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Showing posts from September, 2026

rollohi-ch513-script

Through the accident of the Triple O rolls to decide what will happen, the party has fractured into three. The rump of spears, crossbows, archers, and Jack are reasonably safe. They're lodged not far from the passage back up. That party has identified a T junction southwest, its branches running vaguely north-south, with the sound of roaring water more audible north than south. Jack is unharmed. A southeast vanguard of Eryn and Kylie fronting, and supported by Ingle with Rima on pavise and Elion on Longbow, further supported by the experienced but self-preserving halfling Hilu and the inexperienced Bram, has gotten no further than one cavern more than they began the hour, though it is aware that the next junction along and up east is a four-way. And there are no telling noises beyond that. This vanguard is resting in comfy quarters and is linked with Jack using runners, so both those pieces know what the other has found. A northeast vanguard, fronted by Xantu and with close support...

rollohi-ch512-script

 When we last left the Great Company at the end of turn six underground on this second day, it had begun to split. A large rump consisting of Jack, most of the spears, all of the crossbows, and all of the bows, remain attempting to perform the tricky work of carefully removing slave halflings from Kylie's web while working its way towards the orc slave driver, which it firmly intends to kill before the alarm can be well sounded. We can expect a certain amount of scouting around the area to see if there's a way to come up behind that orc before he can get himself free because he is well to the rear of the web and thereby remove him permanently.  Meanwhile, the vanguard consisting of Xantu, Dorgun, Kylie and Elion, Umbert and Ingle, all five halflings, Eryn and Rima, head further beyond the now looted chamber where they found two sleeping orcs. They quickly find that the passage that headed to the north, pretty much back exactly the way they came, but not uphill, will require an...

rollohi-ch511-script

When we last left the Grand Company, it had descended into level two of the chasm and had encountered Green Slime. Dorgun makes a save on the paralysis and dodges. The odd spots of green slime that did splash on him are swiftly dealt with, leaving him with one hit point damage. However, the commotion caused by this little incident has alerted a guard station of orcs below. They signal a fellow or twin guard station of orcs nearby, and the two posts wait to ambush.  I think before we go on, I need to quickly run over who has hit level two and what kind of armor everyone's wearing now. Ever since the successful defense against brigands in the woods above, all of the man-sized retainers wear chainmail. The spearmen, otherwise occupied as pavise-men, down below, also have access to a one-segment shield. Now shields and their sectors are a part of the Larryman hack of OSE. Briefly, a one-segment shield is a normal shield, quite light in construction. In a group-driven game, a one-segmen...

rollohi-ch510-script

  Timeline. Day eleven, month two of spring.   Last time on Rollohi, we paused. The Great Company appeared to have explored enough of level one that it was just about ready to make a move further. There still is one further area left unexplored. But for now, the company has to retreat. It is far too low on fuel supply for the cressets that it's been using.   It's time to discuss the next move of the company. And once again it breaks down into three options.   One extremely unlikely, one relatively unlikely, and one logically the way that they should go.   I'll start with the extremely unlikely one this time. That would be the Baron's Tower. This option is only there because the orcs that were there may well have supplies.   Option 2, the less likely one, is a retreat back to the bridge toll booth. They can certainly g...