GM G's Intro 1: First Steps—Part I: In Service to Lore (Inactive)

Game Master Magabeus

Four simple errands, what can go wrong?

Map


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Tears at Bitter Manor

Relatively fresh off your induction into the Society and the completion of your basic training within the organization, you find yourself in the office of Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge.

The efficient and straightforward chamberlain greets you curtly and motions for you to sit before jumping straight into your assignment.

"All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders.

Most of them are good kids, but not all of them have the salt to make it in a world like this. It's rough out there and I'm not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We've got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected.

This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it's difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.

Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine.

He hands you an envelope

I've prepared a list of things I want you to do. They're not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location."

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Opening the envelope and reading the contents, the swarthy man says in a lilting Varasian accent, "Seems simple enough venture-captain... Just curious though - what if their orders conflict with yours?"

The Varasian hands the note to the person next to him, saying quietly with a wink- "Name's Sterelin by the way... you're lucky to have me along."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas's gross features show little emotion as he watches Venture Captain Valsin with his beady yellow eyes, and he moves over to peer at the contents of the envelope,

"Errands perhaps, but we shall be meeting with some important, and likely civilized people. I shall ensure the tasks are performed with the greatest alacrity. Come now let us be about our business and seek out this shop, the Pickled Imp."

Taking time to pull his cowl down further to shroud his blotchy features in shadow he begins heading for the door.


Tears at Bitter Manor

Ambrus fixes his stern gaze on Sterelin

"A Pathfinder should be able to think for himself, if you can't do that you might remember the 'Cooperate' part of our moto."

He looks at the other recruits

Any other matters that require my attention?

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides takes the envelope without speaking and reads the contents quickly.

He eyes his fellow Pathfinders, taking note of their weapons and armour. He was keen to see who looked after the tools of their trade and who was all show and no substance. Coronoides himself looked down on his luck. His shabby cloak covered most of his tall and lean frame. Poking out from under the folds were well-worn boots. But the leather was supple and the soles well-kempt.

With a nod to the venture captain, Coronides looked to the others before responding, "Nothing from me, I'm sure Sterelin has it all under control." There is no emotion in his voice and you don't know if he's being sarcastic or genuine in his praise of the Varisian.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

After looking the sheet Kennaniah says "Seems simple enough. Lets go."

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Yep, I reckon Sterelin could do this all by himself. Howdy all, name's Wayne. We should get movin." The man says with obvious sarcasm and takes a look at the document, shrugs, and passes it on.

Wayne himself stands at about 6 feet tall, wearing a fairly dirty studded leather duster along with a wide brimmed hat. He also has a pistol holstered at his hip, engraved with an 'S'. He has a permanent 5 o-clock shadow on his face along with dark brown eyes.


Tears at Bitter Manor

Ambrus shuffles the papers on his desk before speaking

Ok Pathfinders, that will be all then. I suggest you discuss your course of action outside my offices.

He stands up and signals you to move. When you leave his offices he adds, almost as an afterthought:
It might be that another fresh Pathfinder will join you during this assignment. He or she will carry the same briefing you just received.

The door shuts just after the last one of you left his rooms

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"Mmmm, I suppose a brief introduction is in order - while we walk. I am Silas Garman, an alchemist, please let us refrain from extraneous chit chat and distractions, this is my first task as a Pathfinder and I intend for my first impression to be emphatically positive."

The Tiefling moves his short, almost hunched body with a surprising grace, and heads briskly for the docks.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne tips his hat to Silas. "It's not my first rodeo, but every mission's important." He says following the tiefling.


Tears at Bitter Manor

The docks it is, follow Silas

You are able to find the curio shop "The Pickled Imp" in the seedy, harborside Docks district. Upon entering the creepy shop you notice that it contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup.

The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:

“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”

Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.

“Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases."

“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure that once things get sorted out, the city will seize most everything else anyway."

“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Sounds easy 'nough I reckon. Just get some stuff back that belongs to ya. We'll be back befer you know it."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas nods slowly, not liking the taste of the work but seeing its sense,

"And do you know of any defences your Master Gelbane employs, a dog perhaps, or even a stout lock? Aside from that merely provide us with directions to the warehouse at hand and we shall see your package safely delivered, if it remains."

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

"Why is it the simple things are always the most difficult to achieve? Having said that, I'm sure we'll be able to return your books and papers, but as Silas here said, any information you can give us will be most welcome."

Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27

Coronoides listens intently the the shopkeeper's response.


Tears at Bitter Manor

Karela turns to Silas, twitching his moustache between forefinger and thumb

I assume that Master Gelbane has his premises under lock. He is quite stingy with his money, therefore a dog or other guard is very unlikely.

He gives you directions to the warehouse

Coronoides:
You get the feeling that Karela is possibly the least trustworthy person you've ever met, but he also seems quite comfortable in asking you to do the task at hand. He doesn't betray any particular sense of guilt or nervousness.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Everyone ready? If so lets get going states Kennaniah.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Sure as shootin' I'm ready." Wayne nods.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas nods, muttering the directions to himself even as he begins to follow them.


Tears at Bitter Manor

Waiting for Sterelin, I hope Ambrus did not come on too strong for the fledgling Pathfinder ;-). If he hasn't posted tomorrow evening (CET) I will move the scenario forward.


Tears at Bitter Manor

You bid farewell to Guaril Karela and the Picked Imp for now and head back down to the docks, following the Varisian man's directions to the correct warehouse. It's midmorning, and most of the docks are bustling with activity.

Please make a Sense Motive check.

Sense Motive DC 15:
You feel a shiver down your back and the uncanny sensation that you are being watched as you walk along the dockside, but you can't pinpoint who or where the feeling comes from.

Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. The planks on the pier, which stretches out some 100 feet from the boardwalk and the docks proper, are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.

The building looks abandoned and in disrepair. No light shines from the building's windows and only the movement of gulls and pelicans stirs the scene. The windows are dark and dirty and provide no view into the structure's interior. The warehouse's heavy wooden front door is firmly locked, and the loading door is closed to the outside.

Knowledge (Engineering) DC 10 (can be made untrained):
This warehouse is a particular type of structure called a pelican warehouse. These buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbour. An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.

Smugglers sometimes use small boats to slip under the warehouse, sawing a hole in the floor or prying boards in the night, and sneaking in to loot the place or just drop a crate into their boat from above and paddle away in the night.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18

"Woo, I got the strangest feelin' that we're bein' watched like one of them plays in Oppara."

Engineering: 1d20 ⇒ 7

"Any of you good at pickin' a lock?"

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas eyes the building thoughtfully, barely recalling reading about such structures in his youth,

"Ah, I have it, its a pelican warehouse, becoming rather rare, but more importantly since they overhang the water so a small boat can be used to access them from below. That would certainly afford us an expedient method of entry away from prying eyes," he points to the boat with his bardiche and raises a querying brow to his comrades.

"I might also be able to get us past the lock, but am loathe to do so being so exposed, and if it is of any quality my lack of tools would likely thwart me."

Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
K. Engineering Untrained: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Up to you partner, whatever you think'll work."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"Very well let us try entry from below, if someone has already broken in we may be fortunate enough to have had them do our work for us. Anyone know their way around a boat?"

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Nope. Strictly land-based man myself."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas climbs into the boat, motioning for the others to follow and attempts to get the hang of manoeuvring it while it is still tethered, using any handy oars, or at a pinch his bardiche. But succeeding only in turning a perfect circle and nearly getting knocked over by the rope,

"This is just sad, one of you try please."

Prof Sailor: 1d20 - 1 ⇒ (6) - 1 = 5

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will try his hand at it.

Sailor: 1d20 + 2 ⇒ (16) + 2 = 18

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"Ah, that's more like it, let me untie this rope and you try getting us under the warehouse, I shall aide you as I can," Silas says, suiting words to actions by untying the knot and then attempting to aide Wayne's steering by pushing against the peer with his bardiche.

P. Sailor Aide: 1d20 - 1 ⇒ (18) - 1 = 17

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken looks at the boat, with some amount of distrust, as he gets in. "You do have some idea of what your doing don't you?"

sense motive: 1d20 + 3 ⇒ (8) + 3 = 11

Edited posted under wrong alias


Tears at Bitter Manor

Wayne, Silas and Kennaniah: Give me a DC10 climb check to get in the boat. If you roll 6-9 you make no progress, but can try again.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Climb: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge Engineering: 1d20 ⇒ 7
Climb: 1d20 + 8 ⇒ (12) + 8 = 20

Coronoides is annoyed that Wayne was aware of them being watched and he missed it. Taking the time to look around, he decides Wayne must be mistaken, but is on his guard anyway.

Being aware that the others have been talking about the building, he looks it over - but it looks much like any other building to him.

Then he realises that the others have decided to climb into the boat and vaulting past them he leaps in easily.

"What next?"

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Sterelin sticks with Silas along the side of the water. Silas, if you want to try the door - I can lend you some luck to improve your odds at opening it.

Sorry, family was in town over the weekend.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken tries to get in the boat climb: 1d20 - 1 ⇒ (9) - 1 = 8 This isn't easy with this armor on, a little help please climb: 1d20 - 1 ⇒ (14) - 1 = 13


Tears at Bitter Manor

Sterelin, no problem. Real life always comes first.

We now have everyone except Sterelin in the boat, assuming Sterelin also joins.

Climb Sterelin: 1d20 ⇒ 15

Wayne and Silas manage to get the boat under the pelican warehouse without too much difficulty. You all notice a large, splintered hole in the floor about fifteen feet above the waterline. A couple of broken boards criss-cross over the hole, but the rest seems to have collapsed into the water below.

It would be difficult to enter from this point, judging by the state of the timbers - it's likely they'd collapse in on you. It seems like there is something standing on the criss-crossed boards, although it is difficult to be sure, looking from the shadows into the dark warehouse.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Kennaniah casts light on a copper coin and tosses it up into the warehouse.


Tears at Bitter Manor

There is definitely a crate or chest standing on the criss-crossed boards.

The boat you are in is quite crowded, so you are very careful not to make sudden moves. Water is almost coming in at the sides.

in other words: better unload the boat a bit before you attempt anything with the boards above you

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas squints up at the hole,

"It is possible our target is in that crate, as such I cannot recommend we attempt entry this way. That leaves us two options I can see, breaking another hole in the sounder boards, or trying the lock. If you can provide me with some aide it is possible I can improvise some tools - though hardly ideal."

Silas has a +2 without tools, so if its a good lock we are likely out of luck, but considering the owner is meant to be cheap we could be okay.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Well you're the best we got at it.

"Sounds like the doors are the way to go partner. What do you need?"

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Looking up Sterelin nods, "Agreed, lets try the door. And get the shore before this think sinks..."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"Well unless any of you are skilled with locks you would serve best screening me while I take my time, lets get the boat back," Silas says, attempting to help, but instead almost dropping his bardiche.

Once they manage to get the boat back in position Silas clambers back up onto the pier and approaches the door and with the others screening him and providing lookouts examines the lock in detail before setting to it with a few pieces of wood and stone at hand.

Climb: 1d20 + 1 ⇒ (10) + 1 = 11
P Sailor Aide: 1d20 - 1 ⇒ (3) - 1 = 2

Taking 20 for a 22 to open the lock.


Tears at Bitter Manor

Silas takes his time studying the lock and trying different approaches to open it. After two minutes he manages to open the lock.

Silas opens the door to see that darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor that you saw from the boat.

Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of
the contents are certainly spoiled.

For your convenience: Map

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will use whatever light filters through the doorway and looks around.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Tears at Bitter Manor

Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle—the very crate you have come to find. Handholds cut into the stout wooden crate
ring the rim. It seems like the edges of the hole in the floor could break apart any minute.

A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas moves cautiously into the warehouse, his darkvision piercing the shadows, and studies the tableau before him,

"First I suggest someone manoeuvres the boat underneath as a precaution, then I will attempt to utilize the crane - I'll do a trial with a crate in a more stable location first. Any objections, I am likely best suited to operating the crane, but if any disagree speak up now. I will attempt to move it to a more stable part of the warehouse rather than the boat, probably the spot I remove the trial crate from since we can judge that sound."

Should nobody object Silas approaches the crane studies the mechanism and then attempts to attach it to a crate and move it some ten feet.


Tears at Bitter Manor

While Silas is trying to get the crane working, what are the others doing?

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Not a lot I can do, so I'll just observe.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Kennaniah moves into the warehouse and casts light in the middle of it. I'm not getting back on the boat. I think I just missed examining the bottom of the harbour first hand. While you see if that crane still works I'll open some of these crates and see if there is anything useful.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

"Sounds like a good plan, Silas. When you are ready to make the attempt, alert me and I will lend you some luck. In the mean time, allow me to create some illumination."

Cast Dancing Lights dispersed around the shack and recast if a minute approaches. Also, Sterelin will use Fortune Hex on Silas as he prepares to move the crate.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Fortunately Coronoides had remained in the boat, still brooding that he may have missed any potential threat. He figures that any watcher will be drawn by the movement off the boat and he could best see what is going on from here.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

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