5. Viper (Jaggadash) Goblin Lair

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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Wed Jan 30, 2013 12:06 pm

Athelstan - Fighter

Athelstan spurs his horse on at a trot, cursing the rain and dampness - till he sees the grey trees, that is.

"Hmmm... perhaps this is the elusive stonewood that was mentioned. I think we should investigate while we have it in our sights."
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby greyarea » Wed Jan 30, 2013 1:38 pm

Tret, rogue

Good idea, Athelstan. We can still get to the Red Goblins after investigating.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby kipper » Wed Jan 30, 2013 4:26 pm

Renardius (Cleric)

Renardius nods "This is likely the place."
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby Spanningtree » Thu Jan 31, 2013 2:34 am

Soldath - Mage

Hmmm... very strange place.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Thu Jan 31, 2013 12:17 pm

Is it your plan, then, to investigate the woods? Renardius, your three CLW wounds spells are available to use.

Not that I'm suggesting you'll need them... :twisted:
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Thu Jan 31, 2013 12:47 pm

Athelstan

Since his colleagues seem in agreement, Athelstan smiles and says "Well then, let's go see what this Stonewood is about, shall we?" and he gently flicks the reins of his horse, pointing him toward the woods and moving out at a spirited trot...
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby Spanningtree » Thu Jan 31, 2013 3:45 pm

Soldath - Mage

While here we should investigate...
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Sat Feb 02, 2013 6:10 pm

You spend Nytdain (Thursday) resting. The rain lets up, and you relax, healing from your wounds and travels. (1 hp added back to each of your totals under Player character status; adventure log). The day passes without incident, and--other than a few menacing pairs of eyes at the edge of the campfire once in a while, the baleful howling of creatures in the distance, and the fluttering of bats past the moon--so does the night.

The adventure continues in chapter 6: The Stone Wood.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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