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Original D&D Discussion :: Online Games :: Makofan's Online OD&D :: Adventure #14 - Off to Gorlminder
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 Re: Adventure #14 - Off to Gorlminder
« Reply #255 on Nov 22, 2011, 3:19am »

William will buy 3 of the healing potions.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #256 on Nov 22, 2011, 6:38am »

If such supplies are available, Gallaine also purchases one healing potion for a donation of 100 gold coins to the temple.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #257 on Nov 22, 2011, 4:29pm »

Flandil purchases the remaining 2 potions.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #258 on Nov 22, 2011, 5:18pm »


Nov 22, 2011, 4:29pm, kipper wrote:
Flandil purchases the remaining 2 potions.

Just to remind everyone, including me, Kell bought 2 healing potions back at the beginning of the trip.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #259 on Nov 22, 2011, 5:41pm »

Ok, shall we head out to the dungeon via the back route now? If we don't meet Yhency before we have to leave the road, Jariel offers we could leave Yhency and elven trail sign.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #260 on Nov 24, 2011, 9:46pm »

If no opposition, I will send you back down the trail. Chime in now
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 Re: Adventure #14 - Off to Gorlminder
« Reply #261 on Nov 25, 2011, 2:00pm »

Flandil is all in favour of leaving now as Jariel proposes.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #262 on Nov 25, 2011, 7:10pm »

Patronus agrees to heal any on in the party who needs it. He's all set to go
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 Re: Adventure #14 - Off to Gorlminder
« Reply #263 on Nov 26, 2011, 10:18am »

Flandil's polite question to Hargor elicits a stream of profanity, complaining of everything under the sun. You get tired of it, and interrupt his flow with a concession to let them have Kell's and Flandil's rooms.

The party slinks off in one's and two's and gets their stuff together, and you set off back down the trail. Close to the turnoff point you meet Yhency and his men coming back!

It is twilight, you are in the wilds, and the dungeon is 6-8 hours away over tricky terrain.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #264 on Nov 26, 2011, 12:19pm »

"Hargor is in town!" Flandil informs Yency, "Needless to say, we are off to Gorlminder post haste."
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 Re: Adventure #14 - Off to Gorlminder
« Reply #265 on Nov 26, 2011, 12:32pm »


Nov 26, 2011, 12:19pm, kipper wrote:
"Hargor is in town!" Flandil informs Yency, "Needless to say, we are off to Gorlminder post haste."


"Yeah, I let him pass by. I think all I would have accomplished with my sleep spells was to have put his horses to sleep."
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 Re: Adventure #14 - Off to Gorlminder
« Reply #266 on Nov 26, 2011, 4:51pm »


Nov 26, 2011, 10:18am, makofan wrote:
Flandil's polite question to Hargor elicits a stream of profanity, complaining of everything under the sun. You get tired of it, and interrupt his flow with a concession to let them have Kell's and Flandil's rooms.

Kell steps over to the innkeeper and quietly says, "Sorry about this. I wish you luck with this bunch."

"Rather than returning the silvers I've paid for my room, how about putting together a basket of food and a small keg of ale that we can take with us. If we can't enjoy your inn in person, perhaps we can enjoy a little of it on the trail."


Quote:
The party slinks off in one's and two's and gets their stuff together, and you set off back down the trail. Close to the turnoff point you meet Yhency and his men coming back!

It is twilight, you are in the wilds, and the dungeon is 6-8 hours away over tricky terrain.

"I'm guessing that these dungeons you're talking about are the current source of the goblins, and maybe orcs, that are plaguing the village." Kell says, "I'd much rather approach that place in daylight than in the dark. So, are we going to camp out here for the night, likely to be dangerous, or push on in the dark, likely to be even more dangerous?
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 Re: Adventure #14 - Off to Gorlminder
« Reply #267 on Nov 26, 2011, 5:47pm »

For Kell's info, you have a tower you conquered right near the dungeons, that is being guarded by some NPC's. That is a safe haven (unless it has fallen)
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Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure #14 - Off to Gorlminder
« Reply #268 on Nov 26, 2011, 10:04pm »


Nov 26, 2011, 10:18am, makofan wrote:
Flandil's polite question to Hargor elicits a stream of profanity, complaining of everything under the sun. You get tired of it, and interrupt his flow with a concession to let them have Kell's and Flandil's rooms.


I don't quite understand, Makofan. Who was complaining to whom, about what?
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 Re: Adventure #14 - Off to Gorlminder
« Reply #269 on Nov 26, 2011, 11:01pm »

I think perhaps we should make camp well off the road, our route to the dungeon is not really a trail (probably follows some game trails, but definitely not a trail anyone without some information from a guide would be able to follow), so if we find a good camping spot along it, we should not have any problems. If we rise early in the morn, we should be able to beat Hargor to the dungeon.

In daylight we should be able to make the dungeon in less than 6 hours (we should have traveled at least an hour of the 6-8 hour time along the road, and this will be the third time we've taken the route).
« Last Edit: Nov 26, 2011, 11:05pm by ffilz »Link to Post - Back to Top  IP: Logged
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