Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2
Arsil Dawnsinger wrote:

Arsil passing by Seg

I talk to drake and he said that he will work with Cornash and deal with it when he returns. We are are to go with our business as usual, dealing with the goblin, the fire and the local population.

Its good to hear of the Captain but that doantmcover the matter of Cornash. If he really is a lich then staying under his roof causes issue to me. No good men ever sought immortality through undeath. Is he a lich? Or are those only rumors?

When the girls start to flock around him, Seg cheers up a bit. He takes his shield and gives it to one of the girls to carry before wrapping his arm around her and another one.

So its stories of thrilling heroics you want to hear. Let me recount to you this day....

Seg launches into the story with embelishments, Vuvu comes off as an unstopable sulphuric demon 10 feet tall,Tyrel's bravery a beacon of light blinding his ennemy while the trumpets of heaven rang out for him and Arsil's grace has her floating and walking over those goblins like an angel in her white dress, of himself he says very little except that he was there and that he swears it all to be true.


Vuvu merely snorts at the tales of heroics. He and Ash go about there business of collecting things to sell, and helping make sure the fires are out.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"Hmm, now this would be fun...."

"I hope you feel safer now, as far as I'm concerned, this is the smarter decision to do at this time."


Seg, so a diplomacy check and a bluff check?

Do any of the three of you go upstairs with one or more of the girls, or just stay down, drinking ale/wine, and telling stories?

Locke is nowhere to be seen. During the next half hour to an hour, the barmaids, bartenders, maids, and Tali trickle in during that time.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

DM Wolf:

Hemmings looks around in exasperated surprise. "What in the Nine Hells is goin' on in this place?" he shouts at the Drakes. "That thing Cornash or whatever is up there raisin' demons and who knows what else, and your down here, in your hideout, playing house? Hey, what happened to Forsend anyway? Time for you to spill the beans, Venture-Cap'n,"

Intimidate (he is angry after all): 1d20 + 9 ⇒ (18) + 9 = 27


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil will indeed go upstairs. (if at least to mend her diner dress, use a prestidigitation to clean herself, and change into something else, and bandage her wounds)

when she comes down (how ever later that may be) she will try to see if everyone is accounted for.

She will tell the good news to tali about the girls situation.


Hemmings:
"Now Hemmings you have to understand many things are changing, Cornash is a well known wizard in certain circles and the father of Kirren, Kirren took his own licenses with how things were run, similar but different. There is a difference from a brothel and a courtesan house, Kirren knew this but took many short cuts. Demons, no. Just suits of armor with spirits attached, some have fearsome auras and others have more specific abilities and duties. We are organizing the other groups of allies and adventurers to take care of the goblins in the region and to secure the area. Well, we knew him as Dragon, which would be the fearsome spirit you met upstairs, you would know him too, the old codger that talked to you about magic item creating. He has a nasty side as you can tell. He became his nasty side and Forsend was the focus for his wrath, they never really got along together, but Forsend is fine, merely scared silly and went out cold. Now if that answers most of your questions, we still have a lot of work to do." While the Drake telling you most of this info was the one with the books and papers, the other one pipes in with a few words here and there, but focuses on the orb for the most part.

DM notes:

1d6 ⇒ 6 × 10 minutes

Arsil you come down after cleaning and healing yourself the best you can. You speak with the girls still there knowing where your friends are, or they are present. Locke is still missing and Vuvu is expected to be outside.

Tali is in one of her moods, thus being like a peppy school girl and happily squeals at the news Arsil tells her.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

arsil isn't using magical healing just yet, only mundane bandage.

Once that is done concerned that locke hasn't been seen since the end of the goblin raid arsil will look for him in town. Asking anyone she sees if they haven't seen the cleric.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

After delivering the girls into their rooms, Tyrel will go outside to look for Vuvu and Locke.


Once the pile is moved Vuvu will look ato Tyrel. Glad you are here. Help me move this junk into my room so we can sell it later. Where is Locke?


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

By the time they reach the common hall Seg's story has already deviated into grandiose fantasies. Goblins on hellhounds are sieging the town while Vuvu breathes gouts of flames on them and Hemming's bow shoots brilliant arcs of lightning. It seems obvious to the girls that he's making all of this up in an effort to entertain.

bluff: 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30

Quite a few of the laughs sound genuine and soon the conversation turns into innuendos and seductive glances.. Seg looks around for Sypher, worried that something might have happened to her and hoping that she wont see him take the two girls under his arms upstairs, all this fighting and killing and possibility of being killed has put his mind into something else.

perception: 1d20 ⇒ 13


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"I have no clue, last time I saw him was during the goblin attack then chaos followed, I lost him there." says Tyrel as he helps Vuvu haul the items back.


No Sypher is not in the general room.

Arsil talks to many of the townsfolk, which have mostly returned to their homes, or just outside of them. They tell you that Locke has been an excellent help healing those that need it, though once all was done he headed out to the river.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil will head to the river to meet up with locke and keep him updated with the lastest.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

DM Wolf:
Hemmings tries to sense if he's being lied to or not:

Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11

Likely, he buys Drake's line. Referencing this:

Lt Drake wrote:
"In that case Hemmings, if you find any gems on the goblins in down I will give you more than their value in gold, though you should help your associates." Drake says before hitting a level of some kind on the fire place and a secret passage opens up. Forsend goes through first, Drake follows quickly closing the passage behind them.

Hemmings says:"I found a few o' them gems you was wantin'. How much fer 'em then Cap'n?"

He also steps forward trying to get a look in the orb himself...

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

The rolled value of the 5 gems was 56 GP in the discussion tab and my Alias sheet.

Hemmings wrote:

Hemmings gems:

Gem Value: 3d6 ⇒ (4, 5, 3) = 12
Gem Value: 3d6 ⇒ (1, 5, 4) = 10
Gem Value: 3d6 ⇒ (5, 4, 4) = 13
Gem Value: 3d6 ⇒ (4, 5, 5) = 14
Gem Value: 3d6 ⇒ (1, 1, 5) = 7

TOTAL = 56gp + 7gp, 9sp, 18cp


Hemmings:
"We really don't have the time for that but if you want coins tell me what the gems are worth and I can get you a pouch in a moment." The Drakes keep talking in four different languages at once, Celestial, Terran, Draconic, and Sylvan. It seems jumbled up.

Arsil you get to the river by yourself, and you walk down by the river for a few minutes and you see Locke, he is standing knee high in the river with a creature made of water floating before him.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

After hauling all those items, Tyrel will make sure that the village is safe. Constantly doing rounds on who he can help.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil will quietly walk toward the river.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 to hear


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

DM Wolf:
Since Hemmings speaks none of those languages it just sounds like mumbo-jumbo to him. He retrieves the 5 gems from his pouch. "I'd say their worth 60 gp all together, but you said you'd offer more than value for 'em. How much, eh?"

He looks around further to see what all the weirdness is about.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Arsil:
You catch the end of the conversation, "...set you take my symbol and receptical, collect as we discussed." Before Locke can agree the water creature sees Arsil and appears to be spooked, thus jumping into the water fully.

Locke begins to say something but looks around and then sees Arsil. He smiles and walks out of the river to meet her. "How are you and the group?"


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Well i was somewhat worried as everyone has gathered and the inn you since you where no where to be found i got worried and came looking for you. Please accept my apologies if i intruded on something. There is a new development regarding the inn. Arsil will tell him all about Cornash, the Girls, the agreement, the vengeance, Kirren's disappearance, and the fact that she needed the communication item to contact the Drake's.

Having explained everything to him Arsil will add.

Since you are ok I will leave you to your private business and head back.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"It is concluded. I will join you." Locke says without much emotion.

Sense Motive DC 5:
This mood seems strange for him. He also seems to be crestfallen or maybe a bit depressed.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20

you don't seem like you're up and matchmaking humorous self Lock. I won't probe but if you need help i just want to remind you that there are people willing to help you.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Would you be one of those 'people' willing to help?" Yup, not himself, to the point, and if there was any bit of sarcasm in there you know he missed it."It just seems that there is always a cost, and even if you do something for the right reason, you must pay with something you hold dear. Xsearaok!"

Abyssal:
Curse, Sh*t!


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

I wasn't refering to me directly after all we don't really know each other. But i was referring to the other you seem to have spend lots of time with. And yes i do agree there is always a cost for doing something either for yourself of having other helping you do it. Its a cost you either know about beforehand or unforeseen.

There is genuine concern in her voice for him. Not that she might volunteer for anything tough (or for free).

You are a grown and experience man after all, but if you need a shoulder to cry well that is free. You need to decide what you want to do and how you want to do it. I won't pry and i won't tell anything to anyone of the little i have seen. that is a promise and its free.

She then start smiling or you can by my silence with some healing of my wounds when you can and we will call it a bargain well strucked.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

Are they with us in the inn already?


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Lock and i aren't even close to the inn if that was what you were asking Tyrel


Vuvu putters about his room while Ash sleeps in the newly lit fire.

nothin for vuvu to do now, just keeping up w posting :)


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"Are you sure you don't need help anymore alchemist?" noticing a pretty lady needing some help with fixing the inn, "Well I'm off,"


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"I have no spells now, though I could tend your wounds if you wish. Actaully with my new powers, if you strip down to your linens, naked would be better, I can heal you with the water. Otherwise we can go to your room at the inn." Locke says with very little emotion almost as if the depression is affecting him more entirely.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Stripping down to her small cloth arsil will then walk in the water to her thigh.

Congratulation for those new powers Locke i hope these help you in what ever endeavor you need to be done.

Trying to lift his spirits up while locke does his thing.

I do not know much but this i do. Hope. you have to keep hoping that you will get stronger, more in tune with the divine power that fuel your might. That you will make powerful allies, that you will get richer, etc etc. All that to further your goal. Hope that you can pass the Starstone test and than solve your problem. Of course you will lose things along the way but if you have determined that it is what you want you can at least try.

She will Sing then softly in order to calm his spirits.

In Elven

Hope is a bird
With wonderful feathers
Sits on the boughs of the soul
And sings the song of how to be remain alive

It sings when the dream breaks
It sings when overturn the ships
You are at the bottom and
Far away is the beach
At that time it teaches you
How to ride from bottom to top
How to swim to reach to the beach
How to rebuild the broken wings of your dream

Then you get an energy inform of a wind in the tune
To be alive strongly better than before
And it will continue to sing till you want to listen

she is technically not singing from the top of her lungs but more like any mother would sing softly to her infant. She doesn't push notes or anything but her elven voice is crystal clear.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Right as Locke begins to hum and pull water from the river like a water bender, his armor slips off him as if it was water. His undergarments are made of a blue silk that hold tight to his body. Simple breeches and a belt. This kind of healing takes longer but he can apply a metamagic feat that he is working to have. Thus a cure light wounds, heals 14 hit points. It takes him 10 minutes to cast the spell.

Once done, he thanks you for your kind words and lifting his spirits. "It was good to use my new powers for a friend. Some of those that I call friend would not come looking for me, I thank you for your concern and willingness to be my friend, your words, or that song. Where did you learn that song?"

Locke casts another spell, and water comes to him again, carrying his armor over his chest and body, strapping the pieces in place. "Ha! I can now get armor on by myself, just need a little help from water."

Locke and Arsil begin walking back to the village, and the Inn.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

That song, is actually an old poem in High Elven made around the time of The retrait from Kyoin. My grandmother taught it to me long time ago.And you you do not need to thank me for anything really, while i do ofer my thanks for the healing.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke and Arsil return to the town square, where Vuvu was piling bodies and loot. Is anyone still here?


Where have you been?


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"You can probably help us with these bodies,"


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Sure, even though we are both clean now. Just kidding, I will help." Locke says with a smile spreading on his face. "Oh, I have been taking care of Arsils wounds with a new ability I have gained, it only cost me a part of my soul." Locke says with sarcasm.

DC 5 Sense Motive to know that he is not telling the truth about his soul.


1d20 + 2 ⇒ (13) + 2 = 15

Cleric. Glad to know you are clean. Did you ever find out about my friend? Or did you not have time.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil will also help with the bodies.

Locke:
don't worry about your cloth i am a pretty decent dry cleaner she whispered to him while winking.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Ash, your dog, well I did not have time to do some research though let me take a good look at him in the daylight. Come here boy!" Locke says and kneels down. Once the dog comes over he puts out his hand so that the dog can smell him, then the dog starts to wag its tail. Locke pats the dog and starts to look at the dog while 'poking and prodding' with the cover of TLC.

"I don't think that it is a hell hound, though a fire type dog from the Elemental plane of fire. I should cross reference with a few books. Do we have time or are we heading out?" Locke questions.

That grin gets even wider after hearing what Arsil whispers into his ear while piling the bodies.


I think we have some time. I know that I need to rest, and I would prefer to take time to check up on the people of the town. There are bound to be injuries.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Do you want me to have a look Locke, i know a thing or two about elemental planes and magical beast ? she said casually.

Kn Arcana: 1d20 + 9 ⇒ (8) + 9 = 17
KN Planes: 1d20 + 9 ⇒ (15) + 9 = 24


Vuvu looks sidelong at Arsil, then at Ash. His scowl deepens.

Arsil SM 5:
Surprise grumpy Vuvu doesnt trust you yet. :)


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

I have no idea why you are referencing me to a Summon monster 5 spell. the only dog like creature would be a Shadow Mastiff, and its nor really a fire creature :)


that is sense motive 5. A little fun.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"Plus we have to wait for a few of our companions,"


Arsil:
This is a fire elemental dog. A 'Coursal', they are know for their loyalty, and fire gnomes love them as mounts. Very similiar to a Hell Hound though neutral in alignment. It has a fire breathe weapon that is used very infrequently though a surge of fire, such as immolate happens whenever going into battle. Their blood is known for use in healing potions. One of the main reasons they are hunted. They can also have a latent growth aura, which accelerates plant growth in the area they are in for more than a day. Immune to fire and resistant to all other energies. If given a fireblend of food, they can grow to become large, though the main ingrediant to the fireblend is troll blood or a hydra's heart.


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

About an hour later Segregius is getting dressed in his room while the two girls tease him from the bed.

As much as I would enjoy your company for the rest of the day, i am afraid i have matters to attend. Do not trust Cornash just yet. I think you girls should all prepare a small kit in case you need to leave in a hurry. If you need anything or are suspicious if something come and see me or another pathfinder.

Now wearing his clothes he opens the door and leaves it that way. He waves his arm towards it, inviting the girls to leave and then spends several minutes equipping his armor again. When he leaves the room he is fully equipped, sword at his hip and carrying his shield and saddle bags. He heads towards the group and, leaving his things in a neat pile, starts helping with clean-up (what is left of it).

We need to ride out. Catch those goblins, hunt them and take what they took back. It will help the moral of the town. I want to leave tonight. I am hoping to catch them in celebration. With any luck their best warriors will be too drunk to fight back, it will be like a fox in a hen house. Have we any words from command?


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

DM Wolf:
Just been hanging out waiting for the next strange Drake thing since I posted this:

Hemmings wrote:

Since Hemmings speaks none of those languages it just sounds like mumbo-jumbo to him. He retrieves the 5 gems from his pouch. "I'd say their worth 60 gp all together, but you said you'd offer more than value for 'em. How much, eh?"

He looks around further to see what all the weirdness is about.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10


The girls thank Seg for the good time, and they are prepared to go if needed. They thank you for your concern and will take his words to heart. They leave the room unless you need some help with your armor.

Hemmings:
Sorry I missed the post. Drake grabs a few pouches from his belt pouch and drops them next to Hemmings, "if not enough I will catch you up later. " As Drake continues to ramble on looks a bit annoyed.

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