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Post by zipp on May 27, 2009 19:43:36 GMT
Babysitting. That's what you begin to feel your job entails. You just hope one of these bloody Sommerlending gets the plague soon so you can kill the others and get out of this city. Things have gotten... complicated.
Your first thought after coming to is that your body feels funny. Sort've... tingly. And something tight is constricting your chest. You open your eyes. You seem to be in a small room, lit by a couple torches. Not much of note is here. There's a window on the other side of the room, and some moonlight comes through. There is a small table with drawers as well, but otherwise nothing. The torches illuminate your body which thankfully is all in one piece.
The first strange thing you notice is that you aren't wearing any of your armour. In fact, you are wearing clothes that are badly shaped around your large body. You feel like you are about to burst their seams. You are also lacking your shield and your weapons.
The second strange thing is that at your feet rests a back pack. You recognize it as having belonged to Gertwiller, though the man is nowhere to be seen.
The strangest thing, however, occurs when you try to move your right arm to look through the pack. The arm won't come away from the wall. You turn and see something which is more shocking than anything you've seen so far in Oasis.
Your hand is halfway inside the wall. No, that's not quite right. Your right hand IS the wall.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on May 27, 2009 23:25:01 GMT
"Leverage," says Aram to himself. "With leverage, my strength will suffice to free my arm." He first reaches down for Gertwiller's pack with his left arm to look inside it, hoping to find something useful within and wishing he still had his sword or, better still, his lance. Either would have made an excellent lever.
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Post by zipp on May 29, 2009 6:46:28 GMT
In Gertwiller's pack you find an amulet with a symbol of a pentagram surrounding a hand, a very large gold coin with Toran's symbol stamped on it, a bor pistol, a strange wand, a strange black circular object, and a diary.
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Post by zipp on May 29, 2009 18:18:53 GMT
One other thing... you also find Gertwiller's sabre at your side. It is less of a fencing sabre and more of a true sword, sharpened along one edge. But the thiness of the blade... you've never seen a weapon like this before. Next to it lies a very sharp knife with serated edges.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on May 30, 2009 2:54:58 GMT
Aram shows his teeth when sees the sword. At least he is left with a deadly weapon that he knows how to use well, albeit an odd one. Then again, just about everything about Gertwiller had been odd. He tucks the sword and knife into his belt. The magic wand could perhaps help him free himself, but he isn't about to test it without knowing what it does first. He skims the diary, hoping to find a clue within.
Is there any powder and shot to go with that Bor pistol?
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Post by zipp on May 30, 2009 23:03:04 GMT
There is, though including what it's currently loaded with, there's probably only enough for five or six shots.
The diary didn't even belong to Gertwiller. Instead it seemed to be a travel log belonging to Bonnie Summer, the Border Ranger who had disappeared shortly after you all arrived in Oasis. By flipping through, you see she outlined her entire mission in these pages, and that she gives details on what happened to her after her seperation from the group. You can read this now, if you like, or wait until another time.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on May 30, 2009 23:11:07 GMT
Interesting, thinks Aram. If Bonnie's pack is here, perhaps she is as well. Before he continues reading, he looks at the strange wand and tries to deduce its possible function. SKILL or MENTAL roll (2 dice) to identify the wand (1d20=16, 1d20=10) Unless I can tell enough about the wand to know that it can free me from the wall, I'll read the diary now - paying careful attention to any mention of the wand or the other items in her pack.
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Post by zipp on May 31, 2009 17:09:35 GMT
You can sense a delicious aura of pain and fear about the wand that makes you recall the torture devices you used back in Ruel. Surely this wand has some ability to hurt others, though you don't know enough about it to know exactly what that ability would be. You doubt it will help free your arm, though.
Instead you turn to the diary, and though it is difficult to peruse it with one hand, it is an interesting read.
It starts with a short paragraph lamenting the loss of Bonnie's husband and children, though she holds out hope that her children are alive. Then there are several torn out pages, though on a corner of one remaining page is scrawled the name "Clyde."
For a while the diary turns into a travel log, depicting basic details about parts of Sommerlund Bonnie visits as a Ranger. This goes on sporadically for two years of Bonnie's life, taking up most of the diary.
The next piece is so well written and described that you feel you are in the scene yourself...
"During Zagarna's invasion, the border rangers were assigned to the command of general Maximillian, renowned as a brilliant strategist. Though a good 10 years older than you, you became close with the general.
You respected both his quick mind and his loyalty to his troops. He ate with his soldiers, joked with them, had even helped some of them out of tight spots by giving them money and friendship in a high place. His soldiers were his family, and he was always skeptical of any plan which could endanger them. His record over the years was in no small part formed by the survival rate of his troops.
The general is a widower with a young child of ten named Armadalus. When you lost your own husband and children, he was there with all the right words to comfort you, and your relationship grew (note: I'll leave it to you to decide whether or not this became sexual, if not, then consider it to be the familial relationship of a respected and well loved uncle).
When Darklord Xog began moving forces this summer, you were one of the border rangers assigned to join Maximillian's forces at the Durncrag mountains. From the moment you arrived, you received special treatment. The best of these was your own tent to sleep in. Despite these signs of his favour, the general ignored you most of the time. You assumed it was because he didn't want to make other suspicious or jealous of his favour.
Three nights ago, you discovered the real reason.
Awoken at midnight and commanded to the general's tent, you found Maximilian, who usually greeted you with charm and smiles, distraught. His usually bright eyes seemed glazed, and his face showed concern.
He had a mission for you, and it was one he was not eager to give.
The king, he told you, had just ordered an expedition into the merchant city of Oasis, which had been struck by a mysterious plague. Being among the king's most trusted advisor, Maximilian has some detailed information on the outbreak.
The plague seems to strike population centers and then decimate them. Chances are that it dies with its host, and thus isn't transmitted by dead bodies, meaning that live carriers have spread it through the wild lands. If not for the relative halt of trade after the Darklord invasion, it probably would've spread immediately to Holmgard. However, Oasis consolidated its wealth (causing a political schism among the merchant's guilds), and stopped trade.
A fortunate turn of events.
Not so fortunate is the current situation with the Darklords. Xog's army is large. Too large to be repelled by the king's current forces. Sommerlund's armies are not going to win this battle. After a few early skirmishes, no attacks have been made. The enemy sits eerily at the bottom of the crags, growing in strength daily, making no attempt to hide their numbers, as if defying Sommerlund to repel them.
Against these hopeless odds, Maximillian has used what fate has given him and designed a daring plan.
You must bring back an infected person from Oasis. That person will then be sent into the midsts of the Darklord's armies, spreading the plague and destroying them. Since no humans live in the Darklands, there will be only one life lost.
That of the plague carrier.
Of course, the difficulty is getting back without dying, and without infecting the human camps. To this end, Maximillian wants you to employ the Argyle riverway, an underground river that flows towards the falls at the south end of the Durncrag mountains. Oasis is built above the fast flowing river, and their main well at the center of the town provides direct access to it. If you were to utilize this underground waterway, you could reach the Darklands in three days. Then the infected person could make it to the camp of the Darklord's armies. All it would take was a single living person to infect the camp.
It is with solemnity that you accept your orders. It's a desperate plan, but it seems to be Magnamund's last hope. There are tears in Maximilian's eyes as he gives you this mission, most likely to be your last. His usually clever words become muddled. He begs your forgiveness for not having been able to bring you happiness after the loss of your family. He says that it doesn't have to be you that is infected, any one of the party will do, as long as they are brought to the Darklord's camp. He says that this is so that Sommerlund can go on, so that his son can find peace in the next age. He trusts no-one else to perform this mission. This mission... for him, for Sommerlund, for all of Magnamund.
Who knows? Perhaps death will be the calm you've sought for the last two years."
There is still a good chunk left to the diary, and you are about to read it when you hear a loud noise outside the room. It is a clanking and a crashing, followed by a disturbing sort of snuffling sound, as of a large boar snorting its way through a jungle.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on May 31, 2009 17:22:37 GMT
Drakkarim are technically human, and some of them live in (or at least are stationed in) the Darklands, but I suppose the author of the diary doesn't consider them such.
Bonnie's background and mission are very cool (the Bonnie and Clyde reference was a nice touch too)! If Aram ever snuffs it, I definitely want to play her.
Aram instinctively replaces the diary in the pack and draws his new sword with his one free arm, taking care to remain silent. If no foe has shown itself yet, he tries to reach out and open the drawers to see what is inside them, using the sword to extend his reach if needed.
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Post by zipp on May 31, 2009 17:47:20 GMT
I'm personally hoping Aram stays around for a good long while. Honestly, if I had to call the next character death, it would probably be Gregor. He's at infection level 13 or something. He's not feeling very good at all. But with the right actions and a bit of luck, everyone could survive to the end.
Don't know if anyone will survive THE end, though ^_^
Update later tonight.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on May 31, 2009 17:50:40 GMT
Cool! I won't shed any tears if Gregor dies. I may end up killing him myself, though I'd rather convert him to my cause. Of course, doing that could push him to 20 if he takes on much more infection.
In terms of Exp gained for the deaths of party members, do I get anything for Gertwiller's demise?
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Post by zipp on Jun 1, 2009 7:09:54 GMT
No... Gertwiller may not be as dead as you think.
The sabre feels strange in your hand. After a few practice swings, you aren't fully convinced of your ability to defend yourself, but you don't get any more time. You can't see where the room exits, but suddenly you are aware that whatever is snuffling its way along is in the room with you. You wait until it emerges from the shadows. Even your years in Ruel do not prepare you for the sight.
In front of you is what used to be a dog. However, the top of its head is missing, and its brain is exposed. One eye is still attached to the brain, and hangs loosely by the dog's fang filled mouth. It's nose is pressed to the ground. Aparently, it is making its way along by scent alone.
It comes within arm's reach of you, and suddenly growls. You believe it has smelled you. You have to act quickly.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Jun 1, 2009 23:37:33 GMT
Aram turns to face the dog, his new sword held in front of him, but he holds his strike in case the beast is not hostile. He is, however, ready to parry and fight back if it does attack. "Good doggie," he says soothingly. "Nice doggie."
Let me know if it attacks, and I'll roll COMBAT. Otherwise, why start a fight with one hand stuck in the wall?
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Post by zipp on Jun 2, 2009 0:05:19 GMT
The dog begins to shake. As it gyrates madly in front of you, you notice a pool of liquid forming around its brain and seeping out of its fur. Suddenly the dog rears back on its hind legs and snaps its head forward. Instinctively you move your head, and the glob of liquid hits the wall near where your arm is stuck.
At first you think nothing of this beyond it being creepy. Then you hear a hissing sound, and turn to see the liquid eating into the wall where your hand is. The very stone is dissolving around that area. Your arm could soon be free... though you aren't sure how your hand will fare.
Meanwhile, the dog is rearing for another attack.
If you want to take an action, you can go for it. If you want to engage the dog in melee combat, let me know. Otherwise, it will make a ranged attack.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Jun 2, 2009 0:17:32 GMT
Yes, I am going to attack it with the saber. Do I roll COMBAT now?
EDIT: Is there time to lean the sword against the wall and zap it with the wand or shoot it with the Bor Pistol before it can make a ranged attack? Does the wand, being magical, hit automatically, or does it still need a SKILL roll?
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