Waysoftheearth's Hinterlands PBP
Moderators: ehiker133, waysoftheearth
If things aren't made clear with examination, knowing exactly what to grab, aside from obvious loot - coins and jewelry and gems - might be useful for expediency's sake. And to make sure one doesn't have to haul out three heffelumps in weight of mundane gear left behind by hapless souls.sully wrote: I have a Detect Magic for afterwards though.
This could indeed be useful, although it might be worthwhile to save for the future.
This is a legit argument but it's also possible that we find something down there that's useful in a fight with the more dangerous foes.verhaden wrote:The deadites aren't going anywhere. I'm more concerned about the werewolves and false nuns. We still don't rightly know where The Gustave is, either. I say we get out, take the fight to the more dangerous foes, recoup, and then scour the place for treasure.
Pretty sure you guys already made enough noise to warrant a wandering monster check.waysoftheearth wrote:[p Man,leather,spear,hand,12,7/7]Beringar[/p] and [p Man,leather,short-sword,hand,12,7/7]Armando[/p] take to the stone floor with their picks, making Thor's Own Din as they pummel the rocks relentlessly by the light of [pp Man,robes,lantern,hand,12,9/9]Ulric[/pp]'s lantern and [pp Maiden,leather+helm,sword,torch,12,9/9]Josiane[/pp]'s torch...
Highbough tried to fall in the pit with Dieter and Dorgan, but unfortunately made his saving throw.sully wrote:Uh, aren't you the guy who saw Dieter and Dorgan fall into a pit and walked away while the others worked frantically to save us?mushgnome wrote:Why wouldn't finding the lost and presumably wounded/dying party members be our top priority? I'm a little flabbergasted we are scumming for XP and treasure without solving the mystery of what happened to Desmond and Gustave.