PbP GameDay 3: The Confirmation (Inactive)

Game Master cuatroespada

Explore. Report. Cooperate.
Current Map


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Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

" I'm good without the light but not the most stealthy of individuals. I can carry the extra pack"

Targrim moves into the cave. He'll gladly take the lead in the main group but is probably not the best scout.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre follows the party reluctantly saying:
"But... We can't let her... She's alone!"

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Easy friend sometimes one can achieve things a group cannot do. We must trust her to know her skills. This she does so we can finish the mission set before us."

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

"I guess you're right, at least about the part about her skills. Let's go on, then."

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald hurries into the cave with his companions.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Having moved a short distance inside the cave, Targrim looks around prior to rummaging through the pack.

"Does anyone know where we are heading from here other than deeper in? Also what has Janira left us in the pack to help us out?"

Looking to some of the smaller members of the group.
"Anyone have experience as a scout?"

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald responds

"A bit here and there, grew up on a farm."

Oswald says with a bit of embarrassment as he helps Targrim rummage.


Male Arrancar

GM Screen:
B1: 1d6 ⇒ 4

The cave entrance is 5 feet wide and extends 20 feet into the rock before widening into a broader tunnel. All of the tunnels in this area are between 3 and 10 feet wide and vary equally in height, though most are a comfortable 7 or more feet wide in each dimension. The caves are damp, and you can hear water dripping from stalactites and the distant rushing of underground streams. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light. Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent as you descend deeper into the cave system. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.

Janira's backpack contains a potion of barkskin, potions of cure light wounds (2), a potion of feather step, a potion of vanish, a scroll of entangle, a scroll of gust of wind, a scroll of identify, a scroll of mage armor (CL 6), a scroll of obscuring mist, a wand of burning hands (CL 3rd, 4 charges), a wand of cure light wounds (CL 3rd, 8 charges), flasks of acid, alchemist’s fire (2), and holy water, a smokestick, a tanglefoot bag, a thunderstone, an antitoxin, and sunrods (2).

The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

perception: 1d20 + 3 ⇒ (9) + 3 = 12 to see if I can tell anything about the bundle or the pit prior to climbing down into it

"Can you tell if this is truly a pit or is there more here than meets the eye?"


Male Arrancar

Nothing catches your notice.

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

I throw a stone at the bundle.


Male Arrancar

The stone hits the cloth with a dull thud and... nothing else happens.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Oswald, can you use the rope and check the bundle out? I will cover you with the my bow."

@DM, how deep is the hole? looks like it is 10' across from the description and as wide as the path. Wasn't sure about depth.

"Looks like we are going to have to jump across this hole, depending on what Oswald finds at the bottom."

Scarab Sages

Human Warpriest (Sacred Fist) 1 | HP: 8/8 | AC: 16 | T: 16 | FF: 13 | CMD: 19 | Fort: +2 | Ref: +3 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +7 | Speed 30 ft.

"Does anyone have some spikes? Maybe we can put one in on this side, tie a rope to it and someone jump across and put one on the other side to have a rope across just in case. I could probably make it, but someone would have to throw the end over to me. We could even use it to drop a rope from the other side too, make it easier if we have to climb down and back up."

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald will take the rope and use it to slowly lower himself into the pit, ready for danger.

Take 10 on climb = 7, hopefully good enough to use the rope and wall to get down.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Sorry Ther'al, I have rope only, no pitons"

Targrim would have cast guidance on Oswald before he climbed down. +1 to basically any 1 d20 check. GM permitting

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

We, I have what you might need.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre waits patiently on the side of the hole, casting light on his shield.


Male Arrancar

Using the rope and the wall, Oswald successfully descends into the pit, which is 20 ft. deep.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald carefully leans forward, and pokes the cloth before jumping back and getting ready to flee back up the rope if necessary.


Male Arrancar

You poke the cloth and nothing happens.

Assuming you will investigate it further...

It turns out to be a finely woven cloak. Strange that it's just lying at the bottom of a pit in a cave.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

"Ok fellows, let's go ahead!" says Pierre.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Looks like we're jumping, Oswald hang tight a minute and we'll pull you back up on the other side. Ghost, you mentioned having some extra pitons to set the rope up for a safety on the jump. I'll belay for you and The'ral and then it might take the two of you to stop me if I miss this jump." Targrim is a small fellow at 6'8" and 300lbs

when it is his turn he will take his jump....

acrobatics: 1d20 - 1 ⇒ (8) - 1 = 7 DC10? for 10' chasm - adjust for rope belay and 2 assist I hope. big man can't jump

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Do we truly need to go through the hole to go forward?


Male Arrancar

Yes, the pit is blocking your path.

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

We have at least two sets of rope and pitons. Why not set up a rope to climb up on each side?

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

"I've got also a rope if we need it. But nevermind, that seems a good deal, even if it'll be a little problematic for me. You see, I'm not that athletic and have quite a big armor."


Male Arrancar

If you can wear your armor, you can carry it. And it's only inhibiting your athleticism if you're wearing it. Also, the DC is 5 to climb a rope with a wall to brace against. You just need to get someone up on the other side to set the second rope.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Is it possible to take 10?


Male Arrancar

Yes.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald will climb back up the other side once a rope gets set up.

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Pierre will climb down and up once the second rope is set. taking 10 on climb makes 5, which reaches the DC

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Targrim already showed he can't jump but will still belay on of the other if they choose to jump across. That can then set up the ropes for the others ascent from the pit. He'll go last as he is the biggest.

taking 10 gives him a 9 on both portions.


Male Arrancar

At least one of you can make the jump easily by taking 10 so we'll assume that you can get the rope set up and all get across if everyone else can make the DC 5 climb.

The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.

Perception (DC 15):
Approximately 30 feet beyond the pit and out of sight around a corner is a long, 3-foot-wide wooden plank that rests against the cave’s wall.

The carvings here are different in style from the petroglyphs found elsewhere in the caves, and they date back to long before the gillmen explored this area, and only four are still decipherable.

GM Screen:
B2: 1d12 ⇒ 91d12 ⇒ 11d12 ⇒ 81d12 ⇒ 6

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

perception: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Hey over here is a plank, looks like it should be used to cross over the pit we just crawled in and out of. Seems we're coming in the back way."

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

"Indeed, my dear!"

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Before moving on Targrim cast Detect Magic scanning the area ahead of them.

If nothing unusual is detected he will move towards the lighted tunnel after losing his sword in its scabbard.

stealth: 1d20 - 1 ⇒ (17) - 1 = 16
perception: 1d20 + 3 ⇒ (1) + 3 = 4 what's down the tunnel, is there anything special about the blue torches guess not from my look anyways


Male Arrancar

What did you guys do with the cloak by the way? Did someone try it on? Is someone carrying it? Did it get stuffed in a bag? Did you leave it behind?

Targrim:
You can tell the blue torches radiate a magical aura. Knowledge (arcana) DC 17 to ID the school. Spellcraft DC 18 to ID the properties.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"The torches give off a magical aura but of what wizards school I cannot tell"

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

Let's say I took it in my bag.

"Interesting! And about that cloak I took, anyone knows what it is?"

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Before moving on and while detecting magic Targrim will turn his attention to the cloak. And he is loosening his sword in its scabbard not losing it in his scabbard.


Male Arrancar

Targrim:
Another faint magical aura radiates from the cloak. Knowledge (arcana) DC 15 to ID the school of magic. Spellcraft DC 20 to ID the properties.

Also, each of the four decipherable sections requires a DC 15 Knowledge (history or religion), Linguistics, Appraise, or Perception check but the Appraise and Perception checks are at a -2. The writing combines Aquan and Azlanti; you get a +2 on the checks for each of those languages you understand. For every 3 points over the DC you decipher an extra section.

Grand Lodge

M Half-Orc
stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

"Hmm, something special about that cloak as well but I can't tell what it is. I really should have spent more time in class, but never seemed interesting at the time. The training yard was always more my style."

Targrim leaves the interpretation of the magical auras to someone better versed in the arts, and focuses on the tunnel ahead.

Grand Lodge

Half Elf PT Occultist/1 | HP 11/11 | AC: 12/16 /T: 12 /FF: 12 | F: +4 /R: +2/ W: +2 | CMB +2 | CMD +15 | Speed 30 | Init. +2 | Perc. +6 | S.M. +0 |

Appraise: 1d20 + 10 ⇒ (3) + 10 = 13

If no one else wants it, I put it into my bag for later examination.

Grand Lodge

Investigator 1 | HP 0/10 | AC 15 T 13 FF 12 CMD 12 | F +2 R +5 W +2 | Speed 30ft | Init +5 | Perc +4 Darkvision 60

Oswald will look around a bit.

Perceptio: 1d20 + 5 ⇒ (14) + 5 = 19

Silver Crusade

Human (Taldan) Mediator 7 | HP: 66/66 | AC: 24 | T: 12| FF: 23 | CMD: 14 | Fort: +11 | Ref: +6 | Will: +11 | Init: +1 | Perc: +3 | Sense Motive: +7 | Speed 20 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 4/5+1 ; 2nd - 2/4+1 ; 3rd - 1/3+0 ; 4th - 1/1+1 ; Channel (DC 19): 7/9 ; Touch of Glory (+9): 5/6

As others are looking at the cloak, Pierre takes a look at the petroglyphs.


Male Arrancar

Did you want to make some rolls for that Pierre?

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Community / Forums / Online Campaigns / Play-by-Post / PbP GameDay 3: The Confirmation Gameplay All Messageboards

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Greetings, Pathfinders. The Third Play by Post Game Day is coming up, and I thought I'd provide another table for The Confirmation. I really enjoy this scenario as it provides good context for your characters to explore why they decided to join the Society and provides opportunities for an array of skills to be useful. So, please be prepared to share your character with us. Just because your character isn't particularly talkative, doesn't mean you can't let us know what they are doing. Words about actions can speak louder than words about... words. :D

I would like to thank bluedove as the following is hi-jacked from her Confirmation recruitment thread for propriety (almost verbatim).

Players should:

  • Be a registered member of Pathfinder Society Organized Play.

  • Apply & post with a complete, legal character of appropriate level. Please include your PFS number for your submitted character on the Alias profile or post it to the discussion thread along with email and information for your Chronicle Sheet.

  • Make sure you are familiar with the rules included in the Guide to Pathfinder Society Organized Play. It's a free download and part of the core assumption.

  • Commit to check in and post at least once per day on weekdays. Post rate is key in keeping a PBP fresh and interesting to all who participate. I will always understand that life comes first, but this is Official Society Play. Habitual stragglers will be asked to step down if I feel they are not carrying their weight as Pathfinders.

  • Recognize that the rules of Pathfinder Society Organized Play require the player to own the Additional Reasources used to build his/her character. While I will not ask for any proof of ownership, I will expect to be provided with a link to the Online Reference Document when asked. Coding the links into your sheet will save time and is especially appreciated.

  • Provide an abbreviated stat block with your most referenced values on your Classes/Levels field of the character's profile, i.e:
    Class/Level | HP 10/10 | AC: 18 /T: 13 /FF: 15 | F: +4 /R: +3/ W: +0 | CMB +5 | CMD +17 | Speed 20 | Init. +3 | Perc. +4 | S.M. +4 |

  • Provide at least a short section on character background that coordinates with traits selected. This is not a requirement, but very much encouraged as it enriches the role-playing experience.

  • Please, be bold and roll your own actions when you post it! (via the dice expression, see "How to format your text" below the post window) Leaving it to me to look up your attack/skill bonus and roll it for you just makes more work for me. I will make missing rolls, passive rolls for the party as a whole as well as saving throws and initiative rolls when necessary.

As your GM, I will:

  • Finalize tables by midnight on October 30, 2014, if not before then and begin the game before 11:59 pm my time on November 1, 2014.

  • Update the Gameplay thread at least once per day during the week as well as once over the weekend or do my best to notify the group of the reason for the delay.

  • Report our progress and send out Chronicle sheets at the conclusion of each scenario we run.

  • Respond in a timely manner to any questions or concerns.

Grand Lodge

Submitting Targrim Rockbreaker for application.

Warpriest 1

Edit: forgot this sorry PFS# 146422-2


and 1. welcome aboard.

Grand Lodge

Thank you. Looking forward to it. I have a couple of of PbP games that I'm in but 1st official PFS game for credit :-)


Yarr,

Wanted to express my interest. I'll have a new character profile up some time tonight.

I'm an experienced PBPer from both sides of the screen and have both played and GMed the Confirmation (several times)

Grand Lodge

Pirate Rob here.

That was faster than expected. I suspect at least 1 error has cropped in somewhere, I'll go over it again tomorrow to be sure.


Great! Glad to have you, Pirate Rob.

Grand Lodge

Welcome, nice turn around time on the character, BTW.


Wait... a Kineticist? I didn't think psionics were included in any of the additional resources.


They were just recently put up for playtesting here: http://paizo.com/pathfinderRPG/occultAdventuresPlaytest

For that matter, I was wondering if you'd be open to an Occultist from the same book joining in on your merry adventure.


I would like to submit a character from the Occult Adventures play test as well. I'll put something together during the day today and hopefully have it ready for posting tonight.

Scarab Sages

I'm interested :)

This is the character I want to run, something out of the ordinary for me, a Warpriest (Sacred Fist) of Irori.

I'll post the summary to my class information when I get home tonight as it's a royal pain at the moment from my phone....


Are you full yet? I want to participate in the play test.


Sure, playtest characters are fine. Nohwear, you would make 6 with everyone else that's posted, so come on along. I'll take a look at the new classes. You guys get your characters ready.

Silver Crusade

If by chance there's a spot, I'm interested in playing Pierre Viret, Cleric 1. :)

Grand Lodge

Right now I am just making it easier to work on my Occultist.


I have no problem taking 7 and playing up, but that's up to you guys. Discussion thread is open.


RECRUITMENT FOR THIS SCENARIO IS CLOSED.

Community / Forums / Online Campaigns / Recruitment / [PFS] PbP Game Day 3: #5-08: The Confirmation (1–2) All Messageboards

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