Seldarn Empire - The Mega-Module Jam


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Tuesday, August 22nd, 508 AF
Early enough to still be called last night :)


Durhon straps on his armor, then carefully tests the edge on his axe. Warwind flips open his spell-book and engages in the business of learning all the combat spells he can master, quickly stacking Mage, Shield and magic missile alongside flaming sphere after flaming sphere. Yip checks the cords on his bola's and takes a watch position over the Moathouse. His eyes glow red in the murky darkness.

It starts to rain once more.

Yip keeps staring intently forward as the rain starts, his eyes not leaving the couryard. Durhon and Warwind finish their preperations and join him on the peak of the hill.

"Do we have a plan?" Warwind asks.
"We hurt them," Durhon says simply. "Then we cut their ferkin heads off."
"Shouldn't we try sneaking up on them?"

Durhon grunts once, in a grim kind of humor. Warwind waits expectantly for an answer.

"And do what, surprise them with our presence?" Durhon asks. Warwind takes his point and nods silently.

"If it'll make yer feel any better, we'll send Knobly in to spring any ambushes," Durhon says. Yip glances at him and raises an eyebrow.

"Yer smaller, faster, sneakier and harder to hit," Durhon tells him. "Treerooter couldn't take a good shot, and I'm to slow. Crap, Knobbly, worse comes to worse, catch the ferkin arrows."

Yip nods silently. He doesn't like the reasoning of the plan, but this is a mission of vengance now. Surely St Cuthbert will smile on him and guard his way. His tail starts swishing back and forth in anger.

They look at each other, nodding once to indicate their readiness, then methodically trudge down the slipper, mud covered hill towards the Moathouse. Care is taken to avoid the marshy pool, and they cross the impromtue moatbridge as quietly as they can. A few minutes is spent in the ruins of the gate, taking cover from the rain. The courtyard unnaturally still, ominously so. The only thing that can be heard is the sound of rain falling on the crumbling stonework above them.

"sst, Runty," Durhon says, "Look round the corner and let us know what you spot."
Yip nods and slowly peaks around the corner, taking his time and absorbing as much of the scene as he can. He spots shadowy movement behind a few of the arrow slits, including two by the ruined doors of the small keep.

"Watchers," he says softly, using a scouts avoidance of hard-syllabled whispers. "Behind arrowslits."
He points to one end of the courtyard, then counts off with his fingers, letting his companions know where enemies are lurking.

"Ambush," Durhon whispers unhappily. "You spring it, we'll turn the tables, yeah?"

Yip nods. He takes a moment to breath deeply, centering himself. He feels a sensation of peace and readiness come over him, a sense of purpose he hasn't known since before the war. Vengance will be his tonight.

"Yip go," he says softly, then slips into the courtyard while his watch, wary and ready for anything.
 
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arwink said:
[Brief new Storyhour Pimp]

Here: http://enworld.cyberstreet.com/showthread.php?s=&threadid=36387

It's not a Seldarn storyhour. Instead, it's the storyhour of a game that Capellan (Halgo in Copperheads, and soon to be introduced as Ezekial here) and I both play in. WE figured we'd both write a storyhour, so you get events in two different voices - his hextorite priests reports to his superiors, and my halfling sailor/cook's log of recent events.

[end Brief new storyhour pimp]

/me prepares to cast Teleport w/o Error but holds off until after reading (and promptly praising) the next update.
 

I love the party's realistic approach to Yip. They think of him as a pet, just the way a true party might. While this can be hard on the player, it is refreshing. If the player can handle it, I say away with all the PC (that other kind) crap.

The dynamic in among your players must be one of the most enjoyable things you could watch.
 

They have their moments :D

Partially, it's still hard to take an individual Yip seriously when you know if he dies, another one will come along soon after. It fits and the concept is great fun, but it 's not so great on an individual level. Add to this a player who spent three years as a barbarian meat shield in a game with no rogues or stealth capabilities, and he's more or less used to being the polish landmine detector.

The Copperheads Yip gets a little more respect, which is strange considering it's in that group that the revolving door Yip's really took hold, but he's also had to work harder for it. He's now more like a favored pet than a tool.

Secondly, the interaction can be tied to the last campaign. It was very "trust no-one, I'll tell you that bit in the next room, so what do you do while everyone else is resting..." and they worked as a group out of necessity and circumstance. More often than not, they were working against one another, so the idea of being a group of trusting friends and allies is kind of foriegn to them.

It's made it kind of interesting to watch this game develop. They start coming off as a tad disfunctional when watching them over the tabletop :)
(And things get worse with the introduction of Calmert and Ezekial too)
 



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