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Re: Labyrinth Lord play-by-post: B10 - Night's Dark Terror -

PostPosted: Mon Oct 10, 2011 11:55 pm
by connivingsumo
tumblingdice wrote:We have room for another player, and we'll work your character into the story in a way that makes sense. Same rules, posting time frames, and starting levels as stated previously. Please respond here or PM me if interested.

What class are you looking for?

Re: Labyrinth Lord play-by-post: B10 - Night's Dark Terror -

PostPosted: Tue Oct 11, 2011 12:08 am
by tumblingdice
connivingsumo wrote:
tumblingdice wrote:We have room for another player, and we'll work your character into the story in a way that makes sense. Same rules, posting time frames, and starting levels as stated previously. Please respond here or PM me if interested.

What class are you looking for?

After discussing it with the group, we decided to leave class selection up to the new player. That said, if you want an idea of existing party composition, we have:

2 fighters (1 human, 1 dwarf)
2 thieves
1 magic-user
1 cleric
1 halfling

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror (FU

PostPosted: Tue Oct 11, 2011 1:17 am
by tumblingdice
We have a new player. Recruitment closed for now.

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror (FU

PostPosted: Fri Aug 31, 2012 11:27 am
by tumblingdice
We have need for one more player. Any class except for a magic-user would be helpful, though an elf would be fine. Here's the original plug:

Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary--for the woods at night are far worse than any dungeon.

But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night?


Image

Posting time-frame every 2-3 days, though players usually respond within 1-2. Use LL core rules; character generation will be 4d6 minus lowest roll, any order. Starting XP will be 5,001, giving us a range of levels from 2 to 4; maximum hit points at first level, roll for subsequent levels. Starting gold, equipment, and magic items will be determined later.

This module is actually a small campaign, set in the Grand Duchy of Karameikos, and comprised of several wilderness, dungeon and town adventures. Not everyone who starts may end up finishing. No problem. The plot is flexible enough to accommodate this, and the setting is populated just enough to allow for easy character (and player) entrances and exits.

Respond here if interested. No need to post completed characters yet.

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror

PostPosted: Sat Sep 01, 2012 2:03 pm
by Scalydemon
Hi tumblingdice. I would be interested in (re) joining if that was Ok.

I believe my halfling from the beginning has perished. I understand the basic jist of what is going on. I was thinking of a (human) fighter. An older veteran with a bald head

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror

PostPosted: Sat Sep 01, 2012 2:24 pm
by tumblingdice
Scalydemon, you're in!

You and Blood axe make two. Recruiting closed for now.

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror (FU

PostPosted: Sat Sep 01, 2012 2:26 pm
by Scalydemon
Thank you. Where is the info you had on the cities/areas to choose our background?

I can't seem to find it thanks

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror (FU

PostPosted: Sat Sep 01, 2012 2:29 pm
by tumblingdice
I'll PM it to you.

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror

PostPosted: Fri Mar 08, 2013 10:01 pm
by tumblingdice
We have need for one or two more players. Right now we have a fighter, a dwarf, a thief, and a wizard. Our cleric just got killed by a dire wolf.

Here's the original plug:

Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary--for the woods at night are far worse than any dungeon.

But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night?


Image

Posting time-frame every 2-3 days, though players usually respond within 1-2. Use LL core rules; character generation will be 4d6 minus lowest roll, any order. Starting XP will be 5,001, giving us a range of levels from 2 to 4; maximum hit points at first level, roll for subsequent levels. Starting gold, equipment, and magic items will be determined later.

This module is a campaign in itself, set in the Grand Duchy of Karameikos, and comprised of several wilderness, dungeon and town adventures. Not everyone who starts may end up finishing. No problem. The plot is flexible enough to accommodate this, and the setting is populated just enough to allow for easy character (and player) entrances and exits.

Respond here if interested.

Re: Labyrinth Lord play-by-post: B10 Night's Dark Terror

PostPosted: Mon Mar 11, 2013 9:40 am
by kwll
I am interested. If I am accepted, I will probably play a cleric. Do you use a dice roller?