DM Beckett's "CITY OF STRANGERS" PFS PbP (3-4) (Inactive)

Game Master Beckett

INIT:

[dice=Iasua]1d20+7[/dice
[dice=Jake]1d20+4[/dice
[dice=Pai]1d20+2[/dice
[dice=Tiasar]1d20+2[/dice
[dice=Xiaobo]1d20+5[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!

Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Now, you just need to find this Mr. Collgardie. . .
MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Tiasar wrote:
DM Beckett wrote:
...TSR...
I will smother you in your sleep. After I finish the spell that will put you to sleep >.<

My second favorite gaming company. "Sides, DM's don't sleep. . .

Shadow Lodge

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

Pai Magic Missles the darkness, striking unerringly the brute that was first tripped, and the blow is enough to knock him out. Iasua begins to step back, getting enough distance from his target to shoot anther arrow, but the rogue keeps step with him at the last moment, and tries to shank him as he fires.

AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Both miss each other, but seeing that her companions have all fallen (or shortly will), she instead decides to flee and fight another day. <Withdraw>.

I'm assuming that Xiaobo's AoO when the other thug stand will drop her, too, so basically #2 is the last.

Jake also gets an AoO as she flees, as he still threatens the second square she moves out of.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

prob I can take 5 AOO per turn and I use 2 when attacking

-Posted with Wayfinder

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Round 2, Furious Focus, Power Att

Jake attacks the fleeing enemy.

GS Att: 1d20 + 9 ⇒ (7) + 9 = 16
GS Dam: 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16

The Exchange

Whose turn is it?

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Not sure, but I had an AoO. So, I took it.

Shadow Lodge

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

Xiaobo snaps one's neck as she rises to attack, and Jake cuts down the last as she flees. Searching their bodies, you find another assortment of Cure Light Wounds potions,(and by that I mean another 12!!!, for a total of 19 now, wtf!!!) these the normal kind, and a note.[/I]

It reads:

Boys & Girls,
Someone killed my friend Horis Collgardie. They left his body to rot inside his own house. Go there and wait. Don’t touch anything. If anyone comes back looking to toss the place or take the body and that person’s not an Ardoc, it’s most likely his killer. Kill anyone who shows up there that isn’t a member of my family—I mean anyone. You’ll be paid well.
Besel Ardoc

What you decided to do with the bodies and the house is up to you, but it looks like things have gotten a little out of hand, and you have begun, catching you in the middle.

You find no other clues really in the house.

Liberty's Edge

Male 33/33 HP, AC: 22, T: 15, FF: 17, CMD: 22, F: +4 , R: +9, W: +2, Init +7, Pereption +11, NG Male Elf Ranger 5, Masterwork +2 Composite Long Bow +10, 11 PB, 8 DA, 9 Both(1d8+2, 3 PB, 6 DA 7 Both, x3)Great Sword +7 (2d6+3)

[i]"i propose we divide the potions amongst each of our party[i]"

-Posted with Wayfinder

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Sounds good, Iasua. Let's all take a few. Now, how do we find this Ardoc fellow? After we check this house carefully, should we head back to the bar? They seemed to like me there last time..."

Shadow Lodge

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

So what are the plans for the bodies and the house? From what you can gather from the assassin's comments before the fight, and the note, it seems that they where there to try to capture the killer, and believed that was you.

Know Local DC 20:
While you are not familiar with "Besel Ardoc", the Ardoc family is very prominent in Kaer Maga. They are know across the world for their magic talents, particularly in the area of Golem Construction, for which they have a massive factory in the city. Through their power and influence they are one of the most powerful factions in the city, and it is through them that much of the order and civility is kept in Kaer Maga, as they send out their constructs to keep the peace, and those that can afford to often purchase a few for personal body guards. The family, (equally relative by blood and marriage as in the mafia sense of the word), however are also well known to be very hard to locate, as they have many rivals.

Trying to track down information about Besel is likely going to require asking around a lot.

Similar to the above, can I get either a Diplomacy [Gather Info] or Know Local check, (+1d6). If you are just Aiding Another, no need to roll a D6 (which is hours it takes per check).

The first DC is 20, and adding in bribes (each 10gp = +1 per check) can help.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know. Local 1d20 + 12 ⇒ (3) + 12 = 15

Diplomacy 1d20 + 15 ⇒ (18) + 15 = 33

Pai heads back to the tavern, again asking questions, this time about Besel.

Extra 1d6 ⇒ 4

Not sure what to do about the bodies. I don't want to get accused, but I hate just leaving the corpse there.

Shadow Lodge

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

Just to be clear, each attempt is going to take a d6 hours, (though you can aid another to make a single attempt. If you want to use both Know Local and Diplomacy, that however is 2 attempts, (each needs a d6), and there may or may not be a timeline involved. . .

After 4 hours, (it's getting pretty late at night now), of scowering the city and asking around, while trying to not be too obvious), you stumble upon a down-on-his-luck looking Dwarf named Sard Coalbreath. More than a little drunk, (by human standards anyway), Sard offers up a clue, "I hear that Besel can’t make it through a day without a pint or six of whatever grog the pub he’s in is selling. I don’t know what those Ardocs are involved in, and I don’t even want to—whenever someone tells me what they’re up to, I realize again that I’d probably drink myself stupid three times a day if I were one of them.”

One down, more to go. It's probably around 11-midnight now, though the city itself still seems very active, and likely doesn't really close down. It's only slightly darker now than it was in the day hours, because of the constant shade the towering city offers, and there are magical and mundane lights in most places, allowing you to keep going or rest for the night.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Well, I am no help with those checks, as I am untrained in both.

Let's keep going, and check out a few more watering holes to see if Ardoc pops up?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Knowing that she was the best situated for this type of work, Pai revealed what she had found out to the others, and went into a different tavern, again looking for any knowledge of the names.

Diplomacy 1d20 + 15 ⇒ (20) + 15 = 35

Time 1d6 ⇒ 6

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Jake Hargrove wrote:
Well, I am no help with those checks, as I am untrained in both.

You can still make a DC 10 Diplomacy to Aid Another, which gives another character a +2. No penalty for failure.

Also (everyone), after the second check, that's 10 hours later., and getting to be around 5 - 6 am. You can keep going, but will be Fatigued.

The Exchange

Let's get some sleeeeeeep

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Ok, I will do so, but it looks like Pai made the roll! I agree...let's sleep.

Jake does his best not to screw things up for Pai, but he aids in her efforts.

After this one, we definitely need some sleep, all.

Diplomacy: 1d20 ⇒ 13

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai was half buzzed from drinking in the establishments to blend in. "I don't have much tolerance," she whispered, as she almost fell off her chair talking to the group.

"I quick nap might be good for me."

Shadow Lodge

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

So, just to move things along, with Pai' Diplomacy and everyone else Aiding, I think you will be good.

On a mission, you plow through a few more bars before resting, and finally find another individual with a slippery tongue. Fasch is a little mouse of a girl, and you first spot her while she is trying to steal you purse. After a warm meal, she offers “Those Ardocs aren’t stupid. They run the best golem-making factory since Thassilon, and when you run something like that, you have an obvious source of guards. I ain’t never seen Besel without at least six of those iron things stomping around behind him. If you’re trying to find him and put a hurt on him, you best change your mind, friend.”

The next morning, albeit a late one, you head out again, and this time are directed to speak with Miss Feathers. Told to travel down a dark, secluded alleyway to find the famous prostitute, Miss Feathers is not at all what you expect. HE is a hulking, muscular man with a deep, booming voice and a quick laugh, and his information only comes in in portions, requiring you to listen to all manor of work related exploits, crude jokes, and the like. “Oh yeah, I seen Besel drinkin’ in Downmarket a bunch— had a few pints with him m’self. It’s probably because of those pints that I can’t recall the name of the pub where I last saw him.”
9am + 1d6 ⇒ 4 <now 1pm>

Heading to the Downmarket in hopes of more specific info, you meat a fruit merchant willing to trade information for coin. Jorda is tall and skeletally thin as a result of a wasting disease in his childhood. His face is pockmarked with scars and he speaks stiffly, as though his lips don’t fully work. He’s serious, business-like, and willing to share information once you buy some of his “fresh” fruit. “Down by that disgusting troll Augur temple—called Augur’s Entrails, I think. There’s a troll on the sign pullin’ his own damn entrails out on the sign. You won’t catch me drinking there, but I saw Besel and his iron monsters there this morning.”
1d6 ⇒ 3 <now 4pm>

Heading then to Augur's Entrails, a shop you saw from the distance upon entering the city, or maybe one like it, you arrive only to find the place closed early. However, a street urchin outside offers to share a tasty tidbit if you offer her a bit of coin for a reading later. Roold is short, muscular, and thick, with close-cut hair and polished leather armor. She seems worried about something, likely her last reading, but keeps her issues to herself. “I was in the Augur’s Entrails over in Downmarket this morning and heard Besel say he’d be back there again tomorrow morning for something. That’s probably your best bet for finding him, friend.”
1d6 ⇒ 5 <and finally 9pm>

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Let's get some sleep and stake out the Downmarket before he arrives. After all, we just want to talk, no?

The Exchange

Tiasar stretches his cramped back. "Indeed, it has been a long day."

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Angur's Entrails sounds so nasty! But, it sounds like that's where we might find our guy.". Pai is ready to get to sleep early, and start the next morning to find their man.

Shadow Lodge

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

Waking up in the morning, you get ready and head back out hoping to be able to catch this Besel, you make your way though the city. Cutting through an alley here, passing through a small corner market there, you make very good time. As you arrive, you see a middle aged, though clearly wealthy man escorted by three large Iron Golems, heading towards Augur’s Entrails. For a moment as you are heading towards each other, your eyes meat each other, and you doesn't seem to know you, paying no more attention to any of you that he does anyone else.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Mr. Besel could we speak with you for a moment? We have news of a common interest, Collegarde."

Shadow Lodge

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

He looks taken aback at the mention of the name, but more intrigued than hostile or threatened.

"I suppose I could spare a few minutes"as he looks around a moment, making sure that no one is watching too intently, "Who are you lot, and what is it I can do for you?"

He allows you to get close enough to talk face to face, but his Iron Golems always remain close, and stand ready to interpose any time you make any sorts of potentially threatening actions (such as reaching into a pocket/coat), but do not attack, (yet), unless you do something outright hostile, like draw or have out a weapon.

The Exchange

Yeah, three iron golems, I wouldn't mess with this guy even if it was our mission.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Let us buy you a drink, and my friend Pia here can explain things to you.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

I would lol unless those golems are immune to trip I would love to take them on

-Posted with Wayfinder

The Exchange

Those are each a CR 13. EACH. One would slaughter us with ease. CMD 39. Good luck with that though lol

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pain explains to him that they were looking to speak with Collingrad and that they found the body and were attacked by Besel's men. She wants to see if he had any enemies Besel's might know of. [ ooc]Crazy work day so no time to type everything.[/ooc]

Diplomacy 1d20 + 15 ⇒ (5) + 15 = 20

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Jake Hargrove wrote:
Let us buy you a drink, and my friend Pia here can explain things to you.

+

Pai Kromnite PFS wrote:
Diplomacy =20

helps

Not sure what to think, "Yes, let us go somewhere a bit more private to speak." He suggests a small "coffee" shop that will allow you to have a seat outside, and his golems to remain close, but generally far enough away from more would-be ease-droppers. "You are Shadowfinders, yes?"

The Exchange

Tiasar is happy about being brought to a coffee shop for once instead of a tavern. His quiet happiness is evident, although he continues to hold his courtly silence, letting the others do the talking. He gives Morde a mental order to land on the roof, watching the area.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Male Raven Familiar 1

Morde acknowledges the request, ascending quickly and deciding that the golem's head makes for a good perch to observe the area.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Shadow Lodge

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

What are you trying to find?

The Exchange

Nothing in specific, just looking out for things.

Liberty's Edge

Male 33/33 HP, AC: 22, T: 15, FF: 17, CMD: 22, F: +4 , R: +9, W: +2, Init +7, Pereption +11, NG Male Elf Ranger 5, Masterwork +2 Composite Long Bow +10, 11 PB, 8 DA, 9 Both(1d8+2, 3 PB, 6 DA 7 Both, x3)Great Sword +7 (2d6+3)

i hope the raven is potty trained

-Posted with Wayfinder

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Im on the road until tomorrow. If anyone would like to ask some questions and help Pai out, I'd appreciate it.

Shadow Lodge

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

Sorry, must be a bad connection. Did you say you punch him in the face?

The Exchange

Hehe. If you guys want I can jump in. I'm literally as skilled as a commoner when it comes to social situations with my 10 CHA and no trained skills, but Tiasar is polite and courteous.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Shadow finders is a new term, but we do work for a well known organization. We were here to ask questions of Colingard. We heard rumors he was organizing a branch of our group, but we had never heard of it. We were wanting to ask him about it. Do you know anyone who wanted to do him harm?"

Shadow Lodge

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

"I will admit, I am less familiar with your organizations ranks and titles than I would like. You Pathfinders, Shadowfinder, Shadow Lodge, or whatever the local Pathfinders are calling themselves, have ignored Kaer Maga's polite suggestion to vacate. We knew that Mr. Collgardie still had contacts in the Pathfinders, and so we attempted to use,. . . nonviolent methods of persuasion first. But it seems that Mr. Collgardie was murdered shortly after that venue was initiated. I'll be honest, I'm surprised that you are not the murderers, and have come to me. I'm also surprised you are not part of the Shadow Pathfinders, though I do not know the difference. I think you may find that no one else here will much care for whatever political or philosophical divide you two Pathfinder sects may have. Here, you are all just Pathfinders, another organization who's presence is a threat to the delicate balance of power here, one that no one is willing to risk. Like I said, it's just business, not personal."

"And as for Mr. Collgardie, I am afraid I am of little help. I knew the man little, and only as an acquaintance. I only sent my men to kill Collgardie’s assassins, who we presumed was you, because Dakar, the head of the Commerce League, said he would owe me a favor. And being owed a favor by Dakar is worth more than all the gold in your vaults in Absalom. It looks like you might want to speak with Dakar, then."

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Could you tell us how we could arrange a meeting with him? Where is he located now? If he could help us solve this matter, we could return and be out of your hair."

Shadow Lodge

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

“Dakar is the most secretive man in Kaer Maga, and that’s saying something. If you want to talk to him, you might as well climb to the top of the walls and shout for him all day. You don’t find him, Pathfinders, he finds you.” Taking a moment to sip the last of his coffee, he stands up and bids you a good day, commenting that he has things to do. As he and his metal crew begin to head off, he stops, turns around and says "Be careful who you make deals with here, Pathfinders. Kaer Maga is a city brimming with politics—play the wrong kind and you’ll end up dead. Hell, play the right kind and you’ll end up dead. The point is, be careful who you make an enemy of here—or worse, who you end up owing a favor to", leaving you to figure out the next step.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Well, that sounded onimous, didn't it? You know, I say we go back and hit another bar. Get a drink or three and ask around about Dakar...the way it sounds, he'll find us no sooner than we ask a question about him."

Liberty's Edge

Male 33/33 HP, AC: 22, T: 15, FF: 17, CMD: 22, F: +4 , R: +9, W: +2, Init +7, Pereption +11, NG Male Elf Ranger 5, Masterwork +2 Composite Long Bow +10, 11 PB, 8 DA, 9 Both(1d8+2, 3 PB, 6 DA 7 Both, x3)Great Sword +7 (2d6+3)

iasua goes to nearest bar and asks bartender if he knows of Dakar
diplomacy: 1d20 ⇒ 5

-Posted with Wayfinder

Shadow Lodge

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

Just wanted to let everyone know that at this point, I am going to be heading out any time. It is very likely that I will not be able to post at all after tomorrow or so, for up to a week. So just forewarning. I should be able to tell before I leave, but in case I can't, within the next 40ish hours (from this post), I might be with no internet.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Travel safely!

Shadow Lodge

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

Dang it, sorry, I meant to put that in the discussion thread. And thanks. :)

After searching around for a few days, you seem to be going nowhere in finding this Dakar. Regardless of where you ask, people either shrug and say they don’t know him or fiercely shake their heads, look up and down the street nervously, and then hurriedly walk away. Suddenly, where a thick crowd of people once stood are now only six burly men carrying cudgels and a seventh with his hand in a pouch at his belt. All seven sets of eyes are on you, while in the distance, the crowds suddenly turn and find another way past this street. “You’ve been asking about Dakar,”. . .

The Exchange

Tiasar keeps a cool smile on, mirroring the man's position with a hand on his belt.

Readied action to make these guys eat a color spray if they get hostile.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"We have indeed been asking about him. We have questions for him, that we've been told only he can answer. We need you to take us to him please. Or bring him to us, as there is much to discuss."

Diplomacy 1d20 + 15 ⇒ (9) + 15 = 24

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