A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Ripnugget glares and growls, but says nothing.

Where to you go now?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Next closest room?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor heads towards the eastern wall and checks the first door.

I think C21 is next so I will search and listen at that door. If others vote for something else I will shrug and change directions.


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

Looks like a couple of rooms east of the throne room.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Ah, there's the map link. Bena while, forgot who had it. :) Yes, C21 is right there.


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

I should point out the map I created is from the Pathfinder book, the GM's map from the SW book might have different map identifiers.


Just did a quick check, the SWPF uses the original PF map room identifiers.

The north door on the eastern wall opens up into a small armory room containing many small-sized, crudely-made weapons and armor. There's a bench where apparently the items are put together.

Assuming you move on to the south door to move things along...

The door to this room is locked. Crastor, Thievery-2 roll please...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor works on the door. He grunts as a hand slips and then shifts to adjust as he works on the door.

Theivery-2: 1d8 - 2 ⇒ (5) - 2 = 3

Wild-2: 1d6 - 2 ⇒ (3) - 2 = 1

I spend a Benny to reroll as I need more then a 3 I think.

Theivery-2: 1d8 - 2 ⇒ (6) - 2 = 4

Wild-2: 1d6 - 2 ⇒ (1) - 2 = -1


Ripnugget giggles as Crastor works on the door, and says slyly "I think you'll like what you find in there..."

I didn't understand the arrangement of the rooms until I went to un-block the map. The southeast door in the throne room actually opens up into a small hallway, with a door at the north and a door at the south ends. It was really the north door that was locked, and the following description is for room C19. Map updated. Sorry for the confusion...

When you open the door, your noses are assaulted by the most foul smells. Going in, you see haunches of poorly-smoked meat hanging from hooks hanging on ropes attached to the ceiling, or stacked in or on top of crates. Some of the meat seems to be dog or horse or other forest creatures, but some of it looks like human arms and legs.

There's a door at the south end of the hallway, too. Since that's the only choice, I'll assume you go there to speed things along...

The map's image of C14 makes no sense that I can figure out. Instead, imagine a flight of steps starting right beside the door along the western wall, going up as they go south. You can see the sky thru the opening at the top of the stairs. This appears to be a watch tower.

Someone make a Notice roll. If anyone wants to help, subsequent Notice rolls will act as Support bonuses.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek ignores the Gobbo and takes a look around.

notice: 1d6 ⇒ 2
wild: 1d6 ⇒ 2

I should just stop rolling like this. :)


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

In the map I made from the PF source, C19 is the throne room. C14 is the room next to the one with the stairway. The stairway room is C13 in the PF book, but it is not identified on the map. I added the label.

Notice: 1d6 ⇒ 6
Notice, Ace: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5

Jzero also listens.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor tries to look around but his eyes are still watering from the "larder".

Notice: 1d6 ⇒ 1

Wild: 1d6 ⇒ 2

If your going to roll first, might I suggest you consider using Bennies if you really bomb the roll. It probably doesn't make a huge difference, but something to consider if the primary roll is going to be the first person to do it.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)
Crastor Deems wrote:

Crastor tries to look around but his eyes are still watering from the "larder".

[dice=Notice]d6

[dice=Wild]d6

If your going to roll first, might I suggest you consider using Bennies if you really bomb the roll. It probably doesn't make a huge difference, but something to consider if the primary roll is going to be the first person to do it.

Yeah. Derp. Good point. I looked at the rolls, cursed and posted and moved on and didn't even think about it. :)


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann follows with the others, keeping his bow at the ready while the others search the various rooms. After seeing the "larder" the halfling looks to the goblin 'King" with nothing but anger and loathing.

"Maybe we should just get rid of this creature now...hang it up in the larder..."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

"Eh...I think the town's people might want to have a word with him. I am guessing we can get him back without too much trouble." Crastor says with a frown.


Assuming no one else is going to roll at this point...

You climb up the stairs which lead to a high roof that overlooks this quarter of the island. You see two goblins engaged in a game of cards, arguing with each other too intently to notice you at first. Ripnugget shouts "Kill them, you fools!" at which point they look up and see you, and move towards you brandishing their dog-slicers.


Round 1!

Ceri:
6 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
5 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
6 Bennies, 5 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Johhann:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Jzero:
2 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #1:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #2:
Status : Normal, SitMods : None, Spell Effects : None

Engagements
None

Modifiers
None

Initiative
Velrek – JH
Johhann - 10S
Crastor - 10H
Jzero - 10D
Ceri - 9S
Evesk - 8D
Goblins – 3C

Everyone is up!


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

Jzero flings two shurikens, one at each gobbo.

Shuriken: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4
Modifier: -2 MAP
Result = 5 - 2 = 3

Shuriken Damage: 1d8 + 1d4 ⇒ (7) + (3) = 10
Raise Damage: 1d6 ⇒ 3

Shuriken: 1d8 ⇒ 8
Shuriken, Ace: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5
Modifier: -2 MAP
Result= 8 + 5 - 2 = 11

Shuriken Damage: 1d8 + 1d4 ⇒ (5) + (4) = 9
Raise Damage: 1d6 ⇒ 2


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor moves to attack the one that Jzero missed.

Fighting: 1d8 ⇒ 6

Wild: 1d6 ⇒ 4

Warhammer Damage+1AP: 2d6 ⇒ (1, 5) = 6

Raise: 1d6 ⇒ 4


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek shortens the leash and keeps an eye on the troublesome king, confident that his compatriots can handle these two gobbos.


Johhann, Evesk?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Having his bow at the ready, Johhann fires at the creature that Crastor and Jzero have not engaged.

Attack: 1d8 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 ⇒ 4

Damage: 2d6 ⇒ (4, 5) = 9
Raise: 1d6 ⇒ 5


Let's call the goblin that Jzero missed "#1", and the one he hit "#2". Then Crastor attacked #1. But then both have been engaged, so let's say Johhann shot at #1.

Johhann's arrow nicks the arm of goblin #1, drawing blood (Shaken).

Crastor's warhammer then smacks it upside the head, putting it down (Shaken+Shaken=Wound).

Jzero's shuriken flies deep into goblin #2's chest, killing it instantly.

Combat is over!

What do you all do now?


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

Looks like one (or two?) more room(s) on the east side of the complex. Have we explored C14 yet? Meanwhile...

Jzero pulls the chief aside and whispers, "As you can see, telling your tribe to attack us only gets them killed. If you want me to argue for keeping you alive, best you tell any other goblins we encounter to surrender. Understand?"

Persuasion: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1

Meh. It was worth a shot.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor searches the area for anything of interest. As he does he asks the goblin, "How many more of your folk are around here? Do you have some way of calling them all and telling them to flee the island?"

Notice: 1d6 ⇒ 3

Wild: 1d6 ⇒ 1


You've been in/on C14 for the last few posts...

The roof of the watchtower looks out over the southeast corner of the island. You see no goblins or other creatures on the ground from your vantage point.

Ripnugget snorts and says "I will never tell my tribe to give up to the longshanks or run from them - we will fight you to the death! And I won't tell you how many of us there are, either."

What do you all do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

I know we have not cleared this level but we have also not been down the stairs in C-13, correct? We're right there....


Velrek - that's kind of meta, knowing that the stairs are there. But OTOH, it is the closest unexplored room to you right now, just two doors away.... And since you came into C14 thru the north door, it would make sense to leave thru the west one.

What do you all want to do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

My bad. I didn't realize it wasn't a known area! In that case, off towards C17 and we'll see the door.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

C17 it is.

Crastor shakes his head at the stupid goblin and goes to check the next door. If he finds nothing amiss, he opens it and goes in.

Search for traps and listen at the door.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

The goblin king is still tied up, right??


- Ok, I'm confused. You all were last in C14 in the south-east corner of the building. C17 is in the north-west part, and there's many doors and unexplored areas in-between. Are we looking at the same map? Everyone click on the "Map" link in Jzero's header info to look at the "official" map.
- And, I did say in my reply to Velrek that it would be reasonable to exit C14 by the door on its west wall, which takes you by two doors on the north side of the hallway that you haven't opened yet...
- Yes, the goblin king is still tied up.

Ceri says "Maybe we ought to gag the little bugger too, so he can't shout commands to his minions?"


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

I'm using the map link in Jzero's header.
"That is the best idea I have heard all day, Ceri."
Velrek happily does so.


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

Just to clarify the map, the section with the red 2 in a circle has stairs leading down? I labeled this C13 because the label was missing from the map I copied. So we've explored all the east side rooms except C13?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Same here...the map Jzero has attached to his character header


Yes, C13 has stairs leading down, and you've explored all the east-side rooms but it. But suddenly Velrek and Crastor were talking about going to C17, which is in the middle of the unexplored west side, which confused me.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Ah, after I realized the staircase wasn't a known area I was agreeing with your hypothesis and saying the group should head towards C17. Now I see the confusion.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

C17 looks like it is the next unsearched place moving clockwise around the place based on what we can see. But really we are just aiming for the double doors leading west from C11 I think.


-Ok, I finally figured out what's going on. I just clicked on the link in Jzero's tag line, and the map that I see is not the map that I've been using! AFAIK, I got the link for the one I've been using from Jzero when you first arrived at the island.
-I now understand why Velrek saw the stairs, because they weren't blacked out (they are now).
-And, I understand why the room numbers you all have been referring to have been confusing me, because the room numbers between the two maps are completely different!

-So, you all are in room *C15*, and there's a door on the western wall which will take you to a short hallway with two doors on the north side that you haven't opened yet.
-Since you all already know about the stairs going down, I won't fault you for not clearing the rest of this floor if you want to go down right away.

Jzero - any idea how this could have happened? Did you put a new map in your Google drive some time after you all started exploring this place?

What do you want to do?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor moves to the first of the doors on the north wall and listens at it as he searches for traps.

I think there are two northern doors. I check the first one we come to.


You hear nothing, and the door is unlocked. The small room is sort of a barracks, with 6 small beds crammed into it. The beds are empty.

Map updated.

What do you all do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Well, that is a different map. :) Back when I used to run PFS a lot I grabbed a map someone had online to use and didn't notice there were a few key differences until the boss battle was starting. "Oh, hold on... uh, let me redraw this" didn't go well since the group had just spent 15 minutes on strategy!

After a quick search Velrek nods at the next door.


Male Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 Human | Map 1

I don't know what happened on the maps. I have only created two maps of the Thistletop map, which is just the north and south portions. The room you just described sounds like C14 on Jzero's header map. I think we are ready for the double doors on the west wall of C11, the first room we entered in the fort, C17.


Jzero - please see Discussion.

You hear nothing, and the door is unlocked. You see a flight of stairs going down.

I'm assuming this leads down to the next level, as this room has no room number in either map (Jzero added the C13 himself)...

What do you do?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor shakes his head at the stairs and says, "We should clear this level first. It would not be good to get attacked from both sides on a stairwell." Crastor turns and heads to the next closest door to him and searches it while listening for anything that might be beyond the door.

I think we had agreed before to hold off on the stairs and I am assuming we are sticking to that. If people start heading down, I will follow after.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek nods at Crastor and continues on to finish the current level.


Well, I said it was "meta" to know that the stairs were there, but that was before I realized the map I was looking at wasn't the map y'all were looking at.
And I did say "I won't fault you for not clearing the rest of this floor if you want to go down right away"...
But, Velrek decided to go to C17 before I said that, and Crastor followed suit.

You hear nothing behind the door, and it is unlocked. It appears to be a short hallway, ending with another door on the far wall, and a door to the north.

Map updated.

What do you do, north or west door?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

Crastor starts heading to the western door to search and listen for any more goblins or their allies.

I like to go left.


Since it's been over 24 hours, the Rule of Two is overrided by Crastor's single vote...

You hear nothing behind the door, and it is unlocked. Opening it, you see an empty room with stairs leading to a hole in the ceiling, and a door on the north wall.

You hear nothing coming from the roof.

What do you all do?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 6/15;

"I still think we should clear this floor. North doors then?" Crastor says as he moves to check the double doors to the north.

Same thing. Search and listen. Open if no one objects. Follow the group if they go elsewhere.

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Community / Forums / Online Campaigns / Play-by-Post / A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings. All Messageboards

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