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Post by Aguila Saber on Nov 2, 2010 15:47:40 GMT -5
Beowuuf (Round 39 to 40)
It turns out the two guildsmen have little martial skills, although they do have some knowledge within the fields of their guilds. They are in a guild dealing with craft using wood and leather. For now they mostly works as runners or messengers, but they have acquired some basic area within their field.
It is decided that you bring along the two rangers you interviewed. The priest does give you the choice to add the two guildsmen as extra members to your group.
They are here serving as runners in the army, but the Tomb has made it very difficult to deliver messages between parts of the army.
Do you vote and/or argue for or against briging them along, or remain neutral?
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Post by Aguila Saber on Nov 2, 2010 15:51:17 GMT -5
Seren / Melor:
Will give you a day to add anything extra you want to specify for the next round. Anything or anybody you wish to observe more carefully during this round ?
I'll assume that Seren remains stationary. There is currently not an opportunity to attack a single undead (at start of round).
As for Melor he picks up a Firefork and maybe takes a few steps towards the Undead.
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Post by Simey on Nov 2, 2010 17:54:49 GMT -5
Seren glances about, first at the soldiers and then at his fellow prisoners behind, wondering who might have felled the undead in such a way. Glad though he is of such apparently magical assistance, he finds the notion of its coming from some unkown source off in the dark somewhat unnerving.
Seren is willing to attack the numerous undead alongside either the soldiers of as part of a decent-sized group of prisoners (at least four), but will not go forward on his own unless to face only a single enemy. If attacking, he'll use the hatchet or the baton as appropriate to what he's fighting as far as possible.
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Post by Beowuuf on Nov 3, 2010 3:05:15 GMT -5
Beowuuf remains neutral, although does say that if the runners are happy to be in the gorup, they can always run back to the hall with information. And also they can spot materials that could be used for crafting, and carry that back too to aid in the efforts.
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Post by Doomy on Nov 3, 2010 3:26:35 GMT -5
Yes, I want to try and find out what killed him (and if he has any loot).
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Post by dharn on Nov 3, 2010 9:38:28 GMT -5
It was a stupid idea at the worse time possible, but like the sling, once Melor had something in mind, he cannot put it out. As hastily as he could, Melor poured some lantern oil on the fork part of the fire fork and lit it with the tinderbox.
Melor takes up a weapon and move for to stand next to the nearest friend and will attack the approaching enemy.
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Post by Aguila Saber on Nov 3, 2010 12:25:31 GMT -5
Seren and Melor (Round 40)
SSSS NXXNNNENN NXXAAXXXN NNXAAXXXN NNXAAXXXN NNXXXXXXN NNXXXTXXN NNXXXXXXN NNXXXTXXN NNXXXXXXN NNBXPXXXN NNXXXXXXN NNXXXXXXN NNXPXPXXN NNXMFPXXN NNXXXXXXN NNXSXCCXN NNXXXXXXN NNXXXXXXN NNXXXXXXN
(Room continues further in this direction but details are lost in the darkness.)
C = Soldiers. T = Table N = Wall X = Floor P = Prisoner(s) B = Cupboard F = Fireplace/Chimney S = Seren M = Melor
After combat and healing: C1: 15 damage. Shortsword C2: 1 damage. Dagger C3: 11 damage. Sword. C4: Not hit. Sword
Male 1: 1 damage. Staff Sandals
Male 2: 2 damage. Staff Sandals
Dwarf: 4 damage. Leather Baton Sandals Backpack
Kloon: 1 damage Staff. 2 Shield Charges Sandals
Female: 1 Dagger. 1 Satchel 1 Leather Armour 1 Sandals 1 Lantern
Melor: 1 Leather Baton (Weapon) 1 Backpack. (with 1 Robe. 1 Tinderbox. 4 lantern Oil) 1 Satchel with 1 Laumspur Leaf. Pouch with 24 Lune. 1 Sling 1 Lantern 1 Firefork
Seren: 3 damage. 1 Leather baton (Weapon) 1 Hatchet (Weapon) 1 Leather Armour 1 Backpack 1 Satchel 1 Sandals
Inside cupboard: - Leather Armours ( To try one you need to spend a 3 activity assessing if any will fit you, and if this assessment is positive then it is 1 round to try and don it.) - Sandals (3 activity to attempt to find one of your size. Another 2 to don it. You are walking on naked feet right now.) - Leather sticks (Could be used as batons or simple maces.)
- There are several more items of leather which may potentially be useful. Specify what you are looking for and you may find it somewhere on the shelves. (Searching for something in particular is 3 activity.)
Close to the chimney is: 2 Fireforks
The fireplace also has all things which would normally remain after a cold fire. This includes a supply of wood.
Melor: You manage to light the oil on the firefork. The result is a small blue flame around the fork. Had it not been for the darkness in the room it would have been barely noticeable but now it can be clearly seen that the firefork is alight.
Seren: You look around hastily on all in turn. You are left with the feeling of maybe having seen something of note without knowing what.
However, the undead approaches steadily and you turn their attention on them. But as before each of the undead are slain before they get close enough to attack and in the same fashion as before. When the round ends there are two more piles of bone before you and an additional two rotting corpses before the soldiers.
Melor and Seren: You are no wiser than you were before. The threat seems to have passed for now because there are no more undead approaching now.
Melor:
The female prisoner approaches you with a lantern in her hands and asks:
"Mind giving me one of those oil flasks you found? We need some proper light in this room."
Seren: No one is currently taking up your attention. All the prisoners and the soldiers are however slowly converging to the places where the undead were slain.
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Post by Aguila Saber on Nov 3, 2010 12:54:27 GMT -5
Beowuuf (Round 41 to 45)
After some deliberation it is decided to bring along the runners. They may fill a purpose and be of use after all, and there is little left for them to do in the chapel for the moment.
The Priest calls you all to a meeting and shows you a detailed plan of an area south of the chapel.
You are given instructions on how to reach this area, and how to enter the secret doors to unlock the area. The map itself the priest entrusts to the Knight for the duration of this mission. You are asked to return this map when the mission is over.
The exact number of members in this lair is not known, although the priest guesses that there are between 10 and 20 cult members there.
You are also adviced that usually the cult has back doors to most of their hidden areas to use as escape routes. You'd do well to try and cover the general area around the known entry for such back doors.
The exact size of the the cult area is not known. This area was not built when the Tomb was constructed it has been excavated from the rocks since then. Some of their hideouts have been small but some of them has been vast chambers.
The priest asks if you have any additional questions.
Sylvia asks what to expect from the cult members. If they are warriors, mages, necromancers or something else.
The priest says that they are mostly normal men, although some have mage powers, psychic powers or druidic powers. A few of them are necromancers. All of these powers are represented in around one out of ten cult members.
Most of the cult have staffs of protections which erects magical shields. Using the staffs require only some instruction and a small amount of arcane powers, so therefore nearly all of the cult have access to such defensive devices.
Anything else you want to ask before leaving the briefing ?
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Post by Aguila Saber on Nov 3, 2010 13:13:24 GMT -5
Doomy (Round 41)
Turning the corpse over you discover that he is blood covered on the front due to two large wounds in his chest and stomach. Little doubt as to why he died.
His tunic is soaked in blood.
His pouch has been removed from his belt. Only a loose string on the belt indicates it was once there. Similarly you discover that one finger has been cut off his hand and the cut is recent. This corpse has been looted already.
The soldier has a small pack on his back, which you discover contains a still usable blanket.
You also discover a plain holster with a dagger in it. It is damaged and has seen better days but with some maintenace work (repairs) it would have some value.
Very little else remains of value which is not ruined by the blood.
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Post by Doomy on Nov 3, 2010 14:53:25 GMT -5
I don't want any of that stuff so I will offer the items to my companion.
I will, however, examine the wounds to see if I can figure out what caused them, if it was a weapon or the claws of some beast.
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Post by Aguila Saber on Nov 3, 2010 15:27:16 GMT -5
Doomy (Round 42 and 44)
The Kai is not interested in the loot either. Your best guess is that he was killed by a sword.
You continue along a little further until you a few minutes later come across a concealed trap door in the ground. It looks similar to the one you discovered in the other tunnel which led down to a storage room for maintaining the tunnel.
You want to alert your companion to this find, or continue?
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Post by Doomy on Nov 3, 2010 17:21:46 GMT -5
"Hold on a moment," says the dwarf to Grey Ferret. "There is something here." Doomy crouches and examines the trap door, firstly ensuring it is not booby-trapped or alarmed, and then to figure out how to open it.
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Post by dharn on Nov 4, 2010 11:32:12 GMT -5
"Did you just did that? Did you just killed the undead?" Melor said, giving the woman a Lantern Oil. There was a sense of disappoinment in his voice because he couldn't test his fiery weapon. But at least he has a cool looking torch cum fork. "Who are you anyway?"
Melor gave the woman the lantern oil but he suddenly grab, softly, her hand when she takes the oil.
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Post by Simey on Nov 7, 2010 11:06:54 GMT -5
An angular feeling that he's missed something causes Seren to hang back a little as the others approach the piles of bones. He watches them carefully, only moving to join them once they are grouped together. As he goes, he casts his eyes once again around what he can see of the chamber, wondering if he might see something without the distraction of people moving about.
Lots into perception; not much into stealth or movement.
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Post by Aguila Saber on Nov 7, 2010 14:49:22 GMT -5
Seren and Melor (Round 41)
SSSS NXXNNNENN NXXAAXXXN NNXAAXXXN NNXAAXXXN NNXXXXXXN NNXXXTXXN NNXXXXXXN NNXXXTXXN NNXXXXXXN NNBXXXXXN NNXXXXXXN NNXXXXXXN NNXXXXXXN NNXXFXXXN NNXXPXXXN NNXSMCXXN NNXXXXXXN NNXXXXXXN NNXXXXXXN
(Room continues further in this direction but details are lost in the darkness.)
C = Soldiers. T = Table N = Wall X = Floor P = Prisoner(s) B = Cupboard F = Fireplace/Chimney S = Seren M = Melor
After combat and healing: C1: 15 damage. Shortsword C2: 1 damage. Dagger C3: 11 damage. Sword. C4: Not hit. Sword
Male 1: 1 damage. Staff Sandals
Male 2: 2 damage. Staff Sandals
Dwarf: 4 damage. Leather Baton Sandals Backpack
Kloon: 1 damage Staff. 2 Shield Charges Sandals
Female: 1 Dagger. 1 Satchel 1 Leather Armour 1 Sandals 1 Lantern
Melor: 1 Leather Baton (Weapon) 1 Backpack. (with 1 Robe. 1 Tinderbox. 4 lantern Oil) 1 Satchel with 1 Laumspur Leaf. Pouch with 24 Lune. 1 Sling 1 Lantern 1 Firefork
Seren: 3 damage. 1 Leather baton (Weapon) 1 Hatchet (Weapon) 1 Leather Armour 1 Backpack 1 Satchel 1 Sandals
Inside cupboard: - Leather Armours ( To try one you need to spend a 3 activity assessing if any will fit you, and if this assessment is positive then it is 1 round to try and don it.) - Sandals (3 activity to attempt to find one of your size. Another 2 to don it. You are walking on naked feet right now.) - Leather sticks (Could be used as batons or simple maces.)
- There are several more items of leather which may potentially be useful. Specify what you are looking for and you may find it somewhere on the shelves. (Searching for something in particular is 3 activity.)
Close to the chimney is: 2 Fireforks
The fireplace also has all things which would normally remain after a cold fire. This includes a supply of wood.
Melor: You manage to light the oil on the firefork. The result is a small blue flame around the fork. Had it not been for the darkness in the room it would have been barely noticeable but now it can be clearly seen that the firefork is alight.
Melor:
The women shakes her head to Melor's question.
To the other questions, the female answers. "Name is Alicia. From Varetta. And who are you?"
Her look tells you to let go of her hand, but she does not verbally mention this. ( If you keep holding it she will shake it off to be able to light the lantern. )
"Why don't you light your only lantern?" suggests one of the male prisoners to Melor.
Seren:
You are distracted by the woman speaking to the other captive near by. There doesn't seem to be much of interest near where you are standing now.
The soldiers call for you to follow. "Anyone know where they went?" one of the soldiers ask.
There is no reply at first, then the female suggests: "Ask the Kloon. He can show you the exit they took."
The Kloon takes the lead for the soldiers saying. "Follow me."
The rest of the prisoners are observing the dead corpses and waiting for the Lantern to be lit.
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