A Tale of Two Orphans — IC

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Pashalik
The Fair and Balanced
Posts: 292
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Re: Tulrissian Unification IC

Post by Pashalik »

"Welcome to the thick of it! Let me show you how we orcs fight!" Ghor bellows amicably. He follows his tough words with a flashy overhead swing at the latest wolf to cross his path.

mechanics
[SHOW]

Ghor:

Standard: mba on wolf 7
To hit: 13(1d20) +13 = 26
Damage: 12(2d6) +10 = 22

Combat Block Ghor
[SHOW]

The Great Ghor

Male Mul Slayer 3
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Normal
Languages: Serran, Tulrissian

AC:14 (no armor today)
Fort:18
Reflex:15
Will:12
HP:28/42
Bloodied:21
Surge Value:10
Surges left:11/12
Action Points: 1
Speed 6 (no armor today)

MBA: +10 to hit, 2d6+10 damage (+1 damage on charge) SEE: stances
RBA: no weapon.

Stances:
[_] Berserker's Charge.

  • 2 power bonus to speed while charging and attack rolls of charge attacks.
    [x] Poised Assault.
  • 1 power bonus to attack rolls of basic attacks using a weapon.

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

Powers:

Poised Assault
Berserker's Charge

Incredible Toughness []
Power Strike []
Guardian's Counter []
Single Out []

Other Abilities:
Second Wind [ ]

Conditions:

Awesome.

Combat Block Minh
[SHOW]

Minh

Female Githzerai Striker 3
Speed: 6
Initiative: +6
Passive Perception: 22
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 21/35
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+3 damage
RBA (unarmed): +8 vs AC, 1d4+5 damage

Resistances: None

Vulnerabilities: None

Saves:

  • +2 vs daze, dominate, stun

Active Effects:

  • can shift 3 squares as free action when using Second Wind

Powers:

Striker's Damage
Overwhelming Strike


Second Wind []
Iron Mind []
Tumble []
Deadly Stride []

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ratwizard
A Wan Smile
Posts: 5470
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Making an aggressive rush at the wolf in front of him, Drake lands a brutal slash on its shoulder. Giving the creature no time to recover, the young leader drives his shield into its snout with such force that it throws the wolf back several paces, in a heap.

Mechanics
[SHOW]

Standard: Driving Attack on Wolf 6.
Attack: 11(1d20) +11 = 22
Damage: 6(2d8) +5 = 11
Hits 22 AC for 11 damage. Wolf 6 is pushed J, -2, and Drake shifts into J, -3. Drake makes a secondary attack.
Attack: 16(1d20) +11 = 27
Damage: 7(1d8) +5 = 12
Hits Fort 27 for 12 damage. Wolf 6 is pushed to J, 0, marked, and knocked prone.

Move: Walk to M, -3, avoiding OAs.

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20 +2
Fort: 17 +2
Reflex: 14 +2
Will: 13 +2
HP: 39/43
Bloodied: 21
Surge Value: 10
Surges left: 11/12
Action Points: 0

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None.

Powers:

Cleave
Footwork Lure


Second Wind [X]
Dwarven Resilience [X]
Sohei Flurry [X]
Shield Bash [X]
Glowering Threat [X]
Parry and Riposte [X]


Driving Attack [X]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

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Fialova
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Re: Tulrissian Unification IC

Post by Fialova »

Two of the wolves lash out and Valcus and Drake, though both knights are easily able to avoid the attacks now that they are no longer surrounded. Meanwhile, the one chasing Caelen manages to catch up to the elf boy and knock him off his feet.

Go: Caelen, Daria, Minh

Mechanics
[SHOW]

Valcus: shouts, heals, charges...

Wolf 6: OA on Valcus, 24 vs AC = hit for 4 damage.

Valcus: ...hits & prones, repositions

Ghor: stands, hits & bloodies

Drake: hits x2 & bloodies, moves

Wolf 9: attacks Drake, 9 vs AC = miss

Wolf 8: charges to (H, -8) on Caelen, 30 = crit! for 8 damage, and Caelen is knocked prone.

Wolf 7: stands. Attacks Valcus, 14 vs AC = miss

Map
[SHOW]

Image

Map Info
[SHOW]

Cart: The cart appears to have been a merchant wagon, or perhaps part of a supply train headed towards the war front. It counts as difficult terrain to step up into the cart, and anyone in the cart can crouch to receive partial cover vs ranged attacks. It is otherwise considered impassable terrain if coming from other directions.

Rocks: The few small clusters of rocks on the map are considered difficult terrain if the take up most or all of a square. Ask if unsure about a specific square.

Bushes: The leafy-looking bits north and south of the road are primarily bushes, and count as difficult terrain to move through. Crouching in a bush grants partial concealment, and going prone in them grants total concealment.

Logs: Since these are at the edges of the map I doubt they will be relevant, but if someone wants to go near the logs they are also considered difficult terrain.

Enemy Info
[SHOW]

Wolves: These are fairly run-of-the-mill wolves, much like the ones you fought back in the woods when hunting the Witch.

Alpha Wolf: This wolf, which appears to be the pack leader, is unnaturally large and ferocious-looking. Apart from its size, though, it seems otherwise identical to the other wolves.

Status
[SHOW]

24 Ghor (L, -1) | HP: 28/42 | Surges: 10/12 | AP: 1/1 | +1 to basic attack rolls, has CA against Wolf 7 until Valcus EONT
18 Drake (J, -3) | HP: 39/43 | Surges: 11/12 | AP: 1/1 | Shield Bash, Glowering Threat, Parry & Riposte, Second Wind, Sohei Flurry, Driving Attack
16 Wolf 9 (N, -2) | HP: ??/?? | -2 to attack and granting CA until Valcus EONT
15 Wolf 8 (H, -8) | HP: -24/?? | Caelen's quarry
14 Wolf 7 (M, -2) | HP: -30/?? | -2 to attack and granting CA until Valcus EONT
14 Caelen (G, -7) | HP: 20/34 | Surges: 7/7 | AP: 0/1 | Two-Fanged Strike, Elven Accuracy, granting CA until EONT, prone (granting CA)
13 Daria (M, -4) | HP: 37+10/45 | Surges: 14/14 | AP: 1/1 | Strength from Valor
13 Minh (M, -5) | HP: 21/35 | Surges: 7/7 | AP: 1/1 |
10 Wolf 2 (N, -4) | HP: -27/?? |
10 Wolf 6 (J, 0) | HP: -31/?? | prone (granting CA)
10 Valcus (L, -2) | HP: 31/35 | Surges: 8/8 | AP: 0/1 | Battlefront Shift, Inspiring Word (2/2), Sohei Flurry, Hammer & Anvil, Dragonfear, Cunning Adjustment, Leader's Instincts

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen grunts as the wolf knocks him down, all too familiar with such an experience. No. This ends now. Picking himself up, the elf readies an arrow. He briefly stumbles, however, shooting the arrow off-course where it grazes another wolf. Once more firm on his feet, he fires a point-blank arrow straight into the wolf's skull, ending its foul life.

Daria, meanwhile, is energized as the wolves continue to fall yet continue to surround her. With a swift swipe of her blade, she fells yet another.

Mechanics
[SHOW]

Caelen
Move: Stand

Standard: Twin Strike on Wolf 6 & Wolf 8
Attacks: 15(1d20) +11 = 26-1=25 (my bad, autofill); 20(1d20) +11 = 31 vs AC = Hit & CRIT
W6 Damage: 1(1d12) +1 = 2
W8 Damage: 12+6+1=19, Wolf 8 ded

Note, as ranged attack will provoke OA, Caelen gets a +2 bonus to AC against OAs

Minor: Hunter's Quarry on Wolf 6

Daria
Move: Shift to N-3

Standard: Valiant Strike on Wolf 7
Attack: 3(1d20) +16 = 19 vs AC = Hit
Damage: 5(1d8) +7 = 12 wolf 7 ded

Combat Block Caelen
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Elven, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 20/34
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike [X]
Disruptive Strike []
Elven Accuracy [X]
Invigorating Stride []


Sure Shot [_]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Combat Block Daria
[SHOW]

Ser Daria Meerestute

Female Mul Defender 3
Speed: 5
Initiative: +3
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision

AC: 20
Fort: 16
Reflex: 16
Will: 16
HP: 37/45 +10THP
Bloodied: 22
Surge Value: 11
Surges left: 14/14
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+7 damage
RBA (unarmed): +8 vs AC, 1d4+4 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Defender's Mark
Valiant Strike


Second Wind []
Incredible Toughness []
Virtue [_]
Strength From Valor [X]

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Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Pashalik »

Minh repositions herself on the field, moving faster than one would expect, until she finds herself facing Drake with a wolf between them. She gives it an exploratory jab.

mechanics
[SHOW]

Minh:

Move: tumble to O, -1

Standard: mba on wolf 9
To hit:4(1d20) +13 = 17
Damage: 1(1d8) +8 = 9
Striker damage thing: 4(1d6) = 4

.

Combat Block Ghor
[SHOW]

The Great Ghor

Male Mul Slayer 3
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Normal
Languages: Serran, Tulrissian

AC:14 (no armor today)
Fort:18
Reflex:15
Will:12
HP:28/42
Bloodied:21
Surge Value:10
Surges left:11/12
Action Points: 1
Speed 6 (no armor today)

MBA: +10 to hit, 2d6+10 damage (+1 damage on charge) SEE: stances
RBA: no weapon.

Stances:
[_] Berserker's Charge.

  • 2 power bonus to speed while charging and attack rolls of charge attacks.
    [x] Poised Assault.
  • 1 power bonus to attack rolls of basic attacks using a weapon.

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

Powers:

Poised Assault
Berserker's Charge

Incredible Toughness []
Power Strike []
Guardian's Counter []
Single Out []

Other Abilities:
Second Wind [ ]

Conditions:

Awesome.

Combat Block Minh
[SHOW]

Minh

Female Githzerai Striker 3
Speed: 6
Initiative: +6
Passive Perception: 22
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 21/35
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+3 damage
RBA (unarmed): +8 vs AC, 1d4+5 damage

Resistances: None

Vulnerabilities: None

Saves:

  • +2 vs daze, dominate, stun

Active Effects:

  • can shift 3 squares as free action when using Second Wind

Powers:

Striker's Damage
Overwhelming Strike


Second Wind []
Iron Mind []
Tumble [x]
Deadly Stride [_]

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

As two more of the beasts fall, the remaining grow noticeably less bold. Two attempt to flee the scene of battle entirely, though one is cut down by Drake in its haste to escape. The other makes it some distance safely, but it is hindered by its need to stand first.

Go: Valcus, Ghor, Drake

Mechanics
[SHOW]

Caelen: stands, attacks...

Wolf 8: OA on Caelen, 19 vs AC = miss

Caelen: ... hits x2 & kills, quarries

Daria: shifts, hits & kills

Minh: shifts, hits

Wolf 2: moves...

Drake: OA on Wolf 2, 33 vs AC = crit! for 13 damage. Wolf 2 is dead.

Wolf 6: stands, runs to (T, 1) without provoking OAs

Map
[SHOW]

Image

Map Info
[SHOW]

Cart: The cart appears to have been a merchant wagon, or perhaps part of a supply train headed towards the war front. It counts as difficult terrain to step up into the cart, and anyone in the cart can crouch to receive partial cover vs ranged attacks. It is otherwise considered impassable terrain if coming from other directions.

Rocks: The few small clusters of rocks on the map are considered difficult terrain if the take up most or all of a square. Ask if unsure about a specific square.

Bushes: The leafy-looking bits north and south of the road are primarily bushes, and count as difficult terrain to move through. Crouching in a bush grants partial concealment, and going prone in them grants total concealment.

Logs: Since these are at the edges of the map I doubt they will be relevant, but if someone wants to go near the logs they are also considered difficult terrain.

Enemy Info
[SHOW]

Wolves: These are fairly run-of-the-mill wolves, much like the ones you fought back in the woods when hunting the Witch.

Alpha Wolf: This wolf, which appears to be the pack leader, is unnaturally large and ferocious-looking. Apart from its size, though, it seems otherwise identical to the other wolves.

Status
[SHOW]

24 Ghor (L, -1) | HP: 28/42 | Surges: 10/12 | AP: 1/1 | +1 to basic attack rolls, has CA against Wolf 7 until Valcus EONT
18 Drake (J, -3) | HP: 39/43 | Surges: 11/12 | AP: 1/1 | Shield Bash, Glowering Threat, Parry & Riposte, Second Wind, Sohei Flurry, Driving Attack
16 Wolf 9 (N, -2) | HP: -13/?? | -2 to attack and granting CA until Valcus EONT
15 Wolf 8 (H, -8) | HP: -43/?? | Caelen's quarry
14 Wolf 7 (M, -2) | HP: -42/?? | -2 to attack and granting CA until Valcus EONT
14 Caelen (G, -7) | HP: 20/34 | Surges: 7/7 | AP: 0/1 | Two-Fanged Strike, Elven Accuracy,
13 Daria (N, -3) | HP: 37+10/45 | Surges: 14/14 | AP: 1/1 | Strength from Valor
13 Minh (O, -1) | HP: 21/35 | Surges: 7/7 | AP: 1/1 | Tumble
10 Wolf 2 (N, -4) | HP: -40/?? |
10 Wolf 6 (T, 1) | HP: -33/?? | Caelen's quarry, -5 to attack and granting CA until SONT
10 Valcus (L, -2) | HP: 31/35 | Surges: 8/8 | AP: 0/1 | Battlefront Shift, Inspiring Word (2/2), Sohei Flurry, Hammer & Anvil, Dragonfear, Cunning Adjustment, Leader's Instincts

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ratwizard
A Wan Smile
Posts: 5470
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

One of the wolves makes a run for it, and Valcus sees the elf land an arrow in its backside. An injured wolf is even more dangerous for those civilians. Let's end this now.

The knight breaks free from the cluster of bodies, loping after the canid before making a leap. He lands atop the wolf's frame, driving his weapon deep into its backside and killing it.

Valcus turns back, pointing to the remaining wolf. "Put it down, and quickly!"

Mechanics
[SHOW]

Move: Walk to N, 1.

Standard: Flattening Charge to S, 1 -- targeting Wolf 6.
Attack: 4(1d20) +14 = 18
Damage: 5(1d10) +6 = 11
Hits 18 versus AC for 11 damage, killing (and proning) Wolf 6. Flattening Charge re...charges.

Combat Block
[SHOW]

Lord Valcus Torinn, Heir-Presumptive to Castle Halstos

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 31/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 0

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear [X]
Inspiring Word [X] [X]
Hammer and Anvil [X]
Cunning Adjustment [X]
Battlefront Shift [X]
Flattening Charge [_]
Sohei Flurry [X]


Leader's Instincts [X]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

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ratwizard
A Wan Smile
Posts: 5470
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

"We're on it," Drake shouts back to the other knight, footwork steady as he and the others surround the last beast. He lands a solid blow on the creature, and it looks noticeably weakened.

Mechanics
[SHOW]

Standard: MBA on Wolf 9.
Attack: 6(1d20) +13 = 19
Damage: 5(1d8) +5 = 10

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20 +2
Fort: 17 +2
Reflex: 14 +2
Will: 13 +2
HP: 39/43
Bloodied: 21
Surge Value: 10
Surges left: 11/12
Action Points: 0

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None.

Powers:

Cleave
Footwork Lure


Second Wind [X]
Dwarven Resilience [X]
Sohei Flurry [X]
Shield Bash [X]
Glowering Threat [X]
Parry and Riposte [X]


Driving Attack [X]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

User avatar
Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Pashalik »

Ghor thuds the butt of his axe into the ground and gives off a moustache -shaking harrumph. "I'm a fighter, not a butcher. It's defeated, let it go."

mechanics
[SHOW]

Ghor:

.

Combat Block Ghor
[SHOW]

The Great Ghor

Male Mul Slayer 3
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Normal
Languages: Serran, Tulrissian

AC:14 (no armor today)
Fort:18
Reflex:15
Will:12
HP:28/42
Bloodied:21
Surge Value:10
Surges left:11/12
Action Points: 1
Speed 6 (no armor today)

MBA: +10 to hit, 2d6+10 damage (+1 damage on charge) SEE: stances
RBA: no weapon.

Stances:
[_] Berserker's Charge.

  • 2 power bonus to speed while charging and attack rolls of charge attacks.
    [x] Poised Assault.
  • 1 power bonus to attack rolls of basic attacks using a weapon.

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

Powers:

Poised Assault
Berserker's Charge

Incredible Toughness []
Power Strike []
Guardian's Counter []
Single Out []

Other Abilities:
Second Wind [ ]

Conditions:

Awesome.

Combat Block Minh
[SHOW]

Minh

Female Githzerai Striker 3
Speed: 6
Initiative: +6
Passive Perception: 22
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 21/35
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+3 damage
RBA (unarmed): +8 vs AC, 1d4+5 damage

Resistances: None

Vulnerabilities: None

Saves:

  • +2 vs daze, dominate, stun

Active Effects:

  • can shift 3 squares as free action when using Second Wind

Powers:

Striker's Damage
Overwhelming Strike


Second Wind []
Iron Mind []
Tumble [x]
Deadly Stride [_]

User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

As the second-to-last of the beasts fall, the final one attempts to flee as well, but is cut down with a flurry of blows from both Drake and Daria as it rushes past them. It crumples to the ground, lifeless, and a silence falls upon the battlefield that had not been there before, broken only by the exhausted breaths of the combatants.

With the battle won, Daria looks around at the scene, trying to spot if there are anymore of the creatures in the distance. Seeing none, she moves to the one she'd just slain and looks down at its body, a bit sullen. "Why would they have attacked travelers? And so far from the tree line?" she wonders aloud, piercing the beast once more to be sure it is dead. Once she does so, she begins wiping the blood from her blade.

Minh pays little attention to the bodies of the beasts, instead wandering over towards the wagon and looks to the bodies, flicking the blood off her blade as she walks. She kneels near one and puts her fingers to the neck, and shakes her head, before doing the same to the others. "Todos muertos," she says to Ghor after checking all four of the corpses.

Serran Translation
[SHOW]

"All dead."

Go: Short Rest?

Mechanics
[SHOW]

Valcus: moves, hits & kills

Drake: hits & bloodies

Wolf 9: moves...

Drake: OA on Wolf 9, 21 vs AC = hit for 10 damage.

Daria: OA on Wolf 9, 17 vs AC = hit for 15 damage. Wolf 9 is dead.

Map
[SHOW]

Image

Map Info
[SHOW]

Cart: The cart appears to have been a merchant wagon, or perhaps part of a supply train headed towards the war front. It counts as difficult terrain to step up into the cart, and anyone in the cart can crouch to receive partial cover vs ranged attacks. It is otherwise considered impassable terrain if coming from other directions.

Rocks: The few small clusters of rocks on the map are considered difficult terrain if the take up most or all of a square. Ask if unsure about a specific square.

Bushes: The leafy-looking bits north and south of the road are primarily bushes, and count as difficult terrain to move through. Crouching in a bush grants partial concealment, and going prone in them grants total concealment.

Logs: Since these are at the edges of the map I doubt they will be relevant, but if someone wants to go near the logs they are also considered difficult terrain.

Enemy Info
[SHOW]

Wolves: These are fairly run-of-the-mill wolves, much like the ones you fought back in the woods when hunting the Witch.

Alpha Wolf: This wolf, which appears to be the pack leader, is unnaturally large and ferocious-looking. Apart from its size, though, it seems otherwise identical to the other wolves.

Status
[SHOW]

24 Ghor (L, -1) | HP: 28/42 | Surges: 10/12 | AP: 1/1 | +1 to basic attack rolls, has CA against Wolf 7 until Valcus EONT
18 Drake (J, -3) | HP: 39/43 | Surges: 11/12 | AP: 1/1 | Shield Bash, Glowering Threat, Parry & Riposte, Second Wind, Sohei Flurry, Driving Attack
16 Wolf 9 (N, -2) | HP: -48/?? |
14 Caelen (G, -7) | HP: 20/34 | Surges: 7/7 | AP: 0/1 | Two-Fanged Strike, Elven Accuracy,
13 Daria (N, -3) | HP: 37+10/45 | Surges: 14/14 | AP: 1/1 | Strength from Valor
13 Minh (O, -1) | HP: 21/35 | Surges: 7/7 | AP: 1/1 | Tumble
10 Wolf 6 (T, 1) | HP: -51/?? | Caelen's quarry, -5 to attack and granting CA until SONT
10 Valcus (S, 1) | HP: 31/35 | Surges: 8/8 | AP: 0/1 | Battlefront Shift, Inspiring Word (2/2), Sohei Flurry, Hammer & Anvil, Dragonfear, Cunning Adjustment, Leader's Instincts

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Pashalik
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Re: Tulrissian Unification IC

Post by Pashalik »

With the combat over, Ghor finds a rag and cleans himself up, having picked up plenty of blood and mud during the fight.

mechanics
[SHOW]

Short rest. Ghor and Minh each spend 2 surges, getting to full HP.

.

Combat Block Ghor
[SHOW]

The Great Ghor

Male Mul Slayer 3
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Normal
Languages: Serran, Tulrissian

AC:14 (no armor today)
Fort:18
Reflex:15
Will:12
HP:42/42
Bloodied:21
Surge Value:10
Surges left:9/12
Action Points: 1
Speed 6 (no armor today)

MBA: +10 to hit, 2d6+10 damage (+1 damage on charge) SEE: stances
RBA: no weapon.

Stances:
[_] Berserker's Charge.

  • 2 power bonus to speed while charging and attack rolls of charge attacks.
    [_] Poised Assault.
  • 1 power bonus to attack rolls of basic attacks using a weapon.

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects:

Powers:

Poised Assault
Berserker's Charge

Incredible Toughness []
Power Strike []
Guardian's Counter []
Single Out []

Other Abilities:
Second Wind [ ]

Conditions:

Awesome.

Combat Block Minh
[SHOW]

Minh

Female Githzerai Striker 3
Speed: 6
Initiative: +6
Passive Perception: 22
Passive Insight: 16
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 16
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 5/7
Action Points: 1

MBA (longsword, two-handed): +11 vs AC, 1d8+3 damage
RBA (unarmed): +8 vs AC, 1d4+5 damage

Resistances: None

Vulnerabilities: None

Saves:

  • +2 vs daze, dominate, stun

Active Effects:

  • can shift 3 squares as free action when using Second Wind

Powers:

Striker's Damage
Overwhelming Strike


Second Wind []
Iron Mind []
Tumble []
Deadly Stride []

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Re: Tulrissian Unification IC

Post by ratwizard »

Valcus spends a few moments meditating -- letting his breathing stabilize and his pulse dull.

"I don't know,"
Valcus says, shaking his head at Daria's question. "But we've seen wolves act strangely before. It could be anything. Pushed from their usual grounds by warring or extra patrols. Gaining confidence -- or desperation -- and picking off people in the open."

Once rested, the knight heads over to investigate the wrecked cart more closely.

Mechanics
[SHOW]

Valcus and Drake spend one surge to heal and regain encounter powers.

Combat Block Valcus
[SHOW]

Lord Valcus Torinn, Heir-Presumptive to Castle Halstos

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 35/35
Bloodied: 17
Surge Value: 9
Surges left: 7/8
Action Points: 0

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear []
Inspiring Word [] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift []
Flattening Charge []
Sohei Flurry []


Leader's Instincts [X]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block Drake
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20 +2
Fort: 17 +2
Reflex: 14 +2
Will: 13 +2
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 10/12
Action Points: 0

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None.

Powers:

Cleave
Footwork Lure


Second Wind []
Dwarven Resilience []
Sohei Flurry []
Shield Bash []
Glowering Threat []
Parry and Riposte []


Driving Attack [X]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

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Scratcherclaw
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Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen breaths a sigh of relief as the final wolves have fallen, glad that the caravan is safe, at least for now. Listening to Daria's words and hearing Rhian's echo in his ears, he begins to wonder what may be throwing the wolves out of balance. This couldn't be from the death of that witch, could it?

Mechanics
[SHOW]

Regain all encounter powers & spend 2 surges to get to full HP

Combat Block Caelen
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Elven, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike []
Disruptive Strike []
Elven Accuracy []
Invigorating Stride []


Sure Shot [_]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

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Re: Tulrissian Unification IC

Post by Fialova »

Valcus
[SHOW]

The cart appears to be mostly full of medicine and bandages, though there are assorted other items as well that were likely personal belongings of the four people that had been escorting the wagon. There is no sign of any horses or other pack animals meant to have pulled the wagon, either alive or dead, so it seems likely the folk you see on the ground were pulling it themselves.

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Re: Tulrissian Unification IC

Post by ratwizard »

"Looks like those travelers were ambushed by wolves. They left a lot of medical supplies, which means it wasn't a bandit-job," Valcus says, approaching the others once again. A tragedy, to be sure. But perhaps what they leave behind in this life can aid others. A silver lining amidst a calamity.

"Speaking of," he says, turning to Daria. "How are you holding up? You fought well." The knight eyes the wound she sustained.

OOC
[SHOW]

We had no spare mounts, right? No beasts of burden to pull this cart unless we want to do it ourselves or assign labor?

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Re: Tulrissian Unification IC

Post by Fialova »

"I'm fine, sir, thanks for asking," the knight replies, as she finishes wiping the blood from her blade and returns it to her scabbard. She takes a seat against one of the rock outcroppings to rest a moment as she continues. "I've not had to face a wolf before, but the beasts in the marsh are often even more aggressive. A shame we could not have made it here faster," she says, looking towards the bodies near Minh with the same sullen look she had before.

OOC
[SHOW]

I put this in discord too, but per this post you had need of 5 beasts to pull the 4 wagons you already had, and you started with 6 horses and 1 mule, so that leaves you with 2 left over. IIRC you opted to have Drake and Valcus ride the two remaining horses at the front of the group.

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Re: Tulrissian Unification IC

Post by ratwizard »

Valcus nods, his face sullen. "Aye. Each day we see more of our kin sent to Inara." He sighs, taking in the scene before him. "We should give them proper burial, as is tradition. And I know there is no 'right' time to discuss it, but I will go on foot so that my horse can pull this cart. We can use it as a station -- anyone too sick to walk can be carried on the cart, and there would be medical supplies close at-hand."

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

At Valcus' plans for the cart, Caelen replies, "That's a good idea, given the shape some of those refugees are in." Eager to get to Menora as soon as possible, he adds, "We may be able to move faster that way too. And the sooner we get to Menora, the better."

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Re: Tulrissian Unification IC

Post by ratwizard »

"Never enough time," Valcus replies, sighing. At the going rate, I'll be dead before I get a moment to myself to think and relax.

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Re: Tulrissian Unification IC

Post by Fialova »

"A burial would be good," Daria says. "Though it may be wise to inform the others that the road is safe, first. The longer we are gone, the longer they may suspect the worst."

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Re: Tulrissian Unification IC

Post by ratwizard »

"Aye. We should think of the others," Valcus agrees with a nod. "Let's head back now that this has been dealt with," he says, treading back to the rest of the caravan. Need the shovels, anyhow.

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Re: Tulrissian Unification IC

Post by Pashalik »

Regaining a bit of his boisterous spirit, Ghor chimes in, "We can tell them how strong I am, so they'll be more glad to have us along."

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Re: Tulrissian Unification IC

Post by ratwizard »

"You sure proved that to me, friend." Valcus claps a gloved hand on the big orc's shoulder. "I am never happy to resort to violence in any situation, but the Gods know I'm glad to have your power on my side when I need to. Thank you for helping clear the wolves out."

The knight turns to Daria, and to Minh, nodding to them both. "Thank all of you. I don't think that is the last time we will have to prove our mettle, but today we lived to fight another day. And when the world has fallen to the point that it has now, sometimes that's all the encouragement one needs to keep pushing onward."

He sighs. I know it is for me.

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

"Maybe that'll give them the morale boost they need at a time like this," Caelen responds to the orc's slight gloating. "Probably best to bury these bodies before we bring them forward, though," he adds solemnly, slightly disheartened by the loss of life. "Seeing the bodies would do the opposite of raise their spirits."

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Re: Tulrissian Unification IC

Post by ratwizard »

"Aye," Valcus says. "Let's get the shovels and get this done. Then we can instruct the caravan to move up."

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Re: Tulrissian Unification IC

Post by Fialova »

Daria nods and follows after the others as they make their way back down the road. After the group has moved a short distance, Minh notices them leaving and quickly follows after as well, having started to wander around the site somewhat aimlessly before.

The walk back, at a much slower pace than before, takes approximately 10 minutes or so. The caravan comes into view, and the collective sighs of relief are noticeable as the party members approach. Karmin steps up first, having been talking to one of the men he initially joined with, saying, "I know you folk are good, but news of wolves still had me a bit on edge. Everyone else too, it seems. Glad to see your safe." He looks around a bit and, noticing the lack of extra bodies, adds, "but I take it the victims of the attack are not...?"

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Re: Tulrissian Unification IC

Post by ratwizard »

Lord Torinn grimaces, the fate of the travelers evident in his eyes. "We were too late." He looks around, stepping closer. "Keep this between us -- if you can. We're going back to bury our brethren. They had a cart as well," Valcus explains. "It's filled with medical supplies. I can't speak for the fallen... but if it were me in their place, I would want whoever deserved it to carry it onward. So that's what we are doing."

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Re: Tulrissian Unification IC

Post by Fialova »

The mayor gives a sullen nod, understanding the hardships of leadership all too well. "Aye, a wise decision. Should any of them ask about the shovels, I will tell them you are burying the wolves in case other wolves come by. That should ease most of their worries."

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Re: Tulrissian Unification IC

Post by Pashalik »

Ghor cracks a smile and flexes casually. "So, I guess that means you need me to put these wolves underground twice? I should charge for a show like this."

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Re: Tulrissian Unification IC

Post by ratwizard »

"There's no need to lie to them, Karmin." Valcus looks down the row of carts, his eyes passing over many of the refugees' faces. "If they ask, tell them the truth. I've seen too many leaders propagate falsities to their people in this war. I won't follow those traitors' steps." With a nod to the man and a thank-you, the knight steps off beyond the mayor.

Searching the caravan of carts for any extra shovels or picks to dig graves with, Valcus eventually heads back toward the scene of battle to bury the fallen. Every day, a new set of graves. Perhaps soon, it will be our enemies within the broken ground and not our allies.

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen sighs as Valcus rejects the mayor's plan regarding the wolves, knowing fully well the difference between the Warden's lies and the mayor's. I'm all for honesty, but the truth here hurts way more than a white lie. Shaking his head solemnly, the elf follows behind the knight as they return to the field to bury the bodies.

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Re: Tulrissian Unification IC

Post by Fialova »

"Very well," Karmin replies, aiding the men and women in gathering up shovels before they head back to the site of the slaughter. It takes them the same general amount of time to make their way back, though even with such a short absence a host of crows have already begun to pick at the bodies - both of the wolves and the humans. Some of the closer ones to the group fly away at their approach, but the ones further east continue their feast for the time being.

"We should bury them as far as we can from the road," Daria says, once the group has arrived and begun moving bodies. "I've heard bad things can happen to bodies not buried with proper funeral rites..." she says, looking a bit worried at the prospect of what could happen going forward.

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

"Heard them?" Caelen replies to the woman as they begin to move the corpses. "We've seen them. Night creatures are no fairy tale. Just don't tell the refugees that." I just hope it takes awhile for these people to arise again. I'd rather we get far away from here before they do.

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Re: Tulrissian Unification IC

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"We used to have someone who could handle this process," Valcus says, his shovel biting into dirt and roots, following Daria's advice far from the road. He says little more as he works, helping to make a handful of graves beside each other in the soft earth. These people deserved better than this.

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Re: Tulrissian Unification IC

Post by Fialova »

Daria's eyes widen at Caelen's comment, but continues to dig without another word on the subject. It is hard work, and though there are many graves to make, the lot of you manage to get everyone buried and re-covered with dirt in the span of an hour or so. The blood in the road is not so easily removed, nor any of it coating the wagon, but at least the bulk of the carnage is hidden away from the masses of refugees that will pass through soon. All that is left is to grab the wagon and the others and continue on.

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Re: Tulrissian Unification IC

Post by ratwizard »

Valcus sighs, looking at the finished work. "It'll have to do." I'm sure they would understand. At least, I hope they would.

Enacting the plan from earlier, Valcus helps transition the wagon into a triage station for helping any of the refugees, mercenaries, or other staff. Giving up his own horse to help pull it, he moves forward on foot -- his attitude strained but his determination tempered.

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen sighs as they finally finish up the work cleaning the area and burying the corpses. Hopefully these travelers may rest now and not be risen as those night creatures. The elf sighs, weary as they return to the caravan and begin their journey once more. With a long trek still ahead, he hopes that the Queen of Menora receives the refugees.

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Re: Tulrissian Unification IC

Post by Pashalik »

Despite what his foppish demeanor would suggest, Ghor turns out to be a reliable hand in burying the bodies, his strong back letting him do more than his fair share. As the group gets going again, he makes a point to take out 3 small balls and practice his juggling, giving the refugees something to look at other than the bloodstains.

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Re: Tulrissian Unification IC

Post by Fialova »

The group continues their long trek forward towards Menora, but it is as slow-moving as ever. Some of the refugees watch in awe as Ghor juggles and, seeing his showmanship's effects, Afsheen and Kiki join in, Afsheen doing some juggling of his own while Kiki somersaults and cartwheels forward in place of walking for extended periods of time. The other carnies mostly stick to their carriages, not having talents that lend well to movement.

It is not long on the road before the sun starts to set in the distance, and by this time the group is well within the forest on their way to Menora. The forest road makes spreading out less doable, so at this point the group has compressed from a wider one that extends a bit off the road, to a very narrow and long one that is mostly only able to be on the roadway itself. As darkness descends - made only faster by the tree cover - people start to wear down and some stop entirely, necessitating a rest for the evening.

As the group draws to a halt, Mutar turns to Valcus - and any others in earshot - and says, "It's been a few weeks now since we last passed through here, but if memory serves me we should have only a short ways yet to go. Perhaps a few hours given the pace we've been going."

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Re: Tulrissian Unification IC

Post by ratwizard »

Valcus grits his teeth, understanding the difficult decision before the group of them. Stay in the forest, risk an ambush. Push on, risk injury... low morale... Many things. Mulling them over in his mind, he nods along, looking toward Mutar.

"My suggestion is to try and get out of this forest before we settle down for the night. If that's only a few hours away, then it may be worth it to exert ourselves," the knight explains. He knew he could do it easily, but it was the refugees he worried about. They've already traveled so far on foot. And what if we push them too hard, and we are still ambushed? It was a grisly thought, but one worth considering.

Valcus sighs. "There is no good choice, only a poor choice and one worse. Yet, we must decide." He looks to Caelen, Ghor, and Lord Aerden -- the people he had grown to trust. "What do you think?"

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Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen sighs at the dilemma at hand, but he knows that the knight needs all the counsel he can get. Despite the difficult decision, the elf agrees with that man. "It will be hard to get them to continue, but these forests are unforgiving in the dead of night. We've seen it ourselves." Looking back at the tiring refugees, he adds, "I think our chances are better if we keep pushing until we're out of the forest."

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Re: Tulrissian Unification IC

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Ghor peers at the trail ahead, then back to his fellows. "I don't know what you fear this far in, but I trust you have reason. Is there any way we could send a scout ahead? It would be much easier to get people to keep going if we could assure them we were close to our goal."

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Re: Tulrissian Unification IC

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"Aye, I've still one of my retinue who can scout ahead again if needed," Drake chimes in, in reference to the woman they'd already sent ahead earlier who alerted them of the wolves. "Give the word and I will have her go on ahead, though I am not sure how long we should be waiting around to hear back if the goal is to push ahead," the man adds.

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Re: Tulrissian Unification IC

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"Lord Aerden," Valcus address his companion. "Perhaps they borrow your horse, if you don't mind? They could cover more ground quicker and we could get our plans in action with haste."

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Re: Tulrissian Unification IC

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"Then why wait around?" the elf asks the young lord. "Perhaps we could continue our pace while the scout moves ahead on horse. That way we still make at least some progress no matter the outcome."

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Re: Tulrissian Unification IC

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"Sounds reasonable," Drake says, dismounting his horse. "I'll find her and send her off, then we can get moving," the young lord continues, walking to where is soldier was last seen mingling with some of the mercenaries.

"Forgive my intrusion, sirs," comes Daria's voice, as she approaches the group from having been closer to the refugees. "I overheard some of your plans. Are we stopping for the evening, or pressing on? If we are still moving we should go soon, some have already assumed it is time to rest and start making themselves comfortable."

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Re: Tulrissian Unification IC

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"Moving on for now. If the scout returns quickly, then we know we are close to the city. If the scout takes too long, we will bunk down for the night," Valcus explains, rubbing his tired eyes with a gloved hand. He blinks a few times, wetting them. "I don't want to get caught out in this forest unless we need to. There are dangerous things afoot."

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Re: Tulrissian Unification IC

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With great reluctance on the part of many of the refugees and soldiers alike, the group begins moving once more after Drake sends his scout forward on his horse. Progress is noticeably slower now than it had been during the day, the caravan clearly weary from a long day of marching.

It is difficult to judge the passing of time without the sunlight, but after what feels like an hour or so things begin to slow down even more, to the point that progress is all but stopped. At this point there is still no word back from the scout that was sent ahead, but also no real way to know how long it may before before their return.

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Re: Tulrissian Unification IC

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"Doesn't look like our caravan will be able to make it to the city, even pushing on through the night," Valcus says, having slowly come to that realization. Unfortunate. Now we have over-exerted ourselves, and put everyone at even more risk.

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Re: Tulrissian Unification IC

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Ghor tries not to let his tiredness show, but his disappointment can still be spotted. "Only one thing for it, then. Let's take a bit of rest, and hope the forest isn't as bad as your elf makes it out to be."

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