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Post by Doomy on Oct 17, 2010 5:31:08 GMT -5
"Any of you ogrons interested in a little mercenary work?" asks Doomy. "I pay well as you can see."
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Post by Aguila Saber on Oct 17, 2010 7:26:14 GMT -5
Doomy (Round 7)
The Ogron shakes his head. "We are oathbound to this place."
"Are you looking for companions? ... Work? Battle?"
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Post by Simey on Oct 17, 2010 9:27:58 GMT -5
Seren glared back at the only prisoner - other than himself and the woman who had freed them all - who seemed to be doing something positive; he was glad of someone else having the will to act, but was wary of their freedom being given away to no effect.
"Take it easy," Seren whispered to the man. "Stay alert, and cover me. But only if you have to."
Hoping that the distraction of the attempted break-in would keep the guards attention away from him until it was too late - and feeling that he might as well try and achieve at least something before they were inevitably discovered to be unbound - Seren crept forward to the furthest trap from the door and tried to see if he could disarm it.
Seren will attempt to tackle the nearest trap in the square that I've emboldened below:
SSSS SXXSSSESS SXXAAXPXS SSAAAXPXS SSAAAXPXS SSXXXXPXS (Room continues further in this direction but details are lost in the darkness.)
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Post by Aguila Saber on Oct 17, 2010 11:27:49 GMT -5
Seren and Melor (Round 13)
Seren's attempt at the trap is unsuccesful and the alert goes off. On the positive side for this outcome is that this trap is now gone and spent.
Two robed persons are hurriedly moving towards the door, and one of them notices the alarm ( Trying to ambush these two will be more difficult now and them surviving is sure to lead to an investigation. )
However, the two robed persons ignore you because into the room strides four soldiers. The robed men prepares spells of protection while the four soldiers close in on them in this round.
"Nothing to lose now says one of the men. Try the next trap," he calls out to Seren. "Be careful, the outer layer traps hurt and are meant to keep us in."
There are affirimitve calls from most of the other captives, including the woman who untied you. They all get ready to leave with whatever weapons they have in hand.
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Post by Beowuuf on Oct 17, 2010 11:53:50 GMT -5
Beowuuf shrugs and nods, happy to know who will be in the party. However, he is also mindful to not get separated from Sylvia again.
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Post by Aguila Saber on Oct 17, 2010 13:06:15 GMT -5
Beowuuf (Round 24 to 26)
The interview with the two volunteers go well. They turn out to be couriers in a Guild in Varetta.
They are here because some of their members have disappeared mysteriously and the tracks lead to the mountains. With the discovery of the tomb in the general area where the tracks ended the Guild felt it was worth a try to send some couriers with the King's army to investigate.
For the two mercenaries. You detect that these two are not mercenaries at all, which they claim to be. They are most likely tomb-robbers who have donned mercenary guises. They are fairly weakly built and their clothes and armour are bloodied and do not fit them.
Sylvia does not seem all too happy with them either.
"Something seem's wrong with them," she tells you in a low voice. "Can't say what but something's amiss."
Up to you if you want to reveal what you learnt about them to Sylvia and/or the Knight.
The Knight does not seem to have noticed anything in particular about them.
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Post by Simey on Oct 17, 2010 16:35:30 GMT -5
"Huh, nothing to lose except my fingers and my hands and my head," mutters Seren as he carefully approaches the next trap. "Nice to see you're all willing to risk my life ahead of your own. Obviously, if I pull this off, you'll be queueing up to take on the guards instead of me."
His grumbling keeping him to some degree from being distracted by the commotion at the door, Seren examines the trap in front of him.
Seren will try and disarm the trap in the emboldened square below:
SSSS SXXSSSESS SXXAAXPXS SSAAAXPXS SSAAAXPXS SSXXXXPXS (Room continues further in this direction but details are lost in the darkness.)
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Post by Aguila Saber on Oct 17, 2010 17:43:21 GMT -5
Seren and Melor (Round 27)
Seren will try and disarm the trap in the emboldened square below:
SSSS SXXSSSESS SXXAAXCXS SSAAAXRCS SSAAAXXXS SSXXXXXXS SSXXXTXXS (Room continues further in this direction but details are lost in the darkness.)
C = Combatting Soldiers. R = Fighting Robed men. T = Table
Seren manages to disarm the next trap without triggering it! The way out from the corner is now free.
The first strikes by the men are deflected by the robed men's shields. One of the Robed men yells: "Intruders!"
In between defending themselves and renewing their magic shields the Robed men gets a few attacks back.
(No reinforcements appear this round.)
Combat Result first round: C1: 2 damage C2: Not hit C3: 5 damage C4: Not hit
R1: (Hit 5 times; no damage) R2: (Hit 2 times; no damage)
Melor: Still to act in last round, but not much to do except wait unless you want to take damage by the traps.
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Post by Doomy on Oct 17, 2010 17:57:26 GMT -5
"If there is anyone around here that would be willing to fight for me, I'd like to meet them," says the dwarf. "Otherwise I shall take my leave."
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Post by dharn on Oct 18, 2010 9:02:44 GMT -5
Melor waited patiently as until the final trap was deactivated as he glance nervously at the fighting men.
He planned to be the first one to jump away from that imprisonment.
Melor would try to examine the soldier fighting the robed men, looking for clues of their identity.
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Post by Aguila Saber on Oct 18, 2010 10:41:07 GMT -5
The soldiers appears mostly as dark shapes, colours are not distinguishable at this range.
They haven't said much so far so their voices doesn't give away anything more than they probably are from somewhere in the Stornlands.
Melor and Seren:
Map your intended path on the small area map provided. Also indicate how fast or slow you are moving, i.e. how much you put into stealth and/or search, and any other actions taken.
WARNING: There are a few locations (aside from the traps) which are very hazardous to your health if you just run into them if unlucky.
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Post by Aguila Saber on Oct 18, 2010 10:45:11 GMT -5
Doomy, Round 8.
"All oathbound here. Try the Chapel or the Grand Hall," the Ogron replies. "Most visitors go there."
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Post by Doomy on Oct 18, 2010 11:28:45 GMT -5
"I'll start with the hall then, which way is it?" enquires the dwarf, keen to set off.
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Post by dharn on Oct 18, 2010 11:30:17 GMT -5
SSSS SXXSSSESS SXXAAXCXS SSXAAXRCS SSXAAXXXS SSXXXXXXS SSXXXTXXS
Melor dashed out of the jail and quickly place himself in next to the opening opened up by Seren. While keeping and eye on the fighting men, from the corner of his eyes, he looked on top of the table for anything that he could use.
As soon as Seren finished with the trap Melor would step out first while keeping his body low to avoid detection while spying the table. Bolded X is where he is...
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Post by Simey on Oct 18, 2010 12:33:43 GMT -5
"Careful!" hisses Seren, rolling his eyes at the rashness of the man rushing past him. "You'll save me a lot of trouble if you set all the other traps off, but I don't fancy stepping over the mess!" Getting to his feet, he glances behind him to make sure that the other prisoners are moving past the disarmed traps, then follows close behind his impatient fellow, holding his improvised rope-weapon ready.
AS, reading parts of previous TotE threads it looks like some situations require specification of action points and some don't. Do you want us to break down our rounds by points now? If so, could we have a quick reminder how to do it?
If we're just stating general intentions then Seren will go about equal on stealth, speed and perception - he wants to act quite fast, but without being careless. He will be wanting the prisoners to back up the soldiers' attack on the guards, though he will neither lead an attack nor attack alone. If any prisoners try to run into the darkness of the larger chamber, he will warn against doing so.
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