Snowdrifter

Parenthetical Clarification's page

7 posts. Alias of Zanbabe.


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Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie puts away her dagger with a deft flick of the wrists.

"We're just a curious bunch, Uncle. No need for something drastic," she says while trying to appear unassuming.

Persuasion: 1d4 ⇒ 3
Wild: 1d6 ⇒ 3; No success


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

"Get ready!" she whispers to the others. She then opens the door.

And finds a dog-sized spider thing attacking a disheveled man.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie steadies herself to leap across the gap.

Athleics: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1; success

She makes the gap with little difficulty, and then puts her ear to the door.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3
Ace: 1d6 ⇒ 5; Total 11, 1 raise


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie sheepishly points out the hole in the floor, and then the door across from it.

"I heard a scuffling noise in there."

GM, despite the hole, is it relatively easy to get to the door?


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie winces when she hears Abraham call up to her. But with no other recourse left to her she calls out to the cleric.

"I'm still here, Abe. The floor is damaged. Or trapped. I nearly fell into your laps when this hole opened up. We should get the lantern up here, along with everybody else."


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie leaps backwards as a hole opens up beneath her feet. She windmills her arms and manages to keep herself from falling in. But the hole now separates her from the door where the scuffling is coming from.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Agility: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

Benny

Agility: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6
Ace: 2d6 ⇒ (6, 4) = 10; total 16, 3 raises


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie nods at the good advice. She then draws a single dagger, and heads up the stairs as quietly as possible.

Stealth: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 1; total = 8; 1 raise

Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3; success


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

"It's worth mentioning that this place might have a new owner according to the tavernkeep. So, let's try to make sure we don't accidentally murder someone by jumping at shadows. I could go have a quick look, and report back. I'm pretty quiet when I want to be. Anyone object?"


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |
mikeawmids wrote:
I won't be posting much today as I have to fly to Ireland.

Have a safe flight, and Happy Holidays.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

GM, For the stealth bonus from the Thief edge, I'm supposed to be in an urban environment. I think inside a house counts, but I wanted to get your take.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5
Ace: 1d6 ⇒ 2; Total = 8, 1 raise

"We're not alone. There's someone walking around up there."


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie shows the rest her findings from the couch. "I'm a little unsure about this parchment. It says something about '...beyond skeletons...'. What goes beyond a skeleton? Or do they mean they found something other than skeletons?

But then she hears the eerie noise coming from the chimney.

"That's probably not a bird."

Gynnie picks up the torch, stands inside the fireplace, and looks up.

Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 2

Spending a benny.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie nods to Asa, and walks into the room.

"I don't know about ghosts, but it certainly smells like something died in here."

Gynnie looks around for anything dangerous or valuable.

Notice: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1; 1 success


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

"Neat trick."

Remembering her training, Gynnie walked up to the door and checked it for traps.

Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5; 1 success


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Well, it looks like Charlie's Angels are assembled. :-)

GM, I took my points from streetwise and moved them to fighting and thievery.

Lockpicks are very expensive, so I couldn't afford a rapier, so I opted to buy 4 daggers instead.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

"Great! Just one thing, though. Does anyone have a lantern we can use? It'll get dark soon, and we wouldn't want to stumble head first into a ditch."

Not to mention, it would make looking for valuables around the mansion so much easier.


Combat:
dagger d8 (str+d4) | spellcasting d6, PP 10/10, Bennies 2/4
Halfling| Agl d8 Sma d6 Spi d6 Str d6 Vig d6 | Pace 5 Parry 6 Tough 6 (+2) |

Gynnie sat cross-legged on a human-sized barstool drinking an ale as the ghost stories were being told. She had plenty of scary stories she could recount, but none of them featured anything more paranormal than an angry drunk or a vicious, slobbering dog.

On another night, she might have considered making something up just for the fun of it. But she was new in town, friendless, and worst of all almost penniless. And to top things off, she really needed to stay low until the heat died down in Magnimar. Just her luck that she would get caught robbing from a rich merchant's son with some pull with the Council of Ushers.

But the more the humans talked, the more she had to admit that she really wanted to check out that mansion. Even if there wasn't a ghost, it was still a mansion! It was bound to have something valuable she could sell.

Feeling bold, she walked up to the humans and introduced herself with a wide smile.

"Well met, travelers. My name's Gynnie. If you wouldn't mind the company, I would love to see this ghost for myself."