Yes, this is going to be a large adventuring party. You will all meet somehow (still figuring that out) but won't know each other before the game starts
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Party? Did someone say party?!?!?
It's not that kind of party, Fillion.
Dang it!
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Just clarifying, do the group of us already know each other, or are we just a random group that happened to arrive at the same place at the same time?
Wasn't sure, so I wrote my first gameplay post without really committing one way or the other.
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Cilla wrote:
Out of interest, what timezones are people in? I'm in Eastern Australia – UTC+11.
I see the GM has a posting schedule but no reference timezone.
This is amazing inter-PC dialogue. It really is, but I'm just going to speed things up a little. Heck, you can still talk amongst each other, but just on a higher gear.
This doesn't mean more posting requirements, btw
Sorry for not posting. We had a storm where I am and my power failed for a few days. I'm going to say my character just kinda hung back being that he is not socially inclined. I will be on more frequently.
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
GM Mandarin wrote:
This is amazing inter-PC dialogue. It really is, but I'm just going to speed things up a little. Heck, you can still talk amongst each other, but just on a higher gear.
This doesn't mean more posting requirements, btw
I agree! I am loving how frequently people are posting and how much everyone wants to flesh out the characters through interaction.
So yeah, hags are kind of like elementals, except, you know, not. There is an Ubercrystal for each type of hag owned by a Great Shaman hag. The seven Great Shamans form the Sordid Septet.
Heads up: you will be given the choice to join the Inquisition. (you won't expect it)
"Nobody expects the Spanish Inquisition!"
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
Can't say Fillion's looking all that fondly on them. Plus, he likes to keep his options open. He's a bit of a "free agent" if you will. For all he knows, the hags may have some good points about joining them.
Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8
I keep checking in. Since I was the last to post, I'm pretty sure I'm not up yet ;=)