![]() ![]() As a general rule, they don't scare easily and are quite good at adapting to a situation.Besmara is a fickle they say. Many of the pirates gathered here on the Man's Promise, as well as any that call the Shackles their home, have seen more than their fair share of odd or wondrous things. You can time it to pass in between their rounds, but you'd have to wait and observe for a few minutes first.at which point Belliott and Kerruk would catch up anyway. ![]() Above you, one of the guards could roam by at any time. If you fail by 5 or more, you fall, no doubt making quite the splash. The climb is DC 10 due to the slick condition of the rope. The thick, braided rope that holds the anchor extends down under the water line at the starboard side, near the stern.įrom here it gets tricky. The light of the sun is just creeping up to threaten the pre-dawn darkness as you look up the hull at your objective. You know that there's at least one other guard, though you wouldn't doubt that Plugg had added another sentry on this important of a day. After seeing the slim gnome, Conchobar, on patrol on the deck, you had to finish much of the end of the swim under water. Though it takes an agonizingly long amount of time, you reach the hull of the ship. You silently make your way towards the ship, taking the utmost care to move with care, often foregoing speed to keep the splashing at a bare minimum. ![]()
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