Arcane Steel - Turn 8 - Night Snakes
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The sun finally laid to rest as the squad picked the safest way to deal with the nearest bandit camp. A stealth attack, making use of the criminals' schedule. Even though most of the members of the group had no experience in sneaking, Diego offered to cast an illusion spell upon those willing to accept his help. Some were confident in his skills, others were reticent. All that was certain was the fact that failure could result in unnecessary bloodshed and even the possibility of losing the hoodlum's track if these managed to escape. There was no room for errors, and time was of essence.
Falion proposes a plan of action based on using the prisoners as a distraction and attacking the enemy camp with the element of surprise on the group's side and afterwards, he (finally) cleans
Ktimbi's feet, to which the african shaman responds by using his knowledge to imbue the dragoon's exterior with a different appearance, intending to allow the knight to follow alongside the captives. [3+1] The magic works beautifully, and even if not perfect, the disguise was excellent for the present purpose (+2 to stealth), allowing him to be almost unrecognizable.
Davie decides to go with the stealth idea, but does not accept having Diego cast an illusion spell on him, nor does
Thelfin. Both
Adrienne and
April are willing to undergo
Diego's illusion process, and
Dellus is considered a volunteer for not saying anything on the matter, and so it is. Diego focus his mind on bending the light around him and his allies in such a way as to twist their visible shapes and make them nigh-invisible, [2+1] but the raw magical energy used to warp the lighting wavers and flickers, indicating failures in the camouflage maintenance and resulting in only Davie being affected by the incomplete spell (+2 stealth), probably due to lack of training on casting said type of magic on multiple targets.
Candy purrs as she is caressed. The horses are a different matter no one seems to have a plan about. Because of the lack of a better strategy, they follow Thelfin's example and pull their horses by the reins instead of riding them, probably hoping the grass and the trees by the side of the road will muffle most sounds. Ileid follows behind the rest of them.
And so their short travel begins as they move under the half-full glare of the white, clear moon. Large clouds slowly drift across the sky, temporarily obscuring the Earth beneath as they occasionally block the moonlight. The party makes the most of such moments, moving across shortcuts indicated by the bandits, whose only uncoscious member woke up, Falion being the only one walking with them, disguised by Ktimbi's ancient magic.
The moment comes when the second shift patrol appears in the distance, coming closer until they look directly towards the prisoners. [4+2] Falion is mistaken for one of them, [2] but they take notice of the lack of some of the men from the last shift. [3] The explanations of the captives that the other members were asleep and they did not want to disturb the lazy slackers are not very convincing, and the sentinels ask for the specifics. [5] "<They got very, very drunk on some of that beer we took and we could not wake them up even after some kicking.>" The new guards accept the excuse and start a brief conversation.
A little far from the road, [3+1] Ktimbi sneaks past with his inherent ability of being quiet, and even quieter when he wants to be. The guards do not hear any sound from him; [6] Davie smoothly follows but he accidentally steps on a ≡stick≡, snapping it in half. [6] The guards do not hear it, but Maximilian steps on a ☼stick☼ right after the last one, making some noise, but without breaking it. [4] The maurauders stay oblivious to it. For some reason, Davie has a dark-colored bandana tied around his head; [5-1] Thelfin packs a pleasant surprise as he moves with enough skill (or luck) to avoid frictioning his armor's plates and compensating the soft whirring sound of his kinetic armor; [1] Adrienne proceeds to make enough noise to get a drunk elephant to feel ashamed of his incompetence in causing ruckus. The guards are alerted, but [5] one of the captives diverts their attention; [2-1] April also shows similar natural skills by making roughly the same amount of noise as Adrienne, while Candy is glued to her owner's chainmail. [6] The guards are once again fooled by one of the captives, who pretends it was him who caused the loud noises by throwing rocks at the trees, but the men get wary (-1 to further rolls); [3+2-1] Diego sneaks past the bunch without much problems and without making any loud sounds; [3-1] It falls to Dellus the honor of screwing any further chances of stealth as one of the guards finally decides to take a look at what is causing all that noise "<Well, there
are a lot of wild wolves around here.>" he says before unsheathing his sword and walking carefully towards the trees, shield raised.
The guard moves closer. The squad has to pick their approach; starting a fight with the next patrol so close to their camp will probably get the other maurauders alerted (If they escape, you will probably have to fight a larger force in the future=not good). Silent takedowns or quiet kills would not alarm the camp, but there
is a third option. Cunning may be employed and any use of force whatsoever may be avoided.
Enemies encountered:[1x, Checking what that ******* sound is]
Weapon: Longsword (d6-piercing, slashing);
Armor: Medium Armor (+2 def);
Shield: Round Shield;
Dodge: d4+?;
Hit: d5+?;
Skill level: Trained+?.
[2x]
Weapon: Crossbow (d6, piercing);
Secondary Weapon: Dagger (d5, piercing, slashing);
Armor: Light Armor (+1 def);
Shield: Face;
Dodge: d?;
Hit: d?;
Skill level: ?.
[1x]
Weapon: Bow (d6, piercing);
Secondary Weapon: Dagger (d5, piercing, slashing);
Armor: Light Armor (+1 def);
Shield: Face;
Dodge: d?;
Hit: d?;
Skill level: ?.
>Ktimbi's feet are now clean! ...Also, hard luck. I thought the ones to screw you over would be Thelfin and April (she rolled for the -2 and avoided it, though) plus someone else, but I was only two thirds right. Your prisoners were helpful, but even they have their limits. I was kind of cheering for your success, because now my next post will probably have to be a short one, just to get you from this spot to the camp, which could be done in this turn had you succeeded...Yey...Also, the more turns you take to deal with the enemies, the more likely for their companions to hear the struggle.
By now you also have realized the enemies' chart is less complete. That is because you have to check their combat stance, attacks and such to get more detailed info.
The Players:Dwarmin: Knight
Name: Adrienne Alanamont
Age: 24
Gender: Female
Knight: Chevaličre
Appearance: Adrienne is a beautiful, intense woman, with long and dark red hair (though, her hair is usually shaved before battle), and dark green eyes. She looks fairly stern, and her build and stance betray no weakness of body or thought-if anything, it bespeaks of passion and arrogance. When not in battle kit, Adrienne tends to dress conservatively, but somewhat casual-favoring open throated shirts and flared trousers, often in earth tones. Her plated armor is light, unecumbering and well made, rounded off at the corners-masking her womanhood in the middle of battle-all except her eyes, being she prefers a slitted helm for full vision.
The Alanamont coat of arms is a circlet of filigreed gold, with a crown at the head, around a pool of red.
Characteristics: Arrogant, Passionate, Uncompromising
Horse: She prefers a Light Warhorse-her favorite, being "Lernea"
Weapons (and shields): Main weapons: Longsword/round shield, otherwise prefers a Bec-De-Corbin when mounted, which she wields with unnatural grace. Others: Dueling Pistol (unfired), Crossbow
Leaving a child behind: No. Adrienne has left that 'business' to her lesser sisters and brothers, having not found anyone worthy of her as of yet.
-Some- abilities to be noted:If you think I'm the weakest link... you will be sorry... weakling!Status:Fine.Rally Call of RolandTiruin: Knight
Name: Falion Arvīndell
Age: 23
Gender: Male
Knight: Dragoon
Appearance: Falion is a man of five foot four, with light brown skin and short black hair. His body is built just like a worker of the era, though stern and with poise evident in his gait. Out of combat, he dons a brown tunic under his surcoat, favoring the common wear over what the Nobility prefer. His chainmail is left uncolored, remaining the usual silver tone. His plate armor is tinted light grey with a white trim along the edges of the major plates. A gilded wolf crest lies on the top of his helmet and the insignia of the howling wolf in white is marked on his breastplate. His eyes are colored brown.
Characteristics: Unflinchingly Loyal ; Stubborn ; Determined
Horse: A Light Warhorse going by the name of "Ileid".
[Weaponry]
Main weapon/s: Glaive ; Javelin(s)
Others: Flintlock Rifle and a heater shield
Leaving a child behind:
No.-Some- abilities to be noted:He is loyal and determined. He is sharp. He is also nuts.Status:Fine.Cuchulainn's Last StandPowder Miner: Knight
Name: April Eplock
Age: 18
Gender: Female
Knight: Gunslinger (or if you prefer (that time's) modernized warrior or something of the sort.)
Appearance: April Eploc is a slim woman of average height, although very, very young for a knight. She is relatively attractive, ((mumble mumble I added that part to stay true to my earliest description of her)) with dark green eyes and braided fiery orange hair which ends in a ponytail. She wears non-restrictive pastel yellow clothing (like skirts, and simple shirts, she prefers comfort over fashion) under her armor, which is (kinda) light chainmail which covers pretty much all of her (all but the head and hands (she prefers these unobstructed, and even the head has a hood.), with a thin leather backing underneath. Her coat of arms is a young, growing leaf.
Characteristics: Very cheerful, Optimistic, Reckless, Silly, Thrill-Seeking.
Horse: Light Horse, her name is Ellene.
Weapons (and shields): Main weapons: Hand firearm (
not sure what it would be in this ageIn this age those would happen to be flintlock pistols), Shortsword.
Leaving a child behind: "No. I'm only 18 god get away from me you creep" (...I assume that is not directed towards the GM.)
-Some- abilities to be noted:Blackpowder fever! Isn't hell colorful? Adventure!Status:Fine.Emergency Rations(Candy)1 Pouch with 5 gold pieces.
Praefectum Screptum: Knight
Name:Thelfin Almondar
Age: 19
Gender: Male
Knight: Byzantine Klibanophoros
Appearance: His hair is black, contrasting with his turquoise eyes. Thelfin is tall and athletically built. He always covers his head with a helmet and dons a dark blue heavy armor (Power Armor) compensating part of the weight from his equipment. His armor covers his whole chest in the likeness of a huge shield and his shoulder plates protude slightly along the sides of his head, the rest of his armor being covered by large plate parts with almost no room between them. Underneath it he is wearing a chain mail and light clothing.
The family's coat of arms is a sapphire-colored shield wrapped in silver chains with two heavy steel axes crossed behind it.
Characteristics: Stubborn, loyal, fast thinker, short-tempered, hard to fall.
Horse: Heavy warhorse, clad in heavy armor from head to toe.
Weapons:Main weapons: Two-handed mace.(A chain links its handle to one of his forearms.) and Heavy Crossbow. Carries a very large shield on his back.
Leaving a child: No.
-Some- abilities to be noted:Moves live a truck... ...Hits like a truck... ...Must be a Klibanophor.Status:Fine.Mal'ak ha-mashḥit (The Cleaver of Terra; Bane of All Sin)RosaryNUKE9.13: Wizard - Temporarily out
Name: Wilhelmina van Oranje
Age: 21
Gender: Female
Mage, speciality: Weather; Wind/Water.
Appearance: Tall- very tall. Long brown hair (loose); blue eyes; pale skin. Dresses in simple, elegant gowns. For this journey; a plain white dress, and a leather cloak, pale orange in hue. Her family crest is an orange lion upon a white field, ridged by banners of red and blue. The family motto- Oranje zal herrijzen- is emblazoned below the lion.
Characteristics: Very friendly (too friendly?); polite; has little patience for problems- has a short temper; exceptional perseverance- not strong, but will keep fighting no matter what.
Horse: Light warhorse.
Weapons: Main weapons: Staff (gilded hardwood), Magic. Others: Brace of pistols.
Leaving a child behind: No.
-Some- abilities to be noted:She is nice and stubborn the good way but man, she's got issues!Status:Fine.Light padded armor pieces agentorangesoda: Wizard
Name: Ktimbi
Age: 19
Gender: Male
Mage: African Shaman
Appearance: A jet black man of average build with long orange hair that cooperates with his woolly beard to form a mock lion's mane. His irises are a fiery red, a rare genetic mutation specific to his caste of shamans. He wears the traditional shaman garb: pelts of slain animals and various herbal trinkets adorn his person. He wears a crown of human wisdom teeth, one pulled from each eligible member of his tribe, which he claims contains the combined spiritual energy of his people's souls. The crest of his shamanistic family is, curiously, a mongoose encircled by cobras. One is crushed underfoot whilst the other hangs limp in the mongoose's jaw.
Characteristics: Quiet, Unwilling Participant, Incoherent
Horse: Light warhorse, drawing a cart of reagents.
Weapons: Carries a caduceus which has been passed down for generations. His tribe claims an ancient ancestor won the staff from Hermes himself. Upon each shaman's death, his successor fills a container with his own blood and places the severed head inside. The new shaman will now be protected for the rest of his natural life by his spirit so long as the container is kept close. The case that the previous shaman had kept is then dashed upon the ground, allowing his protector to be finally free from his burden.
Leaving a child behind: As is tradition, upon ascension, a shaman will impregnate a host of women until one gives birth to a child containing the rare genetic disease. The shaman is always male, (it is a y-linked gene). Ktimbi knows he has many children waiting for him at home and has met none of them, but he knows one bears the gift. In the event of a shaman dying without any heirs, all of his immediate kin will attempt to replicate the gene in their own future offspring through ritual until another shaman is born.
-Some- abilities to be noted:Don't mind me. ...Are you dead already? What did you just call me, colored gentleman?Status: Fine.Armor of OriginOne-shot reagents Tarran: Wizard
Name: Davie Maximilian
Age: 19
Gender: Male
Mage: Fire
Appearance: A tall brown haired man of mostly Bavarian-English-Frisian origin. He has light blue eyes and is averagely muscled. He wears a blue-purple robe and leather boots. His family coat of arms appears to be an impalement of the Bavarian and Frisian flag.
Characteristics: Cheerful, Does what is right, friendly, honest, insensitive, trusting.
Horse: Light, Marwin
Weapons: Bastard sword (what, just because he's a mage doesn't mean he doesn't like big swords), flintlock pistol.
Leaving a child behind: Nope. No wife.
-Some- abilities to be noted:Barbecue in the making. What are staves for, anyway? Sure...Why not?Status:Fine.CatalystSeriousConcentrate: Wizard
Name: Diego Alvarez
Age: 19
Gender: Male
Mage: Force and Illusion
Appearance: Diego has tanned skin, shiny black hair cut in a shaggy style that obscures his forehead and looks quite boyish indeed, confident blue eyes, and thick eyebrows. He's average height and lightly built at five feet nine inches and one hundred forty seven pounds. He wears brown boots, dark blue pants tucked into them, and a dark blue tunic. Over that is a long white hooded coat (hood is usually down) with red embroidery that ties up the left side to close, and usually is tied from the waist up. As part of the coat's design, a strap runs over the right shoulder down the to the right side of the waist, with pouches attached to the strap for carrying light items. On the back of the strap is a quiver for holding his arrows. On the back of the coat is the family crest: a shield divided into four sections, with the upper right/lower left being silver and the other two sides being bronze. On top of the shield is a gold crown with rubies inset along the band.
Characteristics: Hotblooded, Showoff, Reckless, Quick to React, Fleetfooted, Friendly
Horse: Light Warhorse "Aquila"
Weapons (and shields): Main weapons: Longbow; usually uses broadheads, but will switch to narrower heads to pierce armor if necessary; short sword. Others: A bandoleer of throwing daggers hidden inside his coat.
Leaving a child behind: Not that he's aware of.
-Some- abilities to be noted:Quickie It's show time! I challenge you, Good Sir.Status:Fine.Manto de Alvarez (Protector de Bendito Alvarez)Ganado BravoGrunhill: Wizard
Name: Dellus von Highlight
Age: 18
Gender: Male
Mage: Light Mage
Appearance: A tall brown haired man of south-european origin. He has dark brown eyes and an average body. He wears a black and white robe and leather boots. His family coat of arms is a dark green serpent biting a blood red apple.
Characteristics: Mysterious, do what he has to do, unsociable, insensitive, trusting.
Horse: Black Light Warhorse, pulling a cart.
Weapons: White gold ring and an ancient grimoire.
Leaving a child behind:Yes
-Some- abilities to be noted:No, I am not a monk Why, no! This. is. NOT A D&D rulebook! SORCERER!BURN HIM!Status:Fine.Ouroboros