
Battle for the Grandee
Tooly has finished his two “stun sacks”, and Moira and Blendin gather the flowers into large bundles of sailcloth, ready to be tossed and scattered overboard if needed.
The anchors are raised, and the Swoose moves toward the edge of the treeline at a good speed. Moira and Jay leap aboard the Grandee as Gardner stalls the ship, climbing abruptly. Tooly, not seeing available targets for his stun cannon, follows across on the rope ladder, which he ties loosely to the aft rail of the Grandee. Gardner has lowered a heavy tow cable, ready to be tied. Blendin stands ready near the cannon, with his rifle at ease on the rail.
As you look for danger, the hatch flies open, and two voider pirates climb on top of the ship. One has an axe, buckler and a coin shirt, while the other has cocked a javelin ready to throw. At the same time you see the portside gun port open, and a pirate leans out with a crossbow aimed at the “boarders.” You also see two pairs of glowing eyes below the ship on the ground; they are looking up, and you feel a chill down your back.
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ooc: and so it begins. Basic position is the Swoose, hovering broadside 5” above the aft end of the Grandee. A loosely wrapped rope ladder connects the two vessels. The Grandee is half in, half out of the treeline, nose first, 5” off the ground. The grandee is 8” long and 4” wide with the hatch on the keel line 2” from the bow. Gun ports are present on both sides amidships; the portside one is open, starboard closed. A rope ladder has been dropped from the bow of the Grandee to the ground below.
If you want to free the ship, you’ll need to make a notice roll to determine the next branch to cut. It will float free when all of them are cut. Alternatively, a tow cable can be tied from the Swoose, and Gardner can try to pull it free. This will get easier as the branches get cut.
Blendin, feel free to use either a weapon or one of the sacks of flowers this round- you wont need to ready them. Same goes for everyone else – you don’t need to ready your items or anything lame like that.
Turn order is as follows.
Jay, A of Spades.
Aft of Grandee.
Blinded, 10 of Hearts.
Growling one, 5” into treeline, on the ground. Bone axe.
One-armed one, 5” into treeline, on the ground. Hook.
Pirates, 7 of Hearts.
Willis the ashen, on top of Grandee, by main hatch. Leather armor and javelins.
Fergus the tall, inside the Grandee deck, out portside gun port. Bronze breastplate and crossbow.
Thom the toothless, on top of Grandee, by main hatch. Coin shirt, buckler and stone battleaxe.
Clovis, 6 of Clubs.
Aft of Grandee.
Blendin, 4 of Clubs.
Bow of Swoose.
Gardner, Fang and Moira, 2 of Spades.
Aft of Swoose/Aft of Grandee.
JWW, I’ve given you control of Moira. Her relevant skills and character sheet info have been emailed to you. Her satchel was located in one of the storage chests strapped to the top of the ship. There are 3 of them (Beech, Ash, Oak) all located to aft of the broken mast amidships. They will need to be unlocked to look for her gear – she doesn’t recall which one it was in (birdbrain, after all).
Jay rushes forward, swinging his weapons at Fergie's head. Ironwood (13, -2 MA, -4 CS), Gold (5, -2, -4).
ReplyDeleteJay’s blow rings across Fergus’ ear, leaving him shaken. (3 damage, +4 for headshot)
ReplyDeleteThe two blinded move forward toward the treeline, looking up. Blendin and Gardner see them openly for the first time. (Guts check! At a plus 2 due to distance. Gardner = 10, Blendin = 5, both successes)
Willis throws his javelin at Jay, and readies the next one. The javelin strikes Jay in the shoulder, shattering harmlessly. Fergus moves away from the open porthole, into the ship. Jay takes a swing at him as he moves away, but misses. Thom charges Jay screaming, “BLOOD and MADNESS!” and swings, missing the elf with inches to spare.
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ooc: current turn status
Jay, ACTION TAKEN.
Amidships, Grandee.
Blinded, ACTION TAKEN.
Growling one, edge of treeline, on the ground. Bone axe.
One-armed one, edge of treeline, on the ground. Hook.
Pirates, ACTION TAKEN.
Willis the ashen, on top of Grandee, by main hatch. Leather armor and javelins.
SHAKEN Fergus the tall, inside the Grandee deck. Bronze breastplate and crossbow.
Thom the toothless, on top of Grandee, amidships, portside. Coin shirt, buckler and stone battleaxe.
Clovis, 6 of Clubs.
Aft of Grandee.
Blendin, 4 of Clubs.
Bow of Swoose.
Gardner, Fang and Moira, 2 of Spades.
Aft of Swoose/Aft of Grandee.
Clovis fires at Willis (Shooting 7, damage...4. If only I could benny a damage roll.)
ReplyDeleteBlendin grabs hold of his musket and takes a shot at Fergus.
ReplyDelete------------------------
ooc: Musket: 6+1=7
fergus is in an enclosed space under full cover. would you like to choose a different target LR?
ReplyDeleteooc: haha, yeah, I guess so. Thom seems an appropriate target. btw, what skill is required to fire the cannon?
ReplyDeleteMoira brings the blunderbus up and shoots at Willis. (shooting 5, damage 11)
ReplyDeleteGardner takes a quick shot at Thom with his flintlock pistol, hoping not to hit Jay in the process (shooting 8 - 2 for medium range = 6, damage 6)
Fang growls and stands ready to attack anything unfriendly that tries to board the Swoose. (Ready attack for any enemy that tries to scale the ladder)
ooc: shooting skill, LR. Clovis grazes Willis' ear, no effect. Blendin hits Thom, 9 damage, in the meaty part of the thigh, but hits nothing vital. Shaken.
ReplyDeleteoh fancy, same time post. full update inbound.
ReplyDeleteMoira’s blast of the unwieldy weapon lifts her tiny frame off her feet for a brief moment. It does far worse for Willis, who sails off the side of the ship toward the ground below. Gardner’s shot goes wide; the thin veil of branches and the bobbing of the Swoose didn’t help.
ReplyDeleteClovis feels the brass and vinegar course through his veins, as he readies his next action.
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ooc: Round Two, Current Status. Map updated.
Clovis, JOKER.
Aft of Grandee.
Blinded, King of Hearts.
Growling one, edge of treeline, on the ground. Bone axe.
One-armed one, edge of treeline, on the ground. Hook.
Pirates, A of Hearts.
Fergus the tall, inside the Grandee deck. Bronze breastplate and crossbow.
SHAKEN Thom the toothless, on top of Grandee, amidships, portside. Coin shirt, buckler and stone battleaxe.
Blendin, 5 of Clubs.
Bow of Swoose.
Gardner, Fang and Moira, 4 of Spades.
Aft of Swoose/amidships swoose/Aft of Grandee.
Jay, 2 of Hearts.
Amidships, Grandee.
INCAPPED
Willis the ashen, midair on his way down.
Reshuffling initiative deck.
Clovis is holding his action for an interrupt.
ReplyDeleteThe growling blinded tucks his legs, and leaps into the air – as he descents behind Jay he cocks back his axe to strike. Jay looks over his shoulder, and a wave of fear passes over Jay and Clovis, but is gone just as quickly. (guts check! Jay = 5, success. Moira is jaded by experiences with blinded thus far on the island, no check made. Clovis = 6, success. Lucky bastards.) A shot rings out from Clovis’ musket, and hits the blinded square between the eyes. He hits the railing, and cartwheels lifelessly descending to the ground. (interrupt action via IM from Bphage)
ReplyDeleteThe one armed one also leaps in the air, landing in front of Clovis, his hook already slinging forward. Although he moves to parry with his musket, the blow is too fast. It lands in his side, deep under his ribs. (Tooly is Shaken, 2 wounds. SOAK roll = 5, 1 wound removed.) The hook is set fast in his flesh (HOOKED!).
Fergus bursts open the starboard gunport, and fires his crossbow at Blendin. The bolt hits the wildling’s shoulder, biting deep. (Hit with a raise, rolls 11 damage. Since you’re wearing your armor, that’s 1 wound. Shaken)
Thom regains his "composure" (13 on his shaken roll. who knew?). He swings at Jay with a furious cry. His fury doesn’t seem to help his aim, and Jay easily knocks it aside with his golden shortsword.
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Nasty round boys, sorry about that. Blendin can try to soak like Tooly did using a vigor roll by spending a bennie. Each success reduces the wounds by 1. So, a roll of 4 or better would reduce it completely, and remove your shaken status. In case of a failure you’re still wounded and still shaken, and take a -1 penalty to all trait rolls until you get healed. If the soak doesn’t work, you’ll need to roll spirit (at -1 for the wound, of course) to lift the shaken. A success (against a target number of 4) means you can act normally next turn (not this turn). A raise means you can act normally this turn.
Round Two, Current Status.
Clovis, ACTION TAKEN, SHAKEN, 1 WOUND, HOOKED (additional -2 penalty).
Aft of Grandee.
Blinded, ACTION TAKEN.
One-armed one, edge of treeline, on the ground. Hook.
Pirates, ACTION TAKEN.
Fergus the tall, starboard gunport, Grandee. Bronze breastplate and crossbow.
Thom the toothless, on top of Grandee, amidships, portside. Coin shirt, buckler and stone battleaxe.
Blendin, 5 of Clubs, SHAKEN, 1 WOUND – PENDING SOAK.
Bow of Swoose.
Gardner, Fang and Moira, 4 of Spades.
Aft of Swoose/amidships swoose/Aft of Grandee.
Jay, 2 of Hearts.
Amidships, Grandee.
INCAPPED
Willis the ashen, hit the ground, not softly.
Growling one, midair on his way down.
ooc: as Bphage noticed, the Hooky Blinded is not on the ground, but on the stern of the Grandee hooking Clovis. Oops.
ReplyDeleteMoira drops the blunderbus and fires her musket at the blinded with the hook (shooting 4, damage 9).
ReplyDeleteFang growls at the blinded hooking Clovis and leaps for its throat (fighting 6, damage 9) [If that's an impossible jump Fang will try to Intimidate the blinded instead (intimidate 4)].
Gardner starts to reload his pistol and yells at Thom, "Hey! Did you try to brush your teeth with that axe or did your mother knock them out for sucking at her teet too long?" (Taunt 6 -2 for multiple action = 4)
This comment has been removed by the author.
ReplyDeletethat's generally correct, but remember, you still roll your d6 wild die on these rolls, so you'd have to roll a 4 on a d4 or a d6. I'll let you do it either way, just lemme know what you wanna do.
ReplyDeletebasically, anytime you are rolling a skill or attribute (collectively called traits) you roll your wild die as well.
ReplyDeleteooc: Spend a bennie to soak. Vigor roll: 5-1=4.
ReplyDeleteBlendin reloads and takes a shot in return at Fergus. Shooting= 7+1-2=6
ooc: Moira hits, Hooky is shaken. Fang leaps down, chomps him good. Hooky is down, leaving his hook where it was. Hook is still in Tooly, but can be removed as an action (no roll required). Gardner has a +2 against tom next action.
ReplyDeleteBlendin recovers on the 5 (you don't add in the wounds that are about to happen for soaks, just the ones already there). Shot hits, even after partial cover. Rolled 4 damage, no effect.
OOC: Well, that went well, all told. Now if Jay will just finish off Tommy-boy, since he didn't get his skull split by an axe an' all...
ReplyDeleteJay lands his ironwood on Thom (Fighting 7).
ReplyDeleteJay’s swipe skitters off of Thom’s buckler.
ReplyDeleteThe two remaining pirates seem invigorated by the bloodshed occurring around them, even if most of it has been on their side. Fergus reloads his crossbow, and takes a quick shot at Blendin. The bolt hits the wildling in the thigh, piercing his armor and digging into his flesh. (hit, Shaken, 2 wounds)
Thom’s furious backstroke connects firmly on Jay’s chest. His wooden hide splinters under the heavy blow, and he staggers back. (hit with a raise. Shaken, 1 wound)
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ooc: Round Three, Current Status. Wow, that Joker was impressively nasty.
So, you can both spend a bennie to soak. I should remind everyone that when you roll the vigor check to remove shaken status, if you don’t get the raise to act this turn, you can reroll if you want – BUT you can also spend a bennie to remove shaken and act on the current turn. If you’re wounded still, you take the normal wound penalties, but you still get to do something other than “stand there.” CRAZY!
Gardner has received a bennie for his taunt of Thom’s toothless disposition. Gardner, you can, of course, finish reloading and fire this turn at normal MAP.
Clovis, as mentioned above, you can remove the hook as an action, it’ll remove the -2 hooked penalty, but invoke a -2 MAP for this turn (is a wash, essentially).
Pirates, JOKER, ACTION TAKEN.
Fergus the tall, starboard gunport, Grandee. Bronze breastplate and empty crossbow.
Thom the toothless, on top of Grandee, amidships, portside. Coin shirt, buckler and stone battleaxe.
Blendin, Jack of Clubs, SHAKEN, 2 WOUNDS – PENDING SOAK.
Bow of Swoose.
Jay, 9 of Hearts, SHAKEN, 1 WOUND – PENDING SOAK.
Amidships, Grandee.
Clovis, 9 of Diamonds, SHAKEN, 1 WOUND, HOOKED (additional -2 penalty).
Aft of Grandee.
Gardner, Fang and Moira, 3 of Diamonds.
Stern Swoose/Stern Grandee.
INCAPPED
Willis the ashen, on the ground.
Growling one, hit the ground, thud.
One-armed one, stern Grandee, under the dog.
Reshuffling deck.
Spend Bennie to Soak. Vigor: 5. [soak 1 wound] Failed Spirit to remove Shaken. Spend Bennie to remove. [0 Bennies now, correct?]
ReplyDeleteClovis grits his teeth and reaches down to pull the hook out of his side, letting it fall from his fingers as soon as it's out. With a glance at the Blinded who wounded him, and a mutter of "Good dog," he cocks his musket, eyes glancing between the two pirates.
ReplyDelete--------------------
OOC: Unless something drastic and unexpected happens before Clovis' turn, this is what he'll do. Spent a benny to remove Shaken (Spirit roll: 2), pulled out the hook, readied his musket. He can't really do anything useful this turn AND remove the hook.
Correct, LR. You can act this turn if you like. You have 1 wound, and thus take a -1 penalty to any trait tests. The vigor roll/bennies business does not count as an action for MAP purposes.
ReplyDeleteClovis will have a -1 penalty for his wound next turn as well, of course. Clovis, I believe you have 1 benny remaining.
Jay, I think you have 3 (although I presume you'll use one now to soak) and Gardner has 4, last I checked.
OOC: Well, I have one if the extra I was granted (along with everyone else) last "mission" expired. If it rolled over, I have 2. I only spent 3.
ReplyDeleteit did expire I'm afraid. Such is the way of things.
ReplyDeleteBlendin drops the musket and takes a shot at Fergus with the cannon. Shooting: 7+1-1=7
ReplyDeleteSoak (Vigor 8): The axe causes Jay's Oakthorn armor to splinter, but does not draw any blood
ReplyDelete-------
Jay swings his Ironwood at Thom (Fighting 4, Bennie 7, MAP). He also waves his golden blade in the air in an action roughly resembling an attack (Fighting 3, MAP).
Jay snarls, and rears back his weapons to strike. Clovis is busily reloading. Fang is licking his chops. Moira is pointed at the Swoose’s bow, and covering her face with her other handAnd their world explodes.
ReplyDeleteThe blast from the cannon had a wider swath than perhaps Blendin had expected, or perhaps his desperation to end the fight swiftly overrode his better judgment. The winnowing fire of spinning metal spheres buzz like hornets and smash along the hull, blasting splinters, leaves and bits of cloth everywhere.
When the dust settles, Fergus’ exposed upper body is pocked with bloody patches; he lays slumped out the gunport. Thom lays at Jay’s feet; he too has been marked with a number of the thumb-sized bloody holes.
By some divine intervention, be it chance, the arching branches of the Wild, The Iron Shield of the Engineer, the loving tears of the Lifemother or forces unknown, Clovis, Fang, and Jay all stand untouched by the cannonfire, even though by rights they should have joined the two pirates in death.
Moira moves forward quickly, and opens a chest with ease, finding her satchel in the oak box. “Well, gentlemen. I have to say, that was exciting. I have what I came for, but what about my crew? Some of them may still live. Or do you mean to make way?”
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ooc: Blendin, you get a benny for your INSANE action – too cool. Although, now that I think about it, I should grant everyone else a benny for flying with you.
Thom and Hooky are still alive, but incapped. The others are dead.
The battle is over for now, so I’ll compress time into 10-minute intervals.
The Grandee is yours if you can take her. It’ll take 90 minutes to tow her free of the trees if you’re all working on it. You can shave 10 minutes off it by making either a successful boating or repair roll; shave off 20 minutes on a raise. If you roll snake eyes, you add 10 minutes. For our purposes, I'll assume you have time to reload weapons and collect gear and whatnot. If you want to investigate the ship, that'll take ten minutes and a notice roll.
Tooly has his healing device. It has 2 uses on it. You have to heal in the first hour after being wounded, or take natural healing which may be SLOW. Each healing attempt takes 10 minutes. You can also try default healing at the typical default skill -2 penalty. For each 10 minutes spent healing, both the healer and the healee add 10 minutes to the timer for freeing the grandee. JWW, you still control Moira for this purpose.
Brief note: cannons are not good weapons to fire into melees. That said, here’s how the rolls went. You hit, so I roll 1d6 to determine the number of people hit. I rolled a 2. You wanted to hit Fergus, so first shot assigned to him. The second I selected at random from the remaining people in the “kill zone” (everyone on board but Moira, in this case, by my drawing). I assigned each of the four a number, and rolled a d4. Thom’s number came up. Damage was, shall we say, excessive.
Begin, 10 minutes.
Clovis stands stunned for several seconds after the cannon blast, his single eye blinking. Realizing both pirates are dead, he relaxes for an instant before it sinks in what just happened. Fury wells up inside him and he whirls, eye focusing on Blendin. "By the Iron Yard, what in the name of the Nitinol Sphincter was that?! Did you get hit in the head? You could have killed us all!" He dissolves into a sputtering mumble, barely restraining the urge to fire his musket past the Wildling's ear--or through it. By the time he's calmed enough to remember his non-lethal stun bombs, he's calm enough not to waste one in petty retaliation.
ReplyDeleteA sharp jab of pain in his ribs reminds Tooly of his wound. with a sigh at Fergus's freshly-ventilated bronze breastplate, he unslings his wicked-looking healing device. Opening his leather jacket, he presses the spiked tongs to his wound and pulls the trigger. The tongs clamp the wound shut painfully, then the spikes pressed to the wound arc with a spluttering and the mingled smells of ozone and burned hair. After a few minutes of gritted teeth, he lets up in the trigger, leaving only a glossy, hairless patch of pink scar tissue where the hook pierced him.
Glancing around, he sees the only other seriously wounded crewmember is Blendin. For a moment, he starts to put the healing device away, then sighs and gestures to it. "You want me to patch you up, you crazy little bastard?"
OOC: Weird Science roll: 10 without mods. Despite being very, very pissed at Blendin, Tooly's natural loyalty to his crewmates compels him to offer healing. If Blendin refuses to let the angry dwarf near him with the evil-looking device, though, Tooly won't be too disappointed.
ReplyDeleteBy the way, don't take Tooly's reaction for mine. That was frigging awesome, since it didn't kill us all, and rather hilarious regardless.
"Didn't know you could snipe with grapeshot. These old eyes see something new every day."
ReplyDeleteGardner whistles to Fang to call him over and pats him on the head for killing the bad man.
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OOC: Notice (3) for searching the ship (old eyes). Gardner is in favor of going after the crew, but won't force it and thinks everyone on the crew should agree.
Is it possible to free the ship and make it float stationarily? If so I think we should do that if we're going after the crew. Don't want to have to maneuver while towing it, and don't want to have to free it if we have to flee from the tower.
After removing any useful possessions from their bodies, Jay will throw Thom, Fergus, and One-arm overboard. He will wager on the number of times the bodies will bounce with anyone interested.
ReplyDelete-----
How long to free the Grandee manually (no towing)? How long to fly to the rock?
Blendin stares in utter surprise. "I forgot it was filled with grapeshot," he says sheepishly, "and I was getting tired of being shot. This is why I shouldn't be allowed to fire the cannons."
ReplyDelete-----------------
Blendin will warily accept Tooly's offer, realizing he deserves the torture, if the machine doesn't do what it is supposed to.
ooc: Blendin's wound is healed painlessly. The tongs then catch fire, but you put it out.
ReplyDeleteMost of the gear aboard ship has been stripped. Moira opens the other two cases, but they contain rope and pulleys, a couple of basic tools.
By the time the wounds are healed, a great deal of progress has been made freeing the ship, so much so that you imagine it'll take less than 30 minutes to finish freeing the vessel. One free, Gardner knows you can tow it up, say 100m clear of the trees, and leave it in the islands slipstream. She'll drift a bit, but will still be there when you come for her unless someone else gets to her first.
Fergus bounces 3 times. You're about a 15 minute sail from the rock. Overland, its hard to say for sure, you'd guess 1.5 hours due to rough terrain.
The following items of note are acquired: Damaged coin shirt. Damaged Bronze Breastplate. A hook with stump socket. The other weapons were destroyed or dropped below. With some time in a smithy or workshop, Tooly feels comfortable he can repair the armor.
In addition to being Jaded for Blinded for the next little while, you also think they are rather unworthy opponents following their rapid dispatch at your hands. You all gain a +1 to guts checks relating to blinded.
After healing Blendin and extinguishing the device, Tooly pockets the hook that wounded him and makes sure the armor is moved to the Swoose for later repair. He reloads the cannon with grapeshot, but tells Blendin he'll only be allowed to fire it when everyone else is on board ship in the future. He lays claim to the breastplate with the justification that he'll have to fix it first anyway and a gesture to his ribs where the hook hit him, and check over the ship for damage and anything more of value in case it has to be abandoned for any reason (Notice 13), but will refrain from wasting time hauling anything that won't fit in his purse to the Swoose (for now).
ReplyDeleteWhile helping free the ship, Tooly expresses that he thinks they should definitely try to free the crew if they haven't all gone glowmad already. He's also in favor of sending a good climber down to collect the fallen weapons, especially the crossbow Leaving the sloop adrift sounds reasonable, and they can scout the spire from the Swoose pretty safely.
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OOC: Dang, I was regretting not having a licensed bounty hunter on board to make some dough off the bodies, but they don't pay much anyway.
Moira offers her services to recover the goods dropped below, and returns with a damaged crossbow and a pair of javelins. Willis’ armor was no longer usable following the blast from the blunderbuss. The remaining bolts were destroyed in the Great Grapeshot Incident.
ReplyDeleteA more careful inspection of the interior by Tooly reveals a small hidden panel. Behind the panel, Tooly finds a metal box, lined with soft strands of hair or plant fiber. A neat row of 6 clear glass vials containing earth is contained within. The earth is of varying hues, indicating different sources, but no identifying marks are evident on the vials themselves, and the ships log appears to be missing, so identifying the location of origin for these vials may be difficult without the help of the Navigator’s guild.
In a few more minutes of work, the Grandee pops free of its wooden prison and drifts, albeit at a somewhat ugly tilt, out in to the clearing. The crew has assembled back aboard the Swoose. Fang is quite pleased with himself and sits with tail thumping away, looking at Gardner intently. Moira has stored her satchel in a supply locker aboard the Swoose, using one of the locks from the other ship to keep her things safe. You found no evidence of keys. The Grandee is positioned about 100m above the center of the circle, and set to drift in the slipstream. You can see the crag of rock in the middle distance, and feel comfortable you can reach it in about 15 minutes by air. You saw no evidence of the Voiders while you prepared for your rescue operation.
Moira informs you that her crew, last she knew, had five living members other than herself: four humans and a glowborn. The other members were killed during the crash, but you’ve not seen evidence of the bodies.
Moira also informs you that, to the best of her knowledge, there were only a handful of human voider pirates, and another handful of blinded aboard the ship. Having killed three and two, respectively, that leaves approximately five, mostly blinded, and of course their priest. She appears nervous even discussing him, and while she keeps suggesting you save her crew, you get the impression she is not thrilled with the prospect.
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ooc: my understanding is that you want to make an attempt to save any survivors of her crew. If you wanna run for it, lemme know. Otherwise, I’ll update as you’re flying the Swoose towards the rock formation this evening. Of course, if you have a different strategy, lemme know that too, and I’ll update based on it.
Clovis suggests a strategy. "From what the lady said before, and what you'd expect of Voiders, the crew that haven't gone mad and been released are likely exposed out on bare rock with a good view of the Glow. We should be able to see 'em from a safe height to at least tell if there's anyone to save. I say we make a high pass over the rock and if we don't see anyone, take the Grandee and go. If they're still there, we'll want a look at the terrain anyway."
ReplyDelete"Agreed. Hopefully we can pluck them off the top and be gone before anyone's the wiser."
ReplyDeleteClovis nods. "We should be ready, though, in case any of them are already glowmad and haven't been released yet. Or were left there as a trap..."
ReplyDelete"I'll have my musket ready, and I promise not to touch the cannon, unless you tell me to."
ReplyDeleteclosing thread, new one opening now, basically.
ReplyDelete