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D&D 5E [OOC] Securing the Alliance: An Adventure in Tethyr [ENDED]


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FYI, I know you wrote to Egon in the last two weeks, FF, and I wrote to him late last week as well, just checking in with him to see whether he was well. No response.

Hope he's merely busy and/or uninclined to resume play, and not suffering anything amiss.
 

Our purpose coming to the cave was to kill ogres. We lucked into finding the treaty. Wasn't there a manor house on the cliff on top of this ogre cave? And weren't we also supposed to be going there? It's been a while and I've forgotten our objective in leaving Port Kir (other than find the ogres and seek out the manor house because maybe the resident has information about ___________.)
 

Your goal coming out here was because you think the ogres may have accidentally taken the staff and treaty when they abducted whoever beat you up. You found the tresty, but no sign of the staff.
 

[MENTION=95059]Forged Fury[/MENTION] perhaps Andal's saddlebags could help carrying the loot until we reach the cart? So we don't have to come back?
 


Well, if we decide to move towards the manor (which I think we should), we may want to hold off on the cart until after dealing with whatever threat may be there. If we are heading back to town now, then I would suggest making camp where the cart is, then bringing it back in the morning.
 

Up to you guys. You've accomplished half of your mission, but now have a non-combatant to consider. He's not going to want to do anything other than go back to Port Kir, but y'all have the big pokey and poundy things, so he doesn't really have much of a choice if you tell him to do something.
 

It sounds like there are more ogres out here somewhere. At a minimum, I would like to stay and deal with them before we return to Port Kir. Brue would be uneasy about leaving ogres alive when they've demonstrated their propensity for killing and violence.
 

Into the Woods

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