Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Adventure #14 - Off to Gorlminder « Thread Started on Aug 29, 2011, 11:58am »
Next morning you hit the road to Gorlminder, with all the preparations you had previously made. The crypt and all its treasures will have to wait - hopefully no one else will loot them while you are gone.
Please post here anything else you want to take care of in town (and Flandil needs to update his memorized spells)
Re: Adventure #14 - Off to Gorlminder « Reply #2 on Aug 29, 2011, 2:53pm »
Did we ever make arrangements for Kell to ride? I wrote about getting a pony cart, then someone else wrote about getting mules and a wagon and I asked about Kell riding in the wagon rather than trying to ride a horse...I don't think Dwarves do well on horseback.
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
TRANSPORT Jariel - war horse, 2 mules - Thom, riding horse - Garfund, riding horse William - pony - Edmar, David, Sean, Jorman, wagon w/ 2 draft horses Patronus - riding horse Flandil - courser, elite riding horse Gallaine - bay mare Kell - horse and cart Yhency - riding horse - Flinn, riding horse - Westbrook, riding horse
We are a regular caravan!
Kell makes sure that he buys two weeks of rations for himself and some grain for the horse. The horse can graze some, but there will be times when feeding it grain would be quicker and easier than stopping to let it graze. Kell will have a cask of water in the cart as well for the horse...and himself. The cask can be filled as needed along the river road and at wells when encountered.
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Re: Adventure #14 - Off to Gorlminder « Reply #8 on Aug 30, 2011, 5:09pm »
You are all provisioned up. Also, Hargor, the ruler of Verbosh, has not left the city yet to look for the floating sword. It is still just a rumor that he is going to, so you should beat him to it, if he does get an expedition going.
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Re: Adventure #14 - Off to Gorlminder « Reply #9 on Aug 30, 2011, 11:27pm »
You leave Verbosh along the main track, heading West. A few miles outside Verbosh you run into a heavy flood of common folk headed to the Verbosh market that delays you about half an hour. Finally, late in the afternoon you trot into the village of Halfway.
The main street leads down the normal assortment of houses and establishments. A crude wooden stockade serves as a garrison tower. Most prominent to your mind is the Angry Foot Tavern and Inn.
Joined: Nov 2007 Gender: Male Posts: 9 Location: Vancouver, BC, Canada Karma: 7
Re: Adventure #14 - Off to Gorlminder « Reply #10 on Aug 31, 2011, 8:54am »
"Perhaps a quick refreshment before we continue on our way, gents?" Flandil says. "Although if memory serves there is naught but dirty swill on tap," he adds as if having second thoughts.
Re: Adventure #14 - Off to Gorlminder « Reply #11 on Aug 31, 2011, 10:19am »
"I say we stop in anyway and ask for any news coming from up the river and along the Goblin Road." Kell says, "A quick drink and a chat and we'll be on our way. How about it comrades?"
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
kenmeister Level 5 Thaumaturgist member is offline
Joined: Jun 2008 Gender: Male Posts: 337 Karma: 10
Re: Adventure #14 - Off to Gorlminder « Reply #12 on Aug 31, 2011, 1:09pm »
Sorry - my post was delayed by Hurricane Irene.
Question to the party: do we have a chaotic member who can take the sword that was left on the ground in the pool room?
Yhency will continue to put xp towards fighting man until he hits level 4 in that (when saves and attacks improve). For travelling, he memorizes sleep and charm person.
Re: Adventure #14 - Off to Gorlminder « Reply #14 on Sept 1, 2011, 12:52pm »
"One last hot meal and a 'clean' bed before we head out is my vote. And a couple of pints of rustic brew might be pleasant as well. We may learn of any other groups that have passed this way."