Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren spends the journey chatting amiably to the crew, Sazed and his fellow travellers. He is agog with the vastness of the Sea and never seems to sleep, keeping company with the night watch and rarely retiring to his cabin. He soon makes friends with the crew, the Captain, and even the taciturn First Mate; he laughs easily at his crude attempts to "stow" equipment and shows a genuine interest in pretty much everything from how navigation is achieved to Bleyz's Katas to philosophical discussions of what the stars are made of.
After landing, he moves over to look at the map in Lysanders hands while Bleyz takes the key.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik enjoys the peace and anonymity of the sea. He spends his time watching the sea birds and other creatures and chatting with the crew and travellers. He shows particular interest in Sazed and Achren because of their magical abilities.

Erik glances at the map when Sazed produces it, but once he has a general direction he prefers to find his own way across the terrain.

"It's been a while since I've had a good long stretch under the trees. he mutters to no-one in particular.


"I know not the specifics of the defenses but, yes I do believe there are traps in place to defend against intruders."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn runs his fingers over his palm, which still burns from the magic that branded Phantasma's symbol permanently into his flesh.

"I am marked, both in body and in soul," he whispers looking down at the mark.

Not one to make small talk, or swap stories, Devyhn finds few, if any occasions to become better acquainted with his new travelling companions. They, too, seem distant and reluctant to approach him.

Pharasma reminds people of their mortality; their tenuous hold on existence. Not exactly the happy-go-lucky credo of Caliean's disciples.

He looks out over the sea, feeling the wind, and the roll of the deck beneath his feet.


Do you do anything else before leaving town?

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren says,
"Let's see if any of the locals has heard of these rivals that killed Master Sazeds friend. It would be good to know if they are ahead or behind - or even if they are not on the trail at all. Besides, they may know something useful about where we are going."


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"A good idea." Erik responds. "Perhaps we should split up. I'll speak to the foresters and lumberjacks. A ranger interested in the woods is unlikely to raise much suspicion. Mr Wilkins, as a Paladin, do you think you might have some success with what passes for the local nobility or town council?"

"We should be careful not to attract too much attention." he adds, uncertainly glancing at his rather unusual and colourful compatriots.


Go ahead and roll some gather information checks along with examples of questions you're asking (by gather information I mean diplomacy)


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik ponders his approach.

I don't want to draw attention to us. I'll keep it circumspect and just ask how good the harvest is, how deep the foresters go, if the woods are well traveled and if we might encounter anyone to make camp with. That should hopefully be enough to prompt any local rumours and jog their memories if our competitors have been this way.

Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz stays silent and lets others talk to the townsfolk. I am more likely to engender fear and loathing among the locals than any assistance. He waits for them to gather information, trying to stay out of trouble while doing so - perhaps find a chair in the local tavern and stay put.


Male Half-Orc Paladin (Divine Hunter) 1

"I'll try to talk with the nobles, though truth be told, I'm much more the common man than a higher up. In fact, most times, I can be found in the woods or helping on the local farms."

I'll actually talk with the local merchants, and such that I would have had dealings with getting food, selling my catch of the day, and etc. Then work my way to the town guard and see if maybe they've heard of the area.

Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn watches as the rest of the party begins canvassing the town.

He looks for anyone who takes a particularly keen interest in their questions, and looks for anyone who might be running off to notify someone of the group's activities.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12


You notice the villagers are wary of you and many watch you with suspicious and and some with fear, children are called back into their homes when your around. This is true for all members of the group tough much less so for Devyhn and Erik. The militia does seem to be keeping an eye on you but do so from a distance.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Having passed the trip in resolute silence, mostly gazing out over the waters as the boat sails, Lysander shakes his head at Achren's suggestion of speaking to locals. "My appearance would most likely cause trouble. I'll move into the forest and see what may be found there, within the area."

That said, the half-elf slips into the woods, moving stealthily beyond the outskirts of town and casting his keen eyes and ears about, looking for anything peculiar--and lying low if he sees any locals.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Survival (tracks?): 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (nature): 1d20 + 6 ⇒ (14) + 6 = 20


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik waits for the others to return.

"I heard some worrying rumours." he says. "The locals are scared of the forest and the undead are becoming more aggressive. They attacked the village recently."

Erik pauses for a moment, to see if anyone else heard more about the undead.

"It also looks like our competitors might have beaten us here. A group in stone masks came by ship a few days ago and headed into the forest. Apparently a young girl vanished at the same time and the locals think these strangers were responsible. We should probably get after them. If we move quickly we may yet catch them.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz finishes his drink in the tavern and joins Erik outside. When he hears the news about undead and the 'other group', he nods at Erik's suggestion. "Hopefully they are being as hampered by any undead as we might have been if we had gone first. I agree we should set out as soon as possible."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"Whoever they were, they used the roads," Lysander says. "I scouted the area, and there were no tracks beside the logging paths. As for anything else, I found Paueliel and darkwood trees." He rolls his shoulders. "The Green is strong in this region--it's no wonder there might be fey."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn's expression turns grim at the mention of undead.

"They townsfolk you spoke with, were they able to describe the appearance or nature of the undead? Are they skeletons, shambling corpses, or something bestial, or even spectral? If they did not say, please point out the people you spoke with, and I will ask them. As for the men in masks, if they are the cause of this blasphemy, they will pay a terrible price."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Sounds Good. Let's go.

Achren rolls his shoulders and strides towards the trees. As the vista of the forest approaches, he stops and stares for a moment.

"It's like the sea. It goes on for MILES!" he mutters, them moves on.


Male Half-Orc Paladin (Divine Hunter) 1

"I heard that as well, I have given the guards my word that I would do what I can to bring the girl back safely. Sazed, I regret that should it come to delaying your quest or letting them have the girl, there is no competition, your relics will have to go in the other quiver." Ausk said, a simple look of sorrow accompanying the latter part of the statement.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik nods in agreement ad Devyhn speaks.

"I spoke with the men working the forest. I'm no expert on undead, but perhaps you will find some clue in their stories to warn us what we might face."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn nods, and heads in the direction indicated by Erik, not waiting to see if anyone follows.

When he finally reaches the woodcutters, he approaches whoever appears to be supervising the work. He holds up the palm of his left hand, making the Mark of Pharasma clearly visible.

"Your pardon for this interruption of your work, but it is my understanding that your work crew is beset by undead abominations. I am have come to investigate, and deal with their attacks. What can you tell me about them?"

Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17


Male Half-Orc Paladin (Divine Hunter) 1

Ausk accompanied, rather quiet as compared to the earlier interactions. He didn't like that the undead were taking precedence over finding the child, but he knew both problems needed to be taken care of.

"Erastil guide our pursuit, may we find both quarries at the same place, may the child be alright." He muttered a quick prayer as he followed along.

*Though if the child has gotten mixed up in this, speed may be the only thing that will keep her as safe as possible.* He rationalized in his thoughts.


The woodcutter stops for a moment. "Mostly shambling corpses but a few smarter ones who paralyze you with a scratch or a bite. We checked the bodies and they weren't folk from our village as far as we could tell."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

GM Diremerc:

Would I be able to take 10 on my Knowledge (religion) for Monster Lore check, since it pertains to identifying undead and their weaknesses?


You cant take 10 on knowledge checks. However the check is pretty easy for you to make. Go ahead and make one.

Check of 10 or less:
You know about zombies being reanimated corpse that are healed by negative energy and harmed by positive but you are unaware of what the other creatures could be.

Check of 11 to 15:
You know about zombies and how slashing weapons are best against them, you also recognize the other creatures as ghouls or ghast, they have no particular weakness other than the standard undead ones but can indeed paralyze with a bite or claw.

Check 16+:
You know all the above and the specifics of ghoul fever: A person bitten by a ghoul can be afflicted by ghoul fever a humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects.


"Don't worry about it, were prepared and the attacks are few and far in between. Trying to root out all the evil in this forest is a lost cause friend." says the woodcutter.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Knowledge (religion): Monster Lore: 1d20 + 7 ⇒ (5) + 7 = 12

Devyhn nods to the wood cutter, then turns to the group.

"The undead in the area are zombies and ghouls. Zombies are slow, but are difficult to bring down. They hit hard. Slashing and chopping bladed weapons are the most effective against them. Blunt weapons and piercing weapons have little effect. Ghouls are fast, and their claws can cause paralysis if they cut deep enough. They are not unusually resistant to any type of weapon. Fire works quite well on both."

As he finishes his recitation, he extends his hand toward the forest.

"Now that we know what we will be dealing with, let us find the girl."


Male Half-Orc Paladin (Divine Hunter) 1

"Agreed, even were we able to rout out all the undead, that is a job that can wait. I'm pleased to see that the girl is indeed top priority," Ausk replies with a restored smile to his face, this is followed by a quiet prayer of, "Thank you."


Do you follow a road to go to a lumber camp first and then into the forest or do you go directly into the forest cutting trough the fields?

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"hmmm. What do you think, Eric and Lysander? Will it be faster cutting across the fields? or should we see if anyone at the lumber camp knows something first?"


Male Half-Orc Paladin (Divine Hunter) 1

"I would suggest the camps personally, they may know in which direction the girl was last seen going. I know I wasn't asked directly, but that would be my suggestion."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"I would say hit the lumber camps. You'll have more time to ask about these masked men and the undead abominations, and I'll have more time to scout. I'll meet you at..." The half-elf lays plans to meet, then moves into the woods once more, picking his way through the forest and looking for anything of interest or import.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (nature): 1d20 + 6 ⇒ (11) + 6 = 17
Survival: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Ok. Let's go to these lumber camps."
Achren starts heading for the trail that leads to the lumber camp, keeping an eye out for trouble.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19


Have a look at the map in the Google docs your destination is the ruins marked near the crags

Lysander Tremayne

You find:
Tatzlwyrm tracks only a few days old.

Let me know if your going to the eastern camp or the western one.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Good hunting." Erik says as Lysander heads off to scout.

"The rest of us best make haste." he agrees and follows Achren, checking for signs of their quarry as they go.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25 (+2 more for humans)
Survival: 1d20 + 6 ⇒ (11) + 6 = 17 (+2 for humans or +1 for tracking)

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn falls in beside Ausk. After a few minutes of walking in silence, he says, "You thought I was going to leave the girl to die, and chase off after the udead."

Pausing only a moment, he continues, with no trace of anger or resentment.

"We are not at cross-purposes here, Erastilian. We want to save the girl for similar reasons. You see her as an innocent, to be protected. We both see her as a child, and a future woman. Both our faiths honor children as a living symbol of new life, and women as the bearers of that new life. Yes, I despise undead as an affront to the wondrous cycle of life. I will destroy them, as it is my duty, and the purpose of my training, but Pharasma will not reproach me for rescuing the girl, first."

He looks the paladin in the eye.

"I am glad that you will be fighting at my side."


Male Half-Orc Paladin (Divine Hunter) 1

As Devhyn confronts him, Ausk's face becomes more and more thoughtful, until the inquisitor looks him directly in the eye.

"It would seem that your Pharisma and Erastril send me even more guidance than was requested. I ask your forgiveness for the misunderstand and my thanks for the rebuke. May this be a reason for increased comradeship between us instead of the affront I accidentally caused. It is an honor to have you at my side as well."

To show his sincerity, Ausk clasps Devhyn on the shoulder and gives him a slight shake.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz travels along with the others silently, listening to the interplay between them with a simple nod at their new understanding of each other.

Of course the girl should be rescued, and the undead put down if they make an appearance. I don't see as how either goal is at cross purposes to the other. Actually hunting down the undead is another story completely. I hope Devyhn doesn't mean to follow that route...


Let me know if your going to the eastern camp or the western one.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

The gray-skinned half-elf meets back up with the group as they make ready to head for a camp. "Be warned, men--there are tatzylwyrms in these woods, or at least one, and not long past. Be on guard... the more I find, the stronger the bond between this land and the elder times seems to be. I suggest heading east--two camps that way."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren nods to Lysander,

"What are Tassel Worms?"

He asks innocently.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Not something you want to meet out here alone Master Brayland." Erik replies.

"Lysander's been listening to the forest. I say we follow his lead." he continues "But stay close as we move into the trees. We may yet need our full number to see off the creatures here."


You take to the road following the path heading to the eastern camp. It takes you two hours to travel the six miles to the closest camp. The walk is quiet apart from the occasional talk between you and during the trip the only other person you meet on the road is a man bringing a wagon full of logs back to town.

As you approach the first camp see around half a dozen foresters hard at work cutting down trees and cutting them into logs to be brought to town.

Another three hours march would get you to the second camp further east.

It is a sunny day and it is currently around five in the afternoon after you have arrived at the first camp. It will be dark in around four hours.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik takes a quick look around the edge of the camp, looking for anything unusual or any sign of their quarry.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 (+2 humans)
Survival: 1d20 + 7 ⇒ (20) + 7 = 27 (+2 humans)


Nothing seems particularly out of place. You see lots of footprint of humans and horses along with cart tracks but you cant tell if any of them belong to the masked men or the foresters.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Maybe we should talk to some of the men working here... find out what, if anything, they've seen out here."


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"If we are to talk to them best be quick about it."

Erik slips forward to speak to the foresters.

"Good day. We are on urgent business from Falcon's hollow." he says "We seek a group of men in stone masks. We believe they may have kidnapped a girl from the village. Have they passed this way? Have you seen or heard anything strange in the last few days?"

Diplomacy: 1d20 ⇒ 1
and I'll pop a sense motive if anyone responds. I assume they are human Sense motive: 1d20 + 9 ⇒ (20) + 9 = 29


"You're not from falcon's hollow..." says the foreman with a bit of a frown " but I'll tell yeh the same thing I told the marshal...they came past here three days ago. None of us saw a girl with them else we would have stopped em. They kept going towards camp 3 and the folk up at camp 3 say they never saw them. Means they either went into the woods or vanished. That's everything we know" a few others foresters who stopped to listen nod in aknowledgement.

"GET BACK TO WORK" shouts the foremen turning back to the his men.


Male Professional Dosser 14/Rules Lawyer6

"Let's move on. We may be able to spot where they left the trail."

He moves off cautiously, keeping an eye out for trouble

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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