The Twisting Tree (Inactive)

Game Master Mug

The world is The Tree. Tossing to and fro with the winds of change. Under siege from vermin, fire, and chaos. The Tree needs it's Thorns to protect it, Pruners to guide its shape. Are you up to the Task? -Pruner


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Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Keelix reads over the note, thinks for a few moments, then looks back to the rest,

Well, lets get to it then, time presses.


Knowledge check results

Councilman Lann:
According to your experience and knowledge obtained on this man thus far he seems to come from old money, and leaned heavily on his finances to obtain a seat on the council. His main goals seem to focus on the sale and purchase of huge tracts of land for Molthune, and the subsequent development of the land into farms, crops, or pasture. He stands about 5',8" tall and weighs near two hundred pounds, with sandy blond hair which is showing hints of silver. He loves to wear a grey vest and frequently moves about without his coat. His wife, Marna Lann, is often seen attending the balls and parties of the social elite, as often with her husband as by herself.

Mulberry Street:
Located on the seedy side of town, Mulberry street is known for crowded factories and large storage facilities. Guards rarely venture down Mulberry Street as the general populace tend to avoid it as well. It's common knowledge that the black market thrives out of many an 'abandoned' warehouse on Mulberry street. Factory workers bustles in and out of large structures during the day, and then scurry home before the setting of the sun. If you see anyone moving about on Mulberry Street after dark, the generally accepted practice is to run the opposite way with all haste. Beggars, street urchins, whores and gangs can be found aplenty in the dark alleys of Mulberry Street.

Red's Jewelry:
Owned by the well-known Madam Red, this store is actually run by three sisters, Rallah, Shannol, and Melvine,(you guessed it) all of them red-haired and fiery. They run a legitimate business as far as anyone knows, having many connections outside of Molthune bringing precious stones in. The sisters crafting -or possibly oversee- the crafting of many fine pieces of jewelry.


Albrecht's speech quickens as the excitement of the assignments takes hold of him and he stands at the ready. "Very well, ready when you are. Any special preparations before we go or should we depart immediately? Time is of the essence - to Mulberry then to case the warehouse?"


LN male hobgoblin rogue 2

Halbrin pulls his dagger from the crate and pushes off, landing lightly on the floorboards. "Sounds like a plan, Alby."


This is actually an outdoor area, so you actually landed on the hard packed dirt. :P It is presumed you have your things with you or nearby, knowing that this test was coming up you would have had your gear handy.

You head across town together, an odd combination of beings by any standard, but also a recognizable group. Your business dealings have alerted most of the business and working world of Molthune, and you have been accepted as honest business people. Old prejudices still exists of course, no level of business expertise can abolish hatred. But you are all accepted in Molthune, whether grudgingly or with open arms.

As you leave the lit streets of the business district and cross a few street, you can see and sense the difference in your surroundings. Shadowy figures huddle in doorways, casting suspicious looks at any passerby. Feral dogs and cats yowl and screech in alleyways, or slink silently away in fear. Occasionally you see bodies lying in gutters, some breathing the deep slumber of drunken creatures, other bodies lie much more still. You pause in shadows more than once as large groups of men, boys really, rumble down the road in large packs, whooping and hollering after some quarry or another.

Nearing Mulberry Street, you stop at a shadowed intersection some distance away which gives a discreet view of the street in front of the large West Warehouse. There are several other warehouses on the street, and each have a single lantern outside the single door. Several have humanoid guards with weapons leaning nearby, some holding leashed dogs, others appear to not be guarded at all, but no one would leave their warehouse truly unguarded. Some tales say owners purposely leave the door open, encouraging the desparate or foolish to enter - those who are foolish enough to enter those portals are rarely seen again. Before the doors of West Warehouse stand four men, gathered around a brazier with meat roasting above it. Several stray dogs linger at the edge of the firelight, sometimes whining, other times snarling at the big men and their roasting meet, but none dare approach. The guards stand about five feet from the small portal, which is set into a much larger set of double doors, which would open to reveal a 20' gap if someone chose to do so.

The entire width of the warehouse is 40', and is probably twice that deep. The sides are sheer for 20' before the first roof, and then a smaller second story, which extends another ten feet up. There are no glass windows on the building, but there are window covers on the near half of the second story, none of them open. There are no windows on the walls of the first floor.

On the street all is dark except for 20' circles of light radiating from the portals of most warehouses. The portals are offset, meaning the light never quite stretches all the way across the street, allowing darkness to snake it's way down the middle of the street. Your group is on the north side of the street, the door of West warehouse of the south side and about 80' away.


Albrecht hunches over, hugging the shadows and whispers to the others, "So, looks like the obvious way in is past the guards, but we need to spare them. We also don't want to engage the attention of any of the others on the street. Some kind of bluff or ruse? Intimidation? Perhaps a distraction that would enable one of us to sneek in or incapacitate them? A sleep spell would be very handy right now. Or maybe Keelix could investigate a rooftop entrance?"


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

I can lower a rope from the roof so that we can climb out of sight of the guards. Let me take a closer look.

With that, Keelix raises his wings and leaps into the air, gaining altitude so that he can glide over the roof and not have to flap his wings.


LN male hobgoblin rogue 2

Halbrin pouts as he watches Keelix ascend into the sky. "I guess that will work, but it seem so borin'."

Once the Strix is away Halbrin turns to the others "Bein' seen is one thin', bein' noticed is another. Unfortunately, we're a fairly noticeable bunch. Even someone who simply recognizes our races would be able to identify us, if they had a mind to do so. For some of us that aspect of our identity is difficult to mask, and we need to leave a witness. Any ideas?"


"Good points Halbrin - maybe stealth is our best option for this one, too much is at stake. Even if they connect us after the fact it could prove to undo all we have worked for. I'm concerned a basic disguise or distraction may not be enough."


Keelix, give me a perception check. Halbrin, what do you mean that you need to leave a witness?


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Perception: 1d20 + 10 ⇒ (11) + 10 = 21.

Liberty's Edge

Male Aasimar Magus 2

With a smirk, Velasar replies dramatically to the lovely Suli, "Oh ha-freakin-ha, dear Eli." A genuine smile lights his face at the end of the comment however, attempting to communicate his sincerity in that all (whether true or not) has all been in friendly jest and banter.

Seeing Pruner arrive, Vel gives a subtle nod towards him "Boss." Velasar takes the small chiding Pruner gives about timeliness (though such a minor vice compared to the many others....

He listens to the missions, peeking over Elianna as she looks at the drawing of Parrin. "Egads, he is not at all...he may not recognize us in the end, but gods, that face will haunt me forever!"

To Albrecht he chuckles slightly, walking past Eli towards him and adds, "Good Half-Elf, in the end, all the world are thieves and pickpockets...we simply choose different targets...and some," he pauses, holding up a small coin purse branded with the letters 'ES', "just do it easier then others." Velasar smiles at Eli, tossing the purse back her way with a wink. Note: I didn't roll or anything like that to grab the purse - just RPing my overconfident arrogance with a small prank. =)

Hearing the details from Halbrin about the local area and combining them with his own minor knowledge, he shakes his head at Al's statement, adding, "Agreed, but we might want to disguise ourselves a bit since the ugly man isn't supposed to see our faces."

Near the warehouse now, Keelix takes off towards the roof, leaving the others to wonder if that's the best idea or not, Vel especially concerned they didn't discuss what to do before the Strix flew off. "Well, that's an option...but I agree with you guys that we need to try to not be seen at all, and most definitely not be noticed. So, shall we create some disguises before our winged counterpart comes back? And if we need a distraction, I can throw a little magic towards the guards to help us out there." He pauses a moment before continuing, "And Hal, I don't recall Pruner saying anything about witnesses, other than needing to leave Parrin alive...but he doesn't need to witness anything."

I'd like to detect magic with a spellcraft roll of 1d20 + 6 ⇒ (8) + 6 = 14, looking for any magical wards or such specifically, but any type of aura in general as well on or around the warehouse.


The clerics flight over the warehouse has revealed the guards out front appear as bored and inattentive from an overhead view as they do from the ground. The alleyways on either side of the warehouse are dark, and seem deserted. The alleyways go only a short ways in before a large wall separates the front half of the building from the back. The rear of the warehouse seems to be quite active, you note at least a dozen men working. They seem to be moving boxes from around the yard, and from inside the warehouse into stacks near a large rear gate. Light shines brightly from the open rear doors of the warehouse from somewhere inside. Although things are quiet out front, that does not appear to be the case out back.


Velasar - As you're about 80' from the front door of the warehouse, your 60' cone of magic detection just catches the thick stone edge of the warehouses nearest corner... and reveals no magic emanating from the wall. The shift of the cone does reveal some minor enchantment on the portals of the nearer buildings, further focus reveals these auras to be practically the same, and may or may not be hiding smaller auras

Valasar - K(arcana) DC17:
The aura lingering on the nearer portals are all from the school of Abjuration.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

What is the roofing material on the warehouse? Slate, Wood, Thatch, etc...

Having scouted the warehouse, Keelix will return to his friends and report.

The guys in front are practically asleep, but there are many people in the back moving and hauling and such. Though they do work in an area of bright light so their nightvision is going to be pretty bad. The sides of the building are deeply shadowed and, as far as I can tell, unguarded.

Liberty's Edge

Male Aasimar Magus 2

"Good scouting my friend. I would also like to report that there is a bit of minor abjuration magic on the portals on the warehouses around us...unfortunately, without getting closer, I can't tell more about our warehouse other than that corner nearest to us is free of magical auras. What now chaps and chappette? Perhaps a couple of us don a worker's disguise and simply blend in, the others keeping an eye on us and the surrounding area?" Velasar isn't all that happy about splitting up, but the five companions getting in all at one time without anyone noticing seems fairly unlikely.


LN male hobgoblin rogue 2

I am speaking of Parrin. We have to retrieve a key from his person and attempt to leave him alive, all while remaining unidentified. In all likelihood this means he will become aware of our presence: Even in a group of stealthy characters, someone eventually rolls low. If he doesn't notice the theft immediately, Parrin is likely to figure out the group of intruders are the culprits when it is discovered. Hence, we are leaving a witness.


@Keelix, the roof is made of wood as far as you can tell. @Halbrin, oh I see. I just wanted to make sure the instructions were clear. Sounds like they were. Your comment had me worried I'd implied he'd had to witness something rather than survive something. Semantics.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Adding to his report, Keelix shares the compositions of the roofing, So we can have a decent chance of being unheard if we move carefully. As for Parrin, is there any reason why we cannot simply knock him out before he sees us, take everything on his person except his clothes, steal other valuables, and call it good? Also, we should have you scout more of the inside before we decide on a strategy, Halbrin. It may be that Parrin is alone and accessible, there is also the chance that he is not actually carrying the key.

Liberty's Edge

Male Aasimar Magus 2

"We might be able to daze him or distract him with a spell...I could even make us almost completely obscured from view for a minute or so. Either way, I am agreeing with both Hal's and Keelix's thoughts - now we must combine them and get this done, quickly and efficiently!"


While you are discussing things, you first hear, and then see a rough-looking group of a dozen thugs walking from left to right. Their direction will bring them past the intersection you're waiting at. As you're in shadow they haven't spotted you yet, but they hold aloft several torches. They're movements are too loose to call them guards, but they do seem to be some type of patrol. The guards stationed outside some of the warehouse doors, trade familiar curses and jests with the patrol as they pass. They maken token glances down alleyways and nearby nooks, but do not go out of their way. They travel more or less down the middle of the street. Do you wish to remain where you are, at the intersection against the building? Or move elsewhere?

@Valasar - In reference to your knowledge check, I usually like to see the rolls you make in a post. If they're in a post with other information or by themselves it doesn't matter. If you can make a check by taking 10 I still would all of you to notify me you're doing so. Not that I don't trust you but I like everyone to be on the same page... Plus I don't trust you. ;o) j/k.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

If I can see him, I can try to paralyze him where he stands. Then he can be knocked unconcious with ease. But all of this hinges on us getting into the building. Shall we ascend to the roof?

EDIT: Seeing the 'patrol,' Keelix beckons his friends into an alley. We must not be seen.


The group moves quickly into a nearby alley, and the patrol passes by without incident, moving off down the street and out of sight.


LN male hobgoblin rogue 2

Halbrin watches the makeshift patrol continue past the alley before answering the previous question. "Lead the way, Featherhead; if we're goin' to do this, best to move out now."


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

A low chuckle comes from Keelix at Halbrin's customery name for him. Keelix has long since grown very thick skin and has never seemed to take offense at the appelation.

Glancing about to see if anyone else might observe them,

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

Keelix leads the way cautiously to the side of the warehouse where the shadows are the deepest.

Turning to Velasar, Can you see if there are any active spells on the roof? Alarms or anything?

Provided the way is clear, With a jump and a couple wing beats, Keelix alights on the roof and swiftly lowers a rope to his companions, while keeping an eye out for anyone who might observe them.


You sticks to the dark area of the street, and make it across to the alley next to West Warehouse without incident. There doesn't seem to be anyone about to notice your clandestine activities as you each start the 20' climb.

Feel free to take 10 if you're able. DC 5 to climb 1/4 your normal speed. If rolls are needed, roll enough times to make it the 20'. If you fail by 5 or more you fall from whatever height you've reached.

Liberty's Edge

Male Aasimar Magus 2

Approaching the warehouse with the group, Velasar has already begun searching for magic auras on the building itself now that he is closer to it. On it already Keelix...

Detect Magic to check for auras, if so and there is time/opportunity, will concentrate as long as I can to get further information
K(Arcana) check:
1d20 + 6 ⇒ (12) + 6 = 18


Seeing that Velasar is attending to the assessment of the rooftop, Albrecht casts Guidance on the group in preparation for their climb.

He whispers, "I agree that stealth is really our only option, there are just too many people about to risk an encounter that might draw multiple parties in."

Albrecht proceeds to pull himself up the rope.

First 10' at 1/2 normal: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Second 10' at 1/2 normal: 1d20 + 6 ⇒ (8) + 6 = 14


Velasar detects magic on the portal, and on the person of one of the guards standing around the small fire. The door, as the doors on the other warehouses, reflect Abjuration magic. There are two auras on one of the guards, one conjuration and one transmutation. However you don't seem to have line of sight to either of those objects, and so cannot determine the properties of whatever those auras are attached to.


LN male hobgoblin rogue 2

Climb Take (10) + 5 = 15
Stealth Take (10) + 13 = 23

Halbrin scampers up the rope without effort, his proportions making him look like a large ape in the darkness. As he waits for the others to make the accent the hobgoblin moves to the nearest window and begins examining it in the hope that it will provide access to the building's interior.
Perception 1d20 + 5 ⇒ (6) + 5 = 11


Keelix, Albrecht and Halbrin quietly and quickly make the first rooftop under cover of darkness, Valasar and Elianna loitering in the shadows of the alley. Halbrin inspects the windows, finding that the wooden cover lifts easily. The covers open outward on hinges at the top of the window, and a thin piece of wood on the inside swings down, allowing one to prop the window cover open. The hinges squeak a bit as the cover is lifted.

Peering inside Halbrin can see the interior is largely covered in shadow. The entrance and the rear of the building are brightly lit. Running along the second floor are a series of catwalks, with stairs giving access from the ground floor at the corners and ladders at several side to side catwalks in the middle of the warehouse. You see no activity in the front of the warehouse, but there are several rooms there, probably a receiving room or a place for patrons to wait.

At the back of the warehouse there is a steady trickle of workings coming and go out the open and huge rear doors. Above the rear entrance is another wall of rooms or offices. There appear to be several lights visible through the windows of those rooms. It's hard to tell from your angle how deep the 2nd floor offices go.

An armed man can be seen wandering around the aisles of boxes, crates and shelving, a lantern illuminating him and a small pocket of his surroundings. The man is currently on the far side of the warehouse, headed toward the front, and doesn't appear to be in a hurry.

All this can be seen during Halbrin's quick glance inside.


Albrecht braces himself by leaning against the slope of the rooftop, periodically scanning the alley and street while Halbrin peers into the warehouse.

"Sounds like the rear, second floor offices are a more likely location for our mark. Theres' no guarantee that Parrin's even in there, but if he is sounds like we have lots of options as far as getting the key from him. Its one thing if he has it on his person, another if we need to extract the location from him. We need to subdue him, maintain our anonymity but be able to interrogate him if needed. Halbrin this one seems to have your name all over it. Thoughts?"


LN male hobgoblin rogue 2

The hobgoblin draws his daggers eagerly, then pouts a bit as he stares at the blades. "I probably shouldn't bleed him, should I." Halbrin eases himself through the window, his feet barely making any noise as he crouches on the catwalk. "I'll check the rear offices, see if our mark's inside one of them. The rest of you best come in out of the cold; try not to be seen."

Halbrin cautiously advances toward the offices, placing each foot carefully to avoid making any unnecessary sound.

I'll Take 10 on my Stealth checks when possible. I'll advance around the catwalk to the offices and attempt to observe through the windows without being seen. Let me know what checks you wish me to roll.


Albrecht nods in agreement with Halbrin. He silently pours himself through the window onto the catwalk and sinks into the shadow of one of the warehouse's suporting beams, maintaining a view of as much of the interior as possible. He casts Guidance on Halbrin.

Albrecht will take 10 on the stealth check and will use Sift to aid in his perception of farther objects if necessary or beneficial.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Keelix motions for the other two to come up the rope.


I'll need stealth rolled at this point. Things are too 'tense' to take 10 now.

Moving quietly and in the darkness Halbrin and Albrecht move to the offices. The workers continue to move in and out the back doors, going about their business, oblivious to the intruders. The lone warehouse guard starts back along one of the farther aisles, a little closer, but still has a few more rows to go before his light will be near enough to illuminate you.

Halbrin's peek through the window shows a single room with two doors, one on the far wall and one on the right wall. Two armed men sit in this room on low stools, rolling dice at a makeshift table, and are engrossed in their game. The room is small, only 10x20 feet, and the light source is a single candle on the table the two men are using.

Int DC10 / K:(Engineering-Must be Trained) DC5:
You're pretty sure that the dimensions of the entire office area could only extend another 15' from the far wall (lets say north wall), and maybe an extra 10' from the right wall (lets say east).

botting:Elianna and Velasar climb slowly to the top of the roof, drawing the rope up behind them. They move to the open window and watch the others. I don't want to bot them further than this. But at least they're on the roof!


LN male hobgoblin rogue 2

Stealth 1d20 + 13 ⇒ (2) + 13 = 15
Knowledge (engineering) 1d20 + 7 ⇒ (3) + 7 = 10

Really!? I'm the one that eventually rolls low. Hopefully my bonus will prove sufficient enough to offset it. I'll hold off on further action until Mug has a chance to tell us if I've alerted the guards.


The guards remain unawares as Halbrin peeks through the window. You might get the feeling that this isn't a very exciting job.


Stealth: 1d20 + 6 ⇒ (10) + 6 = 16


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16.


Female Suli Fighter (Armor Master) 2

Elianna skulks through the darkness to the rooftop and climbs the rope with ease. Taking 10, results in a 17. When she gets to the top, she peers in after Halbrin and Albrecht, but decides to not follow immediately. Eli knows that she is not exactly quiet when moving about, and figures it is better to stay as a reserve, in case Halbrin and Albrecht are compromised. She leans over and whispers "Vel, if there is any trouble we ought to be able to drop down and give Albrecht and Hal an escape route." With that, she draws her shield, but leaves her sword stowed in case she needs a free hand once she gets down there.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Tucking his wings in close, Keelix slips through the window. Not wanting to move too far, he slips further into the shadows near the edges of the window watching Halbrin and Albrecht move further into the warehouse.


Just in case it wasn't clear, the entire party is on the same level, the 2nd floor. The windows from the roof open right onto the 2nd floor catwalks. Just making sure since you said 'drop down' Elianna.


As I had some time this evening, here's a crude map for your viewing pleasure **Map Link** You're seeing about half the warehouse at this point, and everything is in darkness except the light from the offices and the front and back doors, and the patrolmans lantern.


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

I assume that those of us with darkvision and low-light vision can see pretty well inside?


Correct, 20ish feet past the light sources for the low-lighters, and 60' for the darkvisioners. Of course everyone can see where the light sources are shining; The office window, the back and front door, and the patrolmans light.


Female Suli Fighter (Armor Master) 2

Ok, I get it now. The map helps a lot. Well in any case, Eli is standing back, but ready to enter should there be trouble. I guess she will draw her sword as well.


LN male hobgoblin rogue 2

Indeed, the map is a great reference. It changes my impression of the situation completely; I wish I had thought to ready a disguise back in the alley.

Halbrin glances at Albrecht, then at Keelix on the other side of the warehouse. The hobgoblin holds up two fingers, tipping his head toward the window as he does.

Are all the guards/workers human, or are they of mixed races? Do they have a common uniform or armor?


You can see the guards out front are well armed and armored, the workers don't appear to be armed at all, except for tools they're using. The patrolling inside guard and the two gamblers you see through the office window all are armed and lightly armored. They are not wearing uniforms, but seems to have a rough collection of pieces making up their armor. Every guard you've seen thus far appears to be human, although some of the workers could be dwarves, some half-orcs, hobgoblins, and a few other races.


LN male hobgoblin rogue 2

Halbrin waits for the patrolling guard to move as far away as his round take him before quickly removing his chain shirt, trying to be as quiet as possible in doing so. He hands the armor to Albrecht along with his silvered dagger and bow. The hobgoblin then tucks his remaining dagger out of sight in the folds of his sleeve.

Stealth (Remove Armor) 1d20 + 13 ⇒ (10) + 13 = 23
Sleight of Hand (Conceal Daggers) 1d20 + 12 ⇒ (4) + 12 = 16

He leans in close to whisper to Albrecht. "Time for a distraction. Give me a bit to get into position before coming in, but don't take too long. When you do, strike fast." Halbrin waits once more for the patrolling guard's rounds to take him out of sight then stands, takes a moment to slump and compose himself as a weary laborer, and strolls through the door, closing it behind him.

Disguise 1d20 + 7 ⇒ (18) + 7 = 25

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