Harrowed Summoning

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1 post (465 including aliases). No reviews. No lists. No wishlists. 3 aliases.



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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Firstly, I hain't goin' back t' Brookside. Hain't nothin' fer me there anymore. Me n' Ol' Gray'll be up 'ere somewheres in the 'ills. Second, I got no friendly feelin's fer this orc, but neither will I spill 'is blood. E's redeemed 'isself sommat 'elpin' us even t' fightin' gainst 'is own kind. Let'im go 'is way n' may I 'ope t' never see anodder o' 'is kin. Third, seems t' me that if the elves got some plot goin' on, the best way t' get everone t' believe ya, is t' get'em to admit t' it theyselves. Dunno 'ow y'may 'complish that, jus' sayin'.

So, if ye all be 'eaded back t' town, I'll take me leave. Give me love t' all the blessed folk there. Goodbye, but ye may yet see me again.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Humph. Walked right into that one!
Don' worry fellas, I found th' trap!

Hirda backtracks to the cave entrance, if able.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

I certainly hope Vors is disemboweling that orc right now.

Hirda and what is left of her family spend the evening piling wood for a funeral pyre for Noln and Lemuel. The Rockhills also help out. If Hirda has any specific plans for what she will do next, she keeps them to herself.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

It would be fun to continue, and I might be persuaded, but it feels like a good end. There would have to be some major justification for Hirda to want to undertake any adventure, even against orcs. Sounds like a spin-off with Vors' son, Mel, and Perrin might be the way to go, maybe recruit one or two new characters?


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Did some trappin' in me younger days, 'ere lemme show ya. Find the most likely spot t' take a step--right 'ere fer example. Ease it back, set the trigger, get yer 'and outa there n' fast. Now cover it over with some grass. N' mos important, 'MEMBER WHERE YA PUT IT!!

Survival: 1d20 + 14 ⇒ (18) + 14 = 32

After helping Vors set the traps, Hirda returns to help the townsfolk put the finishing touches on the palisade and gate.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Int: 1d20 ⇒ 20

'At's right, jus leave a thread hangin'. We got everbuddy on this side already, right? No more'n one person on the bridge at a time from here on out, eh. Now shove in some wedges there. Here's a rope, run it across the edge like so, t' keep it from bein' too obvious. 'Tis a cryin' shame, I kin 'member puttin' up this bridge, replaced the ol' bridge what got washed out in the floods o' ought-eight. Me little Lemuel fell in afore we got the railin's in, nearly was done fer 'cept fer the ratfolk jumped in after 'im, twas Squeaky's grampa as I recall. We dwarfs never was much fer swimmin'. Well, nothin' fer it now, we'll git a new bridge put back up agin soon enuff.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Hirda treats herself to a relaxing dip in the local hot springs, and a short night's sleep. She awakes feeling rejuvenated from the previous days' hectic events. After pondering over the bridge for several minutes, she responds to Vors:

Bridge is gonna be in need o' replacin' in a few years anyhow. Twould be a fair trap, drop the orcs in the drink n' slow 'em down, leave 'em sittin' ducks in the water fer our archers. Fire's no good--too slow, unless Perrin's got some sorta wizard-fire t' torch it. Tis an easy feat t' saw mostway through the main joists on either end, a little more trouble in the middle. So three weak spots, then drive in some wedges attached t' a rope er chain on this side, pull'em oot at the right time, n' send them orcs inter the drink.


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

I'd just be a distraction interrogating the prisoner. And we've got these greenhorn villagers to turn into warriors. While Vors and Mel are at work on the shaman, Hirda and Noln work on drilling some discipline into the townsfolk.

Now lookee 'ere, we hain't got much time t' play 'round. Ya can work on archery practice n' swordplay this afternoon--fer right now, we're gonna show ya'll some tactics, how t' group up n' pick targets, keep from accidentally killin' each other, n' whatnot. Now I know ya'll may think o' me as a milkmaid, darner o' socks n' babysitter, n' tis true I hain't thought o' war since afore many o' yer granpappies were born, but as a few o' ya may recall, I was 'ere fer the orc wars so long ago, n' fought me share o' orc raiders. Me stalwert 'ubby was 'ere too, bless 'is soul. We was both glad t' ferget those dark days fer a long while, but tis good luck fer ya'll that we 'appen t' be 'ere in yer hour o' need. Ah'm sayin' this cuz I see some o' ya 'ere starin' at me wonderin' what ah'm doin' shoutin' orders at ya, me whose spent most o' the las' hunnert years tendin' cows n' makin' cheese. Trust me, I know what ah'm aboot, n' if ah'm stern wit ya, tis only cuz I love ya'll n' wanna see our proud town survive t' see another day. I'd like nothin' more than be done wid this nonsense n' get back t' milkin' me cows, same as mosta ya'll, I spect. Now then, form up!


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HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

If ya'll've got whatcha want, I say we send the rest o' this swag back t' town on one o' th' wagons. Ceptin' one o' these jugs o' rotgut. (glug) Hhhhhaaachch! Barely fit t' drink, even by dwarf standards. Still, it'll ease my achin' bones. Mel, dear, why dontcha bed down 'ere wit' us t'night, and take th' goods t' town in th' mornin'? Judgin' by what young Perrin 'ere 'as found, we got more work t' do. That leaves one question: Whadda we do wit' Mr. Greeny 'ere?

Between Perrin's and Hirda's healing, I believe everyone will regain 12hp for a night's rest.
I've added the campsite list to Vors' spreadsheet.


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Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin readies his crossbow and follows behind the others, and begins singing, infusing his song with his newfound powers.

Kraull and Chef and Rubin
Warriors of Authority
Better watch out cause you been
Made a priority

Inspire Courage +1:
+1 morale bonus on saving throws against charm and fear effects;
+1 competence bonus on attack and weapon damage rolls