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Original D&D Discussion :: Online Games :: Makofan's Online OD&D :: Adventure #14 - Off to Gorlminder
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 AuthorTopic: Adventure #14 - Off to Gorlminder (Read 4,777 times)
makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #45 on Sept 14, 2011, 9:21pm »

Yhency spends 5 and Flandil 2
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #46 on Sept 14, 2011, 9:22pm »

Jariel spends 12
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #47 on Sept 14, 2011, 9:22pm »

Kell gets 2 healing potions for 250 gold total
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #48 on Sept 14, 2011, 9:23pm »


Sept 11, 2011, 6:27pm, brumbar wrote:
Prat adds 5 torches and 10 flasks of oil to his inventory and a stone headed mace.


and 12 more for Patronus
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #49 on Sept 14, 2011, 9:31pm »

Indigo will need a horse, and to be slotted into the marching order
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #50 on Sept 16, 2011, 10:56pm »

What's next?
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #51 on Sept 17, 2011, 9:44am »


Sept 14, 2011, 9:31pm, makofan wrote:
Indigo will need a horse, and to be slotted into the marching order


Yhency will buy him a horse then, and slot him into the marching order alongside himself.
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makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #52 on Sept 17, 2011, 8:31pm »

30 gold for a riding horse it is for Indigo
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #53 on Sept 17, 2011, 8:32pm »

BTW, if anybody wanted to role play any of teh shopping, I can always do that
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #54 on Sept 19, 2011, 12:14pm »

Nope, I'm ready to get my two magic swords! (I know, I know, there's no saying the floating sword will agree with Yhency's alignment.)

Yhency practices using his lasso one last time.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #55 on Sept 19, 2011, 3:27pm »

I say we move on; I'm eager to see Yhency get his two magic swords, too!
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Dieter the Deathless, anger-fueled fighting machine.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #56 on Sept 19, 2011, 6:02pm »

Yes, let's move on.
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 Re: Adventure #14 - Off to Gorlminder
« Reply #57 on Sept 19, 2011, 9:58pm »

Gallaine wonders about the wisdom of putting a powerful magic sword into the hands of an ambitious, chaotic fighting-Man... but for now she is content that if it comes to trouble, she is someone to be reckoned with herself.

She rides along with the others.
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makofan
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 Re: Adventure #14 - Off to Gorlminder
« Reply #58 on Sept 20, 2011, 12:27pm »

Your whole group saddles up in the morning, and presses north along the goblin track through farmland, that gives way to grassy wilderness with scattered copses of trees. You pass by a thick-tangled woods, then follow the trail as it veers west and parallels the Death Woods, keeping the great forest at the edge of your vision, a blue shadow three miles away. It is growing dark.

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« Last Edit: Sept 20, 2011, 12:29pm by makofan »Link to Post - Back to Top  IP: Logged

HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
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 #59 on Sept 21, 2011, 12:23pm »

"It seems we must make camp soon, if we are not to be overtaken in the night by foul beasts." Flandil announces. He scans the horizon for any isolated copses of trees which may make a good site.
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Playing:
Makofan's 3LBB OD&D: Flandil (Elf FM/MU 1/5)
scottenkainen's H&H: Silver Scorpion (Alien, Fighter 5)
mushgnome's DD: Bremusa the Amazon (Fighter 1)
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