

I still need to pick a second trait. I'm not sure it'd be worth it to grab that extra BP, but if more of us took it, we could have an extra building at turn 0.


Male Goblin Rogue (KM) 1
DM Patcher wrote:
The game will start on Saturday, as I am so completely effin' stressed out right now, and I have a long day tomorrow.

...There's still time left to start it today =)


Male Goblin Rogue (KM) 1

Has it been ruled that the roads we see on the map are actually there? Or are they ruins? Maybe costing less BP?

If we all take the trait that adds +1 BP at the beginning we would have +7 BP to start with! =)


Male Goblin Rogue (KM) 1

I've been doing my duties as a spymaster and noticed that the other settlement is about to leave for the Kobold's claw. We may not have such close neighbors soon.


Male Goblin Rogue (KM) 1

Yeah, by the time we start we will have meta-gamed ourselves to victory! Also, I don't think anyone has any ranks in survival?


Male Goblin Rogue (KM) 1

Ooh, but claiming hexes increase the kingdom size, right? I read forest tiles can reduce consumption by 1.


Male Goblin Rogue (KM) 1

Can't we add a farm in the mix on turn 0 to reduce that consumption ASAP?


Male Goblin Rogue (KM) 1

I think you overlooked Edicts?

Korvin is looking to fill the spy role, but would be willing to take any other dex-based role as appropriate.


Male Goblin Rogue (KM) 1
Falger Ortio wrote:
On the second character thing, how do people feel about it as an optional thing. You can if you want to, but if yo don't want to be bothered then no big deal.

Doesn't bother me.

First Lord/High Lord works.

My vote is for Elise, but it may just be my fondness for the NPC since I created her ;). Also, I would note that the position would be similar to the Queen of England, as DM Patcher pointed out.


Male Goblin Rogue (KM) 1

Ah. An oversight on my part. My apologies. After working all night and not being too familiar with the rules, I over looked it. I went off of what would be realistic (A slum providing the negatives every 'round') rather than what the rules illustrated. I guess I'll just stick to sneaking around and stabbing things =P

Unrest sucks =(


Male Goblin Rogue (KM) 1

Here is my suggestion for the first build:
Mill (6BP), +1 Economy, +1 Stability
Shop (8BP), +500GP Base Value, +1 Economy
Tenement (1BP), Unrest +2

My goal is to boost the economy since that is what we are lacking as a NG kingdom. The unrest from the Tenement should only last 1 month (after turning it into a house), and if we do it at the start, it wont be as bad. We can turn it into a house for 2BP later and build another 'improved' building next to it.

My other suggestion would be to have the ruler focus on economy and we can build something else?


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:
I like one character - otherwise you are too split. It would be easy for us to have a muscle bound brute, a few super charismatic bards and so forth to fill the roles and call them our alternate characters. We started with 6, lets stay that way. If people want to create NPCs, go for it, but I think 1 PC/player is the way the game is designed and the way we should have played it. If we become a really small group due to attrition, then we could rethink this at that point.

Agreed.

Actually I agree with most everything posted so far (except for the 2 characters).

NG for the kingdom.

I'd still like Elise as a sponsor. Is this doable, DM Patcher?

Alrich only has a 16 CHA and that is the highest of the group. That is a low bonus for the ruler position, which affects a lot of things. We may want to elect a figure-head to run the town while we, the council, decide things.


Male Goblin Rogue (KM) 1

The votes are in. With a majority, the location will be: 4. The far left and bottom where the road meets the forest.

With an underwhelming vote of 2 verses many different single votes, the name will be: "The Redeemers of Lost Dominion" Or in short, "The Redeemers"

The lowdown stats for group A:

Name: "The Redeemers of Lost Dominion" AKA "Redeemers"

Nation: TBD

City: New Celtara, NG

Location: The far left and bottom of the map, where the road meets the forest.

Benefactor: ?

The voting continues on with a benefactor. I would vote, "Yes" but only if the benefactor is

Elise Angevine:
Elise Angevine CR 4

XP 1,200
Female human aristocrat 3/sorcerer 3
NG Medium humanoid (human)
Init +1; Senses Perception +8

DEFENSE

AC 11, touch 11, flat-footed 10 (Dex +1)
hp 30 (6d8+6)
Fort +3, Ref +5, Will +6
Defensive Abilities fated +1

OFFENSE

Speed 30 ft.
Melee unarmed strike +2 (1d3–1 nonlethal)
Bloodline Spell-Like Abilities (CL 3rd, concentration +8)

8/day—touch of destiny

Spells Known (CL 3rd, concentration +8)

1st (5/day)—alarm, charm person (DC 17), hypnotism (DC 17), unseen servant
0 (at will)—detect magic, detect poison, ghost sound (DC 15), read magic, touch of fatigue (DC 15)

Bloodline destined

Tactics
During Combat Elise is a poor combatant. If there is no one to protect her, she attempts to charm a likely protector and then flees combat, using unseen servant to close doors and move obstacles into the path of pursuers.
Morale Elise quickly flees if she believes she would be killed. She isn’t frightened by battle; she just understands that she has no aptitude for it.

STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Eschew Materials, Skill Focus Knowledge (History), Persuasive, Spell Focus (enchantment)
Skills Appraise +10, Bluff +11, Diplomacy +13, Intimidate +13, Knowledge (History) +12, Knowledge (Nobility) +7, Linguistics +7, Perception +8, Sense Motive +9, Spellcraft +7
Languages Common, Draconic, Elven, Goblin, Celtarian; SQ bloodline arcana
Gear headband of alluring charisma +2, noble’s outfit, 500 gp

Background: Elise is alone in the world. Her mother, father, sister, brothers, aunts, uncles, and everyone she has ever known have been murdered, one by one. The alliance of Brevoy and the River Kingdoms ordered the deaths of her royal family 100 years ago and the order still stands. The young princess has managed to evade her would be assassins, so far, using her charm and spontaneous magic. Some say it is destiny that protects her and guides her and others say she is a spy for Brevoy, sent to infiltrate pro-Celtaran groups. Amongst those loyal to the return of Celtara, a prophecy has begun to spread that, one day, she will resurrect Celtara from its century-old grave in the Stolen Lands. One of the few remaining Celtarian nobles in the realm, Elise has taken the opportunity to join a settlement dedicated to restoring the past. While her family’s fortune has withered away, she still retains a wealth of knowledge about the lost mysteries of Celtara.

Personality: Sincere, caring, and understanding, she makes every effort to help those in need, but her past has made her guarded in revealing anything about her heritage. She believes that sometimes fighting is necessary, but she prefers that others do the fighting for her. Quite often she refers to how weak she is, illustrating that she poses no threat. While secretly she enjoys gaudy clothing and jewelry, she prefers to wear common clothing, helping to blend in with the locals and not draw unwanted attention.

=) I'm also open to other suggestions, but my vote is really for a benefactor that mimics our goals.


Male Goblin Rogue (KM) 1

Looks like a majority is voting for starting position 4. We are just waiting on Irikar's tie-breaking vote for the name, and when I say tie, I mean 1 vote for 4 different names =P


Male Goblin Rogue (KM) 1

Ok, Team A, lets get this over with by a vote. I'll post suggested locations and names and you just vote for them. The ones with the most votes win. =)

We already decided on Neutral Good.

Location:
1. Little oxbow in the river just below and to the left of the rightmost compass.
2. Upper peninsula in the Kobold's claw.
3. The small island to the far left and bottom of the map.
4. The far left and bottom where the road meets the forest.

Adventuring Group Name (I refuse, in character, to be called the A-team =P):
A. Redeemers of Lost Dominion (AKA Redeemers)
B. Guardians of Celtara
C. Celtaran Protectorate
D. The Celtara Club
E. The New Celtara Expeditionary Force

Write-ins are acceptable. Just posting what was out there, minus the jesting ;)

City Name: New Celtara (I think we had a lot of votes on this)

My Vote:
4A


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:
Anyplace is fine. It is just that if the B-list team is in the middle, we will have to be going through their land to get to anything on the eastern part of the map. On the positive side, there is a lot more plains in the west. It sounds like they are building in the swamp anyway, so I doubt we would want their land anyway.

I figure that we would divide the lands north and south rather than east and west if we settled in the two areas we first were thinking about. The best area, to me, would be to settle to the far west, where the small forest meets the plains and hills. There is also an old road that leads to that square along with a river that runs through it. As we expand we can shoot to the right of the map and try to put a fortress on the island to solidify our claims.


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

Ok, for Team A - how about Mystikum for the town since 1/2 of us are arcane casters and 2 others are spontaneous divine casters (sorry rogue man).

Looking at the land and having read a part of the Kingdom Building stuff, how about the little oxbow in the river just below and to the left of the rightmost compass. This gives us access to a river (below the falls), the road is only a few hexes north, we have grassland and hills near us and mountains and forest only a few hexes away. Also, we are 4 hexes from the ruins which makes it a decent distance, but not so far that we cannot go adventure there.

Also, if we were to build in the oxbow, it would essentially give us protection on 3 sides, not perfect protection, but pretty good to start.

Hmm, that may put us dangerously close to Brevoy?

I thought we were naming the town New Celtara?


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

I like the upper peninsula in the Kobold's claw is a very good place. We lose access to forests, but have plains just over the mountains and access to the northern waterways just north of the mountains as well. Also, with water on 3 sides, it should be easily defensible. Furthermore, with the mountains to the north, this is even more defenses once we have the mountains cleared out. Also, I assume we can build a road through the mountains - considering the old roads there, I assume that there was one previously. Then all we need is two bridges and we are reconnected to the north.

For names, I am going with either Msosth City or Msosthberg.

If you don't like these, then how about Schloss Freiheit. A bastion of freedom in the wild lands.

If we are staying with the A theme, we could be Team Awesome.

I really like where we originally posted ourselves - but we could move closer to the forest. Meta-gaming wise it is really awesome because whatever bad stuff there is, its going to be on the other side of the map. The other guys will have to deal with it first ;) (Just Kidding). Like you said earlier, we have access to all the types of terrain, whereas on the other side we wont have access to the forest. I, for one, do not want to be living in straw mud-huts =P. But let's wait until DM Patcher puts up a map with some more things on it before we decide.

As for names:
Soldiers of Lost Dominion
Guardians of Celtara
Celtaran Protectorate
Or
The Adamantine Team, AKA the "A" Team.


Male Goblin Rogue (KM) 1

Msosth has a reasonable supporting argument for the 6 player groups beyond how well the two groups flush at the moment. As for the speed, a kingmaker group I'm in with 6 people goes fairly quickly. With group initiative I couldn't imagine any real delays in combat. I also think 6 person groups allow for more diverse roleplaying, and in the end, players interact more with themselves, taking some pressure off of the GM from constantly having to entertain.

Does anyone have any game-stoppers with going on with the 2, 6 player groups?


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

If everyone is happy, then we are good, the only issue is that DM Patcher has indicated that he would prefer 3 parties of 4 rather than 2 parties of 6.

I am good either way - unbalanced works out, I have a party in one campaign with 1 archer, 1 rogue, 1 bard and 1 wizard - only thing we are lacking is healing and fighting abilities - makes for an interesting party.

Well he also said, "...ultimately my goal is to make the players happy." So, by the sound of everyone, it appears we are really happy with the groups that came together. I'm a bit amazed at how well we shuffled ourselves. There is going to be some great roleplaying between the two groups.

My vote is to keep the two groups the way they are and play with 6 people each. Sounds like this is quite the consensus too.

Welcome aboard Irikar! Sorry to hear about the migraine. Those things ain't no joke, but... I always joke around when someone says they have a migrane by replying that I have 2 migranes at home, one is 3 years and the other 4 months old =P


Male Goblin Rogue (KM) 1

How long should we give the three missing people? The 48 hour mark is quickly approaching since you posted this OOC thread. My thought is that any dedicated player would have posted by now.

Also, the classes we have right now would not allow for 3 balanced groups of 4 without some heavy modifications to character designs.

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