Post by TheUdjat on Jul 13, 2009 13:36:09 GMT -5
SEA GREEN
(My Poor Map)
[lol, certainly doable. But I don’t think you’ve screwed anything up so far.]
(Sean)
[What she said.
And thank you for tracking spent spells, Shakes. Makes my job easier.]
Getting healing distributed, Sean helps Gro-bug out of his pit with a handy rope, while Ella patrols the outskirts of the battle, discovering a handful of other traps now that she has the time to be careful about it. Traps aren’t her specialty, per se, but by systematically prodding the ground and area before her, she finds them sure enough. There is another pit trap in the vicinity, and a few other tripwires linking to swinging clubs or crude spears or the like. They aren’t horribly advanced traps, but are subtle enough in their own right.
Ella doesn’t feel confident in her ability to find more such traps in the future by sight—they are simply too well hidden. However, she has noticed that the traps appear to be set up between trees for the most part, using them as anchor for the wires. By testing the space between trees that are particularly close, future traps should be avoidable. [You guys need Trapfinding. But I don’t want to get hung up on this point.]
Also during this time, the prisoner is bound tightly and securely, such that all are certain he won’t be going anywhere on his release. [The best of you takes 20 with some assists.] However, the man remains soundly unconscious. Henrick appears to have given him quite the blow to knock him out so securely. At this rate, without magical healing, he may be unconscious for hours. [Four to be precise. Healing 10 or more HP will revive him, however. I will assume you spare a couple of CLW to do this instead of hanging around for 4 hours. But if you wish to do that or press on without waking him, skip the rest of the post.]
Bringing the archer back to consciousness, all watch as the man instantly tries to struggle against his bonds. He is held fast, though, and soon recognizes the impossible situation he’s in. He glares all around at his captors, curling his lip in a snarl. “You might as well kill me,” he spits. “I’ll won’t tell you anything!” He speaks common decently, but there is a curious accent in his voice. Sean and Natsumi recognize it as hailing from Eastern lands—a place called Yexuhl, they think. The land is distant, and supposedly immersed in a war with its neighbors, but certainly fits the man’s barbaric dress and ways.
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 79/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 51/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Squeeks – No damage
Archer – 14 damage, 41 nonlethal damage / or ~4 damage, 31 nonlethal
DARK RED
Gildas, Lenny-
Angry and frustrated, Gildas turns his ire on Lockheart’s words of condemnation.
Lockheart narrows his eyes a bit, but seems to calm. “I see. So you are calling my assistance up to this point nonsense. It is comforting to see how firm you are in your loyalties.” He shakes his head, his expression one more of disappointment than anger. “You are young, Gildas, and not from around here, and St. Cuthbert teaches a measure of forgiveness for good intentions. So yours are. It has always been my aim to aid you men from Tertia, Gildas, but it is still your quest, and so fate has left the decisions in your hands. All of you. I am here to help you, not make your bargains for you.”
He grunts. “Neither did you ever ask for an opinion save your own, it bears remembering.” He spreads his hands. “I am still committed to stopping these Deathspeakers, as is all the church. I would prefer to do so in your company, as you have been beset by them for so long. But if you continue to scorn my help, what choice do I have?”
“Let us hope that they are,” Wanderer grumbles. “And let us hope the gnome’s anger fades as easily as it sparks. He may not be Vorkal, but he can be a formidable obstacle all the same. And I do not know about you, Gildas, but I will not kill an innocent man in the name of our mission. It would defeat the purpose of it.”
With all of this having happened, Lenny picks himself up with a side and address Lockheart.
Lockheart frowns. “The church will manage fine—better than strangers, I’d bet. We still have the same cause, but threatening high-ranking officials…” He shakes his head. He has already spoken his mind, his conflict known.
And there are certainly remarks about Lenny’s apparent abandonment. “Lenny,” Wanderer calls. “Don’t do this—all we’ve got are each other, whether we agree or not.” He casts a look at Gildas, and though it is not pleased, it isn’t malicious either. The man once believed in leaving the group, but has apparently decided otherwise.
Lockheart almost says something, but shakes his head instead. “It isn’t my business,” he says quietly.
Unless he is stopped or changes his mind, the Halfling will slip into the city on his own.
[Just want to give a last chance for debate and to confirm Lenny’s plans—and what Gildas & Co. will be doing in the meantime.]
Tyrano, Norven-
Sharing their findings (or lack thereof), Norven and Tyrano agree to tail the three black-clad men to wherever it is they’re going. Besides, it’s probably the only way they’ll get back to the others without asking for directions.
However, after several minutes of following the men, it becomes clear that they aren’t heading for the university. Rather, they’re heading towards the docks, a path that takes them down to the less savory regions of New Ravenshead, places Norven recalls being accosted by thugs and ruffians of every shade. The men walk fearlessly despite their high-class appearance, and surprisingly, passersby seem to give them a wide berth, in some cases crossing to the other side of the street to avoid them. There is something about these strangers that all seem to sense and steer away from.
The men often glance behind themselves and look around, probably checking for tails, but Norven and Tyrano are too skilled at what they do to get caught by them. The men aren’t even very good about shaking off a tail or spotting one in the first place, and both men are struck by their amateurish nature in this regard. Not that either has had the opportunity to sneak behind a Deathspeaker before—as these must be, they are sure. Still, the Yexuhl were much stealthier, Tyrano remembers.
Ah, the days of battle. So much simpler.
The three men stay to the man roads for all that they move through poor neighborhoods, making it difficult to set up an ambush for them. Though perhaps Norven and Tyrano are prepared to chance a confrontation on the streets. If there’s anywhere people could see a fight and do nothing to call the guards, this would be it. Neither man has seen a uniformed fellow for some time…
[Tyrano and Norven can stay a steady 60’ behind the men without being spotted. Hard to set up an ambush as their specific path isn’t predictable, except that it is waterbound. Would you guys like to ambush here or keep following?]
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP
(My Poor Map)
-maybe deal with the fact that I'm gonna be confused and might screw up combats.
[lol, certainly doable. But I don’t think you’ve screwed anything up so far.]
(Sean)
Sean's level 8 bard So Gro Bug subtracts 2 hp (not a huge thing)
And Sean only has 2 level 3 spells per day, not 4 as stated (again, not a huge thing, but I'm pointing this out in case we have more fights in the day so hp and spells are accounted for.)
And Sean only has 2 level 3 spells per day, not 4 as stated (again, not a huge thing, but I'm pointing this out in case we have more fights in the day so hp and spells are accounted for.)
[What she said.
And thank you for tracking spent spells, Shakes. Makes my job easier.]
Getting healing distributed, Sean helps Gro-bug out of his pit with a handy rope, while Ella patrols the outskirts of the battle, discovering a handful of other traps now that she has the time to be careful about it. Traps aren’t her specialty, per se, but by systematically prodding the ground and area before her, she finds them sure enough. There is another pit trap in the vicinity, and a few other tripwires linking to swinging clubs or crude spears or the like. They aren’t horribly advanced traps, but are subtle enough in their own right.
Ella doesn’t feel confident in her ability to find more such traps in the future by sight—they are simply too well hidden. However, she has noticed that the traps appear to be set up between trees for the most part, using them as anchor for the wires. By testing the space between trees that are particularly close, future traps should be avoidable. [You guys need Trapfinding. But I don’t want to get hung up on this point.]
Also during this time, the prisoner is bound tightly and securely, such that all are certain he won’t be going anywhere on his release. [The best of you takes 20 with some assists.] However, the man remains soundly unconscious. Henrick appears to have given him quite the blow to knock him out so securely. At this rate, without magical healing, he may be unconscious for hours. [Four to be precise. Healing 10 or more HP will revive him, however. I will assume you spare a couple of CLW to do this instead of hanging around for 4 hours. But if you wish to do that or press on without waking him, skip the rest of the post.]
Bringing the archer back to consciousness, all watch as the man instantly tries to struggle against his bonds. He is held fast, though, and soon recognizes the impossible situation he’s in. He glares all around at his captors, curling his lip in a snarl. “You might as well kill me,” he spits. “I’ll won’t tell you anything!” He speaks common decently, but there is a curious accent in his voice. Sean and Natsumi recognize it as hailing from Eastern lands—a place called Yexuhl, they think. The land is distant, and supposedly immersed in a war with its neighbors, but certainly fits the man’s barbaric dress and ways.
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 79/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 51/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Squeeks – No damage
Archer – 14 damage, 41 nonlethal damage / or ~4 damage, 31 nonlethal
DARK RED
Gildas, Lenny-
Angry and frustrated, Gildas turns his ire on Lockheart’s words of condemnation.
"A little late to offer advice, isn't it? Or is that the way of all men of New Ravenshead; to speak nonsense always and much of it, but to be silent when words matter?"
Lockheart narrows his eyes a bit, but seems to calm. “I see. So you are calling my assistance up to this point nonsense. It is comforting to see how firm you are in your loyalties.” He shakes his head, his expression one more of disappointment than anger. “You are young, Gildas, and not from around here, and St. Cuthbert teaches a measure of forgiveness for good intentions. So yours are. It has always been my aim to aid you men from Tertia, Gildas, but it is still your quest, and so fate has left the decisions in your hands. All of you. I am here to help you, not make your bargains for you.”
He grunts. “Neither did you ever ask for an opinion save your own, it bears remembering.” He spreads his hands. “I am still committed to stopping these Deathspeakers, as is all the church. I would prefer to do so in your company, as you have been beset by them for so long. But if you continue to scorn my help, what choice do I have?”
"No matter, the gnome wanted our maul and in the end, would not pay fairly for it. That made him a threat to our mission, an enemy, no matter what we did; I'd rather face him than Vorkal any day of the week. We'll find other ways of getting into that university. If Norven and Wystfalrun are more succesful than us, they'll be able to lead us to the deathspeakers' headquarters."
“Let us hope that they are,” Wanderer grumbles. “And let us hope the gnome’s anger fades as easily as it sparks. He may not be Vorkal, but he can be a formidable obstacle all the same. And I do not know about you, Gildas, but I will not kill an innocent man in the name of our mission. It would defeat the purpose of it.”
With all of this having happened, Lenny picks himself up with a side and address Lockheart.
"Lockheart, I apologize for bringing you into this. If the town is turned against us, then we will endanger you no further. Just be careful as to those Deathspeakers, and their intent on finding this bone and use it. It appears that our welcome has ended, and we must find other means, which I don't think you will find favorable..."
Lockheart frowns. “The church will manage fine—better than strangers, I’d bet. We still have the same cause, but threatening high-ranking officials…” He shakes his head. He has already spoken his mind, his conflict known.
With that, Lenny, turns to Gildas, with a simple comment of, "You are going to be the death of us..."
Turning his back and ignoring any replies, Lenny leaves the room, heads into a crowd, and disappears into the city, looking for their dwarven friend from the university.
Turning his back and ignoring any replies, Lenny leaves the room, heads into a crowd, and disappears into the city, looking for their dwarven friend from the university.
And there are certainly remarks about Lenny’s apparent abandonment. “Lenny,” Wanderer calls. “Don’t do this—all we’ve got are each other, whether we agree or not.” He casts a look at Gildas, and though it is not pleased, it isn’t malicious either. The man once believed in leaving the group, but has apparently decided otherwise.
Lockheart almost says something, but shakes his head instead. “It isn’t my business,” he says quietly.
Unless he is stopped or changes his mind, the Halfling will slip into the city on his own.
[Just want to give a last chance for debate and to confirm Lenny’s plans—and what Gildas & Co. will be doing in the meantime.]
Tyrano, Norven-
Sharing their findings (or lack thereof), Norven and Tyrano agree to tail the three black-clad men to wherever it is they’re going. Besides, it’s probably the only way they’ll get back to the others without asking for directions.
However, after several minutes of following the men, it becomes clear that they aren’t heading for the university. Rather, they’re heading towards the docks, a path that takes them down to the less savory regions of New Ravenshead, places Norven recalls being accosted by thugs and ruffians of every shade. The men walk fearlessly despite their high-class appearance, and surprisingly, passersby seem to give them a wide berth, in some cases crossing to the other side of the street to avoid them. There is something about these strangers that all seem to sense and steer away from.
The men often glance behind themselves and look around, probably checking for tails, but Norven and Tyrano are too skilled at what they do to get caught by them. The men aren’t even very good about shaking off a tail or spotting one in the first place, and both men are struck by their amateurish nature in this regard. Not that either has had the opportunity to sneak behind a Deathspeaker before—as these must be, they are sure. Still, the Yexuhl were much stealthier, Tyrano remembers.
Ah, the days of battle. So much simpler.
The three men stay to the man roads for all that they move through poor neighborhoods, making it difficult to set up an ambush for them. Though perhaps Norven and Tyrano are prepared to chance a confrontation on the streets. If there’s anywhere people could see a fight and do nothing to call the guards, this would be it. Neither man has seen a uniformed fellow for some time…
[Tyrano and Norven can stay a steady 60’ behind the men without being spotted. Hard to set up an ambush as their specific path isn’t predictable, except that it is waterbound. Would you guys like to ambush here or keep following?]
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP