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Re: OOC III

Posted: Fri Jan 15, 2016 12:48 pm
by Marullus
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Re: OOC III

Posted: Fri Jan 15, 2016 1:37 pm
by Zorroroaster
I see your post and raise:
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Re: OOC III

Posted: Fri Jan 15, 2016 2:47 pm
by AleBelly
:lol: at both of those.

I'm going to be on vacation from the 18th through the 25th. I should have some internet access, but won't be bringing all of my notes. The game may slow a bit, but let's give it a shot...

Re: OOC III

Posted: Fri Jan 15, 2016 3:32 pm
by enn.in.me
Have a fun vacation!

Re: OOC III

Posted: Fri Jan 15, 2016 8:17 pm
by Zhym
Zorroroaster wins this round. That's hilarious.

The other one is good too, but I can't stop chuckling at the second one.

Have a good vacation, AleBelly!

Re: OOC III

Posted: Fri Jan 15, 2016 8:20 pm
by tkrexx
Enjoy!

Re: OOC III

Posted: Fri Jan 15, 2016 9:32 pm
by Zorroroaster
I can't take credit for it.

Re: OOC III

Posted: Tue Jan 19, 2016 6:34 pm
by Zhym
While AleBelly is out on vacation, let's try to figure out our next move. So far, there's been mention of:

1. Harassing orc patrols
2. Going into the orc city
3. Hobbit helping, or not?
4. Ogre pit
5. Wizard's tower
6. More exploration

Are there any other obvious plot hooks I'm missing in the list above?

Re: OOC III

Posted: Tue Jan 19, 2016 6:41 pm
by Zorroroaster
The Wizards tower is pretty advanced, from the description Arnulf's magus provided. He definitely waved him off until he was strong enough to handle it.

What's the ogre pit? I must have missed that.

Spiders might be the right next step, or the ogres. Ogres sound fun.

Re: OOC III

Posted: Tue Jan 19, 2016 6:48 pm
by enn.in.me
I would happily squish some spiders. Or duck around some ogre clubs. Orc ambushes might be fun, but I agree that they could be low on the profit side--unless the city coughs up some more dough. Is squishing spiders also helping hobbits? The more alliterative the better.

I don't feel any need to split us up, as I've enjoyed having the whole gang together, but I'm sure we will be reminded again that we certainly could.

Re: OOC III

Posted: Tue Jan 19, 2016 6:56 pm
by onlyme
Any of them sound as good as the others.

Or...Any idea how to root out the moles who were working with the goblin raiders?

Re: OOC III

Posted: Tue Jan 19, 2016 7:03 pm
by Zhym
Harassing orc patrols might not be profitable right away, but we might get some information that would help us infiltrate the orc city (or know how bad of an idea that would be).

There's also tracking down the Zerbog cult, which might or might not overlap with attacking orcs.

Re: OOC III

Posted: Tue Jan 19, 2016 7:04 pm
by tkrexx
I'm fine with whatever direction.

Re: OOC III

Posted: Tue Jan 19, 2016 8:15 pm
by Keehnelf
Ilfrien has a request in to get some neutralize poison potion, but it will be pricey and few in number so unless one of our healy types has neutralize poison as a spell I would suggest avoiding the hobbit holes.

Ilfrien would be totally down for ogre stomping, and in principle on attacking the orc town but right now there doesn't seem to be a lot of profit in it so she's not especially excited about it.

Re: OOC III

Posted: Tue Jan 19, 2016 8:28 pm
by enn.in.me
Yenny can learn Slow Poison but Neutralize Poison is beyond her ken for now. I was thinking I could look into buying a scroll or two of neutralize if funds can be gathered. According to Osric, there would be a 15% of the spell failing due to Yenny being below level.

Re: OOC III

Posted: Tue Jan 19, 2016 8:38 pm
by Marullus
onlyme wrote:Or...Any idea how to root out the moles who were working with the goblin raiders?
It looks to me that the leads are into the human religious organization. A city-based counterespionage campaign holds little interest to me for this campaign/character. I'd rather explore wilderness routes than try to find the bad priests in a city.
Zhym wrote:There's also tracking down the Zerbog cult, which might or might not overlap with attacking orcs.
That tickles my fancies. :)
Zorroroaster wrote:What's the ogre pit? I must have missed that.
Spiders might be the right next step, or the ogres. Ogres sound fun.
We also have the White Dragon, lairing under the lake to the south (map here). Hellebore can only give Waterbreathing to two individuals, though. Her racial sneaking is also a bonus, but can only be of use with an unarmored Ilfirien.

We have three new notional locales identified on the the Orcish patrol's orders:
  • Frogmen
  • Oger Pit
  • Town No Go!
It also identifies a "Base" which is not in the right place to be the city of Strohd, which we suspect of being the "Orc City." Scouting the base might be an easier target. Of course, the "Town No Go!" is the most intriguing to me.
Keehnelf wrote:Ilfrien has a request in to get some neutralize poison potion, but it will be pricey and few in number so unless one of our healy types has neutralize poison as a spell I would suggest avoiding the hobbit holes.
Hellebore can Neutralize Poison twice a day, currently. She is happy to help anyone who is excited to help Hobbits.

Re: OOC III

Posted: Tue Jan 19, 2016 9:09 pm
by Zhym
If the base is a different place than the orc city, that might be worth checking out.

"Town no go" does sound intriguing, but maybe we can save that for when we're a little more powerful. :)

Re: OOC III

Posted: Tue Jan 19, 2016 10:20 pm
by Keehnelf
Marullus wrote:
onlyme wrote:Or...Any idea how to root out the moles who were working with the goblin raiders?
It looks to me that the leads are into the human religious organization. A city-based counterespionage campaign holds little interest to me for this campaign/character. I'd rather explore wilderness routes than try to find the bad priests in a city.
Zhym wrote:There's also tracking down the Zerbog cult, which might or might not overlap with attacking orcs.
That tickles my fancies. :)
Zorroroaster wrote:What's the ogre pit? I must have missed that.
Spiders might be the right next step, or the ogres. Ogres sound fun.
We also have the White Dragon, lairing under the lake to the south (map here). Hellebore can only give Waterbreathing to two individuals, though. Her racial sneaking is also a bonus, but can only be of use with an unarmored Ilfirien.

We have three new notional locales identified on the the Orcish patrol's orders:
  • Frogmen
  • Oger Pit
  • Town No Go!
It also identifies a "Base" which is not in the right place to be the city of Strohd, which we suspect of being the "Orc City." Scouting the base might be an easier target. Of course, the "Town No Go!" is the most intriguing to me.
Keehnelf wrote:Ilfrien has a request in to get some neutralize poison potion, but it will be pricey and few in number so unless one of our healy types has neutralize poison as a spell I would suggest avoiding the hobbit holes.
Hellebore can Neutralize Poison twice a day, currently. She is happy to help anyone who is excited to help Hobbits.
OK, glad to know that we don't need to dish out huge sums for the potions at this stage. Ilfrien doesn't care about hobbits, but she is happy to take hobbit-survivor-rewards in exchange for killing things (which she legitimately enjoys).

As for the map--"Town No Go" is actually at the top of Ilfrien's intrigue list as well and she would be intrigued to check it out even without the promise of reward.

Re: OOC III

Posted: Wed Jan 20, 2016 2:19 am
by enn.in.me
Town No Go would appeal to Yenny as well--really any No Go place. Do you think if we spoke with a local somebody they might have some guesses as to what is there?

Re: OOC III

Posted: Wed Jan 20, 2016 3:55 am
by Zorroroaster
I'll bet the Sambords would know something.