Arcane Steel - Turn 9 - Flashbang
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The squad attempt at sneaking past the patrol unnoticed had failed, but not all hope had been lost. If the nuisance could be dealt with before they were heard by the criminals in the camp, the group could still keep the element of surprise on their side. But if a battle started, it would only be a matter of time until the rest of the marauders found out what was happening. The threat of rain seemed to have subsided, but firearms were noisy and spewed smoke, making them useless when silence was a priority; on the other side, the group had been focused on their main task for a whole day, and it would not take long for the signs of fatigue to start showing on some of their actions, even if their single-mindedness did not allow for the party members themselves to foresee that fact.
Diego, without waiting for a decision from the group on what course of action to take, simply positions his longbow, notches an arrow and pulls the string, quickly preparing a killing shot before releasing the string with practiced mastery. During the short flight of the long broadhead arrow, the spanish wizard tries to imbue it with a force spell, [6] succeeding almost beautifully, as the spell is so perfectly placed that
it destroys the arrow, pulverizing the wood and flinging the metal tip far away, taking the place of both. [6]vs[5];[4];[2+1-2] The force arrow flies straight towards the soldier, hitting his sword arm with a narrow shockwave mostly absorbed by his armor, brusing the arm beneath. The guard is startled by the flying gust and slowly retreats from the woods.
Adrienne stands guard by Davie's side, keeping a wary eye for the arrival or appearance of more enemies.
Davie feels abandoned by the group and sulks.
Falion approaches the side of the dirt road and tries to persuade the man by explaining the difficulty of taking down wolves, for they travel in large packs. [4] The man does not seem interested in going further into the small forest and is convinced by Falion's argument, starting to back away from the cluster of trees, his shield still raised. Almost simultaneously,
Ktimbi hears the talk about wolves and calls upon them using his link with the natural environment, [5+1] obtaining an astounding success. Loud, cruel howling is heard in the distance, and the natural communication feedback gives the african shaman a feeling that they are coming to take down
all of those who have trespassed their territory;
April tries to cheer Davie up and attack the medium-armored soldier with her shortsword afterwards, [4]vs[5] slashing through leaves and thin air as the medium-armored soldier sidesteps, unable to discern exactly who attacked but certain that it was a human (
Candy [4] manages to hold on to her owner's chainmail); as the guard hastily retreats to tell his men of the danger hidden in the woods,
Dellus summons the power of the light magic contained within him, focusing it to create a distraction some meters away from the group, [6+1] which turns out to be so powerful that the explosion creates a sound heard miles away. The spell itselfs bursts in a 11-feet column of crackling white energy which temporarily dances, extending small appendages of lashing raw magical energy, tearing the air and damaging the ground underneath it before disappearing and releasing a shockwave which bends the younger trees stalks and the older ones branches...I guess that was not supposed to happen.
Thelfin stood still the whole time with his arms crossed and waiting for result of his partners' actions. Well, now I guess he saw them.
The guards stand awestruck at the sight, and stay for that way for some seconds before starting to fall back and finally running, occasionally looking over their shoulders. Even running, they probably will not catch up with the main group of marauders, which by this moment should already have started to leave their current place and escape, probably thinking there are cannons in the proximity.
One of the captives points out that it is possible to go after them, but they will not go too far when travely during the night, as they must still be weary due to having little to no time to rest since some villagers and the army started to hunt them down, but even then that also means the first place they'll try to hide is the forest. Aside from that, you have horses, which are better suited for following them when they are traveling normally and ill-prepared to follow the raiders into the dense woods. There is also a town nearby which would gladly receive you as their guests. The party is presented with two conflicting options: either they follow the bandits at the moment and accept to fight in their environment, where ambushes are very likely and movement is severely restricted, or they eat, drink and rest for the night at a nearby town. Each has their positive and negative points. They may also capture the escaping patrol and take it to the town or kill them.
Enemies running away:[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: ?.
>Well, Dellus did it, but I have to say that the same would probably have happened in a different way because of April. Different meaning you would have to fight. Well, I presented you with the explanation for each option because the combat mechanics are a tad unforgiving and your chance of dying while fighting in a place where your movements are restrained and longbow fire rains upon you is a bit high. A bit meaning that probably even agile characters would hit their heads against the trees and trip on roots and the more armored ones would turn into pin cushions.
After this I'll try to make shorter turns to introduce you to your choice. If you pick the woods, you will get there. If you pick the town, you will get there and part of the night will be free time to do whichever you want (dance, drink, practice something, go hunting etc) before you sleep, meaning I may
try to make mini-turns for these.
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-mash?it (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