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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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, who has trudged along doing his damdest to look unobtrusive as Kenniniah canvases the local populace rasps his laugh,

"I'd wager good gold she's sending the children to pick pockets, or some such villainy, during the day. How should we proceed, we might simply follow the children when they leave, or we could have Kenniniah talk to one of them? We might have missed their daily excursion already."

Can Silas prompt Kenneniah to ask what Mr and Mrs Anthos what time the children are typically sent off, and can you give us the current approximate time please GM G?

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)

"If she's anything like you, I wouldn't bet against it. Let Ken talk to 'em and some of us can take a look around."

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 sighs, aware that his sparkling personality has won him another friend,

[b]"If my assumptions are correct she is nothing like me, I am no thief, I believe in law and order. Those who flout the rules must expect to be punished for doing so. Now, do we wish to split up? It might be expedient, but if the lady possesses some means of protection it may prove risky.

5 Charisma for the win! And OOC slavery boo, charity yay, Ayn Rand interesting but ultimately misguided.

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)

No worries. I had this exact conversation before except it was from the other side with my wizard so I get it. And no points for the O-Prime reference?

"Yea, but you have no problem using kids who don't know better for labor."

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 have to confess I did not catch it, but now its pointed out LOL. I did google P.Cullen and get a bit puzzled! I'm calling long day on that :)

"No, do you? I would say ninty percent of children do some form of labour, is that not so? Farm children do hours of chores each day, apprentices more, I would judge only noble children and the tiny fraction fortunate enough to enjoy other schooling are exempt. I would have imagined that true even in "free" Andoran, but perhaps I am in error? I confess I have not looked into the subject, but I certainly worked as a child, and alongside our slaves more often than not."

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)

"You know what I mean. It's one thing ta muck out the stalls and feed the pigs. It's another to make 'em work as slave labor, you know there's a difference."

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 really do not, our slaves worked no more than I did. Would a slave on a farm really have more chores to do than a free child? Farm life is hard and there is a great deal of work to be done, someone must do it and most farmers are not wealthy. People tend to see those who own slaves as inherently evil, but in cultures where such practices are common slavery is controlled by laws and social norms. Your average slave owner will not work a child near to death, and while there are undoubtedly some bad masters are there not bad parents."

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

"Guys there three boys right here in the front yard. Let's just question them and ask them about what kind of chores they have to do."

"Boys, I'm Ken, a priest of the goddess Shelyn. My fiends and I were asked to bring some medicine here today, and we started wondering what kind a chores it takes to keep this place going. What kinds of things are you asked to do to help this place out."

1st boy diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13

2nd boy diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

3rd boy diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11


Tears at Bitter Manor

It's approximately 15:30, children are typically sent of in the morning, around 9. I will react to Ken later. Busy Sunday.

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)

"I guess you've only seen the nice slave owners then." Wayne will watch quietly as Ken talks to the children.

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, well no, but I only approve of the ones who treat their slaves properly, its just my experience that most slave owners are not like that. Treating slaves poorly is generally foolish, a poorly treated slave will be less productive and might just slit your throat some night. Maybe my experience is biased because I am largely familiar with household slavery as opposed to larger operations, I am certainly willing to disapprove of poor treatment and unnecessary cruelty, Silas responds, watching Kennaniah deal with the children veiled in his cowl.


Tears at Bitter Manor

The children look up from their game when Ken addresses them. The oldest responds: "We go and help friends of Auntie Baldwin. Some of us go to houses to clean there, others help in shops. I have learned to read and write and help the dock administration!."

One of the other children chimes in "Can you tell us a story about Shelyn? We love stories, Auntie always tells us a story before we go to sleep."

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 raises a brow, saying to Wayne in a whisper,

"Hmmm, if she is using them to earn reimbursement that seems fairly admirable, but whether she ought to be able to claim charity when she is likely already earning via the children is another matter. I applaud her efforts, so long as she is paying taxes, which the relatively clandestine nature of her activities makes me doubt."

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

"Well boys, I don't have time for a long tale right now. I'll have to see if I can come back later for some long stories, no promises my time isn't really my own, but I'll see what I can no. Now as for a short story about Shelyn hmmm..."

"Now someone else might tell this tale different but this is the way I heard it. Once there was a strong man named Kurgess, a man skilled at games that depended in large part on strength to win. One day he heard he heard terrilbe news!" His voice lowers to almost a whisper. "Someone was plotting against him and planned to cheat him in his next game." His voice returns to a more normal tone. "He didn't know what to do so he prayed to the Three Ladies - Sarenrae, Desna, and Shelyn ..."

Ken goes on to spend about 15 minutes telling the children a tale that has weaves a together a message about luck, love, and doing the right thing no matter the cost, all without the chlildren realizing he's giving them a lesson at all.

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)

"Yea, nothin' out of the ordinary here. They're even learnin'."

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

"And that bothers me. A child should recieve learning in school not on the job, especaily something as basic as reading, and writing. No, I think 'Auntie Baldwin' is corrupt, and probably an alcolholic. How corupt? How to prove it? And is she doing more harm then good? I wish I thought to ask the neighbors if they knew how often donatations were received, and prehaps who did the donating. What we need to do is examine her financail records and give the place a top to bottom search, better yet get it done by the proper authorities."

A big grin suddenly comes over his face "you know what, we might not have the authority to get that sort of search done officaily but a Venture Captian of the Pathfinder Soceity, say a Paladin of the Silver Crusade, I bet someone like that has all kinds of pull. Let's knock on the door and get this medicine delivered. I have a sudden urge to inquire more into what exactly this Silver Crusade is, and maybe how they feel about people who use children for thier own ends, and I want to finish today's errands so I can have those questions anwered." Looks around cheerfully "Did the sun suddenly come out I'm feeling warm all over for some reason."


Coronoides is still bothered by the red-headed woman, so much so that his mind has wandered through all of the slave banter.

He makes a conscious effeort to bring himself back to the here and now. His brain short-cicuits and words tumble out without his grey matter participating.

"So is there any evidence of money changing hands?"

Then, realsiign he's been quiet for too long, and this will seem like an odd outburst, her recovers a little.

"What I mean is, we're talking of slavery and her earning money for their services, but do we have any proof? And if not, is that because we're not looking hard enough or because it doesn't exist?"

Coronoides falls silent again, his mind casting back to the red-haired woman.

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 could be either one. Maybe we should talk to the Auntie herself."


Tears at Bitter Manor

An old lady opens the door. Past her you can look into a clean looking hall. The door to the room beyond is open and several cats have followed her into the hall. "Yes?" she asks.

DC 12 Heal check:
You spot broken blood vessels in her eyes and nose. She has shaky hands, glassy eyes, and a fine sheen of sweat on her. All signs of someone who can not leave the bottle alone.

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

Walking away from the debate on the merits of slavery, Sterelin approaches the old lady.

"We are from the Pathfinders, instructed to bring medicine for the children, but we also would like to check on the sick ones while we are here. May we come in?"

Sorry, on travel for work after a very busy holiday.

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 holds back, letting those who are less loathsome in appearance deal with the industrious old hag.

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)

1d20 + 2 ⇒ (8) + 2 = 10

"I try to not be shallow, but I've seen better looking buffalo. Wayne mutters to no one in particular.

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

untrained healing check: 1d20 + 3 ⇒ (18) + 3 = 21

I know that the best you can roll on an untrained check is 10, I don't know if that result can be modified by stat modifiers, aid checks, or circumstance bonuses, ie we strongly suspected she drank too much would that give us any bonuses?

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)

Only some skills have to be trained to be used for >DC10.(like knowledge checks). Heal can be done untrained.


Tears at Bitter Manor

What Wayne said, so modified by ability scores, aid another, guidance it is all good. Knowledge is a special case, most other skills can either be used untrained or not. See also the PRD

Auntie Baltwin smiles her ugly smile as she hears the word "medicine"

"My my, you are a motley bunch." she takes a close look at you all "Hrmph, you put your filthy boots on the porch, I won't have you mess up my floors. Then you can come in to check on the sick ones."

She waits until you all have your boots of, she then turns and leads you into the house. "The sick children are upstairs, one of you can follow me, I won't have you all disturb them, the best medicine is rest." She quickly adds "Although the temple's aid is appreciated. The rest can sit in my sitting room, here"

She shows the others a tidy sitting room, with a couple of benches and chairs. Some cats are lounging on the chairs.

Who will follow her upstairs and what are the other's intentions?

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 stay downstairs. After Auntie Baldwin takes someone else up to see the children, he'll look around the 1st floor.

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

Suspicious, Silas elects to follow the woman, staying behind Kenniniah.

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'll go upstairs with you, Ms Baldwin, altough my formal training in the temple hasn't included the healing arts yet, maybe Shelyn can use my hands to ease some suffering if needed. How did you get started in doing this good work, kind lady?" Ken asks with genuine intrest, knowing very well the best way to get to know someone and learn about them is to sincerly express intrest.

While upstairs he will take his time engaging the children with kind questions, and ask friendly nonthreating questions of Ms Baldwin. If given the opportunity he will tell stories of Shelyn and the other gods that entertain and educate.

dipolomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Tears at Bitter Manor

Auntie turns to Silas

"Are you deaf or can't you count? I said one of you can follow me!" She holds up one finger and shakes it in front of his face.

She then responds to Ken in a kind voice
"When my husband passed away I was left with this big house, unfortunately the disease that brought him down also dealt with a lot of people in this neighbourhood. The neighbour's daughter was left to fend for herself and I could not bear the idea of her sleeping outside. I took her in and then suddenly I find myself with a house full of youngsters. It is tough work, but I would not want to miss it."

GM Screen:
1d20 + 8 ⇒ (19) + 8 = 27

[spoiler=Ken, Sense Motive DC27]It is a nice story, but not entirely correct. Something is missing...

Upstairs she shows Ken a room with three sick children in it. The children are obviously not well, and Auntie Baldwin only allows Ken a short moment to see that they are well cared for, which they are.

~~~~

After Ken and Auntie have gone upstairs, Wayne is opening some cupboards to see if he can find anything of interest.
Perception check please

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 scowls, but waits at the bottom of the stairs until they have ascended before following stealthily. I see no particularly troubling consequences should I be caught and her reasons for taking one up are utter nonsense - given she has taken the clanking cleric.

Once reaches the landing he stays put at the top of the stairs, pulling a vial into his hand to be used as an excuse for his unauthorized excursion.

Taking 10 on stealth for, well, a ten, but staying well back, etc.

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)

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Nope.

Just in case Wayne can keep looking.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Tears at Bitter Manor

Wayne looks around for a minute and notices a well stocked liquor cabinet.

Ken, Sense Motive DC27:
It is a nice story, but not entirely correct. Something is missing...

This spoiler got hidden under the GM Screen spoiler

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 return to the others afterwards. "All I found was the nicest cabinet full of whiskey and scotch."

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

dc 27 Sense motive? not the slightest chance in ... er ... I mean

sense motive: 1d20 + 3 ⇒ (9) + 3 = 12

"I'm sorry to hear about your husband, Ms Baldwin, but you've been albe to take that awful event and do so much good. How eactly is your home funded? Donations of materials, cash gifts? Maybe I can get the church to give more or help hold a fund raiser. Surely the older children help with the needed chores. Have you ever thought of holding a bake sale? Your doing such good work here I think the community should be more involved."

Grand Lodge

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

Coronoides isn't sure what he's looking for, but he has a good rummage around for anything that might present itself as 'evidence.' He's sure he'll know 'it' when he sees it.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Tears at Bitter Manor

2 more attempts for Coronoides to get him on the same number of attempts as Wayne

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge Nature: 1d20 + 4 ⇒ (15) + 4 = 19

Coronoides finds nothing of interest. While Wayne and Coronoides are rummaging through the cupboards, the cats seem to get irritated at their behaviour, getting in the way of Coronoides and Wayne. For Coronoides it is obvious that this is not natural behaviour for cats.

Upstairs Auntie was telling Ken "It is a bit of both my dear, some shops donate the bread they haven't sold during.." she stops in midsentence and angles her head just slightly...

Silas was listening to Ken and Auntie speaking, while he was slowly opening the door to his left. The room appears to be a children's bedroom, it seems empty. You hear Auntie stop her story.

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

This is creeping me out IC! Trying very hard not to base decisions upon OOC knowledge.

Silas steps carefully into the room, easing the door shut behind him as he glances about the room.

Stealth: 1d20 ⇒ 19


Tears at Bitter Manor

Silas, please make a DC27 Sense motive check before accusing this lovely old lady of telling lies to Ken... ;-)

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 alerted by the odd behaviour of the cats - although nothing obvious presentes itself by way of a reason.

He decides, therefore, to focus his attention on the cats - in the hope something comes to light.

Handle Animal: 1d20 + 3 ⇒ (18) + 3 = 21

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

Spoiler:
Hmmm, I a little at a loss here. Silas is very suspicious of someone who sends children out to work, and attempts to claim charity, and receives donations from strange people. Essentially he is thinking worst case scenario not this is likely. He probably believes she is a harmless old woman with an innocent explanation, but also that in that event he'll suffer zero negative consequences. He's envisioning some kind of Fagan type who must indeed be a con artist to get with it, and thus someone who is a great liar.

I was thinking of it as, received believable information from suspect source, if true no worries if false could be bad. Essentially I'm viewing Silas as someone who analyses facts and basing his extrapolation upon the factual statements which seem at odds. I don't think this really works after reading bluff again though, and I suppose I'm trying to attribute qualities to Int that PF gives to Wis.


Tears at Bitter Manor

Silas:
WARNING: OPINION AHEAD.

I think that you can take that analytical and cynical approach with Silas. What struck me as odd in your post was Silas jumping to conclusions (that is a wisdom thing) and firmly disbelieving her when that is the province of Sense Motive.

If you had framed it more like "nice story, but nobody does anything for free. Where is her gain in this venture? She seems to be telling the truth. I can understand Ken buying this stuff, it is right up his alley. I better pay attention" I would have bought it.

So for me it is more the question of approach then saying you can't do what you did. Hope my rambling makes sense and it is still just an opinion.

I will wait for Sterelin's actions before updating

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

Almost exactly my conclusion, see my edit in the post, hope that works:).

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 boredly looks around the room, seeing nothing of value sighs and waits.

Raised among the Szcarni, he sees nothing wrong with any of what is going on or how this orphanage is different than any other one. He doesn't worry much about those raised outside of the Clans.


Tears at Bitter Manor

Coronoides, I think it makes more sense to treat your handle animal check as a Wild Empathy check.

Silas quickly enters the room, closing the door behind him as softly as he can. The room is indeed a children's bedroom, it contains four beds and a large cupboard. A pitcher is standing on a low table next to the window.

Auntie Baldwin continues speaking to Ken "Now, where was I? Well, a lot of friendly people and organisations help me out so I can continue my work for the youngsters. I trust you have found everything in order? Let's go down then. I am sure you have more useful stuff to do than listen to an old woman telling stories."

Downstairs Coronoides manages to calm the cats, now he is posed with a different problem; six cats are vying for his attention.

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 scans the room carefully, moving forward slowly so he can see into the pitcher, and quietly opening the cupboard.

Stealth: 1d20 ⇒ 13

Grand Lodge

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

On the plus side Coronoides has stopped the cats from affecting their search and has improved their behaviour. On the other hand, he's not sure what to do with them now they've been calmed.

In the absence of anything more practical, Coronoides fishes in one of his many pockets for some string. Drawing it out, he uses it to play with the cats whilst sitting on the floor amongst them.

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

"There's some truth in your words. There always seems to be demands on my time that take me away from the things I would rather be doing, and I assure, Ms. Baldwin, that listening to your stories and spending time in your company is by far the most pleasant thing I've had to do today." Ken smiles warmly, and maintains eye contact with the Ms Baldwin, after all everything he just said is one hundred percent true and he can be totally sincere.

"Your are right about time pressing on us however. We should go down stairs, perhaps to the kitchen or sitting room. My friends and I have to give you the medicine we brought of course and I'm afraid we have to continue our conversation. You will want to be sitting, I'm afraid their some bad news coming, tempered by good news too as I hope you'll see."

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)

While Coronides is playing the cats, Wayne will keep looking around.

Take 10: 10 + 6 = 16


Tears at Bitter Manor

Mutiny, Ken is taking over the ship!

Perception Silas: 1d20 + 3 ⇒ (15) + 3 = 18
Silas finds neatly folded stacks of clothes

Auntie Baldwin replies to Ken
"We will join your friends, although I have little time. It is almost time to start working on dinner, nothing gets done by itself you know.

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

Waiting for Ken and the old biddy to start moving Silas continues to search having little else to do.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

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