Quoted By:
Rolled 6, 16, 17, 2, 1, 17, 2 = 61 (7d20)
After a long steamy pess inna grass outside
>feelz gooOOood ngann
you go for the armory, slightly unfocused.
With the keys you yoinked off Sordyfagg's deddmeatz you get in easy. The smell of iron, metal polish, quench oil, leather, cockle salt kieselguhr; think fossil pumice hits you. Ahh! Smellz like robbery!
Everything is stacked real nice, easy to find what's good.
You go through it like a buffet, two or three each:
One corner's all armor, quite cheapy stuff: quilt long coats with tall collars, greaves and bracers, plain iron.
Next that, a stack of iron hats, chainmail hoods and hobnailed shoes.
Pollaxes, an axe-hammer-pokey on a braced wood stock, in bundles ten; you take three, one from each of the deepest bundles.
Assorted polearm heads, kindy shoddy; some have already been fixed on staves.
Lotsa small-ball maces with an iron punch-guard, couple longer axe-pick ones.
Almost as many short swords, obviously reclaimed or donated, none new: shapes and grades different, all kindsa hilts, rust spots and nicked edges.
Then it's a small forge and anvil, some quenches, a workbench, tool chests, a pedal grinder, and a shelf of tally books. The forge has no soot in it; new built. Can't tell with the anvil: it might have been donated scuffed. Same with the pedal grinder: smells like iron, doesn't mean it's been used here.
In a separate corner, locked boxes. The flat case ones are magic or helf potts in 24s. Easily counted because of the slotted cases, so you leave those alone for now.
Theres one or two longer lock cases, with fancier wood and a biggy seal onna front, like the ones in the attic in Ͳ. These need two different keys of the same type to open, but Sordyfagg's keyhoop only has one. They don't seem like magic, so you can take an axe to the hinges, easier to do than the locks. Lol, dum Humies, making thinny nicey hinges for something needing two locks. If it wuz you, the box'd be locked on four sides. Then again, if it wuz you, all this woulda been a waste of work n good Stuffs.
You chip away at the wood the hinges are fixed on. Once they're weakened enough you ease them out with a pickaxe head.
Done!
Inside of the longy boxes are a couple longsords, bit elvishy looky, good bet they're magic; four shiny fatty collars truesilver gorgets with matching buckle bracers and buckle greaves. You're yoinking this lot.
Theyre far too big n hefty for YOU to use personally, but Seafood should be able to, even in his little girl shape.
At any rate, the lot you've nicked already is enough to fully outfit a roit thuggy mobb of 8-12 gobbs without any quarrels.
Question is, what to do with the rest.
<span class="mu-s">[TACTICAL DECISION]</span>
>yoink the WHOLE lot, board up the air slots, lock the door
>leave everything else, but CorpseDust the place at a cost of 30 DD; whoever comes in here after you will get a -30 gen penalty without their noticing
>Corpsedust more than -30 (qty?)
CONT