Shadow of the Demon Lord (Inactive)

Game Master bookrat

Current Map and Key
Map of the Northern Reach


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Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Inn:

Jexen enters in time to hear Crashing Waves pointedly ask the old man a question.

"As he says. Why would Jex not mention that her own daughter was missing? At the same time as missing the fomor nest which we found with little effort? What is going on here?"

Jexen's tone is level, but there is a note of frustration to his voice.


M Rattus norvegicus

Inn:
I don't rightly know why she said nothing, the man says to you. But I do know Jex left here not a half hour ago. Said she needed to make some deliveries and if I could stay abouts and make sure nothing happened to the girl. The girl is sleeping right now, ifn you wondered how she's fairing. I don't know if she'll be ok after the trauma she's been through. Ain't said a word since she's been back.


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

Oh Fack...


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Inn:

Jexen says to Crashing Waves: "Get the others!" and runs for the stairs.

Brace yourself. You know what you will likely find.


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

Crashing waves darts for the door and shouts for the others, "Come quickly!"
When he saw some others running toward them he turned back and headed up the stairs, full expecting the worst.


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

Graveyard:

Perception w/2 banes: 1d20 - 1 ⇒ (10) - 1 = 91d6 ⇒ 61d6 ⇒ 1 total is 4


M Rattus norvegicus

At the Inn:
You rush to every room in the inn. Several of the doors are locked, and you break them down. You find the little girl, asleep in her bed. She seems safe. There is no sign of Jex.

Behind one locked door is a bed that looks like it was recently used. There is dried blood and sweat stains in the sheets, like someone sick and injured was sleeping in it. There are manacles attached to the bed, designed to lock someone to the bed, but the part of the manacles that attach to the wrists are covered in soft fabric, as if they didn't want whoever was being held here to be hurt by them.

At the Inn, Intellect Challenge Roll with Two Banes:
If you haven't figured it out, it seems as if Jex kept someone here that they didn't want to hurt.

You know the boy was missing, and he was injured. You know Jex's daughter was taken by the Fomor and held hostage. They must have been blackmailing her, using her daughter to get what they want. She must have found the boy and kept him here, out of fear the Fomor would have killed her daughter if the boy revealed what he knew.

But Jex is no medical expert, so his wounds must have festered.

Now that she has her daughter, there's no need to keep the boy. But what did she do with him? You know she left a half hour ago. Where did she go?


Clockwork (M) | S 8, A 8, I 12, W 11, D 13 | HP 10/10 | Insanity 3 | Status: Normal | Fortune: True | Move: 8

T.A.S. followed the others to the inn without saying a word. He does not understand what is happening and yet he sees is very clearly. His mind feeling paralized and free at the same point.
He followed his friends and Crashing Waves upstairs. Silently he analysed the situation.
Intellect: 1d20 + 2 - 2d6 ⇒ (18) + 2 - (6, 5) = 9 => 14
Her daughter was captured by the Fomor but she did not tell us. Either she does not like her daughter.. or she was afraid they'd kill her if she tells anyone. Maybe she wanted to exchange the missing boy for her? But why would she hurt him in this room.. Or she found him after the Fomor beat him up and robbed him. But where would she go now that her daughter is back and where is the boy? Did he die and she wants to dump the body? Then she must either be at the graveyard or somewhere in the wilderness.

Wordless T.A.S. nods to Jexen and heads towards the graveyeard to search Jex and check how Brinda is doing.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Graveyard:
Brinda nods as the spirit speaks to her and Durnik. "Yes, of course," she murmurs to the young man. "This phantom is tied to its grave. Returning its bones may just put it to rest."

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Banes: 2d6 ⇒ (4, 6) = 10


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

Sköllji grumbles as he looks around the rooms. "I'd bet me beard her 'deliveries' are gonna take 'er right te the Bonesmith. We outta hurry." With that, the dwarf bolts down the stairs and out into the road.

She's either headin' to the shop, or she knows the whereabouts of the elf. Gotta think fast. Why's e'eryone in this bleedin' town have a blasted horse 'cept us?


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Inn:

Bane: 2d6 ⇒ (4, 4) = 8

Intellect: 1d20 + 0 - 4 ⇒ (14) + 0 - 4 = 10

"She kept the boy here, he knew too much. We must go after Jex now, before she disposes of him!"


M Rattus norvegicus

In crowd - where are you going?

Graveyard crowd - what are you doing next?


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

Int: 1d20 + 1 ⇒ (6) + 1 = 7
Bane: 2d6 ⇒ (3, 6) = 9

To the old man minding the inn, "where might we aquire mounts, temporarily"


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Inn:

"Yes, we need mounts, and the direction Jex was heading in."


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Graveyard:
So guessing we can't go wandering the graveyard to look for the boy? If we can, I'd like to do that, but not if it means letting the phantom attack us.

To Durnik, Brinda says, "The bonesmith may have stolen this man's bones. Should we return there to look for them, or try to find the boy while we're here?"


M Rattus norvegicus

Inn:
As far as I know, Jex doesn't have a horse. She pushes that damn cart herself. And I don't know where she went. I've been inside all morning and she didn't say.

But if you need it, you can unhitch my horses from the wagon. But I've only got the two of them. Be careful with them; they get hurt and you'll be pulling the wagon back to Fletcher's Rest.

Graveyard:
Yes, you can freely search the graveyard. This phantom is just tied to one of the Graves and isn't blocking your path. You can go around him, since you know his range he can travel from his grave.

Graveyard, Perception Challenge with 1 Bane:
You can hear whimpers and soft crying from over there. Investigating further, and you discover a lad of about 11 years. His leg is broken. He's running a high fever. He's covered in a sheet of sweat.

Graveyard, If the above check failed:
It takes about an hour to search the full Graveyard, but eventually you come upon the boy. He's whimpering and crying, and half conscience. His leg is broken and infected. He's running a high fever. His whole body is covered in a sheet of cool, clammy sweat.

If the above check passed, then roll this:

Graveyard, Perception Challenge with two Banes:
You spot Jex in the foliage walking away, pushing a small cart.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Graveyard:
Perception w/ Bane: 1d20 + 2 - 1d6 ⇒ (14) + 2 - (4) = 12
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Banes: 2d6 ⇒ (1, 4) = 5

Brinda tugs Durnik's sleeve, pulling him towards the small, feverish boy with the broken leg. Her head then shoots up like rabbit's, and she points into the foliage at Jex, pushing a small cart.

We're aware there's something dodgy about Jex, right...?


M Rattus norvegicus

Graveyard:
Maybe? You know Jex is supposed to be the best tracker in town, yet claimed to he unable to track the Fomor that your guys tracked in a single day.

You also know she didn't say anything about her missing daughter.

And yet, she's at the graveyard pushing a cart away from the site you found the missing boy. A boy who was last known to have been left in the graveyard after being beat up by the Fomor.

And she's here just hours after her own daughter has been returned to her.


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

Okay, I'm back after a weird weekend where friends I haven't seen an over a decade showed up out of the blue and kinda...kidnapped me, but in a good way.

Graveyard:

"I believer you are correct about the man's bones, Lady Brinda." says Durnik as he watches the ghost's lament. To the ghost, he says "We will do everything we can to return your bones to you, so that you can rest again." before turning away.

It only takes a few minutes searching for Brenda to make her find, and Durnik is impressed with her capability.

Durnik's eyes narrow at he turns to look at Jex, but he then turns back to the boy and says "It's going to be alright son. We're here to help you. What's your name?"

Befriend (rolling Will attack vs. his Will): 1d20 ⇒ 8


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Ha I think I know what you mean, Durnik :)

Graveyard:
After giving Jex a similar long look, Brinda also focuses on the boy, trying to make him comfortable as Durnik speaks to him. Can I grant Durnik a boon on that roll by helping?


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Inn:

"You have my thanks. Come, Crashing Waves, we must ride with no time to waste!"


M Rattus norvegicus

Graveyard:
The boy is half conscience, but he answers the question; Ruf... he says. It matches the name Clude gave you fir his boys, Ruf and Tuf.

You grab the boy and start carrying him back to the village.

Anyone have any medical knowledge? Want to attempt to set the leg?Intellect Challenge Roll with one Bane, plus one boon for each profession related to first aid, medicine, or anything along those lines.

Inn:
You head out and unhook the horses from the wagon.

I still don't know where, exactly, you're planning on going.


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

1 Graveyard, 2 Bonesmith shop which should be engulfed in flames.
1d2 ⇒ 1


M Rattus norvegicus

The inn crew rides hard to the graveyard, and they discover Brinda and Durnik walking out of the graveyard with an innured, but alive boy. It's Ruf, one of Clyde's sons.

Inn Crew, Perception Challenge with 2 Banes:
You spot Jex in the foliage outside of the graveyard, walking away. She is pushing a small cart.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

The Inn Crowd at the Graveyard

Bane: 2d6 ⇒ (4, 1) = 5
Perception: 1d20 + 0 - 5 ⇒ (18) + 0 - 5 = 13

Jexen pulls the horse up to Brinda and Durnik and stops.

"What happened? Why is Jex continuing on?"


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

Bane: 2d6 ⇒ (1, 3) = 4
Perception: 1d20 + 2 - 3 ⇒ (7) + 2 - 3 = 6

Huh? Whatever is going on with Jex, we should get the boy back to town.


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

"Jex is likely in league with our quarry, but we need to get Ruf here back to town so that he can be properly treated."


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Brinda grits her teeth as Durnik speculates on Jex's involvement in this grisly matter, then sighs. "I will take the boy back to his father. But the rest of you should follow Jex and confront her. I'll return as quick as I may."

If anyone else wants to come too, go right ahead, but I expect more action will befall those tailing Jex :)


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

It's a bumpy horse ride with Jexen, the smaller of the two companions seemed best to ride with, but his metal frame smashed and scraped the dwarf most of the journey. When the horse finally stopped, Sköllji tumbled off the side, thankful to be off the beast.

"Ye found the boy! Hell of a job! Na we jus' need te-"

Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Banes: 2d6 ⇒ (5, 1) = 6

"Well look what we 'ave 'ere. Someone get the boy te safety. I need te have a talk te the she-giant."

Sköllji produces his battle axe and charges after Jex.


M Rattus norvegicus

It doesn't take long to catch up to Jex, pushing the cart away from the Graveyard. What are you planning on doing?

Meanwhile, the rest take the boy back to the town. Clyde is immensely relieved that his son is still alive. Oh, thank you! Thankyouthankyouthankyou. My boy is alive! Ruf is still injured. His still has a poorly treated broken leg and a fever.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"Yes, bring the boy back. Our hunt is not done though."

Jexen charges after Jex with sword and shield.

When he catches up with Jex...

"HALT!"


M Rattus norvegicus

Jex stops. The cart stops with her. She has a set up with the cart to allow her to push it with just one hand; the front of the cart is built around her to let her push it with the bulk of her body ahioe steering it with her one remaining arm.

She slowly turns around to look at you, tears flowing down her face. I'm sorry, she says, I didn't know what to do. They had my little girl. They had her and they threatened to torture her and kill her if anyone found out about them. I couldn't let anyone know.

She falls to her knees, sobbing. Kill me if you want. I deserve it.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

"Who? The bonesmith? The goat bastards? Tell us what you know an we may be able te stop the c!!& s+%%$@ fer good."


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Brinda puts her hand on Clyde's shoulder. "What a horrible thing you and your lads have been through," she says, her voice shaking a little, the image of Tuf in the secret workshop flashing in her mind's eye. "We'll do our best to see that those responsible pay for their crimes."


M Rattus norvegicus

At Jex

The one armed woman is clearly in grief and feeling guilty for her part. As she cries, she explains that the Fomor kidnapped her daughter and kept her locked up. They threatened to torture and kill her if Jex didn't do what they wanted or if she revealed where they were or what they were up to.

A few days ago, she found Ruf beat up in the graveyard. He told her the Fomor did it. To protect her daughter, she brought him back to her Inn and did her best to treat him and keep him comfortable until she could figure out how to get her daughter back. Unfortunately, she didn't do a good job at treating his wounds; unbeknownst to her the leg is infected and he's running a fever. If he isn't treated soon, he will die.

When you lot all came to town, she thought it would be the perfect opportunity to try and get her daughter back. She didn't know where Tuf was, but if you found him then you'd also likely uncover the Fomor and possibly eliminate them so she could give Ruf back and then go search for her daughter.

But you returned her daughter for her. It made it so much easier.

So she concocted this poorly thought out plan to bring Ruf back to the place he was found, sneak back into town and put the cart back, then "find" him during or after the funeral if someone else didn't already.

She had no part in the Bonesmith's plan and pleads complete ignorance as to what he was up to. She still doesn't know where Tuf is or that you found him (she was too preoccupied with her daughter and Ruf). She doesn't know that the Bonesmith was behind some of the horrors that have befallen the town. She didn't even know he left town.

At Clyde's

From Clyde's house you can see the blade of the Bonesmith's easily. As can many still in town. Clyde is immensely grateful that you've found Ruf alive.

Cyrenik says some prayers over Ruf and heals his fever. Meanwhile, the local "healer" (not really a healer, just an old soldier who knew a bit of first aid) properly wraps up the leg so it can heal. The boy will never walk right again, though.

Clyde is willing to do practically anything to help you hunt down the Bonesmith, including purchasing horses for all of you.

Asking around town, others volunteer information: they saw the Bonesmith headed south towards Pitts. Pitts is the nearest train station, where much of the lumber is shipped from. He's likely trying to get on the train and head into Sixton - the major city on the southern lands of the Northern Reach. Or if he heads north, he'll be going up towards the Dessolation and the northern keeps. Either way, the next train depature is tomorrow. You can catch him.

The old man you traveled with has also asked for some to help him head back to Fletcher's Rest. Cyrenik volunteers. He wants to help chase the Bonesmith, but the whole ordeal has him worried about the girl he left behind. He wants to stay there and protect her. Anyone else can go if they would like to drop out of the campaign now, or if you would like to try a new PC.

For those who stay, the funeral for Kandl and Slugoth was grand. Everyone in the town came for it. Cyrenik gave a long and sorrowful eulogy. The two of them have the largest headstones in the graveyard.

Everyone advance to Level 2. Please check in here in the next 24 hours so I know who's still playing.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

At Jex

Jexen makes a motion akin to a sigh.

"You know what? There has been enough killing this night. Continue on, and let your guilt be your punishment, and keeping right by that boy and your girl your sentence."

***********************

Later

That was a fine speech. Cynerik has a true gift for it, and he remains a mighty opponent of the darkness.

"The hunt does not end here. We can catch the Bonesmith before he boards that train, and we must try!"


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

At the Inn:

Durnik followed Brenda, not wanting to leave her alone, and worried about the young man.

When the offer of horses are made, Durnik thanks the villagers and agrees: he had given up catching the Bonsmith on foot, and horses would give them at least a chance.

AFter the funeral:

"Agreed Jexen. He has a host of crimes to pay for, and the bill has come due."


M Rattus norvegicus

After the funeral, the group heads out on horseback. They push hard into the night, trying to reach Pitts. It's close to dawn by the time you get there, and everyone but Jexen is exhausted. Two nights in a row of poor sleep and intense events takes a toll.

But you're there. It's a small town, existing really only for shipments for the train to all the small villages and towns nearby.

As you're the first people here after the events of Cheqwood, no one has heard what happened. No one knows what the Bonesmith has done, or that the Fomor have been stomped out and that Cheqwood is once again safe. Do you spread the word?

In town, you can purchase basic supplies from the supply shop (limited weapons and armor, but chock full of things normal folk need on a daily or weekly basis), you can sell or store your horses, you can visit the tavern/inn, you can visit the sheriff's office, or you can visit the train station. There is also a blacksmith, but he only works with what he calls "practical things," horse shoes, pots, etc.. things people need to live.

What would you like to do?


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"I say that we spread word of the Bonesmith. His description, and that he is wanted for murder."


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

Sköllji shakes his head, sleeplessness apparent on his bearded face. "If we spread the word he'll go inta hidin'. Or take off on horseback again. I think we should get the jump on 'im. We know he's tryin' te get on the train. It's the easiest place te nab 'im."


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

Jexen is right, we should stalk him trying to remain as unknow as possible, this time I don't intend to ask questions."


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"Fair points. Let us hunt more quietly then. Perhaps the inn. Or some filthy hole."


M Elf Rogue Mystic 3| S10, A13, I11, W10 | HP 6/20 | D16 | Move: 12 | Insanity: | Corruption: | Fortune: No | Status: Normal

that was supposed to be *he is right*


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

I like the idea that I said it, but no one listens to dwarves, so you assumed it came from Jexen. xD


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

I listen to Dwarves. They're master smiths, after all...


M Rattus norvegicus

Strength Checks for Fatigue
Brinda: 1d20 - 2 - 1d6 ⇒ (16) - 2 - (5) = 9
Crashing Waves: 1d20 - 1d6 ⇒ (10) - (3) = 7
Durnik: 1d29 + 3 - 1d6 ⇒ (11) + 3 - (6) = 8
Sköllji: 1d20 + 1 ⇒ (3) + 1 = 4
Sköllji has an ability that grants a boon on Challenge Rolls. If anyone else has one, please let me know.

Everyone except Jexen had the Fatigued condition for the hard night's ride. You have a Bane on all Attack and Challenge rolls until you complete a Rest.

You make your way to the train station as the sun rises. There are few people about at this hour. Some folk are sleeping on benches, likely awaiting for the depot to open so they can buy a ticket. None of them are your prey.

A few guards are patrolling around the train as well.

The train itself is 14 cars long.

You can wait for the depot to open to purchase tickets to legal get aboard the train, or you can try something else. What would you like to do?


Str: 13; Agi: 11; Int: 9; Will: 10 | Defense: 15 | Health: 17; Healing Rate: 4 | Perception -1 Current Damage: None yet | Insanity: 1 | Durnik is NOT particularly Fortunate

Durnik gets in line to purchase tickets.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

"The big'un weren't with us when we shook down the shop. He's gonna be perfect fer being out in the open. But if he sees any of us, he's gonna bolt. I say we nab 'im afore he boards the train. We ken set up an ambush."


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"Skolji, that is a good idea. Let us see where we may conceal ourselves near the train station with a clear view."


M Rattus norvegicus

Ticket prices are:

5 bits for 3rd class.
5 copper pennies for 2nd class.
1 gold crown for first class.

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