Interlude 4: Reunions!

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Stirling
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Re: Interlude 4: Reunions!

#21 Post by Stirling »

Quinn Coburg

Quinn hands the sword to Galen and jewels and copper armbands to whoever is selling them in town. If a small group put a day into looking up the goat path, Quinn will explore along. Otherwise he will scout the camp perimeter for herbs, mushrooms, jack rabbits and generally patrol around.

Quinn expresses a little concern that this apeman lairs only 1/2 a mile or so away. Is there a secluded spot he can keep an eye on him...don't want him rushing the camp for pigs or something more tasty.

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Re: Interlude 4: Reunions!

#22 Post by bobloblah »

Brother Galen's treatment of Randolpho ([2d3] = 2) and Plud ([2d3] = 4) for the next day.

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drpete
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Re: Interlude 4: Reunions!

#23 Post by drpete »

Galen prays over Solaine, and her wounds heal. He then goes in to pray and contemplate fate. He'll be doing that for an hour or so.

Who is sticking around the camp during this time, who is going back to town, and who is doing something else? It will take about an hour and a half to get to Muntburg.

Just to be clear, Galen's treatment of Randolpho and Plud depends on them resting for a day (24 hours) and is in addition to the regular 1d3 they would get for that. Do they want to rest, or are they doing various errands until it's time to go back into the dungeon?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 4: Reunions!

#24 Post by bobloblah »

Sorry. Feel free to correct. I just sent a PM about it. Let me know how you want me to handle it in future. I was mostly just trying to move things along.

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drpete
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Re: Interlude 4: Reunions!

#25 Post by drpete »

It's cool, we just haven't quite gotten to the place where anybody is "resting" and getting healed.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 4: Reunions!

#26 Post by Stirling »

Quinn, will explore around camp, principally for dwarven door if Torgyr, Climent and Kob' come.

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Re: Interlude 4: Reunions!

#27 Post by sulldawga »

Zim is happy to go to town if folks need help carrying supplies. Otherwise, he will stay at the base camp.

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Re: Interlude 4: Reunions!

#28 Post by thirdkingdom »

Plud the Panivorous

As soon as it is ascertained which, if any, of the items the party recovered are magical Plud will take them* and himself to Muntburg.

*taking all of the items to Muntburg so we can get XP from them, regardless if they are magical or not.

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Re: Interlude 4: Reunions!

#29 Post by drpete »

Brother Galen meditates, and then attempts to determine if any of the treasure is magical. He is able to determine that the mystery sword is, indeed, magical.

So Plud is heading to town with this stuff. Is anyone going with him?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 4: Reunions!

#30 Post by Zorroroaster »

Torgyr will remind Plud to grab a flask of military oil for him.

"Also, can you ask them to prepare 10 more for me? They don't have to be all ready at once but I figure if they take time to make, better ask now and have them waiting for next time we come back. Thanks."
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
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Re: Interlude 4: Reunions!

#31 Post by barkman »

Randolpho will rest at camp then, as 10 gp seems to be a huge expense to his mind. "Can you grab some more lamp oil? I'd hate to be in the dark in there. Everyone should carry a flask, I think, to spread the weight around."


Ooc: Randolpho, after the two delves is richer than he has ever been in his life.

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Re: Interlude 4: Reunions!

#32 Post by sulldawga »

Looks like folks are resting at the camp so Zim will go to town with Plud.

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Re: Interlude 4: Reunions!

#33 Post by kalstone »

Solaine says, "At some point we should find out if anyone in Muntberg is willing to build a stone structure here. When winter sets in, it would be a lot safer than the tents."

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Re: Interlude 4: Reunions!

#34 Post by thirdkingdom »

kalstone wrote:Solaine says, "At some point we should find out if anyone in Muntberg is willing to build a stone structure here. When winter sets in, it would be a lot safer than the tents."
Plud the Panivorous

"Would you like me to start recruiting workers?"

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Re: Interlude 4: Reunions!

#35 Post by kalstone »

thirdkingdom wrote: Plud the Panivorous

"Would you like me to start recruiting workers?"
"Can any of us direct their construction? If not, we may need to recruit a supervisor first."

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Re: Interlude 4: Reunions!

#36 Post by Stirling »

Quinn Coburg

Quinn is encouraged that the sword has some dweomer of arcane enhancement...... but is not impressed"yeah well we guessed that, but what does it do?", he says hoping for some theatrical flashes or explanation.

On the building question he asks"why not start in one of the towers, foundations and walls already in place, maybe muscle too if apeman brings rocks and wood. Any lady apes round here we can trade him with?

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Re: Interlude 4: Reunions!

#37 Post by drpete »

Quinn heads out of the camp to explore, hunt, and scout. He finds that the campsite is located close to a fresh stream that flows down from the mountain, and that a fair amount of game lives in the area. He spies his supper, a rabbit making its way along a little game trail. He catches it easily, and pops it in a game bag to prepare later. Worried about the ape man, he regularly looks up the mountain road, where he can see the remnants of the stone tower where the creature lives, but he sees no sign of it from here. You go back to the camp after a bit.

Zim and Plud head into town with the treasure. The road is clear of traffic, and in need of maintenance, but all seems quiet. You reach Muntburg unmolested. As you approach the gate, you note the crossbowmen looking down from the gatehouse. The portcullis on the other side of the drawbridge is closed, and you see two men at arms behind the portcullis watching you.

As you approach, they inquire of you through the gate "State your names and your business." Their tone is officious, but not overtly threatening.

Meanwhile, back at the camp, the group discusses the idea of building a stone house at their camp spot. Stone and labor costs seem to be an issue, though Climent points out that stone could be scavenged from the towers along the stairs up the mountain. Quinn suggests moving into one of the broken down towers. Though this seems like it might be manageable, it would mean living very close to the ape man, and the lower towers have definitely been scavenged for building material more than the higher towers, so it might mean moving *up* the mountain.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 4: Reunions!

#38 Post by sulldawga »

Zim says, I am Zim of Anesidora and this is my friend Plud the Panivorous. We seek to do business with the merchants in town. We have need for supplies and have silver to pay.


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Re: Interlude 4: Reunions!

#40 Post by drpete »

The guard relays the information into the keep. A severe-looking bald man comes out to the gate to squint at Zim and Plud. He sees that Plud is injured "You fellows get attacked by bandits?"

He then nods, and orders the men-at-arms to open the portcullis. "No peddling in town without a license. Any goods to declare?"
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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