Dorak's Red Hand of Doom PbP


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Alexei: You may make a single Knowledge (warfare) check to assess the strategic implications of the town. If you acquire a map, you can extend your knowledge beyond the town limits.

Nice touch, I appreciate the effort to expand a skill check into roleplaying.


Male Dwarf Monk (4)
Dungeon Master Drax wrote:

Vykos: When someone enters a store, I will post the inventory on the LiveJournal, that way I can edit when something is purchased. Wiston's response below.

Ergrin: The shop has no customers this early in the day. Jarett Nurth is a large, friendly man. He wears the white typical of a respected merchant and follower of the Prophecies. He respects your quiet nature, responding to questions rather than prodding you. He is happy to provide a map of the town (5sp), the immediate area (2gp), or the entire Vale (10gp). Maps are available on paper (+0gp), cloth (+1gp), or leather (+5gp).

Jarett's inventory is up.

Ergrin goes all out and purchases a map of the vale on leather for 15 gp. He looks around the store to see how well-stocked it is. Any empty shelves?


Ergrin: Jarett's appears to low on a few items, mostly commonly used household things. The interference in trade is balanced by the lack of travellers.

You can easily purchase up to 5 of anything in the PHB that he carries.


Male Human (Varisian) Undead Bloodline Sorcerer 2 Cleric of Urgathoa 2

Once Vykos concludes his business with the Speaker, he asks directions to Sertien the Wise to see if he can procure any magic.
He will avoid the Temple to Sarenrae, as he doesn't think they will take too kindly to his requests for Inflict Wounds Potions.


Male Dwarf Monk (4)
Dungeon Master Drax wrote:

Ergrin: Jarett's appears to low on a few items, mostly commonly used household things. The interference in trade is balanced by the lack of travellers.

You can easily purchase up to 5 of anything in the PHB that he carries.

Ergrin is satisfied with his purchase of a map at this time and returns to the inn.


Male Dwarf Cleric 6

Drax:

Spoiler:
After Mijanor gets settled in he is going to go ask people around the inn and town about thier encounters with the hobgoblins. He'll start with the military types as they probably have the most accurate info. He wants to find out about specific tactics they seem to employ and maybe specific individuals to watch out for.


Mijanor:

Spoiler:
You may attempt a Diplomacy check to gather information.


Male Dwarf Cleric 6

Drax:

Spoiler:
Here ya go :) Diplomacy (1d20+6=21)


Mijanor:

Spoiler:

Summary of the points you gather from various sources which may duplicate what you have been told already:

1) The hobgoblins are employing monsters, including flying monsters. They also have healing magic in large quantity and mages in some groups.

2) They travel in units of about 20, but have smaller squads of around 6. They seem to have a rigid military structure - perhaps you could talk with Alexei about more detail - with a unit commander and a lieutenant, and sergeants for the squads. Some survivors suspect there is some kind of division command as yet unseen. Some suspect this command is located at Vraath Keep to the west.

3) They have been attacking vulnerable targets such as homesteads and caravans, but occasionally can be seen lurking outside the town at night.

4) Common tactics include ambushes, largely employing magic to control the battlefield, combined with group tactics to overwhelm strong opponents first. They understand Common, but generally speak Goblin unless hurling insults. They appear to take prisoners when possible.

If you speak to Alexei perhaps he can make more of this information.


Male Dwarf Cleric 6

Mijanor walks up to Alexei and anyone else from our band who is around, then in his usual gruff way asks them to sit down, have a drink, and listen. Once seated, "'ere's what I've been able ta determine, some of which ye already knew. The Gobbo's seem like a well organized lot. That spells a 'eap o' trouble for all. They be attackin 'omesteads and caravans like ya know ta be true already but they are confident enough to be a callin on this town in the middle o' the nights. Skulkin and lurkin right outside o' the gates. They number about twenty when met usually but sometimes groups o' about half o' dozen can cross chur path. I'm guessin those be fast scouts or skirmisher types. They are seemin to have a military disciplin about them with lieutenants and sergeants common like the ones we met on the road. Some o' the guard suspect a bigger chain o' command and I'm inclined to agree. Say the command is likely comin from Vraath Keep which is out West o' 'ere. Anyways, besides the ambushin they use, they be usin lots o' magic ta give 'em an advantage while mobbin anyone who puts up much o' a fight. They often be usin prayers ta their 'eathen ways to be 'ealin. So my guess is many o' 'eathen priest, probably worshipin that serpent thing, (Mijanor spits on the floor) do they count amongst them. Ta make matters worse they be 'avin a number o' warlocks and arcane types creatin all sorts o' problems when they are met. Now as ifin that's not the worst o' it they be usin all sorts o' monsters like those 'ellhounds we met but even worse they be usin ones that fly....."

"Now they been takin prisoners just so ya know. Not unusual fer them as they tend ta make 'em work til they drop stone dead. Gobbo's are like that, ta lazy ta do things fer themselves ifin they can 'elp it. Just be sure that the @#%!&$ gobbo filth understands ye when ye be talkin to 'em in Common they just prefer their little barks and growls ta speakin anythin civilized.

Looking toward Alexei, "So what are ye suggestin we do?"


Male Half-Elf Academy Fighter 2/Rogue 2

Alexei looks grim. "Without a battle sorcerer casting area-effect and battlefield-control spells for us, twenty well-trained, disciplined hobgoblin soldiers will easily chew us up and spit us out again, even without these allies you mention. Maybe if Augrok could make the grasses and trees come alive and fight for us... that would have helped in the ambush, but does us no good in town. Unless I have a major epiphany, I can pretty well guarantee that any serious assault will be our last fight. And there really is absolutely nothing we can do about that, as near as I can tell."

"Even so, it's been an honor to know you, Mijanor. Would that you and I and Kin Lur had had a chance to serve together years ago."

Knowledge (warfare) check: The natural "1s" have returned, I see! Drax, from now on, whenever a roll is called for, should we just save time by assuming it's a 1?


Augrok and Kin Lur:

Upon reaching the opposite bank, you can clearly make out a large clearing in the trees to your left: the druid grove. The journey on foot takes but a few minutes. As you approach the grove, you see a young man playing with a small fox. Contrary to the forests surrounding the town, there appears to be abundant life here - flowers bloom, apple trees bear rich fruit, and the large stones and trees provide ample shade while still allowing a cool breeze. The man appears aware of your arrival, and he speaks before you can enter the grove.

"Welcome, brothers. My name is Averthal. Please enter this place, but leave your weapons aside."

Alexei: You puzzle over the actions of the hobgoblins but cannot make any deductions.

Late in the afternoon you pay a visit to the Stables. The trip will cost you 5sp total. A middle-aged woman with a fine longsword at her waist comes out to greet you as you approach.

"Hail! You must be Alexei. Don't get many customers lately. Speaker Wiston informed me you would be coming by to procure a horse. As you can see, I've got two that would probably suit you."

The first is a large black destrier (heavy war horse), easily over 16 hands tall but with the muscle and girth of a draught horse. Despite its size it is very calm and patient, eyeing you as you walk around the stable.

The second is a much leaner brown rouncey (light war horse), perhaps 12 hands tall. Already you can tell this animal displays a fiery temper, shaking its head and whinnying as you approach.

"Well, neither one is doing anything except taking up my time, so you're free to choose. Course, if you want both you can always pay for the second one. As per your deal with the Speaker, he's paying for your first choice."


Male Dwarf Monk (4)
Mijanor Firehammer wrote:
"So what are ye suggestin we do.

"Kill goblins," says Ergrin. "Sneak up quiet like 'n' kill them all."

Ergrin spreads his map out on the table.


Male Dwarf Cleric 6
Ergrin Stonefist wrote:
Mijanor Firehammer wrote:
"So what are ye suggestin we do.

"Kill goblins," says Ergrin. "Sneak up quiet like 'n' kill them all."

Ergrin spreads his map out on the table.

Slapping Ergrin on the back, "Now theres right thinkin! Not a score nor a 'oard a gobbos is gonna stop us now that we know what we are up against. Get chur 'ead on straight Alexei as ye know the ways o dealin with superior numbers better than any I know and I'll be shaved and put out as a doxy 'fore any gobbos scare me off. We ain't dead yet." Taking a look at the map. "So we gotta visit this lad out in the woods that knows the area. What's the best way o' gettin there?"


Male Half-Elf Academy Fighter 2/Rogue 2

"Ma'am, as I'm sure you can see, I don't exactly have the stature to require a heavy horse such as this fine beast. This light warhorse, though: some real spirit, there! Would it be acceptable to you, if I mounted and maybe cantored around the paddock a time or two?"


Dungeon Master Drax wrote:

Augrok and Kin Lur:

Upon reaching the opposite bank, you can clearly make out a large clearing in the trees to your left: the druid grove. The journey on foot takes but a few minutes. As you approach the grove, you see a young man playing with a small fox. Contrary to the forests surrounding the town, there appears to be abundant life here - flowers bloom, apple trees bear rich fruit, and the large stones and trees provide ample shade while still allowing a cool breeze. The man appears aware of your arrival, and he speaks before you can enter the grove.

"Welcome, brothers. My name is Averthal. Please enter this place, but leave your weapons aside."

"I'm sorry, but I've traveled far with these near at hand. I'd feel exposed without them, even among friends. You have my word that I will not use any of them in your grove without your leave. Would that be acceptable?"

If it is not:

Spoiler:
Kin Lur will turn to Augrok, "I will trust your judgement here, friend. If you feel that we will be camping here after you've spoken to the man, I will pack my blades and bow and enter. Until then, I will await your decision out here."

He will settle on a rock, against a tree, or whatever is convenient outside the grove and wait patiently as he watches people/animals/boats on the river/whatever is available to watch.


Alexei: "Sure, you can take him around. Might as well be sure you want him." [ooc]A {Handle Animal} check reveals that the horse is feisty but exceptionally well trained. Once you begin using standard battle commands the horse seems to enter a trance and performs admirably. "I'm sure you'll be wondering her name, she's called Valentina."

Kin Lur: The druid stares for a moment, looking over your equipment. "In these times it is unfair to ask a warrior to go naked. Very well, you may bring your bow but please leave your blades behind. What is it you require?"


Dungeon Master Drax wrote:
Kin Lur: The druid stares for a moment, looking over your equipment. "In these times it is unfair to ask a warrior to go naked. Very well, you may bring your bow but please leave your blades behind. What is it you require?"

"Fair enough. My thanks." Kin Lur will take his various blades and wrap them securely into his bedroll before tucking the bundle beside a tree and entering the grove.


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

Augrok watches the interplay between Kin Lur and Averthal, seeing nothing wrong with laying his greataxe down near a tree and respectfully regarding the druid. "We have come to town after being attacked by hobgoblin vermin. This is a regular thing?" From the looks of it, things were sizing up to be a difficult time here soon.


Male Half-Elf Academy Fighter 2/Rogue 2
Dungeon Master Drax wrote:
Alexei: "Sure, you can take him around. Might as well be sure you want him. I'm sure you'll be wondering her name, she's called Valentina."

Is Valentina a stallion or a mare? Or maybe a gelding?


Augrok:: "Well, the goblinoids are common in these parts. Perhaps even the most common threat, but nothing along the lines of what we have seen lately. They usually stay on the other side of the mountains, only coming down in the harvest months to steal crops and treasure."

Alexei: Mare. I typed half the sentence before changing my mind. They would be in seperate enclosures.


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4
Dungeon Master Drax wrote:
Averthal:: "Well, the goblinoids are common in these parts. Perhaps even the most common threat, but nothing along the lines of what we have seen lately. They usually stay on the other side of the mountains, only coming down in the harvest months to steal crops and treasure."

"They were organized, and accompanied by unnatural fiery dogs. They maintain these.. Firehounds?" Augrok knew it was obvious that there was trouble coming, but he wanted to know how much was known. Ur had wandered amiably into the glade, snuffling and searching, familiarizing herself with the area.


Augrok Manyteeth wrote:
Dungeon Master Drax wrote:
Averthal:: "Well, the goblinoids are common in these parts. Perhaps even the most common threat, but nothing along the lines of what we have seen lately. They usually stay on the other side of the mountains, only coming down in the harvest months to steal crops and treasure."
"They were organized, and accompanied by unnatural fiery dogs. They maintain these.. Firehounds?" Augrok knew it was obvious that there was trouble coming, but he wanted to know how much was known. Ur had wandered amiably into the glade, snuffling and searching, familiarizing herself with the area.

Fourthea is likewise allowed to poke around the glade, but Kin Lur has not removed her saddle, etc. as of yet. Kin Lur is simply listening to the conversation between the druids as he looks around the glade from where he stands.

Did I understand that Alexei has also crossed the river? Would we have seen him from here, either crossing or at the stables where he's becoming acquainted with Valentina?


Augrok/Kin Lur: Alexei is crossing later in the day, but if you stay near the grove you may encounter him after the crossing. Avarthel is welcoming to your animal companions, offering them food and removing thorns and such to make them comfortable. "Mmm. I have never heard of anything like a Fire Hound. Definitely not natural. Perhaps magical or even extra-planar?"

Vykos: Sertieren is a middle-aged halfling male with a high opinion of himself. His shop is more of a small room in the corner of his mansion. He senses your arcane talents, however, and welcomes you into his home to discuss magic and sales. You also notice several other people in the home. Some appear to be house-servants, but others bear the marks of arcane study (blackened fingers, singed eyebrows, stained robes, and a very respectful manner with their master).

Sertieren's/Avarthel's inventories on the Discussion Thread and LiveJournal.


Male Dwarf Monk (4)

Ergrin spreads the map of the town and surroundings out onto the table and shows it to Mijanor.


Male Dwarf Cleric 6
Ergrin Stonefist wrote:
Ergrin spreads the map of the town and surroundings out onto the table and shows it to Mijanor.

Looking over the map with Ergrin, "There be the Witchwood and this must be the Dawn Way. O'er here is the Witch Trail. Hmmmmm. That must be Vraath Keep. Looks ta be that the Witch Trail be the best way to get ta Jorr's cabin next ta Blackwater. I say we start out first thing in the mornin as those gobbo's are sure to be up to no good sooner rather than later"


Here is a map of the local area.

As I am not editing the maps, please disregard the keyed locations until it is relevant.


Male Dwarf Cleric 6

Which letter represents Jorr's cabin? "C"?


Mijanor Firehammer wrote:
Which letter represents Jorr's cabin? "C"?

Yes, that location corresponds to where the Speaker indicated.


Dungeon Master Drax wrote:
Augrok/Kin Lur: Alexei is crossing later in the day, but if you stay near the grove you may encounter him after the crossing. Avarthel is welcoming to your animal companions, offering them food and removing thorns and such to make them comfortable. "Mmm. I have never heard of anything like a Fire Hound. Definitely not natural. Perhaps magical or even extra-planar?"

I was planning to just listen to the conversation, but there doesn't appear to be one, so I guess I'll jump in. Sorry if I'm stepping on your toes, Augrok.

"I would not be surprised. I know little of magical creatures or those from other planes, but I've never heard of dogs that breathe fire or whose mouth is so hot that it burns their victim. There was a spellcaster with the group that attacked us -- perhaps he brought the beasts from somewhere else?"

The halfling looks around the glade and breathes deeply.

"Good sir, from what you've heard of the goblins plaguing the region, do you have any thoughts on what they're up to? I gather this is not their normal behavior and believe they may be why we've been sent here."


Kin Lur: The druid has a seat on a flat rock. "It is unusual, as I have said they usually stay on the other side of the mountains. However, with the drought it is not unexpected that they should become deperate. What is strange is their high level of organization. This seems to be much more than one or two tribes. If you want to learn more about goblins, I recommend you seek out Jorr Natherson. A bit of a loner, and perhaps crude, but he knows these parts, and aside from the dwarves nobody in this area hates goblins more than he."

As he speaks, a large black bull wanders into the grove. It drinks deeply from a small clear pool before snorting loudly and beginning to circle yourself and Augrok. Averthal makes a clicking noise and the bull moves up behind him, pushing its muzzle into his back.

"Do not mind Tabrun. He's back from working in the logging camp and is a bit jealous of your friends. May I ask their names?"


Dungeon Master Drax wrote:
"Do not mind Tabrun. He's back from working in the logging camp and is a bit jealous of your friends. May I ask their names?"

"Fourthea is my closest friend as well as my mount. She has been with me for some time."


Male Dwarf Monk (4)
Mijanor Firehammer wrote:
Which letter represents Jorr's cabin? "C"?

Ergrin looks at his cousin for help: "Where would we be on this 'ere map? And where are the goblins we are to kill?"


Male Dwarf Cleric 6

Pointing at the map, "Drellin's Ferry be the place we be and 'ere at the keep is where the gobbo's most likely be."


Night eventually descends on the besieged town of Drellin's Ferry. As the guards and militia finish their rounds, the activity inside the Green Apple increases. Eventually there are a dozen guardsmen, several ill-equipped militia, and a couple of farmers present. The stag is empty, and most of the men have their faces buried in their ale.

A large group is clustered around a central table on the right side of the tavern. These guards appear to be playing some kind of drinking game that also involves an organized table and wagers.

For those interested in the game, the following can tell you what it is and possibly how to play (in rapidly ascending order of difficulty, you may attempt only one):

  • Knowledge (history or warfare)
  • Intelligence check
  • Knowledge (religion)

    Kin Lur and Augrok, it is entirely plausible you have left your companions at the grove to meet your compatriots at the inn for a brief time. If you want to participate, simply state your intention.


  • Dungeon Master Drax wrote:
    Kin Lur and Augrok, it is entirely plausible you have left your companions at the grove to meet your compatriots at the inn for a brief time. If you want to participate, simply state your intention.

    Kin Lur's intention is to remain with Augrok, so if he wishes to venture to the Green Apple, the halfling will tag along. Otherwise, he's scoping out a perch in the grove's trees.

    Kin Lur's learned to avoid drinking games. He lacks the body mass to compete with the typical human interested in such, as a few too many hangovers have proven.


    NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

    Not particularly worried about their companions that have taken up residence at the inn, Augrok has intentions of remaining in the grove, provided that Averthal is willing to allow him and the halfling (and their companions) to remain. They would meet them in the morning, and see what plans they should make here. In the meantime, Augrok hopes to spend time exchanging information with Averthal, catching up on the goings on both local and abroad of significance.


    Male Half-Elf Academy Fighter 2/Rogue 2

    Alexei, an inveterate gambler and frequent carouser on his off-duty hours, immediately recognizes the game and prepares to join, knowing full well that he'll collect all the money from everyone present... and possibly be able to collect some favors as well. 17+7=24! I'm a gamblin' man!

    "I have little skill, I fear, but if you men would show me the rules, I'd not object to losing a few coins if it means a chance to participate..."

    Bluff check: 9+7=16. Unless the Speaker is present with his mysterious auto-Sense Motive ability, normal soldiers will probably fall for it.


    Male Dwarf Monk (4)
    Mijanor Firehammer wrote:
    Pointing at the map, "Drellin's Ferry be the place we be and 'ere at the keep is where the gobbo's most likely be."

    Ergrin ignores the gamblers and tries to make sense of the map. "So, cousin, what are we to do? Taking a keep may be difficult even by stealth."


    Male Human (Varisian) Undead Bloodline Sorcerer 2 Cleric of Urgathoa 2

    After returning from his trip to see the Mage, Vykos prepares his room and then heads down to the common room. He orders a wine from a Barmaid and settles in with the Dwarves to watch the interplay of the townsfolk and discuss what they should do in the morning.
    "I think heading out to garner the sevices of this Guide is a good idea. We should see what he thinks, but my instincts say that the Keep here on the map," he points to Vraath Keep, "is a very likely place for their base of operations."
    He sips rarely at his wine and the one glass seems to last him all night. While the others order their dinner, he spends that time glancing around the room at the differnet tables and watching Alexei take the locals for their money, smiling at how the horseman is now in his element.


    All: It seems you are reaching a consensus. Make any other specific preparations you require. After a night of food and drink, costing 2 gp each, you retire to your rooms. Averthal puts up the ranger and druid, offering them food and shelter at the expense of a few chores.

    Alexei: You quickly deduce that this is a strategy game, though not like any you have seen. It seems to have roots in nobility.

    Spoiler:

    The men call this game Poison Crowns.

    Setup: Each player at the table has 6 drinks in opaque shot glasses. Into one of their glasses each man secretly places a small stone. In the center of the table is a large pitcher of a foul drink called "Stinger". The glass with the stone is called the Stinger, while the other five are called Crowns.

    Going around the table, each person chooses one drink from anyone at the table and then drinks it.

    The objective, they say, is simple. Be the last one with a Crown remaining.

    Rules: If you drink from a Stinger, you have to take a shot of "Stinger" and you lose your next turn. If you have no Crowns remaining you are out of the game. If you have no Crowns remaining but still have your Stinger you must drink "Stinger".

    Betting: Each game is 1sp to play. Winner takes all. Extra wagers can be placed on the result of a single drink being the Stinger (called Dodging). Any player can participate in a Dodge, payout is split between correct players.


    Dungeon Master Drax wrote:
    Averthal puts up the ranger and druid, offering them food and shelter at the expense of a few chores.

    Kin Lur is only too happy to lose himself in some physical labor. It's been a long time since he had a home to care for and it's a pleasure to aid the local druid in caring for his.

    He will create a "nest" in a tree unless Averthal tells him not to to pass the evening. He'll stay up part of the night, though probably unnecessary, as an unofficial watch.

    One item of business: Kin Lur will inquire with Averthal to determine if he's aware of someone in town that would be able to cast Continual Light for him.


    Kin Lur: Averthal is happy for you to nest in a tree, so long as you do not damage it in the making. His best guess for that spell is with the mage Sertieren, who knows all sorts of spells.


    Male Dwarf Cleric 6
    Ergrin Stonefist wrote:
    Mijanor Firehammer wrote:
    Pointing at the map, "Drellin's Ferry be the place we be and 'ere at the keep is where the gobbo's most likely be."
    Ergrin ignores the gamblers and tries to make sense of the map. "So, cousin, what are we to do? Taking a keep may be difficult even by stealth."

    "Aye, that be the short of it but gobbo's are not bright and even less so when ya give 'em a good reason to be mad. We go around takin out Gobbo patrols and make 'em blind, then see what we can draw out. Too bad we don't be 'avin the Master Masons around. I'd place all me gold on the fact those keep walls be crushin the gobbo's inside right quick."


    Male Half-Elf Academy Fighter 2/Rogue 2
    Dungeon Master Drax wrote:
    ** spoiler omitted **

    Rather than bog down the PBP by playing out each round, can I roll a gambling check (and/or a Fort save to avoid excess drunkenness!) to simulate the whole thing? What I'm after is to win enough that any soldiers playing will feel obligated to me when I let 'em off the hook a little on what they owe.


    Alexei wrote:
    Dungeon Master Drax wrote:
    ** spoiler omitted **
    Rather than bog down the PBP by playing out each round, can I roll a gambling check (and/or a Fort save to avoid excess drunkenness!) to simulate the whole thing? What I'm after is to win enough that any soldiers playing will feel obligated to me when I let 'em off the hook a little on what they owe.

    That would be acceptable (I just like providing detail). You may roll a Profession (gambler) check. If the result is below 10 roll a second check. For simplicity sake, roll a series of 5 Fort saves so I can use as needed based on your skill checks.

    This will determine the result of one game. If you don't pass out, you can always choose to play again if the men let you.


    Male Dwarf Monk (4)
    Mijanor Firehammer wrote:
    Ergrin Stonefist wrote:
    Mijanor Firehammer wrote:
    Pointing at the map, "Drellin's Ferry be the place we be and 'ere at the keep is where the gobbo's most likely be."
    Ergrin ignores the gamblers and tries to make sense of the map. "So, cousin, what are we to do? Taking a keep may be difficult even by stealth."
    "Aye, that be the short of it but gobbo's are not bright and even less so when ya give 'em a good reason to be mad. We go around takin out Gobbo patrols and make 'em blind, then see what we can draw out. Too bad we don't be 'avin the Master Masons around. I'd place all me gold on the fact those keep walls be crushin the gobbo's inside right quick."

    "Taking out a few patrols will warn them that they are being hunted. Is there a way too do that without tipping them off? To make them thing the patrols have left of their own accord? Perhaps some subterfuge?"


    Male Dwarf Cleric 6
    Ergrin Stonefist wrote:


    "Taking out a few patrols will warn them that they are being hunted. Is there a way too do that without tipping them off? To make them thing the patrols have left of their own accord? Perhaps some subterfuge?"

    Mijanor shrugs, "Not much of the skulkin around type. Prefer to hit 'em 'ard and alot but ifin ye can pull it off I'll get chur back."


    Male Human (Varisian) Undead Bloodline Sorcerer 2 Cleric of Urgathoa 2
    Mijanor Firehammer wrote:
    Ergrin Stonefist wrote:


    "Taking out a few patrols will warn them that they are being hunted. Is there a way too do that without tipping them off? To make them thing the patrols have left of their own accord? Perhaps some subterfuge?"
    Mijanor shrugs, "Not much of the skulkin around type. Prefer to hit 'em 'ard and alot but ifin ye can pull it off I'll get chur back."

    Vykos thinks about this for a moment before replying. "To do this though we would need to know their routes and schedules. This is a large area. We can't just wander around hoping that we stumble upon another Patrol. Personally I am all for hitting them in smaller numbers. Less chance of being skewered again," he rubs his chest as he says this. "I just don't know how viable it will be. We should wait until we have talked with the Guide to see if he knows anything about how the Patrols are set out in the area before we fully commit to a course of action I think."

    Once the others are in bed, Vykos takes the chance to wander around the town, making sure the guards know who he is and that the party will try to bring some more stability to the region. He returns around 3am and gets some sleep, rising after a couple of hours to pray and meditate quietly.


    The discussion goes on into the night. With a few stern warnings from Tharrma, the patrons of the tavern leave your group alone to your plans. The morning arrives without trouble; the inn provides a meager breakfast of apples, bread and water.

    Alexei: I'd like to move things forward to the next day, but please roll your checks retroactively. You may have a headache...

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