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

Game Master ZenFox42


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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)

Velerk helps out by quietly saying "Ye gods, that stench!" and taking a look in.

notice: 1d6 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (5) - 2 = 3

He shrugs and steps back. "And I thought uncle Jithro's was bad..."


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 grunts in disgust as he looks around.

Notice: 1d6 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (1) - 2 = -1


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri looks around :

Notice & Wild,-2: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0

but the smell makes her eyes water.


Evesk, Johhann?
I'll wait a day or two, then 'bot these rolls, since they're important.


Johhann :
Notice&Wild,-2: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1

Evesk :
Notice&Wild,-2: 1d4 - 2 ⇒ (1) - 2 = -11d4 - 2 ⇒ (2) - 2 = 0

WOW! Everybody failed! What are the odds? (Well, I could calculate them, but...)

There's a door in the northwest corner of the tiny room (map updated). You open it and see stairs heading down.

What do you do? Previously y'all had decided to clear this floor before descending, just checking that's still what you 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)

"Eh. Well, let's stick with the plan. I think we've almost cleared the top here."


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 swiftly from the terrible odor and listens at the next door as he searches for traps.

Keep going in order.


The nearest unopened door is on the south side of the hall that this room is connected to.

From now on, if you don't hear anything or detect any traps, I'm just going to say "You open the door".

You open the door, and see a room where a low round table almost fills it, surrounded by small chairs (map updated).

There's only 3 unexplored rooms now : C11, C16, and C17. Rather than having y'all give me walking directions, just name the next room you want to explore, and I'll describe it. FWIW, you're closest to C17. First person to post gets to pick!


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 points at the door to C17.
"Closest door?"


Sorry, my bad, C17 is the room with the horse, I forgot to un-black it after you'd been in it. To move thing along, there is a door on the south side of the open courtyard C15 (which you're in, in order to get to C17) that you haven't opened yet...

You open the door, and see shelves lining the walls holding crude tools, nets, and riding tack for goblin dogs. In the NE corner there is a large
L-shaped wooden cage that fills the north and east walls which contains dozens of rabbits. (C16, map updated)

Since there's only one room left...

You leave the open yard thru the SW door, go south, go east, and check out the door in the short hall leading to the trophy hall.

You probably skipped it the first time you went past it because it's nailed shut.

A Strength-2 roll or a Thievery roll will open it after several minutes' work.


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)

"Another blocked door. Well, if there's someone or something dangerous behind it, they know we're here by now."

He takes out his crowbar and goes to work on the door.

"Be ready just in case."
He leaves his sword very close by, ready to drop the crowbar and grab it if needed.

str: 1d10 - 2 ⇒ (10) - 2 = 8
wild: 1d6 - 2 ⇒ (4) - 2 = 2

str xplode: 1d10 ⇒ 3


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 draws his weapon and readies himself for the worst.


Velrek makes quick work of the door with one mighty heave. Behind it is a room half-filled with crates, barrels, and large sacks. A hole has
been chopped into the bottom of one of the barrels, and on the floor in front of it are pickles and brine. The room stinks of vinegar. (Map updated)

You hear Ripnugget grumble thru his gag.

The floor has been cleared! Which stairs do you want to take, the one south of C18 or the one to the NW of C18? 24-hour rule of 2, engage!
Jzero - please see Discussion.


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 puts the crowbar away.
"Well, if he is grumbly, let's search this place well..."
notice if needed: 1d6 ⇒ 4
wild: 1d6 ⇒ 5

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