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Sword of Valor, Wrath of the Righteous AP Part 2 with your hosts Scotley and MLeibrock
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<blockquote data-quote="Scotley" data-source="post: 7184639" data-attributes="member: 11520"><p>The remains of the incubus, such as they are after the devastating fireball, who lead the opposition reveals but two noteworthy treasures, a masterwork scimitar and a ring. Neither radiates magic or evil. The ring appears to be something a noblewoman of considerable wealth might wear and is easily worth 2000 gp. If the markings on it could be traced back to a maker and thence to an owner it could result in considerable scandal given that it was found on a demon of this type. Similarly, the blade looks to be something a woman would carry as well based on the size, style and stone in the pommel. Again, if the original owner were found uncomfortable questions would be raised. The troops have managed to get a little rest in the aftermath of the battle and with the coming of the sun they are ready to continue. </p><p></p><p>Soon, the officers gather with final reports. The spoils consist of some food and water (4 units) and goods (2 units) which will aid your own army in the days to come. Anveia Triblade, the Worldwound border scout accompanying you is particularly please with the food and water as she reminds everyone, <span style="color: #008000">"More than demons and monsters, the very environs of the World wound are dangerous. Infections, parasites, and diseases infest the water and game alike, making the idea of living off the land dangerous. As you know up until now we've merely skirted the edge of the Worldwound, starting today we'll be riding into the wound itself. The sun rises later and sets earlier than it should, and the skies are almost always overcast with black and red clouds. When they part, the sky seems dull in color at day, and at night the stars are all wrong, as if one were looking up at an alien realm above. Navigation in the Worldwound is difficult as a result, but for this mission we can follow the Ahari gorge so navigation isn't an issue. The terrain is hard and the going will be slower."</span></p><p></p><p>The grim report of casualties follow, but the power of Paladins to heal has left all those who did not fall fully capable. Sosiel Vaenic, cleric of Shelyn reports this stoically and then offers up a prayer for the expedition's continued success. Soon the army is on the move again. The terrain does indeed become darker and more dreary. While outside the Worldwound the sun is well up as you move into the Wound you note the first stirring of sickly light just peeking over the horizon though the ugly forbidding clouds. Other than a few strangely warped beasts that stray into the path of your army and are quickly dispatched before they can do harm there is little life to be seen. What plants you do see are unhealthy and withered looking. </p><p></p><p>OOC: Any particular actions you want to take? Posts you'd like to make before the next plot point arrives?</p></blockquote><p></p>
[QUOTE="Scotley, post: 7184639, member: 11520"] The remains of the incubus, such as they are after the devastating fireball, who lead the opposition reveals but two noteworthy treasures, a masterwork scimitar and a ring. Neither radiates magic or evil. The ring appears to be something a noblewoman of considerable wealth might wear and is easily worth 2000 gp. If the markings on it could be traced back to a maker and thence to an owner it could result in considerable scandal given that it was found on a demon of this type. Similarly, the blade looks to be something a woman would carry as well based on the size, style and stone in the pommel. Again, if the original owner were found uncomfortable questions would be raised. The troops have managed to get a little rest in the aftermath of the battle and with the coming of the sun they are ready to continue. Soon, the officers gather with final reports. The spoils consist of some food and water (4 units) and goods (2 units) which will aid your own army in the days to come. Anveia Triblade, the Worldwound border scout accompanying you is particularly please with the food and water as she reminds everyone, [COLOR="#008000"]"More than demons and monsters, the very environs of the World wound are dangerous. Infections, parasites, and diseases infest the water and game alike, making the idea of living off the land dangerous. As you know up until now we've merely skirted the edge of the Worldwound, starting today we'll be riding into the wound itself. The sun rises later and sets earlier than it should, and the skies are almost always overcast with black and red clouds. When they part, the sky seems dull in color at day, and at night the stars are all wrong, as if one were looking up at an alien realm above. Navigation in the Worldwound is difficult as a result, but for this mission we can follow the Ahari gorge so navigation isn't an issue. The terrain is hard and the going will be slower."[/COLOR] The grim report of casualties follow, but the power of Paladins to heal has left all those who did not fall fully capable. Sosiel Vaenic, cleric of Shelyn reports this stoically and then offers up a prayer for the expedition's continued success. Soon the army is on the move again. The terrain does indeed become darker and more dreary. While outside the Worldwound the sun is well up as you move into the Wound you note the first stirring of sickly light just peeking over the horizon though the ugly forbidding clouds. Other than a few strangely warped beasts that stray into the path of your army and are quickly dispatched before they can do harm there is little life to be seen. What plants you do see are unhealthy and withered looking. OOC: Any particular actions you want to take? Posts you'd like to make before the next plot point arrives? [/QUOTE]
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