-Turn 14: Volition-
Players:
Eisen: 72
Ecidona: 64 + 15
Sal'savira: 26
Shella: 46
Gurrath: 75
: 10 + 15
> The Party takes initiative! General consensus is to
Flee! Other rolls aim to defend/attack!
Ecidona's Silence Spell has dissipated!
Action: Confused warnings!
[Make your actions clear please. I nearly missed the subtle note that you wanted to get the scrolls and figurines back there.]
[Loot: 4]
"Understand what's going on? There's a sword poised to strike you down! We're-you're-there are-"Ecidona takes a breath before looking at Sal'savira and the rest by the warding barrier, before looking back at Eisen. Yet before she could act, she winces as she senses her spell waning. The faint traces visible only in her eyes would soon take effect on the rest.
Action: Try to concentrate on the source of the 'wrongness' and figure what it is. Maybe take a careful peek outside if needed.
[Detect: 6 vs 2 = Enemy Spotted!]
[Intercept due to initiative? 2 vs 2 | 6 vs 4+1: Heck yes]
At Ecidona's warnings, and on her intuitive feelings, Shella takes a peek out-before being tapped on the shoulder by Gurrath.
"I'll check outside." he says before exiting the tent. The Orc turned about and checked the area as Sal'savira began crossing through the warding barrier, and kept her sights on for any discrepancies in the air -as Ecidona was keen to mention- as it felt mostly like riddles or metaphors.
She squinted, seeing a linear shift soon turning into a humanoid outline moving subtly within the interior and felt the handle of her axe meet her hands. Before her eyes, the scene was changing.
"Eisen-"Grab the orb and leave the tent to check outside due to Ecidona's warnings.
[PS: You should really edit in your action here other than sending the exact action on IRC
Glad to have caught you on that last moment PM.]
Search for the object Rhea asked for.
This was a hidden roll of [5] in which you believe the only thing matching what she has mentioned (after looking under the log pile and gazed under a few of the strewn books) are the emerald-colored coins. So you also get a loot bonus by getting the whole bag due to the time.
[Craftiness: 6]
[General action: 1]
"-move! Now!"[Eisen Dodge: 6
+2{Fleeing} vs 1+1+3 {Telegraphed Ambush} - Success]
The Foxfolk took two steps from his position, until he noticed the same thing as the others. Ecidona's spell, woven as it was around them and their vicinity, could be seen visually receding. From Gurrath's location, it travels quickly past Shella and Sal'savira then. . .horror.
The faint outline of the silence spell passes the Malkaven, and unveils a grisly scene as it returns back towards its owner and vanishes.
~~~
First, was the stench of death-the odor of burnt flesh and blood.
Second, was their owners. Six, seven, eight or nine; in general, several bodies were huddled and lying on the ground in a concentric pattern around the orb surrounding the Foxfolk. Deep gashes decorated their bodies and blood pooled around them, with most of the cuts showing scorch marks and clotted blood. None of them moved, and whatever semblance of life was on them could not be seen.
Third, was the threat. The sword, poised above Eisen's head. It was carried by a figure covered fully in plated armor with a visor covering its face. With the silencing shroud gone, the figure takes on a detailed yet translucent human appearance--much like the shine of clustering dust in sunlight--towering at about seven feet in height.
In the second that passed, it seemed frozen. The greatsword which Ecidona spoke of was held in both hands, shimmering in a faint yellow hue. And in the next second, it began to move--to resume its motion, as if it paused or slowed.
Yet, they were all ready. On reflex, Eisen dove to the side as the sword crashed into the brazier, leaving a huge dent in the metal. The Foxfolk felt heat pass by him as he followed up into a sideways roll and unleashed his shot back at the figure. The arrow strikes true, but glances off the poleyn and embeds itself in the far end of the tent after spinning once-breaking two bottled flasks on the rack beside Ecidona, who notes a hissing sound as it is exposed to air.
The blade, however, catches Eisen's cloak, and he finds himself pinned due to its fastening. Right before him, the cloth shrivels and curls, emitting the foul odor of burning fabric.
Try to usher everyone out of the tent, after they've grabbed things if appropriate.
[Craftiness/Improvisation: 6]
[Flee: 5+2 vs 6+1 | 2+2 vs 3+1 | 6+2 vs 1+1: Success!]
"Grab the orb!" Shella cried as she interceded, parrying its strike with her axe as the figure moves to advance. Sal'savira took hold of the situation, before helping Eisen up as Shella handles the figure.
She takes hold of the Orb, and noticing its fabric, decides to wrap it up in the silk underneath it.
"Go!"
[
: 6+1 vs 1 | 6+6 vs 1 ; Critical!]
[> Weapon Sunder: 2+2 vs 3]
[Shella {Flee}: 3+2 vs 3+1: Success]
At the order of the Seeker, Ecidona is the first to dart through the entryway, followed by Eisen, and soon after accompanied by Sal'savira herself, but not before she glances at her ally.
"Shella!"
The Orc was caught in battle-squaring off against an opponent with full advantage in the area in all but distance--her axe outmatched the space needed to easily swing the greatsword, and blow after blow was countered by a feint and a lunge, only to end as the shady figure uses its fist. It connects with Shella's armor, hitting her in the side and leaving her open to attack-it strikes quickly with its sword, and is met by reflexes only a trained warrior can match. It makes contact with the axe, changing the angle of the strike to glance off the weapon, but in turn cleaving right through the upper half, leaving only a broken splinter remaining and putting the orc off balance.
This was when Sal'savira made her move. She quickly took hold of her friend, and shoved her through the warding area, quickly following in turn after weaving past a strike, using a body as a distraction, and dodging a quick call to the leg.
As the two women scramble for the entryway, they hear no pursuit of the figure-and on curiosity, look back. It is standing rather stoically at the entryway, with sword clasped in both hands, staring right back at them. The wards marking the perimeter of the tent interior glow bright azure as the inside is shrouded in their glow.
Check outside for any sign of hostility/Is Rhea ok?
[Search: 2]
It was a beautiful morning. The silence in the air kept Gurrath reminiscing of the times gone by, when he was back in the mercenary business. Living on the road, and getting paid for various activities; all of which encouraged the use of his spear. Those times were good times.
Until he sees Rhea waving at him by the hilltop, and hears the faint sound of a hunting horn being blown in the far distance. He sees her hand clasp around his amulet, and her mouth voice silent sayings before shaking it again and repeating the motions. Soon enough, she gives up and clasps her hands around her mouth and tries to shout something while pointing energetically at the tent.
Sadly, due to the distance and the early morning air, it is vague and indistinguishable, yet punctuated by another sound-the noise of Eisen and Ecidona running out of the tent from behind, followed by Sal'savira and Shella.
"Nothing wrong out here-though Rhea seems distraught. What happened?"Interior:
Exterior:
Everyone
The staves create a 'borderline' between the entryway and the tent interior. Think of the 'tent' as having an extension, and the extension being the entryway which isn't in the interior of the tent.
Characters: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.
It is glowing in bright silver.
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.
Tiny Opalescent Orb/ Fitting in the palm of your hand, the orb is wrapped in folds of violet silk. Glancing at it, you see its physical nature being both transparent and translucent: the former pertaining to the periphery, while the latter aimed at the middle or core. You can see tiny shadows shifting about in the haze, moving about independent of any light.
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.
It is glowing in bright silver.
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: 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.
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 circumstances. A trained soldier can utilize its simple concept to its full advantage.
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.
The cloak is half burnt from the bottom, up.
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.
It is glowing in bright silver.
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: 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 Knife/ With a long yet broad blade, the handle is exquisitely carved and set into a symbol of the Silent Sisters. The edge is sharpened to a point, and the tip is curved.
Sturdy Clothes/ Thick yet light, the clothing Ecidona wears bears the work of the skill of the Bastion's tailors. The set is generally described as hard fabric, with the inner layers comprised of an interweave of different textiles, usually forming the hardened layer giving the clothing its sturdiness.
It has several pockets set within.
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.
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.
It is glowing in bright silver.
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.
Scroll Bundle/ Notes and personally written scrawl, most of the medium on which the words are written is blackened and burnt-hard to discern-but the paper remains whole. Vague pictures of circles, wheels, arrows and humanoid figures are seen on several of the 'scrolls'.
Gender: Male
Age: 26
Class: Flowing spearman
Race: Human
Health:
17/
20
Skills:
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.
> Action for Ochita was given by another significant anonymous person there.
> I do roll for intuition. This is hidden and in the context.
> I've trouble with second person/third person pronouns and writing :/
> Thrice cursed luck. D:<
> Experimenting with vague health:
Healthy = >76% of total hitpoints
Fine = 50-75%
Wounded = 26-49%
Badly Wounded = 11-25%
Dying = 0-10%//surviving on critical hp
Dead = All hp depleted, and either the head/torso's critical hp is depleted.
> I decided not to use it.
> Hah! 1 week since last turn! I'm on schedule.
> Examining is a free action.
> I will one day fix all those past-present tense narration. Why does this happen to me.
> Notice how the rolls are separated by a "|" if tied? That equals 1 round of combat-it will return to the state of combat unless any intervening actions interrupt.
I am just bad at formatting how it seems. Count it in total to check.