[PFS_CORE_Aerondor] 00-01 Silent Tide: Tier 1-5 (Inactive)

Game Master Aerondor

Silent Tide - Core low tier.
Map

Initiative:

[dice=Hulludar]1d20+4[/dice]
[dice=Neru]1d20+3[/dice]
[dice=Evindar]1d20+3[/dice]
[dice=Nevryn]1d20+3[/dice]
[dice=Pau]1d20+2[/dice]
[dice=baddies]1d20[/dice]

Special Organ rules:

The Metro-Cathedral’s massive organ is played by dancing
upon the gigantic white keys. Traveling from white key
to white key requires a DC 5 Jump, Tumble, or Perform
(dance) check. The DC increases by 2 for each additional
key someone attempts to cross in a given round.

To play the more slender black keys, one either needs to
stand on an adjoining white key and reach up and yank the
key down with a DC 5 Strength check, or climb directly on
top of the black key (Climb DC 10). Leaping from black key
to black key requires a DC 10 or 20 Jump check depending
on the distance between the keys as indicated on the map.

Anyone who successfully depresses multiple keys in a round
may also make a Perform (keyboard) check as a free action.
A success of 10 or more contributes to the hymn and keeps
the music alive. The higher the result, the more melodious
and impressive the contribution. Provide each PC with a
+2 circumstance bonus to their check for each key they
manage to depress in a single round.

The organ keys are elevated 15 feet off of the ground.
Anyone bull rushed off the keys falls to the stone church
floor below, taking 1d6 damage

The organ keys connect to the 30-foot pipes above.
Climbing the giant twisting maze of brass pipes requires a DC
10 Climb check each round.

As long as the organ continues to play, anyone of lawful
alignment in the cathedral benefits from the effect of
a bless spell.

Chronicles


101 to 150 of 329 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Lantern Lodge

Silent tide map

Neveryn has heard of similar things before. He knows they are immune to the cold and to mind effecing spells. He advances into the room.
I moved you to Neru's square as you move first, and the grain being difficult terrain means you could not reach further. Neru go moved one square back. He then begins to sing.

Pau also moves up, closing on the horrible undead, but not yet in contact.

Pau can't charge as. (1) Charge is in a straight line; (2) there is difficult terrain and (3) they are out of range. Instead I have double moved him toward the creatures.

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 1 round music used.
Evindar
Neru 2 damage
Helluddar
Pau
Black Echelon (1 round doing nefarious stuff to the grain)

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

I feel the need to mention that I have Nimble Moves, therefore I can ignore one square of difficult terrain.

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindar moves into the room, draws his bow and an arrow and prepares to shoot as soon as possible. double move

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

Helluddar moves forward and draws his bow.

Move action - 20'. I believe I could draw my bow and fire this round but that would require me dropping my greatsword which I do not want to do. I'll sheath it and draw the bow as my standard action.

Lantern Lodge

Silent tide map

The semi-spectral figures continue to fish items out of their backpacks - small packets and jars and start to open them - ignoring the pathfinders in an eerie and misty silence.

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 1 round music used.
Evindar
Neru 2 damage
Helluddar
Pau

Black Echelon (2 rounds doing nefarious stuff to the grain)

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

They're poisoning the granary! Stop them! Nevryn cries out between verses.

Free action: maintain performance / Move action and standard action: move as close as grains and occupied squares allow

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal takes a step to the left to make room for his companions and releases an arrow at the figure to the west.
Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

Helluddar lets loose an arrow at the closest figure.

Attack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

At 30' movement, Pau should be able to engage this round.

Pau moves forward and attacks the right most undead.

Attack 1d20 + 4 ⇒ (3) + 4 = 7

Damage 1d6 + 4 ⇒ (6) + 4 = 10

Lantern Lodge

Silent tide map

Evindal and Helluddar let fly arrows. The shots look to be good, but the arrows pass through the semi-spectral forms without doing obvious damage.

That would be damage reduction effective against piercing weapons.

Pau advances, but doesn't manage to land a solid blow on his.
The grain is difficult terrain remember, unless you succeed in a DC10 strength check for each square. The darker squares have grain.

As he wades past one especially tall pile, another ghostly figure erupts from it, striking his as he passes with an old rusty scythe.

AOO: 1d20 - 1 ⇒ (18) - 1 = 17
damage: 1d6 - 1 ⇒ (4) - 1 = 3

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 2 rounds music used.
Evindar
Neru 2 damage
Helluddar
Pau 3 damage
Black Echelon (2 rounds doing nefarious stuff to the grain)

Nevryn, did you move your figure on the map? If not, I'll update it for you.

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

I move forward, then attack the one directly in front of me with Ray of Frost.

Attack, RoF: 1d20 + 4 ⇒ (2) + 4 = 6 touch

Damage, RoF: 1d3 + 1 ⇒ (3) + 1 = 4 cold

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

I didn't, but somebody did. Thank you.

Lantern Lodge

Silent tide map

The unengaged undead float forward, and yet another hidden one burst forth to add to the assault. Old, rusty scythes flash through the dark misty air.

Perhaps worst of all is the utter silence in which the dead assassins attack.

attack Nevryn: 1d20 - 1 ⇒ (7) - 1 = 6
attack Evindar: 1d20 - 1 ⇒ (6) - 1 = 5
attack Neru: 1d20 - 1 ⇒ (7) - 1 = 6
attack Helluddar: 1d20 - 1 ⇒ (3) - 1 = 2
attack Pau: 1d20 - 1 ⇒ (4) - 1 = 3

While scary, their attacks are as feeble as the weapons they wield.

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 2 rounds music used.
Evindar
Neru 2 damage
Helluddar
Pau 3 damage

Black Echelon (2 rounds doing nefarious stuff to the grain)

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

Helluddar draws his greatsword and attacks!

Free Action - Drop Bow, Move Action - Draw Greatsword, Std Action - Power Attack with Cleave on adjacent monster (AC=15)

Power Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19

Cleave: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

Spellcraft to identify Neru's Ray of Frost: 1d20 + 5 ⇒ (16) + 5 = 21

Neru, cold won't hurt them! she whispers via message.

If the Black Echelon ahead of me still stands...
Nevryn backpeddles, still singing her praises to Shelyn, and sends her whip out to take the bony feet out from under the nearest enemy.

If that one falls to Helluddar's ferocious attack...
Nevryn steps forward, emboldened by the Pathfinders' withstanding of the initial ambush. As she hits a crescendo, she sends her whip out to take the bony feet out from under the nearest enemy.

Free Action: maintain Bardic Performance / Non Action: 5' step (forward or back) / Standard Action: Trip Combat Manuever
Trip Combat Manuever: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Lantern Lodge

Silent tide map

Helluddar slices one of the undead in half.
Cleave requires the second target to be ajacent to the first, you had no option to cleave this round, which is a pity because two would have gone down.

Freed of the threat, Neveryn lashes out with his whip and trips the undead in front of Neru.
You can't 5' step into difficult terrain.

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 3 rounds music used.
Evindar
Neru 2 damage

Helluddar
Pau 3 damage
Black Echelon (2 rounds doing nefarious stuff to the grain)

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

I take full defense.

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

Forgot about the difficult terrain. I'll use my unused Move Action to trudge through the grain, than.

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal tries to get away from the spirits 3 Aoo I'm afraid to the other side of the room and shoots another arrow. at the one in the middle of the group of three
Arrow: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16 Damage: 1d6 ⇒ 2

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau tries the old one two against the undead facing him.

Attack w/ inspire Courage 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1d6 + 5 ⇒ (6) + 5 = 11

Attack two 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1d6 + 5 ⇒ (3) + 5 = 8

Lantern Lodge

Silent tide map

Pau floors the undead he is facing with his first blow.
I've taken the liberty of using your move to move back to the main battle, but feel free to choose another thing for it.
STR checks: 3d20 ⇒ (12, 2, 6) = 20

Evindar retreats
AOO: 3d20 ⇒ (20, 1, 20) = 41
Oh my
crit: 2d20 ⇒ (8, 9) = 17
Two score hits on the elf with their rusty scimitars
damage: 2d6 - 2 ⇒ (2, 2) - 2 = 2

His own return shot is again on target, but passes through their bodies without obvious damage.
DR effective against piercing weapons.

The undead turn their disturbed fury on Pau, Neru and Helluddar.
Pau: 1d20 - 1 ⇒ (7) - 1 = 6
Neru: 1d20 - 1 ⇒ (12) - 1 = 11
Helludar: 1d20 - 5 ⇒ (7) - 5 = 2
But the move of Evindar has left them off balance and their attacks return to the feeble state they were in before.

The one pn the ground floats to its feet.
Giving an AOO to three of you!

Status bold may post : (everyone inspired, +1 to hit and damage)
Nevryn 2 NLD, 3 rounds music used.
Evindar 2 damage
Neru 2 damage +AOO on #3
Helluddar +AOO on #3
Pau 3 damage
+AOO on #3
Black Echelon (2 rounds doing nefarious stuff to the grain)

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

AOO, Rapier: 1d20 - 2 ⇒ (9) - 2 = 7
Damage, Rapier: 1d6 + 1 ⇒ (6) + 1 = 7 piercing

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Thanks for the move action, DM. Sounds perfect.

Pau swings at the undead getting to his feet.

AoO 1d20 + 3 ⇒ (17) + 3 = 20
Damage 1d6 + 5 ⇒ (4) + 5 = 9

Pau then attacks the one who just attacked him.

Attack one 1d20 + 3 ⇒ (16) + 3 = 19
Damage 1d6 + 5 ⇒ (1) + 5 = 6

Attack two 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d6 + 5 ⇒ (4) + 5 = 9

Lantern Lodge

Silent tide map

Pau downs two of them (including the one who floated to his feet, silently). Only a single Black Echelon remains... for the moment.

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

AOO: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

power attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 2d6 + 9 ⇒ (2, 2) + 9 = 13

Lantern Lodge

Silent tide map

And the eerie silent battle ends as quickly as it started, with Helluddar returning the last of the assassins to the grave they awakened from.

A quick check shows no other undead in the area.

Going back to the bodies, the team discoveres an ancient chest, with many packets of what is presumably the poison they were intending to use.

Yagos cautiously enters.

"We have to find Nessian, or there will be more like this!"

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau looks around for any opened packages, so that he could warn the others about possible poisoning.

Perception 1d20 + 6 ⇒ (18) + 6 = 24

Lantern Lodge

Silent tide map

It looks like you got here just in time. There is no sign they managed to actually poison the grain.

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

Helluddar slogs through the grain to the western door leading from this room.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Lantern Lodge

Silent tide map

Searching around, there appears to be no ongoing thread to the granary.

"We need to find Nessian..." moans Yagos.

"That may mean... the broker."

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

This might be more serious than we thought. Where is this broker?

Lantern Lodge

Silent tide map

"Well... it is a bit smelly. We have to go via the sewers.." admits Yagos.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

"To the sewers, then. Please lead the way, Yagos, and let's find Nessian.

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

Helluddar agrees and starts to head out of the granary.

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

How I wish that I had prepared prestidigitation. Neru says with a sigh.

Lantern Lodge

Silent tide map

Yagos leads the pathfinder team to a sewer entrance. The smell is bad on the surface, but that is just a lead in to one of the most horrible assaults on their noses that the team has ever experienced.

"You get kind of used to it after a while.." assures Yagos.

Unfortunately "a while" is longer that the seemingly interminable length of time that he leads you through twisting, slipper and disgusting corridors that vary in size from almost okay to 'you need to squeeze just a little bit here.'

Eventually you come to a slight slope upwards that seems just a tad less disgusting, and at the end of some twists and turns, a very solid looking door. Yagos raps on it in a complicated pattern and it is eventually opened by a large half orc.

"Keep your weapons sheated, or you are likely to lose your hands, and possibly your lives" warns the historian. He turns to the half orc and requests an audience. After a few minutes the group is ushered into another room. This has a large tub in the middle, in which is sitting a man covered in horrible burns.

Two servants ladle water over him, while two large and heavily armed half orcs remain on guard.

"How can Grandmaster Torch help you today?" he asks in a soft spoken voice.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

"Greetings, Grandmaster. We are looking for someone named Yargos. I wouldn't suppose you've heard of such a person?"

Lantern Lodge

Silent tide map

I think you mean Nessian..

"Yes, young Nessian, he runs a group of thugs known as the Warhounds. I have heard of such a person. But finding that information was very costly, and I must recover my costs..."

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal did not meet this guy before

A favor for a favor, sounds fair.

"Tell us your price, Grandmaster."

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

With liberal applications of prestidigitation, much of the "ambiance" is reduced. Indeed. How much would this cost us, Grandmaster?

Lantern Lodge

Silent tide map

"Well.." says Grandmaster Torch

"If I were to tell you where to find him, and word got back that it was me that let on... well... my life is very valuable to me. Nessian is an up and coming underworld figure you know."

He pauses while water is poured over him.

"Six thousand gold."

Silver Crusade

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0
daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

Nevryn stares at the scarred broker incredulously. I'm sorry, I'm not sure I heard you correctly. Six thousand? You claim that your life is valuable, sir, but I think you may not understand the gravity of our request. If we don't stop Nessian, there will be no Absolom to be important to her underworld. We will all surely die!

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal stands next to Nevryn and nods in agreement. "We are all going to die, also you, Grandmaster."

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

While I my not be eager to die, I would not have agreed to join the Pathfinder Society if I were not willing to sacrifice my for the grater good.

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

We value our own lives and your life, Grandmaster Torch, but without finding Nessian, what my friends say is true, all of our lives will be endagered!"

Lantern Lodge

Silent tide map

"I do hope that is not a threat..." says the grandmaster, his voice the sound of silk over iron.

"But I understand you may be down on your luck. Which is unfortunate for both of us. Have you anything else that might be of interest to me?"

By the way, feel free to include relevant skill checks if you think they may help. I don't recommend intimidate.

Dark Archive

Male Elf Wizard (Transumtation)/1 HP 8/8 AC 13/17 CMD 13 Init +3 Per +2 Low Light SM +0Elven Immunities Fort + 1 Ref +3 Will +2 Saves vs Enchantment +2 Additional

Persuasion: 1d20 ⇒ 16

At least let me appeal to your better nature. What do you have to gain by disrupting our endeavor?

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Sense Motive 1d20 + 6 ⇒ (1) + 6 = 7 to see if he might be willing to drop his price a bit

Pau sits down cross legged in front of the Grandmaster. "Well, we're at an impasse. You aren't budging from your demand, and we can't come close to your offer. Do you have a suggestion? Maybe you need a favor?"

Grand Lodge

Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2

"Yes, a favor. Perhaps there is something we could do for you."

Diplomacy Aid Another: 1d20 - 1 ⇒ (4) - 1 = 3

My diplomacy sucks, hopefully I can roll high enough to assist someone else.

Edit: It seems no.

Lantern Lodge

Silent tide map

"A favour... that is an idea."

The burnt man crosses his hands and thinks for a moment.

"I’ve recently come into possession of a series of safes. Unfortunately, the safecracker I employed has turned out to be quite useless. If you can coax even three of the five safes open, I could be persuaded to disclose Nessian’s location and dispense with my regular fee entirely. These chests are remarkably unique and I have the foreboding suspicion that, in this case, the receptacles just might be worth more than their contents, so I’d rather you didn’t smash them open. Oh! One more thing: if my diviner warns me you have crossed me and stolen the contents, there will be repercussions."

He looks around the group.

"Deal?"

101 to 150 of 329 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] 00-01 Silent Tide Core (tier 1-2) All Messageboards

Want to post a reply? Sign in.