Friday, December 5, 2025

farther beyond the doorway of death! (dcc part 7)

(if you need reminding of what's going on with this doorway of death place, head back to "the party splits" a few posts ago!)

Judge Claire: All right, everybody remember where the first first-level group is?
Heddy: Choking and coughing in a room full of evil temple incense smoke?
Hettie: Actually, I think we'd arrived at a decision to venture north from that room in search of materials with which to build a bulwark against some sort of trap in front of another plastered secret door.
Ariel: Wow, you guys are really good in the remembering department! I was just going to say, "I'm playing Granny in this part, right?"
Heddy: I borrowed MSG's notes and re-read them.
Hettie: In my case, I went back through Claire's blog posts.
Ariel: Yeah, but you both remembered that that would be good idea at least, and I didn't even do that!
Sasha: I'm not calling you lazy about that, Aers, but --
Ariel: Then don't! Because I feel like you're about to even though you said you weren't about to.
Sasha: Okay, you got me there.
MSG: So my Detect Evil spell is good for an hour, and I don't think we took that long exploring the smokey temple room, so it's still up, and I assume I'm still sensing something evil or dangerous down this hall?
Judge Claire: Correct. As you move forward, you are able to perceive the location of the danger -- a stretch of floor about 40' along the hallway. No sign of what's dangerous about it, though.
Hettie: Time for some Thievery, I believe.
Ariel: Ooh, that would have been funnier if you said, "I believery!" On account of it rhyming.
Hettie: Ahem ... noted and logged for possible future use.
Elle: She said politely.
Judge Claire: Roll your Find Traps skill. I'll give you +4 for knowing the exact spot thanks to Chopper's spell.
Hettie: 8 plus 3 is 11 plus 4 is 15.
Judge Claire: You find an ancient, unmaintained pit trap that looks like it covers the entire next 10' of corridor. You think it looks relatively easy to disable.
Hettie: I'll roll for that, then. 16 total.
Judge Claire: You're confident it's been disabled.
Elle: Imlero's been in the lead, so she'll step forward.
Hettie: Antwerp holds out a hand and says, "Maybe we should drop something onto the trap first to make sure I'm just being confident and not over-confident.
Ariel: Granny has a duck!
Sasha: You brought that into the dungeon with you? How have you been keeping it from running away during fights?
Ariel: Oh. Maybe I left it with somebody back in town, then.
Elle: Imlero just tosses her backpack onto the trap. All it has in it is a few coppers.
Judge Claire: The floor supports it without any sign of collapsing.
Elle: Good enough for me. I get moving down the hall.
Judge Claire: All right. The way opens up into a room ahead. It's about 60' long and 30' across. At the far end is an amorphous black blob that writhes eerily as though to unheard music. It's big -- about 20' tall. Evenly spaced along the side walls are a set of six faces painted onto the plaster. Each face stares directly across the room at the face on the opposite side. Chopper, you sense evil intention at the outer reach of your Detect Evil spell as you approach the room, and when the group reaches the doorway, you can tell that the evil intent comes from behind the nearer two faces on the west wall and the nearest face on the east. The farthest face on each wall is beyond your range for now. The blob is too.
MSG: I'll alert everyone of the evil presences.
Sasha: Connie says, "More plaster, huh? Let's go get cracking!"
Akane: Possibly start with a face not seeming evil to our cleric?
MSG: And maybe wait for me to get far enough into the room to tell whether that statue and the last two doors seem evil too, I'd say.
Sasha: Fine. Wimps.
Judge Claire: As soon as Imlero and Connie step into the room, they feel a rush of supernatural wind fierce enough to make their hair stream back from their faces and their clothes flap with its strength. The characters who are still outside of the room do not feel anything.
Akane: Is this game like the rules of Dragonbane, where torches and lanterns go out easily?
Judge Claire: Possibly.
Akane: Nanda should remain outside this room, then, since she has our only light, and flint and steel remains with Kindly Miner in the other grouping.
Judge Claire: Does everyone else proceed in, then?
Heddy: Sure.
Hettie: Cautiously.
Elle: Yes, keeping an eye on that blobular shape. 
Ariel: Granny does.
Sasha: Yep.
MSG: Chopper carefully moves in until his range reaches all the way to the back of the room.
Judge Claire: You sense no danger from the writhing shape. The far west face also seems pretty evil-free. But there's definitely evil intent behind the far east one.
Heddy: Just to be clear ... if there's evil behind most of these faces, and that's all Chopper is detecting, does that mean we're safe from stepping on a pressure plate that makes the faces pop open and let the evil out?
Judge Claire: Yes. A trip wire or pressure plate would be "inherently dangerous," so Chopper's 17 spell check would let him know the trigger object was dangerous.
Heddy: And the faces and plaster aren't registering as dangerous themselves?
Judge Claire: Correct.
Hettie: I'm in favor of chipping away the plaster for the faces that don't seem to be hiding danger.
Sasha: Good point! They might be hiding treasure instead! Connie goes and starts chipping at the one in the upper left.
Hettie: Antwerp has an iron spike he can use to chip at the one on the center right.
Elle: Imlero is going to go and look at the wobbling blob.
Judge Claire: As you get closer, you see that the dark, shifting shape is actually an oversized black robe draped over a statue of some kind.
Elle: I'll try to get it down.
Judge Claire: You find it's not too difficult to pull loose. As soon as you do, the magical wind stops. Underneath, the statue is humanoid, but faceless. Meanwhile, chipping away at those two faces reveals that there's a door hidden behind each.
Heddy: Glynette will help finish chipping them clear, then.
Judge Claire: It will take about ten minutes of work for one person to uncover each door. Five minutes if two are collaborating.
Elle: When Connie gets hers done, she opens it right away. Were you helping her, or Antwerp, Heddy?
Heddy: I'm thinking Antwerp, since Connie has been kind of a pain.
Ariel: Granny says she's going to see if there's a door behind one of the evil ones too. She'll just chip away a little bit to see. Uh ... I guess that one in the back on the right.
Judge Claire: Anyone else chipping plaster?
MSG: I'm waiting to see the outcomes before doing anything.
Judge Claire: No one? All right, after five minutes, Glynette and Antwerp get the east door clear of plaster.
Hettie: If the Detect Evil is still reading clear, I'll try opening it.
Judge Claire: It is, and it opens easily. Inside you find dust and a pile of rags, with a 10 gp pendant resting on top of it.
Hettie: I'll take it if Glynette doesn't object.
Heddy: All yours.
Judge Claire: Granny has by now discovered that there is indeed another door behind the plaster of the face she chose.
Ariel: Can I hear anything behind it? Ooh, 14 on my Intelligence check.
Judge Claire: If there's anything there, it's entirely still.
Ariel: I'll keep chipping then so at least we have the option to open the door.
Heddy: I'll help her.
Hettie: Antwerp will do the same for the middle left face.
Judge Claire: Then at the 10-minute mark, Connie's door is uncovered and so is the door Glynette and Granny were clearing. 
Sasha: I'm opening mine the second I can. What's in it?
Judge Claire: Nothing but dust.
Sasha: What? Boo.
Akane: Should all party members prepare for danger and proceed with opening the evil uncovered door?
MSG: Sure.
Judge Claire: Okay, show me on the map where you're positioning yourselves.
Heddy: Here.
Hettie: Here, where I can fire my sling at any monsters as soon as the door is opened.
Elle: Here.
Ariel: Granny's right at the door.
Sasha: Connie's here, ready to rush in if she sees treasure.
Akane: Nanda remains at the room entrance.
MSG: Chopper hangs back behind the others.
Judge Claire: All right, everyone roll initiative.
Heddy: 10.
Hettie: 14.
Elle: A sad 7.
Ariel: I'm even sadder then! 5.
Sasha: 14.
Akane: 19 after subtracting poor Agility from an otherwise crit.
MSG: 12 for Chopper.
Judge Claire: Looks like Akane first, then.
Akane: Nanda awaits an opening door and monsters.
Judge Claire: Hettie or Sash, then.
Sasha: Connie thinks waiting is for the birds. She goes up to the door and opens it, since there's a space right there between Granny and Imlero.
Judge Claire: Monsters! Inside is another small-ish room with 4 skeletons in black robes gathered ready to attack! But their initiative isn't up yet.
Sasha: Does that mean I can take a smack at one?
Judge Claire: Yes. The rules say opening a door can be part of a movement action.
Sasha: Axe! I'm going to try to sweep two of them with my battleaxe if I can. 17 on the 20 sider and 3 on my deed die! Yes!
Judge Claire: All right, roll normal damage for the first one and I'll give your deed damage to the second one. As it happens, that's going to be enough to kill both of them.
Sasha: Hell yeah! BOOM! That's how you do it! Next?
Hettie: I believe I tied with you, so Antwerp will attempt a sling attack on the next visible skeleton. Miss.
MSG: Chopper's up next, but I don't want to risk Deity Disapproval or put my neck on the line when these things seem to be going down so easily. I'll wait and be ready to heal anyone who gets hurt.
Heddy: If it's Glynette's turn, she'll move in and attack one of the last two with her handaxes.
MSG: Two attacks means you use the d16.
Judge Claire: Watch out, it rolls forever if you don't put something in front of it as a stopper.
Heddy: Wow, you're not kidding. Right off the table. Let me just ... okay, a little more carefully ... no, fuck, what the hell is with that die?
Hettie: For some reason they appear to have burnished all the vertices.
Ariel: Here, I got it for you!
Heddy: Thanks. And this time I kept it on the table for a total of 13. 7 damage if it hits.
Judge Claire: Hit and killed.
Heddy: Maybe I should have positioned myself where I could reach them both. That was almost too easy.
MSG: Yeah, you never want to say that in this game.
Judge Claire: Elle, your turn.
Elle: My deed die is to crush its skull to pieces. 15 to hit, 11 damage.
Judge Claire: Crushed skull accomplished. In fact, you keep crushing halfway down into its chest. No experience for that easy a battle. Each of the 4 skeletons does have a 10 gp pendant like the others you've seen.
MSG: Time's a-wasting on my Detect Evil spell, then. Let's get chipping at these other doors.
Judge Claire: Who's on which door?
Heddy: I'll go to the middle west one.
Hettie: We seem to make a good plaster-cracking team, so I'll join her.
Elle: I'll take the bottom left one.
Ariel: I'll help!
Sasha: Connie's on the bottom right then.
Akane: I remain watchful in the doorway.
MSG: I guess I'll help Connie, then. That should get us through all three plaster walls in half a turn.
Judge Claire: All right, which door do --
Sasha: Bam! I'm opening mine.
Judge Claire: Connie and Chopper roll initiative, then.
Sasha: 5.
MSG: 7.
Judge Claire: As Connie reaches for the door, Chopper realizes that with the plaster chipped away, his Detect Evil spell is reading the door itself as dangerous, in addition to the evil presence behind it.
MSG: I tell her, "Hey, wait a --"
Sasha: Should have said you put your hand on the door to stop me. I'm opening it.
MSG: Do I get a chance to make an opposed Strength check or something, Judge?
Judge Claire: Look, by this time I think Sasha is right. You ought to know Connie's going to go for it, so you really should have stated you were trying to stop her, not just talk. The door opens -- and as soon as it does, the other two burst open as well, revealing more skeletons behind all three doors. Let me just put them on the map. There ... there ... and there.
MSG: Oh, great. And our room is the one with six skeletons. Do Sash and I keep our initiative rolls for the fight or were we just rolling off against each other?
Judge Claire: Connie was being really proactive there, so I'll let Sash re-roll. Chopper kind of got caught with his pants down, so he can re-roll if you want to, but he gets a minus 2.
MSG: Crap. I feel like the odds are good I'll end up with an even lower initiative. I'll keep the 7.
Heddy: Natural 20 for Glynette.
Judge Claire: Oh! Hold up a second too. I just remembered, I was looking in the book last night and saw that battleaxes are actually 2-handed weapons that do 1d10, not 1d8. But they also require you to roll the d16 for initiative. For the sake of this fight, I'll let you pick which way to go instead of dropping that on you without warning, but after this we'll use the real rules.
Hettie: I don't have one, so my initiative is 9.
Elle: I'll be cautious this time and roll the d20. 12.
Ariel: Granny has a spear. 8.
Sasha: d10 damage? Connie is in for it! Oof, but I only get a 3.
Heddy: On the bright side, you managed to keep the d16 on the table.
Akane: The roll for Nanda is 6.
Judge Claire: Lucky for almost everyone, the skeletons go on 5. Heddy, you're up.
Heddy: Handaxes on one of the two by the -- damn it. Can I have some kind of tray or something to roll this damned thing in? Thank you. Aha! Well that was worth two rolls. It's a crit. Crit roll is ... blah. 0.
Judge Claire: Battle rage makes friend and foe indistinguishable! You do an extra d12 on the target, but rebound for d4 on Antwerp.
Heddy: 15 on the skeleton.
Judge Claire: Pasted.
Heddy: Do I add my strength against Antwerp?
Judge Claire: The "rebound" sounds like it was a bad bounce, but "friend and foe indistinguishable" sounds like you were raging and hit him by mistake. Antwerp, make a Luck roll to see whether you take strength damage too. 
Hettie: I make it.
Heddy: 3 points, then.
Hettie: Ouch. Let's not do that again. Or rather, let's not roll the 0 on the crit again. Feel free to get another crit.
Heddy: Afraid not. That's a 10 on the next skeleton.
Judge Claire: 10 is a hit.
Heddy: Really? Terrific ... but only 2 points of damage.
Elle: I'm next, right? I'll try swiping both of them with my Mighty Deed ... no, only 2 on the deed die, but it's a hit for 11.
Judge Claire: Dead. Hettie?
Hettie: Antwerp tries his shortsword against number 3 ... only a 6.
Judge Claire: Miss. Aers?
Ariel: Grannytime on this one here! I'll try stabbing right through both of those ones there. Ooh! A crit! My Deed Die is only a 1, but I get 9 on the crit table.
Judge Claire: You splinter his femur, doing an extra 2d6.
Ariel: 16 points!
Akane: Nanda will attempt hands of flames by spelling toward the room with 6. A 1. This is exceptionally bad for spelling, isn't it?
Judge Claire: Probably. Roll d6 and add your Luck modifier.
Akane: 3.
Judge Claire: Corruption. Roll d4.
Akane: It's a corrupt 2. The spell entry says my hands catch fire for 1d3 damage. Ow. I roll 3.
Judge Claire: Looks like Chopper's turn next. 
MSG: I'm going to try turning these undead. I roll a 12, which turns ... 1, it looks like.
Judge Claire: Sadly, its will save beats your spell check, so there's no effect, and it's the skeletons' turn. Number 3 attacks Connie with a 9. 
Sasha: Miss.
Judge Claire: Number 1 attacks Chopper. 19, for 1 point. Number 2 attacks Glynette. 15 for 1 again. Other Number 3 attacks Antwerp ... 4. Number 2 attacks Granny and fumbles ... 1 is just a hilarious miss, but its party lacks any sense of humor, so no one laughs. Number 4 on Imlero rolls 12 for 2 points. Your turn, Heddy.
Heddy: Somewhat relieved by how that turn went, but I'll try not to jinx us by crowing about it. I get a 4 on my first strike and 8 on my second.
Judge Claire: Both miss.
Elle: Imlero attempts to knock her guy back but fucks it up entirely.
Hettie: Antwerp gets a 14 with his shortsword for 5 points.
Ariel: Granny blows it.
Akane: Nanda gives cheering encouragement from the doorway.
MSG: Chopper tries to Turn Unholy again. But I fail, and my Deity Disapproval goes up one.
Judge Claire: Skeletons! Fumble on Chopper. It trips and falls prone for the next round. 11 on Connie hits, right? 3 points. Glynette is missed with a 7. Antwerp with a 9. 8 on Granny and 2 on Imlero. Back to Glynette.
Heddy: 15 is a hit for 5 points on number 2. Wait, can I reach number 3 too? He's been hit already. 5 points to him.
Judge Claire: Dead.
Heddy: Second attack on number 2, then. 12 hits, right? For 7 points.
Judge Claire: Still up.
Hettie: Antwerp tries to finish it off ... 10 to hit and 7 more points.
Judge Claire: Dead. That's one room down.
Elle: I think I got skipped. I'm trying to hack number 4 in half, but I miss.
Ariel: Granny-whammy! I'm stabbing it through the eye-hole! 18 to hit! 7 points! Woo, we're all like, lucky number 7 this round!
Judge Claire: It's still up.
Akane: More cheerfulness from Nanda.
MSG: Chopper chops weakly with his dagger with a 10, for 4 points.
Sasha: Hey! How'd Chopper go twice and I haven't gone at all?
Judge Claire: Because I had the bottom of the initiative roll scrolled offscreen. Sorry. You can go before the skeletons and then after them too. 
Sasha: Axe! That's a hit, for 8 points. On the one Chopper already got.
Judge Claire: Dead. But another one moves up in its place.
Sasha: You want some of this too, huh? Come and get it!
Judge Claire: Your taunting energizes its moldy bones. 16 to hit, 1 damage. Number 3 strikes at Chopper -- 11 for 3 points. Number 2 on Granny hits with 17 for 3 points also.
Ariel: Ouch! My hit points aren't great to start with ... probably because I'm old.
Judge Claire: Number 4 claws at Imlero. 15, 3 points. Glynette's turn.
Heddy: You can throw a handaxe, right? Oh, but if I throw into combat I might hit one of our group, and if I throw into the room with skeletons that aren't in reach, I'll have to wait a long time to get my weapon back ... Well, I'll risk that anyway. Throwing at number 6 ... 13 to hit, 3 damage. Don't know if that felt worth it.
Elle: Imlero tries to crack number 2's skull. That's better -- 16 to hit, 8 points.
Judge Claire: Kills it easily.
Hettie: Antwerp will make a sling attack on number 6. 8 ... that's really close, but I think I'll conserve my Luck and not buff it.
Ariel: Spear to the spine! Hit! And a 3 on my Deed Die! Woohoo, maximum damage of 11!
Judge Claire: Your spear hits a weak point in its spine and pops its head off. Dead.
Sasha: OMG. I just realized you went straight to Glynette again instead of letting Connie have her turn.
Judge Claire: Wow, what's wrong with me tonight? You can go. 
Sasha: Axe! 10 to hit! 9 damage!
Akane: Even more of magicianly cheering.
MSG: Chopper tries daggering the one Connie just chopped. 9 is a hit, right? Thank god they've got crap for AC. 1 point only, though.
Judge Claire: Still enough to kill it. Number 2 on Chopper gets a 4, number 5 on Connie gets a 10. 2 points.
Sasha: Starting to feel pretty hurt here ... my turn though, right? Okay, I'm going to try to uppercut number 5 with my axe and go with the swing into a backflip to get out of their reach without taking a leaving engagement strike. That is a fumble. 2 is the save or go prone one, right? Prone.
Heddy: Prone means someone can step over connie, right? I think I'd rather it be someone tougher like Imlero, though. I'll hold where I am. 
Elle: Sure. I'll move in there with my axe and try another skull-splitting Deed on number 5. Hit, but no Deed. 5 points.
Hettie: Another sling stone at number 6 from Antwerp. That's a 10, for 5 points.
Judge Claire: Right through the brain-pan. Very dead.
Ariel: I don't guess Granny can reach ... but can she go over and pull Connie back out of combat?
Judge Claire: Sure.
Sasha: Nice! Thanks, Aers!
Ariel: You're welcome!
Akane: I proclaim so much success for this round. We are near triumph! Continue!
MSG: Jabbing number 5 with my dagger ... 18 to hit, another singleton damage.
Judge Claire: Still enough to kill it; it was already hurt. Skeletons go. Number 4 moves up and claws at Imlero ... 2. Number 2 on Chopper ... 9.
MSG: Just misses.
Sasha: My turn! Mine! Oh. I'm not in combat any more anyway. Damn.
Judge Claire: I was definitely going to remember this turn.
Heddy: I guess it's kind of up to Imlero and Chopper now, since any ranged attacks might hit one of them and they're blocking our way to the door.
Elle: Maybe my axe will take one down and let me move into the room. Striking at number 4 with a head-shot. Hit but no Deed. Only 4.
Judge Claire: Still up.
Ariel: Can I try a Mighty Deed to get my spear past our guys and to a skeleton?
Judge Claire: Sure, but if the Deed die fails, you miss no matter what.
Ariel: Woohoo! 3! Oh, but the d20 is a 3 also. That means I get a 7.
Heddy: Glynette will spend a point of Luck with her halfling Lucky Charm ability to make that a 9.
Ariel: Yay! 7 points!
Judge Claire: That downs it.
Akane: Hip and hooray!
MSG: Only one left ... Chopper tries to slash it with his dagger ... oof, fumble. What's a 4 mean?
Judge Claire: Weapon damaged. You can fix it with 10 minutes of work, but it's done for now.
MSG: I'll hold out a hand and ask if someone can give me a club or something. 
Judge Claire: The skeleton strikes at you, hitting with an 11 for 3 points.
MSG: Ouch.
Judge Claire: Sasha?
Sasha: No room to get in there.
Heddy: Me either.
Elle: Imlero's got room to maneuver now, though, so she swings all the way around it and cleaves it in half with his axe. No deed, but 10 points
Judge Claire: Looks like this one's a tough one -- it's still up.
Hettie: Antwerp doesn't want to get into hand-to-hand, so he'll stay where he is.
Ariel: Granny to the rescue! Another spear to the spine move! Well, it's a hit at least, for ... 5 points.
Judge Claire: Done. All skeletons are down.
Heddy: Whew! We're pretty beaten up now, aren't we?
Sasha: Yeah. Connie says Chopper needs to get healing.
MSG: I'm a little nervous about that. If I roll anything under a 5, I'll have to roll on the Deity Disapproval table.
Judge Claire: Hang on. How has your Deity Disapproval been going up but you haven't rolled on the Disapproval table once yet?
MSG: Doesn't it go up whenever I fail a spell check?
Judge Claire: No, it goes up whenever you have to roll Deity Disapproval, which starts on a 1. So if you haven't fumbled any spell checks, it should still be 1. Haven't you played a cleric in this game before?
MSG: If I have, it's obviously been forever, because that's a pretty important rule for me to be getting so wrong.
Judge Claire: Yeah, clerics would suck big time if their Disapproval went up with every failure. 
MSG: Okay, sounds like I'm good to do a lot of healing now, in that case. Who's hurt?
Heddy: Glynette's just scratched, so someone else can go first.
Hettie: I've only taken 3, but that constitutes almost half my health, so I'd appreciate any healing I can get.
Elle: Imlero's down 5.
Ariel: Granny's only got 5 left!
Sasha: So you've been holding out on the healing for no reason? Connie's pissed. She better be first in line.
Akane: Some small damages to Nanda.
MSG: Here we go then. I'll humor Connie, I guess. Miss ... miss ... miss ... okay, 19. That's 2 dice since you're adjacent to me --
Judge Claire: Sir, your homework after this session is to read the rules. You can only heal as many dice as the target's level no matter what you roll. So any success is one die at this point.
MSG: Sorry. Okay, 7 points, then. Next, I'll heal myself, since we don't want me going down in a battle ... fail, then a 19 for 6 points. Warriors? A 14 on my check for Imlero, but only 3 points of healing. Sorry. 2 points of healing for Granny ... 3 for Antwerp ... 1 for Nanda. Anyone still hurt by more than a point?
Elle: I am.
Akane: Nanda also.
MSG: Another 3 points for Imlero, another 2 for Nanda.
Akane: Improved!
MSG: I'll heal myself by another point to full ... Connie too ... Granny, yep ... and finally, Glynette -- ergh. That's a 1.
Judge Claire: Okay, so now your range goes up to 1-2 and you have to roll on the table.
MSG: Can I see the book, then? Okay, I roll a 1, which is 10 minutes of chanting and praying.
Judge Claire: All right. While he's doing that, I assume the rest of you will search the rooms ...
Hettie: Exceedingly generous of you, Judge. We appreciate it.
Judge Claire: Call it payback for failing to get Sasha's initiative right all those times. At any rate, you find another 13 of those pendants, along with a locked box against the north wall of the room that had 6 skeletons.
Hettie: I'll attempt to pick the lock. 21 with my bonus.
Ariel: Sweet!
Judge Claire: Inside the box, you find 100 silver pieces, 20 gold, a potion of levitation in a skull-shaped flask, and a suit of chainmail. I'll say there's a 10% chance it's halfling sized ... nope, 92.
Sasha: Connie got hurt the worst, so she gets the chainmail.
MSG: Chopper suggests that even though he's not a front-liner, it might be good to give your healer more protection.
Hettie: Antwerp is fine with that, since a thief won't do well in chainmail anyway.
Elle: Imlero wouldn't mind having the armor herself, but if it's between Chopper and Connie, he'll go with Chopper.
Ariel: Granny thinks it looks kind of heavy for her, and that's about all thinking she can manage with her Intelligence, so she's not voting.
Sasha: Anybody votes against me, I'm not stepping in between them and danger the next time they're in battle and hurting.
Akane: Is selfless defense of comrades a Connie habit otherwise?
MSG: Not that I've noticed.
Heddy: I vote Chopper.
Elle: Imlero votes for herself.
Akane: Nanda prefers to armor our cleric ... but 3 votes already guarantee this result, so she votes for Connie in hopes of sometime being defended. She will explain this to Chopper when Connie's ears are not near.
MSG: If we're dividing up the pendants evenly, that's two apiece for all but one of us, so I'll skip my second to make up for taking the armor.
Judge Claire: Everyone also gets 2 xp for the fight, since there was plenty of damage but not much resource loss and no deaths. We got through a good chunk of stuff this session, so I think we're at a decent stopping point for now too. We'll pick back up with this crew next time, since the other bunch headed back to town.
Ariel: Thanks, Claire! Super-fun!
Sasha: As always.
Judge Claire: Thanks!

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