Daisy's Little Night Business

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Re: Daisy's Little Night Business

#61 Post by trawets »

Trawets stops and looks at Daisy and the others. I've said I think this placed deserves a good exploration a few times now. Something just occurred to me though. What are we going to do if we find what made these tracks? Are we going to fight them? How many of them? That tunnel is going to be a whole lot more cramped for some of us. We have achieved our goal have we not Daisy?
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Re: Daisy's Little Night Business

#62 Post by subaltari »

Vurna
trawets wrote: Fri Jun 06, 2025 3:32 am Trawets stops and looks at Daisy and the others. I've said I think this placed deserves a good exploration a few times now. Something just occurred to me though. What are we going to do if we find what made these tracks? Are we going to fight them? How many of them? That tunnel is going to be a whole lot more cramped for some of us. We have achieved our goal have we not Daisy?
"I think I agree with Trawets. We have found enough to earn our gold for the night. If the Merchants would like us to come back and take care of the problem... then we'll bargain for more, won't we? Also, I'm not sure we want to meet these creatures on their own turf, if it should come to a fight... the Cobalt or what have you."
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Re: Daisy's Little Night Business

#63 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Tunnels Below Slateholm
Present: Trawets, Daisy(42), Vurna, Da(0)

Exploration Turn 6

At the bottom of the stairs you find the corridor to have turned left, toward the west, but only a short walk that way stops you as the ceiling has collapsed blocking any movement further along the corridor.

Trawets sees a small tunnel has been opened in the right side of the corridor just before the rubble that sealed the corridor shut. The tunnel heads north. The tunnel is about 5 feet high and a bit less wide than that and roughly cut from earth. The claw marks and drag marks go into this dark tunnel.

Da says, "We should follow into the tunnel."

"I'm not sure..." Daisy frowns slightly.

Trawets stops and looks at Daisy and the others, "I've said I think this placed deserves a good exploration a few times now. Something just occurred to me though. What are we going to do if we find what made these tracks? Are we going to fight them? How many of them? That tunnel is going to be a whole lot more cramped for some of us. We have achieved our goal have we not Daisy?"

"I think I agree with Trawets." Vurna chips in, "We have found enough to earn our gold for the night. If the Merchants would like us to come back and take care of the problem... then we'll bargain for more, won't we? Also, I'm not sure we want to meet these creatures on their own turf, if it should come to a fight... the Cobalt or what have you."

"Well, yeah." Daisy nods still looking down the narrow, dark, tunnel, "I think we've done what is prudent to do tonight. I think we should report back what we've found to (and here's an admission I've forgotten the name of the merchant that hired Daisy :) so I'll make one up and put it in the Maps and Things thread so I can find it later) Merchant Dumas, he only wanted us to find the how, the who was extra."

"I can't believe whatever did this actually lives down here. That tunnel probably comes up outside the City Walls. Maybe we should search around up there tomorrow and see if these things are getting into the city that way.
Daisy says as she turns back the way you came while glancing at Da's torch, "That torch is not going to last all the way back to the warehouse. I know we didn't run into anything down here so far, but I'd much rather not be in the dark. I'm going to relight my lantern now just to be sure."

She does relight her lantern and you begin retracing your steps. You go up the stairs, past the door you stood up where the spiderwebs were located and then up the stairs and past the still bared door, now on your right. As you are nearing the room under the warehouse Da's torch flickers and goes out. Daisy opens the hood on her lantern and you have light again.

Entering the room under the trapdoor, Daisy says, "You know I can't help it, but we have two other corridors we didn't explore at all. I know the tracks were old, but I'm just curious. Let's take a short walk down each of them before we leave, just to see if anything of interest shows up, okay?"


She leads you down the southern corridor a short distance before she comes to a door on the right side. The door is closed. She tries the knob, "Locked, not barred."

Holding up her lockpick she grins in the lantern light, "Should I?"

End of Turn 6
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#64 Post by subaltari »

Eris wrote: Fri Jun 06, 2025 8:36 pm She leads you down the southern corridor a short distance before she comes to a door on the right side. The door is closed. She tries the knob, "Locked, not barred."

Holding up her lockpick she grins in the lantern light, "Should I?"
"It's not a crawl tunnel and we're here, so why not? But let's peer down that other branch before you start picking this lock," Vurna suggests.
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Re: Daisy's Little Night Business

#65 Post by Rex »

Da

Da gives Daisy a thumbs up. Then goes back to checking behind them to make sure nothing is following them.
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Re: Daisy's Little Night Business

#66 Post by trawets »

Trawets looks at the door and then down the corridor trying to decide which way the tracks go. Give me a moment to confirm things. I suspect the creatures didn't lock the door. Then you can unlock it if you are feeling lucky. Maybe it's the town vault. He then smiles a huge grin.
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Re: Daisy's Little Night Business

#67 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Tunnels Below Slateholm
Present: Trawets, Daisy(36), Vurna, Da(0)

Exploration Turn 7

She leads you down the southern corridor a short distance before she comes to a door on the right side. The door is closed. She tries the knob, "Locked, not barred."

Holding up her lockpick she grins in the lantern light, "Should I?"

Da gives Daisy a thumbs up. Then goes back to checking behind them to make sure nothing is following them.

"It's not a crawl tunnel and we're here, so why not? But let's peer down that other branch before you start picking this lock," Vurna suggests.

Trawets looks at the door and then down the corridor trying to decide which way the tracks go, "Give me a moment to confirm things. I suspect the creatures didn't lock the door. Then you can unlock it if you are feeling lucky."

"Maybe it's the town vault." Trawets smiles a huge grin.
UnderDocks4.png
UnderDocks4.png (328.16 KiB) Viewed 179 times

Daisy pauses and waits while Vurna slips over and peers down the other branch, seeing very little other than a dark corridor leading off to the west. She doesn't really see any of the 3 toed claw marks on the floor, beyond a jumble of almost dust filled ones near the beginning of this branch. It seems like they decided not to go that way to her.

Trawets looks further down the corridor to the south past the locked door. He sees the corridor end in a right turn toward the west about 30 feet further along. There are old claw marks in the dusty floor, they marks are several weeks old, but not ancient...so the creatures, whatever they are, have been up and down this corridor, too.

Da watches Daisy as shakes her head and slips a flat piece of metal into the lock and follows it with a thin wire that she wiggles around until Da hears a "click" and sees Daisy grin in the light of the lantern she has set on the floor while she worked at the door.

"Can't hurt to take a look, right?" Daisy says to the others as she pushes the door slowly open and holds up the lantern to shine light inside.

Looking over her short form, Da, Verna and Trawets see a room about 30 by 30 feet ahead of them with two open corridors leading further west on the far wall. Near the center of the room is a stone platform about five feet across standing about 2 feet high. There is a large lump of something on top of the platform, you can't tell what it is from here though.

Over on the left (north) side of the room you see a chest and behind the stone platform about equidistance from the two corridors heading further west you can see what looks like a wardrobe.

There floor of the room is grey and is more dust free than the corridors you have been in. You can see some dust along the edges of the room, but the floor around the platform in the center is clear of dust.

There is no sound coming from the room, but there is a smell...a musty smell with a slight tang to it. If you didn't know better you'd say it smells like a very old cheese.
X marks the spot your party is at right now.

End of Turn 7
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#68 Post by trawets »

Trawets looks in the room, whistles and then says Almost seems like someone's basement maybe but I don't see stairs. I think we are into your area of expertise Daisy. If there were below my home or shop and used I'd have some sort of alarm or trap. I'm not looking to steal from anyone, but I'm all for recovering lost things.
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Re: Daisy's Little Night Business

#69 Post by Eris »

trawets wrote: Sat Jun 07, 2025 9:32 pm Trawets looks in the room, whistles and then says Almost seems like someone's basement maybe but I don't see stairs. I think we are into your area of expertise Daisy. If there were below my home or shop and used I'd have some sort of alarm or trap. I'm not looking to steal from anyone, but I'm all for recovering lost things.
"This has still got to be under the Docks. We're a good 15 feet down, too, I'd say we're probably in whatever was here before this city was built over the city that was here before fell into ruins." Daisy says, "I'm no expert at this, but that's my educated guess based on the ruins I've seen since I've been here."

She steps just inside the doorway and off to the north side holding the lantern high. Everyone at the door can see what appears to be an empty, though, stinky room.

"The smell, though, that's different." Daisy whispers.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#70 Post by subaltari »

Eris wrote: Sat Jun 07, 2025 9:45 pm"This has still got to be under the Docks. We're a good 15 feet down, too, I'd say we're probably in whatever was here before this city was built over the city that was here before fell into ruins."
Vurna has a bit of difficulty with that run-on sentence 😄 but then replies, "So this is from the buiders of the old empire, before you Northerners settled here? I'd say we've found our way to a place within the compass of our Guild's commission. Lost things indeed, Trawets!"

Eris wrote:"The smell, though, that's different." Daisy whispers.
"Do you think it could be... a corpse?"

And a moment later, "What do you think is on that dais, Daisy?"
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Re: Daisy's Little Night Business

#71 Post by Rex »

Da

"Looks like a tomb to me. Only one way to find out."

Da walks into the room, carefully approaching the raised area.
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Re: Daisy's Little Night Business

#72 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(30), Vurna, Da
UnderDocksRm7.png
UnderDocksRm7.png (143.11 KiB) Viewed 131 times
Daisy is standing just north of the doorway inside the room holding her lantern up so everyone can see. In addition to the wardrobe and chest you now see a pile of trash or rubble in the southwest corner of the room. The walls and floor of this room are more clear of dust than the corridors outside...clean...the floor fairly gleams in the lantern light.

Trawets and Vurna are standing in the doorway watching.

"Do you think it could be... a corpse?" asks Vurna, and a moment later, "What do you think is on that dais, Daisy?"

"I'm not sure..." Daisy begins.

Da says, "Looks like a tomb to me. Only one way to find out."

Da walks into the room, carefully approaching the raised area.
OOC: And you are in combat!

Surprise Round

As Da approaches the dais he feels, suddenly, like he is walking on a thin layer of rippling water. He has to stop to regain his balance.

Daisy gasps as she sees the floor ripple under Da's feet, "No! Wait!" she hisses loudly!

Vurna and Trawets are taken aback as they see the floor itself start to move under Da's feet!

Suddenly what looked like bare floor humps up and two grey tentacles reach up toward Da's legs!

As the tentacles wrap around Da's legs [1d20+2]=18+2=20 barbs of cold burn into them causing him to grunt loudly in pain! [1d6]=4 That HURT! Da finds it hard to move his legs, it's like he is stuck in mud getting out of whatever is grasping his legs is going to be very difficult.

End of Surprise Round

State your movement/actions for Combat Round 1 and, if you wish, rolls for any attacks and damage. If you don't post attack/damage rolls, I'll roll for you.

You don't have to wait for initiative, but if you want here you go...
Daisy [1d20+3]=18+3=21
Da [1d20+2]=10+2=12
Trawets [1d20-1]=7-1=6
Vurna [1d20]=5


Daisy is going to move up to the Ooze and swing her short sword at it [1d20]=13! Her sword sinks deep into the ooze[1d6]=6 cleaving it nearly in half! Pulling her sword out everyone sees the sword is starting to hiss and smoke and what looks like metal is dripping from its blade!

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP8/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Monster:
Weak Grey Ooze AC11, HP5/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#73 Post by Rex »

Da

Da strikes at the ooze with his great axe.

Great Axe [1d20+4]=10+4=14 to hit [1d10+1]=2+1=3 damage
I think this is correct. +3 to hit from Strength and +1 to hit and damage from mastered.
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Re: Daisy's Little Night Business

#74 Post by trawets »

Seeing the floor come to life Trawets gasps and panics and tries to cast his magic missile spell at it.

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Re: Daisy's Little Night Business

#75 Post by Eris »

Rex wrote: Sun Jun 08, 2025 11:21 pm Da

Da strikes at the ooze with his great axe.

Great Axe [1d20+4]=10+4=14 to hit [1d10+1]=2+1=3 damage
I think this is correct. +3 to hit from Strength and +1 to hit and damage from mastered.
That is correct, I also think.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#76 Post by Rex »

Eris wrote: Mon Jun 09, 2025 2:10 am
Rex wrote: Sun Jun 08, 2025 11:21 pm Da

Da strikes at the ooze with his great axe.

Great Axe [1d20+4]=10+4=14 to hit [1d10+1]=2+1=3 damage
I think this is correct. +3 to hit from Strength and +1 to hit and damage from mastered.
That is correct, I also think.
Thanks.
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Re: Daisy's Little Night Business

#77 Post by subaltari »

Eris wrote: Sun Jun 08, 2025 8:25 pmState your movement/actions for Combat Round 1 and, if you wish, rolls for any attacks and damage. If you don't post attack/damage rolls, I'll roll for you.
Vurna (Initiative = 5)

Vurna focuses on the rippling ooze and attempts to unleash the Willowman upon its senses. Unfortunately, its protoplasmic nervous system is very different from that of a human, or any other creature Vurna has met.

Cast spell: Willowman [1d20+5] = 1 +5=6 vs. DC 11

Oh Noes! First adventure, first battle, first spell, and first SPELL MISHAP.
Rolling on the Diabolical Mishap Table here.
Witch Mishap [1d12] = 10

Bat! 😨 "An angry bat appears on your head, flapping and clinging to your face. You are blinded for 3 rounds or until you can toss the beastie away from you"! Could have been worse...
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Re: Daisy's Little Night Business

#78 Post by Eris »

Mode: Roleplaying, Exploration, Combat
Location: Room 7, Tunnels Below Slateholm
Present: Trawets, Daisy(29.9), Vurna, Da

Combat Round 1

Daisy moves up to the Ooze and swings her short sword at it [1d20]=13! Her sword sinks deep into the ooze[1d6]=6 cleaving it nearly in half! Pulling her sword out everyone sees the sword is starting to hiss and smoke and what looks like metal is dripping from its blade!

"Drat!" Daisy calls out, "This thing melts metal!"

Da strikes at the ooze with his great axe. (Great Axe [1d20+4]=10+4=14 to hit [1d10+1]=2+1=3 damage). With a crack the axe goes through the ooze and hits stone beneath it! Raising his great axe back up, Da doesn't see that his strike had any bad affect on his weapon like it seems to have had on Daisy's.

The Ooze vibrates with the blow and moves under Da's feet...trying to unbalance him, but he maintains his balance. The Ooze does succeed in reaching Daisy, though and rises up her leg, but she deftly kicks it off of her.

"Get OFF!" she shouts exasperatedly.

Seeing the floor come to life Trawets gasps and panics and tries to cast his magic missile spell at it, but fails as his magical energy simply fizzles in his hand as he tries to form it. Then he sees a gray shape sliding down the wall at the back of the room! There is a second Ooze in here!

It's even worse for Vurna!

Vurna focuses on the rippling ooze and attempts to unleash the Willowman upon its senses. Unfortunately, its protoplasmic nervous system is very different from that of a human, or any other creature Vurna has met and her attempt backfires on her!

Bat! 😨 "An angry bat appears above Vurna's head, flapping and trying to cling to her face. Vurna can hardly see and if the bat manages to actually cover her face she will be blinded (for up to 3 rounds). She is going to be busy trying to pull the bat off and toss it away from her, too busy to do anything about the Ooze in front of her, and has no idea there is a second one, yet!

Could have been worse... Yep, it sure could have! Not just Vurna's roll, but my roll on where the second Ooze would start from...it could have been over your heads or on the wall right next to the door (1=ceiling, 2=floor, 3=east wall, 4=west wall, 5=north wall, 6=south wall). :razz:

So, Trawets has lost Magic Missile until a Long Rest. Vurna has lost Willowman until a Rest and has a bat trying to suffocate her, oh and it also bites!


End of Combat Round 1

Your movement and actions, please!

Party:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8/8; S+0 D+3 C+1 I+2 W+0 C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Da Dwarven Fighter (title); AC13, HP8/12; S+3 D+2 C+2 I-1 W-1 C-2; GreatAxe +4 1d10+1, Javelin +3 1d4;
Trawets Human Wizard(title); AC7, HP3/3; S+0 D-1 C-1 I+2 W-2 C+2; Staff -1, 1d4; Detect Magic, Mage Armor, Magic Missile;
Vurna Human Witch (title); AC11, HP4/4; S+0 D+0 C+0 I+0 W+2 C+4; Dagger 0/0, 1d4; Staff 0, 1d4; Eyebite, Oak Ash Thorn, Willowman; LUCK
Monster:
Weak Grey Ooze1 AC11, HP2/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Weak Grey Ooze2 AC11, HP11/11; S +1 D +1 C +0, I -4, W -3, Ch -4; Tentacle +2, 1d6; near (climb); 1/6 dissolve metal;
Bat AC 8, HP 4/4, S -1, D +2, C +0, I -3, W +1, Ch; Bite +2 (1d3), near (fly);
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: Daisy's Little Night Business

#79 Post by trawets »

Trawets sighs as he realizes he can't cast his spell any more. Here take this! Trawets holds out his quarterstaff to Da or Daisy. At this point I am useless.
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Re: Daisy's Little Night Business

#80 Post by Rex »

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