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Act 2, Scene 3: Twisting Paths

The 2E AD&D Homebrew Sandbox world of Genwald is large, ancient, and magical. There are many undiscovered/untamed places. The Sun Kingdom (European style, Late Medieval Human NG Monarchy) is the basic Campaign area, but PCs can end up anywhere.

The scars of ancient battles of titanic proportions mark the land. Wild magic zones, fantastical terrain, grand adventure, political strife, and even artifacts of wonder await. Choose your part and come make your mark on the world. A wide array of unconventional races and classes are available.

Moderator: TristenC

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Jenara
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Re: Act 2, Scene 3: Twisting Paths

Post by Jenara »

Katten ponders this, the creatures could easily have attacked from behind if they knew that path.. she notes the closest tree with a mark to remind herself and others that the path exists.

She passes Dran, giving him a hug and a kiss on the nose, "You wait, stay safe." She warns the wolf

That done she heads back inside planning to catch the refugees on the way out and attack any fleeing creatures.
"The songbird is not the eagle and the eagle is not the songbird. Mira, you cannot be everything to everyone - if you do, you end up exhausted, slumped against a wall, in the room of someone you don't particularly like." - Artanis Auir

Demiplane of Dread - Mira Human Bard (Searching for a Monster)
Genwald - Nesserrr (Katten) Feliz Ranger (Hunting Goblins.)
- Stardust (Jade) Pixie Warlock (Seeking answers)
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Styrius
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Re: Act 2, Scene 3: Twisting Paths

Post by Styrius »

Findalsip spies what the grow points towards. His normally steady demeanor slips and he gets frustrated at the sight of the words and goblins. He whispers under his breath “Unstable rock and poor cuts!” He readies his sling and stones.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Nocturno
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Re: Act 2, Scene 3: Twisting Paths

Post by Nocturno »

Trying to look as intimdating as possible, and making sure he gets between the worgs and the prisoners.
Loudly he will state. Positioning himself in the middle to get the most attention.

"We have cut down your leaders and guards. Flee now or meet the same fate!"

He will then raise his longsword and let out the loudest battle cry an elf can.
(He's had enough of these things.)
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TristenC
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Re: Act 2, Scene 3: Twisting Paths

Post by TristenC »

The heavily armored Elven protector draws his sword strides between the Worgs and the remaining prisoners. In a loud voice he demands the enemy's retreat, indicating the dozens of bodies nearby, including their Chief! The figures begin to slink back down the passage away from the group, the pace of their withdrawl quickened by his battle cry!

Quickly the captives huddle near, clutching their weapons and watching every direction in anticipation of other threats. Well done, warrior. Let us leave this wretched place. she says.

=====
Wetrock remainder morale check (12)
-4 most powerful ally killed, -4 outnumbered, -4 lost 50% or more of total forces, +3 defending home
12-9: Need 3 or lower

Wetrock remainder group Morale [1d20]=7, Fail!

The remaining forces withdraw!
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Nocturno
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Re: Act 2, Scene 3: Twisting Paths

Post by Nocturno »

Nocturno stands his ground watching.

"Go! I will bring up the rear."
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