Post by TheUdjat on Aug 3, 2009 14:02:29 GMT -5
SEA GREEN
While his companions acknowledge that the archer has imparted as much information as he is going to, Sean is not quite prepared to give up on the man yet. He breaks his silence, stepping forward to try and convince the archer that helping them would help the Deathspeakers.
The archer stares blankly at Sean for a moment, then laughs madly again. “A god fears no mortal wound,” the man cryptically says. “But he still punishes disobedience. I have no more words for you—you are better and wiser to just kill me than to keep asking!”
But the heroes will not have this, either. Gro-bug cuts the man’s bonds free and soundly raps him into unconsciousness again. He goes on to snap what remains of his weapons, and those of his fallen allies. Whenever the archer awakes—in hours, certainly—he will not pose a threat.
This done, the companions can only press on into the jungle towards that trace of civilization they saw overheard, a little more wary of traps and scouts that might be waiting for them. Gro-bug and Ella take the lead, using the half-orc’s wilderness know-how and Ella’s keen senses to guide them. Henrick brings up the rear of the procession, and offers a comforting squeeze of Natsumi’s shoulder as they start on again, having noticed how the interrogation disturbed her. “They are just words,” he says. “Fearful words.” But his eyes betray some trepidation of their own. If the Master has indeed perfected undeath and his followers rush willingly into it, then every man they fell will only rise again, to fight them later—or to kill innocents.
The journey through the jungle continues to be stuffy, hot, and generally miserable, but at least there are no further ambushes. Between them, Gro-bug and Ella manage to catch sight of a couple of other traps rigged in the area, but these are avoided, and do not come with a complement of Yexuhl archers.
Finally, the group nears the village that seemed to be nestled at the heart of this island. At first the change is subtle, but as they grow closer, it becomes more palpable—a decrease in the ambient temperature. Not enough to be cold, perhaps, but definitely noticeable. At first this is a welcome change, until the other effects are seen—plantlife slowly dying, animals spurning the area, breaks in the thick jungle canopy. There is an undercurrent of decay as they press on, but there is no identifiable cause.
Finally, the group notices buildings in the foliage up ahead—or signs of construction, at any rate. Occasionally they spy the stump of a trunk on the ground, and signs of wood chips. The area has been, to some extent, cleared—not enough to remove the heavy leaves overhead, but enough to be obvious, and to make the area uncomfortably visible. Adding to this, a rough wall looms up ahead—not a particularly good wall, fashioned from vines, thin boards, and what appears to be wrapped wire holding them together. It resembles more of a fence stretching between tree trunks, beneath the occasional hut built craftily into the limbs of trees, high above.
[Spot checks.] Playing cautious, the group looks in on the scene from solid cover. From this vantage point, Ella perceives a number of figures moving among the huts, and some that must be walking on some kind of battlement towards the top of the fence; a walkway of some kind. Most of these distant figures resemble the Yexuhl that were recently encountered, dressed in rugged leathers, carrying bows, and so on. But here and there, scattered among them, there moves a figure in heavy plate armor—one of the Master’s servants, no doubt.
None have spotted the group as of yet, but it will probably be a short thing if they move directly towards the settlement. It lies a few hundred feet away, still partially-shrouded by trees. There is no discernable gate, though perhaps a patrol of the settlement’s borders would reveal more. Despite being rather high, the fence looks easy to climb.
[Other questions?]
(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
DARK RED
Lenny-
Having finally caught up to Hallen, Lenny pours out his recent experiences and stumbles with Gildas and the curator, offering Hallen a temporary job in his employ.
Hallen blinks at him a moment. “I, uh…” he pauses, forehead creasing. “I’m not sure I follow. I remember sending you to the curator about some questions you had, but I don’t remember anything about the Skullsplitter! Or whatever item it is you’re talking about.” He shifts uncomfortably in his chair. “But I do know the curator can be a right pain, that’s sensible enough. Fellow talks fast, has a hot temper, and can be stubborn as an aurochs. A bad talk with him is liable to make anyone angry.”
“But I can’t say I understand what you want from me. You keep talking about these Deathspeakers and undead armies and such, and you talked about the dwarves going to war. Just what are you getting me into? And what would you need a scholar for, anyway? Mind you, I’ve a mind to do anything to help my dwarven brothers in Bazarkrak, but this is getting confusing for me. And just how is it you came upon the Skullsplitter, anyway? That ought to be in Garor’s tomb.” He doesn’t appear to be angry, just bewildered and profoundly curious.
Gildas-
Gildas resolves to approach the dean at the council chambers, the most likely place he will be at this time. Before leaving, he urgesthe two npcs Wanderer and Lockheart to exit first, so that he may determine if anyone is following them. The two do as instructed, and in a little while, Gildas follows.
In the tavern’s main room, he spies the robed men sure enough, sitting around a table and watching him. It appears the two preceding him did not trigger a tail, and the men make no move to rise as Gildas steps out, either.
Ultimately, Gildas must catch up to his companions to properly navigate the city. Lockeheart leads the way, being far more familiar with it, and through a dizzying series of elevators, bridges, walkways, and shortcuts, the trio eventually finds themselves in an arcane lift, on their way up to a high level of the city, wherein the council meets.
There, they face an elaborately decorated walkway leading up to a domed building, with the archetypical guards of New Ravenshead standing just outside and just within. As with the university, the guards urge them to turn over any weapons, and Wanderer again resolves to stay with the precious maul.
However, in addition, the guards request that they sign in and state their business with the council today. They do this in the usual stoic manner, and from the length of the sign-in book, it appears to be standard routine.
[Assuming there are no problems venturing inside, carry on.]
Going through the council chambers, the trio is ultimately directed to the meeting chamber, where already a crowd of people are massed in seats and benches facing a raised dais, where the council, nine strong, stand to hear various matters. A man at a podium announces the various cases and concerns. One part of the room is devoted to small groups of individuals at tables, by their appearance high-ranking dignitaries or members of the Blackwing government, perhaps. Certainly they are deemed important in some regard.
It takes some poking around, but Gildas eventually pinpoints two individuals of note. One is the elusive dean, who even now is sitting at a lonely table, his title detailed on a like nameplate before him. He is a middle-aged human, balding, who looks outrageously bored with the whole affair going on before him. Beside him at the table is a young half-elven woman with a tidy array of notebooks, a rune-covered quill in her hand, diligently writing occasional pieces of the procession. A scribe of some sort, perhaps.
The other notable man wears the iconic breastplate of a Deathspeaker, but perhaps more elaborate. He bears no weapons, of course, and his appearance seems more ceremonial than militant—but no less formidable. Lieutenants surround him as well, others bearing the spiked hook, and all appear to be composing themselves very civilly. Too civilly.
Tyrano, Norven-
With his enemy held down, Norven proceeds to threaten the man into cooperating with them. The scholarly Deathspeaker continues to glare at him, still struggling, but not as strongly—apparently accepting his defeat, at least for the moment.
When Norven asks his questions and removes his hands, the man begins to talk. “The man in the council chambers is called Aurost Stormkiller,” he coldly replies. “And you would do well to fear him. The plan… is complex. I don’t think you have the time for me to explain it to you right now.” His eyes flicker in the direction his comrades travel.
The scholar’s calm and reserved nature under the threat of death is remarkable, in a way. He is giving information, but doesn’t appear to be panicked by this—though the occasional jerk and struggle indicate that he is still ready to flee if given the opportunity.
But at least he isn’t calling out to his comrades. Norven’s threat hangs in the air.
[More answers will take more time. Let me know if you press the issue.]
(Combat Actions)
[/b][/li][/ul][/size][/spoiler]
As if to punctuate the Deathspeaker’s statement, there is suddenly a shout and movement from his two colleagues. They turn, looking around, calling out for their missing number, but have not spotted any of those hidden.
The captured Deathspeaker merely stares at Norven coldly, knowing full well what calling back to them would mean for him. He says nothing.
[Actions? Tyrano can act at any time.]
Initiative- Norven (18), Tyrano (6), Scholars (5).
(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
Black-clad Scholar 1 – Pinned
Black-clad Scholar 2 – No damage
Black-clad Scholar 3 – No damage
While his companions acknowledge that the archer has imparted as much information as he is going to, Sean is not quite prepared to give up on the man yet. He breaks his silence, stepping forward to try and convince the archer that helping them would help the Deathspeakers.
"Then dont betray them. Since there is no way we can defeat the deathspeakers why dont you just tell us what it is they are looking for here. You are not hurting them any at all."
The archer stares blankly at Sean for a moment, then laughs madly again. “A god fears no mortal wound,” the man cryptically says. “But he still punishes disobedience. I have no more words for you—you are better and wiser to just kill me than to keep asking!”
But the heroes will not have this, either. Gro-bug cuts the man’s bonds free and soundly raps him into unconsciousness again. He goes on to snap what remains of his weapons, and those of his fallen allies. Whenever the archer awakes—in hours, certainly—he will not pose a threat.
This done, the companions can only press on into the jungle towards that trace of civilization they saw overheard, a little more wary of traps and scouts that might be waiting for them. Gro-bug and Ella take the lead, using the half-orc’s wilderness know-how and Ella’s keen senses to guide them. Henrick brings up the rear of the procession, and offers a comforting squeeze of Natsumi’s shoulder as they start on again, having noticed how the interrogation disturbed her. “They are just words,” he says. “Fearful words.” But his eyes betray some trepidation of their own. If the Master has indeed perfected undeath and his followers rush willingly into it, then every man they fell will only rise again, to fight them later—or to kill innocents.
The journey through the jungle continues to be stuffy, hot, and generally miserable, but at least there are no further ambushes. Between them, Gro-bug and Ella manage to catch sight of a couple of other traps rigged in the area, but these are avoided, and do not come with a complement of Yexuhl archers.
Finally, the group nears the village that seemed to be nestled at the heart of this island. At first the change is subtle, but as they grow closer, it becomes more palpable—a decrease in the ambient temperature. Not enough to be cold, perhaps, but definitely noticeable. At first this is a welcome change, until the other effects are seen—plantlife slowly dying, animals spurning the area, breaks in the thick jungle canopy. There is an undercurrent of decay as they press on, but there is no identifiable cause.
Finally, the group notices buildings in the foliage up ahead—or signs of construction, at any rate. Occasionally they spy the stump of a trunk on the ground, and signs of wood chips. The area has been, to some extent, cleared—not enough to remove the heavy leaves overhead, but enough to be obvious, and to make the area uncomfortably visible. Adding to this, a rough wall looms up ahead—not a particularly good wall, fashioned from vines, thin boards, and what appears to be wrapped wire holding them together. It resembles more of a fence stretching between tree trunks, beneath the occasional hut built craftily into the limbs of trees, high above.
[Spot checks.] Playing cautious, the group looks in on the scene from solid cover. From this vantage point, Ella perceives a number of figures moving among the huts, and some that must be walking on some kind of battlement towards the top of the fence; a walkway of some kind. Most of these distant figures resemble the Yexuhl that were recently encountered, dressed in rugged leathers, carrying bows, and so on. But here and there, scattered among them, there moves a figure in heavy plate armor—one of the Master’s servants, no doubt.
None have spotted the group as of yet, but it will probably be a short thing if they move directly towards the settlement. It lies a few hundred feet away, still partially-shrouded by trees. There is no discernable gate, though perhaps a patrol of the settlement’s borders would reveal more. Despite being rather high, the fence looks easy to climb.
[Other questions?]
(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
DARK RED
Lenny-
Having finally caught up to Hallen, Lenny pours out his recent experiences and stumbles with Gildas and the curator, offering Hallen a temporary job in his employ.
"It seems as though plans have changed. Gildas is rash, and too hot headed to allow any diplomacy to even be considered. The curator is angered by us not allowing him to take Garor's Skullsplitter away from us and leave it here to rot. We gave him a choice, but he was not very compromising. I left them to come back here before it was too late. I need to find that item before the enemy does, and I think that our encounter with the curator near the front gates seems to have the Deathspeakers on high alert."
"I realize that you are a scholar, but would a sum of 50 gold pieces allow me to hire your services?"
"I realize that you are a scholar, but would a sum of 50 gold pieces allow me to hire your services?"
Hallen blinks at him a moment. “I, uh…” he pauses, forehead creasing. “I’m not sure I follow. I remember sending you to the curator about some questions you had, but I don’t remember anything about the Skullsplitter! Or whatever item it is you’re talking about.” He shifts uncomfortably in his chair. “But I do know the curator can be a right pain, that’s sensible enough. Fellow talks fast, has a hot temper, and can be stubborn as an aurochs. A bad talk with him is liable to make anyone angry.”
“But I can’t say I understand what you want from me. You keep talking about these Deathspeakers and undead armies and such, and you talked about the dwarves going to war. Just what are you getting me into? And what would you need a scholar for, anyway? Mind you, I’ve a mind to do anything to help my dwarven brothers in Bazarkrak, but this is getting confusing for me. And just how is it you came upon the Skullsplitter, anyway? That ought to be in Garor’s tomb.” He doesn’t appear to be angry, just bewildered and profoundly curious.
Gildas-
Gildas resolves to approach the dean at the council chambers, the most likely place he will be at this time. Before leaving, he urges
In the tavern’s main room, he spies the robed men sure enough, sitting around a table and watching him. It appears the two preceding him did not trigger a tail, and the men make no move to rise as Gildas steps out, either.
Ultimately, Gildas must catch up to his companions to properly navigate the city. Lockeheart leads the way, being far more familiar with it, and through a dizzying series of elevators, bridges, walkways, and shortcuts, the trio eventually finds themselves in an arcane lift, on their way up to a high level of the city, wherein the council meets.
There, they face an elaborately decorated walkway leading up to a domed building, with the archetypical guards of New Ravenshead standing just outside and just within. As with the university, the guards urge them to turn over any weapons, and Wanderer again resolves to stay with the precious maul.
However, in addition, the guards request that they sign in and state their business with the council today. They do this in the usual stoic manner, and from the length of the sign-in book, it appears to be standard routine.
[Assuming there are no problems venturing inside, carry on.]
Going through the council chambers, the trio is ultimately directed to the meeting chamber, where already a crowd of people are massed in seats and benches facing a raised dais, where the council, nine strong, stand to hear various matters. A man at a podium announces the various cases and concerns. One part of the room is devoted to small groups of individuals at tables, by their appearance high-ranking dignitaries or members of the Blackwing government, perhaps. Certainly they are deemed important in some regard.
It takes some poking around, but Gildas eventually pinpoints two individuals of note. One is the elusive dean, who even now is sitting at a lonely table, his title detailed on a like nameplate before him. He is a middle-aged human, balding, who looks outrageously bored with the whole affair going on before him. Beside him at the table is a young half-elven woman with a tidy array of notebooks, a rune-covered quill in her hand, diligently writing occasional pieces of the procession. A scribe of some sort, perhaps.
The other notable man wears the iconic breastplate of a Deathspeaker, but perhaps more elaborate. He bears no weapons, of course, and his appearance seems more ceremonial than militant—but no less formidable. Lieutenants surround him as well, others bearing the spiked hook, and all appear to be composing themselves very civilly. Too civilly.
Tyrano, Norven-
With his enemy held down, Norven proceeds to threaten the man into cooperating with them. The scholarly Deathspeaker continues to glare at him, still struggling, but not as strongly—apparently accepting his defeat, at least for the moment.
When Norven asks his questions and removes his hands, the man begins to talk. “The man in the council chambers is called Aurost Stormkiller,” he coldly replies. “And you would do well to fear him. The plan… is complex. I don’t think you have the time for me to explain it to you right now.” His eyes flicker in the direction his comrades travel.
The scholar’s calm and reserved nature under the threat of death is remarkable, in a way. He is giving information, but doesn’t appear to be panicked by this—though the occasional jerk and struggle indicate that he is still ready to flee if given the opportunity.
But at least he isn’t calling out to his comrades. Norven’s threat hangs in the air.
[More answers will take more time. Let me know if you press the issue.]
(Combat Actions)
- Norven tries to intimidate the Deathspeaker into cooperating. Results hidden.
- Tyrano holds.
- Deathspeaker spills out some dialogue. Meanwhile, d100 roll to see if his allies notice: They do.
As if to punctuate the Deathspeaker’s statement, there is suddenly a shout and movement from his two colleagues. They turn, looking around, calling out for their missing number, but have not spotted any of those hidden.
The captured Deathspeaker merely stares at Norven coldly, knowing full well what calling back to them would mean for him. He says nothing.
[Actions? Tyrano can act at any time.]
Initiative- Norven (18), Tyrano (6), Scholars (5).
(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
Black-clad Scholar 1 – Pinned
Black-clad Scholar 2 – No damage
Black-clad Scholar 3 – No damage