Keep moving towards the center. If engaged in combat, prioritize getting some distance between the attacker and pincushioning him with arrows. | Eisen nodded to the group, before moving forward in a crouch until he was close enough to view the entrance.
The foxfolk was well aware of the dangers this presented. Being the first into the field usually meant being a priority target for any watchful foes, but he was fleet of foot, and his steps carried him soundlessly until he was about a few yards from the entrance. He signaled with his hands as he kept an arrow nocked to the bow, never leaving his gaze from the opening after surveying the area. 'Keep going. When we get close enough, take them down and fulfill our objective. The way is clear. ' | | Action: Continue moving toward the center with the others. If anyone gets close to discovering us, concentrate on a silent hand-to-hand takedown.
Move on, Silence on
Keep sneaking forward into the tent.
Continue moving.
| Shella replied in turn, moving up towards the entry, keeping a hand on her newly-found axe. The two could hear no movement coming from inside other than their own moving into position. Given the opportunity, she looked around.
There was nothing else in the camp other than the usual structures: tents, torches, sacks--presumably carrying whatever rationed food or other utility supplies the owners had--as well as the conspicuous lack of people in the area. The whole field was like a depression in the land, with the central tent being the lowest point as everything around seemed to curve inward at a faint angle. Seeing that there was no immediate threat, she gestured at Ecidona to check the area for safe measure.
Now, Ecidona was to be said to be a vital part of this mission as--not compared to the others, of course--all played a role. She was a Silent Sister, trained in the art of inhibiting negative energy and other un-theurgic notions, and though she held a candor reverie at the moment, she knew that she was afraid, and hid it as best as she could. She took a deep breath and focused on her studies, feeling her body and mind reach a degree of placidity as the Silence washed over her like intangible waves. She slowly approached the tent, and stopped at the entrance as she felt the subtle prickle of an unworldly presence: the feeling of uncertainty, fear and unbelonging. The intuitive feeling that something wrong was in the air. Her focus wavered, and she saw the others feel the same awareness she had moments ago.
Granted, her temperament was all that was needed to stop the force from overwhelming her senses, as she was able to maintain her mental incantation. The atmosphere calmed for everyone else.
| | "What is wrong?" Sal'savira asked in her quietest of tones. Ecidona replied with a shake of her head, and the Malkaven decided to answer her own curiosity. Her hands clenched, as far as 'hands' they were, and the knucklebones strapped to her talon-like fingers emitted a low, faint glow, reminiscent of the element of its owner years before. She felt a tap to her right, and saw Gurrath along with his spear pointed and angled at the entrance, which was covered only by that thin fabric we call as the 'flap'. He looked around and nodded at the Seeker, and together, they pulled it open.
"Nobody."
The inside of the tent looked larger than the outside, judging by Sal'savira's word as she stepped inside. Right in front of her-and supporting the entryway along with its covering-were two of the strange glowing staves seen earlier around the camp perimeter, marking the entryway. Up close, they resemble a torch with one of the luminescent vines wrapped around the tip, holding together its source of light and its base along with several notches on the right-hand stave. Farther onwards were various details and objects:
At the far end of the tent was a rack holding an ensemble of figurines ranging from the mundane human effigy to some of the stranger and rare creatures of the world--some of which bore multiple appendages and far too many 'heads' for a normal creature to have--as well as a small set of flasks, each with their own colored liquid, none of which were labeled or exhibiting a white or translucent appearance. Like a rainbow.
At the right hand side lay a stack of long, thin logs. Shaped much like the wider versions of the staves, most of them measure about ten feet in length. A pile of vines much like those you saw before lies on top of the stack, along with a few trinkets and coins of silver, gold, copper and emerald hue.
At the left was a collection of assorted books and torn pages, seemingly cut and wrenched from their holdings along with bundles and piles of 'assorted' scrolls forming a messy heap along with several knives and short swords. Fabric similar to the that which comprised the tent is seen covering most of the heap and folded just like clothes--neatly.
In the middle lay the most intriguing facet. A tiny, opalescent orb about one foot in diameter rests upon an improvised pedestal--a brazier--covered in violet silk judging by how the lighting indicates its smoothness. Around the brazier lay nothing else but ground, cleared of any items. Strangely, it is also clear of any people, too.
As you ponder upon this, a familiar voice makes itself noticed. "What's going on down there?" it says, sounding much like Rhea talking right next to you.
But she isn't nearby.
Bandit Spearman 5: 10/16 - Disarmed; Knocked Out Bandit Swordsman "Dweonir": 11/20 - Disarmed ; Demoralized Bandit Swordsman "Gerrick": 13/15 - Disarmed ; Demoralized
Bandit Axeman 3: 0/18 - Dead
> Left along with your allies and the horses
Bandit Spearman 1: 0/18 - Dead ; Looted Bandit Bowman 2: 0/18 - Dead ; Looted Bandit 4: 0/16 - Dead ; Looted
> By the road.
1x Iron Spear - Having no discernible sign of ownership, this mundane weapon is plainly described as a stick with a pointy, leaf-shaped tip. A rudimentary tool used both in peace and war, it is nonetheless useful in most events and even in battle, where a trained soldier can utilize its simple concept to its full advantage.
1x Iron Stiletto - Knives, Small Blades, Daggers. Whatever carries the fancy of the common tongue, this sharp blade has been honed and edged to be able to easily cut through armor, ending in a needle-like point. This 'dagger' is specialized in forms of thrusting and stabbing, other than cutting or slashing.
2x Iron Broadsword - Featuring a basket-hilt, this sword has a heavier blade and a crossguard for the wielder's protection. It is commonly used by the militant factions of the land, as compared to the civilian rapier.
Syra: 9/ 10 Rhea: 5/5 - Unarmed > Syra and the rest have stayed behind on the hilltop while the Party has infiltrated the camp.
Gender: Female Age: 19 Class: Seeker Race: MalkavenHealth: 24/ 30Skills:PerserveranceAgilePhysical Description: - Appearance: Sal'sivira looks fairly normal for a Malkaven- a crow-woman with large, blank white eyes that reflect light, a long, serrated beak, great wings coming off her back, oversized, taloned hands, and even more oversized, larger-taloned feet. - Clothing: She wears a ragged-looking but well-made black tunic with a belt and thin leather strap running diagonally around it for hanging things from. She also carries a large, wide-brimmed hat and pair of tinted goggles, both for when it's too sunny out. Inventory:Black Spear/ This spear is a standard Malkaven weapon- ragged and ancient looking, but sturdy and well-kept nonetheless. Silverscale Armor/ This shiny silver armor appears to be composed of a series of pointy oval or rounded diamond scales or plates, and is indeed made from the hide of a Silverscale, a type of fish larger than a horse. Its scales are protective and very durable, which causes the Malkaven to overlook their preference for ragged black and use it fairly routinely. Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing. Vae's Knucklebones/ Made from the literal knuckles of the first two fingers of the right hand of a novice elven necromancer, these four strangely shaped "dice" have the power to tell the future and discern the secrets of the dead. The results are usually cryptic and of limited accuracy and power, owing to both Sal'sivira's lack of divination skill and Vae's lack of power, but can sometimes be useful nonetheless. Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces. Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask. Gender: Female Age: 23 Class: HunterRace: OrcHealth: 17/ 20Skills:Deadeye VindicationPhysical Description: - Appearance: Shella is a 5.3 Orc female with a well muscled build, a tight stomach and an impressive body. She possesses tough and smooth dark green skin, and long, coal black fine hair that descends almost to her waist in a swaying sheaf. Her eyes are a calming shade of the ocean, deep blue-large and emotive-topped by a pair of arcing black eyebrows. She has two short tusks jutting from her mouth on side, each adorned with a stylized ring of obsidian-her teeth resemble fangs, though not large enough to be threatening normally. Her legs and hips are well toned and strong, giving her a very animalistic look. The mark of ecid is on her left wrist. - Clothing: Shella is wearing a full body undersuit of light, non reflective black chainmail and thick leather mixed and matched, leaving little to the imagination-heavy, ironshod leather boots adorn her feet, combined with chainmail studded into leather pants, and mismatched plate pieces over both her knees. Half leather and chain protect her chest and arms, and and while her left hand is Ecid marked, she's wearing a fingerless green cloth glove on her right hand. She's wearing two bracers made of some sort of spiked chitine material. Around her waist is a heavy belt with at least 6 large storage slots and many smaller compartments She's wearing a heavy body length cloak and fancy three cornered hat of the same color as her skin. Inventory: Gavuatan Orcish Slurbow/ A crossbow like weapon Shella favors, with a distinctive wooden hood over the top of the stock. There is a gap between this shroud and the stock that allows the string to travel unimpeded, firing either traditional bolts for common enemies, or rounded lead shot against foes like the undead. She can reload it with a single hand, using her thumb to cock it back, but requires both to fire accurately. Clan Armor/ Handcrafted from pieces she has taken over the years from worthy enemies, Shellas armor is sturdy and light-giving her full range of movement and protecting her from errant blows. she feels more comfortable in the armor, than out. Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing. Obsidian Oath Rings/ An Orcish Tusk-mark that denotes one who has taken a vow of revenge-she's wearing two, which indicates two separate vows. They cannot be removed by any Earthly force until these tasks are completed, or is rendered invalid by fate-being magically bonded, as long as the target of these Vows remain alive, they will remain bonded. As such, Shella knows her sister-and the traitor-both still live. Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces. Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask. Iron Hand Axe/ A small, light axe designed for use in one hand for general intermediate chopping. For simpler uses than its larger brethren, this axe can be thrown or used as a quick weapon in enclosed places. Gender: Male Age: 16 Class: Attunement KnightRace: Foxfolk Health: 25/ 30Skills: PerseveranceRiding Aptitude Physical Description:- Appearance: Eisen has eyes of a very bright blue and a beige-colored hair, his hair usually messy, with the occasional uncut locks falling around and framing a young, curious face. Any fur on his person also follows the same beige color pattern. His Ecid's mark is located at the back of his head, under the line of hair growth. - Clothing: He wears a green cloth coat with a very large hood usually seen in different positions, to hide his face more or less depending on the occasion. The cloth itself is fairly resilient and reinforced against weather, the coat sporting what seems like downy or white fur near the collar area, a golden trim and long sleeves, allowing the wearer to completely hide his hands whenever desired - his forearms and most of his hands hidden by a fingerless leather protection. His pants are also colored green, with part of their length tucked into sturdy and carefully tied brown leather boots which sport metal reinforcements and a discreet pin attachment for stability and maintaing a grip at surfaces in cases of emergency. His long-sleeved shirt is green as well and is mostly covered by the chestpiece of a well-crafted brown leather armor with hidden steel reinforcements which fits perfectly over the body of the owner. Inventory:Yonsun-Nobi/ A Composite longbow standing taller than Eisen; it is an elegant and well-made piece of ranged weaponry, made with the utmost care by Eisen himself under the guidance of his parents; it ended up as part of his experiments on sounds to call upon animals. Hardened Leather-and-Steel Armor/ Made from good-quality leather and with a backing of sheets of steel, the armor has a few pieces protecting key parts of his body, although some parts are simply hidden under a layer of clothing. Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing. Flute/ Made from polished stone, steel and the finest wood Eisen could find in the woods, his flute is a faithful companion, always available for him to play and subject to his experiments on sounds capable of attracting the animals that reminded him so much of home. Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces. Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask. Iron Spear/ Having no discernible sign of ownership, this mundane weapon is plainly described as a long, sturdy stick with a pointy, leaf-shaped tip. A rudimentary tool used both in peace and war, it is nonetheless useful in most events and even in battle, where a trained soldier can utilize its simple concept to its full advantage. Gender: Female Age: 26 Class: Silent SisterRace: WildfolkHealth: 17/ 20Skills: NimbleMental ComposurePhysical Description:- Appearance: Ecidona stands at around 150cm, with a slender, small build. Her skin is a dark brown with bark-like colourings and patterns, adorned with a variety of white markings and tattoos on her face and arms. Two curved horns arise from a wild mass of dark hair and tiny fangs peek out from her teeth - relatively few signs of her race on their standards. Her features are sharp and aquiline. Her Mark of Ecid is on her right palm. - Clothing: Ecidona wears simple and sturdy clothes of leather and thick cloth, adorned with countless little baubles, cheap trinkets and amulets and symbols she thinks are protective or help focus her power, but possess little practical use. Many of them have been crafted by her personally and she carries a heavy carving knife to craft bone or wood with. Inventory: Heavy KnifeSturdy ClothesBandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing. Amulets & Baubles/ A bunch of amulets and baubles in different shapes and forms, mostly sentimental collections of Ecidona's stay within the Bastion. Elemental Amulet/ A communication device widely used by the more unconventional militant forces of the land, this amulet is naught but a simple trinket attached to a chain with an opalescent gemstone in it's middle. It transmits whichever sound or sight the wearer holds to others who wear the same, similarly to a vivid vision in the mind's eye of the scene in question. It is highly attuned to the magical forces. Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask. Gender: Male Age: 26 Class: Flowing spearman Race: Human Health: 17/ 20Skills: Quick Senses Precision StrikingPhysical Description: - Gurren is 5'11", possessing a body frame that shows that he's been doing labor for some time, along with several scars, from previous encounters with various foes. He has greenish-brown eyes, along with unkempt messy dark brown hair. When he's in a town, socilising, he likes to wear slightly loose robes with an aquatic style to them, with shades of blue and dark green, along with a hood, in a style similar to a monks robe. When he's in armor or in the wilderness, he prefers to wear a set of tan leather clothing, mostly because its practical in the wilderness. His mark is on the back of his neck. Inventory: Twisting spear/ This weapon was the first weapon that Gurrath was given, that was made for him. It only appears to be twisting alongside the metal shaft, but that's only a trick of the craftsmanship. Its covered with small nicks and slight scratches, yet it is maintained well. Chainmail/ This armor is what Gurrath uses in battle, as his style of fighting does require some agility. Bandit Cloak and Armor/ A mix-up of hardened leather patches along with several small belts for tightening, you wear the outer clothing of the common brigand. It covers most of your face except for the eyes and ears, the body and arms and thighs excluding the hands and legs. Any distinguishable marks or tattoos are easily hidden by these loose garments. Sadly, they afford little protection against the tools of war, made more for mobility and survival and even then fare as well as commoner clothing. Old book/ Given to him by an older mercenary in his old group. It details some basic spear techniques, along with a couple of minor cantrips of the water element. Gurrath keeps it because it helped with the turning point of his life. Potion of Skill/ A concoction of unknown origins, this bottle contains a liquid that shines like the day, however non-luminescent and tasting like honey. It is said to amplify the imbiber's kinesthetic senses, giving him or her the ability to make pinpoint strikes with any weapon chosen. Sadly, its concentrated form is volatile and lethal when drunk in large quantities, thus leading to the product you see now - a small drought contained within a flask. Yew Bow & Quiver/ Yew is known to be a desirable wood for bows, especially for longbows - the tension generated by the pull of the archer is bound to have a recurring effect on the weapon which propels the arrow, that its sturdiness is compromised over time. This bow is unblemished by weather or time, yet it looks like it has seen use in the past years, judging by the nearly invisible notches carved near the handle.
> We're back. Refer to Post Above for notes > The picture...was captured with my phone. Sorry for the quality! > I've heard rumors that Ochita is not visiting Bay12 frequently anymore, yet must abide by the GM rule of replacement. There is a way to 'replace in', literally. I won't doubt your creativity.
"What are stone worms, stranger?"
"I'll take that as a nay, then? That is the colloquial term people use to describe them. Living worms living on stone." the man flips open the tome by his belt, "'sensitive to vibrations, very dense and in particular, lethal when felled upon any creature from a height.' as said here."
Krikt ponders the reply, and turns to the rest of you. In her mind, she senses no discernible qualities of a queen in the area, or any characteristics of such--pheromones, scents and other chemicals.
"You call yourself a knight, and you are backing out? I can feel them through my feet. They are not angry. That being said I shall follow Trent."
The man gives you an amused look, " A man who pledges service to his sovereign or lord. Generally, as a soldier. Whatever other characteristics you could give him is but a label, but to answer you, no. I am not backing out. I am just breaking the ice between you all--pretty silent, for a group of your size."
But he raises an eyebrow at your observation. "But I'll give you that, you're astute. Keep that mind open."
Royce Orange ; SeriousConcentrate Terys Merendial ; Spinal_Taper Trent Alzar ; adwarf Kheir ; Reudh Aes Nain ; Skyrunner
And including everyone else who didn't post where they wanted to go or their position!
Systar ; Toaster Julius Sinaed ; mesor Alexander Kyrby ; ExKirby Krikt ; Harry Baldman
You four are at the back. "And it seems everyone shall say nay. Good job, fellows. Good job indeed. We head North, then. Better to stick together than fall apart, as they say."
[Random tunnel roll: 3 - North//Middle]
The group, lead by Trent and arbitrarily seconded by Royce headed down the northern passage after following the knight's orders on tapping the stone, passing numerous structures indicating the age of the place. Venerable roots snake their way along the passage, etching across the walls, ceiling and floor in such a way that without the crystalline growths strewn about, you could say that they were natural engravings. The passage winds and turns, going first to the right and off towards a steep left, following back towards the right again, and you see a subtle difference in the scenery.
The passage was no ordinary, natural earthway, but a transverse column of stone, naturally-hewn judging by how the environment meshed smoothly into the area, slowly becoming wider and wider since you first entered into the tunnel until it formed half the size of the chamber, still moving forward with only one way back. The ever-present root system gives mention to how easily anyone can get lost in the area, as though the passage was akin to a tube in particular, the roots made it seem more like a labyrinth at times.
[4,2,1 > 3]
Only the knight takes the time to glance back to check on everyone-sometimes grinning, sometimes whistling a somber tune. "Times like these where you appreciate the scenery, eh?"
He is answered by the general aye, until Royce trips on a root. He dives into a roll and saves his face from meeting the undignified greetings of the floor. Other than that commotion, no other feeling from the area in front of them was observed unless the miniature tremors felt every minute or so were considered, though the group generally senses a feeling of unease, echoed by the greyhound who happily trods near Royce.
"Strange. Nothing as of yet. No sight of them, nor sound of them. I'm pretty sure we'd have met a small group of them by now. Or even any of the subterranean dwellers, given this...lapse. Say, shall we set camp for the moment? Perhaps a refreshing nap would do for most of you. I'm pretty sure all the walking would do bad to those with a condition, hmm?"
At the end of the knight's words, the party stops. You find yourself in a chamber eerily similar to the first one--yet lacking the raised stone or level floor--but being divided into two portions: the area you stand on is elevated, smoothly carved out and descending forwards to a steep depression much like a cliff. Jagged rocks outline the opposite wall, while the cliff face beneath you exhibits a smoothened outline. At the bottom, as Royce sees, is a faint glimmer of blue, as if diluted in the air.
"Because if we're all ready, we could just go on ahead, down this crevice here. I've brought rope."
> We’re back > Please append 'Subquest' in anyway, for those who aren't in the main mission. > I've heard rumors that Ochita is not visiting Bay12 frequently anymore, yet must abide by the GM rule of replacement. There is a way to 'replace in', literally. I won't doubt your creativity. > I will continue the turn regardless of how many sub-questers have posted if in a (generally) peaceful situation--just assume that they're tagging along in silence. View your status here! |