DMF Campaign Announcement/Question

ChaosEvoker said:
a group of eight is just too much for one party IMO.

Wait until you go live (i.e. offline, around the table) with that quantity of players. I'm crazy to cut some heads in my group and drop it to 6 (or ideally, to 4). But how? How can I do it without being a jerk? :confused:
 

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Just offer to split into two gorup or talk to them directly. Or just do it at let them suck it up if they can't handle it. THough I think there shoudl be some way you can talk to them I'm sure someone will understand
 

You might be able to split the parties in half, but it depends on whether you have that much time. That's the easy answer.
The hard way...well, there is really only one hard way (we've gotten several similar questions.) You just have to decide if it's worth that.
 


Nightcloak said:
[sblock]* casts Summon Roseanne Barr followed by Paris Hilton’s Unsuitable Wardrobe followed by Columbia's Instant Recording Contract *[/sblock]
Nightcloak:
[sblock]Your summoning powers are feeble, young one. *Casts Cure Deafness, followed by Summon Yoko Ono, and Shout cast upon the banshee.*[/sblock]

ChaosEvoker:
[sblock]I knew I misplaced my epic summonings. *Fumbles around in his laboratory* Ahhh, here we are. *Casts Summon Velsharoon followed by Summon Vecna* That's better.[/sblock]
 

I thought I'd take my chances with the dice rolling option, but I didn't end up nearly as lucky as The Mind. That's okay, sometimes it's fun to play the character that has deficiencies ... :)

rolls found here: http://krisinchico.brinkster.net/searchroll.asp?username=Zanis%20Hammersing#155015

Zanis Hammersing

Player: Mark C'sigs
Race: Dwarf
Class: Fighter 1
Exp.: 250 (right?)
Align.: Neutral Good

Str 17 +3
Dex 8 -1
Con 14 +2 (base 12, +2 racial bonus)
Int 8 -1
Wis 8 -1
Cha 8 -1 (base 10, -2 racial penalty)

HP: 12 (1d10+2)
AC: 15 (+4 armor, +2 shield, -1 dex) (+4 dodge bonus vs. giant types)
Init: -1
BAB: +4 (+1 base, +3 Str) (+1 racial bonus vs. orcs and goblinoids)
Speed: 20'

Fort: +4 (+2 base, +2 Con) (+2 racial bonus vs. poison, +2 racial bonus vs. spells and spell-like effects)
Ref: -1 (0 base, -1 Dex) (+2 racial bonus vs. spells and spell-like effects)
Will: +1 (0 base, -1 Wis, +2 Iron Will) (+2 racial bonus vs. spells and spell-like effects)

Attacks
Dwarven Waraxe: +5 (+1 Base, +3 Str, +1 Weapon Focus), Damage 1-10 +3 (x3)

Light Hammer (melee): +4 (+1 Base, +3 Str), Damage 1-4 +3 (x2)
Light Hammer (ranged): 0 (+1 Base, -1 Dex), Damage 1-4 +3 (x2), range inc. 20'

Feats
Iron Will
Weapon Focus (Dwarven Waraxe)

Languages:
Dwarven
Common

Skills:
Appraise: - 1 (0 Ranks, -1 Int, +2 if related to stone or metal)
Balance: -1 (0 Ranks, -1 Dex, -4 in Armor, -2 with Shield)
Bluff: -1 (0 Ranks, -1 Cha)
Climb: +3 (0 Ranks, +3 Str, -4 if in armor, -2 with shield)
Concentration: +2 (0 Ranks, +2 Con)
Craft, Armorsmith: +3 (2 Ranks, -1 Int, +2 racial bonus)
Diplomacy: -1 (0 Ranks, -1 Cha)
Disguise: -1 (0 Ranks, -1 Cha)
Escape Artist: -1 (0 Ranks, -1 Dex, -4 in Armor)
Forgery: -1 (0 Ranks, -1 Int)
Gather Info: -1 (0 Ranks, -1 Int)
Heal: -1 (0 Ranks, -1 Wis)
Hide: -1 (0 Ranks, -1 Dex, -4 in Armor, -2 with Shield)
Intimidate: -1 (0 Ranks, -1 Cha)
Jump: +3 (0 Ranks, +3 Str, -4 in Armor, -2 with Shield)
Listen: -1 (0 Ranks, -1 Wisdom)
Move Silently: -1 (0 Ranks, -1 Dex, -4 in Armor, -2 with Shield)
Perform, Singing: 0 (2 cross class Ranks, -1 Cha)
Ride: -1 (0 Ranks, -1 Dex)
Search: -1 (0 Ranks, -1 Int)
Sense Motive: -1 (0 Ranks, -1 Wisdom)
Spot: -1 (0 Ranks, -1 Wisdom)
Survival: -1 (0 Ranks, -1 Wisdom)
Swim: +3 (0 Ranks, +3 Str, -4 with Armor, -2 with Shield)
Use Rope: -1 (0 Ranks, -1 Dex)

Other Racial Abilities
Darkvision 60'
Weapon Familiarity
Dwarven Stability (+4 on ability checks to resist bull rush and trip when on ground)

Equipment
total weight: 92 lbs. (medium load)

Scale Mail - 30 lbs, worn (cost: 50 gp)
Heavy Steel Shield - 15 lbs, left hand (across back if stowed)(cost: 20 gp)

Dwarven Waraxe - 8 lbs, right hand (across back if stowed)(cost: 30 gp)
Hammer, Light (3) - 6 lbs, hanging from belt, right side (cost 3 gp)

Backpack - 2 lbs, worn (cost 2 gp)
Rope, 50' Hempen - 10 lbs, in pack (cost 1 gp)
Trail Rations (6) - 6 lbs., in pack (cost 3 gp)
Sack (empty) (2) - 1 lb, in pack (cost 2 sp)
Musical Instrument (pitch pipes) - 3 lbs, in pack (cost 5 gp)

Bedroll - 5 lbs, tied to pack (cost 1 sp)
Waterskin - 4 lb, over shoulder (cost 1 gp)

Belt Pouch (2) - 1 lb, worn left side (cost 2 gp)
chalk (2) - in belt pouch (cost 2 cp)

remaining money, in belt pouch: 2 gp, 6 sp, 8 cp

Description
At 4' 6", 230 lbs. Zanis is very tall for a Dwarf, and still rather broad. Years of working the forge have built his arms and shoulders to a sharply chiseled look. His hair and beard are jet black, although with an early receding hariline (to which he's very sensitive).

Zanis is willful and stubborn, even for a Dwarf (Iron Will). He is thoroughly devoted to good, and while he leans toward the lawful sensibilities of his Dwarven brothers, he has shown a tendency to occasionally break ranks or be the iconoclast.

Backstory
The Hammersing family has long been known for calling out the chant while the hammers pound out the steel in the Dwarven Forges, keeping the work focused and on task. Many members of the family have been blessed with talent to the point of being asked to perform simply for the joy of hearing their deep, basso voice revel in the joys of hard work and toil, and of Dwarven glories past.

Unfortunately, Zanis is not one of these Hammersings.

Long desperate to follow in the family tradition, Zanis had neither the talent for singing, nor the temperment to charm his listeners with the tale. He also did not display any particular above average aptitude for steel craft, and thus was looking at a life of manual labor in the forges ... hauling, carrying and lifting while others did the fine craftwork ... all to the rhythm of another chanter.

Faced with this, Zanis has instead chosen to journey "up to the roof" (the surface) and seek his luck as an adventurer among the surface dwellars.

His waraxe stands ready.
 
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Y.O.Morales said:
Wait until you go live (i.e. offline, around the table) with that quantity of players. I'm crazy to cut some heads in my group and drop it to 6 (or ideally, to 4). But how? How can I do it without being a jerk? :confused:
When I have a group that big, I split them into two groups, but I still DM both. It's time consuming, but it works if the players are patient. How you do it is...
DM: The passage ahead splits up into two branchs.
Being PCs, the players will automatically spit up. If they don't, nudge them in that direction (this is where my DMPC comes in handy).
 

So...when will the game be moved. Sorry for seeming impatient, but the DM for my other online PbP games has been out of town and away from his computer so I haven't played for over a week.

I swear my hands shake,... having withdrawl...must have D&D fix........................ :p
 

well, erm, this looks like the thread to ask, I recently joined the GMF, and saw this, and I wonder if I could join, should I pm u Chaos? Or can I just post, as soon as you guys are out of combat, and as soon as I get a character up and running... On a related note, I read your character creation info, and all it does is tell how to do the rping, what materials are aloud, is homebrew aloud, etc... But yeah, I think Illl end up as a spellthief of the halfling variety....

Note: posted this in two places...
 


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