Good Hearing

Thursday, June 5th, 2008

'Make a listen check please.' <rolls a D20, adding his Listen skill modifier> '27.' 'Morning's coming...' 'Blimey, that was a good listen check.' '...and you hear a noise outside.' 'Hark, fellow adventurers, I think I hear the sun rising!'

Typos for the Swin!

Thursday, March 27th, 2008

Being berated for allowing the death of a noble merchant in the town the previous night forces us to take an active approach to eliminating the Marrowbreaker threat in town instead of waiting for them to come to us. That means we need to think of a plan. Dexter comes up with the idea of […]

The Underwater Trap

Thursday, March 13th, 2008

Having found out where the Marrowbreakers return after feasting on bones we are a step closer to finding their lair, and thus defeating them and stopping the murders. And because we believe the Red Hand Gang are responsible for loosing the creatures on the town, and that the cult are on the precipice of creating […]

Sense Obliviousness

Thursday, November 22nd, 2007

'Can you roll a Sense Motive check please?', asks the DM of one of our players. 'Can anyone roll?', I interject. 'If you were paying attention, yes.' 'Of course I was paying attention', I say, starting to roll my D20. 'What are we rolling for?' '<sigh>'

You Fail To See

Thursday, October 25th, 2007

We're investigating back-stage at the town's theatre to find any clues of who might have poisoned the dead councillor, and how they might have done it. Investigating the dressing rooms of the various artists, perhaps sensing some evidence is close by, or that we are about to be ambushed by goblin ninjas, the DM asks […]