World Building Campaign Needs New Players


Recruitment

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Hello, thanks for stopping by.

Back in March of 2013, I began a campaign, with an emphasis on world building, called “The Beginning of All Things”

The Beginning of All Things

Well, things did not always go as I had hoped they would.

In the over two years we’ve been playing the characters have just recently reached level 3. The current Player Characters are

Calex, male, Human (Alodoan), Wizard
Marcus Dale, male, Human (Urandoman), Expert
Mina Gemblossom, female, Maetaur, Shaman
Poseus Murandae, male, Gymnagaopthian, commoner/ranger
Riku of the Grey Hand, male, Human (Alodoan), Cleric

We’ve built the beginning of a campaign world, called Alodoa, and some of the things we’ve created have spilled over into two other games I am running here, which are set in the same setting.

Unfortunately we haven’t done much more to develop the world where this adventure is actually taking place, and mostly this is because we’ve been dealing with a player character turnover that has made it difficult to keep the game focused on one plot at a time.

Currently, the party of adventurers, Mina, Calex, Riku, and an NPC Ranger, (an Alodoan Elf, Named D’ieredon) are helping Poseus rescue his entire village, who were captured by Orc (in this setting called the Tafganor) raiders.

The Gymnaga-folk are held in a hastily constructed fort, to the southeast of Woodbridge, our initial campaign village setting.

Meanwhile, Macus Dale has suddenly found himself a reluctant leader, as he works to build up Woodbridge’s defenses against an attack by more of the Tafganor raiders. (The current village leader, Patricia Flaherty, has gone northwest to Castletown to ask for help from the Alodoans there, and secure at least a company of soldiers who can march back and help defend Woodbridge from what is surely an imminent attack).

So here is what I would like to ask

I would like to see if there are three to five interested players who would like to join this campaign

The campaign will be mostly wilderness adventures set on an Island called Urandoma (Orimar) which is modeled upon a Hollywood idealization of 17th century Ireland. The island has a local population (Urandoman’s) who have spent centuries under the rule of oppressive local petty barons and tyrants of different types, but are now experiencing a period of prosperity and peace under the banners of the concurring Alodoan Empire, which lies across the sea to the west.

New players to this campaign will not only participate in standard wilderness adventures (and possibly a small underground dungeon or two), but will also be asked to participate in expanding, or creating elements of the campaign setting.

New Characters will be created at 3rd level (you will have very little gear, magic items are rare, the economy is not large).

Here are the creation guidelines if you are interested

Races

I would like to find players interested in creating characters of these races
Halfling (Alodoan)
Human (Urandoman)
Gymnagaopthian

Gymnagaopthian:
The Gymnaga are an indigenous population of Monstrous Humanoids, but by their own history they do not originate in these lands and their stories talk of a great migration many thousands of years ago. Their history as part of these lands is filled with long periods of Slavery under the dominance of the Snake –People (these are called Sashi-Anhain, and are similar to Yaun-Ti in appearance and behavior, but there are differences between these monsters in this campaign setting). Gymnaga people prefer to live close to sources of fresh water, but even something as small as a four acre pond will be sufficient for their needs. They can, and do live among regular populations of Humans and Maetaur.
Description: Gymnaga appear to be a mix of a reptilian creature and a Halfling. It has always been interesting to both the Gymnaga and Maetaur people that their Halfling parts are very similar, though generally speaking Gymnaga have a more robust Halfling physique and are considered, by Humans and Maetaur alike as more physically attractive, having larger, more almond shaped eyes, wider mouths, and shinier hair. It is important to note that a Gymnaga’s lower body is not Snake-Like. All of the major body organs of a Gymnaga are found in the torso. The reptilian lower body, which begins at the hips is scaled, muscular, and contains a short bone structure that is connected to the hip bones and is a strange fusion of two upper leg bones that are separated at the hip, but join together into one common knee. There are no lower leg bones, only the tail bones continue after the knee. The color of a Gymnaga’s lower body can be dark brown through dark green, and speckled yellow and blue over a deep emerald green is not uncommon. Typical height, when standing on the knee, of a Gymnaga is 4’’-10” to 5’6” for females and 5’2” to 5’8” for males. Typical overall length for a Gymnaga is 9 to 12 feet. Typical weight is 160 to 250 pounds. Obesity is extremely rare, but very thin Gymnaga are not uncommon. Gymnaga are semi-aquatic. They cannot breathe water, but can hold their breath for very long periods (up to ten times their constitution score in minutes, before any checks would be required to continue to hold their breath).
Society: Gymnaga have strict rules for place among their communities based upon Class. There are four Classes in their society, The Priest Class (the ruling class, and this is handed down from mother to first born daughter), The Artisan Class (which includes all craftsmen but not laborers or people who take care of animals), the Warrior Class (a very small class), and finally the Low Class which is all unskilled workers, and those who fish or hunt for food, or take care of domesticated animals. Class conflict is unknown, and each Gymnaga respects and understands their place in society. However, these class distinctions are often pushed very far to the side when a community of Gymnaga is smaller than a few hundred. Generally, when encountered as isolated small settlements, Gymnaga will be found trying to break out of their class roles, though there will always be Priests (Clerics) who are females among any settlement population. Typically a Gymnaga, male or female, will wear a long dress like garment that is wrapped around the upper body (in the fashion of what we would know as “Ancient Greece”). These garments can be made from cloth or skins, and often the finer, more delicate the fabric the higher the class of the wearer. Belts are common, the preferred material is wool, tightly woven and colorfully died. While Gymnaga interact with other races amicably, they can often cause unusual “bad” relations to exist because of their lack of acknowledgement of the need for physical boundaries. They are often intimate with Humans and Maetaur alike and while Humans find this behavior welcome, if challenging, Maetaur find it offensive. Gender Identity is not clear among the Gymnaga, and no non-Gymnaga races understand this, although it is easy to differentiate a male from a female Gymnaga, the only absolute behavioral differences that can be observed by an outsider are the behaviors of the Priests, which tend to be authoritative, a behavior no male Gymnaga exhibits. It is not uncommon to see male and female Gymnaga be overly concerned with their physical appearance and charm, and the attention of other Gymnaga, and other races, of a sexual nature, is always welcome if not sought after. Gymnaga, as far as anyone knows, cannot produce offspring with Human or Maetaur relations. Gymnaga bear live young, typically one baby is born, but twins are not unheard of. Gymnaga do not form mated or bonded pairs and families of Gymnaga raise children as a cooperative effort. Gymnaga see all other races, regardless of an individual’s place within their own society, as “Classless.” This does not mean they treat other races with disdain, only that they do not see a need for other races to be identified by class as they are not Gymnaga at all anyway.
Relations: Gymnaga like the company of Humans and Maetaur and find their behavior, their tendency to be uncomfortable around Gymnaga, as a curiosity not to be looked down upon. Indigenous Humans, being accustomed to the behavior of Gymnaga, find them pleasant if a bit difficult to interact with at times. However, the invading human population (the Alodoans) seems to be overcome with interest in the Gymnaga, and this is causing some tension between these people. Where the Maetaur do not see a difference in the two human populations, it is well known that the Gymnaga DO see a difference, in physical appearance and behavior. The Gymnaga are curious about the Elves, but not bothered by them. Gymnaga are conflicted about the Halflings invaders, and are usually closed mouthed about their feelings. It is whispered that there is some ancient connection between them (though the Halflings disclaim any such talk).
Alignment and Religion: Gymnaga are predominately Good and Lawful (in their own way and among larger populations), but can be Neutral and rarely Chaotic. Their religion is highly structured and worships a Pantheon of various gods that are both like the Gymnaga in appearance, and in some instances, not at all. Some isolated Gymnaga communities have been known to adopt Druid like followings, but they are reluctant to acknowledge the authority of other races deities. Gymnaga Clerics are always leaders of their communities and can be found acting alone, as a village leader, or at times as groups. Some Gymnaga Clerics will often leave their communities, at the request of more senior clerics, to study the ways of other religions to better understand their own.

Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Gymnaga are Monstrous Humanoids, they lack Darkvision, and instead have Low Light Vision

Size: Small (0 RP)
Due to the long tails, Gymnaga are medium sized creatures. They are required to use small sized weapons and armor (worn on their Halfling-like torso)

Base Speed: Slow Speed (-1 RP)
Gymnaga have a base speed of 20 feet.

Ability Score Modifiers: Standard (0 RP)
+2 Strength, +2 Intelligence, -2 Constitution

Language: Standard Language Quality (0 RP)
Gymnaga speak Common

---Racial Traits---
Advance Charisma (4 RP)
Gymnaga are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score

Swim (2 RP)
+8 to Swim Skill Checks
Swim Speed of 30’

Skill Bonus (2 RP): Alluring
+2 to Diplomacy Checks

Hold breath (1 RP):
Can hold breath for 4 x constitution in rounds

Flexible Body (1 RP):
Gymnaga are never denied their Dexterity Bonus to AC unless they are magically or physically restrained

Maetaur

Maetaur:
The Maetaur are an indigenous population of Monstrous Humanoids. They are normally found living in and among the indigenous populations of Humans and do not normally have their own communities. The history of local populations of both Humans and Maetaur contain stories of a time before the “Great Kings” when Human and Maetaur tribes fought in tribal wars. But it was through the unification of many indigenous peoples under the leadership of two historical figures, King Adennore of the human people (called the Banyan Doir , which means People of the Valley of Ban) in legends and tales and the Chief of the Maetaur people (in the human legends he is called, Wiliman Cloudrunner, whereas in the Maetaur versions of the same story it is a female chief and High Druid called Wilmorra Greyskies) in a war against a race known as the Tafganor (Orcs) which, according to legend, drove the Tafganor out of the land, that the Human and Maetaur peoples came to be one population.
Description: Maetaur are medium sized creatures. They are described as “small” centaurs by Elves and Halflings (though true centaurs are not known in these lands). They have the torso, from the mid waist up of a humanoid creature resembling a Halfling in size and build but with delicate facial features, round, instead of pointed, ears, and straight, light colored hair that is thick and lustrous. Their lower bodies resemble a small pony, and can be solid colored in brown, grey, or white. Piebald and other unusual colorations (speckled or spotted) are very rare. Maetaur do not normally grow facial hair. Both Male and Female Maetaur prefer to wear the hair on their heads long and loose, but braid or tie the hair on their tails (they have no “mane”). Typical height for a Maetaur is 5’4” to 5’10” for females and 5’6” to 6’2” for males. Average body weight for both male and female Maetaur is 260 to 440 pounds (obesity is rare among Maetaur, but not unseen).
Society: Maetaur and Humans have similar social behaviors, with the notable exception that Maetaur are particular about conventions of dress, and use types of dress to denote station and social status. All Maetaur are conservative when it comes to their bodies and both male and female Maetaur wear variations of the traditional “Rafgham” (a long skirt made from woven threads of cotton or wool, it buttons across the top of the equine part of the Maetaur and is worn to within a few inches of the ground). Male Maetaur will wear a wide belt and shirt on their human like parts, and females normally wear a long shirt and a narrow, sometimes multiple, belt or belts. Gender identity is an important part of Maetaur society, and the culture recognizes more than two gender roles for each sex. It is not uncommon for Maetaur to be flirtatious and promiscuous, among their own kind, and often change partners several times through their lives, but they are traditionally committed to a partner when raising children, and stand-offish with other races if topics of interspecies intimacy arise. It is not unusual to find large households of mated Maetaur raising from four to nine young in a collective parenting environment where it is difficult to tell what the intimate relationships are among the adults, but these family units are normally headed by a older female who enjoys the attention of many males, though she is usually only intimate with one male at a time. Maetaur will typically take offense to suggestions that they can or do engage in interspecies couplings (though it is not uncommon for a Human and a Maetaur to interbreed, the offspring is always a Maetaur).
Relations: Maetaur see a distinction between the local human population and the humans who have invaded the land, and generally treat both with kindness, but are suspicious of Alodoans. Maetaur have a long history of cordial relations with Gymnaga, but find them to be peculiar and overtly intimate at times. The Maetaur are skeptical of the Elves and do not, as yet, trust them. Maetaur seem to be fascinated by Halflings, and are friendly toward them, but find it difficult to accept their behavior as most Halflings are dismissive of the natural religion of the Maetaur people. According to tradition, Maetaur and Tafganor (orcs) were in conflict in these lands before the arrival of the first Human kind, and they still see the Tafganor as racial enemies even though no one can remember the last time an actual Tafganor kind was seen in these lands.
Alignment and Religion: Maetaur are general Good, and often Neutral. They can be Chaotic (rarely) and Lawful (even more rare) and are only now, in the past few generations, coming to understand Lawful as it is applied by the invading populations in regards to the existence of a unified government. Maetaur follow a Nature Religion overseen by a council of Druids (and there is often talk of a High Druid Council that calls secret meetings during the High Seasons, the winter and summer Solstices). They recognize several Nature Gods, each having dominion over different natural aspects of the world including elemental gods. Maetaur Druids do not, usually, seek to have authority within Maetaur populations, but do not object to being called upon to be arbitrators in disputes.
Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Maetaur are Monstrous Humanoids, they lack Darkvision, and instead have Keen Hearing, granting them a +2 racial bonus to Perception checks when hearing is a factor. Maetaur have Normal Vision

Size: Small (0 RP)
Due to being Quadrupeds, Maetaur are medium sized creatures. They are required to use small sized weapons and armor (worn on their Halfling-like torso).

Base Speed: Slow Speed (-1 RP)
Maetaur have a base speed of 20 feet, which is improved to 30 feet because they are quadrupeds.

Ability Score Modifiers: Standard (0 RP)
+2 Dexterity, +2 Wisdom, -2 Intelligence

Language: Standard Language Quality (0 RP)
Maetaur speak Common

---Racial Traits---
Advance Charisma (4 RP)
Maetaur are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score

Skill Bonus, Empathetic (2 RP)
+2 to Intuition* Skill checks to Sense Motives

Quadruped (2 RP)
Increase size to medium
Increase Base Speed to 30’
+4 racial bonus to CMD against trip attempts

Sure-Footed (Quadruped) (1 RP)
+2 to Skill Checks or Saving Throws that involve balance or footing

Pack (Quadruped) (1 RP)
A Maetaur can carry, pull, or drag +20% of weight allowed by its strength, but is limited to normal strength ratings when attempting to lift.

Alternatively, there may be an opportunity to create a Dwarven character (who would be from the Island Kingdom of Baylor, to the south of Urandoma) or an Elven (Alodoan) Character. And finally, one of the player’s in my Castle Caldwell and Beyond campaign has added a new Human culture, to the southeast of Baylor, called the Vayangurr (a sort of “Viking-esque” type of humans). Last but not least, we have named some countries in Alodoa, Harrispania, Barvkovia, Palicadia, and Vurespania, which could serve as a country of origin for a Human (Alodoan) character, and could be expanded upon with more cultural details (we’ve touched on Baravkovia being a sort of “Ravenloft-esque” setting, high in the dark mountains).
Classes
The following Classes are available to Players creating characters (of any race)
Bard
Cleric
Fighter
Ranger
Rogue
Sorcerer
Wizard
The following Classes are available with Race restrictions
Alchemist: a Character that is an Elf or Halfling may be an Alchemist
Cavalier: a Character that is an Elf or Maetaur may be a Cavalier. Maetaur Cavaliers may only belong to the Order of the Lion (in this setting known as the Companions of Haeur) – they begin the game with an animal companion that is a Bobcat or Fox instead of a mount. Any Cavalier ability related to the use of a “Mount” is always available to the Maetaur Cavalier. Elven Cavaliers may belong to the Orders of; Shield, Sword, Seal, or Blue Rose
Druid: a Character that is an Elf or Halfling may not be a Druid
Inquisitor: a Character that is a Human (Alodoan) or Halfling may be an Inquisitor
Magus: a Character that is an Elf or Halfling may be a Magus
Oracle: a Character that is a Halfling may not be an Oracle
Paladin: a Character that is an Elf may be a Paladin
Witch: a Character that is a Human (Urandoman), Maetaur, or Gymnaga may be a Witch
Ability Scores
Players will have the choice of either rolling their ability scores using the following method
Roll 4d6, a total of 4 times, dropping the lowest rolled number from each roll to generate four ability scores. Roll 5d6, a total of three times, dropping the two lowest rolled numbers from each roll and then selecting from the three rolls the two best scores to generate two ability scores. Characters that choose this method receive a bonus of +10% starting wealth.
Or arranging their scores using a point buy system with the following restrictions
Your characters ability scores begin at 10 and you have 20 points to purchase ability score increases per the standard Pathfinder rules. No ability score can be lowered to less than 7 AFTER the application of racial modifiers. No ability score can be raised to greater than 17 BEFORE the application of racial modifiers. Characters that choose this method will be given one BONUS trait selected from the Basic Traits list.
Traits
Characters may have one trait (selected from the PRD, here at this site) and may have one additional Bonus trait if they select the point buy ability score system
Alignment
I encourage everyone to consider a “Good” alignment, and I will try not to be bothered by other choices. However, it should be pointed out that there is plenty of opportunity for player character conflict, even among Good alignments, as there are two distinct clashes going on – the first, the so far up to this point peaceful expansion of Alodoa into Urandoman territory, is now starting to become strained, as Calex, and Alodoan, has been granted authority over Woodbridge, and may have plans to bring in more Alodoan settlers, and there is a serious conflict seething under the surface here, involving Elves and Halflings
I’ll stop there, and open this thread for questions


4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10
4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
4d6 - 1 ⇒ (1, 2, 6, 5) - 1 = 13
4d6 - 1 ⇒ (2, 4, 1, 6) - 1 = 12

5d6 - 1 - 1 ⇒ (1, 4, 2, 4, 1) - 1 - 1 = 10
5d6 - 1 - 2 ⇒ (5, 2, 4, 5, 1) - 1 - 2 = 14
5d6 - 3 - 3 ⇒ (3, 3, 6, 5, 3) - 3 - 3 = 14

14, 14, 13, 12, 10, 9

While it would be interesting to try, it is seriously underpowered.


Alfred Redhill wrote:

4d6-1

4d6-1
4d6-1
4d6-1

5d6-1-1
5d6-1-2
5d6-3-3

Ouch. Here, I'll try:

4d6 - 2 ⇒ (2, 6, 3, 6) - 2 = 15
4d6 - 1 ⇒ (6, 2, 1, 5) - 1 = 13
4d6 - 2 ⇒ (2, 6, 5, 3) - 2 = 14
4d6 - 3 ⇒ (5, 3, 5, 6) - 3 = 16

5d6 - 1 - 2 ⇒ (1, 2, 5, 4, 6) - 1 - 2 = 15
5d6 - 3 - 3 ⇒ (3, 3, 3, 5, 6) - 3 - 3 = 14
5d6 - 1 - 3 ⇒ (5, 6, 3, 6, 1) - 1 - 3 = 17

Edit: So that makes 17, 16, 15, 15, 14, 13.

That's fairly impressive.

Edit2: I see there's a wealth bonus for rolling. It doesn't say what the starting wealth is though, and since magic items are supposed to be rare, I don't suppose we use WBL?


The Dragon - No we do not use WBL, I'll get you a starting wealth, with bonus, if you are sure you want to play. Do you have any idea about race and class?

Alfred, there is always the point buy option, or you can reroll all of them again, one time.


Hmm, been re-reading the Chronicles of Prydain recently, which has given me a bit of nostalgia for this sort of setting.

How would you feel about a spellcaster (probably a Bard) who's interested in crafting magic items precisely because they're so rare (out of a desire to become a "legendary smith" or somesuch)? Skald also fits this well, but as the class is newer than the world, I don't know if that would be appropriate.

4d6 - 1 ⇒ (5, 6, 1, 2) - 1 = 13
4d6 - 3 ⇒ (5, 5, 3, 5) - 3 = 15
4d6 - 1 ⇒ (1, 3, 6, 2) - 1 = 11
4d6 - 2 ⇒ (6, 6, 4, 2) - 2 = 16

5d6 - 1 - 1 ⇒ (4, 1, 1, 6, 6) - 1 - 1 = 16
5d6 - 2 - 2 ⇒ (3, 6, 2, 4, 2) - 2 - 2 = 13
5d6 - 2 - 3 ⇒ (3, 6, 5, 4, 2) - 2 - 3 = 15

So 16/16/15/15/13/11... wow, that is a very balanced set of rolls...


stat: 4d6 ⇒ (5, 6, 6, 1) = 18
stat: 4d6 ⇒ (2, 3, 5, 6) = 16
stat: 4d6 ⇒ (1, 1, 5, 6) = 13
stat: 4d6 ⇒ (1, 3, 1, 2) = 7
stat: 5d6 ⇒ (3, 6, 4, 5, 5) = 23
stat: 5d6 ⇒ (1, 1, 6, 1, 1) = 10
stat: 5d6 ⇒ (4, 3, 6, 2, 5) = 20


I'm interested in this, be kind of cool to build up the world as we play. Thinking about being a maetaur sorcerer, which bloodlines would be appropriate? Also, would you accept the wildblood sorcerer archetype? If I do go this route, I'm thinking of doing a maetaur fey sorcerer with the sylvan wildblood archetype.

If that wouldn't work, then might go for the maetaur cavalier. If so, would you allow the charger cavalier archetype from the Inner Sea Monster Codex? It's specifically for tauric creatures.


4d6 ⇒ (3, 2, 6, 1) = 12 11
4d6 ⇒ (2, 2, 4, 5) = 13 11
4d6 ⇒ (5, 1, 5, 4) = 15 14
4d6 ⇒ (1, 1, 1, 1) = 4 3

5d6 ⇒ (3, 4, 1, 3, 4) = 15 11, ditch this one.
5d6 ⇒ (6, 2, 1, 6, 5) = 20 17
5d6 ⇒ (1, 3, 6, 4, 6) = 20 16

So that's 11, 11, 14, 3( really.), 17 and 16

I don't really want that 3, so I'll go with the point buy direction...

Considering Maetaur or Gymnaga...I'll see if I can come up with something


stat: 4d6 ⇒ (5, 5, 3, 6) = 19
stat: 4d6 ⇒ (1, 2, 4, 4) = 11
stat: 4d6 ⇒ (5, 5, 3, 3) = 16
stat: 4d6 ⇒ (2, 2, 3, 2) = 9
stat: 5d6 ⇒ (5, 5, 4, 4, 3) = 21
stat: 5d6 ⇒ (6, 1, 5, 4, 2) = 18
stat: 5d6 ⇒ (3, 2, 3, 4, 1) = 13


Second try:

4d6 - 1 ⇒ (1, 5, 1, 1) - 1 = 7
4d6 - 1 ⇒ (5, 1, 5, 6) - 1 = 16
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12

5d6 - 2 - 2 ⇒ (2, 6, 6, 5, 2) - 2 - 2 = 17
5d6 - 1 - 1 ⇒ (1, 1, 5, 5, 3) - 1 - 1 = 13
5d6 - 1 - 1 ⇒ (2, 5, 1, 1, 6) - 1 - 1 = 13

A bit more decent: 17, 16, 13, 13, 12, 7

With this, I would go straight Fighter...

STR 17, DEX 13, CON 16, INT 13, WIS 12, CHA 7


Stat: 5d6 ⇒ (6, 3, 4, 3, 5) = 21
Stat: 5d6 ⇒ (1, 1, 4, 1, 4) = 11
Stat: 5d6 ⇒ (4, 1, 5, 6, 5) = 21
Stat: 4d6 ⇒ (3, 4, 2, 6) = 15
Stat: 4d6 ⇒ (3, 3, 1, 2) = 9
Stat: 4d6 ⇒ (5, 3, 6, 5) = 19
Stat: 4d6 ⇒ (4, 6, 2, 3) = 15

15/16/13/8/16/13

Hrmm.. I can see this. I'll have to get back to this.
I know I said in the previous that I was interested in the Gymnaga. Still am really. A "small" race with a positive strength score amuses me.
Though I long ago gained an ingrained dislike of constitution penalties. I'm intrigued by the idea and will try to read though some of the information you have in the other pages about this race in particular.

Sczarni

1: 4d6 - 1 ⇒ (1, 5, 2, 6) - 1 = 13
2: 4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
3: 4d6 - 1 ⇒ (1, 6, 4, 5) - 1 = 15
4: 4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12

5: 5d6 - 1 - 1 ⇒ (1, 2, 6, 1, 1) - 1 - 1 = 9
6: 5d6 - 1 - 1 ⇒ (1, 1, 6, 5, 4) - 1 - 1 = 15
6: 5d6 - 2 - 4 ⇒ (6, 2, 4, 4, 6) - 2 - 4 = 16

I could work with that.


Stat: 5d6 ⇒ (4, 3, 5, 1, 6) = 19
Stat: 5d6 ⇒ (5, 6, 2, 3, 5) = 21
Stat: 5d6 ⇒ (5, 4, 2, 3, 3) = 17
Stat: 4d6 ⇒ (3, 2, 2, 2) = 9
Stat: 4d6 ⇒ (6, 5, 5, 2) = 18
Stat: 4d6 ⇒ (2, 6, 6, 5) = 19
Stat: 4d6 ⇒ (1, 5, 2, 5) = 13

15,16,7,16,17,12

Str 16, Dex 12, Con 19, Int 16, Wis 17, Cha 5

I would like to play a dwarf fighter from the Kingdom of Baylor who is possibly seeking new mining sites for either his kingdom (through treaty) or for the new kingdom as a contractor.

Sczarni

I do wish you would open up more classes. I have a few ideas but they keep ending up not working without either they Hybrid classes or the Occult classes.


Well, seeing how this is a world that has been in the making for a little over two years, and yet we are still no further away from the village of Woodbridge than a few miles, I would be hard pressed to introduce anymore classes with introducing more places, more people, more cultures, and yes I could do that, but I was hoping everyone would have some say in how that is done. And mostly I want all the PCs to be tied to Woodbridge in some way, so that they feel that the future of Woodbridge is important to them.

Woodbridge is a community of human, and demi-human beings spread out over four distinct locations

The main village of Woodbridge lies on an island within the boundary of an oxbow lake. The lake is formed by an oxbow in the Lorisaine river which flows from the mountains in the southeast, northwest through the community of Woodbridge, and then turns more westerly and flows into Lake Handemere some twenty four miles to the west/northwest of Woodbridge. The oxbow lake at Woodbride covers an area of approximately 25 acres.

The island within the oxbow covers an area of approximately one tenth of one square mile (64 acres). This area is known as Riverside. Riverside has a village square, a tavern, and a community well, as well as six other buildings (all small residences) on the north end of the island. On the south end of the island are three large and two small residences, and the bridge that connects the island to the land to the west of the oxbow lake. The land directly to the west of the bridge is known as Lakeside, and here there are 21 small, and medium sized residences. The area of Lakeside is approximately one quarter of one square mile (160 acres). To the west and southwest of Lakeside are dense woods and shallow ponds, eventually leading to marshes.

To the north of the island and the oxbow lake is a sharp bend in the river Lorisaine, and a small community of Maetaur. These Maetaur call their community Mingary Bend.

To the south/southeast of the island and oxbow lake is a small community of Gymnagaopthian, and these folk call their community MacNorra House.

Together, Riverside, Lakeside, Mingary Bend, and MacNorra House make up the community of Woodbridge.


Had to have a molar pulled this morning, I’ll be struggling to get back on track for a day or two, sorry for the delays

Stoneborn

palace of the vampire Queen, the 5e version

Is the game where all the information about Baylor can be found.

It is basically an Island Kingdom, independent of the Alodoan Empire, and a trading partner with Alodoa. With the change (in the past 13 years) of Urandoman pirates being suppressed and all but wiped out, Baylor would be sending ships to Urandoma now, looking for new trade opportunities.

There are mountains in the northeast of Urandoma, and smaller mountains in the southwest (these mountains are the current “focus” of the Plot in the Woodbridge Campaign at this time) so it would make sense for a Dwarf to be in Woodbridge.

However, it would be difficult to introduce into the battle right now. I could introduce a Dwarf, coming to Woodbridge from Castletown, with the expeditionary force that Patricia is bringing back with her

Principle NPCs of Woodbridge (Human, Urandoman)

The O’lehig family is Connor (M, HU, 64), his wife L’sbirr (F, HU, 71), and their children Donald (M, HU, 44), Corrine (F, HU, 38), Young Connor (M, HU, 30), and Willow (F, HU, 28). Donald has a wife, Corrine has a husband (Michael Flynn), young Connor, and Willow, are not married. Connor is currently the Village leader, but that role is being shifted to Patricia Flaherty

Auria the One Handed (F, HU, 58) she is the local Witch of the Woods. Her full name is Auria Panforey, and she is the older sister to the village cleric, Corlew Panforey

The Oghan Family is Oscar (M, HU, 42) and his wife Molu “Lulu” (F, HU, 41) and their two sons Roan (M, HU, 17) and Sean (M, HU, 15) there is another Oghan family, Oscar’s brother, who lives Riverside and is a potter

Corlew Panforey, Mister Panforey (M, HU, 52) and his family, Rowelliwyn (Woolorly) (F, HU, 39), Becky (F, HU, 14), Sharon (F, HU, 11) and Douglas (M, HU, 9)

The Flaherty family is Old Sean Flaherty (M, HU, 74), his daughters, Patricia and Lynne. Lynne has a husband (Eghan Dooley). Old Sean has a sister still living, she is Ginny MacNorra (F, HU, 71) the widow of Duffy MacNorra. Old Sean lives in the home of his daughter Lynne and Her husband, Riverside, and Patricia has recently moved in with them. The Dooley’s have four children, three sons and one daughter (who are not defined).

Patricia Flaherty, she is the forty four year old daughter of Old Sean Flaherty (74). She had been away from the village for eleven years, but returned last fall to help her sister Lynne and Lynne’s husband Eghan (Dooley) care for their aging parents. She is a soldier, and probably fought in the war, but does not like to talk about her past. Connor will ask her to take responsibility for the spring festival. She is wise, strong, and honest. She is a tall and lanky, and has auburn colored hair that falls to just below her shoulders, and soulful brown eyes

Ulan Goodwell (M, HU, 42), his wife, Charlotte (F, HU, 40), and their daughter, Elizabeth (18), they keep the largest flock of sheep in the village, at fifty or so head. Their home is South Riverside


Roll 4d6, a total of 4 times, dropping the lowest rolled number from each roll to generate four ability scores. Roll 5d6, a total of three times, dropping the two lowest rolled numbers from each roll and then selecting from the three rolls the two best scores to generate two ability scores. Characters that choose this method receive a bonus of +10% starting wealth.

Dice1: 4d6 ⇒ (6, 4, 4, 3) = 17-3=14
Dice2: 4d6 ⇒ (6, 2, 3, 3) = 14-2=12
Dice3: 4d6 ⇒ (4, 4, 2, 2) = 12-2=10
Dice4: 4d6 ⇒ (2, 2, 1, 3) = 8-1=7 Ugh.

BigDice1: 5d6 ⇒ (2, 5, 6, 2, 5) = 20-2-2=16
BigDice2: 5d6 ⇒ (2, 2, 1, 5, 3) = 13-1-2=10
BigDice3: 5d6 ⇒ (6, 3, 3, 5, 5) = 22-3-3=16

Makes 14, 12, 10, 7, 16, 16. I think I'll make a witch.


DekoTheBarbarian wrote:

I'm interested in this, be kind of cool to build up the world as we play. Thinking about being a maetaur sorcerer, which bloodlines would be appropriate? Also, would you accept the wildblood sorcerer archetype? If I do go this route, I'm thinking of doing a maetaur fey sorcerer with the sylvan wildblood archetype.

If that wouldn't work, then might go for the maetaur cavalier. If so, would you allow the charger cavalier archetype from the Inner Sea Monster Codex? It's specifically for tauric creatures.

I would allow (and see working well in this campaign setting) all the bloodlines EXCEPT, Abyssay, Infernal, and Undead, for any Maetaur Sorcerer. And the Fey/Wildblood option is fine in this setting.

I would have to go out and research the Charger Cavalier, from Inner Sea, to know if it was acceptable to the Maetaur culture, I'll try to get back to you on that as soon as I can.


Is undead a general no-no? I was thinking of making a gravewalker witch with a bit of an old moorish magic type flavor.


Well, definitely be a no-no for a Maetaur Witch, I just don't see that kind of character being a part of the community at all, in fact, any undead emphasis character (necromancer types) would almost certainly have to be introduced from outside of the Woodbridge community, probably one of those "Alodoan" people from Castletown.

We haven't had a player introduce how this setting's races and cultures (The Humans, Gymnaga-folk and Maetaur) even treat or think about necromancy, if it is "really really bad" or "meh, not so bad at all."

Now, the Halflings, from Alodoa, would certainly have some dark room necromancer types infiltrating the population of Castletown.


Well, I'm officially joining Movin and declaring that we're a glutton for punishment. Consider this my dot.

For less randomness I'll be using the point buy.


Thanks, trawets71, I look forward to seeing what you have in mind

Also, to an earlier comment about the Gymnaga-folk - Don't let me confuse you

Both Gymnaga and Maetaur are medium sized creatures, they simply have "small sized" human or actually Halfling looking human parts.

And I really do mean Halfling Looking, and not technically exactly Halfling sized. I don't mean to imply that the torso and head, arms, of a Maetaur and a Gymnaga folk, are half of a Halfling - they are just small as humans go, and look like Halflings. And being smaller than a normal human adult, they prefer to use small sized weapons.


I've got most everything done, except I don't know how much gold you'll want me to start off with, so I still haven't done gear yet.

Let me know what you think.


Any chance you'd be willing to allow an adjustment to a Maetaur to swap the INT and WIS modifiers?


Marwan – I really, really like what you have done with this character’s background, and starting to take a stab at expanding on the setting (as far as necromancy is concerned).

Can I make a few suggestions (and point out a couple of things I think are important)?

First, it is Urandoma, there is an extra “m” at the end of it – and I think the way you explain how these people deal with death is fine –

however, you will want to change out the “Tafganor”

for “goblin,” “kobold,” “bullywug,” or “grindylow (called Fulogh Mogobbh in this setting ),” - because you see the campaign took a turn recently where the Tafganor, who might be common on the island of Baylor, to the south of Urandoma, have been unseen on Urandoma for a very long time, and only gust recently returned, in a large force, to ally with the Sashi-Anhain (Yaun-ti, and mortal enemies of the Gymnaga-folk) – so it would not work that your character had some experience with any Tafganor (orcs).

About Vurespania

I hope this link works

The Known World of the “Beginning of All Things,” “Castle Caldwell and Beyond,” and “Palace of the Vampire Queen, 5e version,” Games

Now I can swap the names of Vurespania (currently a land locked nation) with Palicadia (the nation on the eastern seaboard, above Harrispania) or you can change the background from a Naval trading power, to a “central, highly successful, agricultural” power – In either case Vurespania is part of the Alodoan Empire – and by the things you built into your background, it most likely got itself involved in the dispute between Baravkovia (which is also part of the Alodoan Empire, but about one year ago, tried to separate from the Empire in a failed rebellion) and the rest of Alodoa, and the Septumberate took this opportunity to exert their power and influence over the reigning government of Vurespania, thus shifting power to them from the previous government.

Your character will have to be introduced to Woodbridge, and probably not involved in the current battle to rescue the Gymnaga-folk of MacNorra House.

Early in the game, we established that there are people living in isolated cabins, and homesteads in the marshes between Woodbridge and Castletown. Your character could easily be one of these people, who is driven to come to Woodbridge when you hear of the possibility of their being a full scale invasion of the regiojn by a Tafganor Army (which seems preposterous, as no Tafganor have been seen around Woodbridge for generations), or it could be that you heard about the recent encounter with some young people of Woodbridge with a group of Fulogh Mogobbh in this setting, and a Huge Fulough Barghnora (a Huge Decapus, which is normally a small, ten tentacle, hairy, tree dwelling predator in the marsh) at the abandoned home, on a hill in the marshes, of a reclusive and cantankerous wizard, who has not been seen around Woodbridge for a long time.


Fnord72 –
I’m sure I could accommodate you, but could you tell me why that is important to you.

Notes

Maetaur Families of Mingary Bend

(forty three individuals, from seven Maetaur families)

We haven’t expanded on the details of the Maetaur of Migary Bend as much as we have the Humans of Woodbridge and the Gymnaga of MacNorra House. We had an original Human Druid in the party, who was close to the Maetaur, but she left the campaign early on, then we added a Maetaur Druid, Alomar, and he left after a while as well (and preferred being a “loner” and did not have much impact on the Maetaur development) so very few Maetaur have been described (Currently, Mina, a Maetaur Shaman, wanted to be from a different community, I was reluctant, at first, but often recruitment of new players means making concession to what a player wants to do).

These are the Maetaur of Mingary bend we have established already

Cicily Fautinbino (age, unknown, a close friend of Rosilindeae of the Gymnaga-folk)
Henri Fautinbino (age 19, Cicily’s young male “companion”)

Dominic Tabrello (The head of the community, and a Druid)

Fiona McKecknee (Age 24, part of a group of Maetaur who are arming themselves, and taking a stand against Alodoan expansion)
Philomena McKecknee (age 19, Fiona’s young sister)
Cantor McKecknee (A simple Maetaur, father to Fiona and Philomena, age 58, we do not know if he has a wife, the mother of the girls has not been identified)

Michelin McCarthy (A young Maetaur druid in training)

Tambree Moawan (another young Maetaur druid in training)
Darlene Moawan, (a young Maetaur bard)
Tabitha Moawan, (the youngest of the Moawan sisters)

The Maetaur protectors are calling themselves, Children of the Crescent Moon (Tambree Moawan) they wear Rafghams of Dark red, with a silver Crescent pattern

Recently, the entire population of Mingary bend has moved to Riverside (and under Marcus’ leadership they are helping to build temporary shelters, and build a palisade like wall around the island).


Pretty simple, so many racial builds seem to always favor wisdom or charisma, which favors certain classes. I like playing the typical wizard. And while I certainly could play a Maetaur wizard, the build has pressure to play a Maetaur sorcerer, cleric, oracle, well pretty much any other spell casting class.


Well, see there you go, the setting is very "back water" and the Maetaur are seen in this setting as the protectors of the old ways, and such, so a Maetaur Wizard, though not impossible, would be a stretch.

But then again, that's probably how it would come to pass, right. A Maetaur young person, dissatisfied with being "stuck in the past" would spend some of his or her time in Woodbridge around one of those "Alodoan" elves or halflings learning all sorts of new ideas, and then after earning the scrutiny of his or her own people, one day would step up and declare that he or she is the "First Maetaur Wizard."

A Maetaur Wizard with an Intelligence of 13, would most certainly be the most powerful Maetaur Wizard in the land


So I’m resting, and I made a list

Here’s what I see so far (people who have posted, if they have generated Ability Scores (Stats), and if they have selected a Class or Race)

Alfred Redhill – stats, Possible Class
The Dragon – stats
Thunderbeard – stats, possible class
Zomblisham – stats
Movin – Stats, possible class and race
Wandering_Monster – Stats
Stoneborn – stats, possible race and class
Derz – Stats, possible race and class
Fnord72 – still thinking (I suppose, possible race and class)

Of the races and classes, I see at least one Maetaur and one Gymnaga, maybe an Alodoan Witch, and even a Dwarven Fighter from Baylor
Classes we have, a witch, possibly a wizard, a couple of fighters, a bard, or maybe a skald

The Skald class is perfectly acceptable in this setting, and they could be any race, or even a Human from Vangar*
* (Vayangurr – Vangar is the Alodoan translation of the native word Vayangurr, what the people of the Vay Osha Iskurral (Vay=Chosen, Osha=who defend, Iskurra=lands(islands) of the Blind God, call themselves: So Vayangurr means Chosen People, while Vay Osha Iskurral means The People(chosen) who defend the Islands of the Blind God)

The Vangar were created by Magnus, a player in the Castle Caldwell and Beyond game – these islands have not been mapped, yet, and these people are not part of the Alodoan Empire, being a bit removed from civilization.


Fixed.


Okay, about the only thing left to do is knock him down a couple of levels (to level 3) please. You get max hp at level 1, but roll for 2, and 3, and always reroll any roll of a "1" for hit points

Anybody else on that list got something ready to work over?


Level2HP: 1d6 + 2 ⇒ (3) + 2 = 5
Level3HP: 1d6 + 1 ⇒ (4) + 1 = 5


Have you made a decision yet about the Charger Cavalier archetype for Maetaurs?


I haven't found the information yet, it is not in the prd here, so I need to go looking for it. It will probably turn out fie, I just don't want to say yes and then find out something is not going to fit the setting

Okay I just found it at d20pfsrd, now normally I am not a big an of all the variations and class modifications found there, but this one looks fine. A Maetaur can be a charger(centaur/maetaur) cavalier


Charger Cavalier archetype


Haha I just edited my post when I found it myself, see above


Just wanted anyone interested to know that there is no specific dead line for character creation here, and if you would like to join this game (either as a character entering the game at Woodbridge, or as a character entering the game at the Tafganor Camp Battle) I will try to work with each of you to create a character you will enjoy playing, hopefully, and get you in the game as soon as you are ready.


I just need gold,with the 10%.


Hrmm. alright.

As I asked in my PM my intent is to have my character be a somewhat re-flavored nature Alchemist. Using the bramble brewer and beastmorph archetypes to emulate a closer feel and rolling with that concept as alternative sources for his extracts and mutagens. I'm happy to work further to make the class fit the theme have in mind but I feel most of the job will just be thematic more than mechanical.

Mechanics/ Roll wise I'm planning on this character being a strength based with a focus on self buffs. Secondary focus on bombs but mostly will be using them to generate difficult terrain and distractions.

I had wanted to know if the Gymnaga would have access to a racial feat like the kobolds Tail terror feat?
Secondly while they are not in fact snake people would they be slither-y enough to qualify for Final embrace feat? (I can't access this now, +3BAB required, but it might be cool to consider later on.)


Updated Alfred's stats

Background:
Alfred comes from a very religious family. Because of his martial abilities, he and his family wanted for him to be a Paladin, but, although he found that their regimented lifestyle fit his personality, their rigid adherence to a code of honor always struck him as humorous. Thus, he has been on the edge of religious combat, but, willing to cut corners to succeed.


Marwan – if we place your home in the Mash west/northwest of Woodbridge some three miles or less, you would be almost within one days walk from Castletown (21 miles from you) it would have been a two day walk, at first, until you learned to navigate the high ground through the marshes, but I think we could say you eventually learned that on long summer days, you could set out early, and make it to Castletown before sunset –With that said, you would have been able to buy mostly any kind of goods (unlike the folks of Woodbridge who have only locally made goods, one smith, and a small population). So lets give you 330 gold pieces of gear (that’s one hundred per level +10%) – keep in mind that the economy is still rather small, you would not be able to save a great deal of money, and all the wealth you do have probably came from doing simple spells and preparing corpses for people in Castletown (not a profitable business but you could manage to be thrifty and save up enough for some purchases beyond such things as candles, soap, pots and pans, and food that is worth going to Castletown to buy, like dried beans and lentils, and backing supplies – hard to come by in Woodbridge, and keep in mind that if you live in even a small house in the marsh, upkeep on that place will drain your pockets). I hope you feel that that is enough to get you some basic adventuring gear.

Movin – (*sheesh* I wish you’d stop finding things at d20pfsrd, I can’t access that site from one of the computers I use on a daily basis) I’ll research those feats tonight and let you know.

Alfred Redhill – looks like a good character, so far, but we probably need to hammer out some further details, like is he an Urandoman (a citizen, born in Woodbridge) or is he from Alodoa (Castletown or even Beyond)?

Also, I’ve been trying to collect all the things that have been created about this setting into one place, and I hope to create a Journal thread for this kind of information, but so far I’ve manage to get these dates firmly established (most of these things were created by players in either the Woodbridge Campaign, or the Castle Caldwell game).

The Campaign Setting of Alodoa
A. Games within this setting
1. The Beginning of All Things (starts in the year 1381)
2. Castle Caldwell and Beyond
3. Palace of the Vampire Queen, 5e
B. Time line of major events
1. The Beginning of All Things
a. Current year - 1381
b. Invasion of Orimar (Urandoma) by Alodoa – 1368
c. Duffy MacNorra discovers the ruins that become “MacNorra House” – 1330
d. Original construction of the buildings at “MacNorra House” - ?
e. Settling of MacNorra House by Gymnaga-folk – 1362
f. Birth of Poseus – 1364
g. Founding of the village of Kinamay Brawnoor – 1369
h. War between Iarishea and Alodoa – 1310
i. Unification of Maetaur and Urandoman people (Defeat of Tafganor race) - 263
2. Castle Caldwell and beyond
a. Current year - 1381
b. One year ago, war between Alodoa and Baravkovia – 1379-1380
c. One Hundred fifty years ago – building of Castle Caldwell 1231
d. Last occupants of the Castle (an unnamed family with ties to Baravkovia) leave the castle, 1367
3. Palace of the Vampire Queen, 5e
a. Current year – 1381


Alfred is an Urandoman. He has spent some time out of Woodbridge, but has come back home.


Okay - Thanks, I'll update the list below

The total population of Woodbridge Village is 327 of which

210 are Humans of Urandoman descent living in 21 residences Lakeside and 11 residences Riverside, for a total of 32 residences – there are 47 Urandoman human families (some families share a residence), but only 32 different family names (some identical family names occupy different residences)

14 are Humans of Alodoan descent (all Alodoan humans live Lakeside) of four families living in three residences, Lakeside

18 are Elves in six families (some elven families share a residence while more cottages are being constructed, all Lakeside)

15 are Halflings in four families (the Halfling families all have their own residences, Lakeside)

43 are Maetaur in seven families (Maetaur Families of Mingary Bend)

27 are Gymnaga-folk, in five families (Gymnaga Families of MacNorra House)


Human, Urandoman Families
1) The Ballinig Family (Anna Ballinig, eldest daughter)
2) The Barrow Family
3) The Dale Family (Marcus)
4) The Dooley Family (Eghan, married to Lynne Flaherty, and his sister Rebecca (Becky))
5) The Flaherty Family (old Sean, and his sister the widow Ginny MacNorra, Lynne and Patricia)
6) The Flynn Family (Michael, married to Corrine O’lehig, Mitchell married to Becky Dooley)
7) The Foregan Family (Sean – carpenter)
8) The Galihan family (keeps Chickens, Mother is Fiona, father is Geoffrey)
9) The Goodwell Family (Elizabeth, and her parents, Ulan and Charlotte)
10) The Gresham Family (Wiscara, and her Mother )
11) The Holman family ( Lorre Holman, M, HU, 14)
12) The MacNorra family (Ginny MacNorra (ne Flaherty) the widow of Duffy MacNorra, youngest Son is Corky)
13) The Mitterson family (Father is Logan, he is the carpenter, son is Tram Mitterson, 14)
14) The Oakley Family (Chance)
15) The Oghan Family, Oscar (Oscar and Lulu, formally Molu Woolorly, sons are Sean and Roan*) and the other Oghan Family, Thomas (the potter, Oscar’s older brother)

16) The O’Lehig Family (Connor and L’sbirr, their children; Donald, Corrine, Connor, and Willow)
17) The O’Narro Family
18) The Panforey family (Corlew Panforey, married to Rowelliwyn Woolorly, Auria is Panforey’s sister)
19) The Roarke Family (Brother Phineas)
20) The Sharety Family
21) The Toolwoad Family (Margie and Tammy, her daughter)
22) The Woolorly Family (Rowelliwyn Woolorly, the daughter of Martin and Jeanine Woolorly, Molu (Lulu) Woolorly ne O’ghan)
23) The Onahugh Family (Torry, mentioned in opening)
24) The Redhill Family (Alfred - and ?)

(That’s 23 24! of 32 human “family names” we’re more than half way there!)


I'm going to be using the point buy system to create a human Eldritch Guardian! I'll be posting it in a while, but just wanted to let you know for now that I am working on a concept.


Okay, I think that is one of the Fighter Archetypes, yes. Now it is probably from the d20pfsrd, which I can only access on two out of the three computers I use, so, it might take me a while to do my homework to make sure I know what I am getting into if I say yes.

Do you have an idea about race? Seems like it would be perfect for an Alodoan elf or halfling


I got the Eldritch Guardian out of my familiar folio. This archetype is a fighter archetype that trades a few bonus feats for a familiar. Bravery is also improved upon. I was thinking of making my character a human, but now that you say halfling, another entire character just popped into my head! I almost like the new concept better, and will be altering my current build to make it fit this lovely halfling!

Edit: The familiar is worth the feats as it can share combat feats with the fighter. If a fighter takes power attack, the familiar gets it as well.


I think I got it all done now. I got the donkey and cart because I figure with 7 strength he's not going to be hauling anything of substantive weight anywhere too often, so he hauls the beans and turnips and whathaveyou from Castletown in his cart and any dead bodies he deals with professionally or personally in it too.


Okay, I am going to advance the game thread in the next couple of days to try and wrap up the rescue of the Gymnaga folk, and get that group headed back to Woodbridge (unless they have some other plan) and then wrap up these recruitment's and introduce the new characters some time next week (I hope)

does that work for everyone?


Dotting in case you need further characters in the future. This sounds like a fun campaign.

5d6 ⇒ (2, 4, 6, 2, 5) = 19
5d6 ⇒ (6, 2, 5, 6, 2) = 21
5d6 ⇒ (6, 6, 2, 2, 5) = 21
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (3, 3, 5, 4) = 15
4d6 ⇒ (1, 3, 6, 5) = 15
4d6 ⇒ (5, 5, 1, 3) = 14

Looks like that would be 17, 17, 13, 12, 14, 13 if I ever need them.


A lot of die rolls here, but so far only two developed characters.

Marwan and Alfred - Is it alright if I PM you so we can work on getting proper introductions to the game thread worked out?

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