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LFP Grenzland (Borderland) - An Open Table West Marches-style Game

Quests & Dates


  • Total voters
    5

Stephan Hornick

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Interesting. I thought about maybe giving two backstories a juncture. It doesn‘t sound like you may have joined a troupe of mercenaries though or travelled west-ward, so I think it would be difficult to give our characters prior contact. But maybe Jochen notices possible connection points between the backstories and can give suggestions?

Btw, Jochen, would you like the background and character sheets posted here somewhere (so that others can get inspiration, join in, or just enjoy reading them), or do you want to receive them per private message?
 

JochenL

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Hi guys, I'm going to play a "cat folk" character but I don't like it that they see themselves as cat-boys and -girls. Thus, I'd like to give that race some lore. Is anyone else thinking or decided about playing a cat folk char, and want to help me come up with something? Just hit me up via DM and we can figure something out. Would that be okay for you, @JochenL? And you have more you want for them already besides roaming the "Golden South"? (I would just drag you into any upcoming conversation if you're fine with that.)
Go for it!
 

JochenL

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Interesting. I thought about maybe giving two backstories a juncture. It doesn‘t sound like you may have joined a troupe of mercenaries though or travelled west-ward, so I think it would be difficult to give our characters prior contact. But maybe Jochen notices possible connection points between the backstories and can give suggestions?

Btw, Jochen, would you like the background and character sheets posted here somewhere (so that others can get inspiration, join in, or just enjoy reading them), or do you want to receive them per private message?
Please share if you are comfortable with it!
That way everyone can look out for connections.

If you have secrets you want to keep you can PM me.
 

Rardian

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Interesting. I thought about maybe giving two backstories a juncture. It doesn‘t sound like you may have joined a troupe of mercenaries though or travelled west-ward, so I think it would be difficult to give our characters prior contact. But maybe Jochen notices possible connection points between the backstories and can give suggestions?
I'm very open for tweaking my thoughts to make something like that fit if I can stay true to my original intent. The trade route between the Golden South and the Borderlands aren't as secure anymore as they have been like years before. Some caravans have been raided by gnoll-like creatures over the past years. It might well be that the sight of mercenaries along the routes has greatly increased over time. Side fact: The prices for tobacco in Holt-Lindeck have increased alongside!
 

JochenL

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I have been asked about a "Session 0" - Character Creation + Q&A.

What about next Thursday, April 8 starting at 7 pm CET (i.e. UTC+2 as we started daylight savings time last weekend)?
To prevent spam by posting the link publically, just drop me a line and I'll send you the Discord link for this session.
 

Rardian

Feature-Keeper
Beta-Tester
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Adventure Master
Mostly offgame introduction of my cat-folk character Nichuan:
Appearance
Nichuan is a 16 year old Riksharr* girl with ginger fur and golden eyes. A big strand of bleached hair covers half her face most of the time. Her face itself is sprinkled with lots of piercings that are interconnected with delicate silver and golden chains. Most prominent is a heart-shaped charm that is pierced through the skin of her forehead. On her arms and legs she wears half a dozen copper bracelets and rings that give a soft ringing noise whenever she moves. All over her body the ginger fur is covered with darker stripes that give her tiger-like look. She is wearing linen clothes, just little more than rags, that cover her srawny body decently but barely.
-> a visual

Background
Nichuan
's impoverished family struggled for a few years in Liskan, capital of the Tirkachi Clan in the Golden South, before a traveling mage named Gonzen Wright became aware of the magic tricks the girl was using to earn extra money in the city's colorful markets. He sensed the power that had awakened in the girl, but also that it was beyond his ability to guide her to control it. The elitist academy of Liskan was reserved for those who could afford the expensive education. Instead, he gave her a book and a name, Gernwald Berling, Master of Magic, who taught at the Free College of Holt-Lindeck, and went his way. Nichuan persuaded her mother to pack her few belongings and together with her two sisters travel north with the next caravan.

On the journey she met the mercenary Eremis, whom caravan leader Gram si Alachmes found half-dead in the desert. He seemed fascinated by her magic and she got curious about his tale. So they talked for a while and got a little closer. But his gaze kept wandering off into the distance, and she sensed the loss he was carrying. She knew a little about the healing arts, but healing such wounds as his was beyond her abilities.

Her first steps in Holt-Lindeck took her to the "College" at Firelane Square, a collection of huts and houses built around an old tower that people call the Ramshackle Tower. She hopes Berling will train her. As a powerful wizard, it should be easy for her to provide a good life for her mother and sisters. In the Dancing Cauldron, the family has made makeshift accommodations sharing a tiny chamber for which Eremis insisted on paying.

*What your character might know about Riksharr, the cat-folk:
nothingI don't know what Riksharr are. She is a cat-girl of the cat-folk.
littleThey live in the Golden South and sell tabacco, coming with caravans.
mediumThey call themselves Riksharr or Giriwach. They are nomadic peoples roaming the Plains of Nachrar. The females are warriors, who serve the males that are traders or kings.
a lotThe Giriwach is their shared culture, they also share a language, the Girinan. The big communities live in settlements that are ruled by a king-like leader with a harem of female advisors.
expertSome of them live in nomadic tribes, others in big clans with prospering settlements. The trade not only with the Borderlands but also the dwarves of the north or the Akrassian Kingdom.
The biggest clan is the Tirkachi Clan, living in Liskan. The Giriwach are only the biggest culture of the Riksharr. There are a lot more smaller communities. Most Riksharr families live nomadic while others live in harem-like structures with different levels of power distribution between males and females.
 
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Stephan Hornick

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I've finally finished creating my character. It's quite a nice volume of information (over 25,000 characters actually) and Jochen has all of it. I thought long about what to share with you guys though. On the one hand, I don't want to spoiler you too much, as I find it fascinating to explore the different backgrounds, personality and quirks of other PCs. On the other hand, as this is a GM-based community, it is the perfect place to show how other players and GMs develop PCs. Thus, I will not initially go into the complete detail about my PC, but offer to provide this information per PM on request.

Sources
First of all, I used numerous great sources for the structure and content of my introduction to the PC. I can recommend to watch/read all of these if you're interested in leveling up with character creation:

[1] Guy Sclanders (How to be a Great GM): Best Ways to Introduce Your Character to Your Party
[2] Cory (Taking 20): The Worst Character Creation Taboos for Dungeons and Dragons 5th Edition
[3] I forgot from who I got this tip to include rumors during the character introduction, but probably someone from the RPT newsletter.
[4] Johnn Four (RPT Newsletter): The Unification Event & How to Get the Party Together
[5] The_Stray / Endarire (En World): The Ten Minute Background
[6] J. Ash Bowie: Ash's Guide to Character Backgrounds
[7] Guy Sclanders (How to be a Great GM): 5 Ways to Make Your Character Feel REAL
[8] J. Ash Bowie: Ash's Guide to Character Personality
[9] RollForFantasy: Character Goals & Motivations


Sgt. Eremis Gladis of Highcastle
Human mercenary
-- Introduction Part 1 of 3 --

Introduction from player perspective [1]

MY INTENT
  • The Build:
    No soldier or knight, but mercenary, heavy armor, lots of hit points, physical prowess, very strong, leadership and tactics skills, melee focus, shield focus, but problems with gaming, partying and controlling his emotions. He is tough, but a bit slow, but not at all stupid.

  • The Function:
    Leader to adventures, tank, protection of other party members

  • The Model:
    Strong mercenary meets noble tactician

MY GOALS
  • Player Goal (why this PC is good for the group):
    I want to use this PC to start adventures, to entice other players[2] also into action for glory and exploration by making him a leader and announcing the first adventure[4], while making him rougher and thus more humane than the standard soldier by showing his emotional problems and low will to resist too much alcohol, his fits of anger which are a shame to himself, and his pragmatic morale (for roleplaying and moral decision opportunities)[2]. In addition, he should be from the Warring States to the West to introduce a first barrier and later to overcome it and travel there. Further, I want to present other players with the opportunity to stem from the same mercenary company or from the Warring States or to arrive simultaneously with him in the Borderland via the southern caravan, so that we can start together with a joint backstory.[4]

  • PC Goal:
    He wants to become an Undying Legend, to prove himself and find his destiny

MY WORRIES
  • Potential Issues:
    The archetypical tropes of strong warrior and thoughtful tactician may contradict each other and thus may be a problem for other players to fit under one hat. Therefore, I have reduced the thoughtful tactician portion, but it is not gone.

  • Team Work:
    I don't see any problems yet.

  • Alignment:
    He wants to be a good guy, a noble legend, but he will not accept an unnecessary death for the greater good. He upholds the laws. Mostly. But he seems himself not fit to judge others, unless they are blatants acts of murder or cruelty etc.

Concept Overview [5]
  • Insanely strong human mercenary leader, but deserter
  • Heavy armor, shield and mace, but slow
  • Noble background, but in exile
  • Looking to become a legend, but hardly capable to control his urges

Physical Description [5,7]

Eremis is a well-shaven man with a self-confident gaze and a straight stance. His fingernails are clean, a thick unadorned ring on his finger shows wealth, but no show.

Likewise, his thick plate armor worn over patches of heavy leathers looks even in its worn state extremely expensive, but strangely enough unadorned by any decorations. Some ladies on the other hand might argue that Eremis' insanely muscular body is decoration enough and the numerous scratches in his armor speak of endless battles.

No fancy Rapier or trickery dagger adorns his belt, but a straightforward shield and simple mace make up his weaponry. A single silver pin in the form of a sword over a shield adorns his figure and holds a crimson colored half cloak of status or allegiance fast attached to his attire, a cloak unscathed by the ravages of his past or carefully cared for.

Alas, his beautiful face is tarnished. An ugly scar runs across his left cheek badly tended for at that time as it seems. Nevertheless, he wears it with pride, knowing for what he made this sacrifice.


Mercenary 04.jpg

Voice, accent & manner of speech [7]
  • Eremis is of a huge and strong build, (...), so he has a booming voice.
  • In addition, (...), so he will have a slight foreign accent and some flowery language quirks, especially towards beauty.
  • Further, (...) to speak in a straight manner, without too much flourish or deception.
  • He learned how to express himself with intelligent phrasings, (...), so he tries to avoid them. In contrast, (...) to blend in with the common people by way of vague expressions instead of clear information, (...).
Please PM me for the spoiler information.


Mannerism, Memories, and Quirks [5]

Mannerisms
  • Eremis is candid and open, self-confident and easy to befriend. A hearty laugh, a broad smile, and a toast to the working people is what he is renowned for.
  • But if he gets gloomy, cracks his knuckles or doesn't smile anymore, it will not take long that he will lash out. Be careful! He will probably not lash out with words.

Memories
  • Eremis still remembers in what reverent tones his father Gerth had talked about "a noble death" and that this was all that was important for his family. Their family name had come from the wars fought by their ancestors, he had said, and that it would still hold the meaning of noble warriors who gave their life for a noble cause. So, he concluded, all Gladis men should seek for a worthy death and be brave.

    Young Eremis had mixed feelings with this. He didn't want to die, he didn't want to think about death, but wanted to explore the wonders of this world and live forever instead.

Quirks
  • Eremis tries to keep ahead of news, especially about a) monsters and quests, b) politics, c) wars.
 

Stephan Hornick

Community Goblin
Staff member
Wizard of Adventure
Faster Combatant
Adventure Builder
Adventure Master
Sgt. Eremis Gladis of Highcastle
Human mercenary
-- Introduction Part 2 of 3 --


Personality Profile [5,8]

Primary Motivator(...)
Emotional Disposition & MoodinessExcited (with strong emotions)
Core Traits
Outlook (Life)Optimistic (Confident)
Integrity (Work)Conscientious (Industrious)
ImpulsivenessControlled (Thoughtful)
BoldnessIntrepid (Reckless)
AgreeablenessAgreeable (Tolerant)
InteractivityEngaging (Candid)
ConformityHeterodox (Untraditional)
Secondary Traits
Sense of HumorTBD (Crude?)
Favorite Topics of Conversation
  1. Quests/Legends&Myths/Monsters/Rumors
  2. Work/Profession/Money
  3. Gambling/Drinking/Song
  4. Dreams/Fears
  5. Family/Friends/City
  6. Politics/Nobility/Wars
Group Affiliations
  1. Mercenaries (...)
  2. (...)
  3. Other working common people
  4. People from the (...) deserts
(...)
Religion & Spirituality
AdherenceAgnostic
"If you want something done, you need to do it yourself."
ToleranceTolerant
Expression of beliefOccasional
Converting othersCasual
AttitudeEcstatic
AssociationSolitary
Religious RoleHermit (solitary path)
Quirks, Habits, and OdditiesPacing, Beard stroking, Knuckle cracking
Hobbies (what he does)Horse riding, Gaming, Cards & Dicing, Combat competition, Eating & Drinking, Woodworking, Singing
Enjoyments (what he likes to watch etc.)Acrobatics, Calligraphy, Storytelling
General LikesLoyalty, respect, truthfulness, the color red (...), simple working people, (...), his silver cloak pin, his red half cloak (...), he likes to be on the road, (...), honey, (...)
General Dislikes(...), the color blue (...), crossbows
Mental Disorders
  • (...)
  • (...)

Please PM me for the spoiler information.


Player Goal / PC Arc [5]
(what I would like to see developed over the course of the game)
  • I would like to see Eremis reunited with his noble family and probably come into conflict with his older brother who became the ruler.

  • I would like Eremis to reach a political position with rulership over a small area of land.

  • I would like to see difficult loyality decisions like between Highcastle and the Borderland, or between his former mercenary regiment Crimson Legion and his new adventuring group.

  • I would like to see him reunited with Ereska.


PC Goals, Motivations, Fears, Desires, Conflicts, and Awareness of those [5,9]

DesiresFears
(...)(...)

Extrinsic GoalsExtrinsic MotivationIntrinsic Motivation
"It is my goal to venture beyond what is known to men!"People think it is because of his curiosity that he undertakes these ongoing adventures and explorations. So extrinsicly he seems to be motivated solely by curiosity.(...)
"I dare to slay the monsters here and yonder and create a peaceful slab of land for our people."People think that he either likes to fight or that he risks his life for other people. Extrinsicly he seems to be motivated by either lust to kill or protectionism.(...)
"I would like to see grandchildren myself one day, when I'm old and have my own castle and a wife to name my own."People wouldn't know that he would like a family. He is too much a warrior to settle down - and that is true. Extrinsicly he seems to be motivated by romance.(...)
"I will be your leader and lead you to greatness. Follow my instructions and this land will prosper."People find him a natural leader, who is industrious. His aspirations are not very creative (no fancy town concepts), but down to earth. Extrinsicly he seems to be motivated by aspirations to power and the wellbeing of the common people.(...)

External ConflictInternal Conflict
(...), so he sends assassins to have him killed.Eremis doesn't believe, (...) would do this, but is unsure at the moment. He wouldn't want to hurt (...) in contrast, because he loves him. Also, he wouldn't change his name - thereby making it easier for assassins - because he doesn't want to omit a part of his "legend". He tries to not think about what may happen if they ever met again, but can't help himself. It is a worrisome topic, so he tries to stay ahead of news of politics and wars.
Eremis wants to lead people, but he has no one to lead.(...)

Please PM me for the spoiler information.


Secrets [5]

Secrets the PC knows
  • Eremis keeps it to himself, that he is (...), because he doesn't want other people to behave differently because of it and because he doesn't want possible assassins to catch up with him. But he will not change his name for fear that it may omit a part of his "legend".

  • Eremis keeps it to himself, that (...), because he is ashamed of what this means socially and how people perceive him, but he would take the same choice again.

Secrets the PC doesn't know, but the player knows
  • Ereska is still alive.

Secrets the player doesn't know, but the GM knows
  • ???
Please PM me for the spoiler information.


People [5]

Friendly
  • Ioleth, old carpenter of Honeyglen
  • Nephratee Gladis, mother
  • Ulissian Gladis, general of the Gladis Army, uncle
  • Ereska, a half-Riksharr mercenary in the Crimson Legion, his love
  • Galvin Redbeard, a dwarven merchant with a life debt, friend
  • Gram si Alachmes, a Riksharr caravan owner
  • Nichuan, a Riksharr flame dancer
Neutral
  • Gerth Gladis, (...), father
Hostile
  • Father Helmstaed, (...)
  • Auminius, traitor and assassin, who was able to flee
Enemy
  • Kevren Gladis, (...)
Please PM me for the spoiler information.


Possible Unification Event [4}

Identity
  • All the PCs are courageous adventurers
  • Eremis has been a sergeant with the Crimson Legion in the Warring States, some other PCs may also be from them or there
Inciting Incident
  • Eremis will announce the first adventure and ask for help
Imminent Danger
  • He will point out the dangers that lay beyond, but more so, the danger of economics in a critical state, the threat of the beyond and the powers that lurk to strike this town, and the imminent danger of being forgotten once you perish
Risk
  • The party would surely gain glory and knowledge, receive bounty and respect, and make experiences they can tell their grandchildren.
 

Stephan Hornick

Community Goblin
Staff member
Wizard of Adventure
Faster Combatant
Adventure Builder
Adventure Master
Sgt. Eremis Gladis of Highcastle
Human mercenary
-- Introduction Part 3 of 3 --


Rumors about the PC, which some other PCs may have heard [3]
I rewrote this part to create a random rumor table. I suggest that each PC rolls once on this table to see what he/she might already have heard about Eremis. Some of it will be true, some half-true or incorrect, some will be completely wrong. Some of it may be just heard from others, some might have been watched, some might have been spilled over too much wine from himself. Have fun!

Chance (1d12)Rumor
1Eremis dialect does not come from the Borderland, neither from the southern deserts. Some travelling merchant once asked him, if he had ever been to the Warring States beyond the Hag Marshes.
2Eremis arrived with a tobacco caravan from the Golden South. He is tanned, so he is probably also from the Steppes of Nachrar or even from the capital of Liskan.
3Eremis seems to know these Riksharr quite well and even paid for the rooms of four Riksharr women besides his own room in the second floor of the Dancing Cauldron. Some rumor that these are his harem as is tradition in the south.
4One of the washerwomen has heard that Eremis asked a guard to inform him at once, when the guards see a young half-Riksharr woman with yellow cat eyes and two broadswords on her back. She is called Ereska Meerhaven and very important to him. The washerwoman instantly believed this Ereska to be Eremis' daughter.
5The armor smith Felbok Winterloft knows that the dark brown leather armor that Eremis often wears (even in town!) has a strong resemblance to the traditional gladiatorial armors in the Akrassian Empire far to the South East.
6The carpenter Nimrod Nail told the mason Uvrat from Cobbleroad that he once saw how Eremis was helping repair the palisade of the town. He was said to singlehandedly lift whole poles of the size of tree trunks. And he could even lift an ox with one hand, he added.
7Eremis can regularly be seen in the tavern, drinking, gambling and singing to his heart's content. He is quick to laugh and a great listener. But one time, Brandon the Bard cheated on him and he noticed. You can still see where his nose had been broken. I'm curious to see how this plays out. The bard has some serious connections!
8Have you seen this strange gold coin? It must have been from one of the new adventurers. This big guy with the bulging muscles is said to have brought all kinds of strange coins to town. Even the tax collector Forlon Fudge has never seen some of them, it is said. Some are even from a dwarven settlement called Krackstone!
9Don't look too closely now, but have you seen the mace of that guy over there at the big table? It looks pretty expensive. I'm no expert, but if you ask me, this is a magical weapon with all these bone colored hooks and the glistening black steel. Even Holbok Winterloft, the smith, has never seen anything like it, he said. It could be worth to take advantage of his inattendance.
10Lately, I've seen the big warrior talk to the council member Trivor Halberstein. They talked about loans of all things. The former mercenary must be in some huge debts with people to ask that man.
11Oh no! Did you see? The lieutenant of the guard, Liushard of Gorn, just spilled his wine over the adventurer's cloak! I hear it is his most precious possession. A coat of uniform or such from the Crimson Legion. He is said to have won it as a war hero while protecting a dwarven city and that they swore an oath of fielty to him. ... and now he actually hit the guard...
12(roll twice)


Background story / List of important life events [5,6,7]
(including NPCs, conflicts, challenges, mystery, passions, and relevance for the game)

Birthplace & Family (social class, early ideology, and dreams)
(...)

Childhood & Growing up (early challenges and relations)
(...)

Early Career (First profession and goals)
(...)

Later Career (Setback and second profession)
(...)

Trigger to become an adventurer

Not much later, the Crimson Legion was to march against some danger in the Sea of Silt to the east of the Akrassian kingdom. On their way across the endless sands of Akrassia, Ereska's fist (a group of 5 warriors) was to scout in the mountains to the north for shelter, water and game. But they did not come back. Time was of the essence and the captain of the Crimson Legion finally declared them lost to the desert as was very common. But Eremis couldn't loose his love. He volunteered to look for them and was given 1 day to return. Alas, he was surprised by a sandstorm and lost every sense of direction. He must have wandered days until exhaustion finally cought up to him and he broke down in the middle of the desert.

To his own astonishment he was rescued by a strange creature, half man, half feline. It spoke and introduced himself as Gram si Alachmes, his bodyguards as Sihalla and Raana, all of them Riksharr. As he gave Eremis water and nourishment, Eremis inquired for his companions. They did not know of Ereska's whereabouts, but the Crimson Legion was long gone. Eremis was alone. And so he invited Eremis to join his caravan as a guard, at least to the nearest caravanserai. They were in need of protection and he was evidently able to, but in need of nourishment and orientation. And so he joined the caravan of many strange Riksharr and diverse mercenaries whom they hired for protection.

Then, one evening, he saw magic for the first time in his life. He had been drinking with the rest of the Riksharr of the caravan in the Caravanserai of Salsee and as he was just going to release himself, he was attracted by a strange smokey-fiery sound behind one of the low buildings. To his astonishment there was a beautiful Riksharr woman dancing, with paws holding fiery balls of fire. She was not hurt by them, rather, she caressed them as if they were just for decoration and reveree. Her hairy paws were enveloped by flames, but did not singe, her delicate movements waved like the flames in her paws, and a low purr accompanied her breath while she seemed entranced. And then an ear twitched and the light reflected from her eyes as she looked back at him in surprise. Immediately the flames disappeared and dropped everything besides her eyes in shadow. This is how he met Nichuan, a flame dancer on her way to the Borderland to become a magician.

And when Gram si Alachmes asked him the next day, whether he would find his own way from here onwards or whether he would accompany him and the flame dancer all the way to the Borderlands in the north, Eremis was intrigued. He had heard the stories of course. The Borderlands are a land beyond the traditions, a land without warfare where heroes were rare but in dire need. A land to create heroes and legends, a land of the unknown and uncharted. What better place to become an Undying Legend! Of course he joined the caravan to the Borderland and actually found a new home above the Dancing Cauldron, a loud tavern in the central town of Holt-Lindeck.

And although he never stopped looking for Ereska, he started a new life here. He started his path to become what he always dreamed of: an adventurer who would not be fettered by politics, but who would explore the world and fight for his own reasons. Strangely enough, it was the first time in his life that he felt completely free.


Please PM me for the spoiler information.
 
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JochenL

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Based on my notes and your storytelling, I came up with the following weekdays:
  • Sunday (Sonntag)
  • Moonday (Mondtag)
  • Toilday (Diensttag) - usually the day of duty for one's liege lord
  • Midweek (Mittwoch)
  • ... Mountainday?
  • Freya's Day (Freyastag)
  • Starday (Sterntag)
Feedback is welcome!
 

Stephan Hornick

Community Goblin
Staff member
Wizard of Adventure
Faster Combatant
Adventure Builder
Adventure Master
I had Mountainday as Monday, but whatever works and you define based on the local belief system.
But of course, I didn't mean actually next Monday. Out of game we should find a first session date soon.
 

JochenL

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April 20 to 23 and May 4 to 7 would work for me.
 

knoppi

Member
Apprentice for Adventure
Adventure Builder
Adventure Master
I'm available on 23, 4, 5 and in case of emergency 20 (50%) and 6 (for that day I have already something in my calendar that I would like to keep there).
 

Stephan Hornick

Community Goblin
Staff member
Wizard of Adventure
Faster Combatant
Adventure Builder
Adventure Master
Jochen, would you please create a poll with the next possible dates? I imagine, we can always look at it even without voting, change our votes afterwards and you change the "questions" = possible playing dates after every session? Would this be possible?
 
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