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


151 to 200 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
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)

"Where you do reckon' we start first?"

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

Sirus remains silent as the sage speaks and once they are locked in moves forward to study the chests intently,

"Fascinating, let us act with care here, we appear to be in no immediate danger so we should take our time," suiting inaction to words he takes several minutes to study each chest and the basket in turn,

"Can anyone tell me if any of this is magical? If nothing else presents itself I suggest we step back and I use my bardiche to uncover the basket from a distance."

Taking 20 on Perception for a 23.

Grand Lodge

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

Taking 20 for Perception for a 26

Coronoides considers the items in front of them. Clearly it won't be as easy as grabbing a key and fitting it in a lock - but the manner of the challenge is beyhond him initially.

Hoping the Perception may yield a clue?

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

I thought I posted something here, nuts, must of hit preview instead of submit, sorry

Ken says "good idea. Let me try to determine what if anything is magical," putting action to words he casts a spell. cast detect magic and examine the room with it


Tears at Bitter Manor

I assumed you will share what you find

Coronoides and Silas take their time investigating the objects in the room while Kennaniah casts a detect magic spell and also looks carefully at everything. They all take great care not to touch anything. Coronoides and Silas are almost done with their investigations when a bell tolls once.

The Table
Neither of you pays much attention to the table.

The Wicker Basket
This 2-foot-round wicker basket sits closed, its lid resting gently atop its wide rim. Something inside the basket detects as magic.

The Glass Jar
This gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jewelled brass key. Both Silas and Coronoides recognise the liquid as acid.

The Copper-Banded Chest
This chest is of a common design used by many travellers. The sturdy wood is banded with copper to protect the chest. The chest detects as magic, and it has the strongest aura in the room.

The Red Lacquered Chest
This smooth, red lacquered chest looks devious. The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes. These runes detect as magic.

The Steel Chest
This steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole. The area around the hinges is trapped according to Silas and Coronoides, while Kennaniah detects that area as being magic.

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 attempts to smash the glass jar with his bardiche reasoning that he can then retrieve the key as the acid drains away. He also attempts to determine if the key appears to match one of the locks.

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

"I'm going to maitain the detect magic spell and see if I can identfy the types of magic present, like enchantment, or invocation, or so on"


Tears at Bitter Manor

Ken, identifying the type of magic is a DC15+spell level Knowledge (Arcana) check. You cannot make an untrained Knowledge check with a DC higher than 10.

Silas warns you all that he will attempt to smash the glass jar with his bardiche. He then does so. After the acid has drained away he picks up the jewelled brass key. This key might just fit the lock on any chest, there is no other option then trying which chest it actually unlocks.

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

Next Silas says,

"Ready yourselves, I'm removing the cover from the basket next," he gives them a second and then removes the cover from a distance with his pole arm.

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 just nods and waits as Silas uncovers the basket.

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

"I've got nothing, it's beyond my skill to figure out."


For both attempts to remove the keys, Coronoides will keep as far away as he can from the business end of the polearm.

'If it were as easy as simply taking keys out of jars and baskets, they wouldn't be asking us. Which means something interesting is likely to happen. And interesting in this context is never good.'


Tears at Bitter Manor

GM Screen:

Perception Silas: 1d20 + 3 ⇒ (3) + 3 = 6

Silas manages to knock the lid of the basket. He then walks over to the basket and looks inside. He sees a blue stone key resting atop a pile of crumpled linens.

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 observes quietly, this not behing his game.

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

As gently as he can Silas attempts to hook the wicker of the basket with his bardiche so he can tip it over, then knock the basket away and lift the fabric until the key falls free. If he manages that he picks the key up on the blade and asks,

"Is the key magic or the fabric?"


Tears at Bitter Manor

Silas tips over the basket, the key falls out, then the fabric falls out and after that a tiny viper falls on top of the fabric. Angry about this disturbance it slithers over to Silas and bites him!

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d2 - 2 ⇒ (2) - 2 = 0

Silas gets 1 hp of nonlethal damage
Fortitude Save Silas: 1d20 + 3 ⇒ (9) + 3 = 12

After it's initial attack the group makes short work of the viper.

The runes on the blue key match those surrounding the keyhole of the red lacquered chest.

Detect Magic:
The key is magical

Silas:
No need to register the nonlethal damage Silas, it will be gone in an hour and I do not expect you to suffer more damage in that timeframe.

You have a jewelled brass key and a blue stone key

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 takes up the blue key and inserts it into the red lacquered chest careful to avoid touching the chest with anything save the key.

Grand Lodge

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

Coronoides holds his breath as Silas inserts the first key. He's quite comfortable with the alchemist taking the lead but is ready to jump out of the way if something horrible happens. His eyes dart around the room in case a trap is sprung.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Tears at Bitter Manor

GM Screen:
Perception Kennaniah: 1d20 + 5 ⇒ (19) + 5 = 24
Perception Wayne: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Sterelin: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Silas: 1d20 + 3 ⇒ (12) + 3 = 15

When Silas places the blue stone key within the keyhole of the red lacquered chest,the chest opens without the key needing to be turned. The chest holds a key forged into the end of a exquisite jeweled scepter that lies on a red velvet cushion.

Wayne, Kennaniah & Coronoides:
You hear a slight click, coming from above, as the key is placed in the keyhole. As you look up you see a small key dangling from a piece of string, 6 inches below the 15 ft high ceiling.

Keys: blue stone key, brass key

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)

"Hey there's a key up there." Wayne points it out.

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 looks up noticing the key thanks to Wayne,

"Hmmm, I should be able to reach that, I think it best we leave that, is the scepter magical Kenneniah?"

He extends his bardiche carefully above his head holding to the very butt and carefully lining it up so he can trap the string against the ceiling and press the sharp edge of his polearm to it to sever the thread. If the key falls he examines it carefully trying to discern if it seems to suit one of the remaining locks.

I figure it should be in range of a reach weapon Silas being just over 5ft.

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

I thought I posted something about moving the table and then standing on it and then haveing some get it with a reach weapon. Must have hit preview itstead of submit... Sorry

"I'll check the scpeter and the new key". Ken then casts detect magic again.

Grand Lodge

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

Coronoides is impressed by the group's inventiveness. He was preparing to shoot the key down with an arrow if need be - and never thought to move the table to stand on!


Tears at Bitter Manor

I guess the table is 3 ft, +7 for Silas with arms above his head and then at least another +5 for the bardiche = 15ft. Check!

As you are moving the table you hear a bell toll twice. Silas steps on the table, extending his bardiche above his head as far as he can. After a few tries he manages to sever the piece of string holding the key.

Meanwhile Ken has reached for the scepter key and checked if that is magic, which it is not. The key that dropped from the ceiling is golden, and it also is not magical.

Keys: golden key, scepter key, blue stone key, brass key.

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)

"So what now?"

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

"I think the best course is to try disabling the trap upon the steel chest first, then I can determine which key fits it, and hopefully use the remaining key to open the final chest safely," he pulls out his new masterwork thieves tools and sets to work.

Disable Device: 1d20 + 6 ⇒ (16) + 6 = 22
Disable Device: 1d20 + 6 ⇒ (2) + 6 = 8
Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23
Disable Device: 1d20 + 6 ⇒ (8) + 6 = 14
Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

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

Coronoides watches Silas silently. 'Guess I underestimated these guys. I wonder what the trap is? Probably not the best time to ask.'


Tears at Bitter Manor

Although Silas is certain he did his utmost it is beyond his skills to disable a magic trap.

Grand Lodge

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

Coronoides sense of being impressed diminishes as, despite Silas' efforts, nothing seems to be happening.

"Does anyone else fancy having a go?" he asks, hoping not to offend the alchemist. "Or could someone summon something like that imp creature to set off the trap, leaving us safe from it's effects?"

Coronoides knows this sounds feeble, but he's out of sensible ideas.

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

Sighing Silas takes the key from the jewelled brass key and inserts it in the brass banded chest wincing as he awaits the result.


Tears at Bitter Manor

GM Screen:

Will saves
Ken: 1d20 + 6 ⇒ (19) + 6 = 25
Wayne: 1d20 + 2 ⇒ (9) + 2 = 11
Sterelin: 1d20 + 2 ⇒ (14) + 2 = 16
Coronoides: 1d20 + 2 ⇒ (13) + 2 = 15
Silas: 1d20 - 1 ⇒ (4) - 1 = 3

The brass key does not fit, so Silas tries the golden key from the ceiling. This chest contains a leather folder, with the map of the
Salhar burial vaults beneath Sothis in it. It also contains a wand.

Not for Silas:
As Silas turns the golden key in the lock you see Silas skin suddenly change from it's natural color to a lovely shade of blue

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)

"Hey there partner. You feelin' alright? You lookin' mighty peculiar."


Tears at Bitter Manor

Silas, you can read the spoiler now ;-)

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 examines his skin, and chuckles,

"You know I think its an improvement," he takes the folder and the wand, passing both to Wayne before trying the final key in the final chest.

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 says, "As traps go, it seems fairly benevolent... Hopefully we are done with the trials here."


Tears at Bitter Manor

GM Screen:

Silas Will Save: 1d20 - 1 ⇒ (18) - 1 = 17
Perception Kennaniah: 1d20 + 5 ⇒ (3) + 5 = 8
Perception Wayne: 1d20 + 6 ⇒ (6) + 6 = 12
Perception Sterelin: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Coronoides: 1d20 + 6 ⇒ (12) + 6 = 18
Perception Silas: 1d20 + 3 ⇒ (6) + 3 = 9

Silas:
As you try to put a key in the keyhole of the copper banded chest you see the chest change into a faint outline of a chest that you can look trough.

You realise it is an illusion

As Silas is fiddling with the last chest and Sterelin announces that he is done with this assignment, the bell tolls three times.

Just moments later you hear a key in the door and the servant you saw earlier comes in. He has a smug expression on his face as he exclaims:
"I knew you lousy excuses of Pathfinders could" he then sees Wayne holding the folder and his smugness disappears while his voice trails of "not do it...".

He quickly get his act together, clearly noting Silas' lovely blue color and part of his smugness returns.

"Well done, well done, I will escort you to the exit gentlemen."

~~~~~

After you have exited the building there is only one task left. You head towards the Temple of the Shining Star in the Ascendant Court.
On your way there a lot of folks point out Silas's color to each other. Although everyone is careful not to offend the young heroes there is a lot of laughter after you pass. Luckily the effect wears of before you reach the temple.

Coronoides:
You notice that a lady with red hair peers a bit too closely at your group although it might be that she has never seen a blue tiefling before. She is gone just after you notice her.

Arriving at the temple you are immediately shown to Lady Ollysta's offices.

~~~~~~

Ollysta Zadrian is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices your arrival, she strides forward, addressing the group in a strong voice: “Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold."

She pauses and takes a breath

“Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society."

She points to a package on her desk

"I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”

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

"We will deliver the medicine, and find out what information we can." Ken takes the package and puts it his pack.

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)

"Whatever we can do to help the young'uns."

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, rolling his eyes a bit and the do gooder nonsense, but having no real objection so long as he is not forced to spout such drivel,

"Very well we shall see it done, let us be off," and he leads the way to the Eastgate District and Auntie Baldwin's muttering,

"I thought the Pathfinders were a sensible organization, I suppose charity does buy you a certain amount of positive reputation, but really isn't it just do gooder code for haemorrhaging money? Feed an orphan for a day and you've got to feed him the next, or there was very little point. Surely such pitiful creatures would be better off enslaved where they can be put to useful ends and provided for..."

Silas opinions are obviously not my own!

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

"We should make inquiries of this ladies friends and neighbors. Also asking questions at places were she does business might turn up information too. "

Can I take a 20 on a diplomacy gather information check? If so then 20+ 8=28 if not then diplomacy check: 1d20 + 8 ⇒ (14) + 8 = 22

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

Gather information takes 1d4 hours, so taking twenty would take 20d4 hours! I think one roll is practical, but spending nearly a week seems excessive!

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)

"Ya don't like kids, Silas?"

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 shrugs,

"I have no particular objection to them, but charity tends to serve everyone poorly in my opinion. Teach a child the bad habit of suckling at the charitable teat and you have an adult with few skills and a sense of entitlement and are considerably poorer for it. Sell the same child into slavery and they will work for their keep, learn valuable skills and possibly enrich you. I argue slavery is the kinder option."

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)

"Or ya teach 'em right and let 'em have a childhood at the same time. Bein' a slave just makes ya cold and heartless. I wouldn't ever want to do that to a young'un."

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

Yes, and why not buy them all ponies so they can ride to the end of the rainbow where you are presumably expecting the pot of gold that pays for this idyllic life to be. I'll grant its nice in theory, but for most orphans its simply never going to happen, a slave treated properly has a far better life than your average gutter rat. I just think such matters are usually a farce. If you simply rounded up all the orphans and sold them you would have less crime, revenue, and they would have better lives. Freedom is lovely in theory, but in practice most slaves have as much freedom as the working man and enjoy protections besides. People here slave and think of the worst case scenario, but for the most part slavery is a civilised and useful compact." Silas replies, enjoying a spot of debate.

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 with that attitude. Young'uns got the world ahead of 'em. They just need someone ta teach 'em they can do whatever they want. Crushin' what little hope they got just means they'll end up the outlaws and thieve's ya fear so much."

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

"We'll let us agree to disagree, it is hardly pertinent to our current situation," Silas says, well used to such opinions and not seeing any gains to be had from further rhetorical sparring.

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 thang. Though one last thin, a wise man by the name of P. Cullen once said "Freedom is the right of sentient bein's'."

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

"I've little trust for "rights" that are plucked out of nothing, if such a right is inherent are the people of Cheliax all defying some divine law? Asmodeus certainly advocates slavery and there are few that would dare question his position as one of the greater gods, so if the gods themselves do not agree that freedom is a right whence does it come from? In my opinion very few truths are self evident two plus two will always equal four, but I can imagine dozens of scenarios where slavery is a reasonable and indeed optimal course. Further if we do accept freedom as a right then surely it is a right that can be lost? Otherwise no form of imprisonment is acceptable, and what of the freedom to murder, the freedom to steal? These are not small philosophical matters, but I would simply ask that you consider the glorious array of grey which is morality - black and white are rarely as clear as they seem."


Tears at Bitter Manor

While Wayne and Silas have their discussion about the merits of slavery you arrive at the Eastgate District. You easily find the place where you need to be. Nearly swarming with cats and children, this fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three young boys shoot marbles in the dirt near the side porch, and inside strewn toys and more cats lie about on the floors. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs.

Ken immediately goes on to ask several people in the neighborhoud about Auntie Baldwin's orphanage.

Diplomacy (Gather Information) or Knowledge (Local) DC 10:
Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the other customers. He says she’s kept his supplier of fine whiskeys in business for decades.

Diplomacy (Gather Information) or Knowledge (Local) DC 15:
Gilga Baltwin’s neighbors Travost and Tirelle Anthos are frankly tired of the noises the children make and the retinue of cats—though they do appreciate the latter’s mousing skills. They admit to being happy when Auntie Baltwin sends the children “off into the town” during the day, as it gives them a few hours of peace and quiet before they return in the evening.

Diplomacy (Gather Information) or Knowledge (Local) DC 20:
At the estate across the street, Master Trebb Bonto, a retired builder, says nothing but nice things of Lady Baltwin, as he calls her. He recounts tales of tea and games on the sitting porch, though if pressed, he lets slip that she often cheats at games and sometimes had some shady characters coming to whisper in her ear and palm her small bags of what might have been money before slinking away. “Otherwise a fine lady, indeed.” he quickly adds.

1 to 50 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM G's Intro 1: First Steps—Part I: In Service to Lore All Messageboards

Want to post a reply? Sign in.