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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: 6789513" data-attributes="member: 6696971"><p>The snow-capped, upper boughs of the forest stand out against the grey cast of the sky. The beauty gives way to the ominous green mists as the trees near the ground. This serves as the backdrop for the panicked warriors streaming through. The archers first. Then the infantry. Finally Arsalan Khosan. </p><p></p><p>The leader does indeed have a bit of a wide-eyed look to him. Death and danger don't unnerve a man like this. Watching one of the soldiers he is responsible for being turned into an abomination, and then having to cut them down...that would rattle even the most battle-hardened veteran.</p><p></p><p>When you grab him, it takes a moment for your ensorcelled words to remove the glazed-over, thousand yard stare that dominates his visage. He merely nods and starts barking orders to the gathered townsfolk, refugees and the remainder of the force he commands. They uniformly, relatively at least, head for the Eastern gate. The formerly rattled leader grabs a horse from the nearby tent stables and gallops off down the main avenue, toward The House of the Unshackled. </p><p></p><p>A few minutes later, a different rider approaches on the same horse that Arsalan left on. She doesn't look the part of a robe-swaddled, symbol-toting devout in the slightest. Nor does she look the part of a northerner ready for emergency exodus in the dead of winter. Barefooted with little more than a mundane jerkin, breeches, and a billowing cloak, the old half-elf Farishta Umrani dismounts hastily, flinging her long gray hair as she does.</p><p></p><p>Wryly she says "...it appears we have something of an emergency..." She pulls her sleeves up and stares at the oncoming mists.</p><p></p><p>Not all the townsfolk took their leave of the present crisis. Saerie feels a weight press against her as Sadia rushes to her and clings to her hip.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>Mechanics</em></strong></p><p></p><p>[sblock]Your Diplomacy - <span style="color: #FF0000"><em>Suggestion </em></span>- has won you the services of the high preistess of Erathis. She comes with a + 24 Religion check for your ritual efforts. </p><p></p><p>We are going to handle the resolution of the conflict in a Dungeon World type manner.</p><p></p><p>Level + 6 (27) Group Check (Otthor's Arcana, Farishta's Religion, Saerie's Nature). </p><p></p><p>- If 2/3 pass only the Medium DC, you guys will earn 1 success but you will also earn a complication. If you get 4 successes before you fail, you succeed.</p><p></p><p>- if 2/3 pass the High DC, you guys will succeed in banishing/destroying the mists.</p><p></p><p>- You guys can use 1 Secondary Skill check throughout the course of this (same skill you are augmenting the primary check but it is at the Medium DC) to augment one of the checks on that turn. </p><p></p><p>- if 2/3 fail to achieve the Medium DC, you guys fail. You do not possess the power to banish/destroy the mists at this point and major story fallout will occur. </p><p></p><p>We will be going to Dungeon World, and you and the townsfolk will be attacked by the mists. You'll have to Defy Danger (Con) with a 6- meaning your characters are taking their Last Breath. The twonsfolk will have to Defy Danger (just roll 2d6). 10 + and they get away. 6- and 1/2 of them are mutated. 7-9 and 1/4 of them will be mutated. Regardless, we'll be in a major combat with your Dungeon World characters in the middle fo Giliad's Rest against a new horde of townsfolk turned mutates and mists that are overwhelming the city![/sblock]</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6789513, member: 6696971"] The snow-capped, upper boughs of the forest stand out against the grey cast of the sky. The beauty gives way to the ominous green mists as the trees near the ground. This serves as the backdrop for the panicked warriors streaming through. The archers first. Then the infantry. Finally Arsalan Khosan. The leader does indeed have a bit of a wide-eyed look to him. Death and danger don't unnerve a man like this. Watching one of the soldiers he is responsible for being turned into an abomination, and then having to cut them down...that would rattle even the most battle-hardened veteran. When you grab him, it takes a moment for your ensorcelled words to remove the glazed-over, thousand yard stare that dominates his visage. He merely nods and starts barking orders to the gathered townsfolk, refugees and the remainder of the force he commands. They uniformly, relatively at least, head for the Eastern gate. The formerly rattled leader grabs a horse from the nearby tent stables and gallops off down the main avenue, toward The House of the Unshackled. A few minutes later, a different rider approaches on the same horse that Arsalan left on. She doesn't look the part of a robe-swaddled, symbol-toting devout in the slightest. Nor does she look the part of a northerner ready for emergency exodus in the dead of winter. Barefooted with little more than a mundane jerkin, breeches, and a billowing cloak, the old half-elf Farishta Umrani dismounts hastily, flinging her long gray hair as she does. Wryly she says "...it appears we have something of an emergency..." She pulls her sleeves up and stares at the oncoming mists. Not all the townsfolk took their leave of the present crisis. Saerie feels a weight press against her as Sadia rushes to her and clings to her hip. [HR][/HR] [B][I]Mechanics[/I][/B] [sblock]Your Diplomacy - [COLOR="#FF0000"][I]Suggestion [/I][/COLOR]- has won you the services of the high preistess of Erathis. She comes with a + 24 Religion check for your ritual efforts. We are going to handle the resolution of the conflict in a Dungeon World type manner. Level + 6 (27) Group Check (Otthor's Arcana, Farishta's Religion, Saerie's Nature). - If 2/3 pass only the Medium DC, you guys will earn 1 success but you will also earn a complication. If you get 4 successes before you fail, you succeed. - if 2/3 pass the High DC, you guys will succeed in banishing/destroying the mists. - You guys can use 1 Secondary Skill check throughout the course of this (same skill you are augmenting the primary check but it is at the Medium DC) to augment one of the checks on that turn. - if 2/3 fail to achieve the Medium DC, you guys fail. You do not possess the power to banish/destroy the mists at this point and major story fallout will occur. We will be going to Dungeon World, and you and the townsfolk will be attacked by the mists. You'll have to Defy Danger (Con) with a 6- meaning your characters are taking their Last Breath. The twonsfolk will have to Defy Danger (just roll 2d6). 10 + and they get away. 6- and 1/2 of them are mutated. 7-9 and 1/4 of them will be mutated. Regardless, we'll be in a major combat with your Dungeon World characters in the middle fo Giliad's Rest against a new horde of townsfolk turned mutates and mists that are overwhelming the city![/sblock] [/QUOTE]
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