Carrion Crown Skype or PbP recruitment


Recruitment


This is just in case I am not accepted for GM mug's game. If I am accepted, I will post that we will not play in this thread. Recruitment closes Sunday at noon. I am on central time. I want a GOOD backstory with a tie-in to the campaign detailed at the end. Other than that, post your character ON THIS THREAD. I will not go to anyone's profile to look at their character. If it's not in this thread it will not be accepted. We will start next Friday at the earliest. Tell me if you would prefer to play Skype, or PbP on a thread. I look forward to a good experience shared by all. If you have any questions PM me or post in this thread. Other than that, it will be 25 point buy or 4d6 drop the lowest. Roll 7 and drop lowest of those as well. Happy Postings.


I have a Half-orc Oracle of Life that I'd like to give a try in Carrion Crown.

If we roll and get bad rolls, can we go with the point buy?

In any case, Here's my rolls. :)
4d6 ⇒ (2, 6, 4, 4) = 16 drop lowest = 14
4d6 ⇒ (2, 3, 2, 2) = 9 drop lowest = 7
4d6 ⇒ (2, 1, 3, 5) = 11 drop lowest = 10
4d6 ⇒ (2, 5, 5, 4) = 16 drop lowest = 14
4d6 ⇒ (4, 1, 4, 4) = 13 drop lowest = 12
4d6 ⇒ (6, 5, 1, 5) = 17 drop lowest = 16
4d6 ⇒ (6, 6, 2, 2) = 16 drop lowest = 14

So, final rolls = 16, 14, 14, 14, 12, 10


Question - Can I drop the 10 to a 9 and raise the 12 to a 13?


4d6 ⇒ (5, 5, 3, 6) = 19=16
4d6 ⇒ (6, 2, 1, 3) = 12=11
4d6 ⇒ (4, 2, 1, 3) = 10=9
4d6 ⇒ (1, 6, 3, 6) = 16=15
4d6 ⇒ (6, 1, 4, 6) = 17=16
4d6 ⇒ (4, 4, 3, 6) = 17=14
4d6 ⇒ (3, 6, 2, 2) = 13=11

Pretty nice, actually. Been thinking about playing a plain old paladin for a while, and CC seems to be the AP to fit it. This will evolve.


Have a half-elf sorcerer in mind that might fit well into this sort of campaign. Hopefully the rolls here make something interesting.

4d6 ⇒ (1, 5, 4, 6) = 16=15
4d6 ⇒ (6, 4, 1, 4) = 15=14
4d6 ⇒ (5, 2, 1, 1) = 9=8
4d6 ⇒ (3, 2, 3, 4) = 12=10
4d6 ⇒ (2, 6, 6, 5) = 19=17
4d6 ⇒ (1, 1, 3, 2) = 7=6
4d6 ⇒ (1, 4, 3, 2) = 10=9

Leaving final rolls of 17, 15, 14, 10, 9, and 8. I like these rolls. Now to build the character!

Also, I'd prefer to do a play-by-post, but I can do skype if it's the only way to work. Second, I'm still newish to these PbP games, but I know enough to know what to and not to do.


Almost finished crunching Qorin, Half-Orc Paladin of Iomedae. His story developing nicely, but I have to ask what we are doing for starting gold?


Arknight wrote:

I have a Half-orc Oracle of Life that I'd like to give a try in Carrion Crown.

If we roll and get bad rolls, can we go with the point buy?

In any case, Here's my rolls. :)
4d6 drop lowest = 14
4d6 drop lowest = 7
4d6 drop lowest = 10
4d6 drop lowest = 14
4d6 drop lowest = 12
4d6 drop lowest = 16
4d6 drop lowest = 14

So, final rolls = 16, 14, 14, 14, 12, 10

Yes, that was my intention


Sai Ling wrote:
Almost finished crunching Qorin, Half-Orc Paladin of Iomedae. His story developing nicely, but I have to ask what we are doing for starting gold?

Max starting gold I guess.


stats:

QORIN CR 1/2
Male Half-Orc Paladin (Warrior of the Holy Light) 1
LG Medium Humanoid (Orc)
Init +4; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Falchion +5 (2d4+6/18-20/x2) and
. . Gauntlet (from Armor) +5 (1d3+4/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Crossbow, Heavy +3 (1d10/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 15, Int 11, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2
Traits Brute (APG), Chance Savior
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Intimidate +10, Knowledge (Religion) +4, Ride -3, Sense Motive +4, Stealth -3, Swim -1
Languages Common, Orc
SQ Aura of Good (Ex), Orc Ferocity (1/day)
Combat Gear Chainmail, Crossbow, Heavy, Falchion;
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

story:
Born in a rougher neighborhood of Kaer Maga, son of an unknown father and a human woman who hated her half-breed son and whose only kindness to him was to die when he was still a child. Qorin grew up wild, his physical strength matched by the force of his personality made him a handy tool for the underworld bosses of the city, and he was collecting debts for them before he was 10 years old. He learned by teaching very harsh lessons the value of honoring ones promises, and might have risen to prominence in the church were it not for an inexplicable streak of kindness.
At the age of 12, he went to the house of a young mother who had borrowed money to heal her sick son. The child had died of his disease despite the prayers of the phony clerics who had taken her money, and it was Qorin's task to send a message. Unable to bring himself to murder the young woman and orphan her other children, he found the con artists who had tricked her, in the process of bilking an elderly man whose wife lay on her deathbed.
The falchion had hung on the wall, collecting dust for years since the old man had settled down with his wife and given up adventuring. Qorin looked at the false priests and could almost taste the evil in their hearts, and he grabbed the weapon in both hands. The fight was short and in the end, all the thieves were dead but one. Qorin was wounded by a poisoned dagger, and barely able to stand, but he offered the last thief his life if he took Qorin to their hideout.
The thief agreed, and led Qorin there. The young half-orc gave him his life, but kept his tongue, to stop him destroying any more lives with his lies. He found a trove of treasure, and paid for a true cleric to stop the poison before it killed him. He paid the cleric to ease the old woman's suffering. When he was recovered, he paid off the young woman's debt, but when he brought the money to the boss, there was the same sickening evil that he had felt with the thieves.
He knew he would die if he fought the gang-leader, but he announced that he could no longer work for an evil man. Knowing he would not be allowed to live long if he stayed, he left Kaer Maga headed east, across the Cinderlands. After various adventures, he found himself in the backwaters of the Hold of Belkzen, where he interceded on behalf of a strange human calling himself Professor Lorrimor. He was able to persuade the orcs who had captured the scholar to spare his life, and accompanied the old man to Lastwall.
Here, Lorrimar introduced Qorin to a cleric of the church of Iomedae, who immediately recognized the young half-orc as a paladin of the Goddess of righteous valor. For three years, the cleric taught Qorin about the goddess, attempted to curb the savage side of the boy, and encouraged his sense of honor as the key to his goodness.
Qorin sees himself as a tool for good, destroying evil and defending the world from anarchy. He has no concept of subjective evil. He can see evil the way a wizard can see magic, and has no qualms about doing what is needed to combat it.


dotting interest If I do not get accepted in GM Mug's game I will post a character here. not sur which one yet though.


Edward Sobel wrote:

dotting interest If I do not get accepted in GM Mug's game I will post a character here. not sur which one yet though.

Well submissions end sunday.

Sczarni

I'm toying with rolling an elf cleric or elf rogue as I do not see either of those yet. I can prepare both if you would like and let it be the GM's choice as to what I play. Either class is doable for me as I've got experience with both.

Also I would prefer to play over Skype as I prefer verbal communication over written.

Sczarni

Cleric:
CLERIC CR 1/2
Female Elf Cleric 1
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 10 (1d8+1)
Fort +3, Ref +1, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
Morningstar +2 (1d8+2/20/x2) and
Unarmed Strike +2 (1d3+2/20/x2)
Ranged Longbow +1 (1d8/20/x3)
Special Attacks Agile Feet (4/day)
Spell-Like Abilities Touch of Good (4/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Remove Fear (DC 12), Comprehend Languages (DC 12), Protection from Evil (DC 12)
0 (at will) Light, Read Magic (DC 11), Stabilize
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 12, Int 16, Wis 13, Cha 15
Base Atk +0; CMB +2; CMD 13
Feats Channel Smite, Elven Weapon Proficiencies
Traits Chance Savior, Starchild
Skills Acrobatics -3, Climb -2, Diplomacy +6, Escape Artist -3, Fly -3, Heal +5, Knowledge (History) +7, Perception +3, Ride -3, Sense Motive +5, Spellcraft +7, Stealth -3, Swim -2 Modifiers Starchild
Languages Abyssal, Celestial, Common, Draconic, Elven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Good, Cleric Domain: Travel, Elven Magic, Spontaneous Casting, Undeath Variant Channeling
Combat Gear Arrows (40), Chain Shirt, Longbow, Morningstar, Shield, Heavy Steel; Other Gear Backpack (20 @ 34 lbs), Bedroll, Blanket, Caltrops (2), Flint and steel, Grappling hook, Rations, trail (per day) (14), Rope, silk (50 ft.), Tent, Small
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Touch of Good (4/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Undeath Variant Channeling Enhanced healing for Undead

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Rogue:
ROGUE CR 1/2
Female Elf Rogue (Chameleon) 1
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1)
Fort +1, Ref +6, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
Rapier +2 (1d6+2/18-20/x2) and
Unarmed Strike +2 (1d3+2/20/x2)
Ranged Longbow +3 (1d8/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 13, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Combat Reflexes (4 AoO/round), Elven Weapon Proficiencies, Rogue Weapon Proficiencies
Traits Deft Dodger, On the Payroll
Skills Acrobatics +4, Climb -1, Disable Device +4, Disguise +6, Escape Artist +0, Fly +0, Knowledge (Local) +5, Linguistics +5, Perception +7, Ride +0, Sense Motive +5, Sleight of Hand +4, Stealth +4, Swim -1
Languages Common, Elven, Goblin, Sylvan
SQ Elven Magic, Misdirection (Ex)
Combat Gear Arrows (40), Dagger, Longbow, Rapier, Studded Leather; Other Gear Backpack (33 @ 51 lbs), Bedroll, Blanket, Caltrops (4), Flint and steel, Grappling hook, Lantern, hooded, Oil (1-pint flask) (10), Pouch, belt (5 @ 9 lbs), Rations, trail (per day) (14), Rope, silk (50 ft.) (2), Tent, Small, Thieves' tools, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection (Ex) Spend stealth points to gain a bonus to a Stealth check.
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his l
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'm still working out good back stories for both characters and will post them once I've got them nailed down. I will have this done sometime toay


dotting
using point buy


Dropping out I am in GM mugs game and would not be right to be in another carrion crown.

good luck to all


halflinf Cavalir outrider
taking point buy, i would like play by post

crunch:

hp 12
ac 18 armor 3 dex 3, shield 1, size 1
touch 14, Flat footed 15
bab 1
melee +4
ranged +5

saves
fort 4
ref 4
will 2

Attack
lance +4 1d6+2 x3 (charging +6 2d6+4)
Flail +4 1d6+2 x2
klar +4 1d4+2 x2
ranged sling +6 1d3+2 x2

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 15

mount:

wolf
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex,+3 armor, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking

tricks combat mount, attack all.

studded leather +3 ac -1 acp

gear:

gear:

studded leather +3 ac -1 acp, 10 lbs
Klar +1 ac 3 lbs -1 acp
lance 5lbs
flail 2.5 lbs
wolf armor
4 alchemist fires
bed roll
flint and steel
saddle bags
water skin
4 bags
15 gold

info:

halfling cavalier order of the paw

feats
mounted combat
teamwork shake it off +1 to saves for each person next to an allies

traits
Chance savior +2 init
Reactionary +2 init
race ability:

Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Feat and Skill Racial Traits

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Offense Racial Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

skills

Bluff (Cha)=6, Handle Animal (Cha)8, Ride (Dex)9, Knowledge (nature)4 and Survival 5

class ability:

class
Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount (Ex)

A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Tactician (Ex)

At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

order:

order
Edicts: The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.

Challenge: Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Order Abilities: A cavalier belonging to the order of the paw gains the following abilities as he increases in level.
Danger Ward (Ex)

At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.
Canine Ferocity (Ex)

At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount is considered to be one size category larger for the purposes of determining the size of creature it is maneuvering against and the mount's CMB. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.
Giant Slayer (Ex)

At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least two size categories larger than the cavalier, he gains a bonus on damage rolls equal to 1/2 his cavalier level. This damage is multiplied on a critical hit.


fluff:

Background.
Zutarn is part of the outriders, a group of halflings and other races that travel around the wilderness with there partner mounts, looking for encroaching dangers, when they are spotted the outriders gather together to take care of such problems. be it monsters, bandits, or more mundane things like a shortage of food to a town. He primarily cares about his fellow halflings, but is willing to help all that need him. He got into the outriders at a young age when he saw some members riding around on there wolfs, he tried to be like them and got on a dog, the outriders got a good laugh seeing a young halfling trying to stay on a dog that did not want to be ridden. after years of training he has finally reached his dream.

On a normal patrol he saw the professor being attacked by a few kobolds, thinking he could take on a few of them with his partner, Zutarn charged ahead, killing the kobolds quickly, and saving the life of the professor.

appearance:

appearance. he wears a dark brown travailing outfit, with his armor under, his black hair and brown eyes do not stand out, he rides a wolf around where ever he goes, rarely getting off of his partner except for rest. his wolf has brown and gray fur where it can be seen, and studded leather armor covering him as well. a little trick that is played on people fearing the wolf, is having a false muzzle on, one that looks like it keeps the wolf from biting but with little effort the wolf can open his mouth to attack.

personality:

Zutarn is a defender of the weak, a protector of those that cant protect them self's, and a slayer of monsters. that being said if a halfling life is in danger at the same time as another life is, he will save the halfling if all things are equle, he knows when to run, if only so he can save more life's latter. He and his trusted wolf try to grab the attention of as many foes as they can, to lessen the risk others might take. outside of battle he is trying to spread his glory and spinning tails of his fights. He tends to get along well with others easily.


Submissions are now closed. Unfortunately I only have four spots to fill. Fortunately I only had four or five submissions. I will take The Paladin, the Oracle, The Sorcerer, And the Cleric. Sorry Pavaan, I just don't see the need for a Cavalier in this game. I don't know what i'm going to do about Skype or PbP because 2 of the 4 didn't answer, one said Skype, the other said PbP preferred but could do Skype. You know who i'm talking about and the two that didn't post either, do so, so that I can figure out when we're going to play.

Sczarni

Thank you Baron :) I will get a back story written for the Cleric. Also I guess I need to download the Carrion Crown Players Guide.


When is a good time for everyone to play? I can usually do Friday nights or weekends, but I do have one group I am currently playing in and one potential one.

Sczarni

After July 29th any day is good but Wednesdays and Thursdays. Then after Aug 8th. Wednesdays are the only bad day. I'm in school and have a class in the evenings until Aug 8th, and I run a hone game right now on Thursdays. Next weekend July 27-29th I'll out of town all weekend as I'm taking my Daughter to St. Louis then back to her dad's house.

Weekends work better personally.


Weekdays are better for me. Weekends I'll be able to come in and out most of the time.


Oh, bother, I never did answer that. PbP would be far preferable for me.


OK. Looks like a PbP. I much prefer Skype, but I guess a PbP would be easier. Alright then, I'll start our PbP sometime later tonight or tommorow. Post when you can. If this game takes three months, so be it. If it takes 3 years, that's fine too. I hope everybody has a good experience with Part One: The Haunting Of Harrowstone.


@baron oh well, i tried, and i am still learning how the play by post stuff works, not to mention i have a few other chars in other recruitments.


pavaan wrote:
@baron oh well, i tried, and i am still learning how the play by post stuff works, not to mention i have a few other chars in other recruitments.

OK.

Sczarni

Baron, when do you plan on starting game play? Just curious :D


The thread in the Play By Post forum is now open. Please post when you can. I don't expect the first posts from you guys will be very long considering.I WILL NOT CONTINUE THE ADVENTURE until I feel that my last post is answered adequately enough. I will determine what is adequate and then proceed to post the next piece.

Sczarni

To help everyone out here is the PbP for our game. (click PbP it's linked to the game thread)

Community / Forums / Online Campaigns / Recruitment / Carrion Crown Skype or PbP recruitment All Messageboards

Want to post a reply? Sign in.