PFS-First Steps (Inactive)

Game Master Hayato Ken

Map of Absalom.

Duty List


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Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

The Norse, looking at the massive ugly creature next to him, and the even more massive spiked chain it is wielding steps into the building

"Pah...easy to finish after ive done the most!"

perception check:

1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Mira stays at the entrance, picking wood out of her hair with her right hand, pointing her crossbow loosly in direction of the smashed door with her left.

Not to self: Never get between those two and a closed door. They seem to throughly hate them.

Very nicely done, you oh so very strong and powerful paragons of men! I´m deeply impressed by your physical might! Now, if you could not get yourself killed by running in an ambush, that would be so nice of you! Wasting such fine flesh as yours would truly be a shame!


For ease of play i assume you all enter the warehouse and you have to go round the corner to see everything.

Map

Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle—the very crate you have come to find. Handholds cut into the stout wooden crate ring the rim. Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the
crates stacked along the north and south walls contain simple sundries including, but not limited to beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.
A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Standing near the entrance, having a wall at her back, Mira scans every corner of the warehouse, intensely looking for any danger, while see wrinkles her nose, seemingly displeased with the different smells.
Looking very tense and concentrated, her usually long strechted speech shortens to a short

Anybody sees something?

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

Onvyr enters the storage with his companions. "It seems nobody has been here for quite some time."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Mira, Onvyr:
You see that the crate you have to receive is there over a hole in the floor. You see the water beneath the building through the hole. You also notice that the construction holding the crate might not be the safest and that the floor around the crate is covered with slicky moss and algae. It doesn´t seem safe at all. But there are more than enough tools in the warehouse and probably more than one way to retrieve the crate.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum cautiously follows the group into the warehouse.

Liberty's Edge

male AC 19/12/17; HP 16; F+5, R+3 W+3; darkvision Init+2 Perc+1 Two-hand Fighter 1

Karthacus instincts were telling him that this house was more dangerous than it appeared in the first place. He was getting ready for trouble positining himselve on the left flank of his group.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Holding up her hand, Mira whispers:

Crate´s trapped. Move it, come near it, you´ll probably drop into the water, and get eaten by sharks. We need something the get it from a save distance!

Mira looks around, resting her gaze on the coils of rope and the crane.

The crane! We could use it and not get near the crate. Take the ropes, pull them over the crane and drag the crate from the dangerous area.

Dropping back in a slower, steadier and more musical voice, Mira looks at her companions, saying:

But I´m afraid my hands are too small to pull this very heavy and bulky chest away from there. If only I would be as strong as one of you three proud men, I would drag the crate all by myself. But oh well, that is not the case. But I could give you cover when you get it to safety. If anything threathens you, I will scream to warn you.

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

Bulywif looks at the crate while listening to miras plan. He nods : "let's make the crane ready, i'll pull the ropes."
He attemps to walk to the crane as he notices Karthacus" whats wrong, ugly?"


Intelligence Check DC 12:
You know there are no sharks in Absalom´s harbour.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Mira thinks about how to best use the crane:
Intelligence: 1d20 + 1 ⇒ (5) + 1 = 6


It´s time to be creative and roleplay. Items you can find in the warehouse are listed above in the warehouse description.

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

The Norse looks at the timber planks.

"maybe we can use those..."

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

We should take a rope and put it into the cranes mechanism. Then we throw the rope in a loop over the crate. After that, we use the timber planks to create makeshift tracks on which the crate can grind over here. Or does anyone have a idea that sounds smarter?

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

"That sounds like a good idea my companions! Buliwyf and Karthacus can use their strength to pull the ropes. Miss Mira, I think you should throw the rope as you seem to be the most nimble of our pack. Me and Caradeum could look for any disturbances and hold ourselves at the ready should anything unexpected happen."


Laying out the timber planks you can secure the floor surrounding the hole enough that even heavyweights like Karthacus can walk there without sorrow of sliding or breaking through, which brings the crate within gripping distance.

MAP

You can move your characters yourself on that map, but please beware, since you can edit the whole map and move everything and it will then autosave. If you have questions to movement rules please ask. One square is 5 feet, Karthacus and Bulywif can both move 4 squares as a move action or 8 squares as a double move in one round for example.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum studies the crane, trying to discern its workings.

Untrained Knowledge: 1d20 + 4 ⇒ (17) + 4 = 21

Surely it cannot be that hard to operate.


There is nothing special about the crane. It would be fairly difficult to fish for the crate with just the crane, somehow the crate has to be fixed there. You could fix someone on the crane to get him near the crate, but you already secured the floor there, so you can now just walk up to the crate.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Although it is now possible to walk to the crate, we should first see if it is still dangerous to move it anyway. Let us try to use the rope as I said.

Grabbing a rope, Mira makes a loop to create a lasso. She then tries to throw it around the crate.

Pah, thats SO easy, that crate is as large as a horse. Just hit it Mira, go!

Dexterity: 1d20 + 4 ⇒ (3) + 4 = 7

I can´t edit the map


Incrdibly Mira doesn´t hit the crate the first time, but after some tries she hits it. It then becomes clear to her, that if someone pulls that rope now, the crate will fall into the water. After all, it´s just a heavy crate sitting balanced on a fragile construction.

All the noise you made seems to have awakened some inhabitants of the warehouse.

Perception Check:
Karthacus: 1d20 + 1 ⇒ (5) + 1 = 6
Buliwyf: 1d20 + 7 ⇒ (4) + 7 = 11
Caradeum: 1d20 + 8 ⇒ (13) + 8 = 21
Onvyr: 1d20 + 8 ⇒ (2) + 8 = 10
Mira: 1d20 + 5 ⇒ (3) + 5 = 8

Maybe you need a google mail adress for that.


Caradeum is the only one who notices three big rats appearing out of between the debris. Everyone else acts after the surprise round in initiative order.

Initiative::

Mira: 1d20 + 6 ⇒ (11) + 6 = 17
Crardeum: 1d20 + 5 ⇒ (8) + 5 = 13
Onvir: 1d20 + 1 ⇒ (2) + 1 = 3
Karthacus: 1d20 + 2 ⇒ (6) + 2 = 8
Buliwyf: 1d20 + 2 ⇒ (5) + 2 = 7
Dire Rat 1: 1d20 + 3 ⇒ (17) + 3 = 20
Dire Rat 2: 1d20 + 3 ⇒ (8) + 3 = 11
Dire Rat 3: 1d20 + 3 ⇒ (20) + 3 = 23


Surprise round:

Seemingly out of nowhere you are attacked by big shrieking rats, which target the ones who were loudest before.

Dire Rat 1 Mira: 1d20 + 1 ⇒ (6) + 1 = 71d4 ⇒ 1 plus disease DC 11
Dire Rat 2 Buliwyf: 1d20 + 1 ⇒ (9) + 1 = 101d4 ⇒ 3 plus disease DC 11
Dire Rat 3 Onvyr: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 121d4 ⇒ 1 plus disease DC 11

Everyone injured has to make a Fort save and have at least 11 or become diseased.

After Caradeum acted, initiative order is normal: Dire Rat 1, Dire Rat 2, Mira, Caradeum, Dire Rat 2, Karthacus, Buliwyf, Onvyr.

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

Fort: 1d20 + 4 ⇒ (16) + 4 = 20
I'll post my action sometime later, because I am last on initiative.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum take a five foot step backwards and fires an arcane bolt at the rat nearest him. Rat 2

Ranged Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Surprise round is over, now normal combat begins. You may post out of initiative order, but your actions only take place in initiative time, so consider what others might do.
Everyone has:
-1 move and 1 attack, or
-2 moves, or
-you can take a defense action,
-you can run x* your speed depending on armor

also you can take a 5 foot step for free.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Mira takes a five foot step backwards, draws her crossbow, using her swift action with Arcane Strike, firing at rat 1.

Crossbow(AS+PBS): 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

Bulywif draws his Battleaxe and holds his shield between him and the rats.

Attack at rat 1:

1d20 + 5 ⇒ (14) + 5 = 191d8 + 3 ⇒ (4) + 3 = 7

Liberty's Edge

male AC 19/12/17; HP 16; F+5, R+3 W+3; darkvision Init+2 Perc+1 Two-hand Fighter 1

Uueeeehhhuu, rats! With a grunt the hulking half-orc moves and swings his chain at the nearest rat.

Attack Rat 2: 1d20 + 4 ⇒ (13) + 4 = 172d4 + 9 ⇒ (4, 3) + 9 = 16

I´ll show this viking what real power is.

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

Onvyr tries to smash the head of rat #3 with his quarterstaff.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum moves back into the fray and swings his quaterstaff at the nearest rat.

Attack: 1d20 ⇒ 19
Damage: 1d6 ⇒ 4


Buliwyf and Karthacus both bring the rats before them to explode in clouds of gore from their mighty swings, but Karthacus manages to even splash some parts up to the ceiling with the impact of his chain.
Mira unfortunately doesn´t hit, but Buliwyf decapitates the dire rat with his axe while Onvyr and Caradeum manage to guide the third dire rat to the afterlife with their staves.

Silence returns to the warehouse and you stand there covered with the remains of dire rats. Only the moises you make yourself, boots scraping on the wooden planks, the creacking of leather and your breath are audible after your first mutual victory on the battlefield.

Nothing but your reluctance holds you now from claiming the crate and it´s contents.

Liberty's Edge

male AC 19/12/17; HP 16; F+5, R+3 W+3; darkvision Init+2 Perc+1 Two-hand Fighter 1

Now it´s my time, let me do this! Karthacus steps forward, softly not to hurt him pushing the viking to the side, walking towards the crate over the planks. He grips it with both hands and attempts to lift it to secure ground.


Straining his muscles and getting red under his slightly green skin in the face Karthacus lifts the barrel over his head and slowly moves with it deeper into the room, away from the hole, where he puts it safely to the ground.

The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy
In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.
The crate also contains 10 sets of masterwork thieves tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, a deck of marked cards, and two sets of average loaded dice.

I assume you immediately bring the things to Guaril Karela.

As you walk out of the warehouse, nobody seems to care. The few fishermen are busy watching their fishing rods intently and the trip back to Karela is without incidents. With a lot moustache tilting and sneering, Guaril Karela is pleased to see you back with his belongings. He was worried you would perhaps drop them into the water and pays everyone 111gp for your good work. As promised he lets you keep the rest if you want and then with a final tilt of his moustache and a sneer shoes you out of his curio shop, suddenly seeming very busy.

Where do you want to go next?

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

how about visiting the temple?

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

fine for me!
"One point off the list, more to go! Who has the list, and what's our next 'mission'?"

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

Well good sirs, to the temple? After the hard work some peace of mind would be most welcome, right?

Liberty's Edge

male AC 19/12/17; HP 16; F+5, R+3 W+3; darkvision Init+2 Perc+1 Two-hand Fighter 1

Go to temple. You go, i follow.


You can find a link to the list on top of the thread, above the different sliders under the link to the map of Absalom. I´m gicing you some information about Absalom while you walk through the city

You go on your way to the temple of the shining star in the Ascendant Court District. You have to pass through the Coins where if something can be bought, it’s for sale there. Money is the only authority here, and you get what you pay for. The Coins is the most crowded and noisy of all Absalom’s districts, and the shouting and haggling does not quiet much at night. Taverns never close, the open markets light up with torches and spells of illumination alike, and public Time Callers wander about shouting out every hour on the hour. Even when not in a store or the bazaar, a visitor can see buying and selling on every street corner and in every restaurant. It’s been joked that wives in the Coins bargain the price of their husbands’ dinners, and for at least some families it’s true.
After about an hour of walking through the wiggling district you finally arrive at the Ascendant Court district. The Ascendant Court is a large district in central Absalom, and acts as an intersection for more districts than any other section of the city. It is the hub at the center of the city’s great thoroughfares and the ultimate destination of the majority its visitors, making it one of the most traveled—and most crowded—areas. The vast preponderance of Absalom’s churches are to be found in the Ascendant Court, with the largest and most powerful located close to the center of the district. The Starstone itself rests in a massive cathedral perched atop a pillar of rock in the very center of the Court, and every major road in the Ascendant Court leads there.

Near the street circling the pit of the Starstone is the Temple of the Shining Star, the largest church of Sarenrae north of Katheer. Here Xerashir of House Shamyyid, Bey of Sarenrae, greets every morning by standing before the Mark (the largest sundial in the known world) and witnessing the f irst rays of the sun touching it. No one knows why this must be done, other than it was the command of the Dawnflower centuries ago, and not a day has passed that some priest of Sarenrae has not witnessed the event since that command. The temple is also the only church of the Dawnflower in Absalom, though many homes have small shrines to her. Those in the city who worship her travel here no less than once a month, but their primary way of honoring her is to carry her guidance with them in their everyday lives. The church itself constantly strives to promote honesty, redemption, and healing throughout the city, running several small pavilions where younger priests offer guidance and healing arts to all the people of the city without cost. Xerashir sees her calling as a secular one, and is very involved in the politics of the Ascendant Court and to a lesser extent the city as a whole. The temple is also a center of training for paladins of Sarenrae, especially those from Taldor. Many Taldan paladins travel to Absalom within the first few years of their calling and receive advanced training in scimitarcombat, healing arts, and enough Kelesh to read The Birth of Light and Truth in its native script. Those cadets who have not faced agents of Rovagug are also instructed in the ways of the Rough Beast’s harsh priests and how to look for signs of their hidden shrines.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum will take the Alchemist's Fire, Acid and a bag of powder if no one else wants them

Caradeum scans the surroundings, spying the Temple of the Shining Star. Ah, it looks as if we have found our destination.


Quite a wall of text, but in a home game i would tell you that and it´s a good way for our new players here to learn about Golarion.

GM Stuff:

Perception Karthacus: 1d20 + 1 ⇒ (10) + 1 = 11
Perception Mira: 1d20 + 5 ⇒ (4) + 5 = 9
Perception Onvyr: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Buliwyf: 1d20 + 7 ⇒ (15) + 7 = 22
Perception Caradeum: 1d20 + 8 ⇒ (13) + 8 = 21

Buliwyf, Caradeum:
You notice a blond halfling with a long moustache and whiskers staring at you and watching your every move intently, but before you can point him out to the others he vanishes in the crowd.


You go on and enter the temple of the shining star, where you are immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices your arrival, she strides forward, addressing you in a strong voice.

Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold.

Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, The Dawn brings new light and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society.

I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?

Hint: You may be more proactive and take more liberties to roleplay and converse with each other.

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

We've been watched again... the Norse said with a low voice.

Shadow Lodge

Male Elf HP 13/13 AC 15/11/14 F+4 R+1 W+4; +2 vs enchantment; Init+1, Perc+8 low-light vision CMB+3 CMD14 Druid 1

Onvyr whispers back to the big Ulfen and his other companions:
"Now that's great. The bears will follow the honey."
And to the priestess:
"We will seek out this orphanage. But why do they need this medicine? Is there an illness going around?"

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum bows deeply. We will do all that we can milady. We won't let you down on such a noble mission


Aunti Baldwin runs an orphanage and takes in children that got sick from the streets. While there is no explicit pandemia, the children easily get a cold or similar things and this helps to cure their ails.

After some hesitation Zadiran adds:

Many people try to take advantage of the silver crusade help. We need of course to make sure that doesn´t happen and our aid reaches the needy. I frankly don´t know wether that Auntie Baldwin is honest or not and how she is operating that orphanage. Children are among the most defenseless, that´s why i want you to deliver this medicine and take a look if everything is right there. I hope to receive your report before the evening.

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

With big eyes and a friendly smile, Mira listens to what Ollysta Zadrian has to say.

My Lady, it will be our pleasure to bring your medicine to the poor. Gladly we will search for any clues this woman is the one she claims to be or if she is an evil hag looking only to better her own live and not those she apparently cares for.

If this witch takes the medicine for herself I´ll make her choke on it.

When we walk out, Mira walks beside Buliwyf, whispering:

Where is or was this watcher you just talked about?

Grand Lodge

Male Ulfen HP 20/20 AC 20/12/18 F +5 R +2 W +0 Init + 2 Perc +7 CMB +4 CMD 16 Viking

"He was of your kind...he dissapeard after we became aware of him. Just keep you eyes open..i hate to be the victim of an ambush."

Grand Lodge

female Halfling HP 9/9 AC 19/15/15 F+0 R+6 W+1 Init+6 Perc+5 CMB+0 CMD14 Bard(Arcane Duelist) 1

And where would this mysterious watcher have been? Inside the grand and imposing temple? Maybe it was just a would-be-suitor of mine? It does happen from time to time.

Mira winks at Buliwyf, smiling mischievously at the big viking.


Allright people, let´s bring some speed and momentum back in here again. Please post at least once a day, you don´t need to post New York Times bestseller list stuff.

Do you want to make your way to Auntie Baldwin´s orphanage?

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