Third Trip's The Charm
Re: Third Trip's The Charm
Renna
Renna stays quiet hoping the gnolls can be trusted.
Renna stays quiet hoping the gnolls can be trusted.
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Re: Third Trip's The Charm
Crobeus - Human Paladin
"Yes, that sounds like a solid plan," the paladin tells the gnoll leader. "Knowing who lives in each cave is very helpful. I take it you have no particular concern for any of the other residents? No allies that could help? But also, if we end up in a fight with someone else, you won't turn on us, right? I know the bandits and clerics- to reclaim your home and rescue our friends- is our goal, but we don't know what some of these other groups may do when they see us."
"Yes, that sounds like a solid plan," the paladin tells the gnoll leader. "Knowing who lives in each cave is very helpful. I take it you have no particular concern for any of the other residents? No allies that could help? But also, if we end up in a fight with someone else, you won't turn on us, right? I know the bandits and clerics- to reclaim your home and rescue our friends- is our goal, but we don't know what some of these other groups may do when they see us."
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Re: Third Trip's The Charm
Daliedhur
The elf listens and waits.
The elf listens and waits.
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Re: Third Trip's The Charm
One Short Of A Baker's Dozen
Gnoll Day
Early Morning, Cool Clear
Tammuz listens to all the interaction, eventually approaching the Paladin, looking him square in the eyes. "Knight is bound by gods to tell truth always. So Tammuz will tell Knight truth. Gnolls know who live in other caves, but none are allies. Until priests came, gnolls had to fight with others sometimes. Bugbears and Hobgoblins, mostly. But now all face same enemy. Enemy that kill off orcs and chase away gnolls. Gnolls want ancestral home back, but smart enough to know we need help with that."
It seems like the idea of asking the other tribes to band together against the priests was at least an option he had thought about at one point, but never took it any further than that.
He tells the other gnolls (in gnollish) to ready themselves for battle and his group flys into action. Before long, there are 16 battle hardened gnollish fighters ready to accompany you back to the caves. "We show you rough path to reach back side of upper ledge. Once there, we all decide who goes where."
Tammuz nods his head slowly, ready to lead the group, either to glory, or to a glorious death. With a wave of his hand, the group starts heading towards the ford in the river and the distant forest beyond the road. On the way towards the ford, Tammuz asks the group a question. "Everyone know correct way to fight skeletons and zombies?"
Actions?
Keya Redd H-E (C1/R1) AC:5 10/12
Stobart (C2) AC:5 17/20 CLW/CLW
Gyb the Meager (M2) AC:10 8/11
Pimlan (F1/T1) H-L AC:6 6/9
Renna (MU1/C1) Elf AC:4 7/9 CLW
Magdal (R1) AC:7 11/16
Crobeus (P1) AC:3 6/10
Bugs Donato G (T3) AC:3 24/24
Loyn Shortbeard D (F2) AC:5 22/23
Meinhardt (MU1) AC:10 5/5
Ithrandir (F1/MU1) AC:5 7/7
Daliedhur (F1/MU1) AC:3 9/9 (Cinder AC:6 4/4)
Gnoll Day
Early Morning, Cool Clear
Tammuz listens to all the interaction, eventually approaching the Paladin, looking him square in the eyes. "Knight is bound by gods to tell truth always. So Tammuz will tell Knight truth. Gnolls know who live in other caves, but none are allies. Until priests came, gnolls had to fight with others sometimes. Bugbears and Hobgoblins, mostly. But now all face same enemy. Enemy that kill off orcs and chase away gnolls. Gnolls want ancestral home back, but smart enough to know we need help with that."
It seems like the idea of asking the other tribes to band together against the priests was at least an option he had thought about at one point, but never took it any further than that.
He tells the other gnolls (in gnollish) to ready themselves for battle and his group flys into action. Before long, there are 16 battle hardened gnollish fighters ready to accompany you back to the caves. "We show you rough path to reach back side of upper ledge. Once there, we all decide who goes where."
Tammuz nods his head slowly, ready to lead the group, either to glory, or to a glorious death. With a wave of his hand, the group starts heading towards the ford in the river and the distant forest beyond the road. On the way towards the ford, Tammuz asks the group a question. "Everyone know correct way to fight skeletons and zombies?"
Actions?
Keya Redd H-E (C1/R1) AC:5 10/12
Stobart (C2) AC:5 17/20 CLW/CLW
Gyb the Meager (M2) AC:10 8/11
Pimlan (F1/T1) H-L AC:6 6/9
Renna (MU1/C1) Elf AC:4 7/9 CLW
Magdal (R1) AC:7 11/16
Crobeus (P1) AC:3 6/10
Bugs Donato G (T3) AC:3 24/24
Loyn Shortbeard D (F2) AC:5 22/23
Meinhardt (MU1) AC:10 5/5
Ithrandir (F1/MU1) AC:5 7/7
Daliedhur (F1/MU1) AC:3 9/9 (Cinder AC:6 4/4)
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Re: Third Trip's The Charm
Pimlan "Zombies aim for the head. Skeletons I have no idea we didn't do well the last time we tried to take them down." is the halflings answer to the question about knowing how to take down undead things.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Third Trip's The Charm
Gyb
Gyb looks at the point of his javelin. "Zombies can be stabbed. Skeletons, no."
Gyb looks at the point of his javelin. "Zombies can be stabbed. Skeletons, no."
Chance of being Suprised: 33%
Re: Third Trip's The Charm
Renna
Renna continues with the group listening the the Gnollish small talk.
Renna continues with the group listening the the Gnollish small talk.
- Karaunios
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Re: Third Trip's The Charm
Ithrandir listens.
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Re: Third Trip's The Charm
"Unfortunately, more Thunk, Thunk instead of arrows. But I think if the three clerics here work together instead of separately it would be of more help."
Keya Redd
Keya Redd
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Re: Third Trip's The Charm
I forgot to ask this earlier......anyone with knowledge of the demi-human races or a woodland background can give me a D20 roll, please.
One Short Of A Baker's Dozen
Gnoll Day
Early Morning, Cool Clear
Tammuz nods at a few of the more intelligent replies. "Zombies slow, easier to hit. Skeletons should be smashed, not poked."
Crossing the ford in the river, the party heads for the trees beyond the North road ahead.
As the huge group nears the forest, a single wagon is seen in the distance, heading from the direction of the caves and apparently moving towards the Keep. A single larger figure is driving the wagon, while a second armored figure walks alongside of it.
Actions?
If you can see them, they can likely already see you. Do what you like with that information.
Keya Redd H-E (C1/R1) AC:5 10/12
Stobart (C2) AC:5 17/20 CLW/CLW
Gyb the Meager (M2) AC:10 8/11
Pimlan (F1/T1) H-L AC:6 6/9
Renna (MU1/C1) Elf AC:4 7/9 CLW
Magdal (R1) AC:7 11/16
Crobeus (P1) AC:3 6/10
Bugs Donato G (T3) AC:3 24/24
Loyn Shortbeard D (F2) AC:5 22/23
Meinhardt (MU1) AC:10 5/5
Ithrandir (F1/MU1) AC:5 7/7
Daliedhur (F1/MU1) AC:3 9/9 (Cinder AC:6 4/4)
Tammuz
15 Gnoll Fighters
One Short Of A Baker's Dozen
Gnoll Day
Early Morning, Cool Clear
Tammuz nods at a few of the more intelligent replies. "Zombies slow, easier to hit. Skeletons should be smashed, not poked."
Crossing the ford in the river, the party heads for the trees beyond the North road ahead.
As the huge group nears the forest, a single wagon is seen in the distance, heading from the direction of the caves and apparently moving towards the Keep. A single larger figure is driving the wagon, while a second armored figure walks alongside of it.
Actions?
If you can see them, they can likely already see you. Do what you like with that information.
Keya Redd H-E (C1/R1) AC:5 10/12
Stobart (C2) AC:5 17/20 CLW/CLW
Gyb the Meager (M2) AC:10 8/11
Pimlan (F1/T1) H-L AC:6 6/9
Renna (MU1/C1) Elf AC:4 7/9 CLW
Magdal (R1) AC:7 11/16
Crobeus (P1) AC:3 6/10
Bugs Donato G (T3) AC:3 24/24
Loyn Shortbeard D (F2) AC:5 22/23
Meinhardt (MU1) AC:10 5/5
Ithrandir (F1/MU1) AC:5 7/7
Daliedhur (F1/MU1) AC:3 9/9 (Cinder AC:6 4/4)
Tammuz
15 Gnoll Fighters
Re: Third Trip's The Charm
https://www.unseenservant.com/index.php ... 98&macid=0
sorry, preoccupied/ooc]
Keya will walk on the south side of the road, looking back and forth.
Keya Redd
Last edited by ateno on Thu Dec 26, 2024 7:17 pm, edited 2 times in total.
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Re: Third Trip's The Charm
Bugs
Gnome roll: [1d20]=11
Bugs would usually be up ahead scouting, but takes a back seat to Tammuz, if desired. "Someone up ahead. Boss. Bosses. One fat, one guard."
Gnome roll: [1d20]=11
Bugs would usually be up ahead scouting, but takes a back seat to Tammuz, if desired. "Someone up ahead. Boss. Bosses. One fat, one guard."
Re: Third Trip's The Charm
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Re: Third Trip's The Charm
Hey gang!
When I ask for rolls in an update, I would also very much appreciate it if you added some kind of action for your PC along with those rolls.
If everyone always made a valid action that moves the game along in some way, even if it's simply agreeing with others posted actions, the game would run far more smoothly for everyone involved.
Thanks!
When I ask for rolls in an update, I would also very much appreciate it if you added some kind of action for your PC along with those rolls.
If everyone always made a valid action that moves the game along in some way, even if it's simply agreeing with others posted actions, the game would run far more smoothly for everyone involved.
Thanks!
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Re: Third Trip's The Charm
Ithrandir
Being able to understand gnollish, Ithrandir keeps focused on the conversation rather than on the wagon to the north. "Damit. I don't have any blunt weapon."
[1d20]=18
Being able to understand gnollish, Ithrandir keeps focused on the conversation rather than on the wagon to the north. "Damit. I don't have any blunt weapon."
[1d20]=18
Re: Third Trip's The Charm
Magdal speaks up, "My arrows are at the ready, but I cannot help but recall the experience we had with undead previously in that there were much too much undead for us to deal with and then we were ambushed by their bandit keepers. They also were not completely mindless or were controlled by dark magics. So just make sure we don't go in there expecting a walk in the park." She says her piece and then keeps a watchful eye on their surroundings.
Woodlands Check:[1d20]=18
- Quonundrum
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Re: Third Trip's The Charm
Meinhardt

He nods sagely at Tammuz's words. "Right, hit with hittin' stick. Magdal speaks wisely, though. The priests had a couple zombies wielding bells at the orc cave to alert them when we tried to escape yesterday. We should proceed cautiously and not, as Tammuz would say, rush in and Smash and Grab."

He nods sagely at Tammuz's words. "Right, hit with hittin' stick. Magdal speaks wisely, though. The priests had a couple zombies wielding bells at the orc cave to alert them when we tried to escape yesterday. We should proceed cautiously and not, as Tammuz would say, rush in and Smash and Grab."
Re: Third Trip's The Charm
Stobart
"Should we warn the wagon about the bandits?"
"Should we warn the wagon about the bandits?"