Action: Dismount and lead the group in infiltrating the camp-stay close to Ecidona and make sure she can keep her shield up over the team, while keeping her undetected.
Edit: Wait till Sal'salvira is done with questions to move [4]
Infiltrate the camp with the group, protecting Ecidona [1]
[Follow] [3]
Use my powers, create a magic-resitant/blanking field around me [5][1+1][6]
Get off the horse and start to move into the camp through the path of the rocks Shella previously pointed out. [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 12: Under Twilit Skies-
[1]
[Average Infiltration Roll: 3+
1]
Anti-magic Field continuing for three more turns.
With a quiet murmur of agreement, the group dismounted and readied their weapons, moving right next to the rock wall at the base of the hill, pressing close to it while keeping watch over each other.
A quick glance, and a silent nod: this was it, the time of reckoning, their first official mission drawing to a close with victory right in their sights.
'Stay close to me.'The blanking field has been activated! Magical powers and environmental effects have weakened use outside of party control!
Ecidona clasped one of the many amulets hung around her neck and began incanting the words taught by the Sisters.
As if the silhouettes of the forest couldn't grow any more evident, the same would be said of the group's outline. A thin veil of shimmering, translucent weave hovered above each one of the party's skin and the ground under and around them, forming a certain figure between each member, and quickly taking the shape of the character before fading back into nothingness seconds after. As you look back up to scale the wall, you could see Syra bidding you good luck before attending to the bandits.
Up and over the hard wall, the party moved from tent to tent, utilizing the effect of Ecidona's spell as they moved. Not one object on their persons could be heard clanking around, or even their footsteps on the rocky soil. A simple spell of warding, now a great advantage.
Nearer and nearer you get to the central tent. Sideward glances only earning you the ire of the burning torches, and the sign of emptiness in the camp where most other tents lie, speechless of any sound, hollow and bare. Your weapons feel out of place, as the feeling of loneliness creeps in. The pavilion emits the same light at frequent intervals counting about minutes in between, yet you feel no effect. The number of figures seem to have dropped, though, until only a handful remain, nearly indiscernible with the other objects in the tent: weapon racks, chairs, tables and what seemed to be a bookshelf. Tiny sticks resembling candles could also be seen past the other tents situated around it.
[Progress: 2]
Moving behind another low barricade of crates and a wheelbarrow, you can see the light shifting to an emerald green now, including faint cursing and angered words, similar to one speaking in a way which states disapproval. The tents surrounding the center do not indicate any movement, nor any of the surrounding sides.
It was like a grave, with the magic in the air emitting the odors one would expect
in a grave.
((You are only a sprint away from the center, with the entrance turned opposite from your direction. You can only see vague figures in the tent, numbering at about ~6 or so.))
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 Syra 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, 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:
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, 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:
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, 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:
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, 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:
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, 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.
> SeriousConcentrate {5}
> Sorry for taking so long. RL had its turn. Again.
> Apologies for quality.
The Knight looks you over one by one, nodding at the sight of the ant and the wolf,
"He wasn't kidding when he said a motley crew. But what do you expect of rat hunters..." He shakes his head before gesturing, leading the way away from the center of the village and farther up the road out. You follow, some of you with curious expressions while the rest of boredom or blatant annoyance.
"Now let me be clear. When they mentioned rats, you expect the wee biters at about hand size that gnaw through the stores and granaries during harvest and winter, aye? Let me disappoint you." He shines his lantern up the path, now leading towards a hill where you see another light - and even more of your people. Others from the Bastion, where most are recognizable from earlier along with the new faces which turned up, most probably at the Seneschal's call.
"You are many!" the Knight says, standing at the crest of the hill and looking down at the gathered people.
"Yet will you be enough? What we face is the dreaded ratling - a cross between vermin and thief, a plague on our land and our people. Diminutive in size with teeth that can penetrate armor and bone alike. And better yet, they know how to settle-"He unsheathes his sword and points it at the other side of the hill. Those of curious mind follow the sword, moving up the hill to get a better glimpse to see a large chasm in the ground resembling a sewer entrance, skewed diagonally and bearing a broken, rusty grate along with a red symbol painted just above it.
"-beneath our very feet. I can swear, they know the place as if it was natural to them...Granted, all that's keeping us from an invasion is that symbol over there. But that's all just hearsay, I say."~~~
[1]
The grate swings open with a tortured ringing of metal to reveal a gigantic chamber, and all at once the band of men, woman and animalfolk plunge into the depths below, their only lights being that of the moon, and those they brought with them, until they come across a large, hallow chamber.
Most of the chamber is shaped like a half-sphere, colored in greyish tones and covered with growing moss and scum, remnants of stagnant water dot the passages and crevices in the floor. Tree roots could be seen crawling along the cracked ceiling, which was mostly covered with flimsy webbing from spiders of an ancient time. Small crystalline patches cover the area, lighting up the place with their own bio-luminescence in a scintillating greenish blue.
"It looks like we're camping here. Designate a watch, we're to expect company soon. When you're ready...just tap that stone over there," the Knight says, gesturing towards a loose, raised block in the floor right in the junction of three other passages leading in the dark, obeying the cardinal directions from the South, being your entrance.
"You can scout around, check the tunnels. Don't mind the infernal squeaking and tapping of metal around you, though. It's just the rats. And probably spiders. Or the crawlers...I forget."As he speaks, you can hear the faint rumble of the ground and feel your bodies shift to the tremors.
"Or probably stone worms...err, perhaps this was not the best idea of training for you lot. Though I need a majority vote on backing out. Do I hear any ayes?">
All waitlisters may or may not post in this quest. Regardless, you are now vaguely present. Any introduction of your character or how they got into the party is graciously appreciated.
> The test will be performed as such. I would appreciate criticism in this way on how combat is generalized (you're in peace right now and have the freedom of...anything, actually. Introduction, talking around...):
- Enemy health will be vague and under a different combat system. The old combat system works on your health only - which will be known to all.
- The new combat system works as such: Accuracy {Only shown roll} = 1d8 vs 1d8, higher first roll = hit. Damage = addition of both rolls values.
Ex: 7vs6 (hit) damage: 13. Critical (using old system)
Only the Accuracy roll will be shown.