Post by TheUdjat on Nov 10, 2009 15:43:34 GMT -5
SEA GREEN
[So far the basic plan appears to be ‘draw them out into a large-scale conflict while gliding in via Antyca and Scalanders.’ So that’s what I’m going with. Henrick will stay back to lead the army as mentioned before. The only illusions available to you seem to be Natsumi’s Silent Image, which can create a considerable size of illusions (as much as 13 10’ cubes, apparently), though of course they’re silent only. Interspersed with the existing Scalanders they could prove effective. However, it also requires Natsumi’s attention, as it is a duration of ‘Concentration.’
For now, I’ll assume the heroes are all gliding in together—Natsumi, Gro-bug, Sean, and Ella (and Squeeks). Just let me know if someone doesn’t want to be on the insurgent team.]
Henrick spends much of the day organizing the Scalanders into an effective fighting force, assigning squad leaders and the like, trying to incorporate Sean’s plan of making it seem like their headquarters had been found. The Scalanders admit that the ‘Speakers’ would probably seize the opportunity to try and destroy them, so they no longer have to keep the Callers as hostages and can destroy them.
Henrick cautions about the obvious risk of this plan, as well. “There’s always the possibility that we lose,” he admits. “The Deathspeakers have undead, lots of numbers, good equipment. The Scalanders have terrain and some… interesting tactics. And they’re not really being ambushed. But it’ll still be a hard fight. Whatever you’re going to do in there… do it fast.”
A group of winged Scalanders, including the soft-spoken leader, accompany the group to a location on the edge of the island where Antyca can be mounted in relative obscurity. The giant bird will be stretched to her limits with the full group, but seems up to the task—at worst, some of the Scalanders will have to fly in her shadow, though this would make for tricky logistics.
Whatever the case, the group waits for some signal that the battle at the home ‘base’ has begun. It doesn’t happen until nightfall, when a streak of fire fills the air, erupting into a mid-air explosion. Recognizing the pre-arranged sign, the companions take flight.
The main camp—the village, more properly—is bustling with activity, though is much less populated than before, as predicted. Most of the armored figures here are focused on the horizon, looking for signs of the battle’s progress, though others look up and notice the dark shape in the sky, pointing out Antyca. There isn’t much light to see by, however, and most of the Deathspeakers appear to have no form of darkvision. They scramble with only torches and lamps to light their way, some firing random arrows into the sky that accomplish little.
The group note many other things about the village from overhead and up close. They had previously taken note of huts in the trees and along the ground, and these are of course still there, but they notice other structures as well. In particular, in a clearing to the center of the village, a pyramid of stone steps leads up to an enormous platform. Arches and doorways stretch out in an irregular circle on the platform, all of them facing inward. A humanoid creature would have no trouble fitting through such a doorway—even a larger creature could likely squeeze to fit, though the arches stand alone, leading nowhere, supporting nothing.
Except for one.
One stone arch holds a figure within it, a dark humanoid figure that is difficult to discern from a distance. It sways and moves within the arch, and appears to be bound to the arch by cord or chains—it is impossible to tell from here. More chillingly, the doorway itself is filled with a pale luminescence, soft and white and dull, like the color of dead flesh or bone. It backlights the humanoid figure, and occasionally shows an image from beyond—a grasping, skeletal hand, a mangled face, or some other macabre vision. Sound rolls from the area of the doorways, a subtle, haunting music that makes the hairs on one’s skin stand on end.
One of the Scalanders points out a cluster of buildings on the edge of the village, these ones fashioned of stone rather than the usual wood. “The Speakers took those for the leaders!” the soft-voiced Scalander reports. “There is a deep cellar in the long building. The People believe the Callers are kept there.”
The rescue is still in its early stages. The humans rush around down below to organize some kind of response to the giant bird, but it is still merely patches of chaos for now.
[Actions? Confirm those on the rescue mission and any not? Head for the buildings/cellar, walls, arches?]
(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
Seeing the enclosing undead, Gildas roars a warning to the rest of the defending forces—a shout that is echoed in other places across the grounds as other lookouts spot the same horrific, unyielding advance. He immediately moves to defend a doorway, alongside an acolyte who looks decently skilled with a blade.
As Lenny and the others wrap up their shadowy assailants, others in the temple are finally defeating their own—though the first wave is not without a price. Some poor souls fell to the foul touch of the shadows, only to arise as shadows themselves and be put down by their once-fellows. Still, casualties were few, and the true purpose of the shadow attack becomes clear—to simply weaken the defenders, each touch from the beings draining energy from them. Lenny and Gildas have been lucky enough to avoid getting tagged by the undead monsters, though Wanderer and Wystfalrun are both beginning to feel the effects.
The zombies and skeletons are on the defenders before there is time to recover and regroup. The first undead through each entrance fall victim to traps and able, ready warriors, felled without too much trouble—as is surely the intent. But the creatures keep coming, stepping over their predecessors, and those that are not instantly cut down make the next several seconds more difficult as their place is filled by another zombie, and then another, and another… Outside, shouts sound as the Deathspeakers summon more creatures to their cause, ensuring that the battle continues indefinitely—at yet still most of the attackers have yet to so much as draw steel, comfortable in their superiority while temple defenders fight and bleed—and die.
Gildas’s speed and haste is impressive, but even it must end at some point, and when it does, the situation is largely the same. These undead aren’t much of a challenge for the war-hardened Tertians, but that isn’t the point—they are meant to keep the defends engaged, never receiving a chance to rest, gradually wearing them down. Even the tactic of bottlenecking proves unreliable, as the summoned undead handily disappear shortly after destroyed, keeping pathways clear.
The defenders continue to hold out, especially the tough Tertians, but other positions are being forced to fall back and regroup in other places, giving in to the steady tide of walking dead. At this rate, the temple will surely fall, even if it takes another hour.
Then, finally, comes the sound of the city guards.
They act in a rush, en masse, swarming the flanks of the Deathspeakers and setting upon them with tenacity. The men outside hurry to defend against the attack, caught unawares, but the ambush has the desires effect. The casters are quickly caught up dealing with this new force, unable to pour more resources into invading the temple, allowing the defenders to catch a precious breath. There are a lot of guards outside, as well, more than anticipated for the initial plan, certainly enough to rival the assembled Deathspeakers. The fighting is fierce, men falling on both sides, though the edge of clerical magic is clearly working in favor of the Deathspeakers. A small scattering of combat mages with the guards helps matters, but perhaps not enough to tip the scales back in the other direction.
But they may not have to. Putting down a skeletal foe with his bow, Lenny notes that there are no more monsters in the immediate vicinity—as does Gildas. For at least a short time, the Tertians have a moment to act.
Around them, Wanderer in particular is suffering from the length of the battle. Known for bursts of rage and quickness, an extended combat isn’t faring so well for the barbaric warrior. Many injuries score his body, and he has long since run dry of what scant healing there is. Lockheart remains near him, patching injuries as best he can, but Wanderer is likely out for the rest of the battle.
Wystfalrun moves to join Lenny and Gilas. He has the copper bone in one hand, its shining surface dripping with gore. He slips his wide-brimmed hat back on, the article falling in an earlier stage of the battle, and nods, ready to act.
[Obviously I’m summarizing, and injuries are likewise randomized, but please bear with me. We might be hitting some actual person-to-person combat fairly soon, depending on your actions.]
(Character Status)
Gildas – 40/69 HP
Lenny – 46/61 HP
Wystfalrun – 44/62 HP, DR 3/-
Lockheart – Heavily Injured
Wanderer – 9/90 HP
[So far the basic plan appears to be ‘draw them out into a large-scale conflict while gliding in via Antyca and Scalanders.’ So that’s what I’m going with. Henrick will stay back to lead the army as mentioned before. The only illusions available to you seem to be Natsumi’s Silent Image, which can create a considerable size of illusions (as much as 13 10’ cubes, apparently), though of course they’re silent only. Interspersed with the existing Scalanders they could prove effective. However, it also requires Natsumi’s attention, as it is a duration of ‘Concentration.’
For now, I’ll assume the heroes are all gliding in together—Natsumi, Gro-bug, Sean, and Ella (and Squeeks). Just let me know if someone doesn’t want to be on the insurgent team.]
Henrick spends much of the day organizing the Scalanders into an effective fighting force, assigning squad leaders and the like, trying to incorporate Sean’s plan of making it seem like their headquarters had been found. The Scalanders admit that the ‘Speakers’ would probably seize the opportunity to try and destroy them, so they no longer have to keep the Callers as hostages and can destroy them.
Henrick cautions about the obvious risk of this plan, as well. “There’s always the possibility that we lose,” he admits. “The Deathspeakers have undead, lots of numbers, good equipment. The Scalanders have terrain and some… interesting tactics. And they’re not really being ambushed. But it’ll still be a hard fight. Whatever you’re going to do in there… do it fast.”
A group of winged Scalanders, including the soft-spoken leader, accompany the group to a location on the edge of the island where Antyca can be mounted in relative obscurity. The giant bird will be stretched to her limits with the full group, but seems up to the task—at worst, some of the Scalanders will have to fly in her shadow, though this would make for tricky logistics.
Whatever the case, the group waits for some signal that the battle at the home ‘base’ has begun. It doesn’t happen until nightfall, when a streak of fire fills the air, erupting into a mid-air explosion. Recognizing the pre-arranged sign, the companions take flight.
The main camp—the village, more properly—is bustling with activity, though is much less populated than before, as predicted. Most of the armored figures here are focused on the horizon, looking for signs of the battle’s progress, though others look up and notice the dark shape in the sky, pointing out Antyca. There isn’t much light to see by, however, and most of the Deathspeakers appear to have no form of darkvision. They scramble with only torches and lamps to light their way, some firing random arrows into the sky that accomplish little.
The group note many other things about the village from overhead and up close. They had previously taken note of huts in the trees and along the ground, and these are of course still there, but they notice other structures as well. In particular, in a clearing to the center of the village, a pyramid of stone steps leads up to an enormous platform. Arches and doorways stretch out in an irregular circle on the platform, all of them facing inward. A humanoid creature would have no trouble fitting through such a doorway—even a larger creature could likely squeeze to fit, though the arches stand alone, leading nowhere, supporting nothing.
Except for one.
One stone arch holds a figure within it, a dark humanoid figure that is difficult to discern from a distance. It sways and moves within the arch, and appears to be bound to the arch by cord or chains—it is impossible to tell from here. More chillingly, the doorway itself is filled with a pale luminescence, soft and white and dull, like the color of dead flesh or bone. It backlights the humanoid figure, and occasionally shows an image from beyond—a grasping, skeletal hand, a mangled face, or some other macabre vision. Sound rolls from the area of the doorways, a subtle, haunting music that makes the hairs on one’s skin stand on end.
One of the Scalanders points out a cluster of buildings on the edge of the village, these ones fashioned of stone rather than the usual wood. “The Speakers took those for the leaders!” the soft-voiced Scalander reports. “There is a deep cellar in the long building. The People believe the Callers are kept there.”
The rescue is still in its early stages. The humans rush around down below to organize some kind of response to the giant bird, but it is still merely patches of chaos for now.
[Actions? Confirm those on the rescue mission and any not? Head for the buildings/cellar, walls, arches?]
(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
Seeing the enclosing undead, Gildas roars a warning to the rest of the defending forces—a shout that is echoed in other places across the grounds as other lookouts spot the same horrific, unyielding advance. He immediately moves to defend a doorway, alongside an acolyte who looks decently skilled with a blade.
As Lenny and the others wrap up their shadowy assailants, others in the temple are finally defeating their own—though the first wave is not without a price. Some poor souls fell to the foul touch of the shadows, only to arise as shadows themselves and be put down by their once-fellows. Still, casualties were few, and the true purpose of the shadow attack becomes clear—to simply weaken the defenders, each touch from the beings draining energy from them. Lenny and Gildas have been lucky enough to avoid getting tagged by the undead monsters, though Wanderer and Wystfalrun are both beginning to feel the effects.
The zombies and skeletons are on the defenders before there is time to recover and regroup. The first undead through each entrance fall victim to traps and able, ready warriors, felled without too much trouble—as is surely the intent. But the creatures keep coming, stepping over their predecessors, and those that are not instantly cut down make the next several seconds more difficult as their place is filled by another zombie, and then another, and another… Outside, shouts sound as the Deathspeakers summon more creatures to their cause, ensuring that the battle continues indefinitely—at yet still most of the attackers have yet to so much as draw steel, comfortable in their superiority while temple defenders fight and bleed—and die.
Gildas’s speed and haste is impressive, but even it must end at some point, and when it does, the situation is largely the same. These undead aren’t much of a challenge for the war-hardened Tertians, but that isn’t the point—they are meant to keep the defends engaged, never receiving a chance to rest, gradually wearing them down. Even the tactic of bottlenecking proves unreliable, as the summoned undead handily disappear shortly after destroyed, keeping pathways clear.
The defenders continue to hold out, especially the tough Tertians, but other positions are being forced to fall back and regroup in other places, giving in to the steady tide of walking dead. At this rate, the temple will surely fall, even if it takes another hour.
Then, finally, comes the sound of the city guards.
They act in a rush, en masse, swarming the flanks of the Deathspeakers and setting upon them with tenacity. The men outside hurry to defend against the attack, caught unawares, but the ambush has the desires effect. The casters are quickly caught up dealing with this new force, unable to pour more resources into invading the temple, allowing the defenders to catch a precious breath. There are a lot of guards outside, as well, more than anticipated for the initial plan, certainly enough to rival the assembled Deathspeakers. The fighting is fierce, men falling on both sides, though the edge of clerical magic is clearly working in favor of the Deathspeakers. A small scattering of combat mages with the guards helps matters, but perhaps not enough to tip the scales back in the other direction.
But they may not have to. Putting down a skeletal foe with his bow, Lenny notes that there are no more monsters in the immediate vicinity—as does Gildas. For at least a short time, the Tertians have a moment to act.
Around them, Wanderer in particular is suffering from the length of the battle. Known for bursts of rage and quickness, an extended combat isn’t faring so well for the barbaric warrior. Many injuries score his body, and he has long since run dry of what scant healing there is. Lockheart remains near him, patching injuries as best he can, but Wanderer is likely out for the rest of the battle.
Wystfalrun moves to join Lenny and Gilas. He has the copper bone in one hand, its shining surface dripping with gore. He slips his wide-brimmed hat back on, the article falling in an earlier stage of the battle, and nods, ready to act.
[Obviously I’m summarizing, and injuries are likewise randomized, but please bear with me. We might be hitting some actual person-to-person combat fairly soon, depending on your actions.]
(Character Status)
Gildas – 40/69 HP
Lenny – 46/61 HP
Wystfalrun – 44/62 HP, DR 3/-
Lockheart – Heavily Injured
Wanderer – 9/90 HP