Iron Heroes: A Saga of Might

Olmar dives down and wrests Xoria from the sticky tongue of the creature. In short order, Vela reaches the skiff, followed by Olmar dragging Xoria. The fisher, meanwhile, has made it back to the cave wall but by now the skiff has passed it by and is out of danger from any further attack.

A few moments later, and the skiff passes out into daylight. The river flows lazily into shallows where Wade beaches the skiff on a grassy sward. The river continues over a drop as a waterfall, but the current is slow enough that this presents no danger of sweeping everyone over.

The noonday sun warms you as you look out over the tops of unfamiliar trees. Beyond, perhaps 5-6 miles away, the sea, glittering in the clear light. On the edge of the sea, where the trees have been cleared, a city (or at least a large town), fenced by a wooden stockade. Wagons can be seen trailing along a road towards the largest of three gates.

[sblock=OOC]
Athletics 5+7=12, swim okay.
Olamr wins an opposed Strength check with the sticky tongue for possession of the sorceress (a sentence you are unlikely to see outside of an FRPG)
[/sblock]

[sblock=Other OOC]
Oh, having fought your way through the various perils of escaping the salt mines of the Ur-men - ur-man guards, Kane and his bullies, Montor Roth and the cave fisher, you are now: Level 2
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Olmar dives down and wrests Xoria from the sticky tongue of the creature. In short order, Vela reaches the skiff, followed by Olmar dragging Xoria. The fisher, meanwhile, has made it back to the cave wall but by now the skiff has passed it by and is out of danger from any further attack.

Xoria drops wetly to the bottom of the skiff, coughing uncontrollably. At last the spasms die down and she looks at Olmar, no trace of her customary aristocratic pride in her features.

"Thank you," she tells him.

A few moments later, and the skiff passes out into daylight. The river flows lazily into shallows where Wade beaches the skiff on a grassy sward. The river continues over a drop as a waterfall, but the current is slow enough that this presents no danger of sweeping everyone over.

The noonday sun warms you as you look out over the tops of unfamiliar trees. Beyond, perhaps 5-6 miles away, the sea, glittering in the clear light. On the edge of the sea, where the trees have been cleared, a city (or at least a large town), fenced by a wooden stockade. Wagons can be seen trailing along a road towards the largest of three gates.

Xoria weakly disembarks from the boat and eyes the city, trying to formulate a course of action.

[sblock=OOC]
Athletics 5+7=12, swim okay.
Olamr wins an opposed Strength check with the sticky tongue for possession of the sorceress (a sentence you are unlikely to see outside of an FRPG)

God, I hope so!

The wagons on the trail -- Xoria was expecting a caravan to leave the salt mine that night, right? Is the timing such that they could be the caravan, or is that still to come?

Oh, having fought your way through the various perils of escaping the salt mines of the Ur-men - ur-man guards, Kane and his bullies, Montor Roth and the cave fisher, you are now: Level 2

Cool! So, we should enter updates to our character sheets? What kind of deadline are you looking to have that done, and how do you want changes pointed out to you (other than just marking them on the sheet)?

[/sblock]
 

Defense 13 (FF13), HP 34/34, F +5,R+4,W+4; Ini +2 ; Fury Pool 0/12; DR 1d4

Olmar looks up to the biggest city he has ever seen... what isn't saying much. He looks at the others and asks "You know city?"

[sblock=ooc]
Everything is updated

----
Olmar

Reserve Points: 29 / 34

Pick (gripped with both hand and Power attack 1):
1d20+4 - 1d6+6 - 20/x4

In berserker rage:
1d20+5 - 1d6+8 - 20/x4
[/sblock]
 
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Defense 13 (FF13), HP 34/34, F +5,R+4,W+4; Ini +2 ; Fury Pool 0/11; DR 1d4

Olmar looks up to the biggest city he has ever seen... what isn't saying much. He looks at the others and asks "You know city?"

"Not this city," answers Xoria, leaning tiredly against a rock. She sighs. "There is supposed to be a caravan leaving the mine camp tonight, unless the earthquake made them change their minds. So the city guards will know to look for us by morning. If we're going to get into the city, it has to be before then."

The sorceress shakes her head. "I don't know how the Ur-men treat humans in their city. But I think we're on an island here, so we're going to have to take a boat one way or another. And the city's the only place we know we can find one."
 

OOC:
Re: Levelling up. You can, if you like, include a "Level 2 Increases" sblock with your character sheet, helps keep track of changes. No particular time limit, just as soon as poss.

Re: caravan and timing - yes, you think it's still the same day so if the caravan travels it will be tonight.

The drop down into the forest doesn't look too difficult to descend.
 
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Just bumping this. You can rest here and try the city the next day, or push on and try to reach it by nightfall (or any other plan you may have). Let me know your choice and I'll move along.
 


ooc: I thought it was consensus that we press on to reach the city before the caravan.

OOC: I'm not sure we hit consensus, but that did seem to be where things were headed. We need a plan for entering the city, as the guards may be suspicious if a bunch of nearly-naked humans show up. Xoria has a plan, but I thought I'd give other characters a chance to sound off before forwarding it.
 

An island. In the water. Vela shook her head to herself. The idea of places where there was nothing but water with bits of land floating in it was still as alien to her as men wearing entire suits of metal. It was inconceivable, but irrefutable. She accepted it with the calm resignation of one who's view of the world has already been utterly destroyed.

"We should avoid the city," Vela said in a low voice. "It will be hard to hide this many of us with so many eyes looking...and if they see us, they'll make us slaves again. We should find the place where land and water meet, then follow it. Sooner or later, we will find a place with a boat that is not in a city."
 

Defense 13 (FF13), HP 34/34, F +5,R+4,W+4; Ini +2 ; Fury Pool 0/12; DR 1d4

"Wise words. Only evil and deception come from big cities. Know how to survive on my own. We should find village. They are safer." Olmarnods at the desert woman's words.

[sblock=ooc]

----
Olmar

Reserve Points: 29 / 34

Pick (gripped with both hand and Power attack 1):
1d20+4 - 1d6+6 - 20/x4

In berserker rage:
1d20+5 - 1d6+8 - 20/x4
[/sblock]
 

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