DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, at first, before we use this for anything else, I want to have a location I can use for some basic character sheet info, (for later).

So, please, for now, only post the following info here. Once I have everyone's, and see how many people I have, I'll open this to a normal discussion thread. :)

1.) Player Name/Nickname (for the Chronicle Sheet)
2.) Player Name
3.) PFS and Character Number
4.) Faction

5.) Your Day Job Roll (or state No Day Job)
6.) Anything pecial you need noted on your chronicle sheet, (purchases, Boon purchases, etc. . . ) I'll ask this again towards the end too, but up front, I just mean if you want to make any purchases before play begins.
7.) Anything else.

Grand Lodge

Clr 7/Ftr 1, HP 67/67, CMD 19, AC 23 /T12/F22, F+10 R+4 W+10, Init +7, Perc +6, SM +11

1.) Player Name: Mauricio Souza
2.) Character Name: Fredrik Greymantle
3.) PFS Number: 35561-1
4.) Faction: Grand Lodge
5.) Day Job Roll: Perform: 1d20 + 6 ⇒ (5) + 6 = 11
6.) Mwk Cold Iron Longsword

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

1.) Player Name: Stefan Sauerland
2.) Character Name: Dhastrach Orisialis (forname is pronounced as "dust-RUSH")
3.) PFS and Character Number: 2205-3
4.) Faction: Scarab Sages
5.) Your Day Job Roll: Profession (scribe): 1d20 + 13 ⇒ (10) + 13 = 23
6.) Purchases: TBD. Most likely a cloak of protection 1.
7.) Dhastrach utilizes Magic is Life[/trait] and [url=http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Endure Elements]endure elements, thus stabilizing automatically when dropped to below 0 hit points.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

1) Derek
2) Guilford Baldwin
3) 85794-6
4) Scarab Sages
5) Profession clerk: 1d20 + 5 ⇒ (3) + 5 = 8
6) Guilford will buy a headband of vast intelligence +2. I'd like to buy and scribe two 3rd level spells as well. Open to suggestions. Summon Monster 3, See Invisibility, Fireball, Lightning Bolt are ones I've considered.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)
Guilford Baldwin wrote:
6) Guilford will buy a headband of vast intelligence +2. I'd like to buy and scribe two 3rd level spells as well. Open to suggestions. Summon Monster 3, See Invisibility, Fireball, Lightning Bolt are ones I've considered.

I suggest Stinking Cloud. Or Wall of Nausea.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Forgot one special thing about Dhastrach:

For GM only:

In Destiny of the Sands part 3, Dhastrach was too curious and performed some eldritch rituals. He gained the following "boon":
Quote:
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haungint certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behaviour in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and tormenst your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additionaly daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dhast:
Man, that sucks. I might be able to help you out. Let me check a few things and I'll get back to you.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

GM:

Actually it's no biggie. Given Dhastrach's +10 will save bonus against nightmare, there's a good chance of succeeding at the save (statistically there's only a 6% chance of suffering the spell). Furthermore the adverse effects aren't that bad; 1d10 damage (meh), fatigue (a minor setback), and cannot regain arcane spells (which Dhastrach doesn't have).

I personally don't mind it so much. I planned on letting it be till I can get it removed with no extra cost (meaning I get teamed up with a 9th-level cleric and a 5th-level arcane caster).

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

1.) Celie
2.) Zachary Ringler
3.) 12395-2
4.) Taldor
5.) Craft Smith: 1d20 + 11 ⇒ (15) + 11 = 26
6.) Celie collects fingers from the fallen, be it friend or foe. She has a necklaces with the fingers attached to it around her neck. currently it only has 11 fingers.
7.) sorry for being late with this part... just noticed it today.

The Exchange

N Dwarf Ranger 9

Ha, wasn't sure I was in yet! Sorry for the delay =)

1) Aaron
2) Theodore "Little Foot" Rosevale
3) 84637-1
4) The Exchange
5) Day Job: Survival: 1d20 + 10 ⇒ (19) + 10 = 29
6) Purchasing a +1 ring of protection before we begin

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, here is the roster I am tracking right now, and I am going to officially call it right now. I'll be opening the Game Play Thread up shortly, (for "dotting" only), which will allow you to see any updates and the game to appear under your "My Campaigns" tab once you post there.

1.) Deussu -> Dhastracht (Clc 5) X
2.) Amsheagar -> Celie (Wtc 5) X
3.) EvilMinion -> Theo (Rng 5) X
4.) Derek Weil -> Guilford (Wiz 5)
5.) Merck -> Fredrick (Clc/Ftr 5) X
6.) SeraphimPunk -> Ramen (Nin 7)
7.) ShadowKhan -> ??

The game officially begins on Nov 01. So, with that in mind, I'm going to start trying to get things ready to go. Sadly, that means doing a bit of upfront work, so that once we do begin, it runs a lot smoother.

I'm going to PM ShadowKhan again to I hope send them over.

Can I have everyone make a character "sheet" similar to how Frrick's looks. I don't care too much about the specific format as as long as I can find anything that I might need with a little bit of effort.

In addition to that, similar to how their character has it now, can I have everyone post their "Quick Combat Info" into the listed "Race" and "Class/Level" portion of their avatar. That will greatly increase the game's speed down the road. Again, I don't care too much about the specific format, but I'd like it to include: Race/Class/Level/Alignment, HP, AC (and touch/FF and CMD), Saves, Init, Perception, anything else you plan to use a lot.

I also still need the Chronicle Sheet info for Ramen and ShadowKhan.

The Game Play Thread is now open. In a day or two, I'll PM everyone that hasn't really posted there to let them know. But for now, please only "dot" there.

5+5+5+5+5+7+7 = 39
39/7 = 5.57, Rounded up = PL 6
With 7 players, we are playing the 8-9 Subtier.

Shadow Lodge

Mook lvl 12

We have five level 5 players. Even with 7 can we make it in tier 8-9?

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

That's instand death if we play high with four 5th-level characters. Season 4 scenarios are not meant to be played up.

But then again the higher subtier would be played with four-player adjustments.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ill recheck the rules. I might have done something wrong off the top of my head. I am on a 24 hr duty, so Ill read through the entire series and see what it looks like. Im fine running either subtier.

Shadow Lodge

Mook lvl 12

I prefer to play down but I will go with whatever you guys decide, no problem. Do we actually have 7 players? With 6 players we should be safely in PL 5.

The Exchange

N Dwarf Ranger 9

Ya, I think the math wrong.

The larger party adjustment to the higher subtier only applies if the APL is between subtiers to begin with... which ours is not.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Exactly. You go with straight APL unless already between tiers. I'd be pretty nervous going 8-9 with o many 5's for sure!

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

1.) player name: vincent
2.) character name: Ramen
3.) 3583-13
4.) recently converted sczarni from lantern lodge
5.) sleight of hand. (take 10: 10 + 15 = 25 )
6.) currently has 4,102gp, he'll be buying a ring of protection +1, and gloves of reconnaissance. he'll have 102gp at the start of the adventure.
7.) though a kitsune, he typically travels in his human form, resembling a small slightly fey looking human teenage boy with yellow hair (fey as in the dictionary word, not the creature type ). He dresses in dark blues, but wears an orange vest, as well as a blue headband with an elaborately carved darkwood emblem of the wayfinder sigil in the center of his forehead.
he's got several spell like abilities from his many tails. when he does use his kitsune form, he's clearly got 5 tails, and appears a fiery red furred foxling.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ya, for some reason, doing it off the top of my head, I was thinking 6 was the midpoint for up and down. For whatever reason, I always do that with 5-9's. We will be playing SubTier 5-6.

I'm going to PM ShadowKhan again, and if I don't get an answer within a few days, I'm going to assume they got into something else.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, once it looks like everyone but ShadowKhan has posted. I've PM'd them, so it shouldn't be too much longer.

Ramen, I don't believe you can (normally) Take 10 on a Day Job roll. Can I get a roll, and I'll look into it. If you can, I'll go with that (or the roll if it's higher :P), and if you can't, then I have the roll.

I'm also about to send out a mass PM just pointing everyone to the Game Play thread. Once I hear back or see that everyone has dotted it, I'll open it up a bit more so you can describe your characters, introduce yourselves, and RP a little.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

The profile has been updated.
From what i remember, you can't take 10 on day job rolls... but my information is a few years old.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)
"Guide to Pathfinder Society Organized Play, p. 21 (Step 2: Day Job, 2nd paragraph) wrote:

Permanent bonuses from equipment, feats, racial

bonuses, and traits affect your Day Job check as they would
any check for the rolled skill, but temporary bonuses
such as those granted by spell effects, other than crafter’s
fortune, do not contribute, as the duration over which
the Day Job check is made is undefined and represents
a longer amount of time than a spell’s duration would
permit the bonus to remain. You may take 10 on a Day Job
check, but you may not take 20 nor can you aid another.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

yeah, its a handly little update to the guide in recent year or two. not many realize it. i just prefer it to save time after the game. slow and steady steals the pocketbook =)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

1) Player Name: Kris Larson
2) Character Name: Oloch playing for Hskoro Ssithis (Applying to 1st level PC with 500 GP)
3) 147934-2
4) Scarab Sages
5) Day Job for Hskoro: 1d20 + 1 ⇒ (6) + 1 = 7 (If applicable)

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

By the way I have to inform you all I'm leaving to the countryside tomorrow and return on Monday. I might be able to update an introductory post and the like, but don't necessarily count on it.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Celie:
On a quick look through, everything looks fine. It does seem you are the only one that had not posted in the Gameplay thread yet, so if you don't notice this by tomorrow night, I'll PM you.

Dhastrach:
On a quick look through, everything looks fine. I'll try to work in some of your background as well, if I can manage it. :) You might not realize it yet, but this series could really be for you, (or against you, ha ha)

Fredrik:
On a quick look through, everything looks fine.

Guilford:
On a quick look through, everything looks fine.

Oloch:
On a quick look, looks find. Something I have noted is that sometimes the Herolab Files for the Pregens don't actually match up with the PFS Pregens. I'll look again later

Ramen:
On a quick look through, I had a few questions. I noticed a few of your Feats had a random "n" there. What was that for? Are you actually proficient with the wakizashi? Otherwise, everything looks fine.

Theo:
On a quick look through, everything looks fine. Being that there are so many players, would you have any issue minimizing the use of your pet. I'm not saying you have to, just asking.

The Exchange

N Dwarf Ranger 9

Heh! No, I don't mind. He's new, so haven't used him yet. =) Can leave him behind if you want and it makes things easier.

oh, and you posted the intro message in the Recruitment section, not the Gameplay section.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

facepalm. . . thanks.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

i used the n to denote stuff granted from his ninja tricks at 2nd, 4th, and 6th, and n6b for the bonus ninja trick from his favored class points kicking in. ninjas are proficient with wakizashi's so yeah he's good there. Just updated his sheet for the ring of protection.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Is Sheila Heidmarch going to answer questions, or have we already moved away from the lodge? And I imagine that we are in Magnimar (where Heidmarch's manor resides), but you can never be too sure.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

I think we are still there asking questions.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

GM: Are you always going to post spoiler-tagged knowledge lines when necessary? I was unsure whether or not to roll for Knowledge (history) about the Rending. Furthermore, I'd prefer to always take 10 (when applicable, e.g. not in battle) on knowledge checks (for ease of play) if you allow that.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'll post the ones that are mentioned in the scenario and sometimes others either I make up or are relevant. For example it a monster is trying to hide, I'll roll the check, preview the post and the erase the stealth check, but put in a spoiler for perception. Feel free to make any checks you want though. Ill try to incorporate it in.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm beginning to see why this one (of the three) got such poor reviews. There just isn't any information here abut the things you are trying to find.

I've searched for anything about the Rendering, and as far as I can tell, it's something the author made up in this. So I have no idea. It's possible it could be referring to any one of like 5 major events in Dwarven/Sky Citadel/Janderhoff history, but which one, I have no idea. Normally, I would just sort of make something up, but not having fully read parts 2 and 3 yet, I don't want to BS it if it comes up again.

Same with the Mithral Mallet Mining Company. Far as I can tell, it's completely made up, but the scenario doesn't actually explain them at all. I'm a little more okay with that as I gave a pretty general answer, and can modify it if needed.

So I apologize. I thought I was a lot better prepped for this that it turns out I am.

The Exchange

N Dwarf Ranger 9

The Rending was a big earthquake that hit the 5Kings mountains area some time back (see The Rending entry on the wiki). I do not think Janderhoff is in the 5Kings area. But it was a big moment in dwarven history, as it basicaly was the beginning of their decline.... so would be important even here, thus using it as a chronological reference point is apt.

Kind of like the death of Aroden is used for a reference point some times.

Is more fun to describe stuff based on existing historical events then just saying '800 years ago' or the like.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I searched for "the Rending" there first. Very odd, nothing came up. I even tried Google searching it and nothing seemed to come up but links to other game threads. I couldn't find it in the Inner Sea World Guide, Dwarves of Golarion, Campaign Setting, or the other books either, but, I guess there it is.

Thanks. I wonder why I couldn't find it though.

The Exchange

N Dwarf Ranger 9

Hm.. I just type 'Rending' in the search box =)
if you add the 'The' it finds nothing.

Heh. That might be it.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Maybe, I don't know, but now we at least know what it is. I do recall the earthquake mentioned, but I don't think it was referred to specifically as a named event in the various books.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

I actually searched that Rending a bit ago, since I expected it to be some sort of "universal" knowledge. And so it appears to be.

Would have been quite embarrassing for my dwarven lore dwarf not to know about the Rending, though.

Also, I have no quarrel about our GM making stuff up to fill the spots the scenario provides. I looked up Mithral Mallet, and it appears to be some sort of item in Neverwinter game.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Again I'm confused. Have we met the sole survivor yet, or have we skipped it and headed to the entrance? We seem to be going all over the place, all the time.

Grand Lodge

Clr 7/Ftr 1, HP 67/67, CMD 19, AC 23 /T12/F22, F+10 R+4 W+10, Init +7, Perc +6, SM +11

From what I understood our timeline is like this: We got the mission from the VC, got teleported to the dwarven city, talked to the engineer, gathered some info on the town's taverns and now are going to enter the dungeon.

I dont think there is a sole survivor.

The Exchange

N Dwarf Ranger 9

There is no 'sole survivor'... not sure where you got that from. Seems Dhastrach's fatigue is not letting him think straight =)

Summary of info known:
A group of four associated with the Pathfinders went in. None came out.
A group of dwarves associated with the Mithril Mallet Mining Company went in (numbers unknown) to find them. None came out.

In response to that, the MMMC closed off that section of the mine.

We are here to be lucky #3 and find out what happened to both groups.

We then learned from Rukha that the 'pathfinder' group consisted of four individuals... her brother in law (an ex-aspis dwarf sorcerer), a tien woman (possibly jinxed), a halfling, and a half elf (who was probably the one that got in a fight at some brewery here in town before they went in).

Rukha also let us know that if we want to go in, we have to sweet talk said MMMC guards at the entrance in order to let us go down and try to find our guys and their guys.

All this gathering of additional info seems completely unnecessary... although I suppose we did learn that we might want to be on the lookout for Traps that the Droskar folks, from way back, seem to have left behind.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I saw a few times going to a bar mentioned, so I figured that's what you guys/gals wanted to do first.

As Theo said, that's pretty much what's going on.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

My bad, I had read that the Tian woman was a sole survivor, but apparently she *had been* a sole survivor for many times before.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

It's just ironic that i would crit the diplomacy check, even though im not trained in it, and i would critically fail the survival check, which i am trained in.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

I'm tempted to put both of them to sleep...

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

hmmh, too bad you can't twin hex them.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm going to be travelling over the weekend. I should be able to post, but it's possible I will not have internet. Have to see.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Same here, im about to leave my house for Tokyo.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

From now on I'd look forward to us players converse with each other during times when the GM is unable to update the game. You know, the mindless chatter, just to get to know our characters better.

I know Celie loves cake, and Ramen has erratic manners. Other than that, I'm not too sure.

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