Action: Shoot the old guy first, if no one has a better idea. [5]
Attempt to not draw attention to myself. [5]
Act all humanoid and bandity, approach group. [3]
Guard the prisoners, make sure they don't escape [4]
Try to bluff our way through the watchers. Tell them we are taking the captives to the main camp. [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 9: An Arrow's Point-
or
~The Bow is Mightier than the Pen~
"Not a charge," Eisen said in reply to Syra,
"We have a plan."Shella adjusted her slurbow while making sure the bolt was nocked,
"Don't worry, little one. Your ward needs your presence more.""Leave this to us mercenaries," Gurrath added,
"It works better that way." He gave way to Eisen as the man held his torch aloft, transferring the foxman's load onto his own horse before shifting behind Sal'savira as the Seeker took front alongside the Knight.
"I just hope you know what you're doing." Syra said as she returned to her place at the back.
The bandits in front of you do not move from their positions in the slightest as your horses approach, their hooves keeping the rhythm as you try to keep your calm. Looking around, you can see more of the vague silhouettes surrounding the watchtower - seven, eight, nine...not including the bowmen and spearmen in front of you, perhaps amounting to nearly one and a half dozen men.
[Meeting:
1]
The elder man, seemingly their leader, approaches with his cudgel in a cheerful manner.
"Hail scouts. I see you've done well in your work." His gaze passes over the column, his smile increasing in size as he nods to himself.
"Very impressive. Four hapless mages, I presume. You didn't lose anyone?"With a silent nod, Eisen unfolded the first quarter.
"Nay, my sire. We arr'nt facing death so easily.""We're in a rush, and you seem to be interrupting our proceedings." Ecidona said.
"Let us pass. Direct orders to head to the camp." The Malkaven added.
"Hold on, just who are you and why are you giving me orders!? Tell me your name, lad." The bandit says, looking at the foxman.
"Err...""Ursa. Who are you to command my party?"
You see the turn of heads, and attention focused on the back of your lines, Syra was speaking.
"You have no authority to ask my companions anything as you're only command of our western guard."
"Someone tell me the lass didn't grow a tongue ever since she's been sent out!" Ursa laughed, marching up to the girl with his cudgel ready,
"I'll teach you to speak to me like-"*THUNK*In the speed of a second, you see the bandit knocked off balance before falling flat on his feet, a blunt bolt nearby.
"You'd do well to heed her request." Shella intoned, reloading her slurbow while holding a gloved hand out for the bolt, which the leader returned reluctantly.
"Bah, very...well. You, and you, lead them to the camp. Quicken the pace. I don't want to bother with these scum anymore."Two
bowmen clad in leather alight from their posts and unmask their faces, revealing a young man and woman as they approach and lead your group through the guarded perch, with Ursa giving one of the captives a bash on the head for good measure, adding in a muttered curse along the lines of
'Blasted mages...'As you pass through the outpost, the artificial lighting grows darker and less reminiscent of a populated area - only the light of Luna and Gurrath's torch shows the way, as well as the two guides along your side. From your position, you can see a subtle shift in the map Syra has given you, seemingly moving the viewpoint in your location and lit only by the torch you brought along.
"We're nearing the place, I'll lead you to the main encampment and leave you alone. Ursa is just grumpy these days. Most of us young sent out to do the work of the elders due to the sickness." The man shrugs. "Not much to do but hope. We don't even know what is going on here, the elders - or those who are still hale - refuse to say anything about it. There'll be a meeting soon, and judging by your looks, seem to include anyone who can actually capture a mage alive. Poor sods."
The woman continues as if on a cue. "Nothing matters anymore. What ever happened, it's like we're cursed. More are falling ill and we're not even able to see them in their state. Just give us the order to go back, I don't want to return to the camp. Just keep on heading straight and don't mind the thick foliage. Our leader has somehow chosen the best place to make an encampment - in the heart of the forest, and in a ruin of a fort."
Looking back, you remember nearly half of the guards on watch were sporting different characteristics than that of human youth, as if it was a conglomeration of the differing 'fantasy' races you've heard while in the Bastion, as described by a child.
Syra whispers to you, "Sorry about the whole 'I own you' facade earlier. Figured they wouldn't notice. Constant shifts in the watch and all...sorry for intruding. Glad they didn't though. Wouldn't know what to do then."
Bandit Axeman 3: 16/18 - Disarmed
Bandit Spearman 5: 12/16 - Disarmed; Knocked Out
Bandit Swordsman "Dweonir": 14/20 - Disarmed
Bandit Swordsman "Gerrick": 15/15 - Disarmed
> Loot is being carried by Eisen...
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.
2x Bandit Bowmen:
Healthy - Melee Range {Friendly}
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 still hard to make out any discernible features like facial expression or eye color.
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.
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, it's concentrated form is volatile, 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.
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, it's concentrated form is volatile, 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.
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, it's concentrated form is volatile, 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 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, it's concentrated form is volatile, 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.
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.
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, it's concentrated form is volatile, 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.
> When I did say 'motley', I think I should've...emphasized my point back in the intro? Oops. Well, expect more of these vague references later on. Sorry if I failed that. :/
> Sorry for bad quality turn. Very sorry.
> Nothing else interesting to mention.