Joshua Randall
Legend
While we are dead have temporarily ceased to exist here we may as well check the path at (144) wherein we openly confront the gnolls on the pier rather than attempt to slip past them.
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144
"There are only three or four guards. We could take them with or without magic!" Dalris urges. Her eyes glow red, her fingers turn white as she clenches them on the hilt of her sword, and she bites her own lip so hard that blood flows down her chin, much like the hot blood she is soon to spill, in glorious battle, when she revels in bathing in the liquid lifeforce of her foes.
[OK, you got me. I added the part after the word "urges."]
We ask Rufyl how many gnolls he senses, and our always helpful magical assistant informs us telepathically that there are six guards: Four on the wharf and two more asleep in the shed at the end of the pier.
[Keep this in mind for later: Rufyl can sense the thoughts (or at least existence) of creatures that are ASLEEP and presumably not “thinking loud”.]
Dalris suggests we get under the pier where we can attack with the element of surprise, which as we all know, is half the battle. "Without a moon, I doubt if they'll see us in the water. They're trying to keep people on the island, not off it, so they won't expect an attack from the water."
We silently paddle [see, it can be done!] beneath the pier. Looking up, we can see a gnoll's dirty feet through the cracks in the boards.
But then we turn to (130), where one of our oars slaps the water; "Hawdip! Come quick!" gets shouted; and we die like chumps in the bright blue light of the Detect Magic Radar Emplacement.
[I’m not counting this death because we would never take this path under normal circumstances.]
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144
"There are only three or four guards. We could take them with or without magic!" Dalris urges. Her eyes glow red, her fingers turn white as she clenches them on the hilt of her sword, and she bites her own lip so hard that blood flows down her chin, much like the hot blood she is soon to spill, in glorious battle, when she revels in bathing in the liquid lifeforce of her foes.
[OK, you got me. I added the part after the word "urges."]
We ask Rufyl how many gnolls he senses, and our always helpful magical assistant informs us telepathically that there are six guards: Four on the wharf and two more asleep in the shed at the end of the pier.
[Keep this in mind for later: Rufyl can sense the thoughts (or at least existence) of creatures that are ASLEEP and presumably not “thinking loud”.]
Dalris suggests we get under the pier where we can attack with the element of surprise, which as we all know, is half the battle. "Without a moon, I doubt if they'll see us in the water. They're trying to keep people on the island, not off it, so they won't expect an attack from the water."
We silently paddle [see, it can be done!] beneath the pier. Looking up, we can see a gnoll's dirty feet through the cracks in the boards.
But then we turn to (130), where one of our oars slaps the water; "Hawdip! Come quick!" gets shouted; and we die like chumps in the bright blue light of the Detect Magic Radar Emplacement.
[I’m not counting this death because we would never take this path under normal circumstances.]