log in or register to remove this ad

 

TUW: Out of the Maelstrom

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 70, Seeding Season, Laying Wait

OOC: All characters who participated this past week receive 5 developmental points.

[sblock=Plot Point Reminder]Shaffemaron said, "Come Seeding Season, we will... march an army to Southroad Fair and kill everyone not willing to be subjugated."[/sblock]
Vadin... "I say let's get a move on, and try to get as close to Asylim as we can..."
Bolo smiles at Sheldon and replies, "Wouldn't it be easier just to increase Turtle's speed when I need to?..."

San-Bolo propose to scout out the area that the soldiers will approach from and find suitable places for ambushes or to hide supplies if needed. They will also look for good places to set traps.
Merindell and Torvald have nothing more to add during the second discussion.

The Southroad Seekers take to their own guild house to discuss the mechanics of the operation and strategy in great detail. After a full day of deliberation, the group set out south. What would have taken 15 days by foot, or 5 days by normal horse, only requires 3 days by Windrunner. If pressed the adult horses could cover the distance in 1 day, a feat that weighs heavily into the future strategy of guerrilla warfare.

Water containers are staged at five different intervals of a day's walk, backward from the first strike point. The first point was chosen for its location and formation. The tail of the Spine splits as it nears the southern coast, walling the desert that surrounds Asylim. As the road passes through a gap in the lowered heights, it skirts the western edge of the main Spine for a five day's walk, northward.

Working with Turtle, Bolo comes to understand what Sheldon was trying to explain. No amount of manipulation can cause the bear to be able to travel at a speed any near that of the Windrunners. Unknown to any of the Seekers before, there is a detrimental side-effect of the Stimulation. All metabolic process are increased, not just motility, causes excessive fatigue if used too often concurrently. With the shorter life expectance of Turtle, the repeated stimulation might well kill him.

Leaving well ahead of the time necessary, the crew has ample opportunity to learn the lay of the land and to plan the actual assaults and exit strategy of the five beneficial staging locations. Everything is fully assessed, leaving the Seekers with 20 days to wait. Hunting expeditions are easily conducted eastward into the mountains so as to not create any chance to spoil the surprise.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 
Last edited:

log in or register to remove this ad

Tellerian Hawke

Defender of Oerth
The Seekers' Plans said:
"...Leaving well ahead of the time necessary, the crew has ample opportunity to learn the lay of the land and to plan the actual assaults and exit strategy of the five beneficial staging locations."
Tor says, "Starting with the first ambush point, how exactly should we lay out our assault? Where are the major landmarks and high points? What exactly is our strategy? What is our goal, kill count, or specific damage, such as 'take out their water supply', etc.?"

Tor asks these same questions for the other ambush points as well.
 

Kwargrow

Gamer Extraordinaire
At the first sign of distress on Turtle, Bolo will send him back to guard the guildhouse. Bears do not understand war anyway.

Sannit says, "For our strategy I was thinking we rest during the day, while the army is marching, and attack at night to disturb their rest. We should space out our targets, sometimes attack sleeping soldiers, and sometimes their supplies to force them to place extra guards around camp. Perhaps we could use paint and manipulate Way to alter our appearance and make it seem as though our ghosts are seeking vengeance against them. If we do destroy their supplies, we should ensure there are no settlements or places nearby the army will pillage in order to replace it. I don't think we can trust the timeline of the Magisters also. We should keep a watch on the road in case the army sets out early."
 
Last edited by a moderator:

Tellerian Hawke

Defender of Oerth
Merin nods in agreement, "We should find some berries with contrasting pigments, to emphasize certain features. Most of our skin should be white, but the areas around our noses, eyes, and mouths should be black, to give the appearance of a skull. Our hands should be black as well. I also think that anytime we kill without being seen, we should leave behind some symbol of our presence, such as a bird feather or small rodent skull. Something to exacerbate their superstitions. What say you?"

Tor chuckles at the thought of a grim "calling card."
 

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 80, Further Planning

Tor says, "Starting with the first ambush point, how exactly should we lay out our assault? Where are the major landmarks and high points? What exactly is our strategy? What is our goal, kill count, or specific damage, such as 'take out their water supply', etc.?"

Tor asks these same questions for the other ambush points as well.
... Sannit says, "For our strategy I was thinking we rest during the day, while the army is marching, and attack at night to disturb their rest. We should space out our targets, sometimes attack sleeping soldiers, and sometimes their supplies to force them to place extra guards around camp. Perhaps we could use paint and manipulate Way to alter our appearance and make it seem as though our ghosts are seeking vengeance against them. If we do destroy their supplies, we should ensure there are no settlements or places nearby the army will pillage in order to replace it. I don't think we can trust the timeline of the Magisters also. We should keep a watch on the road in case the army sets out early."
Merin nods in agreement, "We should find some berries with contrasting pigments, to emphasize certain features. Most of our skin should be white, but the areas around our noses, eyes, and mouths should be black, to give the appearance of a skull. Our hands should be black as well. I also think that anytime we kill without being seen, we should leave behind some symbol of our presence, such as a bird feather or small rodent skull. Something to exacerbate their superstitions. What say you?"

Tor chuckles at the thought of a grim "calling card."
Sheldon chimes in, "It is too bad that Saemund lost his mental stability, we could use that hawk of his about now. Anyway, you do we want to hit first, soldiers or supplies and how do we what to scout?"

Torvald, Vadin, and Sheldon all have pale skin. Merdell's is more grey, Sannit and Indigo are brown, while Bolo's is black, Sheldon thinks to himself about Merin's dying the skin idea. After a few days, the two have located enough various berries to color themselves. One night, after full dark, Sheldon walks into camp with his entire visage glowing in some eerie bluish light. He sways like a dancer as he moves. The appearance is shocking enough that several of the Seekers flinch to grab weapons or prepare for battle before recognizing Sheldon's face. At which point, before any assault could be formulated the visage blinks out of view and completely goes black. The laughter allows the others to know that Sheldon has begun running as soon as he could no longer be seen.

Moving into the light of the evening's sheltered fire, Sheldon explains. "I thought about what you suggested. I think I do a pretty good ghost. Sannit could do this too, making two of us, when we attack at night."

GM: Ten more days of preparation, timing, and spacing are gaged and practice, but still no sign of a marching army on the southern horizon,

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 

Tellerian Hawke

Defender of Oerth
Merin addresses both Indigo and Bolo, "Can either of you call a hawk? Both of you are good with animals, and having an airborne scout would be a tremendous advantage."

Tor nods in agreement.
 

Kwargrow

Gamer Extraordinaire
Bolo shrugs and replies, "I don't sense any hawks nearby, but I'm not really a bird person anyway."

Sannit says, "It was useful to have the bird's eyes but we can still find out what we need to know. Supply trains usually follow after the army. Our first attack should be from the back side, targeting their water and food."
 

Tellerian Hawke

Defender of Oerth
Tor nods in agreement, "Agreed. We should find a place along the road with good cover, and let the army pass us completely by, and then take the supply wagons by surprise, when they are most vulnerable."

Merin adds, "I'm sure there will be a rear guard, but I doubt they're prepared for the likes of us."
 

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 85, The Approaching Army

... Sannit says, "It was useful to have the bird's eyes but we can still find out what we need to know. Supply trains usually follow after the army. Our first attack should be from the back side, targeting their water and food."
Tor nods in agreement...
TUWmapS.jpg

The narrow pass where the road moves from the desert to the scrub is squeezed between two rises of peaks. The one on the east being part of the Dragon's Spine range than transverses the entire continent. The one on the west being part of a small offshoot that divides the western jungle from the Ansylin Desert. From this vantage point a very small force, such as the Southroad Seekers could reek havoc upon an approaching army.

To verify their suspicion that the Ansylin Magisters will hasten their desire of conquest, Sheldon and Sannit ride southward on their Windrunners, holding loose the reins and letting them fly across the easy terrain. The suspicion is confirmed. The army is a few days ahead of schedule. Deciding to give no indication of their presence, Sheldon and Sannit ride back to inform the others of their findings.

Back on the vantage point of the eastern peaks, the Seekers wait out the remaining time in relative leisure. When the dust of the approaching army is seen on the southern horizon, Bolo sends Turtle to the next way station, knowing he will not be needed for this first assault and wanting to protect him from even a chance of a stray arrow. Turtle, having traveled under the tutelage of Bolo for some time, understands far more complex instructions than any normal bear could. He feels a sense of pride as he departs to guard the party's future water supply. Turtle finds that small insects and reptiles have been attracted to and located the condensation that forms on the containers each morning, but sniffs out no sign that any people or larger animals have disturbed anything.

The front line of the army halts before crossing the pass. Two centurions on camels ride toward the cliffs on both sides of the road, showing some caution before proceeding through such an obvious ambush site. The Seekers, however, are far above any height to which the centurions can ride and well concealed from such a lackadaisical search. The riders return to their troops.

As the army marches forward, it is noted that there are two, camel mounted, centurions per troops formation. The first formation is comprised of 100 hoplites, armed with lances and shields. The second formation is comprised of 100 archers. The supply wagons, pulled by teams of donkeys, bring up the rear. For 200 soldiers plus 4 centurions, there needs be quite a bit of supplies. The wagons contain food stores, water, extra arrows, and cooking supplies. There are 20 cooks riding on the wagons.

It is mid-afternoon when the troops begin marching through the pass. It stands to reason that the army will be stopping for the night shortly after everyone is through.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 
Last edited:


Kwargrow

Gamer Extraordinaire
Sannit says to the group, "Here is my plan. Those that wish to decorate themselves, will be the distraction to draw the attention of the guards. I figure we can make up some corny speech about the evil doings of the Magisters and how no army of theirs will prevail. The others will be part of a stealth attack and use Way to burn the supply wagons or spoil the food. Once that's done we retreat and let superstition and hungry stomachs tear their ranks apart. If they persist we can strike again, this time taking some of their lives. Are there any more ideas?"

Bolo says, "I will go with the stealth unit and use Way to turn their food toxic. If the soldiers continue to eat the food and not get sick then we will know they have a Way user that can reverse the taint."
 
Last edited by a moderator:

Tellerian Hawke

Defender of Oerth
Merin says, "In regard to the spoilage of the food, I don't think we should take that chance; we should burn it, rather than spoil it. I will go with you, and use my Phoenix Feather to ensure a proper-sized blaze."

Tor chuckles, "I guess that makes me the bait,"
 

Kwargrow

Gamer Extraordinaire
Sannit says, "Merin, we have a rare disagreement. I still think we should burn the equipment wagon and spoil the food. It will trouble their minds to have all that food sitting there that they can't eat, and illness will slow them down even more. If there is a strong enough Way user to reverse Bolo's taint then we need to know that."
 

Tellerian Hawke

Defender of Oerth
Merin says, "Very well, then. But in that case, I will reserve the use of the feather; if we identify a Bender among them, I shall use the feather for that person's demise. I think we could greatly affect their morale, if they are forced to watch such a spectacle."

Tor nods grimly. He knows that Merin is simply being tactical, but he cannot help but feel a sense of regret, for the need to plan someone's "demise," even if that someone is part of a force being sent to destroy his new home.

Tor muses inwardly: ~Such are the fortunes of war, I guess. The loss of life is regrettable, even if it is inevitable. I wish the Magisters had not proven to be malevolent. Had they been inclined to use their powers for the greater good, both Asylim and Southroad would have profited immensely. But instead, the two communities are now preparing to end each other's very existence. For if their forward army is defeated, Giodavi will surely recommend a follow-up attack on Asylim itself.~
 
Last edited by a moderator:

redraider629

Explorer
Vadin mulls over what he should do. "I think I will serve better as a distraction along with Indigo, Sannit, and Tor."
 
Last edited by a moderator:

MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 87, The Seekers Attack

OOC: All characters and companions receive 10 developmental points.

[sblock=The Ansylin Army]The first formation is comprised of 100 hoplites, armed with lances and shields. The second formation is comprised of 100 archers. The supply wagons, pulled by teams of donkeys, bring up the rear. For 200 soldiers plus 4 centurions, there needs be quite a bit of supplies. The wagons contain food stores, water, extra arrows, and cooking supplies. There are 20 cooks riding on the wagons.[/sblock]

Using their horses to travel at a sensible flanking distance, the Seekers follow alongside the army as it marches to a halt. The lead centurion calls halt, and his order is repeated by all other centurions, halting the line. The call for making camp is conducted in the same manner. In a disappointing maneuver seen by the flanking Seekers, the supply wagons are pulled forward slowly while the archers and hoplites divide ranks and march backward. The soldiers make camp in a very strategic manner that would well-protect the supplies and civilians from physical approach.

The increase in approachable distance is of no real consequence to Merin or Sheldon, but Bolo will need to be much more careful. Knowing that the others do not yet fully understand his talents or capacity for manipulating the Way lines about him, Sheldon spends considerable time to explain that no distractions are needed and that no one needs to be bait. He works with Sannit until he can sufficiently darken an area around him and Bolo. He also talks Merin into making use of his Phoenix feather to heat the wagon that carries water.

Before the Seekers moved forward to trail, the group divided its own forces. Sheldon, Indigo, and Vadin took the west flank, while Sannit, Bolo, Merin, and Tor took the east flank. If for any reason a Bender should be among the armies, Indigo and Vadin would provide physical protection for Sheldon while Sannit and Tor would provide physical protection for Bolo and Merin.

Being comfortable in their positioning, the Seekers rest during the afternoon and into the night. As the waning illumination of the night stabilizes and the prevailing winds calm and begin to shift, it is in this quiet that the Seekers move. Having had to memorize the location of their desired targets, the low burning fires of the army camp provide little confirmation. Bolo, Sannit, and Tor move further toward the eastern line while Merin lags back, having no need to close further. Tor kneels in front placing his shield in front of him. Bolo kneels directly behind him with Sannit behind all of them, darkening their location.

A tiny dancing light appears northward of the camp. The front guards on duty take notice. Two more dancing lights appear. The guards begin to get the attention of others. Murmuring can be heard coming from the camp as the soldiers are confused and suspicious of the lights. Nine more lights, completing a dozen in all, dance and move about the forward line of the camp. This is the sign. Bolo, Merin, and Sheldon all paranormally assault their chosen targets. Only the following days will show if Bolo was successful.

Two wagons burst into flame. One fire is quickly extinguished. The morning light will show if this was the water supply. The second wagon roars on in a towering inferno. The dancing lights all run straight toward the army camp then veer skyward to disappear. The centurions begin hollering commands to put out the fire. Soldiers holler back that the water supply has been destroyed. It seems the morning light will not be need to confirm Merin's attack.

Total anarchy ensues in the military camp while the Seekers quietly ease away into the night. Not a single arrow is launched in reprisal.

The morning light bares the witness of the night's destruction. The centurions maintain a tentative control of their forces. The wagon that was a towering inferno still smolders, sending pillowy smoke into the sky. Carrion and predatory birds have gathered to circle the smoke, hoping to poach game or feed on what may have died. The simple birds cannot know that the destruction caused no loss of life, even the donkeys had been freed from their tether for the night. Several small bands of troops, consisting of 5 hoplites and 5 archers, are sent in various directions, apparently to search for water. Cooks are spreading out to prepare meals. The army must eat despite the night's losses.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 
Last edited:

Tellerian Hawke

Defender of Oerth
Tor says, "I think we should follow one of the bands that went looking for water, and kill them quietly. Leave the others alone. But if we keep doing this sort of thing, piecemeal like this, it will definitely make them paranoid and afraid."

Merin nods in agreement.
 

Kwargrow

Gamer Extraordinaire
I think we should follow one of the bands that went looking for water, and kill them quietly
Stroking his beard, Sannit replies, "Killing them is an option, but we have found that turning them against their evil masters also works. Perhaps we have not seen all the potential here. We have only thought about destroying or driving this army away. What if we could steal it? We certainly could use the numbers and if we split them up and give them plenty of jobs to do they will thank us for it. There will be lots of work on the trade route between Southroad Fair and Bergbaulager, and we could inquire about volunteers for the new port started by Tor's father. I'm sure there will be some of the force who will say their families are threatened and of course we will have to kill the officers and those loyal to the Magisters, but it wouldn't hurt to try my theory on the water scouts."
 


MacConnell

Creator of The Untamed Wilds
Y: 2, Day: 88, Other Options

Tor says, "I think we should follow one of the bands that went looking for water, and kill them quietly..."
Stroking his beard, Sannit replies, "Killing them is an option, but we have found that turning them against their evil masters also works..."
...Tor nods in agreement, "Indeed. Let's do it."
Sheldon runs his left hand through his hair, pulling it back from his face. "That is a brilliant idea. How do we go about it?"
[sblock=The Ansylin Army]The first formation is comprised of 100 hoplites, armed with lances and shields. The second formation is comprised of 100 archers. The supply wagons, pulled by teams of donkeys, bring up the rear. For 200 soldiers plus 4 centurions, there needs be quite a bit of supplies. The wagons contain food stores, water, extra arrows, and cooking supplies. There are 20 cooks riding on the wagons.[/sblock]
While the gathered Seekers discuss their option, some commotion from the army camp draws their attention. Not every word can be heard, but it appears that one of the cooks at the back of the line is yelling to the others about the food in his cookpot. Some of the soldiers toward the front of the line are observed scrambling off into the scrub, loosing the food that they have eaten.

The centurions yell commands to dump the food and begin organizing hunting parties. They then gather in a group with squad leaders and the perceptive cook, apparently discussing possible options. Hunting is conducted methodically rather than strategically. Hoplites line out to march through the scrub, spooking all small game toward a line of archers, you quickly poach the running game. It appears the army will be able to feed itself, but it has now been significantly slowed. The search for water will be its primary concern.

[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Surcoat: 70 - 12 = 58
Merindell: full health
Surcoat: 80 - 6 = 74
Indigo: full health
Vest: 30 - 4 = 26
Sannit: full health
Stone Bolts: 10
Tunic: 60 - 24 = 36
Bolo: full health
Turtle: full health
Vadin: full health
Tunic: 60 - 6 = 54[/sblock]
[sblock=Purchasing Power]
OOC:
Store Credit in Southroad Fair: 23 clams
10 Gold Ingots (200 clams)
40 Dublins: (gold coin, 800 clams)
42 Rupees: (silver coin, 420 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
[/sblock]
[sblock=Current Party Holdings]
OOC:
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
10 Iron Bricks
drawing of Assassins' Guild symbol
parchment containing known message
[/sblock]
[sblock=Current Inventory]
OOC: Animal:
  • Spider Fangs: 5 pair: (+ Cohesion){-Mind / -Will x2}
Metal:
  • Zinc Ingots: 14 (+ Health) {Mend x2}
  • Tin Ingots: 10 (+ Persona) {Muddle x2, - Persona x2}
  • Lead: 2 {Rend x2, -Health x2}
  • Iron Ingots: 3 (+ Confluence) {Mend x2}
  • Aluminum Ingots: 7 (+ Motility) {Thump x2}
  • Chromium Ingots: 1 (+ Strength) {Rejuvenate x2}
  • Magnesium: 5 (+ Will) {Soothe x2, Mend x2, +Health x2}
  • Copper: 2 (+ Persona) {-Persona x2, Shock x2}
  • Molybdenum: 9 (+ Motility)
  • Palladium: 2 {sound x3}
  • Silver: 1 (+Will) {-Will x3}
Plant:
  • nothing here at this time
Stone:
  • Slate: 5 (Thump x2)
  • Bloodstone: 4 (+ Health) {Mend x2}
  • Sunstone: 1 (+ Persona) {Charm x2}
  • Heartstone: 3 (+ Confluence) {Mend x2}
  • Carbone Bricks: 1 (Heat x2)
  • Lodestone: 1: {Thump x2}
  • Slickstone: 1: {Cool x2}
  • Livestone: 3 (+ Strength) {Restoration x2}
  • Milkstone: 1 (+ Will) {Harmony x2}
  • Emberstone: 1 (+ Cohesion) {Charm x2}
  • Waterstone: 1 (+Motility)
  • Nightstone: 1 (+Adhesion) {darken x3}
  • Ruddystone: 1 (+Health)
.
[/sblock]
[sblock=Unknown Items]
OOC: Bird Skull (Heron): 1
[/sblock]
[sblock=Party Discoveries]
OOC:
Hidden Valley in the Western Jungle
Secluded Lake in Western Jungle with Mysterious Island
[/sblock]
 

Advertisement2

Advertisement4

Top