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[IC] Dogville - a bloody 3.5 game
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<blockquote data-quote="doghead" data-source="post: 4141452" data-attributes="member: 8243"><p>ic - dogville - E1</p><p></p><p>The rest of the first day passes large without incident. The skies remain grey for much of the way, and light showers are frequent. About an hour before dark, Humbar calls a halt, and camp is made for the night.</p><p></p><p>The second day passes much as the first.</p><p></p><p>So does the third.</p><p></p><p>By the end of the forth day, the caravan is but a half dozen miles from Sandpoint as the day begins to draw to a close. Normally Humbar would call it a day at this point and stop and set camp. This time he decides to push on for Sandpoint. He does call a brief halt however, which Winison uses to prepare a clay bowl of materials. After ten minutes or so, she lights the contents and moves around each of the bullocks, wafting the smoke over them liberally. The smell suggest cut grass in the summer heat with a trace sweet wildflower perfume.</p><p></p><p>"Relaxes them and keeps fatigue at bay. Don't want any of them breaking down," Humbar says by way of explanation. </p><p></p><p>After ten minutes, the caravan is moving again. A short while later the caravan tops a ridge and Sandpoint becomes faintly visible in the distance for the first time. There is still a good few miles to go, however, and as the caravan descends into a shallow, valley, Sandpoint is lost from sight. So is the sun shortly after, and twilight engulfs the world quickly.</p><p></p><p>A couple of hundred feet away, off to the left of the caravan, half a dozen long dark shapes detach themselves from the shadows. They streak across the ground separating them from the caravan. Wolves. Even worse, wolves with goblin riders. They cover 200 feet in time it takes Humbar to curse. The drivers lash their reigns, for what little its worth.</p><p></p><p>[sblock=ooc]Wolf riders are at 9 o'clock, about 50-60 feet away and moving fast. Javelins, hand weapons and light armour. Surprise round done. Round 1 is up next. Roll initiative. Goblins go at 13.[/sblock]</p></blockquote><p></p>
[QUOTE="doghead, post: 4141452, member: 8243"] ic - dogville - E1 The rest of the first day passes large without incident. The skies remain grey for much of the way, and light showers are frequent. About an hour before dark, Humbar calls a halt, and camp is made for the night. The second day passes much as the first. So does the third. By the end of the forth day, the caravan is but a half dozen miles from Sandpoint as the day begins to draw to a close. Normally Humbar would call it a day at this point and stop and set camp. This time he decides to push on for Sandpoint. He does call a brief halt however, which Winison uses to prepare a clay bowl of materials. After ten minutes or so, she lights the contents and moves around each of the bullocks, wafting the smoke over them liberally. The smell suggest cut grass in the summer heat with a trace sweet wildflower perfume. "Relaxes them and keeps fatigue at bay. Don't want any of them breaking down," Humbar says by way of explanation. After ten minutes, the caravan is moving again. A short while later the caravan tops a ridge and Sandpoint becomes faintly visible in the distance for the first time. There is still a good few miles to go, however, and as the caravan descends into a shallow, valley, Sandpoint is lost from sight. So is the sun shortly after, and twilight engulfs the world quickly. A couple of hundred feet away, off to the left of the caravan, half a dozen long dark shapes detach themselves from the shadows. They streak across the ground separating them from the caravan. Wolves. Even worse, wolves with goblin riders. They cover 200 feet in time it takes Humbar to curse. The drivers lash their reigns, for what little its worth. [sblock=ooc]Wolf riders are at 9 o'clock, about 50-60 feet away and moving fast. Javelins, hand weapons and light armour. Surprise round done. Round 1 is up next. Roll initiative. Goblins go at 13.[/sblock] [/QUOTE]
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[IC] Dogville - a bloody 3.5 game
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