The Savage Wasteland of Fallout

Game Master thegreenteagamer

Vault 2 had so many births that a second group has been exiled shortly after the first. This is their story.

Map

Additional Rules


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Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Okay, thanks. I think I get it now. Sorry you have to keep explaining all this stuff.

"Whatever you say, crazy! We gotta get in here, guys, there's no way around it! Back me up, here!"


Hey, if it had been, say, feral ghouls, it would have worked.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

I have no idea if I'm doing this right, but I'll try this and you can tell me if I'm wrong.

As a radroach began to crawl around the door frame, Harper squeaked and jerked her baton toward it. Though she couldn't hit the pest herself, she appeared to deter its forward motion, setting up an ideal strike for Bloom. The greyhound snapped at the monster of an insect in perfect sync with Harper's swing.

Harper Aid Another: Fighting: 1d8 ⇒ 1
Harper Aid Another: Wild: 1d6 ⇒ 2

Greyhound Aid Another: Fighting: 1d6 ⇒ 4

If I succeed, the fighting bonus should go to Bloom's next attack. Edit: Woo! Narrowly avoided snake eyes. In the end, the dog improved the roll by one while Harper did diddley squat.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

I've already done my action- I used defend to get +2 parry while I ran into the restroom. Maybe if Thomas, Aeryicka or Estelle were to attack the roach they could use that aid another?


That's fine.

Dark Archive

Thomas cries "HAVOK!" and rushes in, screaming down the middle and turning to hack at the monstrosity that Harper and her canine companion are harassing!

Harper didn't say which roach she was harassing...but maybe it doesn't matter for the Aid Another action? For simplicity sake I'll say it's #1 but feel free to correct me. -2 size, +2 Aid another, +3 gang up

fighting: 1d4 - 2 + 2 + 3 ⇒ (3) - 2 + 2 + 3 = 6 = hit

wild fighting: 1d6 - 2 + 2 + 3 ⇒ (3) - 2 + 2 + 3 = 6

damage: 1d4 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Now that Tom has cried 'Havok', it was time for Aeryicka to let loose the dog of war. Namely, her new friend Canis Rex, or Rex for short. Nodding mentally to herself, she released the hold she had on him, and he took off, barreling at one of the radroaches on the wall next to the doorway. His muzzle lashed out, teeth snapping as he attempted to kill the crawler that is trying to kill his pack.

Fighting: 1d6 + 2 ⇒ (5) + 2 = 7
Bite Damage: 1d6 + 1d4 ⇒ (5) + (3) = 8 Raise, right? So radroach #2 is dead?

Dark Archive

I moved d2 so it could attack. Feel free to move it back. I think that the dog would get the full +4 gang up on #2 right now. That takes the 7 to 9, back down to 7 for size. But isn't that a raise over their parry of 3? Would Canis Rex (love the name!) get another d6 damage for raising that parry? (I only say this because I think we need a 9 to kill them--could be wrong about that too.)


Well, their toughness is 5, but Thomas is right, with all of you in there, there's a gang up bonus, and minimum damage with the raise would kill it. You can let the dog act independently, if you want, and do your own attacks too, if you want.

Aeryicka's pit chomps the radroach down, as Thomas splatters another. Two radroaches remain. As does Estelle's turn before new initiative. I'll give her a little time and then hand out new initiative. Don't worry about me explaining; I'm glad you guys are picking up relatively fast.

Edit - also, maps updated.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Wait. Gang Up applies to damage also!?


No, gangup does NOT add to damage, but she only added the aid another to the fighting, not the gang up...with gang up, it would have been a raise, and therefore another +1d6 damage - and she was only 1 damage short of a kill.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Oh ok, because I was gonna say...radroach swarms just got hella more deadly.


Dog swarms are horrifying. Look at the dog's ability when it gets a raise. That's why Aeryicka's dog absolutely mutilated that radroach. Free called shot to the weakest area when you raise. That wouldn't have just been +1d6, it would have been +1d6 on a headshot, which means no armor and +4 more damage. You see a dog, coyote, or wolf pack, you...well, you can't outrun them. You climb.or get back to back to prevent swarming.


Bennies 2 Wounds 0 Parry 6 Toughness 8

GM, Estelle posted yesterday that she didn't have anything to post.

Estelle Beaumont wrote:


I'm able to post during the day, I just haven't much for Estelle to do at the moment.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Yeah I think my action will probably be doing nothing or shouting encouraging things. I'm not super useful back here and it's crowded.


I figured with 2/3 of the roaches dead she might want to get in now. Okay, let's see what we have:

Looks like Roaches, then all of you. No jokers. Geeze, that was terrible initiative. You all got 6 or less, roaches got a King.

The two roaches leap, one off the wall, one from the ground, in a wild attack at Thomas, due to him being the largest target by them.

Wild Gangup1: 1d4 + 3 ⇒ (4) + 3 = 7
Ace: 1d4 ⇒ 4
Whoa: 1d4 ⇒ 4
At least it's not damage: 1d4 ⇒ 2 Total 17 (pretty sure that's a raise at least)

Damage: 2d4 + 1d6 + 2 ⇒ (3, 3) + (4) + 2 = 12 vs. Toughness 5 = Raise (soooo close to two raises)

Second Wild gangup attack: 1d4 + 3 ⇒ (2) + 3 = 5
Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7
HereWeGoAgain: 1d4 ⇒ 4
WhyDoesntThisHappenWhenImAPlayer?: 1d4 ⇒ 4
ProbablyGoodYouFoundStimpak: 1d4 ⇒ 3 = 18 vs Toughness 5 = Hit and Three raises. (This could be bad)

As always, resolve in numeric order please.

Dark Archive


1)So, I guess we can say that gang-up applies tangentially to damage, as it makes getting a raise easier. (Saying that just make me realize that the core of combat is simple, but understanding the whole web takes some time.
2) Estelle, of note, don't forget the combat options. It's free to try a Smarts trick to make an opponent -2 to parry. In theory you could tell the radroach his shoe is untied. :p (I don't -see- anything about needing to speak a common language... :p)

Also, sorry, technical issues over here...

soak1: 1d6 ⇒ 4 = Success No damage.
Wild soak1: 1d6 ⇒ 2

soak2: 1d6 ⇒ 3
Wild soak2: 1d6 ⇒ 5

I got a benny left, and he's holding his hand up yelling "Oh! Oh! OH-OOOH!!"

re-roll soak2: 1d6 ⇒ 6
Ipunchtheroach: 1d6 ⇒ 6
Master-Blaster-Super-ULTRA COMBOOOOOOOOOO: 1d6 ⇒ 3 = 15
Wild re-roll soak2: 1d6 ⇒ 1

um, 4 succ, 8 raise1, 12 raise2. 1 wound and shaken


Thomas Roland wrote:

It's free to try a Smarts trick to make an opponent -2 to parry. In theory you could tell the radroach his shoe is untied. :p (I don't -see- anything about needing to speak a common language... :p)

It will need to be reasonable. I will stretch my imagination, but that example would not fly. Also, you got damage to soak, sir.


The good news is the roaches effectively have a parry of 1, and there's some good loot on the dead guy. The bad news is Tom might be dead off that second hit, and if he doesn't soak the first hit, the second will be even harder to soak.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

So this is a good time for Tom to cash in his bennies!


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe barges into the room, right past Thomas who seems to have taken the worst of the Radroach swarm

RAAGH FF*!&ING BUGS!DIE!DIE!

Fighting!: 1d8 - 2 + 2 + 2 ⇒ (6) - 2 + 2 + 2 = 8 Wild: 1d6 - 2 + 2 + 2 ⇒ (4) - 2 + 2 + 2 = 6

Hit with...1 raise.

Damage!: 1d8 + 1d4 + 1d6 + 2 ⇒ (3) + (3) + (2) + 2 = 10

Kristophe swings his baton down onto a radroach and it splatters all over the wall.

F!#+ YEAH! GET SOME YOU BUG BASTARDS! Kristophe is still screaming obscenities

DID YOU SEE THAT BLOOM! YOU SEE THAT! SPLATTERED HIS F@@@ING BRAINS ON THE WALL YEAH! RAAAGH

GM, I only see two radroaches on the map. r5 and 6 together in a square.


Yep, that's all that was left...One was on the wall, one on the floor. That's why two attacks on Thomas. Now there's only one.

The roach formerly on the wall goes ker-splat with Kristophe's relentless assault.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Roach 6 looks pretty surrounded- can I throw my knife at it from where I am?


Yep. Just know what happens if you roll a 1 on throwing fighting die regardless of wild die.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger throws his knife at the last roach. I'm assuming the +3 gang up from the dog, Kristophe and Thomas will negate my -1 wound penalty and -2 size difference from the roach.

Fighting: 1d8 ⇒ 31d6 ⇒ 5
Damage: 1d6 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8

"Yeah? Check this out, killer!", Badger shouts, throwing his knife spinning end over end at the roach on the floor.


The knife, not designed for throwing (which I should have thought of in advance before I told you okay...but, hey, whatever) flips end over end and jabs into the last radroach, which lays there twitching, but not dead (Shaken).

ShakenRecovery: 1d4 ⇒ 3

Just consider the fight over. It ain't getting up before you guys curb stomp it into oblivion. We WILL need Thomas's soak rolls, though, BEFORE anyone tries to heal him...because...if he fails them...he might be dead, and stimpaks and heal kits don't work on dead guys.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Thomas' soak rolls are about 8 posts above yours.

Kristophe sits down suddenly a little woozy.

I need a cigarette... he mumbles. After a few moments of panting Kristophe gets up and walks over to the radroach and kicks it.

Stupid f!@+ing bug. he mumbles

and then he walks over to the dead body, which is the first time he has seen one.

Woah. Check this out


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

I think he added them in an edit, I missed them as well. Glad he's alive!

Healing: 1d8 - 1 ⇒ (8) - 1 = 7
Healing Ace: 1d8 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (3) - 1 = 2

As the fighting dies down, Estelle rushes up to Thomas. "You're lucky you're not dead. The hell were you thinking?" She mutters as she begins checking his wounds. She's pleased to find that they're shallower than they looked. She puts the medkit aside, pleased to not have had to actually use it yet. The supplies wouldn't last forever. She sighs, wondering how they're going to get through this.


When you search the dead body you find it has a .32 pistol, 43 bullets, a leather jacket, a backpack, bedroll, two bottles purified water, a hatchet, three cooked Brahmin steaks (possibly the smell of which drew the dogs to the school in the first place), and a small trashcan lid being improvised as a shield (see small shields). Seems he was trying to get to a first aid kit on the wall with two stimpaks in it and another 10-use healing kit when he was ambushed.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe grabs the trashcan lid and hatchet, as well as the gun and a handful of bullets Handful: 1d10 + 6 ⇒ (4) + 6 = 10.

Best I keep these. You people wouldn't know what to do with any of it.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger rolls his eyes, then rolls the dead guy over to get his jacket off and check the state of his other clothing. If it's in good shape and the dead guy didn't make a mess, he'll change out of his vault suit and into the dead man's clothes.

"I'll take the jacket and the backpack- we'll share the water and the food. Hey, uh, Harper, Aeryicka- either of you want to take that bedroll? I don't mind roughing it. We should talk about stimpak distribution, too. I got one and a radaway, so we can divide these up."

Standing up in the dead man's outfit he tugs on the jacket and pauses for a moment, a shiver going up his spine.
"Yup. Feels like dead guy. Sorry, man, but, uh, don't haunt me for this okay? This is a survival situation."


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Estelle's eyes light up as she sees the first aid kit on the wall, and finds it to actually be somewhat stocked. "Aces." She says, taking it off the wall. "May be even more to find in here. That things like this are still untouched and there are so many locked doors speaks well to the possibility. I'd sure love to find a set of keys, start opening some more doors." She cocks her head at Badger and Thomas. "Reckon we might be safe in here for a few days if we find somewhere the Roaches haven't gotten to?"


Gonna call that a scene. Renew your Bennies, all, and enjoy 3xp. Delicious, delicious XP.

The corpse was wearing some plain wastelander besides the jacket. Nothing fancy, ratty duds.

A few different paths ahead of you. Locked doors, staircase, dark hall, etc.

If you pass a Notice Badger only:
Book of matches in a hidden pocket of the pants. "Tampa Buck-Naked-A-Neers" with a sexy woman's body wearing a pirate hat. Has 5 matches left. Also two bobby pins and three pre-war bills.


Bennies 2 Wounds 0 Parry 6 Toughness 8

He cain't haunt you. He's dead Bloom. Geez.

Kristophe paces around a little before saying

Someone needs to make a light. It's dark over there. I bet we'll find some cool s&~&. Hey. You. Kristophe points at Harper Ain't you got some candle or something. Light that thing. We gots some more roaches to stomp. Right Bloom?


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

"Hey, you never know... it wouldn't hurt to see if there are any other clothes around. We don't know how people take folks from the Vault around here..."

Notice: 1d6 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (3) - 1 = 2

Badger looks dristracted for a second, scratching his thigh.
"Wait a sec-"
He goes into a stall.
"Ah ha! Aces is right! Man, my nethers are really coming in handy today..."

With his pants (fortunately) back on, Badger returns holding a few small things in hand. He's ogling a small cardboard matchbook with a grin. Turning it around, it's got a sexy lady on it with a pirate hat. "Tampa Buck-Naked-A-Neers" written across it.
"Got some matches, so's we can light up a candle or two. Couple more bobby pins and some money too."

He glances between Kristophe and Estelle.
"Yeah, we clear out the rest of the place we can spend a couple nights here if we need to. But I wouldn't want to stay too long- there's got to be other cool pre-war places out there, and other people. But in the meantime, maybe I can get some o' these locked doors open- or maybe there's some liquor in the teacher's lounge."

"You're pretty good with computer stuff, right Estelle? Maybe we should check out that computer by the principal's office, maybe it's got something about the electronic lock on that confiscated property closet."


Bennies 2 Wounds 0 Parry 6 Toughness 8

Liquor? Yeah. Let's do that. C'mon Bloom, don't be a sissy. Hurry up. Kristophe turns to leave and then notices blood dripping from the radroach bite. Ah. Jeez, stupid bugs. I'm bleeding all over my suit. You. Kristophe points at Estelle Gimme one of them Stimpacks.

If Estelle complies, Kristophe grunts and jacks himself up with it.

If she does not he growls Yer gonna wish you hadn't done that. Who's gonna watch yer back now? before spinning on his heel and heading towards the Teacher's Lounge

Damn, C'mon Bloom. There might be liquor over here.


I think their intent has been to save Stimpaks for mid-battle or the event that a healing roll fails, since they're much more valuable, and if I'm any judge, she would have healed you with the kit if gvien the chance. But, hey, you're playin' your character.


Kristophe heads down the hall towards the lounge and finds the door unlocked.

When he heads inside it is dark, but again, a flickering florescent light gives him the ability to see at intermittent points. There is broken glass all over the place (difficult terrain, 1/2 movement in the lounge). A few ratty looking couches lie upturned, except one in the corner. There's a liquor cabinet that seems to have had a lock busted off.

(The target number for the below Notice check is 1d4 ⇒ 1 or 1d6 ⇒ 6, whichever is higher)
ace: 1d6 ⇒ 5 = 11 total needed to read the first spoiler

Kristophe and anyone in the lounge Notice success:

There are at least five radroaches moving around in the cushions of and under the couch in the corner.

This notice is only a TN 4:
You find 1d4 ⇒ 1bottles of vodka and 1d6 ⇒ 5 packs of cigarettes under various upturned couches and crevices.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Estelle frowns, refusing to give Kristophe one of the stimpacks, replying "Mr. Kristophson, I will gladly tend your wounds, but we mustn't waste the stimpacks on cuts and bruises. There is no telling when we may need them."

Shaking her head, as he storms off, she turns towards Badger. "Foolish man. Yes, I may well be able to do something with the computer. Shall we?"


Hacking is a simple science success, similar to the games.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Before the teacher's lounge:
Badger sighs.
"Why don't you and Tom take a look at the computer and I'll make sure Kristophe doesn't do anything too crazy. I'll holler if we hit some trouble."

Badger heads to the teacher's lounge with Kristophe.
Man, I hope he makes good on his promise to walk once we get to a town. Only so much more of this crap I can take.

Notice: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (1) - 1 = 0
Ace: 1d6 ⇒ 2

7 total.


That'll let you read the second spoiler.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe might be too proud to ask for help. If it were offered he'd take it, but hes an a$!&%~# so... he'll probably die because of it.

Notice: 1d4 - 2 ⇒ (4) - 2 = 2 Ace?: 1d4 ⇒ 3
It's too damned dark in here. Bloom! Bloom! Where the heck are you. You hiding?


Second spoiler. Same as Badger...

Unless someone specifies otherwise, I'm gonna assume other characters are in the office with Estelle across the hall when the $#!+ hits the proverbial fan.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

"Yeah, I'm here. Look-"
Badger scoops up some stuff under the upturned couches and cushions. A bottle of vodka and five packs of cigarettes. He gives the bottle and three packs of cigarettes to Kristophe.
"Here. Something to hold you over, all right? Just do me a favor and don't drink it all until we know this place is cleared out."


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

It's an hour window for healing, and I do believe you'll need some more the next time we run into each other, so I think you'll be fine. Estelle will insist on treating you next time, rather than letting you storm off. It'll be fun to have someone tell Kristophe to essentially sit down and shut up. :D

Science: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 5

Estelle nods to Badger, and motions to Tom. "Let's go, I'm curious what we can find on the computers as it is."

Walking into the office with Tom, she spots the computer and pushes a pile of papers off the chair in front of it. Sittings down at the desk, she realises how good it feels to be off her feet for a few minutes. They hadn't really stopped moving since getting off the truck.

"Alright, let's see." She says, pressing a few buttons. Reaching a prompt that she can actually do something with, her fingers begin to move faster. After a few seconds, she looks up at Thomas with a grin. "While I am loath to reinforce what you've seen on TV about how easy it is to hack something, I do believe that I am in."


Estelle, having gotten a raise, not only manages to unlock the principal's office door, but finds out the password to the janitorial storage upstairs, and that a memo was sent out before the bombs dropped by the principal to the teachers with the password to the confiscated goods closet. Still, she can't seem to get a copy of the memo...must have been below the secretary's pay grade.


F Librarian [ Notice: d8 | Shooting: d6 | Parry: 2 | Pace: 6 | Toughness: 5 ]

Estelle relays the information to Tom. "Could be the principal's office itself has a copy of the memo, so let's keep an eye out."

She crouches down to the girls. "Could be there's some more bugs in the principal's office, so Mr. Roland and I are going to look real quick. You guys watch our backs, okay? You see or hear anything, just give a shout."


Well, I guess since I don't have my game going, I guess I'll press on. Map is adjusted.

As Badger and Kristophe are searching out the Lounge, as they get closer to the couch in the corner, radroaches start climing out from beneath the couch and from behind it.

Since you didn't beat the group stealth roll, they start on hold, automatically beating you guys on initiative. So it's the roaches, and then all of you.

R1 with gangup vs Badger: 1d4 + 2 ⇒ (3) + 2 = 5
R2 with gangup vs Badger: 1d4 + 2 ⇒ (3) + 2 = 5
R3 with gangup vs Badger: 1d4 + 2 ⇒ (1) + 2 = 3

R4 with gangup vs Kristophe: 1d4 + 1 ⇒ (3) + 1 = 4
R5 with gangup vs Kristophe: 1d4 + 1 ⇒ (2) + 1 = 3

Despite the surprise, none of the attacks seem to connect.

I can tell you guys about the principal's office after the fight if you want.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Harper, unsure as to what she was supposed to be doing, followed the greyhound as it tore across the room and barreled into the pitbull. It looked to be as shocked at how quickly its feet flew across the floor as Harper did. The lithe dog shook its head, snorted, and circled around the pitbull, tail wagging in a downwards arc and tongue lolling.

Harper briskly walked after the greyhound. As she reached the two dogs near the door to the principal's office, she looked in amazement to see that Estelle had cracked the door's code.

She tentatively looked over Estelle's shoulder to see what the mysterious metal door hid in the darkness beyond the doorway, ready to spring to Estelle's defense at a moment's notice.

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