
Kamaloo |

I'm thinking of starting another PBEM campaign on Yahoo Groups. It suits the format of writing-focused roleplaying, and I handle most of the mechanics of the game behind the scenes to save time. I usually have 6 PCs to encourage posting to keep the game moving, and I'm planning on experimenting with 3pp (that I have access to) on a case-by-case basis.
The campaigns I'm considering are:
1) Kingmaker
2) Throne of Night
3) Serpent's Skull
Would this be of any interest, and if so, which campaign?

Kamaloo |

Hmm... I'm not sure about the flavor of the occult classes. I suppose they'd be all right if everyone in the group agreed to them, with the caveat that if they caused problems in the game, I might ask the player to rebuild as a different class.
Throne of Night is either about dwarves trying to reclaim their homeland, or drow trying to conquer the Darklands (or at least, a portion of it called the Azathyr).

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I have played many play by email games in years past, mostly with the GURPS rules. I would love a chance to get into another one. Serpent's Skull would me my campaign of choice, but I'd play any of them. Note that I am pretty familiar with the first book of Kingmaker.
I can have fun playing any role and would be happy to fill a role needed in the group. Thinking Oracle or Bard at the moment, both of whom could do some secondary healing.

Kamaloo |

Okay, Serpent's Skull it is. I'm working on putting up a website with chargen info, and setting up the Y!G. Two slots have been taken by some players I already know, so four are left.
Can I hear some basic character concepts? No avatar necessary, obviously, and no crunch - just an idea of who your character is, and what your writing style is like. More than one concept is fine, too. Once I have the group up and running, you can work out the details of your choices/adjust what needs adjusting together with the rest of the party.

TheWorg |

1. Dwarven warpriest of Gorum to fill the martial/divine role,always seeking battle
2. Halfling bard to fill the skill monkey/support,he must become and assist heroes to do epic deeds!
3. Elven conjuration wizard planning to see the world and then return to the Elven kingdoms to become the lead wizard in the council.
I'm happy to play any role though.
I'm able to get on daily unless I'm traveling. Creative writer with much fantasy experience.

Don Jon Dux |

Dux turned at the ghostly tap on his shoulder. "What's that? Oh... sure, I'm in if you'll have me. You already know my play style. :o) Pout for allowing 3pp yet no Vitalists."
He paused to rub his chin in thought. "Permit some me some time to go through the player's guide and consider some concepts. Don't let me hold you lot up, though!"

Don Jon Dux |

Having pondered a while, if it wouldn't be too strange for "Ben" and "Jake" (if he's in), I think I'd like to respin Doc. I enjoyed running him a lot, and it was disappointing that the game died before he got past 3rd Level.
I'm thinking of taking the same path as Doc, just making this guy less of a megalomaniac and a bit easier to get along with.
So that'd be a Pyromaniac Lava Gnome Alchemist. Mostly a knowledge/crafting monkey with decent-ish Disable Device and a smidge of UMD. Some ranged combat utility, a few buffing options, and a bit of additional healing if needed.
Thoughts?

dathom |

I have a few concepts in mind that I will describe quickly:
-A Mwangi witch, hailing from a small community from the jungles of the Expanse, Abenoe and his "pet" monkey are traveling on the Jenivere to trade for some rare ingredients needed to heal the sickness that is affecting his young son.
-A Chelaxian fighter, Rast is heading to Eleder to chase the stories he had heard of the wonders in the jungles of the region. His true reason for leaving Westcrown was to escape the Hell Knights who had discovered and killed the group of freedom fighters he had associated with. Unfamiliar with the region and unprepared for what he might face, Rast only has a map he took from a cartographer in Westcrown to guide him. However, he is determined to make something of this new life of his.
I have experience with several PBEM games and like to be very descriptive, when I have the time. I can post frequently and am very good at communicating when I will be delayed in contributing.

Kamaloo |

DJD, I have nothing against Doc's return, but I'd like it if you could skin him more thematically for this AP. Maybe it's just me having trouble not picturing him in the Scorched Lands. ;)
Tels, lack of experience isn't an issue so long as you a) are in it for the long haul, b) have an interesting concept that you won't get tired of (see a).
With a spot reserved for DJD, that's 3 slots still open! I like the concepts I've heard so far. If anyone else has a concept, get it up on the thread soon! :) Once I've heard from everyone who has expressed interest, I'll close the recruitment and make my choices. Alternately, in a day or two.
If anyone would like to be a reserve if one of my players drops out, please let me know that, too.

Don Jon Dux |

DJD, I have nothing against Doc's return, but I'd like it if you could skin him more thematically for this AP. Maybe it's just me having trouble not picturing him in the Scorched Lands. ;)
Apologies if my intent wasn't clear. This won't be Doc; I used the term "respin" in an effort to indicate that. From his very roots in The Wild Wild West Doc has always been about that setting, and I don't think he could be transplanted to anything else even if reskinned.
No, this will be a "not-Doc" -- essentially the same build, but a completely different PC. (Really, you should have gotten that when I suggested a kinder, gentler Doc... since that's clearly an impossibility. :op ) So: We were already on the same page, and no worries!
Now that I'm apparently in and don't have to worry about the appearance of brownnosing for a spot :o) let me assure those who don't yet know: Kamaloo is a stellar GM (and player). Very hard-working in service to the story and the players. You won't be disappointed.
Also, for those of you who haven't indulged in PbEm yet: It has a different "feel" mechanically (especially the way Kamaloo handles it), but presents the same opportunity to really roleplay your character as PbP.
Somewhat unrelated, for those who haven't been able to get into a PbP game yet: Keep the faith and keep trying; if you're truly into roleplay it is so worth it. And once you establish yourself, "out of the blue" invites are a definite possibility. (I suspect some players haven't haunted the Recruitment forum for years.)

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Hmm. Down to three slots. I had better step up my game. :)
Here are some details on the druid character I was thinking of.
Hailing from the great savannahs of the Mwangi expanse, Ojore first came to the white man's camps as both an emissary and observer to see what these foreign men would do in the Mwangi. Now he watches them from within. He chose to join a group to better watch them and protect his jungle from their misuse. Keep your friends close and your enemies closer...
Ojore and his lion companion will contribute to the party in a number of ways.
With a good outdoor skill set and the ability to track, even by scent, he will be quite handy to have in any natural surrounding. He can serve as both scout and guide and at 4th level his scouting can be enhanced with a climb speed or swim speed. By 6th level he will also have a fly speed. His perception will be +6 starting out and improve with each level. He also is a local, knowing local customs and speaking the native language.
Ojore is a front line fighter when he needs to be and will a respectable starting AC of 20. With a round to buff he can deal out significant damage. His lion companion will flank with the party and chase down any who might try to run away.
As a caster Ojore will both buff and heal while doing some battlefield control when needed.
Ojore is tall for a Zenj warrior, standing almost 5 and a half feet in height. He is lean and well muscled with skin as black as night. His eyes are a bright blue, telling of a mixture of races somewhere in his background. Maybe he has Cheliax blood, but do not tell him that.
Ojore dresses in traditional tribal apparel. His sandals lace high onto his calves. His cloak is made from a lion skin and includes the lion's head as a hood. His shield is kite shaped with a heavy wooden rim and fine hides stretched tight over the boss. he wears a war club on his belt that has seen use and carries a javelin loosely in his free hand.

Lokiel |

I offer unto you Bozz, the strangely intellectual goblin rogue. Bozz is not a party face sort of character, but he is an exceptional sneaker and finder of traps. He's of chaotic neutral alignment and best serves the interests of gold and fire.
He is exceptional in the ways of the stabby stab and of the picking of locks, serving well as a skill monkey and general master of short people stuff.

TheWorg |

Hear all the tale of Rejarck Thunderhammer! Rejarck,the priest and warrior. Sole defender of the forge temple of Torag during the Long War against the Ork/goblin menace! Many a time did he stand firm against the tide of green skins,yet never did they pass beyond into the temple itself. Blessed by Torag with the ability to tank majorly,he loves the weight and feel of armor and a good shield. He strides into battle wielding his Deity's favorite weapon the warhammer,and a shield,all while encased in armor. He defends his allies in battle and is great at "keeping the enemy off their asses" as the ancient saying goes.
While a competent combatant,his abilities come from Torag himself. Granting him the ability to heal himself and others,and enhance them in battle. His reason to leave to The Mwani Expanse is to spread the belief of Torag,to keep the flames of the forges roaring,and to create new ones where none exist. He has entrusted the defense of the temple to no less than 20 warriors of Torag....

Tels |

Right now, I'm super psyched about Occult Adventures, so I'm kind of on a 'Kineticist kick'. If I were to play, I would dearly like to play a Hydrokineticist.
Kind of making up the concept of the character right here on the spot...
As much as he's always loved the open horizons of the sea, he's always found himself hating having to go inline if he can avoid it. On the ground he's bound by the laws of man, and the restrictions of society. On the ground, he's reminded of his lot in life as nothing more than a simple firshermen. On the ground, he has to accept the reality of his family's struggle to survive.
To Khorval, the ocean is freedom; freedom from problems, freedom from laws, freedom from life. It also represents power; no one ever dares to question the strength of the sea. It also has taught him wisdom, in that though the surface of the ocean is bare and inhospitable, beneath it's surface is an undiscovered world full of life; look below the surface, to discover a lifetime of possibilities.
But the ocean is also to be feared. Along with the freedom comes unpredictability. Sudden storms and swells of the ocean. Tidal waves and riptides to drag you into the depths, only for your bloated corpse to wash ashore days or even weeks later. It can capsize even the mightiest of ships and will wear down the mightiest of mountains. Khorval is only all too aware how dangerous the sea is; there is no more harsh a mistress, than the wide, open ocean.
One night, during a particularly vicious storm sent by the Eye, he found himself trapped with his father on their small fishing vessel. Unable to make it back to the shore, the boat his father and he were aboard capsized. His father was knocked senseless by the sinking boat, so Khorval attempted to keep him aloft as best he could using floating scrap dumped into the water.
Desperate to keep his father alive, Khorval cried out in rage and fear for his father's life, when he found himself tapping into had access to. He found it easier to keep his father's head above the water, and even more, seemed to know how the waves would react. The sea seemed to respond to his desires and he was able to float both his father and himself to shore.
After dragging his father ashore, he noticed that his father was no longer breathing. He did his best to pump the water from his lungs, but the strength of his arms failed him. After the fear he experienced at sea, Khorval focused all of his will on removing the water from his father's lungs, when he felt another tug from within his gut. Suddenly the water erupted from his father's math, who spluttered and coughed, before laying back down with uneasy, but raspy breaths.
Satisfied his father was safe from death, Khorval dragged his father further from the sea itself, before collapsing into unconsciousness.
Since that day, Khorval has discovered his obsession with the sea, and the mysteries of the Eye has only increased. But so too has his affinity for water. He's learned how to control the waves in ways he's never seen, nor heard of, before. He has set out on a journey to discover where this power came from, and more to control.
But it's not a journey that will be an easy one. Just as his abilities have changed, so too has Khorval himself. He's found himself able to switch from a suddenly calm state, to a ragine storm of emotions, and then back again. As the sea is forever untamed, so too is Khorval. He chaffs at the authority of others, preferring to do things his own way. Seeking neither the piety of the saints, nor the evil of the devils, Khorval seeks to swim his own path through life, following his own spirit as much as he possibly can.
Huh... that turned out longer than I expected.

SunstonePhoenix |

Hey! I've been working on a concept for this character for a while, and thought that I might post her here with the thoughts that she could join the campaign. In summary, she's a kobold Eldritch Guardian. Her full summary is below.
The small band of five kobolds survived several months in the Fleetfire Tribe's abandoned tunnels, preying upon large insects and consistently fleeing from a band of goblins that had declared ownership of the same tunnels. As the goblin population became more and more of a problem, though, the kobolds finally realized that they were going to have to leave their familiar home behind and make for the agoraphobia-inducing surface world.
The escape tunnel let out into the edge of the Mwangi Expanse, a place of many new dangers and the legendary blinding sun. The small group of kobolds were able to (barely) survive several weeks in the Expanse before running into a large civilized settlement. The temptation of food was far too much for the starving kobolds to bear, and they attacked a small party of humanoids on the outskirts of the town. They were quickly beaten senseless.
Adonn was the sole survivor of the attack, being spared after begging for mercy to the party member that spoke Draconic. With that said, she was in complete awe of the power of the adventurers, equating it to dragon-like grace, and followed (stalked, really) the party for days on end, trying to figure out how to convince the Draconic speaking member that she could be of use to their group.
-----
The outcome of the above is variable based on the scenario. If the group of adventurers was the actual PC party, then at some point she was able to convince them of her use. If not, she wandered near the settlement until she stumbled across the actual PC party, and joined them instead.
Adonn herself is a timid, eager to please Eldritch Guardian with a wallaby figment familiar. The wallaby is a creature that she learned of after coming to the surface world, and later learned of the kangaroo. She instantly equated the wallaby and kangaroo to her own plight being a kobold and not a dragon, as wallabies seemed to her like nothing more than kangaroos that had gotten the small end of the evolutionary stick.
Her weeks of endlessly trailing her four kobold superiors and later the party led her to find companionship in her own mind, creating a friend in the form of the first creature that came to her mind- a wallaby. The creature was able to awaken in the event of a magical burst from an enemy she had been fleeing from during her party-stalking days. Combined with her fighting abilities, Adonn was able to become an Eldritch Guardian.
Oh, as a side note, I should probably add that Adonn, being a kobold of questionable intelligence, can only speak Draconic from her race, and Aklo from her purple scales. I thought that this could give her an interesting relationship with the party members that both do and don't speak her language, but if this is an issue, I can try to find a way to get her speaking Common. It would take a bit of messing with the stats (I used a 20 pt buy when creating her, but it can switch based on the campaign if need be) but I can get it to work.

TheWorg |

Ok then.
While a competent combatant,his abilities come from Torag himself. Granting him the ability to heal himself and others,and enhance them in battle. His reason to leave to The Mwani Expanse is to spread the belief of Torag,to keep the flames of the forges roaring,and to create new ones where none exist. He has entrusted the defense of the temple to no less than 20 warriors of Torag in his place. In battle he is a stalwart defender and healer,crying litanies of Torag as he crushes his foes.