PbP GameDay 2: PFS Module: Murder's Mark (Tier 1-2) (Inactive)

Game Master GM Aarvid

PbP GameDay 2: PFS Module: Murder's Mark (Tier 1-2)

warehouse



Rebels Map

Discuss here.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Dash.

Sovereign Court

Lore Oracle lvl 4 [ HP 35/35 | AC 20 T 14 FF 16 | CMD 15 | F +4 R +6 W +5 | Init +0 Per +1]

Brought a Cold Iron MWk greatsword for 400gp.


Rebels Map

Sorry I thought I had posted last night, but saw my post was missing. My apologies for the delay.

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

Hope everyone had a good Easter.


Rebels Map

I am on business travel to Seattle this week, so my posts may be shorter than usual. I may also need help updating maps.

Things will pickup now that the story has been established and investigation started.


Rebels Map

Sorry I cannot update the map from the road. If someone wants to move figures to the right side map...with the woman just inside the vault and party members listed on the pit...


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My flight gets back late tonight. I will have a longer post in the morning.


Rebels Map

I will be driving home from vacation tomorrow so may have a short post. I will start pushing this along now that the investigation portion is mostly completed. I want to make sure we finish by our July end date for the boon and reporting. I apologize that this will be rushed, but should be doable.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Sounds fine to me.

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

For the GM - Swashbuckler from the ACG (though anyone can read it if they want to)

SWASHBUCKLER:

Whereas many warriors brave battle encased in a suit
of armor and wielding large and powerful weapons,
swashbucklers rely on speed, agility, and panache.
Swashbucklers dart in and out of the fray, wearing down
their opponents with annoying lunges and feints, and
foiling the powerful attacks with a f lick of the wrist and
a f lash of the blade before delivering a fatal riposte that
is carnage made an art form. Some may be arrogant, selfinvolved,
and very devil-may-care, but behind this veneer
are people deeply dedicated to her craft. Swashbucklers
spend much of their time practicing footwork, stances,
and precise strikes. Those of smaller races are particularly
out to prove that the right mix of discipline and daring
is the perfect counter to size and strength. They enjoy
nothing more than to take down lumbering brutes and
bullies.

Role: Using fancy footwork alongside quick and
precise lunges, the swashbuckler darts in and out of
battle, harassing and thwarting her opponents. The fast
and agile warrior serves as protectors for spellcasters
and f lank mates for rogues and slayers, while waiting for
the opportunity to show her panache and score the final
killing blow on some lumbering hulk. The swashbuckler
often faces death with wry humor, and mocks it with
jabbing wit.

Alignment: Any.

Hit Die: d10.

Alternate Classes: Fighter and gunslinger.

Starting Wealth: 5d6 × 10 gp (average 175 gp).

Class Skills
The swashbucklers class skills are Acrobatics (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Escape Artist (Dex), Intimidate (Cha), Knowledge (local)
(Int), Knowledge (nobility) (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis),
Sleight of Hand (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the swashbuckler.
Weapon and Armor Proficiency: Swashbucklers are
proficient with simple and martial weapons. They are
proficient in light armors and bucklers.

Panache (Ex): More than just a lightly armored
warrior, a swashbuckler is a daring combatant. She fights
with panache: a f luctuating measure of a swashbuckler’s
ability to perform amazing actions in combat. At the start
of each day, a swashbuckler gains a number of panache
points equal to her Charisma modifier (minimum 1).
Her panache goes up or down throughout the day, but
usually cannot go higher than her Charisma modifier
(minimum 1), though feats and magic items can affect
this maximum. A swashbuckler spends panache to
accomplish deeds (see below), and regains panache in the
following ways.

Critical Hit with a Light or One-Handed Piercing Weapon:
Each time the swashbuckler confirms a critical hit with
a light or one-handed piercing weapon while in combat,
she regains 1 panache point. Confirming a critical hit on
a helpless or unaware creature or on a creature that has
fewer Hit Dice than half the swashbuckler’s character
level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit
points with a light or one-handed piercing weapon attack
while in combat, she regains 1 panache point. Destroying
an unattended object, reducing a helpless or unaware
creature to 0 or fewer hit points, or reducing a creature that
has fewer Hit Dice than half the swashbuckler’s character
level to 0 or fewer hit points doesn’t restore any panache.

Critical Hit with a Light or One-Handed Piercing Weapon:
Each time the swashbuckler confirms a critical hit with
a light or one-handed piercing weapon while in combat,
she regains 1 panache point. Confirming a critical hit on
a helpless or unaware creature or on a creature that has
fewer Hit Dice than half the swashbuckler’s character
level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon:
When the swashbuckler reduces a creature to 0 or fewer hit
points with a light or one-handed piercing weapon attack
while in combat, she regains 1 panache point. Destroying
an unattended object, reducing a helpless or unaware
creature to 0 or fewer hit points, or reducing a creature that
has fewer Hit Dice than half the swashbuckler’s character
level to 0 or fewer hit points doesn’t restore any panache.

Grit and Panache
Grit and panache represent two paths to gain access to
the same heroic pool. For characters with both grit and
panache, they pool the two resources together into a
larger pool of both grit points and panache points.
For purposes of feat prerequisites, a character with
the panache class feature satisfies the prerequisites as
if they were a grit user, and vice versa. For feats, magic
items, and other effects, a panache user can spend and
gain panache points in place of grit points, as vice versa.

Deeds: Swashbucklers spend panache points to
accomplish deeds. Most deeds grant the swashbuckler
a monetary bonus or effect, but some provide longerlasting
effects. Some deeds remain in effect as long as the
swashbuckler has at least 1 panache point. A swashbuckler
can any deeds of her level or lower. Unless otherwise
noted, a deed can be performed multiple successive times,
as long as the swashbuckler has or spends the required
number of panache points to perform the deed.

Derring-do (Ex): At 1st level, a swashbuckler can spend
1 panache point when she makes an Acrobatics, Climb,
Escape Artist, Fly, Ride, Swim check to roll d6 and add
the result to the check. She must choose to do this before
she rolls. If the d6 roll is a natural “6,” she rolls another
d6 and add it to the check. She can continue to do this
as long as she rolls natural “6s” up to a number of times
equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent
attempts a melee attack against the swashbuckler, she
can spend 1 panache point to move 5 feet as an immediate
action; doing so grants the swashbuckler a bonus to AC
equal to her Charisma bonus against the triggering
attack. This movement doesn’t negate the attack, which
is still resolved as if the swashbuckler was in the original
square. This movement is not a 5-foot step; it provokes
attacks of opportunity from creatures other than the
one who triggered this deed. The swashbuckler can only
perform this deed while wearing light or no armor, and
while carrying no more than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an
opponent makes a melee attack against the swashbuckler,
she can spend 1 panache point and can expend a use of an
attack of opportunity to attempt to parry that attack. The
swashbuckler makes an attack roll as if she were making
an attack of opportunity. If her attack roll is greater than
the roll of the attacking creature, the attack automatically
misses. For each size category the attacking creature is
larger than the swashbuckler, the swashbuckler takes
a –2 penalty on her attack roll. The swashbuckler must
declare the use of this ability after the creature’s attack is
announced, but before that attack roll is made. Immediately
after a swashbuckler performs a successful parry, as long
as she has 1 panache point she can make an attack as an
immediate action against the creature whose attack she
blocked, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, as long as the swashbuckler has
at least 1 panache point, she can kip-up from prone as a
move action without provoking an attack of opportunity.
If she spends 1 panache point when she kips up, she can
do this as a swift action instead.

Menacing Swordplay (Ex): At 3rd level, while she at least
1 panache, when a swashbuckler hits an opponent with
a light or one-handed piercing melee weapon, she can
choose to use Intimidate to demoralize that opponent
(Pathfinder RPG Core Rulebook 99) as a swift action instead
of a standard action.

Precise Strike (Ex): At 3rd level, as long as she has at least
1 panache point, a swashbuckler gains the ability to strike
precisely with a light or one-handed piercing melee
weapon (though not natural weapon attacks), adding her
swashbuckler level to her damage roll. To use this deed,
a swashbuckler cannot attack with a weapon in her other
hand or use a shield other than a buckler. She can even
use this ability with thrown melee light or one-handed
piercing thrown melee weapons, as long as the target
is within 30 feet of her. Any creature that is immune
to sneak attacks is immune to a precise strike, and any
item or ability that protects a creature from critical hits
also protects a creature from a precise strike. The extra
damage of precise strike is precision damage, and isn’t
multiplied with a critical hit.
As a swift action, a swashbuckler can spend 1 panache
point to double her precise strike’s damage bonus on the
next attack. This must be used before the end of her turn,
or it is lost. This deed’s cost cannot be reduced any ability
or effect that reduces the amount of panache points a
deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the
swashbuckler has at least 1 panache point, she gains a
+2 bonus on initiative checks. In addition, if she has the
Quick Draw feat, her hands are free and unrestrained,
and her weapon isn’t hidden, she can draw a single light
or one-handed piercing weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): At 7th level, as long as the
swashbuckler has at least 1 panache point, she takes no
penalty for moving at full speed when using Acrobatics
to attempt to move through a threatened area or an
enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with
at least 1 panache point can spend a standard action to
purposely miss a creature that she could normally hit
with a light or one-handed weapon melee attack. When
she does, that creature is denied its Dexterity bonus to AC
until the start of her next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the
swashbuckler can spend 1 panache point to make a single
light or one-handed piercing weapon melee attack that
cripple’s part of a foe’s body. The swashbuckler chooses a
part of the body to target. If the attack succeeds, the target
takes the following effects, depending on the part of the
body targeted. If a creature doesn’t have one of the listed
body locations, that part cannot be targeted. Creatures that
are immune to sneak attacks are immune to these effects.
Items or abilities that protect a creature from a critical hit
also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the
attack but drops one carried item of the swashbuckler’s
choice, even if the item is wielded with two hands. Items
held in a locked gauntlet aren’t dropped on a hit.
• Head: On a hit, the target is damaged normally and
is confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and
knocked prone. Creatures with four or more legs or that
are immune to trip attacks are immune to this effect.
• Torso or Wings: On a hit, the target is damaged
normally and is staggered for 1 round.

Bleeding Wound (Ex): At 11th level, when the swashbuckler
hits a living creature with a light or one-handed piercing
melee weapon attack, as a free action she can spend 1
panache point to have that attack deal extra bleed damage.
The amount of bleed damage is equal to the swashbuckler’s
Dexterity modifier. Alternatively, the swashbuckler
can spend 2 panache points to deal 1 point of Strength,
Dexterity, or Constitution bleed damage (swashbuckler’s
choice) instead. Creatures immune to sneak attacks are
also immune to these types of bleed damage.
Evasive (Ex): At 11th level, while a swashbuckler has at
least 1 panache point, she gains the benefit of the evasion,
uncanny dodge, and improved uncanny dodge rogue
class features. She uses her swashbuckler level as her
rogue level for improved uncanny dodge.
Subtle Blade (Ex): At 11th level, while a swashbuckler has
at least 1 panache point, she is immune to disarm, steal,
and sunder combat maneuvers made against a light or
one-handed piercing melee weapon she is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a
light or one-handed piercing melee weapon in one hand,
the swashbuckler can spend 1 panache point to take the
fighting defensively action as a swift action instead of
a standard action. When fighting defensively in this
manner, the dodge bonus to AC gained from that action
increases to +4, and the penalty to attack rolls is instead –2.

Perfect Thrust (Ex): At 15th level, while the swashbuckler
has at least 1 panache, she can as a full-round action make
a perfect thrust, pooling all of her attack potential into a
single attack made with a light or one-handed piercing
weapon. When she does, she makes the attack against the
target’s touch AC, and ignores all damage reduction.
Swashbuckler’s Edge (Ex): At 15th level, while the
swashbuckler has at least 1 panache, she can take 10 on
any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim
check, even if she’s in immediate danger or distracted.
She can use this ability in conjunction with the derringdo
deed.

Cheat Death (Ex): At 19th level, whenever the
swashbuckler is reduces to 0 or fewer hit points, she
can spend all of her remaining panache (minimum 1)
to instead be reduced to 1 hit point. Effects that kill the
swashbuckler outright without dealing hit point damage
are unaffected by this ability.

Deadly Stab (Ex): At 19th level, when the swashbuckler
confirms a critical hit with a light or one-handed piercing
melee weapon, in addition to the normal damage, she can
spend 1 panache point to inf lict a deadly stab. The target
must succeed at a Fortitude saving throw (DC = 10 + 1/2
the swashbuckler’s level + the swashbuckler’s Dexterity
modifier) or die. This is a death attack. Performing this
deed does not count for regaining panache.

Stunning Stab (Ex): At 19th level, when a swashbuckler
hits a creature with a light or one-handed piercing
melee weapon, she can spend 2 panache points to stun
the creature for 1 round. The creature must succeed at a
Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s
level + the swashbuckler’s Dexterity modifier) or be
stunned for 1 round. Creatures immune to critical hits
are also immune to this effect.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler
gains the benefits of the Weapon Finesse feat with light
or one-handed piercing melee weapons, and she can
use her Charisma score in place of Intelligence as a
prerequisite for Combat Expertise. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains
a knack for getting out of trouble. Three times per day, as
an immediate action before attempting a saving throw,
she can add her Charisma bonus to the result of the save.
She must choose to do this before the roll is made, and
may only apply one use of charmed life on a given save.
At 6th level and every four levels thereafter, the number
of times she can do this per day increases by one (to a
maximum of 7 at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge
bonus to AC while wearing light or no armor. Anything
that causes the swashbuckler to lose her Dexterity bonus to
AC also causes the Swashbuckler to lose this dodge bonus.
This bonus increases by 1 for every four levels beyond 2nd
level (to a maximum of +5 at 20th level).

Bonus Feats: At 4th level and at every four levels
thereafter, a swashbuckler gains a bonus feat in addition
to those gained from normal advancement (meaning that
the swashbuckler gains a feat at every level). These bonus
feats must be selected from those listed as combat feats.
Upon reaching 4th level and every four levels thereafter,
a swashbuckler can choose to learn a new bonus feat in
place of a bonus feat she has already learned. In effect,
the swashbuckler loses the bonus feat in exchange for
the new one. The old feat cannot be one that was used
as a prerequisite for another feat, prestige class, or other
ability. A swashbuckler can only change one feat at any
given level and must choose whether or not to swap the
feat at the time she gains a new bonus feat for the level.
Swashbuckler levels are considered fighter levels for the
purpose of meeting combat feat prerequisites.

Swashbuckler Weapon Training (Ex): At 5th level, a
swashbuckler gains a +1 bonus on attack and damage
rolls with one-handed or light piercing melee weapons.
While wielding such a weapon, she gains the benefit of
the Improved Critical feat. These attack and damage
bonuses increase by 1 for every four levels beyond 5th
level (to a maximum of +4 at 17th level).
Swashbuckler Weapon Mastery (Ex): At 20th level,
when a swashbuckler threatens a critical hit with a light
or one-handed piercing melee weapon, that critical is
automatically confirmed. Furthermore, the critical
modifier of those weapons increase by 1 (×2 becomes ×3,
for example).

And if anyone is curious, yeah I dumped charisma on Kath, which does hurt some of his class features, but I intend to multiclass into Magus with him which made his stats a little bit crazy.


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Thanks. I was searching the d20PFSRD and did not see this.

I found it interesting (or confusing) they created a new class with the same name as an archetype for the rogue class.

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

At least the Swashbuckler on d20pfsrd is technically from a 3rd party if I recall correctly and not legal for PFS.

If we really want to get confusing there is also the Brawler class in the ACG and there is an archetype for the fighter called Brawler from Ultimate Combat!

Shadow Lodge

Mook lvl 12
GM Aarvid wrote:


I found it interesting (or confusing) they created a new class with the same name as an archetype for the rogue class.

Yea, Paizo have been doing that A LOT latetly.


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Ok, so ~8 days left to wrap up. I think we can do it albeit a bit rushed. Heading to final chapter.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Sounds good to me. Lets go!

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

Just as a proposal - is there a day this weekend where we could all dedicate an hour or two to some fast and furious posting. I'm free all weekend so anytime could work for me.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Sunday works for me.

Shadow Lodge

Mook lvl 12

Sunday night for me. Bear in mind that I am at GMT-3

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

I'm CDT but I can be available just about anytime after 10am on Sunday, just let me know when.


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I can be available tomorrow night if we have a quorum. Otherwise I will be posting several times throughout the day today and tomorrow.


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As we have 3 days left to finish this final combat, I will try to post twice (or more) per day.

Go ahead and roll for boons (d20) so there are no delays on getting this recorded by this weekend.

Sovereign Court

Lore Oracle lvl 4 [ HP 35/35 | AC 20 T 14 FF 16 | CMD 15 | F +4 R +6 W +5 | Init +0 Per +1]

GM Aarvid have we done more than 2/3 of the module? Maybe you could report it as it is and we just finish playing it on our own after the event.

Boon: 1d20 ⇒ 14

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Boon!: 1d20 ⇒ 10

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

1d20 ⇒ 5


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Sorry worked 16hrs yesterday and 12 today...will get a post up tonight and see if I can wrap us up tomorrow.


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Hey, it looks like the reporting page requires player name (in addition to your PC name and PFS. I had everything but player name. Please PM me your name. Also, if you have not rolled a boon, please roll d20 here). I want to report this tomorrow either way.

Actually, I am just going to try your Screen names from the boards. So hold off on PM's for now unless they rule otherwise.


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This is the last day on the gameday and I have already reported it to make sure we met the deadline. I am not sure when they enter into the PFS sessions.

As for closing this out, we can continue (as Morvius suggested) and play out the details on wrapping this up.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

I heard we actually had until the 9th (due to PaizoCon) but no matter, we can finish up as we wish. Thanks for reporting it. When will you do chronicles?

PFS # 79644-4
Faction : Grand Lodge
Profession (Soldier) Day Job: 1d20 + 4 ⇒ (10) + 4 = 14


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I will try to get chronicles by tomorrow night.

Grand Lodge

Human Male Swashbuckler (3) HPs 31/31, AC 19, FF 15, T 14, CMD 17, Fort +3, Ref +6, Will +2, Init +5, Per +7

Hope that everyone had a good 4th of July weekend.

Really enjoyed this module actually. The pacing was pretty good and I liked the Swashbuckler class :). Sorry about the initial confusion about the class though.

Shadow Lodge

Mook lvl 12

I had fun too. Happy 4th of july for my american friends in the northern hemisphere.


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With an investigative mod, it always starts out slow. Sorry for the rush at the end to fit within the gameday window. I combined a couple fights once the alarm was raised, which actually provided at least a little challenge. Your party really would have overpowered the individual fights.

I will see if I can get the chronicles out by tonight.


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Let me know if you cannot get to this folder or find issues on your Chronicle.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

I don't see my Day Job on here but it was 5 gp or something so I'm not worried about it.

So when do you want to start Part 3 of the Devil We Know line?


Rebels Map

Unless something changed there are no day job rolls for modules.

Quote:


PFS Guide Pg 23 wrote:
There are no Day Job rolls when playing a sanctioned module.

I will be pretty busy this week so plan to pick back up next weekend with a Devil part 3. Everyone will have leveled, so that will give a chance to update character sheets online etc.


Rebels Map

I am switching us back to our other thread. PM me if you lost it.

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