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Zeoll (Cayzle) (AC28/30; HP67of67) 
Monday July 17th, 2017 10:27:03 AM


Zeoll asks his friends (privately) if anyone objects to heading directly to rescue Madra's kids. From the Aisildur shore, Farungia has got to be closer than Bonetown.

He wonders about maybe letting the younger generation -- the kids and families -- live permanently on the Lionfish. He ponders some way to rig the ship so that the part with the kids can detatch as needed to let the other part, the fighting part, head into danger. Figuring that out would be quite an enterprise, which would ensure the safety of the next generation.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 (Fatigued, CURRENT AC21 ) 
Monday July 17th, 2017 12:16:21 PM

Jozhur does his best to entertain the children and keep them out of trouble, especially Ky.

He expresses some concern about leaving the children on the 'Fish with no guard, but he is also eager to help rescue Madra's children. In the end, he doesn't object either way.

Rill (MarkB) HP 103/103 - AC 27/17/25 CMD 22  d100=73 ;
Monday July 17th, 2017 2:54:15 PM

Zeoll suggests a ship that can have families aboard. "Zeoll, at the risk of being a Crusher of dreams, Gargul’s holy writings contain the Parable of Wesly. As you recall, that did not end well. I do not think that having families aboard is a good idea - we will put this ship in danger from time to time. But I could see looking after Reggie’s child aboard the vessel if necessary."

"What provisioning do we need Tula, and where is the nearest port for such? I can create enough food and water for a time. However, I cannot create rope and tar.”

“I am very concerned heading into conflict with these children aboard, but the trip to Bonetown a long one. I could teleport with some each day over several days. The sooner we can rescue Madra’s children the better."

To this end, Rill will cast Divination, asking “Where can we find Madra’s Children?” (82% chance of success, rolled 73% - success!)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel 0/5)  
Monday July 17th, 2017 4:10:21 PM

"Perhaps these other children still have family that would be gladdened to have them back. If we knew their locations, it would be as easy to return them as to stow them in Bonetown, yes? And keeping them on the ship is probably no more dangerous than leaving them in a town of pirates that has been attacked by demons and almost covered in lava. "

Zeoll (Cayzle) (AC28/30; HP67of67) 
Monday July 17th, 2017 4:29:14 PM


Zeoll bows to Rillet's wisdom and mastery of esoteric lore.

(MikeK)Bralin (AC35 / T17 / FF32)CMD 29 - HP 141/141) Shld Fth 
Monday July 17th, 2017 6:37:21 PM

Bralin can only shrug at Zeoll and Rill.
After all, he's a warrior, not a shipbuilder.

The dwarf agrees with the next task being the rescue of Madra's children.

DM Kathy 
Monday July 17th, 2017 10:19:04 PM

Rill reminds Tula that he can create food and water. "Unless you can also create clean diapers," the First Mate points out, "we're gonna need to stop someplace."

Zeoll correctly points out that Fargunia is where you will find the closest non-Aisildur port, and the Lionfish heads in that direction.

Terser points out that the children may have families who are looking for them, a possibility you may have time to explore later.

For now, you meet and agree that Madra's children are probably the next step--although Zeoll seems to have plans to turn the Lionfish into a floating nursery school. Or possibly a spaceship.

Rill casts a Divination spell, and receives an answer: Comeri. DC 35 Knowledge: Geography or Knowledge: Local Highlight to display spoiler: {Comeri is a very small island in the Middle Seas. You're pretty sure you can find it on Tula's navigation charts.}

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 89 / 130 | Rage used 5 /18 
Monday July 17th, 2017 11:09:40 PM

Reggie spends most, if not all of her time attempting to teach Ky, and any others that are willing, the ins and outs of being a sailor. introducing them to chores, importance of keeping order on board a ship.

She shows them around doing her best to keep as many as she can in line.

Rill (MarkB) HP 103/103 - AC 27/17/25 CMD 22  d20+26=41 ;
Tuesday July 18th, 2017 10:46:59 AM

"Huh. When I asked Lord Gargul where we could find Madrea's children, the answer was 'Comeri'. Or maybe it was come-here-y. It's hard to tell with words that appear in your head."

"Anybody know where this Comeri is and how far away that might be? Maybe we can put in there for provisions, at least giving us a reason to be there."

"As for the need for clean diapers, perhaps Zeoll and Tishe's Prestidigitation skills will prove useful here, at least until we can get some supplies."

As we prepare to find this place, Rill keeps an eye on the cliffs above for any pursuit (Perception 41.) Once we are underway, he will see to any injuries and such aboard the Lionfish.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel 0/5)  
Tuesday July 18th, 2017 5:46:16 PM

"I bet Jozhur remembers how to read an atlas. Wherever Comeri is, it's probably in there."

Zeoll (Cayzle) (AC28/30; HP67of67)  d20+19=35 ;
Tuesday July 18th, 2017 6:23:06 PM


This 'Comeri' is not familiar to Zeoll, but he's grateful for the tip.

"Let's put in at Farrungia and ask arround. Maybe someone can help us find this place."

Gather Info (Diplomacy) check 35

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141)  
Tuesday July 18th, 2017 6:29:33 PM

Bralin shrugs. He has no idea what 'Comeri' means.

The dwarf does his best to keep away from the toddlers, and finds there really isn't enough ship to accomplish that. He therefore resolves to simply endure the trip.

Zod |&| Kunda (Damarr) HP75||86; AC35||24; T20||11; FF34||19; CMD36||32  d20+11=23 ; d20+7=26 ;
Tuesday July 18th, 2017 7:51:42 PM

Zod scratches his head. "Sounds good to me. Comeri must be a small place, I don't remember it from my travels or any maps." K:Geo 23 w/Guidance (success not possible).

Not being much help on the sails, Zod does what he can to keep the children from underfoot on the journey. Handle Animal 26?

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 89 / 130 | Rage used 5 /18 
Tuesday July 18th, 2017 10:15:01 PM

Reggie isn't any help on the locations of ports. outside of the Lionfish, Reggie was just a grunt slave.

Still she seems to be enjoying her time here. who would have thought that a brawler like Reggie could have such a soft spot.

DM Kathy 
Tuesday July 18th, 2017 10:24:00 PM

Reggie tries to teach the half-orc tots about sailing, but they're still pretty little for that level of complexity. You are able to impart some basic safety rules, like "stay off the ladders," and "don't mess with the knots," but lessons on the value of hard work and order are going to have to wait a year or two.

Zod attempts to ride herd on the children, with limited success.

Actually, your greatest allies in child-wrangling prove to be Madra and the little slave girl. Madra has experience with young children, and although she misses her own, she is willing to pitch in and help. The slave girl, for her part, seems to have developed a genuine affection for her young charges, and continues to take responsibility for them--a situation that concerns Madra. "She's too young to take on so much, poor thing," Madra says. "She's not much more than a baby herself. I asked her what her name was, and she said it was Girl. Can you imagine?"

The rest of you are trying to figure out what Comeri means. Tula capably sails the Lionfish to a medium-sized port in Fargunia. Asking around, Zeoll is able to determine that it is a very small island in the Middle Seas. Armed with this information, you are able to find it on the navigation charts. So at least you know where you're going.

Your DM will also remind you that the broker who bought Madra's children is known to supply slaves to mining operations.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 (Fatigued, CURRENT AC21 )  d20+18=34 ;
Tuesday July 18th, 2017 10:34:57 PM

Jozhur takes some time to ask around about the island of Comeri. What is on the small island? Mining? He also gathers what he can on any other mining operations in the area.

Dimplomacy: 34

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141)   d20+6=25 ; d20+6=7 ; d20+9=12 ;
Wednesday July 19th, 2017 7:10:07 PM

Bralin decides to see if he can pick anything up about mining operations on the islands.

The dwarf devises a strategy in which he goes bar hopping, having a drink (or two), listening a bit and then moving on.

--

Knowledge Dungeoneering - 25
Knowledge Engineering - 7
Perception - 12

Zod |&| Kunda (Damarr) HP99||70; AC22||28; T21||17; FF34||21; CMD36||30  d20+11=30 ;
Wednesday July 19th, 2017 7:26:26 PM

Zod restocks his parchment and ink in Fargunia, though he doesn't take much time for his tattoo-craft.

"What would they be mining out here?" the minotaur asks Bralin, Terser, and Johzur (after their investigations). He pays particular attention to the charting of Comeri's location, and as they draw within five or so miles of the little island (K:Geo 30), Zod casts Commune with Nature.

Sensing the surrounding seas, Zod focuses on the terrain, seeking three facts - the number and location of islands within range (10 mile radius). Presence and general number of people on the islands and surrounding seas. If the islands have any of what Johzur, Terser, or Bralin say people would be mining.

After the 10 minute casting time and brief parlay with Maab's domain, Zod tells the others what he finds.

------------------

Commune With Nature: You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Rill (MarkB) HP 103/103 - AC 27/17/25 CMD 22 
Wednesday July 19th, 2017 7:58:48 PM

While in port at Fargunia, Rill will look to see if there is a WLA Chapter here. If so, he will inform them about the slaver island, our plans there, and what was being done with the half-orc children. He also asks about any slavery or mining operations on Comeri.

He will also check to see if there is a Catacombs access point here.

"Anyone interested in any of the gear we got last. If not, it will be sold and the proceeds distributed."

Zeoll (Cayzle) (AC28/30; HP67of67)  d20+23=35 ;
Wednesday July 19th, 2017 8:04:00 PM


Zeoll wonders a little about guano, saltpeter, and weapons of the future ... but he shakes his head and dismisses it as all a bad dream.

Still, as the ship travels toward the little island, Zeoll seeks guidance in his dreams. He tries to concentrate on the dangers that are likely to be faced as they seek to rescue and liberate the slaves of Comeri.

Days, he tells tales and sings songs to the children. And he talks with the girl who is only named Girl. Once his spell wears off, how does she seem to react to the old liontaur? He tries to be friendly and to put her at ease.

Diplomacy 35

He tells her that if she likes the name "Girl," that's fine. But if she wants another, that's okay too. That's what it means to be free.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel 0/5)  
Wednesday July 19th, 2017 8:07:24 PM

"there's always use for metals and rocks. And a small island in the middle of the ocean may even be volcanic. Maybe there's some use for dragonglass."

He doesn't know the specifics of what resource would be mined, but there is always value in materials from the ground.

AC 15/ 15/ 13. CMD 15 HP 91/91 Tishe' (SteveK)  
Wednesday July 19th, 2017 8:09:04 PM

Tishe' tasks when Madras tells her about the child sitters name. "I know of cultures that give simple names to children, and when something significant happens in their life, they can change their use-name. Perhaps," she says turning to look directly at Girl, "that you have soon experienced a significant event and you will feel a different name is what we should call you. But it really is your choice. You are free to choose. "

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 130 / 130 | Rage used 0 /18 
Wednesday July 19th, 2017 8:49:26 PM

Reggie gets rather frustrated at her failed attempts with the kids. soon she starts taking ques from this Madra lady.

Eventually, she starts to rejoin her fellow crew mates in their quest.

At port, Reggie decides to leave Ky with Madra and goes out bar hopping with the dwarf

Mine


DM Kathy 
Wednesday July 19th, 2017 11:49:32 PM

Jozhur, Bralin, and Reggie try to find out about mining in the region, and Comeri in particular. Most people have not heard of Comeri, but Jozhur does find one scholarly type who says that it's a small island that has a tin mine and not much else. Bralin and Reggie learn that most mining in the region is open-pit mining.

Rill looks for a WLA chapter, and is able to find a small one. They don't have much in the way of resources, but they are happy to record your information. They have not heard of Comeri. Unfortunately, there is no Catacombs entrance here.

Both Zeoll and Tishe' spend some time talking to the girl called Girl. She explains that "girl" is what her masters always called her. She thinks maybe she had another name once, when she was with her mama, but she doesn't remember it very well. Zeoll notices little change when the spell wears off. Girl is very cautious around everyone at first, but as time passes and nobody hits her, she opens up some and shows herself to be kind, rather sweet, and reasonably smart.

It doesn't take long to re-provision, and soon you are sailing to Comeri. You are at sea for several days; it took a while to reach Aisildur and now you're going back near where you started. During the trip, Zeoll tries to see in his dreams what you might be up against. You get a general impression of armor and halberds and somebody casting spells.

As you get close to Comeri, Zod casts his spell. You find that there are no other islands within 10 miles. You confirm the presence of tin. And you can tell there are about 100 people on the island, give or take a few.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 (Fatigued, CURRENT AC21 )  d20+20=21 ;
Thursday July 20th, 2017 12:08:42 AM

Jozhur informs Zod of the tin mine. "One hundred people, huh? Wonder what the ratio of slaves to guards is?"

He gives his equipment a once over, making sure everything is in place before they head into what is almost certainly a battle. When they draw near, he scurries up into the mast for their approach, keeping an eye out for danger. (Perception: 21)

Rill (MarkB) HP 103/103 - AC 27/17/25 CMD 22  d100=18 ; d100=34 ;
Thursday July 20th, 2017 6:31:13 PM

Rill will give a ring with Continual Flame cast on it to "Girl", adding a leather cord so she can wear it if needed. "Young lady, you have been most helpful with these little ones. Please accept this gift. It is a magical light that will not fail you, just as you have been so steadfast and unfailing in caring for these children."

He will also use Probe Psyche on her to see if he can determine anything about her past - a name, perhaps a family connection?

Rill will cast two Divination spells, asking:
(1) What is the best way for us to effect a rescue of Madra's children?
(2) What sort of creatures will try to stop us from rescuing Madra's children on Comeri?
(Both divination rolls indicated success!)

"You know, if we liberate these slaves, this may open up actual mining jobs here. After all, a mine is a terrible thing to waste."

-----------------------------
Probe Psyche - After one minute of observation and/or conversation, a seeker can use this ability, with a Sense Motive check at DC 30, to know the creature's alignment and fully understand the creature's personality. This also gives the seeker insight into that particular creature, gaining a +2 Insight bonus to attacks, armor class, and spell DC against the creature.

Divination - Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141)  
Thursday July 20th, 2017 6:58:15 PM

Bralin lets Rill know he's interested in two of the Tangleburn bags, otherwise he's good with selling the lot. He also winces involuntarily at the man's comment about mines, although he isn't sure why.

The dwarf gets a minor education on mines, and a major one in the taverns of Fargunia. All and all, a good day's work.

Which are followed by several days on the water, accompanied by a dozen of his favorite toddlers. Bralin takes to sitting next to the portside railing, scraping flecks off a piece of soapstone while muttering "oohhmm" at any youngster who ventures near.

Zeoll (Cayzle) (AC28/30; HP67of67) 
Thursday July 20th, 2017 7:57:46 PM

Zeoll likes how Rill's thinking goes. He loves the idea of populating these minor islands with freed slaves. Maybe there is danger, but where is there not in this crazy Wold? And he hopes to enlist the pirates of Bonetown to become a navy to watch over these folks.

When it is time to head toward the island, Zeoll sounds his horn while still a ways off. He makes sure everyone is buffed up with a Mage Armor who might need one. Then he is ready to head for the island.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel 0/5)  
Thursday July 20th, 2017 8:27:06 PM

"Hmmn, seems we have some sort of idea who's going to try to stop us. Maybe we can make a better plan that we usually do? How about when we see the wizard, Rill or Tishe' pops me and Bralin behind them and we can give them the ol' what for, before they can use their debilitating magics on us?"

Zod |&| Kunda (Damarr) HP99||70; AC22||28; T21||17; FF34||21; CMD36||30 
Thursday July 20th, 2017 9:18:45 PM

Zod nods at the possibility of repurposing the island. "I'm not sure we can move so many slaves, in any case. The question of how to liberate these people will probably end up a bit more involved than 'overthrow the masters and break the chains.'"

The minotaur looks around the already cramped warship-turned-ferry, smiling as the heroes and crew warm to the passengers. Or maybe it's the other way. In any case, seeing the children play with Kunda curled on the rail nearby, basking in the sun, gives Zod a sense of warmth, confident they will do more good things.

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 130 / 130 | Rage used 0 /18 
Thursday July 20th, 2017 10:05:35 PM

During the time at sea all Reggie can do is work to re-educate Ky. teaching him his name, explaining where he comes from. and a small amount about how they became separated. She tries her best to keep it simple. and just gives him small bits of info at a time, letting his own curiosity drive any questions.

Reggie simply makes herself ready for battle. as the ship gets closer, she takes a moment for some personal time with Ky. "Ok Ky, mommie has to go talk to some very bad people. you need to stay here. I'll be back before you know it."

DM Kathy 
Friday July 21st, 2017 12:51:22 AM

Jozhur checks the equipment, and everything seems in good working order, if you ignore a little toddler drool. You climb up to the crow's nest, but see nothing threatening as you approach Comeri.

Bralin spends some time carving, and many of the toddlers seem to like hanging out where he is. Zod finds that Kunda is a weirdly effective babysitter.

Reggie spends some time with Ky. He knows his name, and you are able to explain some of the history he doesn't remember. He seems to be understanding it, judging from the way he asks questions. "You's Ky's mommie?" he'll ask, then "Ky's mommie go away?" At first, you assure him that you won't go away, and then you realize that he doesn't yet have a grasp of past tense, and he's asking if you went away. After a few iterations, he seems to understand the gist of the story.

Rill gives his Continual Flame ring to Girl. Or tries to. She keeps giving it back, once going so far as to sneak up and return it in the middle of the night. You keep explaining that you want her to have it, and she finally says, "I didn't steal it." It isn't a question, precisely, but she does seem to want you to confirm that you are really giving it to her, and you aren't going to turn around and claim she stole it.

Your Probe Psyche turns up vague memories of a mother who seemed to be ill, and a painful separation of mother and child. You don't get anything really usable.

You also cast Divination.

What sort of creatures will try to stop us from rescuing Madra's children on Comeri? Humans and a dwarf.

What is the best way for us to effect a rescue of Madra's children?

Well, okay, here's the thing. Sometimes (actually, a lot of times), I like to just set up a situation and see what the PCs do with it. That's the case here. I know who's on the island, and generally how they'll respond to situations. I did not set up a One True Way to succeed at this quest. I have no idea what you guys are going to do; I just hope it's awesome. So I, role-playing your god, can't answer the question, because there isn't a single right answer. So, I'm guessing the answer you get is something along the lines of: that's up to you.

As you approach the island, Zeoll blows his horn, while Terser begins to discuss strategy and Reggie takes leave of her son.

AC 15/ 15/ 13. CMD 15 HP 91/91 Tishe' (SteveK)  
Friday July 21st, 2017 2:32:41 PM

(OOC: swear I posted on Thursday)

Tishe' has been on two adventures with the Black Lions, and is still getting back into the swing of things with working with a new group. Also polishing the rust off her own game, remembering what she can and can't do; where she can support or help and where she just doesn't have the skills or knowledge.

Both magically and skills-wise, Tishe' admits to herself in tactics, she is a bright thread; good for the immediate need and quite dramatic, but if very limited usefulness on the strategic pattern as a whole. Another life far away, she was better at seeing the whole cloth...

Her memories and thoughts keep the Spellweaver occupied.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 (Fatigued, CURRENT AC21 )  d20+20=23 ;
Friday July 21st, 2017 7:46:22 PM

Jozhur wipes the kid drool off on his pants, "Guess I better get used to it." He remains up in the mast until the Lionfish is docked or anchored.

Perception: 23

Zod |&| Kunda (Damarr) HP99||70; AC22||28; T21||17; FF34||21; CMD36||30 
Friday July 21st, 2017 11:08:03 PM

Zod suggests Zeoll use the same charm/diplomacy tactic, since it seems to work pretty well for initial interactions, and if things fall apart right away.... oh well.

He thanks his new friend for the offered mage armor, and casts his usual long duration buffs.

(OOC: Will update header & list current effects in later post).

Zeoll (Cayzle) (AC28/30; HP67of67) 
Friday July 21st, 2017 11:29:54 PM


Zeoll ponders sneaking up on the slave camp like they just did on the other island. But this time his intuition tells him that the best course of action is to be bold. Let us sail the ship right up to dock and step out like we own the place. Which we soon will.

Zeoll says, "Today we will claim this island in the name of Bonetown!"

Zeoll says to Zod, "It worrks best when we meet just one. Maybe we can do that again. We'll see."

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141)  
Saturday July 22nd, 2017 9:19:47 AM

Bralin's eyebrows rise at Zeoll's plan.

"You do not wish to walk around and then chatter at them for hours?" he asks, in a mock-serious tone. "Are you feeling well?"



AC 15/ 15/ 13. CMD 15 HP 91/91 Tishe' (SteveK)  
Saturday July 22nd, 2017 12:54:02 PM

Tishe' giggles at Bralin, and immediately becomes irritated: she hated the way she sounds when she giggles!

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] (25% chance no crit, uncanny dodge, rage used 0/28, channel 0/5)  
Saturday July 22nd, 2017 7:20:18 PM

Terser has never found Tishe's skills to be lacking. And her giggle is quite endearing.

"In the name of Bonetown? Why not in the name of the Black Lions? Or Lionfishers? Or whatever we're called? We don't want people to think we're setting up a rival pirate colony."

DM Kathy 
Sunday July 23rd, 2017 7:57:52 PM

[Oh, look, I forgot to give out XP again. Everybody take 13,000 XP for the previous scene.]

As you approach the island, you begin to discuss strategy. Somewhat to his friends' surprise, Zeoll favors a frontal approach this time, and suggests claiming the island in the name of Bonetown.

You sail closer. Now you can see a dock on the island, and some buildings inland. There is a keelboat tied up at the dock, but there is plenty of room for the Lionfish, if you want to dock there.

(Ed) Reggie | AC : 21 / Touch 20/ flat: 17 | HP: 130 / 130 | Rage used 0 /18  d20+16=22 ;
Sunday July 23rd, 2017 8:05:59 PM

Reggie takes to the time to keep a lookout for any that may object to our docking here.

all while doing her part as a part of the crew to make ready to dock.

{ooc perception = 22}

Rill (MarkB) HP 103/103 - AC 27/17/25 CMD 22 
Sunday July 23rd, 2017 10:52:29 PM

"In seeking Gargul's guidance, I have determined that we will face humans and a dwarf in our attempt to rescue Madra's children. It is at least good to know there are not undead or demons there - yet. With some of them possibly being spellcasters, it's hard to know what they may summon."

"Terser, I like you tactical suggestion to get our combatants up to any spellcasters as soon as possible. You are also right that we should not identify with Bonetown. Who knows what retribution we may bring down on the town doing that."

"As far as divining a best approach, there is none - I suspect that we'll just have to proceed and see what happens, being ready for anything. I do like the idea of confronting this head-on. Let's go with Zeoll's suggestion that we just march up there like we own the place!

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