Action: Take an Iron Handaxe [3]
Gurrath sighs, and after looking over the Yew bow, takes it. [4]
Examine bandits. Try to remember if Chosen of Ecid are allowed to have NPC slaves unofficial assistants. [6]
Take nothing, keep calm and carry on [4]
Eisen claims one of the iron spears. [3]
Night
Spot Chances [-1 to those without a current light source ; +1 to others wielding a light source ; -1 to Ranged Accuracy Defense]
-Turn 7: The Short Dark-
"I had to be cryptic. I didn't know if they were interpreting my signals correctly and...well, that sign of yours.
Of course, nobody answers me and that Orb... And no, I have no home to return to. If I did, I'd be lost out in this wilderness anyway. Well, me and Rhea, that is."
Syra sheathed her knife and sat down along with Rhea as she modified the map, sprinkling bits of dust and tracing it with her finger as the rest of the party claimed their spoils.
The Malkaven on the other hand, decided to take a more direct approach to the situation. She approached each one in turn and began an up-close inspection of the person, from head down to
detailed toe, the information gleaned was very... | "I didn't steal nothing." --Quote from a very formal bandit; executed on grounds of falsified information. The executioner was handed a warning. Bandits are a motley group of men, most of dubious background. They are the strong arm of any organized group of criminals, and though they may lack in finesse or conventional training, they make up for in their creativity and improvisation skills. While a few men are born into a life of thuggery and lawlessness, many are former soldiers deemed unfit to serve in the local army or generally peasants thrown off their lands. As a means of sustenance, they turn to living off others for their survival. Regardless of their background, they all share a penchant for keeping to their own laws and goals, yielding only in the gravest of circumstances. While their goals are varied and as diverse as any wish of a mortal, they tend to keep their oaths to those they have sworn to, whether it be land, heir or allegiance and respect the privacy of those who cannot fight for themselves - those in the same waters as them, to say metaphorically. As the old adage goes, there is honor among thieves. These bandits in front of you seem to be lightly armored and of young to middle age, all of them male. They are wearing sullen expressions and they seem defeated in their purpose. While those who bear Ecid's mark are no different than any other living, conscious being in this world, these bandits are reluctant to side with anyone who does not first lay down trust at their feet. They are garbed in dark, earthen colors - simplistic clothing pads their armor underneath. |
As they show you their appreciation of lending their possessions through grunts and low-pitched grumbling, the bandits just stay silent for most of the rest of the hour, sitting huddled in a pile facing you. Plans are drawn out to move to the leftmost path, and to go against the movements of the enemy. As you finish up with the battle - stowing away any corpses with their earned respect where they lay, you tie up your captives and move them in a line, heading northwards past the tree-junction.
Syra pulls over to the rest of you while holding up the map.
"Don't mind me. I'll just keep to the back to make sure these people don't escape." you hear her say, referring to the bandits now held captive. "And...don't mind the lines either. I use them to think of possible ways of entry- but it looks like you've all got it figured out yourselves. The men will cooperate with you as you've spared their lives anyhow."
She moves back as the map is handed over to
Shella.
From the colors of the auburn skies came the visage of Luna - the first 'moon'. As the light turned into a darker hue, all that was left was her radiance, blanketing the land in a silver glow. Gurrath leads the way, holding his lantern in one hand while the other kept to his horses reins. The rest of you follow behind him in double file along with the captives and the children on foot.
The night breeze comes, bringing with it the chills of the evening. You can see your own breath in the air as your horses trudge along. All around you, the cacophony of the forest lightens the mood; crickets and other night birds singing their twilit songs through chirps and calls, and the rhythmic footfalls of your steeds were the only sounds heard.
The Night Air refreshes your spirits and relaxes your nerves, enabling most of you to enjoy the scenery before the camp is reached. Everyone regains 5 Health!
[1]
As you pass the next pine, a faint light in the distance appears, followed by another and a third.
Luckily, your suspicions correct themselves - the lookouts had their backs turned to your area, facing the other way as they affixed their light sources for the coming hours.
Looking around, there are many paths to cross through, but the watchers are stationed on an elevated platform made out of wood. A simple but sturdy construct resembling an open watchtower connected to an aged tree.
You can see one of the people carrying a hunting horn, slung by a leather strap over one shoulder and resting on the opposite hip while the rest armed with shortbows or spears. None of them have noticed you and you are not sure as to how many their numbers are, as the distance obscures any recognizable features.
Bandit Spearman 1: 0/18 - Dead ; Looted
Bandit Bowman 2: 0/18 - Dead ; Looted
Bandit Axeman 3: 16/18 - Disarmed
Bandit 4: 0/16 - Dead ; Looted
Bandit Spearman 5: 12/16 - Disarmed
Bandit Swordsman "Dweonir": 14/20 - Disarmed
Bandit Swordsman 7: 15/15 - Disarmed
> Loot is being carried by Eisen...
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:
10/
10 Rhea:
5/5 - Unarmed
> Everyone is in Melee Range of each other.
> The Watchers are stationed at Long Range to your position. It is hard to make out any discernible features.
Gender: Female
Age: 19
Class: Seeker Race: MalkavenHealth:
29/
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.
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:
20/
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.
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:
30/
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.
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:
20/
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 ClothesAmulets & 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:
20/
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.
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.
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.
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.
- Aaaaaaaaaaaaa?
> Rolled 1d6 for recuperation. You got a 5.
> Nothing else interesting to mention.
Also, Happy Halloween to all ye merry men!