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  1. #21
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    Ignore Krug
    First cut:
    Code:
    Name:  Glom
    Class: Psion
    Race:  Goblin
    Size: Small
    Gender: Male
    Alignment: Chaotic Neutral
    Deity: 
    
    Str: 9  -1     Level: 3        XP: 3,000
    Dex: 16 +3     BAB: +1         HP: 12 (3d4+3)
    Con: 12 +1     Grapple: -5     Dmg Red: -/-
    Int: 17 +3     Speed: 30'      Spell Res: -
    Wis: 12 +1     Init: +3        Spell Save: - 
    Cha: 11 +0     ACP: 0          Spell Fail: 0%
    
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:         10    +2    +0    +3    +1    +0    +0    17
    Touch: 14              Flatfooted: 13
    
                             Base   Mod  Misc  Total
    Fort:                      1    +1   +0     +2
    Ref:                       1    +3   +0     +4
    Will:                      3    +1   +0     +4
    
    Armor                  Bonus   Dex   ACP  Weight  Cost
    Leather                     +2      6     0    7.5lb  10gp
    
    Weapon                  Attack   Damage     Critical   Range     Weight  Cost
    Light X-bow, MW Dp Crsytl   +7       1d6+1      19-20/x2    80'      4 lb    1335gp
    - Bolts (20)                                                         2 lb    2gp
    Dagger                      +1       1d3-1P     19-20/x2    10'      1 lb    1gp
    
    Languages: Common, Goblin, Uthark, The Dark Tongue
    
    Abilities: Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, 4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium 
    
    characters, Darkvision: 60'
    
    Feats: Point Blank Shot, Psionic Shot, Combat Manifestation
    
    Skill Points: -  30     Max Ranks: 6
    Skills                  Abil Ranks  Mod  Misc  Total
    Autohypnosis              Wis  3      +1 +2(Syn) +6
    Concentration             Con  5      +1         +6
    Knowlege (Psionics)       Int  2      +3         +5
    Disable Device            Int  2      +3         +5
    Psicraft                  Int  6      +3         +9
    Use Psionic Device        Cha  4      +0         +4
    Hide (cc)                 Dex  2      +3  +4(Sz) +8
    Move Silently (cc)        Dex  2      +3    +4   +8
    Ride (cc)                 Dex  2      +3    +4   +8
    Spot (cc)                 Wis  2      +1         +3
    Listen (cc)               Wis  0      +1         +1
    
    Equipment:                Cost  Weight
    Backpack                   2gp     .5lb
    Rations (4 days)           2gp    2  lb 
    Waterskin                  1gp    1  lb
    Potion of CLW (x2)       200gp    1  lb
    
    Power Points: 15(11+4(Int))  Max Power Level: 2  
    Discipline: Kineticist (Psychokinesis)
    Powers Known (7)  
    1st: Control Object(d), Create Sound, Stomp, Energy Ray, Far Hand
    2nd (3):  Energy Missile (d), Id Insinuation
    
    Display:
    Auditory - Crackling sound
    Visual   - Blue sparks crackle around
    Material - Ectoplasmic substance materialises
    Mental   - A momentary flash, like a lightbulb going off
    Olfactory - Smell of ozone
    
    Total Weight: 20 lb               Money:  
    
                               Lgt   Med   Hvy  Lift
    Max Weight:           23lb   46lb  92lb 186lb
    
    Age: 14 years
    Height: 3'2"
    Weight: 70 lbs
    Eyes: Green-Brown
    Hair: Sickly yellow
    Skin: Green
    Description: Glom is an ugly, scarred male goblin with sickly green skin and yellowing
    teeth.

    Background: Glom's power was activated when he was struck by lightning as a waif.

    Miraculously surviving, he found he had mental abilities that allowed him to do... stuff. He was feared by other goblins, and a bit of a bully, relying on his mental abilities (both psionic and intelligence) to get him out of trouble. Eventually, he decided to abandon his Blacktooth tribe. He enjoys the power of electricity most, particularly when it ripples through other people's bodies.

    Even when he's using his psionic powers, Glom stll likes to wield Shrike, his deep crystal crossbow.
    Last edited by Krug; Saturday, 11th December, 2004 at 03:45 AM.
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  • #22
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    Ignore Sado
    Actually I may not get to it this weekend. I forgot I'm going out of town for a couple days.
    -Joe

    "Do not mention that black land in this black land"-Goodgulf the Wizard

    SRD
    Another SRD

  • #23
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    Ignore Ulorian
    Sounds interesting. Can I be number 6? I'd like to try a human psychic warrior.
    I'll post stats tomorrow.

    Edit: I think I'll go with a fighter instead.
    Last edited by Ulorian; Saturday, 11th December, 2004 at 05:12 PM.

  • #24
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    Ignore Ulorian
    Turns out I've got a few hours on my hands, so here's a preliminary build (for consistency's sake, I'll use Krug's character format).

    I just rolled these stats using 4d6 drop lowest (where is this luck when I'm playing the lotto..), but a 17 and an 18 almost feels a little cartoonish to me. If you want me to reroll, let me know.

    I rolled hit points normally. If you want to use average hit points or somesuch, let me know also.

    I'll add a character background later.

    Code:
    Name:  Horsom
    Class: Fighter
    Race:  Human
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Celene, Herne, Aedor, Amaethon
    
    Str: 18 +4      Level: 4       XP: 6675
    Dex: 18 +4     BAB: +4        HP: 39 (10 + 1 + 3d10 + 3)
    Con: 13 +1     Grapple: +8    Dmg Red: -/-
    Int: 12 +1     Speed: 30'     Spell Res: -
    Wis: 13 +1     Init: +4       Spell Save: - 
    Cha: 10 +0     ACP: -1        Spell Fail: n/a
    
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:             10    +4    +2     +4    +0     +0    +0     20
    Touch: 14              Flatfooted: 16 
    
                             Base   Mod  Misc  Total
    Fort:                      4    +1   +0     +5
    Ref:                       1    +4   +0     +5
    Will:                      1    +1   +0     +2
    
    Armor                     Bonus   Dex   ACP  Weight  Cost
    Chain Shirt,
       masterwork              +4      4    -1     25lb  250gp
    Wooden Shield, large,
       darkwood                +2     n/a   +0      5lb  107gp
    
    Weapon                  Attack   Damage     Critical    Range     Weight  Cost
    Composite Longbow,        +10      d8+6         x3        110      1.5lb   530gp
       Mighty (+4 Str
       bonus),
       darkwood
    Greataxe                  +8     d12+6         x3        n/a       20lb    20gp
    Battleaxe,
       masterwork             +10      d8+4         x3        n/a        7lb   310gp
    Dagger                    +8      d4+4      19-20/x2      10        1lb     2gp
     
    * NOTE: Horsom doesn't carry all of his weapons at the same time - the right tool for the right job
    
    Languages: Common
    
    Abilities: n/a
    
    Feats:
    Point Blank Shot
    Precise Shot
    Weapon Focus (comp. longbow)
    Weapon Focus (battleaxe)
    Rapid Shot
    Weapon Specialisation (comp. longbow)
    
    Skill Points: -  28     Max Ranks: 7
    Skills                  Abil Ranks  Mod  Misc  Total
    Read Language
    (Common)                 Int   1     n/a  n/a   n/a
    Read Language
    (Parthelonian)           Int   1     n/a  n/a   n/a
    Speak Language
    (Parthelonian)           Int   1     n/a  n/a   n/a
    Spot (cc)                Wis   3     +1   +0     +4
    Search                   Int   0     +1   +0     +1
    Ride                     Dex   3     +4   +0     +7
    Handle Animal            Cha   4     +0   +0     +4
    Move Silently (cc)       Dex   1     +4   -1     +5
    Swim                     Str   2     +3    *     +5
    Listen (cc)              Wis   0     +1   +0     +1
    Profession (sailor) (cc) Wis   1     +1   +0     +2
    Hide (cc)                Dex   1     +4   -1     +4
    Knowledge           
    (Parthelonians) (cc)     Int   2     +1   +0     +3
    
    Equipment:                Cost  Weight
    Satchel                    2gp  0.5lb
    Rations (4 days)           2gp    2lb 
    Bedroll                  0.1gp    5lb
    Waterskin                  1gp    1lb
    Everburning Torch         90gp    1lb
    Stone of Alarm          1000gp    2lb 
    Arrows (20)                1gp    3lb
    
    Total Weight: 73lb               Money: 384.9gp
    
                          Lgt   Med   Hvy    Lift
    Max Weight:          86lb  173lb  260lb 520lb
    
    Age: 18 years
    Height: 5'10"
    Weight: 204 lbs
    **Lakashi heritage for skin, eye, and hair colour
    Eyes: 
    Hair: warrior's knot (sounds better than a ponytail! :P)
    Skin:
    Character Background

    Horsom Moss was born on a small farmstead outside the town of Long Archer on the 4th day of Harvesting, 18 years ago. His family, like many of the less well-to-do residents of Long Archer, were subsistence farmers who made their living felling trees for the Baron.

    His paternal grandmother was a Lakashi tribeswoman whom his grandfather met on his travels in the Weirwood.

    Horsom is a typical member of the Moss clan, large and athletic; a very rough-and-tumble type. Unlike most of his kinfolk, however, he possesses a keen interest in gadgets, gimmickry, and esoteric knowledge of all sorts. It wasn't long after he was allowed to accompany his father and uncles to town that he was befriended by one of the resident merchants of Long Archer, Corvo Snowmantle, who found young Horsom's fascination with the crude mechanical toys in his shop endearing. Whenever Horsom's family returned to Long Archer, Horsom would make an excuse to visit with his friend Corvo. It was here that Horsom learned to read Mardani and Parthelonian.

    Upon entering his mid-teens, Horsom went out into the world to seek his fortunes. Through Corvo's connections, he hired on as a merchant caravan guard. In the two or so years since then, Horsom has travelled with his merchant charges to Selby-by-the-Water and other nearby towns. He's also served as guard and sailor aboard a few merchant-vessels, where he learned basic nautical skills. Horsom regularly sends his guardsman wages home to his family.

    Horsom is proud of his developing skills as a warrior, especially his keen archer's eye. In direct combat, he favours the axe, a tool he has grown used to felling trees to help support his family.

    Horsom is a fairly religious fellow, and pays homage to the druidic deities Celene and Herne, as well as Amaethon, god of the harvest (as many farmers do). His association with Corvo has taught him to respect the teachings of Aedor as well.

    Though he appreciates that his duties as guardsman have helped him see parts of the world he never would have otherwise, Horsom is starting to feel constrained by his current 'career path'. He seeks adventure and his friend Corvo has occasionally suggested that Horsom turn archaeologist and visit some of the ancient Parthelonian ruins in the area for him.

    Edit: I had an incorrect cost for the bow and I made the bow, chain shirt, and axe masterwork.
    Edit2: Forgot the bonus skill points for being human. Made my shield and bow darkwood items (assuming this material exists in the campaign world).
    Edit3: Added character background.
    Edit4: Replaced Power Attack with Precise Shot.
    Last edited by Ulorian; Tuesday, 6th June, 2006 at 10:07 AM.

  • #25
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    Ignore wolfheart
    I am trying to use the format that was used above for my character record. But for some reason it all comes up as one long line.

    I am not overly computer literate

    help!
    Attached Files Attached Files
    Last edited by wolfheart; Sunday, 12th December, 2004 at 06:59 AM.

  • #26
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    Ignore Ulorian
    Hi wolfheart,

    Just copy and paste your txt file into a new message. I just tried it and it looks perfect.

  • #27
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    Ignore Krug
    Remember to put the {/code} at the end, where you replace { with [ and } with ].
    Last edited by Krug; Sunday, 12th December, 2004 at 10:41 AM.
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  • #28
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    Ignore wolfheart
    Code:
    Name: Dain Winterforge
    Class: Fighter 2/Cleric 1
    Race: Dwarf
    Size: Medium
    Gender: Male
    Alignment: Lawful Good
    Deity: Aedor
    
    Str: 16 +3            Level: 3        XP: 3000
    Dex: 12 +1            BAB: +2         HP: 31 (2d10+1d8+6)
    Con: 15 +2            Grapple: +5     Dmg Red: na/-
    Int: 10 +0            Speed: 15'      Spell Res: na
    Wis: 15 +2            Init: +1        Spell Save: +2
    Cha: 12 +1            ACP: -4         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:          10    +5    +3    +1    +0    +X    +X    19
    Touch: 11              Flatfooted: 18
    
                             Base   Mod  Misc  Total
    Fort:                  5    +2          +7
    Ref:                   0    +1   +2     +3
    Will:                  2    +2          +4
    
    Weapon                  Attack   Damage     Critical    Weight    Cost
    "Tor-Angol"                  
       Cold Iron MW Warhammer    +7     1d8+3         x3         8       324gp
    Longsword                    +5     1d8+3      19-20/x2      4        15gp
    Silvered Daggers (5)       +5(+3)   1d4+3      19-20/x2     1(5)      50gp
    Throwing Axes (2)          +5(+3)   1d6+3         x2        4(8)      16gp
    
    Languages: Tradespeach (R/W)
                      Low Dwarven (R/W)
                      High Old Dwarven (R/W)
    
    Abilities: Darkvision, 60'
                      Stonecunning
                      +1 atk vs orcs and goblinoids
                      +4 dodge vs giant types
                      +2 appraise checks related to rare or wonderous items
                      +2 Craft checks related to stone or metal
                      Spontaneous Casting
                      Turn Undead
                         Times/Day            4
                         Turning Check       +1
                         Turning Damage   2d6+2
                      Domains
                         Strength
                           Granted Power:  Feat of strength; +1 STR for 1 rd, 1/day
                         War
                           Granted Power:  Prof. and Weapon Focus w/ warhammer
                      Spells per day
                          0-level      3
                          1-level      2+1  
                        
    Feats:     Lightning Reflexes
                      Power Attack
                         Cleave
                      Combat Casting
                      Weapon Focus (Warhammer)
    
    Skill Points: 12       Max Ranks: 6/3
    Skills                   Ranks  Mod  Misc  Total
    Climb                         1    +3          +4
    Craft (Armorer)               4    +0    +2    +6
    Craft (Weaponsmith)           4    +0    +2    +6
    Jump                          1    +3          +4  
    Knowledge (Religion)          2    +0          +2
    
    Equipment:                       Cost  Weight
    MW Breast Plate                    350gp     30
    Large Steel Shield +1             1170gp     15        
    Silver Holy Symbol                  25gp      1
    Compact Prayer Book                 15gp      1
    Spell Comp. Pouch                    5gp      3
    Backpack                             2gp      2
    Bedroll                              1sp      5
    Flint & Steel                        1gp      -
    Pipe w/ pipeweed                     2gp      -
    Belt Pouch                           1gp      3
    Waterskin                            1gp      4
    Whetstone                            2cp      1
    Bandoleer                            5sp     1/2
    Potion Belt                          1gp      1
    Potion of Cure Light Wounds (x2)   100gp      -
    Potion of Bull's Strength          300gp      -
    
    Non-Adventuring Inventory        Cost   Weight
    MW Artisan's Tools (Smithing)       55gp      5
    Cleric's Vestments                   5gp      6
    Artisan's Outfit                     --       4
    Leather Armor                       10gp     15 
    "Anvil" Mule                         8gp      -
       -Bit and Bridle                   2gp      1
       -Pack Saddle                      5gp     15
       -Saddle Bags                      4gp      8
    
    Total Weight:91.5lb      Money: 230gp 23sp 8cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:             76   153   230   460  1150
    
    Age: 68
    Height: 4'7"
    Weight: 183lb
    Eyes: Black
    Hair: Red
    Skin: Deep tan
    Appearance: Dain wears his thick red hair shorn short, and often braids his beard to keep it out of the way while he works the forge. His dark eyes are very emotive, and express a depth to this dwarf that his rough features and mannerisms would not suggest. His face is weathered and scarred from the orc and giant hunts of his martial youth. Dain is large by dwarven standards, yet his bulk belies a agility that is unusual for his race. He is most often found in his smithing clothes, covered in carbon and ash, and grinning from ear to ear. He is most uncomfortable when he must don his ceremonial robes, and does so as infrequently as his station will allow.

    Background: Dain was the youngest of three sons born to Dalin Winterforge. His father was the captain-at-arms charged with keeping the roads leading to the Sunward Kingdom of Deepinghelm free from monsters and brigands. Dalin was a mighty warrior who slew many great beasts in service of the Deep. All three of his sons followed in their fathers footsteps, joining the hunting parties that would track foul creatures to their doom. These were good times for the Winterforge clan, fighting side by side, reckless throwing themselves into battle, and bragging about hard earned scars and their body count. Then came the day that the winterforge men rushed headlong into a giant encampment, only to find that these giants were aided by dark sorcery. A great and terrible battle ensued, and though the dwarves proved to be the victors, Dalin had fallen to some withering magic the dwarves had never seen before. It was with heavy hearts that the Winterforge boys carried their father back to Deepinghelm. The whole of the Deep turned out for his funeral, and the kingdom entered a season of mourning for the mighty Dalin. Dain's oldest brother, Davin, took up the mantel of captain-at-arms and resumed the hunts with the taste of vengance on his tongue. His middle brother, Darin, continued on the hunts as well. Darin, though, became a proponent of using stealth and guile rather than brute strength to overwhelm the enemies of the Deep. Darin went out among the surface folk and learned the ways of the wild. Upon his return to the Deep, he formed his own unit of Cavestalkers, scouts and rangers that would aid in the hunt. Dain found a different way to deal with his grief. He joined the priesthood of Aedor, where he found solice in the Great Smith's teachings. He worked the forge for nearly a dozen years to gain acceptance into the priesthood. His final test for entry was the forging of his hammer, Tor-Angol. Dain spent the better part of a year crafting the weapon from cold iron found in the depth's of the furthest reaching mines, near the root of the mountain itself. So consuming was his work that he felt a bit of his spirit entered the iron, and to this day it pains Dain to be parted with it for any length of time. The inner peace that he found mended his heart, but his soul still longed for the action that his former life had held. He knew he could not go back to the hunt, for the priests had invested to much time in his training to let him run around chasing monsters in the dark places of the Trollshanks. He also knew he would never truly be happy preaching to the flock and working the forge. He petitioned his masters to let him travel, or as he put it, to take the message of Aedor and the superior quality of the Deep's ironwork to the unwashed masses of the lakelands. Almost to his surprise, the ecclesiastic's agreed to his terms. His brother's were recalled from the field so the Winterforge clan could send Dain off in the appropriate dwarven fashion, a grand feast and plenty of ale. At the party, his brothers gave gifts of farewell to the relatively young dwarf. Darin gave his brother Anvil, his most trusted mule, so that Dain may return one day laiden with riches from the Lakelands. Not to be outdone, Davin gave Dain their father's enchanted shield, which had been in the family for centuries. Dain was taken aback at so grand a gift, but Davin insisted, saying that it would ensure his return, that he might pass it on to the next generation of Winterforge's. The party lasted for a week, as all good dwarven parties do, but then it came time to leave. Dain walked out of the gates of the Sunward Kingdom, gifts in tow, letters of introduction in hand, and a hangover that lasted for days. In the following monthes he has travelled across the lakelands, and finds himself now in the great city of Selby-by-the-Water. He has found a temporary home in the temple there, where he has worked the forge and taught new techniques to some of the local smith's. But, recently, his mind has started to wander down paths yet unseen, and his soul is beginning to clamor for adventure again.
    Last edited by wolfheart; Monday, 13th December, 2004 at 09:28 PM. Reason: added background

  • #29
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    Ignore Ulorian
    Added a character background (see my previous post).

  • #30
    Quote Originally Posted by Krug
    Will get working on Grok, the goblin Psion right away.

    I'm assuming the race characteristics are those in the SRD?

    Yes. Remember that goblins speak the Dark Tongue rather than Goblin. Also, languages like Kobold are actually versions of the Reptile Tongue.


    RC
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  • #31
    Quote Originally Posted by wolfheart
    One quick question, though, what is the skill point cost for languages? Is it 1 point to speak the language and 1 point to read/write. It also states above that clerics and wizards are the only ones with auto-literacy. How does that effect the skill point cost? Playing a f/c means I won't have a lot of skill points to throw around, so I want to be sure I know the cost of things.

    1 point per language, 1 point for literacy. Clerics and wizards gain one literacy system for free.


    Also, are we using the starting cash from the DMG for third level characters, and what is your view on starting with magic items?

    I tend to run a magic-lite world, but you are welcome to select magic items for your characters, so long as you understand that I may veto anything I think too potent.


    RC
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  • #32

    Glom Accepted

    Quote Originally Posted by Krug
    Description: Glom is an ugly, scarred male goblin with sickly green skin and yellowing teeth.

    Background: Glom's power was activated when he was struck by lightning as a waif.

    Miraculously surviving, he found he had mental abilities that allowed him to do... stuff. He was feared by other goblins, and a bit of a bully, relying on his mental abilities (both psionic and intelligence) to get him out of trouble. Eventually, he decided to abandon his Blacktooth tribe. He enjoys the power of electricity most, particularly when it ripples through other people's bodies.

    Even when he's using his psionic powers, Glom stll likes to wield Shrike, his deep crystal crossbow.

    Glom is accepted. Please note that "Goblin" does not exist as a language; you know the Dark Tongue that you share with orcs, bugbears, etc.


    RC
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  • #33
    Quote Originally Posted by Ulorian
    Horsom Moss was born on a small farmstead outside the town of Long Archer on the 4th day of Harvesting, 18 years ago. His family, like many of the less well-to-do residents of Long Archer, were subsistence farmers who made there living felling trees for the Baron.

    Accepted.

    I hadn't given a lot of thought re: Darkwood, but there's no inconsistency with the world as it is.


    RC
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  • #34
    Quote Originally Posted by wolfheart
    Dain Winterforge

    So far, so good.


    RC
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  • #35
    Two quick questions:


    1) Now that we have six players, how do I change the thread title to indicate we're full?

    2) Did any of you go through the story hours when preparing your characters? Just curious on this second one.


    RC
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  • #36
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    Ignore Ulorian
    1) No idea.. I tried editing the title of a thread I created and couldn't figure it out. Maybe you have to PM one of the site admins to do it for you?

    2) No I didn't. I'll check them out though.

  • #37
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    Ignore Krug
    Thanks. I suppose we start with std gold? Will make the adjustments and post him again.

    Edit the first post and put a [FULL] to indicate no longer recruiting.
    Last edited by Krug; Monday, 13th December, 2004 at 12:28 AM.
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  • #38
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    Ignore wolfheart
    2. I have started to read the storyhour, I am hoping to get through a good chunk of it before I come up with a definite background.

  • #39
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    Ignore Sado
    I hate to do this, but I just found out today that I got a new job that I had been bucking for. Good news for me, but I don't think I'll be able to juggle that and another game right now. I'm gonna have to drop. Sorry about that, but better now than once we've started, right?

    Good luck with it, it sounds like fun.
    -Joe

    "Do not mention that black land in this black land"-Goodgulf the Wizard

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  • #40
    Quote Originally Posted by Sado
    I hate to do this, but I just found out today that I got a new job that I had been bucking for. Good news for me, but I don't think I'll be able to juggle that and another game right now. I'm gonna have to drop. Sorry about that, but better now than once we've started, right?

    Good luck with it, it sounds like fun.

    Congrats on the job, Sado.

    I just sent out the invites to the Yahoo Group today, and I included you anyway. So, if you ever feel like checking out what's going on, you'll be able to do so.


    RC
    No longer associated with this site

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