Elven Wizard

Miralda's page

67 posts. Alias of Kirth Gersen.


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F High Elf Ranger 1/Wizard 4

"Bryan, Vorty, Vali, these are the people I was telling you about.

  • Sir Kelgan is into all kinds of crafts-y stuff, and can shoot a mean crossbow. He's a vassal to my uncle Delmar, and is very brave.
  • Jaegr is a mountain dwarf, from under the Elder Mountains; anything he touches with his pickaxe dies instantly. He doesn't talk much but I think he's very kind and gentle when he's not killing things.
  • Caspian sings hilarous songs and makes everyone feel better, even when they're trudging through swamps. I believe that he, too, is very brave.
  • Cricket is an adopted member of the Tuelvi people, and is a full-fledged shaman. He is wise about spirits and is also very fun to be around, although he is always introducing weird activities that he claims are wood elf rituals (Bryan, I might have to ask about some of them...).
  • Wyvurn can be as terrifying as he looks, and it's best not to offend him. Still -- no offense, Valisandra -- I think he's got you beat when it comes to a code of honor and all that sort of thing. And he is as stealthy as you are, Bryan."


  • F High Elf Ranger 1/Wizard 4

    Back out in the courtyard, Miralda calls you over and introduces you to her friends:

    (Indicating the mixed elf guy, who looks like he hasn't bathed in a fortnight, or had a haircut in three score. He appears to be carrying a stringless longbow, and has a dog with him -- maybe a yellow lab or something -- that keeps randomly "popping" in and out of existence)

    "This is Bryan Arnathson, called 'the Ghost Wolf.' He's the greatest sniper archer who ever lived, and I think he's psychic, too!" It's disgustingly obvious that she dotes on this guy.

    (Indicating a brooding, black-bearded hill dwarf in light armor, who is busily drinking an ale; he carries a warhammer at his belt)

    "This is Vortigern, our friend."

    The dwarf nods and says,

    "Friends of friends
    Are like silvers in the dragon's hoard
    Though not gold themselves
    They gleam brighter than copper."

    (Anyone who speaks Dwarven realizes that the lines, in that language, would rhyme).

    (Indicating a blonde elven woman, who wears plate armor and a white tabard. She has a snooty expression and frowns at you with what appears to be a mixture of puzzlement and disapproval.)

    "This is Valisandra, who comes from the same village as Bryan. She just got back from Northwind, and now she's a real paladin! Isn't that exciting?"


    F High Elf Ranger 1/Wizard 4

    Miralda is off with her scraggly boy friend, so don't look to her for an answer. The two of them seem to be tight with a seedy hill dwarf and stuck-up looking elf girl -- almost as if they were an adventuring party or something.


    F High Elf Ranger 1/Wizard 4

    Concentration (DC 16): 1d20 + 13 ⇒ (18) + 13 = 31
    Miralda, despite being threatened by the vampire, is easily able to get a simple spell off before he can react.

    Protection from evil on Jaegr: +2 to AC, saves; wards off domination and other mental control.

    Otis' half-mindless grin never wavers; it's clear he has no idea what the spell does.


    F High Elf Ranger 1/Wizard 4

    Miralda points out to the villagers that placing a holy symbol on the front door will keep the vampire from simply knocking and dominating whoever answers. With that done, and the windows and shutters closed and barred, everyone should be safe unless thet venture out.


    F High Elf Ranger 1/Wizard 4

    1d20 + 11 ⇒ (1) + 11 = 12
    Miralda is too shaken to come up with any logical conclusions, much less a technical analysis.


    F High Elf Ranger 1/Wizard 4

    She looks at Cricket, freshly-returned from his bath, and says, "You are a shaman of greater powers than I am a wizard..." To Caspian, she adds, "And you no doubt have great stores of bardic lore to draw upon..."

    "What do you guys think?"

    She then turns to Kelgan, Wyvurn, and Jaegr. "And, with those answers in mind, what do we DO?"

    Then her mind catches up with her thoughts and she adds, "And, given the strength of that thing, we probably need to make sure Otis doesn't turn into smoke or dominate us or whatever and steal it, because I don't like to think where that leaves us."


    F High Elf Ranger 1/Wizard 4
    Kelgan Cragbelly wrote:
    "This is undoubtedly what the necromancer seeks. I have some idea of what it might be, but I would hear from our arcanists. Certainty before speculation, as I previously mentioned."

    Miralda touches the egg and concentrates on her detecting magic. After a moment, she shrieks and reels in her chair, falling to the floor in a faint.

    She manages, weakly, to pull herself back up and gasps, "I'm sorry, it's... overwhelming. I've never felt necromancy magic so strong."


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    F High Elf Ranger 1/Wizard 4

    Miralda shrugs. "He's no use to me, then."

    She thinks a second, then adds, "But don't wood elves go for burning people at the stake or making them run the gauntlet or some other suitably barbarous spectacle?"

    1d20 + 2 ⇒ (20) + 2 = 22


    F High Elf Ranger 1/Wizard 4

    When Herr Burgomeister turns aside to shake someone's hand and maybe kiss a baby, Miralda squeezes Caspian's hand and whispers, "We should somehow get news back to my cousin sooner, rather than later. If he hears nothing I fear he will do something rash, like march on the necromancer's keep..."


    F High Elf Ranger 1/Wizard 4

    Miralda accepts the items and concentrates on them.

    1d20 + 11 ⇒ (16) + 11 = 27

    "This murderous little pick is imbued with simple magic to make it strike deeper and more accurately." She lays it aside. "The crossbow and bolts are inert junk, as are these boots... let's see his gloves... yes, the gauntlets have some kind of transmutation spell; they probably make the wearer stronger, or a better hammer thrower, or something along those lines."

    She concentrates quite awhile on the chainmail hauberk. "There's a lot of abjuration magic on this. I think it's been magically treated to make it harder, but it also seems to make the wearer hardier as well, and might also exert a slight effort to deflect blows from itself."

    Finally, she walks over and lays her hand on the throwing hammer. "Master Kelgan, I don't know if our captive was feeding us tales, but this hammer is not magical."


    F High Elf Ranger 1/Wizard 4

    "Master Kelgan," says Miralda, "And Jaegr and Wyvurn and Caspian and Cricket, I am of course very much in all your debt for helping to bring Lissa back to Fenrift Keep, but I wonder what our next move should exactly be. Meseems we have an invisible captive with us, and possibly also a vampire still running about. That said, I should like to get back as quickly as possible, as it seems we've been gone overlong."


    F High Elf Ranger 1/Wizard 4

    "If he happens to tell you where his spellbooks are, I'd sure like to borrow them..."


    F High Elf Ranger 1/Wizard 4

    After the party evacuates the collapsing building, Miralda looks to make sure the rest of the village won't be set afire. "They made this big, clear area all around the place," she says, "So I don't think there's much danger."


    F High Elf Ranger 1/Wizard 4

    Miralda, not wanting to get too close to the melee and also not wanting to risk hitting one of her allies, uses her wand to cast a magic missile at Obmi. The damage is miniscule, but at least it's more or less guaranteed.

    1d4 + 1 ⇒ (2) + 1 = 3


    F High Elf Ranger 1/Wizard 4

    1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 242d6 + 1 ⇒ (5, 5) + 1 = 11
    Miralda steps up and uses her wand point-blank on the prone shield-guy, dropping him.


    F High Elf Ranger 1/Wizard 4

    Miralda assumes Cricket and Wolvie can take care of the gnome, and she focuses on this new threat. Having had poor success with her wand, she attempts to put the shield-bearers to sleep (DC 13):

    1d20 + 2 + 2 - 1 ⇒ (18) + 2 + 2 - 1 = 211d20 + 2 + 2 - 1 ⇒ (4) + 2 + 2 - 1 = 7

    One of the two shield-dwarves slumps to the floor, snoring.


    F High Elf Ranger 1/Wizard 4

    Miralda Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
    Miralda, wanting to keep safe behind Kelgan's shield, is right behind him as he enters the building.


    F High Elf Ranger 1/Wizard 4

    1d20 + 5 ⇒ (14) + 5 = 19
    Miralda dives for cover, which is all that saves her from instant incineration. As it is, she's heavily wounded by the blast.


    F High Elf Ranger 1/Wizard 4

    Seeing an opening created by Caspian's victim and Jaegr's attack, Miralda steps to the side so as to avoid shooting Jaegr and fires her wand at Keak:

    1d100 ⇒ 581d20 + 4 ⇒ (13) + 4 = 172d6 ⇒ (5, 4) = 9

    She correctly gauges his actual location, but even wounded, the skinny elf is agile enough to avoid her bolt of force. Wyvurn is pleased to note that Miralda's marksmanship is practiced enough to ensure that he runs no risk of being struck by an errant bolt from her wand.


    F High Elf Ranger 1/Wizard 4

    Miralda takes advantage of the gap in the line of defenders and fires a bolt of force at Keak:
    1d100 ⇒ 531d20 + 4 ⇒ (7) + 4 = 112d6 ⇒ (1, 1) = 2
    She correctly deduces his location, but misses anyway.


    F High Elf Ranger 1/Wizard 4

    Miralda, realizing her sleep spell was mostly useless, angrily points her wand at the other guard.

    1d20 + 4 ⇒ (3) + 4 = 72d6 ⇒ (4, 6) = 10

    Her precise shot feat enables her to avoid striking Jaegr by mistake, and the bolt of force from her wand disppears into the sky. She curses the brightness of the sun and sulks.


    F High Elf Ranger 1/Wizard 4

    Miralda finally breaks free of her grief. Incanting and waving her hands, she attempts to put the bandits to sleep:

    2d4 ⇒ (1, 2) = 3
    1d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (16) + 2 = 18 vs. DC 13


    F High Elf Ranger 1/Wizard 4

    On seeing the little girl, Miralda cries out, "LISSA! Oh, no... O Winged Lady Fileet, have mercy!"

    She starts crying inconsolably.


    F High Elf Ranger 1/Wizard 4

    Miralda stuggles to slide down safely.
    1d20 - 1 ⇒ (3) - 1 = 2

    DC 5 for a rope with a wall to brace against.
    The frail elf loses her grip, falling into the water below.
    Damage: 2d6 ⇒ (1, 1) = 2

    Luckily, the water breaks her fall somewhat, and she comes up, sputtering. "I'm okay!" she cries, standing on tiptoe to keep her nose and mouth above water.


    F High Elf Ranger 1/Wizard 4

    Miralda yawns.
    1d20 + 3 ⇒ (8) + 3 = 11
    "I can probably last a little longer if you guys can. Hopefully he'll show up soon! Of course, reading Victor's journal made it clear that Otis was not very bright -- I might go so far as to call him 'challenged,' based on some of the stuff there -- so chances are he'll walk right into an ambush. Then again," she adds, "vampires are supposed to be unnaturally cunning."


    F High Elf Ranger 1/Wizard 4

    Knowledge: The Planes 1d20 + 11 ⇒ (19) + 11 = 30
    Survival: 1d20 + 6 ⇒ (2) + 6 = 8

    Eager to be helpful, Miralda starts spouting all kinds of trivia about the funeral rites associated with the Church of St. Cuthbert, and what the inscriptions on the coffin mean, and the differences in wording of the funeral incantation depending on if the priest is a member of the Order of Stars or the Order of the Chapeax. Eventually she says, "Cuthbert's church doesn't put dirt in coffins, but vampires have to have a handful of soil from where they were buried: that's what lets them move their coffin elsewhere and still use it -- the symbolic link to their original grave site maintains the link to the Negative Energy Plane, if you want to get technical. If there's enough soil, I suppose a vampire could theoretically have multiple coffins, with a handful in each one. So I'd guess that soil is from the village churchyard, although I don't know anything about agronomy and can't actually identify it or anything useful like that."


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    F High Elf Ranger 1/Wizard 4

    The rustic dwarf's healing skill is unorthodox, but highly effective. Miralda regains consciousness, gags down a gulp of brandy, and coughs, "I... I'm okay. I have no idea how you did it, but I feel fine now." Unsteadily at first, but with rapidly-restored balance, she regains her feet and smiles weakly.


    F High Elf Ranger 1/Wizard 4

    vs. earlier channeling (oops!): 1d20 + 6 ⇒ (11) + 6 = 17 -> 6 damage
    vs. warding on book: 1d20 + 5 ⇒ (9) + 5 = 14 -> 11 damage
    Miralda is instantly knocked unconscious by the blast.


    F High Elf Ranger 1/Wizard 4

    Sickle: "Weak auras; maybe transmutation and necromancy. I don't like this thing, and don't even want to touch it anymore." 1d20 + 11 ⇒ (9) + 11 = 20: "In addition to being a weapon, I suspect it's an unholy symbol -- probably Nerull or some other malign death god."

    Wand: "Enchantment magic of some kind, but faint, as if it's not fully charged. 1d20 + 11 ⇒ (8) + 11 = 19: "OK, I can see it now. It's got a hold person spell matrix in it, and enough energy left for maybe 16 castings."

    Vial: "I have no idea, but it's not magic. Poison, maybe?"


    F High Elf Ranger 1/Wizard 4

    Miralda uses her wand, point-blank:
    1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 232d6 + 1 ⇒ (5, 2) + 1 = 8


    F High Elf Ranger 1/Wizard 4

    Miralda doodles some symbols on the barn door and says, "This might not work, because a door is not technically a person, but hopefully it will keep the zombies and hyena-thing from battering the door open for the next couple of minutes, while we decide what to do with them."


    F High Elf Ranger 1/Wizard 4

    Miralda Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
    Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28

    Miralda shrieks as the barn door opens. "Kelgan! Close the door! I can put a spell on it to keep the zombies in!"

    Of course, given Miralda's lack of tactical acumen, you might well be better off just killing them. Up to you entirely!


    F High Elf Ranger 1/Wizard 4

    "Three curses, is what they said: the boar, the vampires, the bandit army or whatever. But all of them have the same source: this necromancer, so dealing with him should take care of the others, or so it would seem. We've opened our escape route by slaying the boar, so if we can avoid the vampires altogether and get out of town before the army shows up, we should be in good shape, I think! That said, let's get back to town before nightfall..."


    F High Elf Ranger 1/Wizard 4

    Miralda studies the amulet, then says, "It has several weak auras of abjuration magic."

    1d20 + 11 ⇒ (9) + 11 = 20

    "I'm guessing it's an accursed charm that provided a minor boost to the beast's resistances and toughness of hide."


    F High Elf Ranger 1/Wizard 4

    Miralda is amazed and relieved to see Wyvurn alive. She's still in mild shock, especially when contrasting this 2-round fight with her long, protracted standoff with the ogres earlier.

    "Is combat always like this with heroes? The enemy attacks, one of you falls, and you pull out all the stops to slay it in haste before it drops another? Somehow I never thought it would be so sudden. There's no time to think!"


    F High Elf Ranger 1/Wizard 4

    Miralda's eyes are opened wide in panic, making her look a bit less alien. With a shaky hand, she points her wand at the boar and discharges it with a shriek:

    1d20 + 4 ⇒ (20) + 4 = 241d20 + 5 ⇒ (15) + 5 = 202d6 ⇒ (2, 2) = 4
    Confirm: 1d20 + 4 ⇒ (7) + 4 = 112d6 ⇒ (4, 4) = 8

    A malevolent gleam comes into the boar's eye as it prepares to charge the elf girl, perfectly willing to be split open by Kelgan's glaive in order to do so. Slowly, it gains its hooves and begins to move... to be blasted in the face by a bolt of force. It looks for a moment like it's about to get up again, then finally gives up and collapses into the mud. Miralda also falls down, shaking.


    F High Elf Ranger 1/Wizard 4

    Since she can hardly influence the fight enough to affect Wyvurn's turn:

    Miralda attempts another bolt of force.
    1d20 + 4 ⇒ (12) + 4 = 161d20 + 5 ⇒ (9) + 5 = 142d6 ⇒ (4, 4) = 8
    It hits, nearly fizzles out, but ultimately succeeds in damaging the monster.


    F High Elf Ranger 1/Wizard 4

    Miralda: 1d20 + 2 ⇒ (18) + 2 = 20
    LOL!
    Miralda fires a bolt of force at the thing:
    1d20 + 4 ⇒ (6) + 4 = 102d6 ⇒ (1, 1) = 2
    vs. SR: 1d20 + 5 ⇒ (14) + 5 = 19

    And misses.


    F High Elf Ranger 1/Wizard 4

    Miralda, standing in the shadows, plays it safe to add +1: 1d20 + 10 ⇒ (5) + 10 = 15


    F High Elf Ranger 1/Wizard 4

    Miralda's eyes widen as she listens to Wyvurn's counsel. "So, we never need to worry at all about the kechs, or the wood elves, or getting lost, or anything... Wings of Fileet! That's brilliant!"


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    F High Elf Ranger 1/Wizard 4

    To the bartender: "Good sir, is there a place in town we can find respectable lodgings, suitable to our status?"

    This has the potential to begin a long string of Vancian inn-bickering, if Cricket wants to play Cugel, but otherwise I'm willing to assume you get it worked out.


    F High Elf Ranger 1/Wizard 4

    "One thing seems certain: I do not believe the boar will come here into the bar and allow us to kill it. Almost certainly we will need to go find it and do that deed ourselves."


    F High Elf Ranger 1/Wizard 4

    Knowledge (Lore): 1d20 + 11 ⇒ (6) + 11 = 17
    "Kechs are called 'forest fiends,' but are actually fey; they represent the capriciousness and callousness of the woodlands. I gather they'd sooner mislead or kill us than help. But that's all just hearsay; probably Cricket knows a lot more about them than I do."

    "Kechs aside, there might be wood elf patrols near here, and they might be of more assistance?"


    F High Elf Ranger 1/Wizard 4

    "How are we going to do this? Simply wandering out into the woods might attract the boar, but will more likely get us molested by kechs or simply lost."


    F High Elf Ranger 1/Wizard 4

    "I was born in Hirschwald, but my woodcraft is only basic at best -- certainly not up to the task of outwitting kechs and tracking sentient boars. So if we're to do this thing quickly, I fear I'll be of little assistance."


    F High Elf Ranger 1/Wizard 4

    Miralda thinks, then says, hesitantly, "There's a mystery here that I'd like to solve, but I don't want that to be just my curiosity speaking. You folk are people of action, more than I am. But if the boar truly keeps the village cut off, and we can deal with it swiftly, then it seems to me we need only evade the vampires, not destroy them yet, as we figure out what is going on here and find whatever it is that Anasovin lost. If we can get it quickly, and there is no boar to stop us, mayhap we can escape with it and get help before this army mobilizes and arrives? I know not. What say you, friend Jaegr? Kelgan?"


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    (Holding up new handbag) "Ya, so like, the guy who MADE this stuff? He's like, TOTALLY a wizard. (And he had like the cutest name EVER! He's like, Vesucchi, or Versache, or something?) Anyway I'm, like, wow! Of course I totally buy the purse, right? I mean, duh, who wouldn't! And it turns out I can fit, like, TONS of stuff in here. I think it's like, magic or something."


    F High Elf Ranger 1/Wizard 4

    Seeing Cricket go in, Miralda follows. One of the farmers -- the one who didn't spout anti-gobbo stuff -- whistles at her, and she examines him as if he is an unknown form of insect life. Walking up to the bar, she says to the big guy, "A bottle of Emerald Celenian Quatre Etoiles, '52 if you have it, and six glasses, please."


    F High Elf Ranger 1/Wizard 4

    Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
    1d4 + 1 ⇒ (4) + 1 = 5

    Miralda obviously was on the alert, rather than paying much attention to whatever she was supposedly doing at the time of the attack. A magic missile from her wand fizzes into the ghoul that Cricket struck, felling the creature.


    Liberty's Edge

    Hello everyone. I hope I am posting in the right subforum. I'm hoping to gift PDFs in the future, but I had one question:

    If I gift someone a PDF, does it use their own account Watermark?

    I'm asking mostly because I know having your own Watermark is important for playing in Society. I of course want the recipients to be able to play Society if they so choose. If it uses the Watermark of the person it's gifted to, rather than the person who gifted it (hope that makes sense) then it's all good! I'm like 99% certain that's how it would work, but just wanted to confirm. Thank you very much! :)

    Liberty's Edge 1/5

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    Proof

    Hello everyone! I have a question for what happens in the event of a canine catastrophe. If a pet eats a chronicle, what are your options? My dog loves to take things and bring them to my room. Sometimes he also loves to chew on them and roll around on my bed. Most of the time they are safely in my backpack, but I set that one aside earlier in the day. When I finished my shower I found him like that.

    Thankfully it was not so bad in this instance because the character died permanently. I didn't want to cut into my friends' gold for my own Res; so he was completely gone. The chronicle in question was just a blank one that says "DIED!" Still, this could easily have happened to an important character. I'm hoping the answer is not "scotch tape."

    Liberty's Edge

    Hello everyone! I know there are a lot of threads on Mystic Bolt already, but I don't recall seeing this specific topic. This question is also for a PFS Character, so hopefully there's not too much risk of variation.

    If I use an Acid Mystic Bolt with the Corrosive Weapon property, are both d6s totaled before applying Energy Resistance? Same basic question applies to Fire Mystic Bolt with Flaming, Cold Mystic Bolt with Frost etc.

    Corrosive states that it deals an "extra" 1d6 Acid damage. For the majority of weapons, that means it doesn't pierce Energy Resist 10 because most weapons deal Bludgeoning, Piercing, or Slashing and the extra Acid damage is a maximum of 6. Mystic Bolt is a little unique in that it already deals elemental damage. For what it's worth, I believe extra damage from similar effects like Vicious, Holy, and Bane are totaled before applying DR.

    Thank you very much! :)

    Liberty's Edge 1/5

    Hi everyone! I see that Promethean Alchemists are surprisingly legal in PFS. Their companions are a bit unusual, so I wanted to know how item slot rules work for Homonculi in Society. For example, Animal Companions get restricted slots, and Eidolons take slots from their Summoner. I'm not sure how Phantoms work, but I imagine it's the same sort of thing. However, I can't find any rules about Prometheans' Homonculi.

    I did a forum search using Paizo's own search tool, as well as Google's. Couldn't really find anything. Any help is appreciated!

    Liberty's Edge 1/5

    Hello everybody! I'm planning to create an eventual Gunslinger 1/Inquisitor 10 for my next PFS character. I've never made a character who uses firearms before, because it takes a few levels and a few feats to get comfortable.

    My solution is to start Level 1 as a Human Inquisitor (with a Longbow) so I can start immediately with Point-Blank and Precise Shot. I can also heal right away, including CLW Wands without UMD after my first chronicle. There are some downsides, like losing the extra starting HP and Dex to Damage. But Inquisitor gets my Favored Class Bonus at least.

    Can you get the free starting gun from Gunsmithing even if you take Gunslinger after Level 1? I don't plan to dip in Gunslinger until Level 3 when I pick up Rapid Reload. I read the text and asked some of my friends, but it's kind of ambiguous. It says "At 1st level" but that could mean either 1st Character Level or 1st Class Level.

    Liberty's Edge 1/5

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    Hello everybody! Pathfinder Society and its community have helped me so much that I wanted to express my gratitude for my PFS region San Diego, as well as all the PFS regions and Pathfinders involved in my favorite game. All the people I have met and all the adventures I have embarked upon have been such a positive influence on my life.

    Ever since I was very young, I have had trouble socializing with people. It was extremely difficult making friends in school, and I was bullied often. Eventually my school psychologist diagnosed me with Asperger's Syndrome, which was confirmed when my parents brought me to a clinical psychologist. I struggle with social interaction and talking to others. It took me years to be able to look people in the eye. I was miserable when it came to interacting with anyone outside my family. Until I worked up my courage and went to my first PFS Game Day at At Ease Games.

    My intro game was a great experience. Although it was my first RPG ever, I was able to somewhat grasp the rules from my mechanical knowledge of Dungeons and Dragons videogames. I still struggled with social interaction, but I just pretended I was brave like my pregen (Amiri!). I went back the next day. And to the next event, followed by the one after. I believe I have gone to the vast majority of events in the region ever since that day.

    It is the community that keeps me coming back. All my amazing friends. The Organizers, GMs, and Players. My wonderful Venture Officers in San Diego are Venture Captain Eric Brittain, Venture Lieutenant Joanna Gore, and Venture Lieutenant Sean Ennis.

    They have all done so much to make me feel welcome and safe when I play. No one treats me any differently based on my condition, and everyone is kind and understanding. I have gained real friends, but more importantly confidence. I used to be afraid to leave the house, but not long after I joined PFS I used what I learned to get my very first job in my whole life. I can talk to people without being scared, and I have made friends outside the PFS community. I look forward to meeting the forum community as well.

    I was scared, but not anymore. Thank you all so much.