Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

If you read the Warpriest description carefully, you will see that divine casting is still limited by alignment and Channel Energy would not be available until 4th level (just now). I would likely keep the Chaotic Good nature of Hack and choose Calistria, Gorum, or another such deity. Thus, his blessing would either come from Chaos or Strength. I plan to build him as a melee character with an axe, and as such, his divine casting ability is already nerfed. I think that it likely fits within the parameters of what you are trying to accomplish.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I rolled perception (roll of 25) to search the bodies for healing potions and alike and you said there wasn't any so that's when Taissa loaded the bodies onto the travois. It made sense if there was no ability to heal in the village we do the best we can with the healer's kits, keep them warm and return them to the ship and wait until Vale arrives.

Enjoy your family lunch, Dain GM.


Thank you Taissa - By the way, I wrote a brief post on the Campaign board a few moments ago.

It has a lot of me writing as your character (as well as Stefan and Geser) but that was merely to get the ball rolling on some skill checks and to sort of marry up what I meant about "Details" that coincide with rolling stuff.

Apologies if it's not quite how Taissa would talk, or Geser or Stefan; I did the best I could with what I had, and just tried to make it a sort of a fun story.

It's on par with some of my other posts for length, so you may need to read it on a normal computer, as opposed to text on a cell phone.

Hack -

I understand that the casting is limited, but I also know that the caster is built around the concept of being "on par" with other casters on level 20 - if it was a straight casting class.

My objective via casting is to severely limit their power as casters, and keep them (at best) as multi-class options; an amendment to an existing class, not a class that is strong enough to stand on it's own.

I'm still considering things - but what do you think of that option?

FYI - I tried to build a similar concept to what you had before I saw the Warpriest as an NPC; I built him like a more rugged and somewhat muscular version of Floki' from the TV Show Vikings (as I think he is a priest in that show). He was supposed to be a Shoanti Priest you guys would find.

He had two levels of Scholar, one level of Martial Artist (with a focus in Hand Ax; a finesse type ax) and 1 level in Cloistered Cleric. So he had a lot of Lore/Knowledge for you guys, but not much magical healing - just as a suggestion on what flavor I was trying to go for.

Let's consider options, though. Are you cool with trying to multi-class a bit as Warpriest?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I can't see such a post on the main thread as yet. So, I'll wait until it's up. Thanks. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Sure, I would consider multi-classing as a Warpriest, or other type of divine caster. A rebuild may be much better though because Hack's Wisdom is not sufficient enough to make the divine casting useful.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, I didn't want to make Taissa into any kind of healer for this campaign but I don't want Hack having to multi-class since he is our frontlinesman and we need his power. And we really need a primary healer in the group. We get hit a lot by multiple enemies per battle.

What if I multi-classed Taissa into a Priestess? Not a cleric but a priest .. a Priestess who venerates the "Spirits" (Nature in all its forms)? She can still channel 1d8 and with her CHA bonus of +1 will be able to channel 4 times a day. Plus, Priests are quest-driven and that can work with Taissa's beastmaster's nomadic side. In her backstory, I could have had her visit monasteries and temples and learn from time to time.

It means Daya won't be able to speak as she only levels up when Taissa takes Beastmaster.

But it's another alternative/suggestion I'm throwing up for consideration.


Sounds good Hack.

Taissa - apologies about the post, I had to tweak a few things because of some coding issues.

However, I'm sure that at this point you'll see it - it's hard to miss ;)

Meanwhile, after your read it, it will require some basic rolls afterwards from most people, as well as potentially opening the door to trying some follow-up Knowledge Checks and Appraise Checks and (possibly) some Heal Checks.

Luckily I just made you guys succeed at much of your rolls in advance.

Hope you enjoy it...


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM, well done on the writing and I did enjoy the storyline and dialogue. (Though I think you made Taissa a little better at dialogue than she is ... Still good job.) I like how it gives Stefan a chance to better know Taissa and understand how she speaks/acts.

Dain GM, what do you think about the above idea of Taissa taking on Priestess level (not cleric)?


Taissa Sloane wrote:

Dain GM, well done on the writing and I did enjoy the storyline and dialogue. (Though I think you made Taissa a little better at dialogue than she is ... Still good job.) I like how it gives Stefan a chance to better know Taissa and understand how she speaks/acts.

Dain GM, what do you think about the above idea of Taissa taking on Priestess level (not cleric)?

Thank you about the writing. It was only 12 pages and about 3 hours, but I felt like it was important to do. But I'm glad you enjoyed it :)

Meanwhile, can you show me a link to the Priestess Class so I can glance over it? Thank you!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Thank you for putting all that time and effort into the writing. It was a great read. :)

Priest Class

I know a priest is less about combat (cleric suits that better), but that's okay as Taissa isn't a frontline fighter and is happy to hang back and shoot from range with her bow or musket. Maybe with her nomadic background, Taissa is a little more capable in fighting because of her beastmaster class ... She can handle herself in a fight and be able to divinely heal, if needs be. She already has a strong connection to the "Spirits".

This is a suggestion as it doesn't seem like people want to take on the healer role ... and we really need one. So, I can consider being flexible if needs be. I'll be sad, however, to see Daya not being able to level and talk, however. And I find myself healing, again. It seems to follow me from game to game.

I honestly thought cleric would be something Geser would consider since he is passive and pious. But he hasn't chimed in during discussion and I don't know what he thinks.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I was going to do it, Tai because I know you are not interested, but if you wish, then so be it. We just need to decide so that we can get busy leveling. I thought Geser would be interested as well.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I honestly think Geser should take the mantle of healer and free up Taissa to deal with animals and fight. But he hasn't responded to any of the discussion posts and I have no idea what he is doing with his character.

I'd rather see you just concentrate on fighting, Hack, as you're our strongest fighter.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

@Geser: Are you willing to step up and be dedicated to this role at all?


I think Geser would make a good healer.

By the way, Taissa I like the "Priest" class as an option, too, but it's too powerful.

What I'm going to do is give Cloistered Cleric the following adjustment, though, instead -

1. They get 6 Skill points a level -
2. They get to automatically gain the Knowledge Domain as a Free Domain in addition to the other domains that they choose.
3. Their Cloistered Cleric level is identical to lore via Bardic Knowledge.
4. They automatically gain the Feat Selective Channeling.

Taissa - if you picked it, would chose the ability to Turn Undead or Command them? As you're neutral, you could do either one?

Also, if you picked it - what Domain would pick (If it was Eagle, that would be a handy domain for you - big time... just saying, as it combine the powers of your Familiar with Daya - but more about that later...).

Finally, I'll Facebook Geser. If he's really not reading the discussion thread stuff, that's kind of a problem.

See you all later!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I don't want to take cloistered cleric. It doesn't fit in with what and how Taissa is. I could have made Priestess work, but since you have deemed it unacceptable, I'm not going to multiclass into cleric.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Am busy atm, as in preparing to sleep between shifts.

Wishing every one all the very best.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Well, if you have some time tomorrow, Suny, it would be good to hear your thoughts. Rest well.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Hack, I like you as you are :) Your damage output is invaluable. When we level, my damage output will be enhanced (still not on par with you though), so we should be good. Polux makes a great utility infielder. He has good melee damage as well as stand off capability. I think Suny got the short stick in this fight because she was so hampered, but in normal circumstances she will be a good flanking buddy or ranged person as she shares Polux's versatility. Taissa is awesome at her role, not only with her individual combat, but as a force multiplier. In all honesty, Geser makes the best choice to branch into a secondary healing role, but I do not want anyone to do anything they don't want to as that spoils the fun of character development.
Well, those are my observations....


Stefan Lebeda wrote:

Hack, I like you as you are :) Your damage output is invaluable. When we level, my damage output will be enhanced (still not on par with you though), so we should be good. Polux makes a great utility infielder. He has good melee damage as well as stand off capability. I think Suny got the short stick in this fight because she was so hampered, but in normal circumstances she will be a good flanking buddy or ranged person as she shares Polux's versatility. Taissa is awesome at her role, not only with her individual combat, but as a force multiplier. In all honesty, Geser makes the best choice to branch into a secondary healing role, but I do not want anyone to do anything they don't want to as that spoils the fun of character development.

Well, those are my observations....

Excellent!

Thank you for your feedback.

What did you think of the post on the campaign thread? I hope it was interesting to read, especially as I tried to do a lot of story with other character voices.

I'm eager to see results there, too, especially given the information that was covered and the data that needs to be analyzed.

Meantime, have a good night.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Thanks, Stef. I appreciate what you have said/shared.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Sorry, Dain, forgot to mention...
I really enjoyed your synopsis. I thought you did an excellent job portraying Stefan. I also liked the byplay you had between Taissa and me.

@Taissa, your welcome. In addition, I enjoy your character's brusqueness and seriousness as a foil to Stefan's courtliness and flippancy.


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hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa and Stefan discovered these items during their search of the hut/lodge:

1. A small pack.
2. A small chest.
3. A large chest.
4. A ledger.

In small pack (probably belonging to half orc):

1. A healer’s kit; fully stocked.
2. A ring of keys (one of them matches the manacles – a universal key); one of them matches the small chest, the other matches the big chest; and there is a forth key.
3. A small pouch with two Potions in it (unidentified at this time).
4. A small pouch with 50 Gold Pieces in it and 50 Silver pieces (your use of Appraise allows you to detect that the coins are the same mint that was on the other group you looted west of Beacon several days ago. It could be coin common in Osirion, or it could be a coin minted by a specific organization – you don’t know that at this time).
5. Some decent food (two days of rations).
6. A small flask of wine (your Appraise skill reveals it’s a type of wine made of dates and figs; certainly not a local brew).

The small Chest – once unlocked

Inside it you find a collection of stacked coin. There are 1,000 gold pieces. In addition to that there are also 500 Silver pieces and 500 copper pieces. Finally there is a small pouch with a bag of 10 rubies – universally cut. Your continued success with Appraise suggests that they are each worth 100 gold pieces each.

The large chest – once unlocked

The large chest has portable Alchemist Lab in it.

It also has various vials in it.

There are 4 Red Vials; 4 Green vials in it; a strange ink quill and several sheets of odd parchment and 8 Scrolls in which 4 have one type of writing and the other 4 have other writing on them. Finally you find other empty vials left for some purpose, but they have the same label that the Green bottles have, but they are currently empty. Use a Knowledge Check to identify them all

The ledger

It’s in Osirion; none of you can read that language yet, but it seems like it contains notes and information. There are some pictures and diagrams as you thumb through it; and the notes near the diagrams are another language altogether – they seem a bit more… strange. Some of them have similar glyphs like the ones on the half-orc’s hands; and others look like a loose representation of constellations.

Laying loose in all the rest of the stuff:

1. 4 more of those Goblin Healing Potions
2. Various pouches with a total collection of gold that tallies to 200 gold pieces between all the dead goblins stuff.
3. Spoiled “Trail Rations” – you can eat them, but they’ll likely make you sick.
4. Soiled furs from native creatures – animal skins and such.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Stefan: Taissa has been on her own since 15. She lives on and off the land, talks to animals, and loves only her Roc, who loves her back. She isn't used to much/consistent human/people contact, has no courtly manners and speaks plain and straight. She has no hidden agendas. I've tried to play her as such since the beginning. This group environment she has found herself in is very different for her especially with this many strangers/people together. So social nuances would be difficult for her to grasp when she's only ever relied on herself and possibly her Roc. Pomp, grandeur and courtliness do not score a blip on her radar. She is a rather serious half-elf around people. She's easier around animals. I'm hoping that at some point our characters will do some rp and get to know one another better. That all of us get that chance. :)

@Dain GM: Thanks again for that detailed storyline and dialogue. Your continual efforts and energies are appreciated, sir.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Thanks, Stefan, well thought out, and my sentiments exactly. However, if Geser does not take the cleric role, then we really need to use the NPC, I fear. I will level Hack sometime today. Power Att additional damage goes to +6 at 4th...whoo hoo!


Hey guys - it's been a bit hectic for me today.

My internet was on-off for a while, and in the meantime I literally had to microwave my clothes dry because of laundry complications.

As usual I'm late for work.

I look forward to game posts from everyone by the end of the day.

I don't have time for much else, but I'll see you all soon!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Lot of stuff to digress on, so I'll just start cracking:

- Dain GM, I have said this before man, but I will say it again - I don't know how you manage it, but I want to applaud your efforts in keeping this game moving at an healthy pace. I think I also said this before, but even though player input is essential in PbP games, in my opinion the GM is the main responsible for keeping the games alive (if the players don't up and simply vanish of course), and moving - they can GMNPC, move the story arc, fast forward, etc., etc. Your effort in doing that has not gone unnoticed, and your commitment is determinant in keeping the game alive - amazingly well done;

- I have got love what you are trying to do with this game, the notion behind spell casters keeps reminding me of Thoth-amon, Conan's arch nemesis many would say (and I would too) - recurrent villainy, demented and deviously evil spell casters drawing power from who knows where... I've always wanted to BE Conan, and live in in the Hyborian Age so...

- As far as your gameplay post before - very well done on advancing the narrative, and giving us an idea of what you are looking after. The text and dialogue are rich and clearly well thought out, which makes it even richer - not only that, but the logic behind it, and the coherence of it all make me feel like I am part of a story;

- By the way, I WANT a Worg pup also, and that's that!

- That being said, I have spoken to you privately about this, and I am going to say it again (please keep in mind this is my personal perspective, that I am enjoying the game, and all the positive feedback I have given about it - I don't want any bad blood here). I think you should leave more of the initiative up to the players. I have been a GM for something like... 15 years. I have written long stories and backdrops for my players to experience, simply to realize they were about to glaze over all the subtle details I was throwing at them, and not understand the beauty of it all - this has happened hundreds of times, but it is the nature of the game, and I've had to adapt a LOT sometimes to make sure they got the pieces of information I needed/wanted them to get.

I am not a fan of taking players by the hand through my story, because I want them to, so I needed to find ways to move around that, because the story does not belong to the GM alone, it also belongs to the players, as much as the GM may want it to go in this or that direction (heck, if as GM I am not enjoying the direction a game is taking, I'll just say it - not only the players are entitled to have fun after all) - what I mean is, in this particular situation, if Stefan or Taissa or Geser would not find the necessary details, loot, whatever - regardless of how frustrated you may feel about it, that should be what would happen (you could have thrown a yap from the weakened pup to draw attention to that location, or falling debris to another location to steer the players, but acting on their behalf to make sure we are 'getting the point' seems a tad too much in my book.

One additional note on piecing up the clues to understand this or that about the story as a whole - Polux was unconscious, and Friday is a complicated day for me because I am involved in a Management Simulation Project that really eats up a lot of my time [plus I like to have a drink when I get home, to help me get into the weekend feeling :D], BUT I was pondering a lot of the information that you had been hinting at (from an OOC perspective, mind you) - the Ankh clearly points to Osirion, the priest dying reference clearly hinted at a greater prospect, the worg pup in the snake's belly was completely off to me and I was mulling it over - like, what the heck? They are eating their allies? I hadn't forgotten about your details about the nature and size of the encampment, nor Two-Kills reference to previous inhabitants, I was questioning myself "What the heck are these guys doing here?" and "Another group from Osirion? This is funky as hell" - bottom line, it may seem that we are not following you in the story, but we definitely are and, on the one hand it can get frustrating to have the GM doing all the work for us [hey, maybe Polux wanted to shine with his deductive reasoning :D], and on the other it feels that I am being "pushed" in a certain direction.

I understand that motivating players, mainly if this or that character isn't really fleshed out as far as motivations go and so forth, to move along, and make something rich out of their game, but I am getting the feeling that we are playing a part in a story that is already written down, and I want to be one of those that will actually WRITE it :D You, and all of us, need to be ready to deal with the fact that characters are just like that - hell, I would have hated to miss all that you described in your post. I really felt queasy when I read about the she-Worg, I keenly felt the pain of her situation - giving birth so that her pups would be sacrificed... Damn... Made me want to bring her back to life, take her to Osirion, and personally spoon feed her each and every person that could even be related to this - BUT the possibility that we could have missed all that is real, and we could have just headed back and say "You know what, forget all of this, lets head back to Beacon and rethink our thing - I don't want to go to Osirion anymore, let’s forget that this situation ever happened (of course that would be a stretch, because the characters actually lived through the experience, but it could happen).

Man, I really hope I have been able to convey my feelings correctly. This is just my way of looking at things.

- As for the healer discussion, you guys are probably going to burn me for this but... I actually like the Cloistered Cleric, simply for the fact that I am a total sucker for skills, and it frustrates me to no end that the cleric has 2+Int skills per level (most clerics I have seen simply go human and 7 int because it really has no impact mechanically) - so even with the diminished spell casting (which is NOT AT ALL compensated by any of the other class features), cloistered clerics can still perform acceptably and know stuff - knowing stuff is just too cool to pass on. So, for the sake of clarity, I'll lay out my thoughts and perspectives on group makeup:

#1: If Hack goes Warpriest, I think I would make Polux into an Invulnerable Rager, as I think that it is my favourite character. That would leave us gimped in rogue skills though, unless Suny steps up;

#2: If everything stays exactly as it is, I think Polux is going knife master - keeps the rogue goodness, and gives him a gritty feeling - fighting with knives is really cool, and even though it is definitely not an optimized view, it is a concept I have been wanting to try out. I'm not changing anything about his personality, just his crunch;

#3: I have been mulling over keeping Polux exactly as he is though - things have not been going specially well for his play style - the only time he should be a front liner, is when he puts on heavy armour (which he can easily - his Dex is only 12, and he has the proficiency for it) and forfeits his roguish duties. Otherwise, the intention is to have him work as a 'one hard hit guy' - it is not evident yet, but the Scout and Thug archetypes lend themselves to some serious one hits that also stack debuffing on the victims - combining stuff like Bludgeoner, Sap Adept and Enforcer will go a long way with his Intimidate skill (which would be at a crazy skill level +13 at level 4), so there's that too...

#4: I will not put forth my opinion of who should play this or that;

#3: I think that Taissa would make an amazing priest, but I agree that the priest is definitely overpowered (not going into a detailed opinion here, but PM me and I will give it if asked);

#4: However, I don't like the idea that Daya stops progressing, or that Taissa stops being a Beastmaster;

#5: As I have said before, and because Polux has not yet found his place in the group dynamics (in combat that is), I would consider going Cloistered Cleric. I have not been more forward with it because I really do not want to give up on what Polux is as a character, his personality, or perspectives in life, and changing to a cleric will probably make that impossible. I'm gonna crunch it though (because I have some time on my hands), and see what comes out of it.

Maybe I didn't address everything (there was a lot of stuff after all...), but there you have it - a wall of text, unspoilered because I was simply too lazy to do it :D


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Polux, well said, and I think that you should look at Slayer in the Advance Class Playtest. I play two of them in other PbP and one in my tabletop game. The Rogue/Ranger mixture really seems to fit with Polux. Of course, Dain GM would have to approve this as well. This would give you a good BAB for when you want to engage, and you still keep the Rogue stuff that you seem to like. If you do not have it, PM me your email, and I can send it to you. Also, feel free to look at the build with Dieredon and Conner in my aliases. This could also be an option for Polux if Hack is allowed to rebuild as a Warpriest. The two classes together would certainly make-up for the lack of an Invulnerable Rager.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Yeah Hack, I've got the Advanced Guide Playtest, and Slayer is not a bad option at all, though I am sticking with Dain's request, and don't want to go too far out with the class I choose :D

In any case, I managed some free time today so here's an idea of how my cloistered cleric would look like:

Brother Albion:

Male Human Cleric (Cloistered Cleric) 2/Fighter (Tactician) 2
NG Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 26 (2d10+2d8)
Fort +6, Ref +2, Will +5; +2 vs. symbols, glyphs or writings
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron glaive +8 (1d10+6/×3)
Ranged masterwork sling +6 (1d4+4)
Special Attacks channel positive energy 6/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—bit of luck
Cleric (Cloistered Cleric) Spells Prepared (CL 2nd; concentration +4):
1st—bless, protection from evil, true strike [D]
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domain Luck
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 13
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Extra Channel, Power Attack, Selective Channeling
Skills Climb +8, Craft (alchemy) +4, Diplomacy +8, Heal +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +4, Profession (sailor) +6, Sense Motive +6, Spellcraft +4, Survival +6, Swim +5
Languages Common, Infernal
SQ aura, breadth of knowledge, domains (luck), well-read
Other Gear masterwork agile breastplate, masterwork cold iron glaive, masterwork sling, 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.

We would however lose all that Polux brings to the table, and would lose Polux also. But I'm not done yet - the fact that Dain GM wants us to delay any caster progression for at least 2 levels actually offers some options (since you will be multiclassing anyway) :D


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Or things could go even weirder with...

Sneaky Brother Albion?:

Unnamed Hero
Male Human Cleric (Cloistered Cleric) 2/Rogue 2
NG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 23 (4d8)
Fort +3, Ref +7, Will +5; +2 vs. symbols, glyphs or writings
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork cold iron shortsword +5 (1d6+2/19-20)
Ranged darkwood composite shortbow +5 (1d6+2/×3)
Special Attacks channel positive energy 6/day (DC 12, 1d6), sneak attack +1d6
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—bit of luck
Cleric (Cloistered Cleric) Spells Prepared (CL 2nd; concentration +4):
1st—bless, protection from evil, true strike [D]
0 (at will)—detect magic, light, stabilize
[D] Domain spell; Domain Luck
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 18
Feats Extra Channel, Point-Blank Shot, Precise Shot, Selective Channeling
Skills Climb +6, Craft (alchemy) +5, Diplomacy +8, Disable Device +10, Heal +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +4, Profession (sailor) +6, Sense Motive +6, Spellcraft +4, Stealth +11, Swim +6
Languages Common, Infernal
SQ aura, breadth of knowledge, domains (luck), rogue talents (combat trick), trapfinding +1, well-read
Other Gear mithral shirt, darkwood composite shortbow, masterwork cold iron shortsword, 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

And just for the heck of it, this is my plan for Polux at level 4:

Level 4 Polux:

Polux
Male Human Fighter (Lore Warden) 2/Rogue (Knife Master, Scout) 2
CG Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 33 (2d10+2d8+8)
Fort +5, Ref +7, Will -2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork cold iron kukri +7 (1d4+1/18-20) and
. . masterwork kukri +7 (1d4/18-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 14, Wis 7, Cha 12
Base Atk +3; CMB +4; CMD 18
Feats Combat Expertise, Skill Focus (Bluff), Two-Weapon Feint, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Traits reactionary
Skills Acrobatics +11, Bluff +10, Climb +5, Craft (alchemy) +6, Diplomacy +6, Disable Device +12, Intimidate +5, Knowledge (geography) +6, Knowledge (local) +6, Linguistics +6, Perception +5, Profession (sailor) +4, Sense Motive +2, Sleight of Hand +8 (+9 to conceal a light blade), Stealth +11, Survival +2, Swim +5, Use Magic Device +7
Languages Common, Infernal, Polyglot, Varisian
SQ hidden blade, rogue talents (trap spotter)
Other Gear leather armor, mithral shirt, masterwork cold iron kukri, masterwork kukri, backpack, masterwork, thieves' tools, masterwork, 78 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Two-Weapon Feint Forgo first melee attack to feint


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

And last before I stop clogging the discussion thread:

Polux if he doesn't change to Knife Master:

Polux
Male Human Fighter (Two-Handed Fighter) 2/Rogue (Scout, Thug) 2
CG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 34 (2d10+2d8+8)
Fort +5, Ref +4, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron heavy flail +7 (1d10+6/19-20) and
. . masterwork silver earth breaker +8 (2d6+6/×3)
Ranged composite longbow +4 (1d8+4/×3)
Special Attacks shattering strike, sneak attack +1d6
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +7 (+8 sunder); CMD 18 (19 vs. sunder)
Feats Bludgeoner, Furious Focus, Intimidating Prowess, Power Attack, Sap Adept, Skill Focus (Survival)
Skills Acrobatics +8, Bluff +6, Diplomacy +9, Handle Animal +6, Intimidate +13, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +4, Profession (sailor) +4, Stealth +8, Survival +6, Use Magic Device +7; Racial Modifiers frightening
Languages Common, Orc
SQ rogue talents (strong impression)
Combat Gear alchemist's fire, oil (4); Other Gear masterwork banded mail, mithral shirt, arrows (20), cold iron heavy flail, composite longbow, masterwork silver earth breaker, backpack, masterwork, bullseye lantern, waterproof, cold weather outfit, crowbar, grappling hook, hot weather outfit, silk rope, waterskin, 581 GP, 6 SP
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Cold weather outfit +5 Fort save vs. cold weather.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sap Adept Gain bonus damage on nonlethal attacks,
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

You know how the drill goes in one or two more levels - scout's charge, hit them once and REALLY hard, piling on SA and the bonus non-lethal damage from Sap Adept, Intimidating them as a free action, etc, etc :D


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I like Polux as is. But if you do change (and it's something you want to do re healer), I like the sound of sneaky Brother Albion. Nicer flavour and skills than straight cleric (which btw I find generally boring with how I've seen people playing clerics). Plus, I'm not sure how Taissa would relate to you as a straight cleric. I don't want their current dynamic to change as I think they're building a nice trust between them. Why can't you keep the name Polux? I think it's going to be weird calling people different names after all this time has passed, but that's a personal feeling/opinion.

If you don't go the route of group healer, I like the knife master progression a lot.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Yeah, I'm of course leaning to the Knife Master ;)

But I was actually surprised at how the sneaky brother Albion turned out.

The name change happened simply because I don't know if I could keep the Polux idea while being a cleric - he isn't really a religious guy.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

The meaning of Pollux (original spelling) is "sweet/very sweet" and "brightest star". ;)

I can see why you're leaning toward Knife master. If we do go with the npc cleric, I'd say take that one up. :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Polux wrote:

By the way, I WANT a Worg pup also, and that's that!

Taissa will bring him up right and you can occasionally pet him and have some cuddles, if he allows it. ;)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I want one for ME! :(


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, I'll be gone for a couple of hours this morning. But I will post again when I am home. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I like the sneaky version too, Polux. If GM dain does not allow the Warpriest, then our options are you or an NPC Cleric. Unless, of course, Geser steps to the plate.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

The thing abou the sneaky version is that he hasn't got much fight in him, apart from ranged attacks, and even in those he is nothing impressive because of the combination of two 2/3 BAB classes.

Kinda takes a little of the edge away from Polux :/


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Yeah. that is why I was such a fan of the Slayer. A Rogue with a full BAB rocks!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I've not read about the Slayer. It would be interesting to see what it involves.


Well - Hello all!

Just had a chance to read over the board.

Here are a few things to respond to in general:

1. Thank you all for the praise for the writing, I really appreciate it!

Now, to be honest, it's all been ad-libbed for the most part. In fact, I based a lot of the "flavor" of the dialogue between Taissa and Stefan off of the kind of back-and-forth flavor I saw on Game of Thrones on Friday between Jamie Lannister and that blonde-haired girl knight who is his bodyguard (no spoilers please - I'm not done with Season 3). For fun, I merged Geser's personality into a bit of Tyrion Lannister, as I had a suspicion that they both knew what it was like to feel looked down on.

As for the plot, that is kind of emerging on what you guys do. I don't really have things fleshed out too far; because at this point you may decide to head back to Beacon; scout the surrounding terrain around the village; ignore Osirion in favor of Varisian ports - or any number of things. So I have to keep it flexible. The only thing I'll admit to for sure is that there are things going on all around you, so even if your action is to sit around and do nothing, plot will move on and around you based on that inaction.

2. I had thought sincerely that Polux would go as a Rogue Cleric - they're a great mix to play. However, the one time I played a Conan game long ago, I played a Thief; but he had a Strength of 20 and a Greatsword and a Dexterity of 12. He robbed people AFTER killing them - and with his Sneak Attack was very good at it. I can see Polux playing that way; but a cleric-thief is a fun build - but it's up to you.

Slayer is fun - but having a second level Urban Barbarian and 4th level Rogue can be fun... Especially when he rages :)

These are only thoughts - you guys will have to decide things on your own, though.

Finally - here is at least an example of a complication that Taissa may have if she tries to raise a warg pup. In the first place, the pup can't even talk yet, so it will be hard for her to communicate with him. Observe an example of a warg pup that can't talk yet HERE.

Okay, now I got to look at the game post - I'll have something up soon :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

That pup is so cute - I saw that vid on Facebook a few weeks back. Precious. I'm sure Taissa can teach it worg/wolf speak. ;) Tais did raise Daya from hatchling.


Taissa Sloane wrote:
That pup is so cute - I saw that vid on Facebook a few weeks back. Precious. I'm sure Taissa can teach it worg/wolf speak. ;) Tais did raise Daya from hatchling.

What? Precious? No! He's frightening and vicious!

And he's clearly not something that anyone else on the ship would have any interest in at all ;)

You can probably teach him language, but they tend to be self-taught when it comes to language. It will just take time, is all.

More on the development/aging of the beasties to come, though :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Re its innate language, I'm sure it does know. But it needs to be fostered and nurtured. That's what I meant. :)

Looking forward to seeing the baby boy's development. I'm glad Daya gets to talk on the morrow. ;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain, have you heard what Geser plans to do with his character? This morning he mentioned he would read and post something on discussion but hasn't done so.


Taissa Sloane wrote:
Dain, have you heard what Geser plans to do with his character? This morning he mentioned he would read and post something on discussion but hasn't done so.

Sadly no, he didn't tell me anything yet, unfortunately.

I'll keep you all posted when I know more, though.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Dain: No worries. Thank you. Hope to hear from Geser soon.

@Suny: Can you tell us what your plans are for your character come 4th level?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa will teach the white worg puppy to do this:

Puppy is Skilled


Taissa Sloane wrote:
Taissa will teach the white worg puppy to do this:

Taissa, that sounds more like Cat-a-walling rather than singing to me ;)

But thanks; it was very cute! :)

Meanwhile, at this point we need to hear from Suny and Geser to check in on their thoughts.

Hopefully that will happen soon.

I want to restate this point that when I came home from work I came back to over 15 posts on the campaign board and 11 posts on the discussion thread. That was some great writing and feedback from you guys.

That's solid stuff, and I like it a lot!

Given that you're leveling I'd recommend that you have some ranks in Knowledge and Crafting - I don't know what, but they'll all come into play.

For example, I'm sure everyone read the book had strange writing in it in various languages, including one that you all would have inferred out of game was likely either Celestial, Infernal or Abyssal because of its tie to the constellations. Also, you also remember that the entire campaign was predicated on the Astrological implications of entering a new year on a black moon; entering the year in darkness...

Further, I'm pretty sure we're all on the same page that Osirion is really analogous to Egypt - and if that part is clear, it's almost a safe bet that some of you have Googled the god Apep - if so, then it's clear you already know plenty about him out of game and can see all the pieces clearly as they start to merge together quite neatly and I have to applaud your decision to keep that information separate from in-game knowledge :)

With a rank or two in Knowledge: Religion you'd be able to connect the dots easily in game, even without a roll.

That said, I'm curious to know what the rest of you do next.

Taissa - I'm ready to move forward with you and Kristin, but I was going to wait a bit and see what the rest of the gang plans on doing next. So far I'm not hearing much from them yet, but I can wait a bit.

Okay - talk to you guys soon and thanks again for the feedback :)

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