[3.5][Nostalgia] Kill Bargle
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- JourneymanN00b
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar attempt to use Diplomacy on the awake captive, if he hasn't already. If he already has (or if it was unsuccessful), Grobnar shoots a cold iron bolt at the awake captive, and angrily states,
"Talk now, or die."
If the captive still refuses to cooperate, then Grobnar wakes the other two captives (if the sounds have not woken them already) and shouts to them, "Take a good look, you two."
Grobnar then fires another cold iron bolt at the wounded captive's head to kill it, and waits for a response from either of the remaining two captives.
If there is still no cooperation after a further Diplomacy attempt, Grobnar then finishes them off with a cold iron bolt each to their skulls, muttering, "Well, that was a waste of time. Definitely not taking any prisoners in the future unless they speak our language."
"Talk now, or die."
If the captive still refuses to cooperate, then Grobnar wakes the other two captives (if the sounds have not woken them already) and shouts to them, "Take a good look, you two."
Grobnar then fires another cold iron bolt at the wounded captive's head to kill it, and waits for a response from either of the remaining two captives.
If there is still no cooperation after a further Diplomacy attempt, Grobnar then finishes them off with a cold iron bolt each to their skulls, muttering, "Well, that was a waste of time. Definitely not taking any prisoners in the future unless they speak our language."
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Re: [3.5][Nostalgia] Kill Bargle
(We didn't pick languages, did we? Oops.)
Vorbar casts Cure Light Wounds on Norda and Grobnar.
Vorbar casts Cure Light Wounds on Norda and Grobnar.
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Re: [3.5][Nostalgia] Kill Bargle
We also didn't choose alignments, I think, so...are we supposed to be killing unarmed prisoners?
- angelfromanotherpin
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Re: [3.5][Nostalgia] Kill Bargle
I'm going to solicit another round of input before proceeding with any executions.Grobnar's further attempts at negotiation elicit only further blinking. The physical threat, however, provokes great agitation and a stream of incomprehensible syllables.
Beroli, please indicate which of your 1st-level spells you are giving up for CLW casts. Norda is at 28/28, Grobnar at 18/19.
Re: [3.5][Nostalgia] Kill Bargle
Giving up Sanctuary and Endure Elements.
Vorbar frowns. "If we can't understand them and they can't understand us, we should take their gear and point them outside. We can probably communicate clearly enough with gestures that they need to get away from here entirely."
Vorbar frowns. "If we can't understand them and they can't understand us, we should take their gear and point them outside. We can probably communicate clearly enough with gestures that they need to get away from here entirely."
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- JourneymanN00b
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar agrees with Vorbar's proposal, and also proposed to search the well and piles of rubble for any items. Grobnar also pockets a handful of sand from the rubble in case he decides to cast the Sleep spell another day.
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Re: [3.5][Nostalgia] Kill Bargle
Norda keeps watch during this.
- angelfromanotherpin
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Re: [3.5][Nostalgia] Kill Bargle
The reptiloids, still partially restrained, scurry awkwardly away down the road. They (and their dead comrades) leave behind several sets of small-sized leather armor, short spears, slings, and pouches of sling bullets, as well as a paltry scattering of copper pieces. There is no visible well, only a large puddle collected in a depression, a search of which reveals only chunks of broken stone. There is an enormous amount of rubble, but looking over a couple of the most prominent piles yields nothing. Lodin examines the doors to the ruined keep, and pronounces that they were not locked (in any serious way).
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Re: [3.5][Nostalgia] Kill Bargle
Norda keeps an eye on the retreating reptiloids to make sure they run off into the distance and don't return as soon as we aren't looking.
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar heads to the corner of the keep, crossbow at the ready in case he sees any reptiloids to shoot at.
Say No To Fascism. The left is the one true way to go.
Re: [3.5][Nostalgia] Kill Bargle
Vorbar stays about 20 feet behind Grobnar.
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- angelfromanotherpin
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Re: [3.5][Nostalgia] Kill Bargle
I'm not sure which corner you meant, but we can cover both.
The reptiloids show no signs of returning, nor do there seem to be any more in the courtyard.
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar checks out the back area, crossbow at the ready.
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Re: [3.5][Nostalgia] Kill Bargle
If he's waiting for direction, Lodin will check the approach to the door for traps.
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Re: [3.5][Nostalgia] Kill Bargle
Norda takes up position against the wall east of the door, just west of the pile of rubble.
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Re: [3.5][Nostalgia] Kill Bargle
There is no 'back area', for the rear of the keep is hard up against a steep rocky outcrop that also serves as the fourth 'wall' of the enclosing fortification. Lodin examines the door and pronounces it trap-free.
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar heads to the door and takes aim at it in case there is an ambush present.
“Somebody open the door.”
“Somebody open the door.”
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Re: [3.5][Nostalgia] Kill Bargle
I supposed that's me.
Norda will wait for others to be ready and then, believing there's no element of surprise left anyway, will try to open the doors hard and fast.
Norda will wait for others to be ready and then, believing there's no element of surprise left anyway, will try to open the doors hard and fast.
- angelfromanotherpin
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Re: [3.5][Nostalgia] Kill Bargle
Norda's darkvision is represented by a grey-tinted area; if that's too hard to distinguish, I can make it another shade.The doors swing open, hinges loose and rattling, to bang against the interior walls. The smell from within is both musty and musky, like a snake's den in winter. Leaves and light debris are scattered over the stony floor, and there are clear signs of passage from the south entrance to the door in the north wall. Sunlight spills into two adjoining rooms, revealing two cold fireplaces. The interior is unlit, and the far corners of the entry room are only visible to Norda. Lodin takes out his lantern and begins to light it.
Re: [3.5][Nostalgia] Kill Bargle
Vorbar will wait for either Lodin to check for traps (hopefully) or Norda to go first.
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Re: [3.5][Nostalgia] Kill Bargle
Grobnar will also wait for the area to be declared trap-free before acting.
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Re: [3.5][Nostalgia] Kill Bargle
Norda gets the everburning torch out, preparing to lob it left into the room for the benefit of those that need light.
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Re: [3.5][Nostalgia] Kill Bargle
Lodin's lantern catches light, and he closes it up before stepping into the room.
"Don't be a bunch of paranoid pixies," he says. "Nobody puts mechanical traps on a space they pass through every day; at least, not after they come home drunk one time." He peers through the open doorways into the adjoining rooms. "Guards are a different thing, but I guess that was them outside."
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Re: [3.5][Nostalgia] Kill Bargle
Norda moves in the room, drops everburning torch for the benefit of others and moves to the door on the left to check out over there.
Re: [3.5][Nostalgia] Kill Bargle
"We'll see," Vorbar replies. "Bargle is supposed to be utterly warped. And even if he isn't paranoid enough to have to bypass a trap whenever he enters or leaves--well, does he enter or leave at all? From what I've heard about him, he's entirely capable of shrugging at casualties among his guards from forgetting how to bypass the traps."
He follows Norda into the room.
He follows Norda into the room.
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