PbP Gameday VII - #4-07 Severing Ties - GM NOWRUZ (Inactive)

Game Master noral

Start Aug 13

MAPS AND HANDOUTS


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Grand Lodge

Male <ountain Dwarf Fighter (Armor Master) 1 | HP 13/13 | AC 19 (+2 vs. Abberations) T 11 FF 18 | F +4 (+2 vs. Poison) R +1 W +0 (+4 vs. Spells)| Init +1 Perc +5 Drk 60ft |Dbl Waraxe +4 1d10+3

"Ah! Good work, gentlemen. Beaten in a drinkin' contest. How can I ever live down tha shame?"

After receiving the message and reading it, he chugs the last mug of ale that he carried from the Publican and slams it down on Jenk's desk, with a loud belch.

"Indelicate? Us? Har! Don't ye worry, we'll have those items delivered right quick."

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

With a thoughtful, shrewd expression, Pai speaks: "Actually, the only true trouble we faced was in the house of prostitution. The matron there REALLY didn't like our reason for coming." Perhaps we can use that to discredit the Apsis Consortium...

Grand Lodge

Male <ountain Dwarf Fighter (Armor Master) 1 | HP 13/13 | AC 19 (+2 vs. Abberations) T 11 FF 18 | F +4 (+2 vs. Poison) R +1 W +0 (+4 vs. Spells)| Init +1 Perc +5 Drk 60ft |Dbl Waraxe +4 1d10+3

"Well, that 'n' tha fact that tha Besmarans was dead afore we got there. T'were lookin' forward ta gettin' ta rough someone up."

The Concordance

M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

"But, anyway, to make a long story short, we retrieve the items in question, and..." Conney looks over the note that was handed to him...."It looks like we have a place to go with them, do we not?"

Silver Crusade

Male NG Angel-blooded Aasimar Spiritualist (Phantom Blade/Fractured Mind) 3 | HP 27/27 | AC 19 (23 with shield)  T 12 FF 18 | CMB +5, CMD 15 | F: +6, R: +3, W: +5 | Init: +5 | Perc: +8, SM: +10 | Speed 20ft | tbd | Spells: 1st 4/4 | Active conditions: None.

Calvert looks to Gru'Gar, trying to play up that he's the leader and is waiting for his word to go.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

"Yes we have a place, time to be done with this business. Lets go people."

After we leave and are away from the warehouse

"Lets go find a place where we can talk, and keep an eye out that we are not being fallowed."

Out of all the items which ones would be the easiest to make / buy a copy of? I am thinking the mug and hat.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Duplicating an enchanted dagger would be a pain, and so would the enchantment that allows the mug to refill itself with clean water a few times per day. The text specifically says there's nothing special about the hat, though.


Jenk seems satisfied with the answers and outcome of the meeting.

"Alright then! Off you go, and let me know when you're done. Remember - no funny business. We want these people on our side."

After you're done in the Barracuda Cartage, you move to the location specified in Spider's letter.

Just because the outage took some of our time I will reveal that you do not need to make any copy of the items. ;-)

The journey doesn't take long, but you find yourselves moving through less and less people as you approach your destination. Walking people, anyway.

This place seems to be the part of town for the less fortunate. The already bleak buildings of Riddleport start to look more and more broken down as you move
towards the arena.

Tenements sprawl across the portion of the Wharf District between Zincher’s Arena and the solid-looking Gas Forges. A shop with a sign reading 'Seven Needles' stands at the end of a dim, trash-strewn alley.

The tattoo parlor is abandoned, its windows cracked and portions of its wooden trim looking like they were removed long ago. Getting in is not a problem. Either through one of the windows or cranky, unlocked door.

A thin, but very noticable dust layer covers the half-rotten wooden floor, and a few puddles, results of holes in the roof, produce a damp, moldy odour.

Perception / Survival 18:

Looking around, you notice a few sets of footprints in the dust, converging towards the northeast corner.

Whoever passes the above:

Perception 15:

The footsteps lead to a semi-rotten carpet thrown over the floor. It was recently moved, however, and removing it from its place reveals a trap door.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft
Pai Shecks wrote:
Duplicating an enchanted dagger would be a pain, and so would the enchantment that allows the mug to refill itself with clean water a few times per day. The text specifically says there's nothing special about the hat, though.

Agree...and wasn't the dagger put in a special/locked container/case as well?

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

"Hmm... If this is it, we should see signs of people walking through somewhere." Pale green eyes darting too and fro, she searches the ground, checking for any disturbed dust or tracked water. Her movements are almost like that of a hummingbird: quick and somewhat jerky.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Her face brightens, and with eyes sparkling she pipes up: "Hey, look guys! Footprints! They head over to the northeast corner." She seems genuinely surprised at her success and quite proud of herself.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

On a whim, she places her tiny foot into the nearest print, then another, as she steps in their footprints and makes her way toward the northeast corner. Her eyes are focused on the footprints tracked in the dust.

Silver Crusade

Male NG Angel-blooded Aasimar Spiritualist (Phantom Blade/Fractured Mind) 3 | HP 27/27 | AC 19 (23 with shield)  T 12 FF 18 | CMB +5, CMD 15 | F: +6, R: +3, W: +5 | Init: +5 | Perc: +8, SM: +10 | Speed 20ft | tbd | Spells: 1st 4/4 | Active conditions: None.

"Can we talk about our plan for making a mess of this relationship? I'm not sure what would be most effective, especially if we should leave the Lissalans alive."

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Myth nods. "Nice catch Pai..."

Perception: 1d10 + 9 ⇒ (9) + 9 = 18

..."...and look! It leads to this piece of shoddy carpet..."

The rogue slides the rug aside to reveal a trap door...

"...and what do we have here?"

Liberty's Edge

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Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

"Oooo!" Pai quietly squeals, jiggling with excitement. All this tracking is making her feel a mite sneaky and a lot excited. Then Calvert's words finally register in her mind, giving her pause. She suddenly freezes, then swivels to look up at Gru'Gar.

"Any ideas, fearless leader?" She chirps.

Liberty's Edge

stats:
Current HP: 17/17 | AC/T/FF: 16/14/13 | Fort +6 Ref +6 Will +0 | Perception +7 (+8vs traps); DD +9 (+10vs traps+magical), Low light | Current Bombs: 7/7

Once I get in I can see to quietly breaking something important. But what do you say, boss?


You see that the half-corroded hinges on the trap door are already loose, and you simply rip the entire thing out, revealing a ladder to the underground.

The trap door in the tattoo parlor leads to a series of stone tunnels beneath Riddleport. While they are not polished marble, someone definitely maintains the area in workable condition.

Somehow, the air still smells of blood, and animal urine - even if only slightly. The floor is otherwise swept, and the ceilings are illuminated with stones that burn a heatless, magical flame.

The stones are attached to the ceiling with a small chain each. Next to each stone you can find a series of three loops in the ceiling, and a triangular cloth hanging from one or two loops by hooks secured to each corner.

The hall just underneath the trap door is rather wide, but quickly narrows into a 10-ft wide tunnel leading deeper into the complex. In the middle of the tunnel, you see a simple drawing made of geometric shapes.


Spellcraft 18:

These stones are imbued with Continual flame

Perception 28:

The drawing in the tunnel is actually a glyph of warding. What does it do, however, is a mystery. Someone with a knack for the arcane might try.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

"Well right now I am thinking play it by ear. To disrupt this I am almost thinking that Mistress Pamodae has already gotten something in mind."
Tapping his finger on the box
"Remember she said that she would not open the box and not to hold the dagger. And if Jenk held it there would be an opening at the Barracuda Cartage.
So my only thought right now is to convince the leader of the cult to hold the dagger and see what happens."

The Concordance

M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
PER: 1d20 + 7 ⇒ (9) + 7 = 16

"Ah, cool spell!"

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Perception: 1d20 + 10 ⇒ (16) + 10 = 26
oh so close, does anyone have any thing to push me over?

Grand Lodge

Male <ountain Dwarf Fighter (Armor Master) 1 | HP 13/13 | AC 19 (+2 vs. Abberations) T 11 FF 18 | F +4 (+2 vs. Poison) R +1 W +0 (+4 vs. Spells)| Init +1 Perc +5 Drk 60ft |Dbl Waraxe +4 1d10+3

While still squeezing his bulky armor and weapons through the opening of the trap door, accompanied by a lot of colorful phrases in Dwarven that should not be repeated, Reidog hears Gru'Gar's suggestion.

The realization stops him mid-swear.

"Boss, yer brilliant. That devil turned fairy harlot did warn us 'bout the dagger. Oh, them tricksy vengeful Calistrians!

I'd suggest we make sure we's far away from tha box when it does get opened."

Liberty's Edge

stats:
Current HP: 17/17 | AC/T/FF: 16/14/13 | Fort +6 Ref +6 Will +0 | Perception +7 (+8vs traps); DD +9 (+10vs traps+magical), Low light | Current Bombs: 7/7

Perception aid Gru: 1d20 + 7 ⇒ (1) + 7 = 8 - Drat. Sorry

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Not sure if Aid Another is allowed on Perception...but will try in case it is…

Myth will assist Gru'Gar in trying to decipher the geometric drawings in the tunnel...

Aid Another (Perception): 1d20 + 9 ⇒ (17) + 9 = 26


Together Myth and Gru'Gar check everything and find out that the glyph is set to trigger a trap but you do not know what it does.

Detect Magic and kn(arcana) please.


Or spellcraft would work too.

Silver Crusade

Male NG Angel-blooded Aasimar Spiritualist (Phantom Blade/Fractured Mind) 3 | HP 27/27 | AC 19 (23 with shield)  T 12 FF 18 | CMB +5, CMD 15 | F: +6, R: +3, W: +5 | Init: +5 | Perc: +8, SM: +10 | Speed 20ft | tbd | Spells: 1st 4/4 | Active conditions: None.

Calvert concentrates, sending out a pulse of magical energy as he tries to decipher the glyph.

detect magic and will use spellcraft
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

The Concordance

M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21

Conney joins Clavert in trying to decipher the glyph.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai feels kind of useless right now. All the big guys are figuring things out, and she feels like a little kid tagging along with a bunch of grownups during a researching jaunt in the most boring section of the library. Knowing better than to wander around in case of traps, she stays put and stares up at the triangular pieces of cloth. "Hmmm... I wonder what those cloths are for. Oh, what spell, Conney?"

Silver Crusade

Male NG Angel-blooded Aasimar Spiritualist (Phantom Blade/Fractured Mind) 3 | HP 27/27 | AC 19 (23 with shield)  T 12 FF 18 | CMB +5, CMD 15 | F: +6, R: +3, W: +5 | Init: +5 | Perc: +8, SM: +10 | Speed 20ft | tbd | Spells: 1st 4/4 | Active conditions: None.

boon roll please?

The Concordance

M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

"Oh, the spell? Its not so much WHAT the spell is as how it is being USED here. Continual flame on a stone for such illumination."

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

"And Reidog, that is why the half-orc is in charge."

Gru'gar has a big toothy smile and puffs out his chest

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai nods appreciatively at Conney's explanation and chuckles at Gru'Gar's response to Reidog. Then, after a moment of glancing from one party member to another in the hopes that one would declare that it's time to move on, she sighs softly and begins picking at the dirt under her nails.


Very sorry for the delay. I was traveling for work and remotely GM updates are not so easy and to be honest I had the other games better prepared than this game and the outage led to new games starting. :-( As stated you decide when we roll boons so as requested by Calvert and as presented in the discussion see below. 19-20 wins I was told. Good luck. I will update the game sometime during the weekend.

GM Nowruz boon roll: 1d20 ⇒ 19
Calvert boon roll: 1d20 ⇒ 16
Conney boon roll: 1d20 ⇒ 5
Gru'Gar boon roll: 1d20 ⇒ 10
Myth boon roll: 1d20 ⇒ 8
Pai boon roll: 1d20 ⇒ 7
Reidog boon roll: 1d20 ⇒ 11
Sapper boon roll: 1d20 ⇒ 17


Wow. This the first convention boon ever. The rolls in my other tables were not successful for anyone yet.

Calvert and Conney together find out that this is a magical trap that will cast ‘dispel magic’ on one of the walls. You believe you could disarm it or dispel it.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth shakes his head. "I'm good with traps...but not magical ones..."

Snipers don't get Trapfinding...

Grand Lodge

Male <ountain Dwarf Fighter (Armor Master) 1 | HP 13/13 | AC 19 (+2 vs. Abberations) T 11 FF 18 | F +4 (+2 vs. Poison) R +1 W +0 (+4 vs. Spells)| Init +1 Perc +5 Drk 60ft |Dbl Waraxe +4 1d10+3

Reidog readies his shield, wondering if the wall is going to fall.

"We ready fer dwarven trap detection then, boss?"

While waiting for an answer, he considers the situation.

"Weren't we expected? Why did them Lissalans leave traps if they want their payment?"

Liberty's Edge

stats:
Current HP: 17/17 | AC/T/FF: 16/14/13 | Fort +6 Ref +6 Will +0 | Perception +7 (+8vs traps); DD +9 (+10vs traps+magical), Low light | Current Bombs: 7/7

Disable: 1d20 + 11 ⇒ (16) + 11 = 27
Sapper steps up and cracks his knuckles. I got this!
He examines the circle, then carefully disrupts a small intersection of lines and circles on the right.


Can anybody please cast guidance on Sapper. Myth, you like to aid?

Silver Crusade

Male NG Angel-blooded Aasimar Spiritualist (Phantom Blade/Fractured Mind) 3 | HP 27/27 | AC 19 (23 with shield)  T 12 FF 18 | CMB +5, CMD 15 | F: +6, R: +3, W: +5 | Init: +5 | Perc: +8, SM: +10 | Speed 20ft | tbd | Spells: 1st 4/4 | Active conditions: None.

Calvert places a hand on Sapper's shoulder, letting occult forces guide his work.

cast guidance on Sapper before he attempts to disarm the trap.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Absolutely! I didn't know if I could aid on magical traps...

Myth will try to help Sapper with the mechanical portions of the trap...

Aid Another (Disable Device): 1d20 + 13 ⇒ (19) + 13 = 32


You are right Myth. Sorry. No aid possible if you cannot disable magical traps. .

Sapper receives guidance from Calvert and moves in with his tools and carefully moves around the rune to not trigger it.

After careful examination, he works his magic and cuts some of the rune's connecting lines. The glow dissipates without anything being triggered.


See map. Place icons please.

You continue to move through the narrow tunnel, revealing a large room on the other end. Several tunnels meet in this room. Three wooden tables and a number of chairs are stacked here, out of the way, along with a shipping crate about two feet square. To the east, a portion of the stone wall stands ajar a few inches (marked by 'S').

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai cocks her head, listening for sounds of people or creatures nearby.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Pai concentrates and hears faint moaning, chanting and whipping sounds.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar tries to pick out where the noise is coming from

Perception: 1d20 + 10 ⇒ (12) + 10 = 22

He gets a +11 to spot traps 10' away with trap spotter talent, just a reminder


You slowly walk forward.

While nobody is here now, it seems this place is a 'common room' where the cult spends their time when not performing their duties or sleeping. It is empty now, however. Most of the place is tidy, except for a few mugs and plates on the tables in the room. Nothing special.

The shipping crate is filled with... dolls? Dolls without mouths nonetheless.

Kn. Religion 15:

These dolls are no mere toys, but rather icons of Lissala carved with careful precision from quality wood and coated in gold paint.


The chanting seems to come from almost everywhere.

The whipping and mouning comes from the room next to you.

Room A

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd / Slayer 1st| HP:29/76| AC:30 T:17 FF:20 | CMB:10 CMD:26 | Saves F:+11 R:+18 W:+6 (+2 vs enchantments) | Init:+13 | Per: +16| 30 ft

Myth sees the tidy room and grins. "We may as well start here, eh? Maybe 'untidy' it a bit, break these fancy dolls, maybe...and leave one of our Aspis badges behind after doing so, don't you think?"

The Concordance

M Half-Orc Alchemist 3 | HP 21| AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +7, R: +10, W: +5 | Init: +4 | Perc: +7, SM: +1 | Speed 30ft | Active conditions: None. | BOMB: 8-Day 2d6+3 dc 14

"If that is what you think is best, have fun. But, with the chanting, lets find the source first, we can always come back and destroy and make all the noise you want later. Now? Maybe discretion?"

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai nods at Conney's words, speaking low so her voice won't carry. "Yeah, and we have to be careful we don't make it too obvious. What Apsis agent would be careless enough to leave their badge right where they were messing with things? I would think that would be too convenient and be suspicious about where it really came from. But that's just me. Anyway, we need to find someone to give this stuff to, so I say we follow the sounds. If we bumble into someplace we're not meant to be, all the better."

Taking one last curious and disgusted look at the mouthless dolls, Pai turns and heads toward the room from which the whipping and moaning can be heard. Following the wall around in search of the door, she pauses at the first one she finds, waiting for the others to join her. Then she whispers: "Check for traps, anyone? Just in case?"


You move to the southwestern room.

This room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.

You find three Lissalan cultists on the tables, unconscious, and two tieflings move between the priests, peeling away skin in the shape of the Sihedron rune and occasionally whipping.

A venomous snake whithers on the floor, and observes the process.

As soon as the specialists notice you, they start shouting: "Hey! You have no business here! Get out or we'll cut you up into little pieces!", and turn their knives towards you with threatening expressions.

The snake hisses at you wildly.

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