Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

Adventure Began: Gozran the 5th, 4714.
Current Day: Desnus 8th, 4714.

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Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

LaRA takes out her flask, looking at the body. "Statement: A high concentration of foreign biological agent is detected in the body. High possibility of a genesis of vegepygmy.", she adds. "Observation: In the event that extermination of said entity is preferable, dousing the body with alcoholic substance recommended.", she adds. "Query: Is the species of vegepygmies considered sentient, or immediately hostile by local standards?", she adds, curiously taking out her book.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

"Vegepygmies... that doesnt sound like something we want." He pulls a face. "Let's make sure we don't bring it back with us no matter what it is. Do you think this is the blacksmith's son?"

I meant to go talk to the blacksmith, but I forgot yet again. Had we got any information on that other than people telling us he lost his son?"


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke offers a brief prayer to his god as he looks at the fallen adventurer.

Knowledge Local: 1d20 + 8 ⇒ (13) + 8 = 21


Zeke, you recognize this as Gerrol Sonder.... one of the fellows who went on Khonnir's expedition. Khonnir probably asked him to go based on the man's ability to pick a lock. He was engaged to be married to Emelia Otterbie, daughter of the town's most prominent weaponsmith.

Not his son; I believe I referred to him as the future son-in-law in past posts


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

"That is indeed the blacksmith's son-in-law, Mr. Torstein," Zeke thinks to the group. "He traveled with Mr. Khonnir, and I’m sure his family would be grateful to have his remains, despite the grief his death will bring them."


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"After veggie problem is fixed."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Let's move on." Ton says. "We can't help him and he ain't going anywhere but this water breathing spell is running out."

He clambers back up the small cliff before taking a blanket out of his pack and laying it over the boy in an odd show of respect.

"Let's head back to the ship."


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk shook his head with a sigh "Aww, poor kid. Will definitely need to get rid of tha vegepygmy issue though." Taking out his own bourbon, he worked with LaRA to try to make sure the lad wasn't going to have a small, dangerous creature burst from his body. "Aye, let's see if we can find tha other entrance that note mentioned, gotta find a better way to get down here than goin fer a swim every time"


Before you know it, you are back through the desert, into the level where you fought the assorted medical robots and found Khonnir.

At this location, there is a door to the east, with tendrils of mold coming out of it... mold, that to your more educated eyes, now looks like the russet mold you saw growing on poor Gerrol Sonder.

There is also a door locked with a black access panel; unusual in an area that mostly requires brown.

To the north door, you see the splatters of blood, that you followed the first time you were here.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

After the man's body is recovered, Zeke thinks to the group, "Now that we've found Mr. Khonnir, it seems to me like our next priority is finding the lady who we think shut down the torch, right? We know she went in through that other door that we found in the gremlins' lair. Maybe we should follow her that way?"


I believe you already checked out that door, and it had a red access card. Basically, it is impassable to you at this time.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Whoops, got it. :)


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Let's follow up on this blood trail." Ton says, guiding the group that way.


Ton leads the party to the north, through the blood stained corridor that curves to the east.

The door to the east of you leads to the geology lab where you found the little crazy sentient fungus.

The door to the south is locked with a brown access panel.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles listens at the door. perception: 1d20 + 14 ⇒ (7) + 14 = 21


The locked door to the south is quiet.

The door to the geology lab has since closed, automatically most likely... it is quiet too. That is what happens, though I will most likely not bother closing them on Roll20... but narratively it is the only thing that makes sense given that you aren't the first explorers here.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

He swipes the brown card.


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

LaRA follows. "Statement: Further interaction with vegepygmies likely.", she blurts out, following the rest. As her head snaps at the blood trail, her eyebrows furrow for a brief moment. Observation. Unit LaRA is experiencing an emotional response to memory.


You step into a hallway running north-south. There is a door on the east, a door on the west, and a door at the southern end of the hallway.

All is quiet.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Hey, finally figured out how to make my new computer and roll20 work at the same time. yay!

Garfaulk crept forward, not liking the eeriness of the quiet hall, the place too empty, expect for the blood. Still, he inched ahead, lighting up the area as they went, keeping everything lit brightly for all to see.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


It is as quiet as a grave in here. It really is just an empty hallway.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Ton tries the eastern door.

Let's just keep this moving, this is exactly the type of thing that slows pbp down - not a criticism by the way, the pace has been amazing. Just an observation that always comes up in dungeon crawls.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke is also anxious to proceed and stays close by Ton'iel.

"Mr. Wexley," Zeke thinks to him, "I had an idea. I didn't think to check when we were in town, but there is a relatively well-known wizard spell that can open any lock, and if we could find a scroll we could cast it on that other door, the one our quarry went through. If we find we can't get to where she is any other way, I mean."


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

I agree - in standard PbP pace, a door in a dungeon delays the game by at least a week. But, pace has indeed been fantastic.

Noting the mould, LaRA watches carefully, raising her crossbow. Increasing presence of mould would indicate proximity to source. Caution is advised.

"Please standby for a brief summary on threat posed by 'vegepygmies'. Please remember that all interaction with primitive species must follow proper protocol.", LaRA blurts out for a moment, her eyes staring at Ton.

Rolls/OoC:

GM - since we have clues that vegepygmies are a thing in here, can I attempt a knowledge check now to warn the others what they are capable of?
Knowledge(Dungeoneering): 1d20 + 8 ⇒ (8) + 8 = 16


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf moves with the group, the illation he felt earlier still with him.

He stands by the door, hoping it will open and they can keep moving. "If needs be we can just hammer it tell we break the door?" He knocks at the wall. "This stuff seems really tough though."


Right. I will never wait for consensus for which way to go in the dungeon. But SOMEONE needs to pick a door.... and in this case, I think everyone has forgotten. You ALREADY followed the blood trail, you already were in this corridor, and you already went through the eastern door. I am moving everyone to the south corridor and you are going through that door. If you need more light in Roll20, say so. You can cast spells, you have a flashlight.

Wulf is absolutely right; this metal seems hard. Unusually hard. Garfaulk recognizes it as a metal alloy between steel and adamantine... locally, it is called skymetal. It is very tough to work, so crafters usually stay away from it.

Two circular metal tables and several chairs fill the bulk of this room. Metal cabinets sit against the walls, while to the north stands a large machine with glowing panels on its surface. The air in this room feels unusually warm.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Perception: 1d20 + 14 ⇒ (7) + 14 = 21Charles rifles through the cabinets.


Going through the cabinet reveals several boxes full of hundreds of foot long squishy tubes. According to LaRA, the Androffan on the tubes reads "Goo Tubes" and they seems to be food of some sort. They are labeled with a whole variety of foods that are familiar with you... endless variation. Beef. Chicken. Pea. Carrot. Squash. Turkey. Broccoli. Potato. Tomato. Corn. And then you start to see alcoholic versions. Beer. Ale. Mead. Wine. Brandy. Whiskey.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles tastes a little of the beef and beer.


GM Screen:

d100: 1d100 ⇒ 56
d100: 1d100 ⇒ 53

The beef goo tube is quite delicious! And the beer is nice and fizzy, with a good taste, and gives Charles a bit of a light headed feeling. He glances at the back of the beer goo tube; LaRA sees it also and tells him it says "15% alcohol content."


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk whistles, checking out the door, reaching into his pouch to thumb the bauble he carried with him. "Now tha's a nice, big amount of skymetal tha there is" Though he wouldn't look at it too long before hearing there was tubes with food and booze. "Beer? Brandy? Whiskey?! Lemme at it!" Chuckling with a wide grin on his face, he takes a deep gulp from the Brandy tube and, if it's too his liking, will refill his bottle he keeps on him after using it to clear the vegepygmy potential from before.


gm screen:

d100: 1d100 ⇒ 35
fort: 1d20 + 2 ⇒ (14) + 2 = 16

This particular Brandy goo tube was a bit.... ripe, and Garfaulk is forced to spit it out before he hurls. Thankfully, he doesn't seem to have any lasting effects from it... but in any case, it seems that eating 8000 year old alien food is not without its risks!


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

The dwarf disrespects his ancestors as he's forced to spit the brandy out, wiping his mouth and beard if the foul liquid. "Might wanna check yer translation, pretty sure tha's sewage" then started to grumble about how a dwarven booze would've aged beautifully over 8000 years.


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

LaRA throws Garfaulk a glance. "Statement: Via extrapolation, one can assume that the goo tubes are limited to substances of nutritional value only. It is highly likely the passage of time has damaged the contents of the tube, as it would have other substances.", she replies in almost an accusatory tone. "Suggestion: As current sample group is insufficient for establishing inventory damages, I recommend marking the room for future extraction."

Looking over the rest of the room, LaRA asks. "Analysis: This was the food storage facility. Logic indicates that the black door in a mostly brown area is a non-standard area for this level of the ship.", she says. "Such high-security areas may include...", she starts saying, before stopping. "No data available."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"You guys must be really hungry to chow down on 8,000 year old goo." Ton says distastefully. "But I think you're right, LaRA, that door is sticking out like a sore thumb - we got any means of getting in there?"


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Don't we have a black card?


Yes, also the room Khonnir was locked in was a white room, which is even higher access. Charles picked that door.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Yeah I thought we had a black card too. I think I've just got a bit confused and turned around.

"Well if that black door is so out of place let's go and try that card on it and see what we're dealing with. Hopefully, there's only one black card."


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles swipes away.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke avoids the food tubes, and manages to keep the look of disgust off of his features as the others sample the liquid fare. He continues to watch LaRA as they go, as if taking mental notes on how she thinks and acts. Suddenly he silently remarks to her, "Ms. Lara, do you ever dream when you sleep? It seems like you have forgotten things from before, and I wonder if your dreams might give insights into what memories you have lost, or why. Anyways, I'm just curious."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17
Ezekiel "Zeke" Smith wrote:

Zeke is also anxious to proceed and stays close by Ton'iel.

"Mr. Wexley," Zeke thinks to him, "I had an idea. I didn't think to check when we were in town, but there is a relatively well-known wizard spell that can open any lock, and if we could find a scroll we could cast it on that other door, the one our quarry went through. If we find we can't get to where she is any other way, I mean."

"Yeah I agree Zeke. There's more than one way to skin a cat if we can't track down the right one of these bloody cards. It might have been scattered a hundred miles from here when this thing crashed." he shakes his head. "That still blows my mind."


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf is hesitant to try the paste. "I'd rather something I have to chew. "

As the group looks over the paste, he hears Ton and nods "Ok let's get moving the black door it is." He moves with the group, happy to take the card and open the door ready to move in.


The group backtracks to the first central room of this complex. Once there, Charles swipes the black card, and the door opens.

It is just a small room, a closet, really. It has several upright lockers, most of which contain only strange pieces of junk and rubble.

A search uncovers some items of use: 26 silverdisks, 3 batteries, and a strange technological device, about the size of a thumb.

There is also a chest, that requires a white card to open.


I just put in a fog of war in the game, that should help you remember where you have been! It is abusable if you really try, that is why I didn't have it implemented. So I am trusting you! (Now you are going to try to figure it out, I know...)


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

disable with epick: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32Charles tries to open the chest.


Android Wizard 3 | HP 19/19 | AC 14, T 11 FF 13 | Fort +3, Ref +5, Will +5, android traits | CMD 13 | Init +3 | Perception +6

Turning to Zeke, LaRA blinkers. "Statement: This unit does not require sleep in the conventional meaning of the word.", she answers. "This unit undergoes a maintenance cycle to reaffirm optimal operational capacity and recharge and re-assemble arcane circuitry. If necessitated by outside factors, this unit can remain operational and aware for as long as nourishment lasts, however damage to 'sanity' highly likely."

Blinking twice, she throws a glance at Wulf and Ton. Personal suggestion: Attempt breach of societal boundaries by sharing personal information. "Statement: During this unit's maintenance cycles, I find solving quadratic and cubic equations entertaining. Query: What is your favourite partial diffential equation?", she blurts out a moment afterwards, before opening her mouth for a smile with a few more teeth than necessary.

Giving the technological device a glance, LaRA bends down to pick it up. "Statement: Caution is advised when using unknown devices. Suggestion: Test device in a controlled environment for minimal risk."

OoC:

I believe androids don't need to sleep, except to recharge spells and daily abilities, since they're immune to fatigue and exhaustion. They still need food and water, and I'm pretty sure it won't be a good idea for their mental health to be permanently awake at all times.


[ugh, I already typed up this but must have closed the tab. sorry]

With great skill, Charles pops the electronic lock! And you quickly realize you hit the motherlode!

There are four spherical technological contraptions, a suit of technological armor, and a gun! It is rusty, and probably what is called "timeworn", but is clearly technological in nature.


I've read different things on androids sleeping. Let's say you need to enter into some type of meditative state, maybe like an elf does in normal D&D


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M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Power saving mode.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"Well here's some weird shit."

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