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Out Of Character

Posted: Wed Feb 09, 2011 10:36 pm
by waysoftheearth
eris wrote:
Nidhogg? The dwarf that went into the ruins? If he's not back by now, he's probably dead. Oh, he *must* be dead! Right? No, need to waste our time and lives to recover his body. Right? Might as well, head back to town and come back better prepared to take on these Brigands. Right?

[img]images/smiley/smiley.png[/img]

Out Of Character

Posted: Sun Feb 20, 2011 12:32 pm
by waysoftheearth
danhem wrote:
With all the comings, goings, and unfortunate accidents I've lost track of who is in our grim little band. Could we get a quick roster Ways?

Out Of Character

Posted: Sun Feb 20, 2011 9:57 pm
by waysoftheearth
waysoftheearth wrote:
danhem wrote:With all the comings, goings, and unfortunate accidents I've lost track of who is in our grim little band. Could we get a quick roster Ways?
Most certainly. Tonight (after work) I will post a separate thread with the current crew.

As for now, off the top of my head, the company currently consists of:

The Company
Olaf, fighter 2,
Dieter, fighter 2,
Mads, fighter 1 (with enough XP to reach 2nd level),
Ulric, wizard 1 (with enough XP to reach 2nd level),
Andaros, fighter 1
Highbough, Elf, warlock 1
Pelenwin, templar 1
Desmond, Halfling, fighter 1
Wibert, Halfling, thief 1
Victor, fighter 1 (PC in NPC mode),
Boris, fighter 1 (Mercenary NPC).

Currently Elsewhere
Gustave, fighter 1
Nidhogg, Dwarf, thief 1
Koch, fighter 1

Out Of Character

Posted: Mon Feb 28, 2011 10:26 am
by waysoftheearth
heartless wrote:
waysoftheearth wrote:Wibert and Desmond take the middle watch. The night is windy, intermittently wet and very dark. The two fellows are very glad for Thorgrim's coal, which burns on and on without waning.

In their formidable wisdom (5 and 6) the two Halflings get to chatting about "back home", sipping what little port and brandy they have left on them as they share the gossip they last heard from the East Farthing. It's all years old, of course, but it warms a Halfling heart to taste a fine liqueur and talk about home, and before a few hours are gone the pair of them are nodding off...

(1d6)

Some time before dawn Highbough wakes, and notes the Halflings are barely alert. He wakes Olaf, and together they take up the dawn watch...
Thank you waysoftheearth for the story. I had a good laugh!

Maybe it was not the safest thing to do, and luck kept us from harm, but at least we have fun!

Out Of Character

Posted: Mon Feb 28, 2011 10:57 am
by waysoftheearth
waysoftheearth wrote:
I aim to entertain ;D

Out Of Character

Posted: Mon Feb 28, 2011 2:53 pm
by waysoftheearth
ehiker133 wrote:
I still see no problem with the halflings hanging out... so what if we "dozed a little" and "didn't fully keep watch" during our shift.

It's all good! [img]images/smiley/grin.png[/img]

Out Of Character

Posted: Thu Mar 03, 2011 12:16 am
by waysoftheearth
coffee wrote:
I'm confused.

Is there some reason we can't just walk up to the Gatehouse? From the latest map, it looks like we can. It also looks like the bridge is on the other side of the thing from us.

Unless I'm reading it wrong.

I went back and read the latest posts. I don't understand what I might have missed.

Can someone please explain it to me? Thanks!

Out Of Character

Posted: Thu Mar 03, 2011 1:06 am
by waysoftheearth
waysoftheearth wrote:
coffee wrote:Can someone please explain it to me? Thanks!
Sorry if it isn't clear.

There are merely 80 or so yards of open ground between you and the keep. There is no reason what so ever why you couldn't walk right up to the keep.

I just paused the narrative on the approach to give you (the players) an opportunity to throw in any cautionary actions or whatever...

Out Of Character

Posted: Thu Mar 03, 2011 1:25 am
by waysoftheearth
tombowings wrote:
Oops. It looks like I got confused too.

Out Of Character

Posted: Thu Mar 03, 2011 7:10 am
by waysoftheearth
coffee wrote:
waysoftheearth wrote:
coffee wrote:Can someone please explain it to me? Thanks!
Sorry if it isn't clear.

There are merely 80 or so yards of open ground between you and the keep. There is no reason what so ever why you couldn't walk right up to the keep.

I just paused the narrative on the approach to give you (the players) an opportunity to throw in any cautionary actions or whatever...

See, that's what it looked like to me. But then people started talking about grappling hooks, etc. (And I really haven't had a chance to use mine, yet...)

Thanks.