Waysoftheearth's Hinterlands PBP
Moderators: ehiker133, waysoftheearth
Ah, this is true. I don't recall it being much more than a few turns, maybe? Probably not a good use for the beans, if that is the case.sully wrote:How long does the effect last? If we only get a few turns out of it, and then the ones transformed are exhausted and have to be carried, it might work against us in the end...waysoftheearth wrote:Now there's a plan!ehiker133 wrote:How many of those beans are left? What about super-sizing two or three people to quickly carry everyone to the woods? Or too much of a waste of the beans?
Although giants move the same rate as Men (12"), they are certainly less impeded by obstacles--including heath--and can carry a lot more unencumbered.
I agree; we need to move before they can regroup.sully wrote:The worgs that fled will get back to Ket quickly... and then they'll send out another party of worgs to hunt for us.
We need to get moving immediately, in my opinion.
WAYS - is there a river or stream nearby? Something we can use to throw the worgs off the scent?
I wonder what they'll do with the sleeping Guore in our mansion...verhaden wrote:As a side note, I wonder what the ramifications of this encounter will be on those who may still reside in Ket. People you interacted with could be fresh new targets.
Like the shepherd said to the sheep, let's get the flock out of here!verhaden wrote: I agree; we need to move before they can regroup.
But remember one "turn" of wilderness exploration equals one day. D&D is funny like that--but in this case it works to your advantage.sully wrote:How long does the effect last? If we only get a few turns out of it, and then the ones transformed are exhausted and have to be carried, it might work against us in the end...
There are little rivulets and pools scattered throughout the heath, with occasional deeper gullies to be found--these typically having overgrown, muddy or boggy bottoms. As men you'd typically want to avoid these... but as Giants you could step or clamber over them with relative ease.sully wrote: WAYS - is there a river or stream nearby? Something we can use to throw the worgs off the scent?
Then this indeed should be our method of travel! We will be hard-pressed to shake wargs and goblins, fresh for the hunt, with our rag-tag bunch, unrested, underfed, even no-longer-mostly-dead in some cases! I fear another battle would be eminent and we would fair even worse than the first time.waysoftheearth wrote:But remember one "turn" of wilderness exploration equals one day. D&D is funny like that--but in this case it works to your advantage.sully wrote:How long does the effect last? If we only get a few turns out of it, and then the ones transformed are exhausted and have to be carried, it might work against us in the end...
We have 12 PCs, if my count is correct:waysoftheearth wrote:Meanwhile the rest are planning to head east at their best pace--which will be about 6" with one blinded and one deceased hobbit, moving over rough terrain.
The most pressing question is: Do you plan to use the magic-beans to grow to giant size (and double your pace), and if so... how many? (Let's assume that a strong man enlarged to giant-size could carry two others without being encumbered).