• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The chamberlain, the king, and the dragon (drobe)

After the color return to his cheeks Lucann turns to Quinn. His eyes narrow and look into Quinn's as if searching for something. He begins: "I hope you bear great strength of will and potent sorcery. These brands are the work of a sidhe sworn to the shadows. Whatever you believe in - cling to it. Doubt sustains it as bread and mead sustain us. I wish I knew more, but I'm certain we must act quickly."

Lucann turns his eyes back towards the city. "Maybe I have been too harsh in my judgment of this place. it must have been vibrant and full of life once. With luck it might be so again." Lucann sighs. He seems almost wistful for a brief moment. "Perhaps the humans are not the only ones who failed to live up to the old accords..."

"I believe in nothing," Quinn says. "In the emptiness I find strength. When you believe in nothing, there is nothing to doubt.

"This city - it is what it is because of what it was. No use mourning the past; it gave birth to the present. Don't let your belief in what could have been give rise to doubt in what will be."

The thing I miss the most from face to face play is being able to get a more fluid sense of the push and pull of the narrative from reading players' faces.

:) is my expression after reading your post.
 

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Lucann's face flushes deep crimson. He lets out a harsh whisper "Shidan enaru! By the blood of my ancestors and will of the Lady I will pierce the heartsoul of this sidhe. They have tread on forbidden grounds."

After the color return to his cheeks Lucann turns to Quinn. His eyes narrow and look into Quinn's as if searching for something. He begins: "I hope you bear great strength of will and potent sorcery. These brands are the work of a sidhe sworn to the shadows. Whatever you believe in - cling to it. Doubt sustains it as bread and mead sustain us. I wish I knew more, but I'm certain we must act quickly."

Lucann turns his eyes back towards the city. "Maybe I have been too harsh in my judgment of this place. it must have been vibrant and full of life once. With luck it might be so again." Lucann sighs. He seems almost wistful for a brief moment. "Perhaps the humans are not the only ones who failed to live up to the old accords..."

"I believe in nothing," Quinn says. "In the emptiness I find strength. When you believe in nothing, there is nothing to doubt.

"This city - it is what it is because of what it was. No use mourning the past; it gave birth to the present. Don't let your belief in what could have been give rise to doubt in what will be."

Theren followed their conversation with a sort of indifferent look. His suspicious were confirmed by the Wizard and the Elf, there was magic at play here and from the sound of it, from the dark ones. That was enough for him. It seemed to him that Lucann believed too deeply and Quinn not at all and as with most in his life, he lied somewhere in the middle. This discovery would perhaps make their case to the king more urgent, but it also may make it more difficult if sidhe have gotten to him first, and if it proves he is not a man of honor or strong enough will.

"What is that horrible smell?"
 

...grab one of the sellsword's weapons (A dagger or shortsword) and toss it to the boy with a, "learn to use it." And then return to Lucann.

You feel a penetrating gaze and your eyes are drawn there.

The boy has picked up the weapon, feeling the weight of it. He first wipes a tear away from his cheek and then the blood trickling out of his mouth. When you turn his way, he looks at you with a sort of odd detachment, mouths "thank you" and promptly walks over to his family where his mother corrals the younglings while he corrals the whole of them toward the entrance to the Underbelly.
 

You feel a penetrating gaze and your eyes are drawn there.

The boy has picked up the weapon, feeling the weight of it. He first wipes a tear away from his cheek and then the blood trickling out of his mouth. When you turn his way, he looks at you with a sort of odd detachment, mouths "thank you" and promptly walks over to his family where his mother corrals the younglings while he corrals the whole of them toward the entrance to the Underbelly.

Theren half expected that the boy would be dead before the end of the year. Still, he'd be dead a lot sooner without a weapon in his hands.

Theren turned back to the others. Does anyone know what we should expect when we reach the castle? If the guards up there have been magic'ed are we thinking a fight? I'm not sure how well that will play out if we're trying to see the king. How about you, Quinn is it? Do you have an tricks up your sleeve to counter this arcane power?
 

"I had a run-in with the Court Mage," Quinn says. "Someone to be feared. His bodyguard thinks that the kingdom is going to surrender. He and this sidhe are probably behind it. I doubt that we'll be able to talk them out of whatever plan they have.

"I have a trick or two, but keep your swords and spears ready. I have a feeling we'll need everything we've got."
 

Thurgon has been listening, but is distracted by the woman and her children. As the others discuss the emptiness of life and the workings of dark fey, Thurgon strides up to the mother. "Take heart, my friend!"

[Enc power grants her 10 temp hp and +2 to all defences; Diplomacy +19 (assuming she recognises me as a noble knight of the realm) +2 for enc power = +21, + 7 for roll = 28 total)]

"You and your children will be safe in the undercity; it won't fall. And you," Thurgon says, turning to the boy, "if you're going to carry a blade, make sure you learn how to use it, and when. Avoid foolisheness! And obey your mother."

He returns to the group.

"Quinn, that's enough nonsense about emptiness. These people aren't empty - they're full of fear, and we must turn that fear to hope! Let us deal with this recalcitrant chamberlain and call the king to account!" And I heft my heavy mace (no blood-shedding weapons for this cleric!).

It is reminiscent of the bits I enjoy in the Lord of the Rings.
I'm getting something of an Earthsea vibe.
 

"I had a run-in with the Court Mage," Quinn says. "Someone to be feared. His bodyguard thinks that the kingdom is going to surrender. He and this sidhe are probably behind it. I doubt that we'll be able to talk them out of whatever plan they have.

"I have a trick or two, but keep your swords and spears ready. I have a feeling we'll need everything we've got."

Lucann glances at Thurgon. After noting the knight's readiness, he reaches into his cloak and unveils a silver lantern, resplendent with the markings of Sehanine. This marks him as a priest of his order.

Mechanics: Lucann and his allies gain +1 power bonus to Insight and Perception as long as the lantern is out.

Aided by the revelations of the lantern, Lucann addresses Quinn: "I would not be concerned that the sidhe will take overt action to bar our entrance. It already risks much in intervening in the affairs of men so directly. For children of the forest the Accords are not a simple agreement, no matter their master. They are written in the blood of our hearts. This is even more true for those who still claim the True Forest as their homes. I find it troubling that one sworn to shadows would seek the daylight. There must be much at stake for it - that is no pleasant thought."

Insight: 1d20+22=37

Intent: Lucann seeks Sehanine in the forest of his heart to see if She Who Walks The Woods of the World might have any hints as to what would drive the dark sidhe away from their homes and eternal war with the Eladrin and Gnomes. The more cryptic the better.

Lucann is ready. He still remains present in this world as while as the forest of his heart. Once the action scene begins in earnest he will invoke Deadly Calm. He exudes a preternatural calm. He gives Thurgon a quick nod to let him know the elf priest is ready to proceed.

Note: I better not be using up all my good rolls in the transition scene. Deadly Calm is a daily stance that does extra damage when both oath of enmity attack rolls succeed. I'm not sure how to handle that for the purposes of the exercise. It seemed fictionally appropriate so I'm using it.
 
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Lucann glances at Thurgon. After noting the knight's readiness, he reaches into his cloak and unveils a silver lantern, resplendent with the markings of Sehanine. This marks him as a priest of his order.

Quinn rolls his eyes.

Mechanics: He's opting out of the power bonus (if possible). Why? Well, he wouldn't buy it. I'm interested in how the reward system might reflect that action.
 


Can anyone cover me for rep to LostSoul?
Not me - already XPed Quinn's fight in the underbelly.

Quinn rolls his eyes.
With the power bonus to Insight Thurgon might even notice this (d20 roll of 7 +9 = 16 - so makes Easy for our level).

Assuming he does, he glowers - is Quinn's lack of faith here going to hurt our endeavour?

Mechanics: He's opting out of the power bonus (if possible). Why? Well, he wouldn't buy it. I'm interested in how the reward system might reflect that action.
By default, I don't think 4e easily rewards this - you'd have to toy with quest XP, I think. But it should affect the fictional positioning, if you end up having to Bluff some unseelie fey! (Or Diplomacy, or whatever, but Thurgon hasn't considered that possibiity yet.)
 

Into the Woods

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