[LPF]A Merchant in Need of Assistance

Bozzago turns to the others, suggesting that they hide the bodies in the stables. Judging by the condition it is in, it would be some time before their bodies would be found.
 

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OOC: I'm central time zone, but work strange hours, so have a tendency, at least during the week, to be on at any time just because my sleep schedule is erratic.
 

By the time your group has finished searching the stable and placing the bodies in one of the dark corners, the sun has just finished fully showing itself to the new day. You continue on your way the place that Boomer overheard conversation related to his wagon without incident until you finally reach the old trade road that leads across a stream to the place known as the Broken Log around noon. A massive half washed out beaver dam sits across the stream near the bridge that carries travelers across the water. Bridge, dam, road, and tavern all look like that they were well made and maintained back in their heyday, but now the scene is one of a faded memory clinging to existence. You stop on the old trade route just off the main road to discuss how you wish to approach the locals in the tavern.

[sblock=map]You are all gathered on the road going north, just off the main road on the south side of the river. Once you have developed a strategy, we shall move forward.[/sblock]
 

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OOC: I'm in the UK but my sleep paterns are very strange :) also i work nights and normally can post while working so np here. Oh and as for feedback it's my first php too and as far as i can tell you are doing great.


"Awk this one is not skilled at talking human so it best if he stays quiet in there. He will watch for lies and danger though."


[sblock=XP question] Do we add xp as we go or total it at the end (including daily xp)?[/sblock]
 

"We'll have to gather information without drawing attention to ourselves, lest the bandits potentially become aware of our presence... which means asking questions would be unwise. Going in together armed to the beak might not help our case much either..."

Bozzago tapped his beak, contemplating their situation - perhaps his teammates would have some input.
 
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While you are a bit beyond the reach of your usual haunts, you do recall hearing about an old trade route known as the Silver Road that, while fading and long since past its zenith, still clings to some of its past glory, and even occasionally has a trading caravan travel up or down it. You can expect the locals to be wary, but not unfriendly. Armed travelers are not overly unusual to the tavern, given its proximity to the main trade route going east.

[sblock=possible rules help]Don't forget the aid another option on rolls. It is only a DC 10 to help someone's else roll.[/sblock]
 
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Gregori turns to his companions and says, "I have little success with social interactions." He smirks, "As a matter of fact, my father was always telling me to keep my mouth shut and I would cause fewer problems. Of course that never worked either."

" I do not believe our weapons should pose much of a problem, as only a fool would travel these roads defenseless. I know a little about the fur business, perhaps we should pose as such."

[sblock=ooc]I have no knowledge, craft or profession skills in that area, but my character background is in that, so whatever you rule is fine with me as to my character's ability to pose as a fur merchant.[/sblock]
 
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[sblock=Ruling] Untrained: You cannot make an untrained Knowledge Check with a DC higher than 10. (pg.100 Core) - So in the case of aiding another untrained you may make a check.[/sblock]
 

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