TUW: Out of the Maelstrom

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 70, Seeding Season, Laying Wait

OOC: All characters who participated this past week receive 5 developmental points.

[sblock=Plot Point Reminder]Shaffemaron said, "Come Seeding Season, we will... march an army to Southroad Fair and kill everyone not willing to be subjugated."[/sblock]
Vadin... "I say let's get a move on, and try to get as close to Asylim as we can..."
Bolo smiles at Sheldon and replies, "Wouldn't it be easier just to increase Turtle's speed when I need to?..."

San-Bolo propose to scout out the area that the soldiers will approach from and find suitable places for ambushes or to hide supplies if needed. They will also look for good places to set traps.
Merindell and Torvald have nothing more to add during the second discussion.

The Southroad Seekers take to their own guild house to discuss the mechanics of the operation and strategy in great detail. After a full day of deliberation, the group set out south. What would have taken 15 days by foot, or 5 days by normal horse, only requires 3 days by Windrunner. If pressed the adult horses could cover the distance in 1 day, a feat that weighs heavily into the future strategy of guerrilla warfare.

Water containers are staged at five different intervals of a day's walk, backward from the first strike point. The first point was chosen for its location and formation. The tail of the Spine splits as it nears the southern coast, walling the desert that surrounds Asylim. As the road passes through a gap in the lowered heights, it skirts the western edge of the main Spine for a five day's walk, northward.

Working with Turtle, Bolo comes to understand what Sheldon was trying to explain. No amount of manipulation can cause the bear to be able to travel at a speed any near that of the Windrunners. Unknown to any of the Seekers before, there is a detrimental side-effect of the Stimulation. All metabolic process are increased, not just motility, causes excessive fatigue if used too often concurrently. With the shorter life expectance of Turtle, the repeated stimulation might well kill him.

Leaving well ahead of the time necessary, the crew has ample opportunity to learn the lay of the land and to plan the actual assaults and exit strategy of the five beneficial staging locations. Everything is fully assessed, leaving the Seekers with 20 days to wait. Hunting expeditions are easily conducted eastward into the mountains so as to not create any chance to spoil the surprise.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 
Last edited:

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Tellerian Hawke

Defender of Oerth
The Seekers' Plans said:
"...Leaving well ahead of the time necessary, the crew has ample opportunity to learn the lay of the land and to plan the actual assaults and exit strategy of the five beneficial staging locations."

Tor says, "Starting with the first ambush point, how exactly should we lay out our assault? Where are the major landmarks and high points? What exactly is our strategy? What is our goal, kill count, or specific damage, such as 'take out their water supply', etc.?"

Tor asks these same questions for the other ambush points as well.
 

Kwargrow

Gamer Extraordinaire
At the first sign of distress on Turtle, Bolo will send him back to guard the guildhouse. Bears do not understand war anyway.

Sannit says, "For our strategy I was thinking we rest during the day, while the army is marching, and attack at night to disturb their rest. We should space out our targets, sometimes attack sleeping soldiers, and sometimes their supplies to force them to place extra guards around camp. Perhaps we could use paint and manipulate Way to alter our appearance and make it seem as though our ghosts are seeking vengeance against them. If we do destroy their supplies, we should ensure there are no settlements or places nearby the army will pillage in order to replace it. I don't think we can trust the timeline of the Magisters also. We should keep a watch on the road in case the army sets out early."
 
Last edited by a moderator:

Tellerian Hawke

Defender of Oerth
Merin nods in agreement, "We should find some berries with contrasting pigments, to emphasize certain features. Most of our skin should be white, but the areas around our noses, eyes, and mouths should be black, to give the appearance of a skull. Our hands should be black as well. I also think that anytime we kill without being seen, we should leave behind some symbol of our presence, such as a bird feather or small rodent skull. Something to exacerbate their superstitions. What say you?"

Tor chuckles at the thought of a grim "calling card."
 

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 80, Further Planning

Tor says, "Starting with the first ambush point, how exactly should we lay out our assault? Where are the major landmarks and high points? What exactly is our strategy? What is our goal, kill count, or specific damage, such as 'take out their water supply', etc.?"

Tor asks these same questions for the other ambush points as well.
... Sannit says, "For our strategy I was thinking we rest during the day, while the army is marching, and attack at night to disturb their rest. We should space out our targets, sometimes attack sleeping soldiers, and sometimes their supplies to force them to place extra guards around camp. Perhaps we could use paint and manipulate Way to alter our appearance and make it seem as though our ghosts are seeking vengeance against them. If we do destroy their supplies, we should ensure there are no settlements or places nearby the army will pillage in order to replace it. I don't think we can trust the timeline of the Magisters also. We should keep a watch on the road in case the army sets out early."
Merin nods in agreement, "We should find some berries with contrasting pigments, to emphasize certain features. Most of our skin should be white, but the areas around our noses, eyes, and mouths should be black, to give the appearance of a skull. Our hands should be black as well. I also think that anytime we kill without being seen, we should leave behind some symbol of our presence, such as a bird feather or small rodent skull. Something to exacerbate their superstitions. What say you?"

Tor chuckles at the thought of a grim "calling card."
Sheldon chimes in, "It is too bad that Saemund lost his mental stability, we could use that hawk of his about now. Anyway, you do we want to hit first, soldiers or supplies and how do we what to scout?"

Torvald, Vadin, and Sheldon all have pale skin. Merdell's is more grey, Sannit and Indigo are brown, while Bolo's is black, Sheldon thinks to himself about Merin's dying the skin idea. After a few days, the two have located enough various berries to color themselves. One night, after full dark, Sheldon walks into camp with his entire visage glowing in some eerie bluish light. He sways like a dancer as he moves. The appearance is shocking enough that several of the Seekers flinch to grab weapons or prepare for battle before recognizing Sheldon's face. At which point, before any assault could be formulated the visage blinks out of view and completely goes black. The laughter allows the others to know that Sheldon has begun running as soon as he could no longer be seen.

Moving into the light of the evening's sheltered fire, Sheldon explains. "I thought about what you suggested. I think I do a pretty good ghost. Sannit could do this too, making two of us, when we attack at night."

GM: Ten more days of preparation, timing, and spacing are gaged and practice, but still no sign of a marching army on the southern horizon,

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 

Tellerian Hawke

Defender of Oerth
Merin addresses both Indigo and Bolo, "Can either of you call a hawk? Both of you are good with animals, and having an airborne scout would be a tremendous advantage."

Tor nods in agreement.
 

Kwargrow

Gamer Extraordinaire
Bolo shrugs and replies, "I don't sense any hawks nearby, but I'm not really a bird person anyway."

Sannit says, "It was useful to have the bird's eyes but we can still find out what we need to know. Supply trains usually follow after the army. Our first attack should be from the back side, targeting their water and food."
 

Tellerian Hawke

Defender of Oerth
Tor nods in agreement, "Agreed. We should find a place along the road with good cover, and let the army pass us completely by, and then take the supply wagons by surprise, when they are most vulnerable."

Merin adds, "I'm sure there will be a rear guard, but I doubt they're prepared for the likes of us."
 

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 85, The Approaching Army

... Sannit says, "It was useful to have the bird's eyes but we can still find out what we need to know. Supply trains usually follow after the army. Our first attack should be from the back side, targeting their water and food."
Tor nods in agreement...
TUWmapS.jpg

The narrow pass where the road moves from the desert to the scrub is squeezed between two rises of peaks. The one on the east being part of the Dragon's Spine range than transverses the entire continent. The one on the west being part of a small offshoot that divides the western jungle from the Ansylin Desert. From this vantage point a very small force, such as the Southroad Seekers could reek havoc upon an approaching army.

To verify their suspicion that the Ansylin Magisters will hasten their desire of conquest, Sheldon and Sannit ride southward on their Windrunners, holding loose the reins and letting them fly across the easy terrain. The suspicion is confirmed. The army is a few days ahead of schedule. Deciding to give no indication of their presence, Sheldon and Sannit ride back to inform the others of their findings.

Back on the vantage point of the eastern peaks, the Seekers wait out the remaining time in relative leisure. When the dust of the approaching army is seen on the southern horizon, Bolo sends Turtle to the next way station, knowing he will not be needed for this first assault and wanting to protect him from even a chance of a stray arrow. Turtle, having traveled under the tutelage of Bolo for some time, understands far more complex instructions than any normal bear could. He feels a sense of pride as he departs to guard the party's future water supply. Turtle finds that small insects and reptiles have been attracted to and located the condensation that forms on the containers each morning, but sniffs out no sign that any people or larger animals have disturbed anything.

The front line of the army halts before crossing the pass. Two centurions on camels ride toward the cliffs on both sides of the road, showing some caution before proceeding through such an obvious ambush site. The Seekers, however, are far above any height to which the centurions can ride and well concealed from such a lackadaisical search. The riders return to their troops.

As the army marches forward, it is noted that there are two, camel mounted, centurions per troops formation. The first formation is comprised of 100 hoplites, armed with lances and shields. The second formation is comprised of 100 archers. The supply wagons, pulled by teams of donkeys, bring up the rear. For 200 soldiers plus 4 centurions, there needs be quite a bit of supplies. The wagons contain food stores, water, extra arrows, and cooking supplies. There are 20 cooks riding on the wagons.

It is mid-afternoon when the troops begin marching through the pass. It stands to reason that the army will be stopping for the night shortly after everyone is through.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 
Last edited:


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