PBP Kingmaker Campaign - GM needed!


Gamer Connection

Liberty's Edge

Hello, everyone!

A bunch of players is looking for a GM to begin with the adventure path "Kingmaker". We have the character concepts, but the GM will post the final rules to create the characters.

Is any godly GM willing to recreate a world for this group of brave adventurers?


What bunch of player are you speaking of? How did they gang up and send you on this mission?

Liberty's Edge

Easy. I have gathered them in this post:
http://paizo.com/paizo/messageboards/community/gaming/connection/pBPKingmak erCampaignPlayersNeeded&page=1#4

So, If you are ready to GMing us, we are ready to be your players ^_^

Note: We were thinking in Kingmaker Adventure Path, but... if you have any suggestion, you are wellcome!


It's a little vague for my taste so far. I'll keep an eye on the thread to see how the character's proposals expand.

Good luck with the recruitment!


Dreaming Warforged wrote:

It's a little vague for my taste so far. I'll keep an eye on the thread to see how the character's proposals expand.

Good luck with the recruitment!

Essentially my character proposal is a sorcerer or a bard. Most likely either the celestial or the elemental bloodlines if I go with the sorcerer, or a bard who plays the flute/harmonica. Reasons for coming to the Stolen Land vary, but part of it may be wanderlust and part of it might be a slightly indiscreet moment with the town mayor and his daughter.... The less said about the better.

Am looking forward to playing a character, and hope that perhaps a GM can be found.

Sovereign Court

My proposal is a bastard son of a warlord from the Land of the Linnorm Kings. He's been moving south with mercenary bands and contracts, and has yet to prove himself to his father as his heir.

I'm predicting he'll be strong, tough, and some form of charismatic. He's got large plans, such as maybe continuing the brutal legacy of his father, so he might go for the leader role if he isn't careful. I do, also, want to use an archetype I found in Ult. Combat, namely True Primitive and Scarred Rager. I think it'll be a very, very unique experience and character for something like this.

Can anyone say, aggressive negotiations? I think I'm already decided.


Hmmm...intriguing.

I've been kicking around the idea of running a game recently. And, I confess that having a group of players already assembled holds some appeal for me. And, Kingmaker is a terrific campaign.

I'm thinking it over, very seriously. Like Dreaming Warforged, though, I'd like to know a little bit more about the players and characters before fully committing.

edit: It's probably worth mentioning, I could run up to 6 PCs for this campaign, if we can get that much interest.


My proposal is for a Lawful Good Human Archer Ranger from Rendin, a small village a few days ride from Restov. He works as a guide for those travelling to and from various places within Rostland. A faithful of Erastil, he prefers the simpler joys of life and believes everyone has an important role to play. As such, he frowns upon those who take advantage of others. He values hard work and is willing to do anything for a friend. However, because of his simple upbringing, he lacks many of the social graces that others possess and often speaks bluntly about any given situation.

I also have a great idea for a Chaotic Good Human Cleric of Gorum that I would be willing to try out for this campaign. Having spend most of his life working with the church of Gorum and learning about Brevoy's bloody history, Borden didn't know much about his own past beyond the fact that he was found at the church's doorstep as a child. Devoting his life to Gorum's teachings, the young cleric understood the good that can come from battle. As such, he does not shirk in his duty to his god and the people of Brevoy. However, at the age of 20, he is approached by the High Priest of his sect and told he is the bastard child of the line of Lebeda. Not one to let such news go unannounced, Borden quickly got the notice of the Royal house with his claims of royalty. However, the House wouldn't accept his claims. Falling back to his lessons as a Gorumite, he accepted a charter to venture into the Stolen Lands and prove his worth as a member of House Lebeda.


Some good ideas here so far, I like what I've seen. I would just want everyone to nail down their concepts cohesively, so we can have a well balanced party.

edit: Ravenath, you're the architect of this whole thing, and you haven't yet mentioned what sort of character you'd like to play. Your thoughts?

Liberty's Edge

The Dog of War: I thank you for your interest. I haven't written my concepts because of the balance thing. I was wondering what should I choose according the decisions of my comrades.

But, here is my concepts:

Fist (dwarf monk martial artist, neutral good): Fist isn't his real name. In the past, he was a town militia guard, alongside his brother. There weren't many problems in that town. Until the graveyard issue. A conflict with a nearby witch made the dead awaken in the local graveyard. The curse spread by the bite. And Fist's brother was bitten. Fist itself had to kill his brother with his own axe. That was the last time Fist used a weapon. From that day on, he lived in absalom, running a tabern. But the adventurer itch ran through his veins. And then, he met Sapisma, an Osirion monk that tough him that his own body was a weapon itself. So, the dwarf adopted his new name, Fist, and became a brussier. But he hadn't the patience to become a real monk, so he centered his focus in the combat techniques. He sold his tabern and become a Pathfinders, willing to prove his new strength.

Halungalom Moonhalo (gnome alchemist, neutral good): Halungalom born in Absalom, in a wealthy family. He lived all his live in the city and never had any problem thanks to the wealth of his family. From all the curses of the world, hunger was his most unknown. Until he went to the slums with his cousin, in search of new places to sell his remedies and ointments. What he saw broke his very soul. Childrens from all races starvating in the middle of the streets, without any chance of survival in this city. He returned to his home, packed all his pertenences, and sold it in the market. Then he distributed the money in the slums to get this children feed. But the money lasted only a week, and they remained hungry. Halungalom asked his father for more money. He told them that he wanted to feed the children in the slums. And his father taught him a lesson. He told him that, if he feed those kids, they will need him during all his life. But, if he taught them to get food, to commerce, to work for his money, they will be self suficient and never will get hungry again. That was an eye opener lesson for Halungalom. He has a determination: he will teach those kids to be self suficient and he will lend them the money to begin his business. And for the money gathering, he would be an adventurer for some time.

Kurokage (halfling ninja, neutral good): Kurokage never knew his parents. And never knew another name. Since he can remember, he was always in the Kage clan of ninja. He is reserved. He is a halfling of few words. But he can transform into whatever he wants. He is a master of disguise. He can infiltrate any organization and spy or kill whoever it has to be killed. But, although he is an assasin, he isn't a bad person. He can't tolerate injustice and will act against that situations.


As per Ravenath's directions about posting characters here:

Here is Davor Mason, Half-Orc Inquisitor of Gorum:

Backstory:

Davor is a hunter of monsters. His racial look has been a problem for trust, but he grew to overcome this and use his bloodlust to help fight for a common good, tracking down people and hunting them and other monsters, whatever would fetch a prize for the betterment of the people who suffered under a monster's claws or a humanoid's blood-soaked hands.

He focuses his bloodlust and strength on following Gorum whom he sees as a bridge between the human and orc race like he himself is, but he doesn't say such blastphemous things in public. The fact Gorum was created from a collision of the two races made him see how greatness can come out of this and Gorum's teachings of fighting in wars, but he believes that fighting should be used in any capacity, not just wars. Evil cannot be reasoned with and it's not something you put inside a little box. Evil is something you destroy even if you have to step on the law of others to do so. He has a bit of a hang up on this since he often sees how people who leave their cells start breaking the law yet again. Sure they get killed the second time round, but if things were done his way, he would put the sword to them the first time. It was because of this he travelled across Golarian, leaving the home of Orc kind in hope to stop being recognised as one of them.

Davor wasn't always like this. He was born into misery and terror as the bastard child of a Orc Cheiften and Aasimar Paladin. His mother, Goldania Olran was heading into the Hold of Belkzen to travel to Scarwall and hunt down the legendary artifact crafted by another paladin of Iomedae named Mandraivus. She never got to the sword or even Scarwall and was instead subdued by a orc tribe.

After the birth she was forced to look after the child who, at the age of 6 witnessed his father killed his mother right in front of him. Maybe it was the celestial in his blood, but he witnessed this as the most evil act in his life and over the years he defied his father who even one day removed his left eye.

One night Davor stole his father's sword and severed his head, carrying it out to scare the rest of the tribe away. The body of his mother had been left to the carrions, but he found the bones, collected them and buried them. Not knowing of her religion he said a prayer to the only deity he knew of, Gorum. After this he left her remains in a unmarked grave whilst his father's body had been left to feed the creatures that eat only carrion. His father was Chieften Grishlik and Davor now sees his father's face on every Orc's face before removing their heads.

This concept I came up sometime ago for a RL game with DM AK as the DM. Typically he'll have a attitude (due to low Cha and past) and he'll enjoy his tribal roots by taking the heads off great enemies and tying them to his clothing. (in the RL game, it was a level 4 game and he had two Warg heads. One on each shoulderpad just to look awesome.)


What the heck, I think I'm game for this! I'll run KM for you guys, unless Dreaming Warforged wants to fight me for the honor, in which case I would step aside because he posted first.

Assuming that's not the case, it looks like we have...

Ravenath
Jestem
KMBCross
dathom
DM Aron/Davor

and maybe Chris Parker, though he has not weighed in on this thread, so I'm not sure if he's on board or not.

Jestem, I think we'd need you to play the sorcerer over the bard, since arcane casting looks rather light for this group.

I'm a little concerned that Davor and KMBCross's bruiser might be covering too much of the same ground thematically? Either of you guys have an alternate suggestion?

dathom, I'd love for you to play the archer, but I wonder if we might need the cleric instead. Then again, Chris Parker mentioned a possible cleric as well, so we'll see if he is still around.

Ravenath, I'm not crazy about your ninja. I think I'd rather see you run either the monk or the alchemist. I like the backstory for the monk better, but I think that the alchemist might be a better fit for party balance. I'm a bit torn there.

Those are my thoughts as things stand right now. Your comments and ideas welcome! Let's get this ball offically rolling!

Liberty's Edge

Great!

Well, I'll create the sheet for this two (the dwarf monk and the gnome alchemist) and I'll use whoever fits better in the final team.

So, please, can you tell us the character creation rules, Dog of War?


Ravenath wrote:

Great!

Well, I'll create the sheet for this two (the dwarf monk and the gnome alchemist) and I'll use whoever fits better in the final team.

So, please, can you tell us the character creation rules, Dog of War?

I have the perfect sorcereress in mind. Let us know what the character creation rules are going to be and I can have her up and running within an hour or so.


Okay, character creation rules...

-First level PCs
-20 point buy
-Average starting gold per class
-Sources: Core book, APG, Ultimate Magic, KM Players Guide, Pathfinder Companion books
-Max hp for first level
-No evil alignments
-2 traits (one campaign trait and one other of your choice)

Questions? Let me know. I'll start a discussion thread after work tonight.

Liberty's Edge

I have a problem with the sources. Fist, the dwarf monk is a martial artist, an archtype described in Ultimate Combat. It's a type of monk that doesn't use ki. That's how Fist work: he focus in the combat techniques, instead of the monastic tradition.


Ravenath wrote:
I have a problem with the sources. Fist, the dwarf monk is a martial artist, an archtype described in Ultimate Combat. It's a type of monk that doesn't use ki. That's how Fist work: he focus in the combat techniques, instead of the monastic tradition.

Might be a bit of a strange question, but can I use the Noble born trait to allow me to have 900gp starting gold? I do not mean to use it in the form of actually being a noble, but more to reflect that upon attaining adulthood, my character (possibly a middle-aged gnome) has run a small stall selling minor potions, and has recently decided to begin adventuring with the aim of becoming a better potion master and such like, therefore already has some starting capital to invest. I can rebuild the character if this is not permissible, but I really like the concept.

Hope to hear from you soon


If you are still looking for a 6th I would be interested....

Wanhope the Blind
(Oracle of Nature)

This wizened gnome spent his youth roaming the forests of the River Kingdom. He was a special gnome, well liked by his villagers with a special charisma that marked him as different. He found out by accident one day that he had a special ability to speak with animal. Much to his and there surprise he developed a kingship with several of the local critters, especially one particular squirrel.

While out one evening he was caught in a lightning storm, while seeking shelter a bolt of lighting hit a tree that fell on him. He was found early the next day by a local hunter, who was lead to him by an excited squirrel, and was taken back to his village. After being tended to by a healer when he finally awoke he found that he could no longer see like he used too, anything beyond several yards was clouded. Despite the loss of his eyesight he continued to feel a special kinship with the forest and was determined to unlock some of it's many mysteries.

Liberty's Edge

Dog of War: I have decided to play with the Alchemist, if you don't mind.

Sovereign Court

Personally, I don't mind sharing a thematic role. Two similar stars from different fates always makes for close acquaintances, even if both are vying(sp?) for power.

I'm very set-in-stone, as it were, since my inspiration tends to be limited. I'm busy working on the backstory now, though my college studies in Unix seem to be taking my time. I'll be sure to post it up in an hour or so, maybe more, but before 9pm EST.


Meet Vanyc the Gnome.

Vanyc:

Name: Vanyc
Race: Gnome
Player: Adam Cieslicki aka Jestem

Classes: Sorcerer 1
Hit Points: 7
Experience: 0 / 2000
Alignment: Chaotic Good

Vision: Low-light
Speed: Walk 20 ft.

Languages: Common, Elven, Giant, Gnome, Sylvan

Stat Score Mod
STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 15 (+2)
WIS 12 (+1)
CHA 17 (+3)

-------------------------- Skills --------------------------
Skill Total
Appraise 6
Craft (Alchemy) 8
Knowledge (Arcana) 6
Spellcraft 6
Use Magic Device 7

-------------------------- Feats ---------------------------
Scribe Scroll
Simple Weapon Proficiency
Eschew Materials

-------------------- Special Abilities ---------------------
Traits: Pioneer and Rich Parents

------------------------ Templates -------------------------
Middle Age Advancement
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 13 / 11

Initiative: +2
BAB: +0

Melee tohit: +0
Ranged tohit: +3

Fortitude: +1
Reflex: +2
Will: +3

Unarmed attack:
to hit: +0
damage: 1d2-1
critical: 20/x2

Dagger:
to hit: -2
damage: 1d4-1
critical: 19-20/x2

Dagger (Thrown):
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 10 ft.

Sickle:
to hit: -2
damage: 1d6-1
critical: 20/x2
special properties: May be used to make trip attacks (pg.145)

Sling:
to hit: +1
damage: 1d4-1
critical: 20/x2
range: 50 ft.

Touch Attack (Ray):
to hit: +1
damage: 0
critical: 20/x2
range: 10 ft.

------------------------- Equipment ------------------------
Name QTY LBS

Alchemist's Fire (Flask) 5 5lbs
Antitoxin (Vial) 2 0lbs
Special: +5 alchemical bonus to Fortitude saves against poison for 1 hour

Everburning Torch 1 1lbs
Liquid Ice (Flask) 2 4lbs
Musical Instrument (Flute) 1 3lbs
Outfit (Artisan's/Small) 1 1lbs
Backpack (2.5 lbs.)
Hourglass (1 minute) 1 0lbs
Magnifying Glass 1 0lbs
Special: a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Flask (Empty) (1.5 lbs.)
Pony (Combat Trained) (0 lbs.)
Saddlebags 1 8lbs
Saddlebags 1 8lbs
Waterskin (Filled) 1 4lbs
Saddle (Riding) 1 25lbs
Rations (Trail/Per Day) 5 5lbs
Saddle (Pack) (15 lbs.)
Saddlebags (29 lbs.)
Bedroll 1 5lbs
Flint and Steel 2 0lbs
Saddle (Pack) 1 15lbs
Touch Attack (Ray) 1 0lbs
Dagger 1 1lbs
Saddlebags (27.5 lbs.)
Flask (Empty) 13 19lbs
Sling (0 lbs.)

Total weight carried:
Current load: Light

Encumbrance
Light: 20
Medium: 40
Heavy: 60
--------------------------- Magic --------------------------

Innate Spells
Dancing Lights (Evocation) - 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 1 minute [D]
Range: Medium (110 ft.)
Components: V, S
SR: No
Effect: You create up to four lights that resemble lanterns or torches.
Target: Up to four lights, all within a 10-ft.-radius area

Ghost Sound (Illusion) - 1 per day
Saves: Will disbelief
DC: 13
Casting: 1 standard action
Duration: 1 rounds [D]
Range: Close (25 ft.)
Components: V, S, M
SR: No
Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Target: Illusory sounds

Prestidigitation (Universal) - 1 per day
Saves: See text
DC: 13
Casting: 1 standard action
Duration: 1 hour
Range: 10 ft.
Components: V, S
SR: No
Effect: Prestidigitations are minor tricks that novice spellcasters use for practice.
Target: See text

Speak with Animals (Divination) - 1 per day
Saves:
DC:
Casting: 1 standard action
Duration: 1 minutes
Range: Personal
Components: V, S
SR:
Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Target: You

Sorcerer Spells

Level 0

Daze (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less
DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
DESC 2: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.

Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.

Spark (Evocation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.

Level 1

Charm Person (Enchantment)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 hours Range: Close (25 ft.) Components: V, S
SR: Yes Effect: This charm makes a humanoid creature regard you as its trusted friend and ally. Target: One humanoid creature
DESC: This charm makes a humanoid creature regard you as its trusted friend and ally.
DESC 2: This charm makes a humanoid creature regard you as its trusted friend and ally.

Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Target: Creature touched
DESC: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
DESC 2: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Target: Up to five creatures, no two of which can be more than 15 ft. apart
DESC: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
DESC 2: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

------------------------ Description -----------------------
Height: 3' 6"
Weight: 41 lbs.
Gender: Male
Eyes: Green
Hair: Singed and thinning.
Skin: Dark
Dominant Hand: Right
Quirks: Forever looking for new plants and ingredients for potions
Speech style: Quiet and fairly succint
Quotable: So if we add this with this.... *BOOM*
Full Description

Background


The Dog of War wrote:

Okay, character creation rules...

-First level PCs
-20 point buy
-Average starting gold per class
-Sources: Core book, APG, Ultimate Magic, KM Players Guide, Pathfinder Companion books
-Max hp for first level
-No evil alignments
-2 traits (one campaign trait and one other of your choice)

Questions? Let me know. I'll start a discussion thread after work tonight.

The Deadeye trait is from Orcs of Golarian which as you have there, campanion books as accepted.

I can change the abilities as the last game the DM didn't want anyone to drop abilities to below 8 before racial bonuses.


KMBCross wrote:

Personally, I don't mind sharing a thematic role. Two similar stars from different fates always makes for close acquaintances, even if both are vying(sp?) for power.

I'm very set-in-stone, as it were, since my inspiration tends to be limited. I'm busy working on the backstory now, though my college studies in Unix seem to be taking my time. I'll be sure to post it up in an hour or so, maybe more, but before 9pm EST.

I don't mind sharing a thematic role.

Though the classes themselves are quite different as mine is a Inquisitor and KMBCross is a Barbarian I believe. So I'll be getting spells and if we were to get a wand of cure light wounds my characer can be the one to use the wand.

Not to mention all the abilities that set us apart like his barbarian abilities and my Inquisitor's powers of identifying a creature's weaknesses and alignment at will at a certain level.


Sorry to keep you waiting. I'll probably go with a Dwarf Cleric if there's still room; probably focusing on knowledge, healing and direct damage, with a sideline in buffing where absolutely necessary.

Liberty's Edge

Are you still looking for players for this game??? Would love to play if you are!


Ravenath wrote:
I have a problem with the sources. Fist, the dwarf monk is a martial artist, an archtype described in Ultimate Combat. It's a type of monk that doesn't use ki. That's how Fist work: he focus in the combat techniques, instead of the monastic tradition.

Ravenath, I see below that you've decided now to go with the alchemist, so that solves any problem.

I'm sure we could have worked something out, in any case. I have nothing against Ultimate Combat per se, it's just that I don't own it, and the rules have not yet gone up on the SRD.

Having said that, I'm happy to see your alchemist on board.


Jestem wrote:

Might be a bit of a strange question, but can I use the Noble born trait to allow me to have 900gp starting gold? I do not mean to use it in the form of actually being a noble, but more to reflect that upon attaining adulthood, my character (possibly a middle-aged gnome) has run a small stall selling minor potions, and has recently decided to begin adventuring with the aim of becoming a better potion master and such like, therefore already has some starting capital to invest. I can rebuild the character if this is not permissible, but I really like the concept.

Hope to hear from you soon

For the reasons you state here, I'm okay with this. However, I'll be keeping a very close eye on starting equipment, as I don't want to see this turn into a ploy to over-equip with lots of magical and alchemical gear which would make the character overpowered for 1st level. Please proceed with the character's story foremost in mind.


DM Aron Marczylo wrote:
I don't mind sharing a thematic role.

Looks like you and KMBCross have no problem, therefore I have no problem. It's not so much any perceived mechanical overlap that gave me pause, I was just worried that they could role-play in very similar fashion. It looks like you two are committed, though, so I'm sure you'll work to give each character a distinctive voice. I'm sure we'll be fine...carry on.


Davor Mason wrote:

The Deadeye trait is from Orcs of Golarian which as you have there, campanion books as accepted.

I can change the abilities as the last game the DM didn't want anyone to drop abilities to below 8 before racial bonuses.

Deadeye trait is acceptable, and Davor's ability scores look fine at a glance. No worries.


Chris Parker wrote:
Sorry to keep you waiting. I'll probably go with a Dwarf Cleric if there's still room; probably focusing on knowledge, healing and direct damage, with a sideline in buffing where absolutely necessary.

It's okay! I welcome your cleric with open arms! This frees up dathom to put forth his archer, which rounds out the party pretty nicely.


Glod and Daniel Stewart,

Thanks for your interest, but I'm going to go ahead and cap this with six players (the first six to express interest). If any of them fall through, I will look for replacements, however. The two of you would be at the top of the list.

Liberty's Edge

Thanks Dog of War....I was looking to play a druid....have a great game!!


So, to summarize the final roster of six players, we have...

Ravenath - Halungalom Moonhalo, NG Gnome Alchemist
Jestem - Vanyc, Gnome Sorcerer
KMBCross - Human Barbarian
DM Aron Marczylo - Davor, Half-Orc Inquisitor of Gorum
dathom - LG Human Ranger (Archer)
Chris Parker - Dwarf Cleric

With recruiting successfully completed, please let's migrate further discussion to the following thread:

Discussion Thread

Thanks everyone!

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