DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


351 to 400 of 2,741 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

[LE] StoryTeller

Denlin: Actually before crossing we should investigate that wagon. It might give us a clue or two. Actually what i am hoping to find is bodies and death wounds, and how recent was it. With jorr's help we might be able to find a small band of the hobgoblins is this was recent. Lets go look for tracks. Coming brother?

With that statement Denlin moves 30ft toward the wagon


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius and Grook'O follow close to offer protection to Denlin.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Why not. I watch the surrounding. Be carefull guys.

Galdamor began to looked around in case of danger

Spot/listen: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 2 ⇒ (6) + 2 = 8


[LE] StoryTeller

Of course, of course he replied getting to about 30ft from it

Spot: 1d20 + 0 ⇒ (14) + 0 = 14


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Rufa follows the others, not willing to be left behind.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

I feel our game slowing down... Is everyone still around?


[LE] StoryTeller

Party spot:

Brian Perception: 1d20 + 0 ⇒ (9) + 0 = 9
Denlin Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Galdamor Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Reil Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Rufa Perception: 1d20 - 1 ⇒ (11) - 1 = 10
silvanus +7 Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Monster Hide 25

Init

Brian Init: 1d20 + 1 ⇒ (18) + 1 = 19
Denlin Init: 1d20 + 2 ⇒ (13) + 2 = 15
Galdamor Init: 1d20 + 0 ⇒ (3) + 0 = 3
Reil Init: 1d20 + 2 ⇒ (10) + 2 = 12
Rufa Init: 1d20 + 6 ⇒ (10) + 6 = 16
silvanus Init: 1d20 + 1 ⇒ (10) + 1 = 11

Monster Init: 1d20 + 1 ⇒ (1) + 1 = 2

Dang lucky you all go before it after the surprise round


[LE] StoryTeller

surprise round

Denlin: That is weird i see some bizarre head twitching hidden by the cart. Careful everyone.

and move and other 30 ft

Monster

Bite: 1d20 + 8 ⇒ (20) + 8 = 281d10 + 3 ⇒ (4) + 3 = 7

Crit Conf: 1d20 + 8 ⇒ (16) + 8 = 241d10 + 3 ⇒ (5) + 3 = 8

Denlin: Hot Dam it just attacked me ! And a hard bite to boot.


[LE] StoryTeller

Round 1

Everyone Go !

you saw a big scaly Reptile head with a long neck lunge forward at a fast speed toward Denlin and retreat behind the crashed caravan


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius moves close and behind Denlin, allowing the healing power of Nature to do its work.

Casting Cure Light Wounds: 1d8 + 5 ⇒ (8) + 5 = 13

"Be careful everyone, this here packs a nasty bite it seems"

What is this creature? Knowledge (Nature?): 1d20 + 10 ⇒ (20) + 10 = 30

Grook'O moves closer, keeping guard at Silvanius' side.

Wow... Those rolls :D


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor was too far to help directly his comrade.

He choose to call for his God.

Hextor I call your weapon at my side. Punish my ennemies.

A bluring flail appeared at the side of Delin and begin to try hitting the monster.

Att Spiritual Weapon: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 1 ⇒ (2) + 1 = 3

Then, Galdamor began to get closer from the fight.

Standard : cast Spiritual Weapon
Move : get closer to the fight (move 20ft.)


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Round 1

Stats:

HP 21/21
AC 16 T16 FF14
F/R/W 4/4/4
Spells
0th - Detect Magic, Prestidigitation, Disrupt Undead, Ray of Frost
1st - Enlarge Person, Sleep, Burning Hands, Mage Armor (cast)
2nd - Scorching Ray, Web, See Invisibility
Effects
Mage Armor

Rufa moves up with the others, staying behind them, and sends a wave of fire crushing down behind the wagon, trying to hit the reptile.

DC16 reflex for half damage.

Fiery Burst: 2d6 ⇒ (2, 4) = 6


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Have we all acted?


[LE] StoryTeller

Silvanus you don't have enough movement to do your cure on denlin. Every green squares is X2 movement. And i am still missing Brian's action

You recognize the head of a monster that you teachers told you was one of the monst dangerous: Hydra (although you don't know yet how many heads)


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

I hadn't realized I was so far away from him :/


[LE] StoryTeller

So your actions then silvanus ?


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Hmmmmm, in that case Silvanius makes a full move to stand next to Denlin, and Grook'O advances on top of the cart, or as close as possible.


[LE] StoryTeller

Round 1

Silvanus and the ape move closer to the fight

Aoo on the Ape

Hydra Aoo: 1d20 + 8 ⇒ (7) + 8 = 151d10 + 3 ⇒ (1) + 3 = 4

Brian Attacks the creature

PA (4) Greataxe: 1d20 + 9 + 1 - 4 ⇒ (15) + 9 + 1 - 4 = 211d12 + 6 + 8 ⇒ (5) + 6 + 8 = 19 (hit)

Denlin Run and jump in order to be in melee for the next round

Rufa moves closer in order to be in range and unleash fire

Hydra ref save: 1d20 + 6 ⇒ (16) + 6 = 22

Galdamor moves closer in order to be in range and summon a spiritual weapon that misses

Reil moves up and inspire courage

--------------

The hydra's body move out of the water and 5 other heads come and join the first one. Only ones hits and its already on the wounded Denlin

All of them attacks.

Hydra Head: 1d20 + 8 ⇒ (9) + 8 = 171d10 + 3 ⇒ (4) + 3 = 7 vs Ape
Hydra Head: 1d20 + 8 ⇒ (4) + 8 = 121d10 + 3 ⇒ (4) + 3 = 7 Vs Ape
Hydra Head: 1d20 + 8 ⇒ (4) + 8 = 121d10 + 3 ⇒ (10) + 3 = 13 Vs Brian
Hydra Head: 1d20 + 8 ⇒ (4) + 8 = 121d10 + 3 ⇒ (4) + 3 = 7 Vs Brian
Hydra Head: 1d20 + 8 ⇒ (10) + 8 = 181d10 + 3 ⇒ (5) + 3 = 8 Vs Denlin
Hydra Head: 1d20 + 8 ⇒ (8) + 8 = 161d10 + 3 ⇒ (1) + 3 = 4 Vs Denlin

----------
Seeing the great danger everyone is in Jorr decides to pitch in but misses.

Rapid Shot Longbow: 1d20 + 8 - 2 + 1 ⇒ (6) + 8 - 2 + 1 = 131d8 + 1 ⇒ (5) + 1 = 6

Rapid Shot Longbow: 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 101d8 + 1 ⇒ (1) + 1 = 2

------------
Round 2 Go ! (battle map is up)


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

In Hextor's Name. That's not good...

Seeing the six head of the creature, Galdamor call for the help of his god for protecting him then move closer to the fight.

Hextor ! To fight, give me Protection !

The translucent heavy flail still trying to hit the thing.

Spiritual Weapon: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 161d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Standard action : shield of Faith (+2AC)
Move action : move (20ft.) closer to the fight
No action : the spritual weapon strike (I had the bonus of Inspire Courage, I don't know if it's work, feel free to remove the bonus DM!)

AC22


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Oh my... I'll post up actions in a few.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

So, six heads. What does Silvanius know about fighting such a creature? Anything?


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Round 2

Stats:

HP 21/21
AC 16 T16 FF14
F/R/W 4/4/4
Spells
0th - Detect Magic, Prestidigitation, Disrupt Undead, Ray of Frost
1st - Enlarge Person, Sleep, Burning Hands, Mage Armor (cast)
2nd - Scorching Ray, Web, See Invisibility
Effects
Mage Armor

Rufa steps forward and sends another wave of fire crashing down into the creature.

Move to J12, Standard to Fiery Burst

Knowledge: 1d20 + 5 ⇒ (8) + 5 = 13 Add 6 if Arcana, Arch & Eng or History applies.

Fiery Burst (DC 16 for half): 2d6 ⇒ (6, 1) = 7


[LE] StoryTeller

Silvanus knows that in order to kill it one should attack the body and not the head that can regrow. 2 you know that it regenerates very fast any injuries.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius warns the others, as well as Grook'O - "Target its body! Not the heads! And we need massive damage, it regenerates wounds quickly!"

----------------------

Grook'O throws himself at the body of the creature:

Claw 1: 1d20 + 7 ⇒ (13) + 7 = 20Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 7 ⇒ (15) + 7 = 22Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Bite: 1d20 + 2 ⇒ (9) + 2 = 11Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Grook'O status:

AC: 17
HP: 29

----------------------

Silvanius heals Denlin:

Cure Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Silvanius Status:

AC: 18
HP: 26


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Can we stop its regeneration ?

Asked Galdamor

Fight defensively ! I need more time to help you


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

We dead in the water?


[LE] StoryTeller

round 2 and following

Denlin, galdamor, the Ape and Brian all his on their turn the massive Hydra.

Its fast regeneration is adding to the difficulty of the party to make huge dents in it.

On round 2 all 6 Head focus on the already wounded Denlin killing him and shreading his corps in pieces that are spited out by the various head.

Round 3

Brian goes berserk and manages (taking an Aoo) to get close to the main body of the creature. Galdamor, the spiritual weapon and the ape follow trough wile rufa and Silvanus fire of damaging spells.

great wounds are now inflicted on the Hydra but is regeneration's help it say alive longer

On its turn 5 of the head attack the unmissable raging barbarian and kill him. Le last one attack the ape

Hydra Head: 1d20 + 8 ⇒ (10) + 8 = 181d10 + 3 ⇒ (6) + 3 = 9

Round 4

The party using more spell from rufa and silvanus combines with the melee attacks from Galdamor, the spiritual weapon and the ape finish off the creature before it gets to act again and kill the ape.

you morn you comrades and decide to berry them. near Jorr's house.

after you finish up the burial ceremony you see a dwarf coming from the road you took from Drelin's ferry.


[LE] StoryTeller

in the wreckage of the wagon the party finds a +1 Mithril Breastplate (added to loot log)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

While finishing you silent contemplation over the loose of your compainions, you suddenly hear a loud deep voice, "Hail to da cottage! Borrum Orcbane here, walkin' from da Drelin's Ferry wishin' da approachin' an' parlyin'. Me seekin' ah human namin' himself Galdamor Graak! Be he wit ya?!"

Coming to a halt about 150 feet up the road from Drelin's Ferry, you see an odd looking dwarf. He reaches to the straps of his backpack, pulls in a couple of places and lets it fall to the ground behind him. With a well practice flourish, he shifts his Dwarven Waraxe so that he can lean on it while he waits for a response.

You see a bald dwarf, just under 4 foot tall and maybe 20 stones between him and his gear. His blonde bushy eyebrows and drooping mustache accent his weathered skin, and there looks to be some kind of tattoos on his skalp. The picture really does work for the description

He wears an ornate set of black full plate, with sparse red enameled highlights, and over his shoulder you see a heavy steel shield of similar design. What little movement you have seen him make since his arrival, leads you to no questions reguard his familiarity with wearing that kind of armorment.

You also notice that 6 handles protrude from his back, 3 per side. Three of the handles are blood red and the other three are black as coal. Once we get closer you will also see that his cloak is fastened to his pauldron with two distictive clasps, an iron gauntlet fist on the right and an steel gauntlet grasping 6 arrows on the left.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Hey ! Borum ! Good to see you !

Said a tall man clad in a black heavy armor with a unholy symbol of Hextor
When he removed his helmet his silvery hair shine in the morning sun, framing his hard but handsome face of suly heritage. His deep grey eyes darting an inquisitive look at the newcomer contradicting the happy tone of his voice.

By Hextor Sake, what did you do here ? Why did you searching me ?

It was indeed the man calling himself Galdamor Graak


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Recognizing Galdamor from his visions, Borrum retrieves his pack and walks forward.

"Da Scourge of Battle haz grantin' Me visions ah late ah great trouble near da Me Clanhold. Az Me gettin' closer, da dreamin' be changin' to da Elsir Vale. Den day changin' to Drelin's Ferry", he chuckles a bit at this last part.

Seriousness returns to his tone as he continues, "But in ahh ah dem, Me seein' Yous face. Nah Me not one like Champion Roka, but Me knowin' da meanin' ah dees dreams. Me be findin' Yous here."

"By da lookin' ah dem two small mounds, Yous be needin' Me axe an' Me be needin' to be killin'.

Snapping to attention suddenly, he finishes with a salute, "Your Orders, Sir."

You realize these last words are the first he has spoken without any hint of his heavy dwarven accent. A trait only picked up after years of service in Roka's Iron Fist.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor came back to his comrades, gesturing to the dwarf.

I'm pleased to introduce you Borrum Orcbane who fight with me in Roka's Iron Fist. He's a great fellow and a ma... a dwarf of great value. His Axe never failed to cut through our ennemies and he always follows order.

Then after finishing packing he approached the dwarf.

Yes, we hare shorter by two and your Axe, and your spirit, are most welcome here my friend. We have been hired to investigate the recent increase of trouble by the hobgoblins in the region. We hire this fellow, Jorr, to help us find their trail as he's the best here and know well this area.
Before the fight against the Hydra we were heading towards the forest in hope to find the hobgoblins base camp.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"Me be ready fur dem HobGobs. Just be pointin' da directness ta dem," Borrum says as he runs a finger along the blade of his axe.

"Yous ahh been killin' ahh da Beasties, an' leavin' nottin' fur Me."

You see a sparkle in his old eyes as he thinks about past and future battles.


[LE] StoryTeller

You start the return trip and after a long while you hit the spot where you fought the multi headed hydra...


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum looks over the remains of the Hydra, "Hmmm... yep... 'bout 10 feet... hrrmmm... good health."

"Ya know, dare bein' ah trick da killin' one of deese Beasties. Yous gotta be sunderin' dem heads or day be growin' back. But Yous got ta be trainin' in dem combatin' arts."

Turning to Jorr and trying to gauge the tracker, Borrum asks, "So Yous be knowin' dis area purrty well da ya? Any chance Yous knownin' any ah da utter big Beasties in da closeness? 'ould not be wantin' any utter nasty suprisin' on Me and Me friends if Me can 'elp it."


[LE] StoryTeller

there are a few monsters in the witchwood, usually you can avoid most of them but it seems that the presence of the hobgob are drawing them to more agression replied jorr


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius pats Grook'O, congratulating him for his valor in combat - "Well fought my friend"

Turning to the dwarf, he offers his greetings - "Well met Borrum, and welcome to our gathering - we definitely need a strong arm and a stout resolution to proceed - our losses have been immense so far, but we have fortunately manage to overcome that monster. At a tremendous cost though..." - he looks at the mounds where their two companions are buried.

"In any case well met, and thank you for the offer of assistance"


1 person marked this as a favorite.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum sizes up the human and his simian, So that is what they look like once they grow up. I have only seen the babies in City Greyhawk, and they all wore leashes. I wonder where he keeps his organ box? Well if nothing else, I will feel his big hairy mitts getting into my gear if he tries anything. I wonder why folks do not give me thier name when they say hello. It is not like I can see a label over a picture with thier name in it.

Borrum extends a hand and replies, "'Ello ta Yous too... Ahhhh... Wat Yous name?" His eyes flash up above Silvanius head in the off chance Lord Hextor may give him a new gift of sight.

Nope.

He continues without waiting for a response, "Da Blood Scourge be sendin' Me where da Blood Scourge will. Me do az He say."


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius smiles and offers a short bow - "My name is Silvanius, and this here" - he motions towards the towering ape - "Is Grook'O"


[LE] StoryTeller

About 1h after you leave the place where you defeated the Hydra (going north in the witchwood)

Looming out of the shadowy woods ahead is a haunting sight, a ruined keep. The old castel sits on a small rocky hillock, and you can catch glimpses of a broken tower between the trees. A moss covered stone at the side of the road you are following marks a footpath that looks like it leads up to the keep

Jorr will tell you after inspection of the path that numerous medium humanoids and several large wolves have been using this trail recently

Word rider most likely. he adds

the keep itself is a few minutes hike up the path (assuming the party eventually goes there)

The old keep is in very poor repair. The gatehouse is partially collapsed as is a section of wall to the south. A small wooden building sits next to the remains of a long abandoned garden in front of the structure. The walls surrounding the keep are about 15 ft high with a two story tower looming in the southwest corner of the courtyard within. Large boulders lie strewn amid the ruins of the two watch tower and a massive humanoid skeleton slurps amid the ruins of the northern one. This skeleton still wears tattered fragments of his hide armor and a large club lies next to one of his bony arms.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum gauges the distance from the woodline to the collapsed section of the southern wall and then looks down at this armor.

"Me don't be thinkin' Me gonna be gettin' over dare wit quietness. An' dare be dat Biggin' pile ah bones ta deal wit ah-so. Maybe Galdamor can tame it?"

He steps deeper into the shadows of the treeline, looking for a sturdy branch so he can have as club if needed.

"So wat be Yous ahh thinkin'?"

What is the distance from the treeline to the collapsed section of wall?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor draw his Heavy Flail, looking for any trouble.

Seem abandonned to me, but we never know... I will try to detect any magic in this area, just to be sure.

Galdamor after a short prayer to Hextor try to find any magic presence, on the skeleton first then on the other part of the keep.

detect magic


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Sorry for not posting sooner or introducing myself!!

"A pleasure, Borrum. My name is Rufa."

~~~~~~~~~~

At the keep

"If Galdamor can bring it under his control, it would make things easier. Do you want to try?"


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Both Silvanius and Grook'O stand watch - "I have serious doubts that this is completely abandoned..." - he comments to the others, while he surveys the surroundings and the ruined building.

Silvanius Spot: 1d20 + 7 ⇒ (19) + 7 = 26

Grook'O Spot: 1d20 + 6 ⇒ (3) + 6 = 9


[LE] StoryTeller

from the tree line to the entrance of the keep is 55 ft.

there is no magic in the 60ft area Galdamor


[LE] StoryTeller

Vraath Keep


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

@DM Greg: Does it look to be the same distance if we moved round in the trees to approach from the South, and enter via the crumbled wall?


[LE] StoryTeller

pretty much the castle was build as a defense keep and so no tree lines near the wall.

Current Date: June 2nd, Time 18h00


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Borrum, come with me

With prudence Galdamor began to step toward the gates of the ruined's keep.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum walks next to Galdamor, ready to spring to his defense if the need arises. Scanning and listening toward the keep for any sign of danger.

In his mind, multiple thoughts race, So I wonder why this is not maintained by Derlin's Ferry?
I would have two guards on the gate house to watch this approach.
If the keep is not in too bad of repair, this might make a good base of operations for the Lord of Battle.
Need to bring this up with Galdamor when I ain't so jumpy.
Those look like old out buildings. I would hide some suprise in one of them, maybe a couple of war hounds.
This would give the Church another vantage point to watch the Heironians in the Gran March.
And another two on that tower, one to watch the breach and the second to watch the overall area.
I think if I cleared some of those trees, I could see The Dawn Way from here.

351 to 400 of 2,741 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Greg's Red Hand of Death All Messageboards

Want to post a reply? Sign in.