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: Jun 2007 Gender: Male Posts: 505 Karma: 15
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.
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
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.
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?
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 #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)
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?
Joined: Jun 2007 Gender: Male Posts: 505 Karma: 15
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).