Rocking Horse

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Organized Play Member. 1,170 posts (2,199 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.


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Really enjoyed your last post DSX.

Stir the pot!


Count me in. Just need to come up with an alias.


It's over :(

Any plans for a next game :)


Ditto


I meant a list of the remaining players. Not what role we know or suspect thsy are.

DougFungus
Dash
Duke
Sven
Alexander
Robert
Mike
Jimmy

Have i missed anybody?


I was just going to make a post when I saw that, now I don't know what to do either. A bold statement like that makes for tough game play.

Does anybody have a living player count with roles and names? I just don't have the time to assemble one right now.


I too am heading out of town Friday- Monday, however I should still have Internet access. Just giving a heads up in case I actually don't.


Hey Meows, What are the win conditions for this game? Can the bad guys win by having the same numbers as the good guys or does one side need to completely eliminate the other?


Duke Leto Atredies wrote:
Meowselsworth, you might have to run another one for us! : )

Playing this has actually peaked my interest in running another Mafia/Werewolf/Assassin PBP. Following this I'd happily run an Ultimate Werewolf (Delux Edition) game modified for PBP if there is enough interest. The rules are slightly different, but I could see it being a ton of fun.


I'm determined to keep the ball rolling no matter how much I have to interfere with your backstories. :D

Commitment: 1 post/day


Just wanted to let you guys know that it's a long weekend here in Canada and I'm packing up the family to go to the cabin where I will have no internet. I'll be back Monday just in time to see my character get lynched. ;)

Have an awesome weekend everyone!


So, I haven't been on the Paizo boards in what seems like forever. I log in for a bit of quick research only to find a PM from Meowselsworth inviting me to a Mafia game! To my surprise I find that most of the band is still together too!

How is it going guys? It's been a while. I'd love to play if I'm not too late.

EDIT: Reading back through this thread I can't believe how many times I've been referenced.

Seeing that I haven't missed the startup date, you guys can definitely count me in!


Tuck and friends, check out the game play tab for info on the town you'd find using diplomacy. I'll give you everything up front even though id suspect it would take at least a day to uncover it all. I have a hefty log of NPCs and additional info should you want to ask any individual(s) questions or locations you'd like to explore in more detail. Let me know if there is any additional info you're looking for that I might not have posted.


He gets a new save every round. If he passes he takes actions as normal.


Yes, you can Aid Other to remove the mask. As for Unbreakable Heart, I would think not. The mask functions as a Dominate Person spell which looks to operate just outside of Unbreakable Hears't parameters.


Dyson looks pleased at the thought of exploring the Crypt. "I think the Crypt would be an excellent place to begin looking. The sooner we can put an end to the Knight's madness, the sooner we can start planting our crops. Granted it may be a little late in the season, but we need to atleast try."

Elder Murdows replies to Robinet: "A symbol of hope is exactly what our people need. Your presence here makes us look like we are doing our jobs which is equally beneficial. A few of our villagers have already taken desperate actions out of hunger and each has ended up dead as a result. Getting out there and getting to know the villagers will put their minds at ease for at least a little while." he motions to Tuck: "This gentleman's gesture of supplying them with a beast to eat will already go a long way. They are sure to love you. I grant you unrestricted access to Ossington. Look around and get to know the place."


Kaylee Pruitt wrote:
What do I need to roll to attempt to remove the mask?

Removing the Mask will require either a CMB check to try and pull it off your face or you may attempt to break it using an attack roll. Feel free to get creative if you have any other ideas.

Initiative:
Kaylee
Masks
Vastar
Kerret
Lorant
Lector

  • Vastar steps to F-15 and Channels Energy.

    Swoop is overwhelmed by the mask swarm and feels a little dizzy. Never the less, he escapes the swarm and clings to the ceiling.

  • Kerret casts Ear Piercing Scream. The spell looks to affect the creature more than it should. Kerret moves.

  • Lorant feels the battle is not going well enough in the enemies favor and feels compelled to call for help to assist them. Forces outside of his control cause him to move to H-21, throw open the double doors and shout "HELP, THE INTRUDERS ARE IN HERE!" This draws the attention of 2 priests who are standing guard at the staircase.

  • Lector moves to G-17

  • Kaylee, both you and Lector tired to move to G-17. Since his turn came first in the initiative order he will get it. Please revise your move action and choose how you would like to attempt to remove the mask.

GM ONLY:
Mask Golem 16 Damage
Egarthis 67 Damage(unconscious)

Summary:

Kaylee HP 29/29 AC 11 Mask
Lorant HP: 19/40 AC 17 Mask
Vastar HP 25/25 AC 12
Lector ? ?
Kerret ? ?
Swoop HP 13

MAP!


I'm alive everybody!

I don't find any of your concerns a surprise and I apologize for the long absence. As you may all recall from last year when I disappeared that this is my busy season at work. I'm getting flip-flopped around between days and nights working 10-12+ hours a day and still trying to make time for three kids and the wife. I'm trying to do everything I can to stay caught up with my PBP's but when it comes down to it, it's just hard to prioritize above all my other commitments (I've had my current post half complete for over a week just sitting on my computer screen).

That being said, I'm still going to do my best to make updates as often as I can. This is my first, and longest running PBP and also my longest lasting group in RL. I dont want to loose it. If you're all not comfortable with the pace and want Vastar to take over for a while until I slow down again It would relieve a little pressure. I can also continue GMing without issue but updates will be sporadic until around Autumn as my current work project is scheduled until August.

Lector Rhomelus wrote:
I might be overthinking things, but sorry for not being particularly helpful during this encounter. I think it somewhat goes without saying that my direction with Lector's build was somewhat misguided. If we live to see level 5, I hope I can do something to make him more practical in combat.

I wanted to comment on this weeks ago when it was posted but never got the chance.

Lector is a great build for this module! The only thing is that things never played out the way the module intended. Had things gone in the intended direction Lector would likely have been the most valuable player in the lot. As I had mentioned before, the module is extremely RP heavy. Players are supposed to engage in this fight and thats about it.


Initiative:
Kaylee
Masks

Vastar
Kerret
Lorant
Lector

[list]

  • Kaylee holds action.

  • The Maks swarm moves ahead 10 feet to cover Vastar, Swoop and Kaylee.

    Damage Vastar: 1d6 ⇒ 4
    Damage Swoop: 1d6 ⇒ 6
    Damage Kaylee: 1d6 ⇒ 1

    Combat Maneuver/Masks of Control Vastar: 1d20 + 8 ⇒ (2) + 8 = 10 Fail!
    Combat Maneuver/Masks of Control Swoop: 1d20 + 8 ⇒ (9) + 8 = 17 Fail!
    Combat Maneuver/Masks of Control Kaylee: 1d20 + 8 ⇒ (6) + 8 = 14 Pass!

    The swarm tries to shove masks on the faces of the 3 Heroes. Vastar and Swoop manage to fend them off but Kaylee cannot resist the attack and a mask is stuck to her face.

    Vastar, Swoop & Kaylee roll a DC:12 Fort Save or become nauseated.

    Kaylee (& Lorant), please roll a DC:13 Will Save at the beginning of each round you are wearing the mask until it is removed.

    GM ONLY:
    Mask Golem 10 Damage
    Egarthis 67 Damage

    Summary:
    Kaylee HP 27/29 AC 11
    Lorant HP: 13/40 AC 17
    Vastar HP 21/25 AC 12
    Lector ? ?
    Kerret ? ?
    Swoop ?????

    I Think Swoop drops from the damage this turn. Vastar, please confirm

    MAP!


  • Sorry for the delay guys. I was changed to night shift without warning and am still adapting to my new schedule. The hell hounds do disappear. I forgot to mention it last round.


    Lorant 5 foot steps to H-17 and successfully crits Egarthis. Egarthis drops to the ground, but is not quite dead.

    Kerret dismisses his Grease and moves to E-13.

    Vastar Moves to G-14 and casts Protection from Evil on Swoop.

    GM Only:
    Mask Golem 10 Damage
    Egarthis 67 Damage

    MAP!

    Next Round Begins Now!


    If I'm giving everybody else the chance I suppose it would only be fair to do the same for you.


    Mad Marianne wrote:
    "Well have there been any legends of the Knight, he must come from somewhere? Any protectors of villages, errant cavaliers, young nobles unjustly killed?" She ponders.

    DYSON: I am reminded of a local legend about a formidable warrior named Saithnar the Warlord. Details are scarce, but from what I can piece together he engaged in 2 epic battles centuries ago against invading forces. Though both battles were won, the second is said to have claimed his life. Some writings speak of 5 evil sorcerers who managed to slay Saithnar during the second battle and were then themselves turned to stone by the local Druid's as punishment, becoming the Monument known as The Silence Keepers. Saithnar's body was placed inside a crypt that Elder Murdows has referred to as The Great Barrow. It is my personal belief that The Knight is none other than Saithnar the Warlord roaming the forest in undeath. This is a difficult topic to speak of to most of the locals however since Saithnar was regarded as a hero." Dyson and Elder Murdows take a few seconds to exchange glances but Elder Murdows keeps silent about the subject.


    I'll close the round tomorrow evening. If anybody has any more actions they want to revise this round they will have until then.


    Are these revised actions or next round actions Lorant?


    Initiative:
    Kaylee
    Masks
    Vastar
    Kerret
    Lorant
    Egarthis
    Lector

    • Kaylee 5 foot steps back and casts Mage Armor on Lorant.

    • The Mask Golem breaks up from its humanoid form and into a swarm of flying masks that bump and jab and bite. As the swarm circles and attacks Lorant, every so often a mask will leap out and attempt to latch itself to his face.

      Swarm Damage: 1d6 ⇒ 5 Lorant, roll a Fort Save DC:12 or be nauseated from the swarm's Distraction ability.
      Combat Maneuver/Masks of Control: 1d20 + 8 ⇒ (13) + 8 = 21 Pass, please roll a DC:13 Will Save at the beginning of each round you are wearing the mask until it is removed.

    • Swoop takes off provoking an attack from HellHound 2.

      AoO: 1d20 + 5 ⇒ (2) + 5 = 7 Miss, swoop arrives at his destination successfully.

      Vastar, because of the change in the golems form I figure you might want the opportunity to revise your actions. Let me know what you want to do and I'll resolve them before next round.

    • Kerret blasts the Masks with sonic energy. A few of the masks fall to the ground lifeless but otherwise continue barraging Lorant.

    • Lorant, same deal as Vastar. If you want to revise now is your chance.

    • I'm going to wait to post Egarthis' actions in case they are affected by any changes.

    • Lector stuffs his pockets with his findings from within the drawer.

    Summary:
    Kaylee HP 28/29 AC 11
    Lorant HP: 13/40 AC 17
    Vastar HP 25/25 AC 12
    Lector ? ?
    Kerret ? ?

    GM ONLY:
    Mask Golem 13 Damage
    Egarthis 26 Damage

    MAP!


    Dyson smirks and pauses for a second. He almost looks as if he is thinking a happy thought, then he answers Mariannes question: "Tully and I have been on a great many adventures. Together we have captured the dragons hoard! We have crossed dimensions! We have fought monsters that would haunt your nightmares for the rest of your days! We have made friends, and lost about as many if not more through death, coincidence and betrayal. Tully is the most loyal subject you've ever had the pleasure of being introduced to and my dearest friend. And now our path has brought us here, to redeem the people of Ossington. A challenge to say the least, but our perseverance will triumph, or kill us in the process!"


    10 feet high.


    ELDER MURDOWS: "We havent received any word of our neighbors experiencing similar problems. Ossington is very isolated, the nearest settlement is days away. It would seem that whatever is happening is only happening here."

    DYSON: "Tully is not new to us. She is infact one of my oldest friends. Our bond predates that of The Cucckoo or even Henwen."


    I fixed swoops location on the map once again. There is a lot going on in this fight. I'm trying really hard not to miss anymore details moving forward but keep calling out my mistakes if I do.


    I was prepared for a lot of different scenarios when I was assembling this adventure. I was prepared for splitting the party. I was prepared for a full out assault on the temple, completely ignoring the main storyline. I was prepared for you to burn this place to the ground while everybody slept. However, I never once thought you'd manage to run the adventure completely backwards without recovering your items first. I'm trying my best to balance this fight out but as GM I still feel compelled to work within the confines of the storyline.

    I'm both excited and frightened to see what the near future holds for this adventure.


    Robinet de L'Xley wrote:
    "I feel comfortable speaking for all of us in that we are definitely willing to venture forth and see what can be found,

    "Excellent!" Dyson exclaims. "If you require any additional assistance I could send my bodyguard Tully to accompany you. She has the strength of a warrior and the grace of a cat and could prove useful. She's not familiar with the area so I'm afraid she wouldn't serve as a very good guide though. She'd have no problem slicing a Grugach in 2."


    Kerret Malconnen wrote:
    Doug, one of those hell-hounds owes me a DC 15 reflex save or prone.

    Wow, I need to start paying more attention to this stuff...

    Hell Hound 3 Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20 Pass, Everything continues as normal.


    Vastar wrote:
    Doig, I should be just south of Kaylee on the map.

    Fixed. I missed that when reading posts. It will be updated with the next map.

    Kaylee Pruitt wrote:

    Kaylee loaded the crossbow back when she drank the cure light wounds potion. In a tense combat situation a few seconds could mean the difference between life and death so it's best to be prepared to act as soon as possible. As for dropping/stowing, I'm okay with her dropping the rapier in the heat of the moment. Since that is a free action, can she go ahead and reload this round?

    Excellent. I forgot Kaylee loaded the crossbow so everything works out. Egarthis is Human so you can factor that into your future posts.

    [list]

  • Kaylee fires the crossbow at Egarthis. The arrow flies straight and true but Egarthis' reflexes are fast and he slaps the arrow with the palm of his hand right as it is about to hit him, sending it off course.


  • Here is a picture of what you're fighting

    Could everybody please list their current AC and HP in their next post

    Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
    Egarthis Initiative: 1d20 + 0 ⇒ (7) + 0 = 7

    Kaylee
    Masks
    Vastar
    Kerret
    Lorant
    Egarthis
    Lector

    Retcon: Egarthis Reflex Save: 1d20 + 6 ⇒ (11) + 6 = 17 Pass, all actions carry over unchanged from last round.

    • Kaylee:
      I have a few problems with your listed actions that I need to work out. Stowing a weapon is an action. You could drop it as a free action and draw your crossbow to fire but I have a difficult time imagining somebody wandering around this place with an un-wielded, loaded crossbow. Unless you can justify this somehow I'm afraid I'll need to ask you to revise your action. Thanks.

    • The Humanoid form that is comprised of masks strikes the door one last time causing it to fall off its hinges and fall to pieces. The doorway is now completely open to pass through.

    • Vastar commands Swoop to attack Egarthis. The bird obediently does so but Egarthis evades all Swoop's attacks. Vastar casts Bless.

    • Kerret casts Burning Arc.

      Egarthis Reflex Save: 1d20 + 6 ⇒ (2) + 6 = 8 Fail, Egarthis seems to have some immunity to fire. The spell hits but he manages to ward off some of the damage.
      The spell arcs over to the masks but the creature us completely unaffected.

      Kerret Knowledge Check:
      This creature looks to be some sort of Golem made of masks. You've never seen anything quite like it but you can discern that it has many of the standard Golem traits including Magic Immunity which is why your spell didn't affect it. Bludgeoning attacks are going to be the best way to hurt it since other forms of attack will deflect off its hard body and its probably vulnerable to Sonic attacks.

    • Lorant swings his club at the masks but misses.

    • Egarthis' amulet summons into existence 3 Hell Hounds surrounding himself and swoop. He orders 2 of them to attack Swoop (1&2) and the third to attack Lorant(3).

      Hell Hound 1 Attack + flank: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Miss

      Hell Hound 2 Attack + flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Miss
      Bite: 1d8 + 1 ⇒ (6) + 1 = 7 Fire: 1d6 ⇒ 6

      Hell Hound 3 Attack + flank: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Lorant, I think this hits with your current, unarmored AC. Please confirm.
      Bite: 1d8 + 1 ⇒ (2) + 1 = 3 Fire: 1d6 ⇒ 3

      Egarthis points his finger at Lorant and fires a Scorching Ray.
      Scorching Ray w/-4 cover Vs. Lorant touch AC: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 Hit
      Damage: 4d6 ⇒ (6, 6, 1, 1) = 14

    • Lector picks the lock on the drawer and finds a potion, a ring, a Salve, a whip, manacles, 3 legers and a pouch containing 50PP.

    Summary:
    Lorant has 20 damage

    GM Only:
    Mask Golem 13 Damage
    Egarthis 26 Damage

    MAP!


    Kaylee 14
    Vastar 12
    Kerret 8
    Lector 6

    Lorant, Roll initiative.

    Whatever it is smashes into the door once again. Splinters fly about and a sizeable hole forms in the door as it almost falls off its hinges. Lorant and Kaylee attack at the pile of living masks of Razmir. Lorant hits but Kaylee misses and Kerret casts his spell.

    Ref Save: 1d20 + 6 ⇒ (9) + 6 = 15 Pass

    Just outside the door behind the humanoid pile of masks is Egarthis. He touches an amulet around his neck and it begins to glow.

    GM Only:
    1d3 ⇒ 3

    Mask Golem 13 Damage

    MAP!


    Kerret Malconnen wrote:

    [dice=initiative]1d20+4+1

    Do I have line of sight outside the door now?

    I suppose you would. I'll update the map tonight with what you'd be able to see. You'll have another round before this thing can break through so you can plan accordingly.

    yes you can save your roll Lector.


    Whatever it is, it's Meduim


    Alan Vin wrote:
    "What do you have in mind, kind sirs? Our skills are at your disposal, but we know not the lay of the land. The Knight would seem to be the more pressing matter at the moment, no? It certainly seems to be the simpler one."

    "As gracious as we are for the help your appearance is rather sudden." says Dyson. Any assistance we can get in the meantime really would be a help, though I don't have any specific tasks at the moment being put on the spot like this. If you plan to stick around a while I'd maybe suggest getting familiar with the village."

    Elder Murdows cuts him off: "Hrm, yes, There is an old abandoned cottage in the middle of town that you could lodge in for the meantime. Our population has diminished so much that we have some extra space readily available."

    Dyson continues: "If you are up for a more challenging task we could really use somebody to go out and explore the area further. My comrades and I are too preoccupied here to take on such endeavors, however I'd understand if you aren't up to the challenge. An encounter with The Knight or The Grugach is almost certain and I couldn't simply ask anybody to risk their life in that way."


    Kerret & Lector:
    You find no traps on the desk drawer, however it is locked.

    Everybody readies themselves just in time as a large object smashes partially through the door. The object in question looks like some sort of arm, only made entirely of masks, the same that of which you are wearing. Whatever it is, it rips itself free of the debris and readies another attack on the door. 1 or 2 more hits like this and the door is going to come down.

    Roll Initiative!


    Maneakira, Tengu Ninja wrote:
    The tengu cocks a beaked head to one side. "Correct me if I am wrong...you have only named three. I'm guessing the South West would be the location of the last...?"

    "Where does my memory go sometimes?" says Elder Murdows sarcastically. "I presume that you had passed The Chapel to the South West on the way in then? The least interesting of the Monuments to say the least."

    "Ossington itself could be considered a monument as well in its own right" Dyson chimes in. "There are strange ruins carved all over the stones that make up the double circle that make absolutely no sense whatsoever. We had looked into it briefly but abandoned the task to more pressing matters. Though, I suspect that if we ever manage to solve the problems of Ossington it might be fun to look further into."

    Robinet de L'Xley wrote:
    "How long has Ossington been plagued by these Grugach?

    [b]ELDER MURDOWS: "Well, they've always been around but have never caused much trouble unless provoked, which was very infrequently if ever by mistake. Ossington is a peaceful place and has better things to do than going after a pack of Elves."

    Tuck the Traveler wrote:
    "If yon knight cycles like the sun, p'raps we can meet him during his appointed rounds. Know'st thou his habits, Elder?"

    "Elder Murdows: "Unfortunately no, we haven't been able to successfully track his movements on account of it being too dangerous. Nobody in their right mind would dare. It would be a death sentence."


    Kerret:
    The spell effects appear to be that of magical items. There are no spells cast on the desk itself.

    Auras:
    Transmutation CL7
    Transmutation CL7
    Illusion CL2

    Lorant locks the door as he and Kaylee press an ear against it.

    Lorant & Kaylee:
    There is definitely somebody on the other side. The audible *Click* from turning the lock has alerted them to the fact that somebody is in the bedroom, yet they do not shout for help. Footsteps hurry about in a quiet manner and then stop before much larger, heavier and slower footsteps begin.


    MAP!

    Kerret:
    There are at least 2 auras coming from the bottom drawer of the desk.


    Not on the window itself. I don't have the book in front of me at the moment but there are a few coming from the room. I'll try to get a decent update done tonight, its been a busy week. Let me know what you guys are doing beyond climbing the rope.


    Remember that this is an elaborate stainglass window. You'll need to break it if you want to gain entry.


    Billy Starlock wrote:
    "How do ya know they're in league? And why would they be? What they got ta gain by slaughterin folks at monyaments? On dat note what're the monyaments for?"
    Alan Vin wrote:
    "Aye, the Grugach could simply be taking advantage of the Knight's presence," Alan suggests, running a hand over some unshaven stubble, "They don't necessarily have to be in league. Not that it matters, since we are taking them all down anyway. If the Knight visits the monuments in turn, then we should be able to predict where he will show up next, no?"

    "Its clearly a case of them vs. us, its silly to even question that they're not in league with each other" Elder Murdows scoffs.

    Dyson is quick to reply: "I'm sure what Elder Murdows means to say is that Ossington is a simple village filled with simple people. Alan could be correct in his assumption that Ossington is merely being ganged up on by one party or the other merely because the opportunity presented itself. Either way, something needs to be done or either The Knight, The Grugach or both will cause the village to collapse, and they are very close."

    "Yes, please excuse my outburst." says Elder Murdows "We've been a bit out of touch you know. You asked of the monuments. I know little of them but what I can tell you is this: There are 4 of them. Red horse hill lies to the North West of here. Its a large hill with some sort of animal carving on the side of it. The Great Barrow is to the North East. This structure was raised in memory a Warlord who long ago fell in battle after 2 great victories. The last is The Silence Keepers to the South East but its just a pile of stones."


    Description wrote:
    A large plush bed on the south wall, facing a carved oak desk on the north side, furnishes this large and opulently decorated chamber. In the center of the room, a large carpet, woven with the mask of the Razmir at its center, spreads across the floor.


    ELDER MURDOWS: "Grave is a soft word to describe our problems madam. We've always had problems with the Grugach. They hate everybody who isn't an Elf, and even hate other Elves that aren't of their tribe. Murdows eyes Robinet with a cold stare. "They used to ignore us so long as we stayed out of their neck of the woods, its a big forest after all and aside from a few hunters and wood gatherers most of us never strayed far from home. All that changed when The Knight came around about 3-4 months ago. We never learned his name and never saw his face on account that he never takes off that enormous helmet of his. All he seems to do is visit each of the local monuments in turn, one by one and slaughter us. The next thing we knew after he shows up is a group of woodsmen go missing and we find their bodies the next day shot full of Elf arrows. Then they got bolder and started shooting at folk in the fields. Elder Meril, the mayor before me lead a group of men with the white flag of parley but got shot up as well. We found the massacre two days later." Elder Murdows gulps: "We weren't sure if all the bodies were there or not. When we found them they were hacked apart. Meril's body was intact but there were so many arrows through him we couldn't get him loose from the tree he was pinned to. Since then things have gone from bad to worse. The Grugach and The Knight have been in league with each other. We ate all our sheep and chickens so there's no more livestock. We couldn't plant the crops so there wont be a harvest this autumn. The Knight travels the roads and The Grugach swarm the forest so escape is impossible. Even the wild animals have disappeared."


    Correct, You are still in the Courtyard. As listed in the Locations section of the Campaign Info tab, there are 3 obvious directions to head from here. The first is the front door of the temple. This will take you right back inside to Area 3 (The Vestibule). The second is the Main Entrance that will lead you out of the Courtyard and out into the streets away from the temple. The third option is that which Kerret mentioned, Area 2 (The Tower Stairs). The Wooden door that blocks this area is reinforced with iron bars and is locked but looks to lead to the walkway that leads to the window that the man was looking out from.

    Now, there are still several less obvious options available to you. Kaylee's suggestion of floating up to the window is one, and there are still others. Some are more obvious to me as the GM, and I'm not willing to say what they are but its nothing you haven't come across already in the adventure.

    I'll proceed once I have a firm party decision.


    I forgot to mention in my last post that Brock bids farewell and departs along with The Cucckoo.

    "I can't thank you enough for what you did for me. If you ever need anything I'll be around town."

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