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She is getting to an age where the whole candles, age and wide eyed looks from the kids needs to be swept under the carpet firmly. Its all made worse by her working in the beauty industry. They are not allowed to grow old.
As for Rasputin, he blinded and cursed the sorcerer, then flew away. The rest of the baddies however made for a tough day's entertainment.
They are 14th level and I only managed to hit the high AC duellist (ACG) once all day. With a shotgun. 1d8 damage!
Did you forward my email Nathan? I think I hit the wrong reply button, ie. not reply all.
In case it only went to Nathan, I apologise. I was fairly frank in my email, meaning that my concern is that my many previous games that get to this stage of low posting energy, its not the promises that matter, its everyone following through and posting regularly.
Has anyone pm'ed Sigil?
I am happy to join in decision making. I definitely agree with getting 2 tents.
However Jerrid is very much a loner still, even if he has opinions about things like this. He is quite strong for his size but wont even think to help unless asked (or told).
Jerrid will go from the shrine to outside town. Lannet should also leave asap. If he doesn't that could cause us some problems with the merchant and his guards.
wanderer82 I had fun looking through all the options for Tuon especially when I ended up back where I started. A vanilla bard. The main reason for not taking something more powerful like an arcane duellist archetype was your comment about puzzles and problems. Hopefully he can balance all this muscle that's applying, although I'm no great solver of them myself!
If Tuon gets in, maybe a masterwork lyre or similar stringed instrument. Make him like a talkative Harpo Marx.
What size party are you looking for?
This is easily one of the most challenging games I have played in. Kherg is well developed - as are so many of the other PCs.
The sporadic nature of the game has effected my enjoyment of playing Kherg though. I enjoy playing, not waiting. But that isn't enough to stop me wanting to play with you guys. Its understandable when real life gets in the way of me too.
Trawling through the posts so far I have this as a draft roster.
Sandrion - archery ranger4
Is that on the money chaps?
Yeah. But nothing really worked for Jerrid in that fight. I am annoyed that he (and Samduc) didn't scout out the area properly first. Especially when we knew Vortigern was after us.
Especially when we saw bodies. And not protecting Janna and the amulet was another mistake in my book. 20/20 hindsight is a wonderful thing.
I voted for you last round and as a fan of all things Al-Qadim-esque will be voting for you again. Whatever mistakes are being highlighted I feel they are nothing compared to the creativity being displayed.
Good luck in the future Mike.
P.S. It reminds me a little of the start of a great adventure Mad Gods Key as that had a superb chase scene.
We all wont die, Samduc. It would have helped if Vortigen could have failed to save against blindness. But the dice are a touch fickle for us in this fight.
I raised the issue of actions in the surprise round before but did it very carefully because I have always felt (like Kevezyat) that this is down to the way that the DM wants to do things.
Damien I sense this game excites you alot and that is partly down to how open DMG is, much more so than most. Me I just want us to drink out of Vortigen's skull - the git!
With his high Perception check could Jerrid simply have a move action to into the fight. And can you stop rolling ones on his initiative? Please.
Also did Janna just tell us to use blunt weapons on zombies?
I'd like him to move round behind the farmhouse as is his wont and move towards the back of fight again just like with the gnoll shaman.