Partida Rol por web

(Apoyo para Pathfinder) PbPGameday 3: PFS Silverhex Chronicl

Off-topic

Cargando editor
01/10/2013, 14:30
Director

A ver.

Abro esto para tener un lugar donde colgaros la informaciçon y si quereis guardeis copia de la ficha del pj.

No vamos a jugar online salvo que estemos todos de acuerdo y veamos que hay un parçon de al menos un mes o similar.

Os dejo material por si quereis escoger un pj pregenerado o modificarlo. Tambien la guia del jugador con ideas utiles para la  campaña de Rise of the Runelords. Hoja de personaje en español. 

https://dl.dropboxusercontent.com/u/37799547/partida%20umbria/pathfinder/pathfinder.zip

Notas de juego

Esto os puedo ayudar a crear vuestros pjs, ya que el proceso de crear personajes para la society es compatible con el habitual pero olvidandonos de facciones

http://ethelnir.wordpress.com/2011/05/31/personajes-de-pathfinder-society/

Cargando editor
01/10/2013, 18:00
Kyra (Targul)

Que apañao el master ;)

Lo más seguro es que use la ficha de Galen para jugar con él... o con un pj similar... aunque me hubiera molado hacerme un enano guerrero o un humano guerrero... o un paladín (sin taza) ;ppp

Cargando editor
01/10/2013, 18:11
Picaro (Ardin Le Duc)

Notas de juego

Tengo que ponerme con la ficha pero soy muy vago y me da pereza

Cargando editor
01/10/2013, 21:18
Director

Notas de juego

Y eso que te he dado un pj hecho (a falta de CA y equipo)

Cargando editor
01/10/2013, 21:18
Director

hombre Dehe ... piensa que puedo yo llevarme un clerigo si quereis. Lezort quiere un picaro al final (creo) y Arkuras si se lleva un paladin (igual mejor humano, por la dote extra ... habría que mirarlo) a niveles altos (vamos 3º) ya tiene channel para curar ... vamos que si te llevas clérigo me llevo un mago de pnj. llevate lo que te apetezca ... o no lleveis clérigo ... vamos clérigo si o sí. Creo que la primera parte de la campaña sin mago se puede hacer. Las demás, no sé.

Notas de juego

Arkuras alguna recomendación para picaros?

Cargando editor
01/10/2013, 21:28
Director

Pregenerados a cascoporro (muuuchas clases y razas). En inglés

http://www.google.es/url?sa=t&rct=j&q=&amp...

Cargando editor
01/10/2013, 21:39
Kyra (Targul)

Pues estoy por hacerme un mago...

¿me puedes pasar tu mago Zeraphas, de la partida de Sopa: Carrion Crown 1: The Haunting of Harrowstone, porfaplissss??

De todas formas le echo un vistazo a los pregen... pero suelen ser muy aburridos. Cuando los crea  alguien suele escoger las cosas con criterio y cabeza.

Cargando editor
02/10/2013, 13:56
Director

Notas de juego

Para vuestro disfrute:

 

Class: Wizard (Evocacion) (escuelas opuestas Ilusion y encantamiento)

Nivel: 1    XP:

Race:    Human       Size:    M       Gender:     Male      Age:  35        Height:    1,78     Weight:   77     Hair:  oscuro con vetas grises      Eyes: oscuros

Deity:  Sunrae        Homeland: Ustalav Campaign Carrion Crown Jugador Mario / elfmgp

 

STRENGTH

10 (+0)

DEXTERITY

16 (+3)

CONSTITUTION

14 (+2)

INTELLIGENCE

18 (+4)

WISDOM

10 (+0)

CHARISMA

10 (+0)

 

Initiative: +3 (DES)  Speed: [ 30 (6 sq.) ]

hp total: 9 (+1 pg clase predilecta) hp actual: 9
Nonlethal:    DR:     SR:

DEFENSE

AC: (13) = 10 + (armor) + (shield) + (Dex: +3) + (size) + (natural) + (Deflection) + (misc)
Touch: (13) = 10 + (Dex: +3) + (size) + (Deflection) + (misc)
Flat-footed: (10) = 10 + (armor) + (shield) +  + (size) + (natural) + (Deflection)+ (misc)

FORT: (+2) = (base) + (Con: +2) + (magic) + (race) + (misc)
REF: (+3) = (base) + (Dex: +3) + (magic) + (race) + (misc)
WILL: (+2) = (base +2) + (Wis) + (magic) + (race) + (misc)

OFFENSE

Base Attack Bonus:
CMB: (+0) = (BAB +0) + (Str) + (size) + (misc)
CMD: (13) = 10 + (BAB) + (Str) + (Dex +3) + (size) + (misc)

 

Weapon: BASTON Attack Bonus: +0 Damage: 1d6 O 1d6/1d6 Critical:20 x2 Type: B
Weapon: BALLESTA LIGERA Attack Bonus: +3 (DES)

Damage: 1d8 Critical: 19-20 x2 Type: P Range: 80 ft. Ammunition: 10 

 

 

SKILLS
SKILL   Total + Ability Mod. + Ranks + Misc.
Acrobatics* +3 = DEX 3+0+0
Appraise** +4 = INT 4+0+0
Bluff +0 = CHA 0+0+0
Climb* +0 = STR 0+0+0
Craft** +4 = INT 4+0+0
Craft** +4 = INT 4+0+0
Craft** +4 = INT 4+0+0
Diplomacy +0 = CHA 0+0+0
Disable Device*† +3 = DEX 3+0+0
Disguise +0 = CHA 0+0+0
Escape Artist* +3 = DEX 3+0+0
Fly*   ** +3 = DEX 3+0+0
Handle Animal† +0 = CHA 0+0+0
Heal +0 = WIS 0+0+0
Intimidate +0 = CHA 0+0+0
K (Arcana)† ** +8 = INT 4+1+3
K (Dungeoneering)† ** +4 = INT 4+0+0
K (Engineering)† ** +4 = INT 4+0+0
K (Geography)† ** +4 = INT 4+0+0
K (History)† ** +8 = INT 4+1+3
K (Local)† ** +4 = INT 4+0+0
K (Nature)† ** +4 = INT 4+0+0
K (Nobility)† ** +4 = INT 4+0+0
K (Planes)† ** +8 = INT 4+1+3
K (Religion)† ** +8 = INT 4+1+3
Linguistics† ** +8 = INT 4+1+3
Perception +4 = WIS 0+1+3
Perform +0 = CHA 0+0+0
Perform +0 = CHA 0+0+0
Profession† ** +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +3 = DEX 3+0+0
Sense Motive +0 = WIS 0+0+0
Sleight of Hand*† +3 = DEX 3+0+0
Spellcraft† ** +8 = INT 4+1+3
Stealth* +3 = DEX 3+0+0
Survival +0 = WIS 0+0+0
Swim* +0 = STR 0+0+0
Use Magic Device† +0 = CHA 0+0+0

* Armor Check Penalty 0

† Trained Only

** Habilidad clasea

FEATS

- Combat Casting: +4 bonus on concentration checks for defensive casting
- Eschew Materials: Cast spells without material components (material de menos de 1 mo)
- SCRIBE SCROLL

TRAITS
Gifted Adept * -Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level: MAGIC MISSILE

INSPIRADO POR LA GRANDEZA * Choose one spell you can cast. From now on, you always cast this spell at +1 caster level: BURNING HANDS

SPECIAL ABILITIES (RACIAL & CLASS)

Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Wizard

Arcane Bond [anillo]
Arcane School [Evocation]
Cantrips
Scribe Scroll
(Ver hechizos)

- Languages: 

Common, Draconic, Abisal, Infernal, Celestial, Azlanti

SPELLS

Spells known: (7)/(1)
Spells per day: (2+1)/(1)

Spells Level 0 (Save DC:  )
- FLARE  Dazzles one creature (–1 on attack rolls).
- DISRUPT DEAD     Deals 1d6 damage to one undead (rayo / ranged touch attack)
- Acid Splash: Orb deals 1d3 acid damage.

Spells Level 1 (Save DC: )
NIVEL 1 (2+1) Wizard Spells Per Day Level 1   1 + 1 [Int] + 1 []

Summon Monster I: Summons extraplanar creature to fight for you.
Detectar Puertas secretas
Detectar Muertos vivientes

 

HECHIZO de ANILLO (uno del libro)

ESCUELA: EVOCATION: 

Intense Spells (Su): +1/2 niveles al daño de hechizos de evocacion (minimo 1). (Misil mágico, Burning hands)

Force Missile (Sp): standard action, force missile that automatically strikes a foe, as magic missile. The fornce missile deals 1d4 points of damage plus the damage from your intense spells evocation power. Number of times per day equal to 3 + your Intelligence modifier (7).

ESCUELAS OPUESTAS: ILUSION Y ENCANTAMIENTO

HECHIZOS EN SPELLBOOK:

Mage Armor: Gives subject +4 armor bonus.
True Strike: +20 on your next attack roll.
Summon Monster I: Summons extraplanar creature to fight for you.
Detect Undead: Reveals undead within 60 ft.
Magic Missile: 1d4+1 damage; +1 missile cada 2 niveles x encima 1st (max 5).(slot de evocation)*
Burning Hands: 1d4/level fire damage (max 5d4).*
Detect Secret Doors: Reveals hidden doors within 60 ft.

GEAR

(item) [(cost in gp)]

ANILLO VINCULADO
10 VIROTES (1)
BASTON
SPELLBOOK Y BOLSA DE COMPONENTES (20)
CUERDA SEDA (10)
MOCHILA (2)
SUNROD (2) 
Ballesta ligera (35)

- x gp x sp x cp

CARRYING CAPACITY
Light Load: 33lbs. Medium Load: 66lbs. Heavy Load: 100lbs. Lift Over Head: 100lbs. Lift Off Ground: 200lbs. Push or Drag: 500lbs.

ANEXO: MAGO

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Cargando editor
02/10/2013, 14:00
Picaro (Ardin Le Duc)
Sólo para el director

Este es Griam por si lo quieres para PNJ

Notas de juego

Name: Gríam Maturim
Alignment: Caotico bueno
Class/Level: Rogue 1
XP:

Race:    Humano       Size:      Mediano     Gender: Varon          Age:       26   Height:   60      Weight: 1,75       Hair:    Negro   Eyes: Verdes
Deity: Cayden.Cailean       Homeland: Ustalav

Clase Predilecta: Picaro: 1º +1HP.

STR: 12 (+1)
DEX: 18 (+4)
CON: 12 (+1)
INT: 15 (+2)
WIS: 12 (+1)
CHA: 12 (+1)

Initiative: +4
Speed: 30 pies

hp total: 9
hp actual:
Nonlethal:
DR:
SR:

DEFENSE

AC: 17 = 10 + 3 + 0 + 4 + 0 + 0 + 0 + 0
Touch: 14 = 10 + 4 + 0 + 0 + 0
Flat-footed: 17 = 10 + 3 + 0 + 4 + 0 + 0 + 0 + 0

FORT: 1 = 0 + 1 + 0 + 0 + 0
REF: 6 = 2 + 4 + 0 + 0 + 0
WILL: 1 = 0 + 1 + 0 + 0 + 0

OFFENSE

Base Attack Bonus: +0
CMB: 4 = 0 + 4 + 0 + 0
CMD: 15 = 10 +0 + 1 + 4 + 0 + 0

Weapon: Rapier
Attack Bonus: +4
Damage: 1d6 +1
Critical: 18-20 x2
Type: P
Range:
Ammunition:
Comments:

Weapon: Shortbow
Attack Bonus: +4
Damage: 1d6
Critical: x3
Type: P
Range:60ft
Ammunition:20 arrows

SKILLS (total) = (ability) + (ranks) + (misc)

Armor Check Penalty: -1

Acrobatics: 8 = 4 + 1 + 3
Appraise: 2 = 2 + 0 + 0
Bluff: 5 = 1 + 1 + 3
Climb: 5 = 1 + 1 + 3
Craft (any):                              
Diplomacy: 1 = 1 + 0 + 0
Disable Device*: 8 = 4 + 1 + 3 (+1 contra trampas)
Disguise: 5 = 1 + 1 + 3
Escape Artist: 8 = 4 + 1 + 3
Fly:
Handle Animal*:
Heal: 1 = 1 + 0 + 0
Intimidate: 1 = 1 + 0 + 0
Knowledge (Arcana):
Knowledge (Dungeoneering):
Knowledge (Engineering):
Knowledge (Geography):
Knowledge (History):
Knowledge (Local): 6 = 2 + 1 + 3
Knowledge (Nature):
Knowledge (Nobility):
Knowledge (Planes):
Knowledge (Religion):
Linguistics*:
Perception: 5 = 1 + 1 + 3 (+1 a Buscar trampas)
Perform (any): 1 = 1 + 0 + 0
Profession (any)*:
Ride: 1 = 1 + 0 + 0
Sense Motive: 5 = 1 + 1 + 3
Sleight of Hand*: 8 = 4 + 1 + 3
Spellcraft*:
Stealth: 8 = 4 + 1 + 3
Survival: 1 = 1 + 0 + 0
Swim: 1 = 1 + 0 + 0
Use Magic Device*:

x - class skill    * - trained only

FEATS

- Combat Expertise
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

- Weapon Finese Combat
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons

SPECIAL ABILITIES (RACIAL & CLASS)

- Sneak Attack +1d6

- Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Traits-

En nomina: Your years of hard work have paid off, granting you an additional 150 gp in starting wealth

Superstitious Ward: You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

- Languages: Común, Skald, Varsian

GEAR

- (item) [(cost in gp)]
- Backpack 2gp
- Bed rol 1sp
- Blanket winter 5sp
- 4 sack (empty) 4sp
- Crowbar 2gp
- 2 x Rope 50 ft 2gp
- 10 raciones 5 gp
- Flint and Steel 1gp
- Thieve´s Tools 30gp
- Oil x10 - 1gp
- Explore´s outfit 10gp
-Tindertwigx2 -2gp
-Acid (flask)10gp
-Alchemist´s fire(flask)20gp
-Everyburning torch 110gp

Studden Leather 25gp
Armor Bonus +3 Dex Max +5 Check Pen –1 Arcane Fail 15% Speed 30 ft. Weight 20 lbs.

- Rapier 20gp
- Shortbow 30gp + 20 arrows 1gp

- 2x Dagger -4gp

- 2x sunrod- 4gp

- 10 gp 0 sp 0 cp

Cargando editor
03/10/2013, 01:19
Director

Notas de juego

Fons ya la he visto. (Pacific Rim)

 

No me he puesto a analizarla, topicazos, cosas previsibles ... si, pero muy entretenida.

Una de aventuras con buenos efectos.

 

Me ha gustado

Cargando editor
06/10/2013, 09:16
Director

La aventura tiene lugar en Sandpoint (Cala Arenosa, probable traducción Punta Arena), una ciudad que conoceis (lo normal es que seais de allí o hayais viajado hasta allí y la conozcais más o menos bien).

Os describiré algunas cosillas para que os suenen.

 

Gente importante de Sandpoint

Una acogedora comunidad de vecinos en gran parte libre de prejuicios y de todos los colores, llaman a Sandpoint su hogar. A continuación se presentan solo los residentes mas notables de la ciudad.

 

  • Kendra Deverin: Alcalde de la ciudad.
  • Cyrdak Drokkus: Grandilocuente actor callejero, y titular del Teatro Sandpoint.
  • Abeto belor: El brusco pero protector alguacil del pueblo.
  • Ameiko Kaijitsu: Ex-aventurera y dueña de la posada del Dragón Oxidado, hija rebelde de noble Lonjiku Kaijitsu.
  • Lonjiku Kaijitsu: Estoico noble, propietario de la -exitosa vidriera de la ciudad.
  • Jargie Quinn: Con una sola pierna, este cuentacuentos es el dueño de la taberna "la Lamprea".
  • Tito Scarnetti: Noble de mentalidad tradicional, controla el comercio madedero de Sandpoint.
  • Ethram Valdemar: La más vieja de los nobles de la ciudad.
  • Ven Vinder: Propietario de la tienda mejor surtida de Sandpoint.
  • Abstalar Zantus: Educado sacerdote local de Sandpoint.

Notas de juego

NOTA: Quería empezar por aventuras suaves ... pero para jugar Burnt Offerings (Ofrendas Ardientes), primera parte de Rise of the Runelords y contar con Fons hay que jugar del 18 al 4 de noviembre. En teoría estaremos justos, se supone que son 5 escenarios, cinco sesiones. Propongo jugar el 18, 25, 30 (hasta 12:00) y 1 de noviembre. Como veis casi siempre viernes.

Si le ponemos ganas podemos, o si queda solo una sesión se termina por umbria (Fons esta out hasta marzo). ¿Como lo veis?

Necesito que los presenciales me echeis una mano para que aprovechemos el tiempo y Ruben vea (video o fotos) las escenas que asi lo requieran.

Cuento con que Ruben y Sergio dirijais partidas en noviembre / diciembre (ese ZCorps lo pide a gritos ....)

 

Cargando editor
06/10/2013, 09:25
Director
Sólo para el director
Cargando editor
06/10/2013, 09:26
Director
 
Kendra Deverin: Alcalde de la ciudad. 
 
Aldern Foxglove: Noble

 

 
 Abstalar Zhantus: Padre y clérigo local.
 
 
 
Ameiko Kaijitsu: Ex-aventurera y dueña del "Dragon Oxidado"
 
  
Hemlock: Sheriff
Shalelu Andosana: Exploradora
 
 

Tsuto Kaikitsu: Hermanastro de Ameiko.
 

 Das Korvut: Herrero local.
 

 
 
Brodert Quink: Sabio local.

Notas de juego

Retratos de PNJs

Cargando editor
06/10/2013, 19:03
Haüser

z-corps ta echo

Notas de juego

Cargando editor
06/10/2013, 23:43
Kyra (Targul)

Lo de los días si son viernes no creo que haya problema... si no es viernes, los miércoles puedo... los demás son una incógnita.

En cuanto a dirigir... yo os propongo terminar la del señor. Pero hay un problema y es que estaba jugando Sandra (la maga) Si decide no jugar, la pnjotizo y punto. Pero si decide jugar hay que terminarla por Umbria.

En cuanto a mi PJ, aun no le he metido mano... a ver si esta semana lo acabo.

Cargando editor
07/10/2013, 10:50
Haüser

ajajajajajajajaja, he vuelto :P

Cargando editor
07/10/2013, 16:26
Director

De momento los viernes y el miércoles que os señalo puedo. Desde finales de febrero, sólo los miercoles y media mañana me temo.

 

Por mi la del señor y zcorps, perfecto.

Cargando editor
07/10/2013, 17:00
Kyra (Targul)

NOTA: Quería empezar por aventuras suaves ... pero para jugar Burnt Offerings (Ofrendas Ardientes), primera parte de Rise of the Runelords y contar con Fons hay que jugar del 18 al 4 de noviembre. En teoría estaremos justos, se supone que son 5 escenarios, cinco sesiones. Propongo jugar el 18, 25, 30 (hasta 12:00) y 1 de noviembre. Como veis casi siempre viernes.

Donde dije digo digo Diego... vamos que me ha surgido un imprevisto para el viernes 18. Pero puedo cambiarlo por el miércoles 23... si podéis, claro.

Sigo sin haber tocado nada del PJ... soy un desastre.

Cargando editor
08/10/2013, 00:23
Director

SANDPOINT
 

 (Clickar para aumentar)
 
Sandpoint (Cala Arenosa):
El Viejo Faro [The Old Light]
La Calle principal [Main street]
La Calle del Mercado [Market Street]
El puente sur sobre el Río Turandarok
La Calle del Festival [Festival Street]

Notas de juego

El miercoles 23 no puedo. (Para el 18, Fons, Sergio id pensando lo que os apetece: Pathfinder rol -modulo sencillo para un dia-, pathfinder cartas, o lo que sea ...).

Como veais, por mi lo intentamos ... pero con tres sesiones (25, 30 y 1/11) vamos justos. Depende de la leña que le demos.  A ojo yo le calculo al módulo 12 horas (pero es relativo).
 

Cargando editor
08/10/2013, 00:47
Kyra (Targul)

ok...lo intentamos ;)