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[LPF] The Road to Tritower
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<blockquote data-quote="Aura" data-source="post: 6374955" data-attributes="member: 6747658"><p>Turning north at Baron's Cross, your journey begins in earnest. The sun is out and beating down powerfully today, and it's not long before Anzaldo pulls his straw hat on and, only a little while later, Anna pulls up the hood to her summer cloak.</p><p></p><p>Conversation is light as the group moves along. Anzaldo is quick to credit Betsy and Johnna with the creation of 'fresh country air', cackling with a certain amount of glee over the expressions such a statement is likely to produce.</p><p></p><p>It is quickly becoming apparent that the group is off-pace if you wish to hold out any hopes of making it to Tritower in a week's time. Anna's ground tapping technique is not as well developed as one might expect, and thus her walking speed is somewhat lower than even Francis and his considerably shorter legs. Further, a staff seems a rather clumsy tool for tapping ahead of oneself.</p><p></p><p>As sundown approaches, you can see a rather large rock formation starting to become clear on the right side of the road, but it is apparent you won't reach that milestone today. It's only a matter of when you set camp for the night. Fortunately, good camping spots next to the road are not at all uncommon.</p><p></p><p>[section]</p><p><span style="color: #00ffff"><u>Anzaldo</u></span></p><p>[align=left]http://img2.wikia.nocookie.net/__cb20140818022725/livingpf/images/f/f1/Anzaldo_Gheirano.jpg[/align]<span style="color: #00ffff">"We can make ta camp any time,"</span> Anzaldo suggests. <span style="color: #00ffff">"Though itta matter of goin' on as much as we can to make up fer our speed, lest we run out of supplies at the end. Cause den we'll have to eat Betsy, which'd be a shame."</span> Anzaldo rubs Betsy's neck in an almost affectionate way as he verbalizes the last sentence. For her part, Betsy shoots him an nasty glare almost as if she understood him. Of course, she shoots people nasty glares on a regular basis, so it's hard to tell.[/section]</p><p></p><p>[sblock=Clarification]There is no cart. The two mules, Betsy and Johnna, are both loaded directly. One has the supplies, and the other has the shipment of alchemical remedies for Tritower. Basically, Anzaldo is leading the mules by hand.[/sblock]</p><p></p><p>[sblock=PS:Rolls]And now that people have their die rolling technique down, everyone can make a pre-emptive perception and initiative roll. No guarantees on when they'll be used, but it will save us a step when events transpire that may call for it. No rush--just work it in at the bottom of your next IC post. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />[/sblock]</p></blockquote><p></p>
[QUOTE="Aura, post: 6374955, member: 6747658"] Turning north at Baron's Cross, your journey begins in earnest. The sun is out and beating down powerfully today, and it's not long before Anzaldo pulls his straw hat on and, only a little while later, Anna pulls up the hood to her summer cloak. Conversation is light as the group moves along. Anzaldo is quick to credit Betsy and Johnna with the creation of 'fresh country air', cackling with a certain amount of glee over the expressions such a statement is likely to produce. It is quickly becoming apparent that the group is off-pace if you wish to hold out any hopes of making it to Tritower in a week's time. Anna's ground tapping technique is not as well developed as one might expect, and thus her walking speed is somewhat lower than even Francis and his considerably shorter legs. Further, a staff seems a rather clumsy tool for tapping ahead of oneself. As sundown approaches, you can see a rather large rock formation starting to become clear on the right side of the road, but it is apparent you won't reach that milestone today. It's only a matter of when you set camp for the night. Fortunately, good camping spots next to the road are not at all uncommon. [section] [COLOR=#00ffff][U]Anzaldo[/U][/COLOR] [align=left]http://img2.wikia.nocookie.net/__cb20140818022725/livingpf/images/f/f1/Anzaldo_Gheirano.jpg[/align][COLOR=#00ffff]"We can make ta camp any time,"[/COLOR] Anzaldo suggests. [COLOR=#00ffff]"Though itta matter of goin' on as much as we can to make up fer our speed, lest we run out of supplies at the end. Cause den we'll have to eat Betsy, which'd be a shame."[/COLOR] Anzaldo rubs Betsy's neck in an almost affectionate way as he verbalizes the last sentence. For her part, Betsy shoots him an nasty glare almost as if she understood him. Of course, she shoots people nasty glares on a regular basis, so it's hard to tell.[/section] [sblock=Clarification]There is no cart. The two mules, Betsy and Johnna, are both loaded directly. One has the supplies, and the other has the shipment of alchemical remedies for Tritower. Basically, Anzaldo is leading the mules by hand.[/sblock] [sblock=PS:Rolls]And now that people have their die rolling technique down, everyone can make a pre-emptive perception and initiative roll. No guarantees on when they'll be used, but it will save us a step when events transpire that may call for it. No rush--just work it in at the bottom of your next IC post. :)[/sblock] [/QUOTE]
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