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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6758418" data-attributes="member: 6696971"><p>XP and Stuff</p><p></p><p>[sblock]19730/35000 for next level.</p><p></p><p>You guys completed:</p><p></p><p><strong>Minor Quest</strong>:<em> Save the fleeing refugees from the Blood Queen's Mists.</em>[/sblock]</p><p></p><p></p><p></p><p></p><p></p><p>Numbered these for ease of use. You guys have the same concerns:</p><p></p><p>a) Mobilization of the fighting forces of Giliad's Rest to repel the oncoming siege.</p><p></p><p>b) Getting all farmers/citizenry inside the walls.</p><p></p><p>c) Reinforcing the walls such that they are impermeable to the Far Realm mutation-indicing mists.</p><p></p><p></p><p>Here is how we're going to handle things mechanically:</p><p></p><p>[sblock]We're going to treat it sort of like the Adjure Ritual Skill Challenge. However, time is extremely finite and you guys have to find time to get some rest in. Consequently, (1) every action declaration for a Primary Skill is going to be against the High DC and (2) every Secondary Skill is going to be against the Medium DC. (2a) You have an unlimited number of SS here (but of course a failure at the Medium DC will incur a - 2 to the relevant Primary Skill check). (3) Every success will earn you a boon or prevent a potential complication/story loss from coming to fruition. (4) You can use the following trained Skills by Giliad's Rest:</p><p></p><p>Athletics + 18</p><p>Diplomacy + 18</p><p>Heal + 20</p><p>Perception + 20</p><p>Streetwise + 18</p><p></p><p>(5) Once you hit 3 failures, the proverbial excrement is hitting the oscillating, air displacement apparatus.</p><p></p><p>[HR][/HR]</p><p></p><p>Otthor's success earns you guys + 1 level to the GIliad's Rest Archers (which will be a Solo Artillery ally for the upcoming battle).[/sblock]</p><p></p><p>On (a) above: </p><p></p><p>Arsalan's shows some initial skepticism at putting "the settlement's eyes" in the hands of Three Bird's falcons, but a few enchanted words later from Otthor and "...makes sense..." from Arsalan. He looks to Three Bird and says "...your falcons can find our enemies and let us know their position?" Three Bird replies, emphatically, in the affirmative. His falcons come to his call, listen to his whispers, and take to the air in a confidence-inspiring display. Arsalan gives the signal to his lead man-at-arms on the ramparts who calls the archers in with the deep call of the horn strung hanging low on his chest.</p><p></p><p>On (b) above: </p><p></p><p>Arsalan buys in pretty quickly to the gravity of the situation after (i) witnessing the intensity and urgency of Saerie's plea (ii) hearing the anecdotes of the refugees, primarily the testimony of the two remaining refugees of World's End Bluff. He dispatches a handful of riders to make the dash to the outlying farmlands.</p><p></p><p>[sblock]You guys are going to have to make a primary check to resolve this.[/sblock]</p><p></p><p>Saerie, you're able to secure a few horses to make your run to the farm where the girl you've sworn to protect is housed. There is a short protest to try to secure the livestock in the barn, but the farmer relents to your wisdom quickly enough. The mad dash to the East Gate is fraught with emotion. Once you get back inside, the girl's terror is complete (recalling the events of her extreme youth and the loss of her brother and father no doubt). She refuses to leave your side.</p><p></p><p>On (c) above:</p><p></p><p>When the two of you are reunited, you walk the West and North walls (where the horde would be coming from). They're composed of (1) the primary outer wall composed of 30 feet high, thick timbers. The walk way of the outer-wall meets the (2) The inner wall is only half that heigh with crenelations cut into the top of the timbers every 15 feet or so and arrow slits now and again. (3) Spanning the full length of the 50 ft kill-box between the two are infrequent, horizontally laid trees, supported by a simple support column with a y-shaped configuration. The archers of (1) can retreat to (2) and quickly demolish the "tree-bridge" to prevent pursuit.</p><p></p><p>Of most consequence to your question, while the timbers of the walls are stout and the battlements well fortified, the arrow slits and the lack of any mortar make for an extremely permeable barrier. The Far Realm mists will have little to no trouble bypassing the wall and entering the heart of Giliad's Rest.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6758418, member: 6696971"] XP and Stuff [sblock]19730/35000 for next level. You guys completed: [B]Minor Quest[/B]:[I] Save the fleeing refugees from the Blood Queen's Mists.[/I][/sblock] Numbered these for ease of use. You guys have the same concerns: a) Mobilization of the fighting forces of Giliad's Rest to repel the oncoming siege. b) Getting all farmers/citizenry inside the walls. c) Reinforcing the walls such that they are impermeable to the Far Realm mutation-indicing mists. Here is how we're going to handle things mechanically: [sblock]We're going to treat it sort of like the Adjure Ritual Skill Challenge. However, time is extremely finite and you guys have to find time to get some rest in. Consequently, (1) every action declaration for a Primary Skill is going to be against the High DC and (2) every Secondary Skill is going to be against the Medium DC. (2a) You have an unlimited number of SS here (but of course a failure at the Medium DC will incur a - 2 to the relevant Primary Skill check). (3) Every success will earn you a boon or prevent a potential complication/story loss from coming to fruition. (4) You can use the following trained Skills by Giliad's Rest: Athletics + 18 Diplomacy + 18 Heal + 20 Perception + 20 Streetwise + 18 (5) Once you hit 3 failures, the proverbial excrement is hitting the oscillating, air displacement apparatus. [HR][/HR] Otthor's success earns you guys + 1 level to the GIliad's Rest Archers (which will be a Solo Artillery ally for the upcoming battle).[/sblock] On (a) above: Arsalan's shows some initial skepticism at putting "the settlement's eyes" in the hands of Three Bird's falcons, but a few enchanted words later from Otthor and "...makes sense..." from Arsalan. He looks to Three Bird and says "...your falcons can find our enemies and let us know their position?" Three Bird replies, emphatically, in the affirmative. His falcons come to his call, listen to his whispers, and take to the air in a confidence-inspiring display. Arsalan gives the signal to his lead man-at-arms on the ramparts who calls the archers in with the deep call of the horn strung hanging low on his chest. On (b) above: Arsalan buys in pretty quickly to the gravity of the situation after (i) witnessing the intensity and urgency of Saerie's plea (ii) hearing the anecdotes of the refugees, primarily the testimony of the two remaining refugees of World's End Bluff. He dispatches a handful of riders to make the dash to the outlying farmlands. [sblock]You guys are going to have to make a primary check to resolve this.[/sblock] Saerie, you're able to secure a few horses to make your run to the farm where the girl you've sworn to protect is housed. There is a short protest to try to secure the livestock in the barn, but the farmer relents to your wisdom quickly enough. The mad dash to the East Gate is fraught with emotion. Once you get back inside, the girl's terror is complete (recalling the events of her extreme youth and the loss of her brother and father no doubt). She refuses to leave your side. On (c) above: When the two of you are reunited, you walk the West and North walls (where the horde would be coming from). They're composed of (1) the primary outer wall composed of 30 feet high, thick timbers. The walk way of the outer-wall meets the (2) The inner wall is only half that heigh with crenelations cut into the top of the timbers every 15 feet or so and arrow slits now and again. (3) Spanning the full length of the 50 ft kill-box between the two are infrequent, horizontally laid trees, supported by a simple support column with a y-shaped configuration. The archers of (1) can retreat to (2) and quickly demolish the "tree-bridge" to prevent pursuit. Of most consequence to your question, while the timbers of the walls are stout and the battlements well fortified, the arrow slits and the lack of any mortar make for an extremely permeable barrier. The Far Realm mists will have little to no trouble bypassing the wall and entering the heart of Giliad's Rest. [/QUOTE]
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