Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Story Hour
"Retake the Island" - Concluded!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Silver Moon" data-source="post: 2817751" data-attributes="member: 8530"><p><strong>Chapter Thirteen, “School and Ship Battles”, August 6th, 1018 3:00 P.M.</strong> </p><p></p><p>Those at the school only see two of the enemy, the Cleric and Fighter that Blip, Luekia, and Jerry had seen that morning. The two are approaching the craft building. At Fiona's order, Parisi begins the attack by fireballing the pair (and also hitting an invisible thief behind them). The cleric retreats to behind the craft building, as the fighter charges forward towards the main house, firing arrows up towards the second floor window. Lloyd and Jentile continue to fire their crossbows down at him, with minimal results as the man has superior protection. </p><p></p><p>Jerry climbs down the wall on the opposite side of the house, and heads around the front of the building. The enemy fighter's aim is quite good, forcing the party to not dally at the windows. Blip and Freyland use their distance weapons as well. Several rounds later, the fighter is closer to the house, until Razou successfully hits him with a Hold Person spell. Jerry rushes around the building, charging at the held guy. </p><p></p><p>Elsewhere, Fiona, Parisi, and Tubur continue to watch out the windows for more enemies, only to find one in the room with them. An aside: The DM informs Fiona’s player that an invisible enemy assassin has partially entered the room, sitting in the window itself. He is using a crossbow to exact an assassination. Furthermore, the man is using a Bolt of Slaying: Magic-Users. As there are actually TWO apparent Magic-Users in the room the player is allowed to make the roll to determine if the target is Fiona or Parisi. He makes the odd/even roll, the victim being Parisi. The DM rolls a successful "to hit", after which the player makes an unsuccessful Death Magic Saving throw, resulting in Parisi letting out a scream before falling dead mage on the floor. </p><p></p><p>Tuber's immediate reaction is to hit the assassin with his sword. Fiona casts a Magic Missile, and the Assassin drops out of the window to the ground below. They check out Parisi, concluding that he is dead. Blip and Luekia, having heard the scream, arrive at the doorway to the room. Fiona does her version of the Dr. McCoy "He's dead Jim," line, informing them that the assassin is below. Blip bolts down the stairs, with Luekia and Freyland behind her. </p><p></p><p>Jerry has reached the held man, and his first reactions are to disarm the man. He cuts the bowstring, and then cut the man's sword belt, dropping it to the ground. He then climbs up the man to get a target of the man's neck. The initial cut heals behind itself, causing Jerry to look for a magical healing device. He climbs down, and removes the man's ring, putting it on. He then tries again for the neck cut, with the same healing result. He starts searching the held man for a different magical item. Lloyd and Jentile continue to fire arrows at the craft building, to prevent the cleric from running to his partner's aid. The cleric attempts four consecutive "Hold Person" spells on Jerry to stop him, but Jerry manages to successfully save from all of them. </p><p></p><p>Back in the room above, another invisible foe has successfully entered the room with Fiona and Tubur. The man stabs Fiona for minimal damage, only to get three successive major attacks by Tubur, backed by a Fiona Magic Missile, which reduces him to a messy heap on the floor. </p><p></p><p>Blip has charged down stairs, and out of the house, only to be intercepted by the assassin that had killed Parasi. The two spar, until the female mage becomes visible, casting a spell upon Blip, from which she saves. The mage runs around building to then get away. Blip breaks off her fight with the assassin, heading after the mage once Luekia arrives, telling her to distract the man. Blip then charges around the building after the mage. </p><p></p><p>The mage stops twenty feet away, turns, and tosses a six-missile Magic Missile spell into Blip, reducing her to a single hit point. Blip continues to pursue the foe, closing the distance between them, and tackling her before another spell can go off. The Mage screams out for assistance. Freyland finally makes it down the stairs and out of the building, moving onto the assassin fighting Luekia. This allows Luekia to go to Blips aid. </p><p></p><p>Luekia rounds the bend just in time to see a man turn visible as he stabs his sword into Blip, knocking her to the ground. Fortunately for Blip, her Detect Invisibility spell was still running, so she caught the man's movement just prior to attack, negating his Backstab bonus. This therefore leaves her very wounded rather than dead. Luekia charges forward to attack. Freyland has now defeated the assassin and heads out to assist Luekia and Blip. At the sight of the mortally wounded Blip, Freyland becomes enraged, and charges forward full force. Tubur and Fiona also head downstairs at this point. </p><p></p><p>The thief who had attacked Blip activates a magic item, creating large bat-like wings. The wings successfully create enough of a shield to protect the mage long enough for her to cast another Invisibility spell on her. Freyland slashes into the thief, as Luekia scoops up Blip and carries her back around the building. The thief attempts to fly away, until Freyland slashes his Sword of Sharpness though one of the magical wings, dropping the man to the ground. The grounded man is soon defeated by Freyland. </p><p></p><p>The invisible mage attempts a spell on Freyland, who successfully saves. She moves back before he can attack her, and downs a potion she was holding in her hand. Freyland charges the woman, and to get in a successful attack before the Mage's Potion of Flying can get her out of weapons range. Luekia returns to help, seeing the mage fling around the building. Freyland fires arrows and Luekia throws darts at the mage, until another of her Invisibility spells kicks in. </p><p></p><p>Meanwhile, Jerry starts cutting off the fighter's armor, soon seeing an amulet that was being worn beneath the chest plate. He climbs back up the man, and cuts loose the amulet. He then goes to cut the man's throat for a third time, but is surprised as the Hold Person finally wears off and the man moves. The fighter uses his exceptional strength to throw Jerry off of him. The man's cleric ally now rushes to his assistance, prompting Jerry to retreat back towards the main building. From the window above both Lloyd and Jenitile fire down into the two foes. The fighter grabs up his sword and armor, and runs back with the cleric to behind the craft building. Lloyd and Jentile are left to watch the craft building as Razou answers the cry of "Medic". </p><p></p><p>Luekia has bound the wounds of the dying Blip. Jerry rushes over and puts the magical amulet around her, which seals up the wounds. Razou manages to get to her before she passes away, and casts some much needed cures. The group discusses that at least three foes are still around, and head back into the building. They bring both thief bodies with them up to the room above. Fiona notices that Parisi's belt is now missing. Seeing Parisi's body for the first time, Jerry asks "Did he turn on us?" "No, somebody got to him first," answers Fiona. </p><p></p><p>They cast Detect Magic on all four bodies, stripping them on any magic, before dropping the bodies out the window. Once defenses have been set up again, Jerry and Luekia check out the craft building, finding their opponents to be long gone. The group decides to stay with the protection of the main house for the immediate future while they stock up on any needed supplies. </p><p></p><p>Back near the Mountain, Serita and Immy rejoin their allies, who have continued up the path until they found another spot where tracks fork off. Here another hundred-and-fifty or so tracks branch off in the direction of the town and harbor. These tracks are also a mix of bugbear and man-sized. They fill the party in about what they saw. Immy translates for Serita, adding the comment after she tells of the burned out Jeep "What's a Jeep?" </p><p></p><p>The group continues following the tracks back to the point of origin for the approximately five hundred creatures. This path continues northward for another mile, reaching a small clearing where it stops completely. They conclude that the monsters were somehow magically teleported to this location. The group debates where to got next. They decide to follow the tracks of the group to the town. </p><p></p><p>Back on the ship Molly III, the sun has just set over the horizon, as the ship continues to sail back towards the island. The crewmember Gorski starts to waive his hands frantically while looking at the acting-captain, Fritz. Gorski is saying something, but nobody can hear the words, so Richard starts to climb the mast ladder to investigate. When Michael is about one-third of the way up, Gorski’s appearance changes to that of the mage Etronne, and a Lightning Bolt emanates from his finger tips, flying straight into both Fritz and the Ship’s wheel. Fritz saves successfully, so is injured rather than dead, and the wheel is reduced to kindling. The bolt bounces off of the deck rather than through it. Etronne drops back down into the crow’s nest. </p><p></p><p>The DM asks for the crew’s reaction. A player suggests “We now can’t steer the ship from the bridge, so we’ll all go below to the Battle Bridge and separate the top deck from the ship.” The crew and a few of the kids fire arrows up towards the villain. A player recommends flaming arrows, but the other players point out that setting their only vessel on fire in the middle of the open seas is probably not the best idea. One arrow strikes Gorski, who is lying in the bottom of the crows. The arrow causes him to wake up just as Richard reaches the crow’s nest. “What happened?” asks Gorski. “That’s what happens when you fall asleep on guard duty” answers Richard. Richard helps Gorski climb down the mast to have the wound cared for by Vincenzo, who has been woken up. </p><p></p><p>A seventy-five point fireball then explodes right in the middle of the main sail, catching both it and a great deal of the rigging on fire. The kids and crew all pitch in with a bucket brigade to extinguish the blaze. Vincenzo uses his Shoes of Levitation lift himself up to fight the fire. They soon manage to get it put out, but will need to replace the sail and much of the rigging. They decide to wait until morning to replace these, as the mage may still be around, and they do not want to put up their only replacement main sail for him to target again. The group concludes that the mage wasn’t actually trying to kill them, but to prevent them from making their way back to the island. They spend the next hour checking the ship for the mage, who appears to have left. They assign some of the children to assist the two crew guarding the prisoners. </p><p></p><p>Without the wheel, Lothar has to pull on the ropes to the rudder to steer. They sail on for a few more hours, at a slower pace due to having only the use of only the secondary sails. At nightfall they estimate that they are still a few hours away from the island. With visibility poor, they decide not to sail at night, not wanting to either accidentally sail past the island, or run aground on rocks as they near the island. They drop the sea anchor, and most go to sleep for the night, keeping four awake on duty at all time, two above deck, and two crew and one child in the hold guarding the prisoners. </p><p></p><p>Back on Silver Moon Island, the higher-level group has reached the town. The first building spotted is the Tavern, with a small contingent of twelve hobgoblins and seven bugbears guarding it from the outside. Mojo suggests burning the building to the ground until he is reminded that it is filled with both prisoners and alcohol. Narg and Mojo begin devising a plan to rescue the alcohol. </p><p></p><p>The others check out the remainder of the town, finding the ships gone and the town deserted until the final building, the Ukko church, which has an even larger group of hobgoblin and bugbear guards around it than the tavern had. The group debates which structure to attack first. Mojo and Narg vote for the tavern, so they can get a drink afterwards. The others decide that their first assault should be at the Ukko church, since it appears to be the most heavily fortified from the outside, an indication that the more important captives are being held inside. "But the Tavern has better booze in it," is Mojo's complaint. </p><p></p><p>Serita suggests burning the church to the ground, to which Timothy naturally objects. Narg points out that there are prisoners inside. Serita answers "Only the cleric Isaiah as far as we know, what's the problem." Mojo suggests burning it to the ground, but making sure that all of the prisoners get out. Timothy points out that this would leave Isaiah homeless, so he would have to go and live with them. "Good point," says Mojo, "let's make sure the prisoners don't escape the burning building." Timothy continues to try to convince them to not burn down his home. "Hey, don't blame us if it burns," says Mojo adding, "If you really did not want it burned to the ground you should have built it out of asbestos." </p><p></p><p>Timothy reminds them that other party members live in or near the city, including Jerry and Freyland. "So what, we could kill a gnome to help with overall game balance," says Mojo. "But which one?" asks Narg. Mojo adds "Let's just kill all the gnomes and call it even." "Well, we could kill Freyland with an eyedropper of water," adds Mojo. Immy appears a bit confused and concerned by the discussion of random gnome killing. </p><p></p><p>Eight miles to the west, the other group leaves the school and heads back to Freyland’s home, bypassing any areas that potentially have foes. They are successful in leaving before the next patrol group, led by some of the ones who got away, arrive back at the school.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 2817751, member: 8530"] [B]Chapter Thirteen, “School and Ship Battles”, August 6th, 1018 3:00 P.M.[/B] Those at the school only see two of the enemy, the Cleric and Fighter that Blip, Luekia, and Jerry had seen that morning. The two are approaching the craft building. At Fiona's order, Parisi begins the attack by fireballing the pair (and also hitting an invisible thief behind them). The cleric retreats to behind the craft building, as the fighter charges forward towards the main house, firing arrows up towards the second floor window. Lloyd and Jentile continue to fire their crossbows down at him, with minimal results as the man has superior protection. Jerry climbs down the wall on the opposite side of the house, and heads around the front of the building. The enemy fighter's aim is quite good, forcing the party to not dally at the windows. Blip and Freyland use their distance weapons as well. Several rounds later, the fighter is closer to the house, until Razou successfully hits him with a Hold Person spell. Jerry rushes around the building, charging at the held guy. Elsewhere, Fiona, Parisi, and Tubur continue to watch out the windows for more enemies, only to find one in the room with them. An aside: The DM informs Fiona’s player that an invisible enemy assassin has partially entered the room, sitting in the window itself. He is using a crossbow to exact an assassination. Furthermore, the man is using a Bolt of Slaying: Magic-Users. As there are actually TWO apparent Magic-Users in the room the player is allowed to make the roll to determine if the target is Fiona or Parisi. He makes the odd/even roll, the victim being Parisi. The DM rolls a successful "to hit", after which the player makes an unsuccessful Death Magic Saving throw, resulting in Parisi letting out a scream before falling dead mage on the floor. Tuber's immediate reaction is to hit the assassin with his sword. Fiona casts a Magic Missile, and the Assassin drops out of the window to the ground below. They check out Parisi, concluding that he is dead. Blip and Luekia, having heard the scream, arrive at the doorway to the room. Fiona does her version of the Dr. McCoy "He's dead Jim," line, informing them that the assassin is below. Blip bolts down the stairs, with Luekia and Freyland behind her. Jerry has reached the held man, and his first reactions are to disarm the man. He cuts the bowstring, and then cut the man's sword belt, dropping it to the ground. He then climbs up the man to get a target of the man's neck. The initial cut heals behind itself, causing Jerry to look for a magical healing device. He climbs down, and removes the man's ring, putting it on. He then tries again for the neck cut, with the same healing result. He starts searching the held man for a different magical item. Lloyd and Jentile continue to fire arrows at the craft building, to prevent the cleric from running to his partner's aid. The cleric attempts four consecutive "Hold Person" spells on Jerry to stop him, but Jerry manages to successfully save from all of them. Back in the room above, another invisible foe has successfully entered the room with Fiona and Tubur. The man stabs Fiona for minimal damage, only to get three successive major attacks by Tubur, backed by a Fiona Magic Missile, which reduces him to a messy heap on the floor. Blip has charged down stairs, and out of the house, only to be intercepted by the assassin that had killed Parasi. The two spar, until the female mage becomes visible, casting a spell upon Blip, from which she saves. The mage runs around building to then get away. Blip breaks off her fight with the assassin, heading after the mage once Luekia arrives, telling her to distract the man. Blip then charges around the building after the mage. The mage stops twenty feet away, turns, and tosses a six-missile Magic Missile spell into Blip, reducing her to a single hit point. Blip continues to pursue the foe, closing the distance between them, and tackling her before another spell can go off. The Mage screams out for assistance. Freyland finally makes it down the stairs and out of the building, moving onto the assassin fighting Luekia. This allows Luekia to go to Blips aid. Luekia rounds the bend just in time to see a man turn visible as he stabs his sword into Blip, knocking her to the ground. Fortunately for Blip, her Detect Invisibility spell was still running, so she caught the man's movement just prior to attack, negating his Backstab bonus. This therefore leaves her very wounded rather than dead. Luekia charges forward to attack. Freyland has now defeated the assassin and heads out to assist Luekia and Blip. At the sight of the mortally wounded Blip, Freyland becomes enraged, and charges forward full force. Tubur and Fiona also head downstairs at this point. The thief who had attacked Blip activates a magic item, creating large bat-like wings. The wings successfully create enough of a shield to protect the mage long enough for her to cast another Invisibility spell on her. Freyland slashes into the thief, as Luekia scoops up Blip and carries her back around the building. The thief attempts to fly away, until Freyland slashes his Sword of Sharpness though one of the magical wings, dropping the man to the ground. The grounded man is soon defeated by Freyland. The invisible mage attempts a spell on Freyland, who successfully saves. She moves back before he can attack her, and downs a potion she was holding in her hand. Freyland charges the woman, and to get in a successful attack before the Mage's Potion of Flying can get her out of weapons range. Luekia returns to help, seeing the mage fling around the building. Freyland fires arrows and Luekia throws darts at the mage, until another of her Invisibility spells kicks in. Meanwhile, Jerry starts cutting off the fighter's armor, soon seeing an amulet that was being worn beneath the chest plate. He climbs back up the man, and cuts loose the amulet. He then goes to cut the man's throat for a third time, but is surprised as the Hold Person finally wears off and the man moves. The fighter uses his exceptional strength to throw Jerry off of him. The man's cleric ally now rushes to his assistance, prompting Jerry to retreat back towards the main building. From the window above both Lloyd and Jenitile fire down into the two foes. The fighter grabs up his sword and armor, and runs back with the cleric to behind the craft building. Lloyd and Jentile are left to watch the craft building as Razou answers the cry of "Medic". Luekia has bound the wounds of the dying Blip. Jerry rushes over and puts the magical amulet around her, which seals up the wounds. Razou manages to get to her before she passes away, and casts some much needed cures. The group discusses that at least three foes are still around, and head back into the building. They bring both thief bodies with them up to the room above. Fiona notices that Parisi's belt is now missing. Seeing Parisi's body for the first time, Jerry asks "Did he turn on us?" "No, somebody got to him first," answers Fiona. They cast Detect Magic on all four bodies, stripping them on any magic, before dropping the bodies out the window. Once defenses have been set up again, Jerry and Luekia check out the craft building, finding their opponents to be long gone. The group decides to stay with the protection of the main house for the immediate future while they stock up on any needed supplies. Back near the Mountain, Serita and Immy rejoin their allies, who have continued up the path until they found another spot where tracks fork off. Here another hundred-and-fifty or so tracks branch off in the direction of the town and harbor. These tracks are also a mix of bugbear and man-sized. They fill the party in about what they saw. Immy translates for Serita, adding the comment after she tells of the burned out Jeep "What's a Jeep?" The group continues following the tracks back to the point of origin for the approximately five hundred creatures. This path continues northward for another mile, reaching a small clearing where it stops completely. They conclude that the monsters were somehow magically teleported to this location. The group debates where to got next. They decide to follow the tracks of the group to the town. Back on the ship Molly III, the sun has just set over the horizon, as the ship continues to sail back towards the island. The crewmember Gorski starts to waive his hands frantically while looking at the acting-captain, Fritz. Gorski is saying something, but nobody can hear the words, so Richard starts to climb the mast ladder to investigate. When Michael is about one-third of the way up, Gorski’s appearance changes to that of the mage Etronne, and a Lightning Bolt emanates from his finger tips, flying straight into both Fritz and the Ship’s wheel. Fritz saves successfully, so is injured rather than dead, and the wheel is reduced to kindling. The bolt bounces off of the deck rather than through it. Etronne drops back down into the crow’s nest. The DM asks for the crew’s reaction. A player suggests “We now can’t steer the ship from the bridge, so we’ll all go below to the Battle Bridge and separate the top deck from the ship.” The crew and a few of the kids fire arrows up towards the villain. A player recommends flaming arrows, but the other players point out that setting their only vessel on fire in the middle of the open seas is probably not the best idea. One arrow strikes Gorski, who is lying in the bottom of the crows. The arrow causes him to wake up just as Richard reaches the crow’s nest. “What happened?” asks Gorski. “That’s what happens when you fall asleep on guard duty” answers Richard. Richard helps Gorski climb down the mast to have the wound cared for by Vincenzo, who has been woken up. A seventy-five point fireball then explodes right in the middle of the main sail, catching both it and a great deal of the rigging on fire. The kids and crew all pitch in with a bucket brigade to extinguish the blaze. Vincenzo uses his Shoes of Levitation lift himself up to fight the fire. They soon manage to get it put out, but will need to replace the sail and much of the rigging. They decide to wait until morning to replace these, as the mage may still be around, and they do not want to put up their only replacement main sail for him to target again. The group concludes that the mage wasn’t actually trying to kill them, but to prevent them from making their way back to the island. They spend the next hour checking the ship for the mage, who appears to have left. They assign some of the children to assist the two crew guarding the prisoners. Without the wheel, Lothar has to pull on the ropes to the rudder to steer. They sail on for a few more hours, at a slower pace due to having only the use of only the secondary sails. At nightfall they estimate that they are still a few hours away from the island. With visibility poor, they decide not to sail at night, not wanting to either accidentally sail past the island, or run aground on rocks as they near the island. They drop the sea anchor, and most go to sleep for the night, keeping four awake on duty at all time, two above deck, and two crew and one child in the hold guarding the prisoners. Back on Silver Moon Island, the higher-level group has reached the town. The first building spotted is the Tavern, with a small contingent of twelve hobgoblins and seven bugbears guarding it from the outside. Mojo suggests burning the building to the ground until he is reminded that it is filled with both prisoners and alcohol. Narg and Mojo begin devising a plan to rescue the alcohol. The others check out the remainder of the town, finding the ships gone and the town deserted until the final building, the Ukko church, which has an even larger group of hobgoblin and bugbear guards around it than the tavern had. The group debates which structure to attack first. Mojo and Narg vote for the tavern, so they can get a drink afterwards. The others decide that their first assault should be at the Ukko church, since it appears to be the most heavily fortified from the outside, an indication that the more important captives are being held inside. "But the Tavern has better booze in it," is Mojo's complaint. Serita suggests burning the church to the ground, to which Timothy naturally objects. Narg points out that there are prisoners inside. Serita answers "Only the cleric Isaiah as far as we know, what's the problem." Mojo suggests burning it to the ground, but making sure that all of the prisoners get out. Timothy points out that this would leave Isaiah homeless, so he would have to go and live with them. "Good point," says Mojo, "let's make sure the prisoners don't escape the burning building." Timothy continues to try to convince them to not burn down his home. "Hey, don't blame us if it burns," says Mojo adding, "If you really did not want it burned to the ground you should have built it out of asbestos." Timothy reminds them that other party members live in or near the city, including Jerry and Freyland. "So what, we could kill a gnome to help with overall game balance," says Mojo. "But which one?" asks Narg. Mojo adds "Let's just kill all the gnomes and call it even." "Well, we could kill Freyland with an eyedropper of water," adds Mojo. Immy appears a bit confused and concerned by the discussion of random gnome killing. Eight miles to the west, the other group leaves the school and heads back to Freyland’s home, bypassing any areas that potentially have foes. They are successful in leaving before the next patrol group, led by some of the ones who got away, arrive back at the school. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
"Retake the Island" - Concluded!
Top