Post by DM-Delfon on Jul 18, 2011 21:02:02 GMT -5
DM Delfon
Natureday, January 25th
<Some thoughts Mortimer may have had over the last couple days.>
Things have been strange in Urutah these last few days. First, on Lightday, Zek over at the Longest Mile stable asked that I mend a stall for him, normally he does that kind of thing himself. Next, on Earthday, the eastern pass guards rang the warning bell once, to signal that a storm is coming, but the storm never arrived. Next, on Fireday two groups of imperial soldiers marched through the village. The first a group of 10 men led by a sargent, and the second group is only 4 men led by a lieutenant. The larger group of soldiers marched straight through Urutah in two orderly lines of 5 men each. The smaller group sought out Feldman over at the Boars Tooth Inn. Perhaps they we're looking for a member of the village council? When the second group left, the lieutenant was carrying a small stack of papers. This morning is the strangest yet, the guards at the western pass sounded the alarm bell repeatedly. That's supposed to mean that the valley is under attack, perhaps it's a good thing that all those soldiers are in the valley?
DM Quietus
The strain of thinking about all these strange happenings was already giving Mortimer a wicked headache, even this early in the morning, and he had to struggle not to let any curses touch his lips as he'd gotten dressed, and come to the temple for morning prayer. The sound of many voices, and the inner calm of worship, had helped to soothe that somewhat, but something still nagged at the back of his mind. Too many strange things, in too many days, that he simply couldn't put together.
The worship was coming to a close, however, and soon people would begin to file out of the small temple. It was Mortimer's job to pick up any larger bits of trash after the service, and he had every intention of speaking to the temple's leader after he was done, and asking the Father <or other appropriate title> about things. He'd always known what to do in the past, and so hopefully he would know something more about what was happening in Urutah now. The valley being under attack had him a little scared, though the presence of the soldiers did calm that somewhat.
DM Delfon
The Light Shrine in Urutah would hardly even be called a shrine in the major cities of the Empire. The Temple of Light in the Capital has five stories, and all the walls are made of thick, perfectly fitted stones. The most impressive feature of the Temple of Light is the ceiling, which is entirely made of stained glass. People from many faiths come to the Temple of Light just to examine the ceiling. The Light Shrine's walls are made of stone as well, one of the few buildings in Urutah who's walls are not made of wood. The interior of the Shrine is a single large room, lit by several long windows set into the stone walls. From the single thick oak door, you walk along a pale yellow rug that is so thick it muffles the sound of your footsteps completely. The plush rug leads you past five rows of well polished wooden benches. The walls between the windows are adorned with tapestries showing champions and crusaders of the Light standing regal in front of crowds in polished armour. The last two items that draw the eye are: A suit of well polished armour emblazoned with the Blazing Sunburst (holy symbol of the light) hangs on a rack behind the pulpit, and a well used longsword which rests across a pair of hooks set into the front side of the pulpit itself.
The Lightbringer of the shrine moves carefully to the pulpit, his regular limp almost unseen behind this clerical vestments. As he raises his hands, palms downward, the room falls into silence at once. After pausing for a dramatic moment, he begins the service without preamble,
"Let us be an instrument of peace.
Where there is hatred, let us sow love;
Where there is injury, pardon;
Where there is doubt, faith;
Where there is despair, hope;
Where there is sadness, joy; and
Wherever we find darkness, let there be light;
By the Light, grant that I may not so much seek to be consoled, as to console;
To be understood, as to understand;
To be loved, as to love.
For it is in giving that we receive,
It is in pardoning that we are pardoned;
And it is in dying that we are born into the Light."
(Modified from a quote by St. Fransis of Assisi 1181-1226)
When he finishes speaking, he smiles warmly, nods once and limps away from the pulpit. As usual the morning services are quick and to the point, more of a reminder to follow the light, then a sermon about ethics or morality. Within a couple minutes the large room is empty except for the Lightbringer, and it takes you less than a minute to clean up the place after everyone has left.
DM Quietus
As usual, the simple service puts Mortimer's mind at ease, at least somewhat - the worries regarding the strange happenings still sit on him, but somehow these services always help to remind him that no matter what, there is somewhere to go that he can feel at peace. Once the sermon is ended, and people have left the shrine, he spends the time cleaning up trying to think of a good way to approach the Lightbringer, finally settling on simply being direct, as he always is with the worshippers.
Once his cleaning is finished, he disposes of anything remaining, then moves to where the Lightbringer is, approaching with the usual respect. After exchanging appropriate greetings, he stumbles slightly over his words before saying, "Sir, I'm worried. There's been lots of strange things happening, Zek doesn't entirely seem himself, the storm warning that never came, now these soldiers.. and this morning the warning that we're under attack. What do you make of it?"
DM Delfon
The Lightbringer seems troubled by your question, and does something totally out of character for him: he doesn't address the question at all, but instead asks one of his own, "How old are you now Mortimer?" When you reply that you're 19 his eyes widen, and his face grows stern, "Light blind me!" he curses, which is again way out of character for the normally calm and collected priest. He also mumbles under his breath, barely audible, "I thought you were 20." Before you can recover from the shock of the Lightbringer cursing within the shrine, he continues, "Mortimer, I have a task for you, one of the gravest importance." He pauses for the slightest moment to make sure he has your undivided attention, "I need you to gather whatever you need to survive on your own for an undetermined amount of time, then I need you to get out of Urutah valley." Reading the questions in your eyes, he blurts over you, "There's no time for questions now, all you need to know is that the Imperial soldiers are the ones that are attacking, and they're here to kill anyone under the age of 20."
DM Quietus
"But... what about the shrine? What about Dad's tools? I've never been good at camping..", Mortimer says, stumbling over his words. His eyes are wide, entirely confused. Why would soldiers be attacking? Why kill anyone under twenty years old? "What sorts of things should I get? I have some money left over from before Dad died, but he stopped trying to take me camping years ago, after I almost drowned in that river, I wouldn't even know where to start."
DM Delfon
The look of confused horror in your eyes stops the Lightbringer in mid reply. Sighing softly, he places a hand upon your shoulder, and gently says in his warmest fatherly voice, "Mortimer, you can do this. Nay, you must do this, as your very life depends upon it. The passes are closed to you, so you will need to find another way out of the valley. The Water shrine is to the North, following the river of course. The Earth shrine is located within the roots of Heavens Spire to the North-East. To get to the fire shrine, just follow the smoke to the South-East. The wind shrine is located to the South-West. Any of the attendants in the shrines will help you if they can. The Scaal to the South would also be able to help, but for some reason the soldiers are paying more attention to the South right now."
Turning away and walking to one of the large windows, the Lightbringer clasps his hands together behind his back, "As for what you will need, think about what you will need for your primary survival needs: food, water, shelter. Then think about things that might be useful, something to defend yourself with, a rope and hook in case you need to climb something. You know what you need most of course..." He trails off for a moment, and a brilliant smile threatens to split his face in two before he continues, "Faith. The light will show you what you need most. Trust in the light, go forth in the name of the Light, carry the light into the darkest shadow, and watch as the shadow is banished before your brilliance!" His voice steadily picked up as he spoke, his ending tone sounding like his most heartfelt sermon.
DM Quietus
The lightbringer's 'sermon' brings a smile to Mortimer's face, and though he's still feeling entirely shocked by the news he's been given, he does feel stronger resolve, at least for now. Bowing his head, he says, "You're right, sir, I've got to find a way to do this. Thank you, I'll be going as quickly as I can. Do me a favor, please, and have someone tend to my father's workshop? I don't want it to fall apart while I'm gone."
After the Lightbringer gives his response, Mortimer quickly makes his exit, following a very heartfelt goodbye, and heads back to his home. Gathering up what little belongings he has, he realizes the first thing he's going to need : Something to carry them in. Wrapping a sheet around the end of his shovel, he makes a makeshift pack, putting anything he can that would safely not break into that, and carrying anything else either on his toolbelt - taking whatever carpentry tools he can with him, in case he needs to make something while he's gone - or carrying it in his other arm. A pack would make his life much easier, however, and so he heads toward wherever he would be able to get something like that in Urutah.
DM Delfon
Smiling at your thoughtfulness, the Lightbringer says, "Of course I will tend your your fathers shop, now hurry on Child before it's too late." He turns his back to look at, or through one of the stained glass windows. As you begin to push open the door, he suddenly calls out to you, "Mortimer, if you happen to see anyone else that is under the age of 20. Bring them with you. The Light will always show you the way, do not loose faith no matter what happens in the coming weeks."
As you head out of the house with your makeshift hobo bag, you remember that your father had an old backpack at the back of one of the shelves in the storage room. (Just buy a backpack with your starting gold.) After re-entering your house, and repacking things using the backpack. You find it much easier to move around, as the weight is distributed across your body instead of mostly on your arms and one shoulder.
Mortimer, as you step out of your house again, you hear angry shouts and a woman's scream of anguish from somewhere on the next street. Armod, you would be pulled from your day-dreaming by the same scream, and once attuned to the world again, you would hear the angry voices from the garden you were tending for Old Lady Medilian.
The two of you are on opposite sides of the location where the woman screamed. Mortimer's neighbors house would be in between him and the street, while Old Lady Medilian's house would be in the way for Armod.
DM Quietus
Taking the quickest path he can - even if that means going over a fence - Mortimer rushes toward where he heard the screams from, thankful that he'd remembered his father's old pack. Gripping his shovel in both hands to avoid letting it swing too freely, he runs as fast as he safely can, the Lightbringer's words echoing in his ears. The worst possibilities run rampant in his mind, and he tries to place the scream, wondering who it might be, and worse - if its owner was under twenty years old, or had a child who was.
DM Delfon
As you vault over the fence your minds fills with flashes of memory, a beautiful day in the park. Blue sky over lush green trees. Throwing a woven ball with your friend Armod. A bad toss leads to your ball rolling into a woman's feet. A warm smile. A young mans first unspoken crush. Flash forward, a long day in her garden. A shared glass of freshly squeezed orange juice. Thoughts of a first kiss.
Flash forward, standing silent - heartbroken at her wedding. Flash forward to present, your grip on your shovel tightens as you recognize the voice behind the scream, although you've lost touch since she got married, you would know that voice in your dreams.
Rounding the corner you see everything in flashes as your adrenaline kicks in, two imperial guards flanking him, the husband. He staggers. The guards sword flashes. Her voice cries out in anguish. He falls, red growing around the wound in his chest.
Actions? Init please... Baddies have already acted on their nat 20, total 22.
DM Quietus
(Initiative : 6)
With a howl of rage, Mortimer charges at the nearer of the two soldiers, shovel raised well above his head. Images of them turning on her flash through his head, making his vision turn red. Screaming, "run, Melanie!", he brings his shovel down as hard as he can on the soldier's head, the abrupt surge of adrenaline pushing thoughts of just how stupid an idea this was out of his head.
(Attack roll : 19, doesn't include penalties for improvised weapon. Damage is either 6 if a shovel is d6 damage, or 9 if it's d8. If you had a name in mind for "her", feel free to use that, and I'll edit it in.)
Gray
Snapping out the daydream that bog the mind during tedious tasks, Armod drops the gardening tools. Rushing to see what tumultuous activities would warrant a scream. Along the way his hands collect the gauntlet strapped to his belt, sliding the metal across his skin and flexing the fingers to set it comfortable in place.
When conflict is seen, he move closer to lend a hand, "What goes on here! What has this man done? Explain yourselves!"
Init: 18
DM Delfon
As Armod jogs around the corner of the building, the two soldiers shift their positions to face the possible new threat. "This man refused an Imperial order," He says Imperial as if that explains everything. "Stop where you are, and tell us your name and age." The one soldier demands of you Armod. While the other points his sword at Melanie, keeping her in place against the wall of the house Armod ran around.
Moments later, a shovel slams into the head of the soldier pointing his sword at Melanie. He staggers for a moment, his sword arm dropping some, so that the tip of his blade strays from pointing at Melanie at all. Melanie takes the moment of distraction to dodge behind the newly arrived Mortimer. The guard that took a shovel to the head uses the momentum to stagger forward, pointing his blade at Armod, he seems ready to strike if needed, "Place your hands on the wall." If you haven't already given your name and age, he adds, "State your name and age now!" The other soldier spins smoothly, stepping between his companion and Mortimer. His blade flashes between the two of you, forcing Mortimer to step back or take a brutal slash.
DM Quietus
Mortimer stumbles back, the flashing sword reminding him that these are trained, dangerous soldiers - and he's a carpenter with a shovel. Regardless of this, however, he makes a point of keeping himself between the soldier and Melanie, not willing to let them have a chance to attack her. Desperately holding his shovel up as if to ward off the sword, he answers, "I'm Mortimer, and this is my friend Armod; We're both twenty, for whatever that's worth!", trying desperately to keep his voice from shaking, hoping that the soldiers will believe him and leave them alone. As he does so, he glances over at Armod, hoping his friend picks up on it being a lie rather than a mistake.
((Bluff check : 13 total))
DM Delfon
The soldier's eyes narrow as you introduce yourself, smirking he says, "Mortimer, eh? As in Mortimer Corpus Nishant? Nineteen year old Mortimer Corpus Nishant?" He goes on to give you your address, and begins to list the names of your extended family when the other soldier cuts in, calling back over his shoulder, "Enough games, that little bastard hit me in the head with a shovel, and if he hasn't dropped that shovel and put his hands on the wall in about three seconds, I want you to run him through. I'm tired of the disrespect these hicks have for an Imperial order."
The soldier facing you Mortimer looses the smirk, and drops into a fighting stance, "You heard the man, loose the shovel and place your hands on the wall." While he's speaking, you hear a distant sounding voice behind you, "They killed him, they knocked on the door and when he wouldn't let them into our home they killed him." Her voice is so small that you can barely make out the words standing inches from her. "They can't get away with this, they can't, they can't, they can't..." She keeps repeating "They can't." over and over again like a sad mantra, her voice on the edge of hysterics.
Actions?
Gray
Armod's green eyes widen just as the shovel wielded by Mortimer makes contact with soldier head. Stepping back when the shovel impact causes the soldiers to change positions and this soldier points a sword at him. Face cringes, “Bet that smarts. Sorry.” A tilt of the head to speak to Mortimer between the men, “Mortimer, do hold your attacks until we can find out more about the situation, please.” A simple turn of the head, “Now, you were getting to your names, ranks and what failed Imperial order could warrant such a violent response?”
A confused look to Mortimer's reference to ages is quickly replaced by a more serious one, “Since we're getting acquainted, what is your name ... and rank?” Examining their faces to recall if either of these soldiers have brought warrants to the 'Hide and Seek' before today. "And perhaps you'd receive more respect if you showed some, Sir."
Diplomacy: 3
DM Delfon
The soldier doesn't lower his blade, still seeming ready to strike at a moments notice, "Name's Able, Soldier of the Imperial Army." He uses his free hand to carefully probe the side of his head, wincing as his fingers make the gentle contact with the shovel wound. Glancing at his fingers, his lips curl with anger as he notes that they came away covered in blood. "As to the crime, that fool impeded an Imperial investigation, and resisted arrest. Now, unless you want to join him, turn around now, and put your hands against the wall." After a moments delay, he adds, "Sir" with a sneer.
Mortimer?
DM Quietus
Mortimer refuses to budge, his hands beginning to tremble as they remain wrapped desperately around the shaft of his shovel. Knowing full well that it's possible that doing this could get him killed, he keeps himself between the soldiers and Melanie, putting his faith in the Light to protect both of them in this situation. "No way. If you're going to murder me, I want you to have to look me in the eye when you do it. Is your heart dark enough that you could kill an innocent man, for the crime of being less than twenty years old? If so, then all I can do is pray you make it fast - and that you enjoy your life in this world, before that darkness pulls you on to the next. If there's any Light in your heart, then let us go safely. Forget you ran into us, and give us the chance to live. Show us the mercy that you would want shown to you.", Mortimer says, trying his very best to remember the sermons the Lightbringer had given over the years, and channel that wisdom.
((Knowledge : religion check for sermon : 19+6, for 25. If you'd rather Diplomacy, that's 24 instead. Also, would Melanie fall under the twenty-years-old limit?))
DM Delfon
(Melanie is closer to 30, as she was a woman when you two were playing with the woven ball. I'm going to assume you're delaying to see what effect your sermon had on the soldiers. New order, Soldiers, Mortimer, Armod.)
The eyes of the soldier facing Mortimer soften, and he sighs softly, but looks resigned. He's about to say something when Able snarls, "Save your for the light speech, preacher boy. You assaulted a soldier of the Imperial army, and for that you've got to pay." As he trails off, he lunges past his fellow, and slashes viciously at your shovels haft.
(Mortimer, Able provokes an attack of opportunity for the sunder attempt. His movement would be a 5ft step, so no attack of opportunity for that. After the attack of opportunity, can you give me an opposed attack roll (with a +4 bonus for using a two handed weapon) for the sunder? DC 14, or your shovel takes 4 damage, which would be absorbed by it's wooden hardness of 5.)
The unnamed soldier pivots as Able lunges past him, and locks eyes with Armod. The soldier still seems ready to attack, but he doesn't seem to be actively attacking.
Mortimer, that would bring us back to you.
DM Quietus
((Attack of opportunity : nat 20, for 21. Confirm with 14. 4 (or 8) damage if shovels are d6, or 6 (12) if they're d8.
Opposed attack roll : 14.
None of these have been adjusted for improvised weapons.))
"I'm sorry, I only saw someone being attacked, and - " Mortimer feels the first twinge of a warm smile break over his features when the soldier's eyes soften, then gasps in surprise, swinging his shovel wildly in the attempt to block the soldier's sword swing, failing to recognize that the shovel was the target, and not him. Unable to fully stop the swing of his shovel, he can only watch in horror as the sword connects with the shaft, either deflecting off or simply failing to penetrate, and the edge of the blade continues to sail toward the soldier.
DM Delfon
(shovel, 1d6+str and a half, crit 20, x2. -4 for improvised weapon.)
As Able lunges in, your body reacts before you even have a chance to think about what's happening. The blade of the shovel catches him just above the ear, on the same side of his head as his prior shovel wound. His head snaps sideways, and his body follows. He recovers enough of his balance to not stumble and fall, but not enough to land the blow correctly. His blade glances off your shovel, only shaving off a non-important sliver of wood.
Armod, you're up.
Gray
Sigh. This conversation is not productive. Thoughts fall to the figure on the ground. "Does anyone protest to me checking on Christopher?" Doubting anybody actually speaking against his mercy. Barring any actions against, Armod kneels next to Christopher.
Drawing upon his memory of first aid lessons. Marcus insisted on learning such things as one never knows when a bounty might need care.
check: heal 18
DM Quietus
((Just realized that I covered the AoO, but none of my own actions. Hopefully you don't mind if I cover that now?))
"Thank you, Sir.", Mortimer says, his wide eyes watching Able closely, but glancing toward the other soldier just long enough to show he's addressing him. "The Light shines on you - please, I don't want to hurt you any more!", he begs, the last addressing Able as the angered soldier regains his footing.
When Armod mentions wanting to check on Christopher, Mortimer takes stock of the fallen man's position in relation to him, and does what he can to keep an eye on where Melanie is, shifting to protect her - and Armod, if it's possible - trembling with adrenaline and fear, but refusing to back down. His eyes meeting Able's, he pleads, "Please.."
((Ready action to hit with the shovel if Able tries to go after either of his friends))
DM Delfon
(Laughs, I also failed to notice the lack of turn actions. Good times, and no I don't mind you posting them now at all. Just to throw it out there, Carl Heather and I will be gone for 1 week. So, expect posting to resume around the 23rd or so.)
You assume a defensive position Mortimer, ready to spring to either of your charges aid, but instead have to brace yourself for another attack as Able raises his blade and brings it around in a wide arc, eyes burning with rage and hate. He doesn't seem to be going for your shovel this time, and you thrust out your arms to block his seemingly powerful blow. He pulls it back at the last moment, and turns it into a sharp thrust which bypasses your defenses. At first you feel nothing, and just stare down where his sword is sticking into your stomach, then the first wave of screaming pain roars into perfect focus, blocking out all other sensation. (you take 7 damage!)
Armod, Able seems more focused on his battle with Mortimer, and the other guard still looks ready to strike, but neither seem to care that you want to tend to Christopher's wounds. Once you bend close to him, you note the massive amount of blood that has pooled around his body. You also note that he as a very deep stab wound to the chest which is still slowly seeping. Although with how much blood he has already lost it isn't seeping too quickly, which isn't a good sign. Leaning close to get a better look at the wound, you notice the faintest rise and fall of his chest. His shallow breathing can hardly be seen. Stuffing a torn part of his own shirt into the wound, you press hard enough to stop the bleeding. Looking around a little more, you see a couple defensive wounds on his arm, which you also tend to without too much trouble. You suspect that he will live as long as he's tended to by a healer before too long.
Mortimer, your ready didn't trigger. It is still however your turn.
DM Quietus
((Really? I had a chat with Carl on MSN today! He took an IQ quiz and "got better than he was"! He wants me to take the same quiz, and bets I can't beat him. He'll be back to see if I did after his shower. I expect this is a bot/virus deal, since I've never known Carl to be all that competitive, or speak like that. =P))
Those first few moments of shock seem to stretch themselves out before him, as Mortimer simply stares at the blood blossoming across his shirt. Then the world goes dark for a moment as he feels bile rise in his throat, knowing that if he doesn't do something, he's going to die here, for no reason at all. Screaming unintelligibly, he lashes out with the flat of his shovel, the jerk of pain in his gut sending streaks of red across his vision, his calm sureness in the wake of his previous sermon washed away with the blood that's escaping from him.
((Attack roll 14, for 7 points of damage))
DM Delfon
You feel a warm splash across your face as the flat of your shovel slams into the side of Able's head, where once again your shovel has connected heavily in the exact same place as the prior two strikes. Able falls to the ground heavily, rolling over with the momentum of your strike. You can see that his eyes are wide open, but he doesn't seem to be seeing anything anymore. You are surprised to see the amount of blood pouring out of Able's wound, in just a few seconds a small, but steadily growing pool forms like a crimson halo around the fallen soldier.
Armod, your action.
Gray
"Mortimer! What in the world are you doing? Why is everyone eager to do harm today?" Standing up and positioning himself between the two men, "I need to two of you to stop this. Our attention need to be getting proper medical aid for the injured. This violence needs to stop now." Armod is half expecting the adrenaline rush maybe too far gone by now, and half hoping that common sense is not beyond these two men. In the case of the former, the young man readies himself to attempt to disarm the first armed hostile attacker.
improv disarm (13+1+4-4=)14
DM Quietus
For several long moments, Mortimer simply stares at Able's fallen body, strength leaving his arms and letting the blade of his shovel strike the ground, sending up a faint clang and a cloud of dust. The shock dulling the pain of his wound to an angry throb, it's Armod's voice that calls him back to the world around him. In a small voice, he says, "I.. I'm sorry, I don't know what came over me. I just lost control... Light forgive me."
Letting his shovel fall to the ground, Mortimer kneels next to Able (or does so while the other soldier is carrying him, if allowed), examining the wounds that he himself had caused. The sight of them causes his stomach to turn, but he keeps his breakfast down as he sees to the worst of them, using a torn-off strip of his own shirt to wrap the wound and halt the bleeding ((Heal check, 24)). Looking up at the other soldier, he says, "I'm really sorry for what I did here. Thank you, honestly, for everything. I wont' forget you, I promise. What's your name, so that I can include you in my prayers?"
Gray
"You could come with us. You know we could use the help. We could tend to Able's wounds first, like we will for Christopher. Melanie could go for a proper healer. Might earn her some favour with the other soldiers." Switching his focus to Melanie, "Chris should be stable. However, you will want Old Lady Medilian to see to him."
Reassessing the situation, "I, however, will probably need to go to the Hide & Seek for my supplies. I just need to reach the back of the building which should keep me somewhat out of sight."
______________________________
diplomacy 8
Posted by DM-Delfon on Sept 5, 2010, 10:52am
Shifting his weight to better balance Able, the soldier turns back to Mortimer, "The name is Simon, and the light needs not forgive you for anything Mortimer. You defended yourself against an outside force, and that should be commended. If enough people had done that in the past, the Empire might not have the stranglehold on the people it has now. Your valley was blessed to be free of our influence for this long."
Turning now to Armod, "I won't be able to come with you. My oaths barely allow me to let you walk away. Go in peace while you still can, but please remember that the soldiers themselves are not necessarily evil men. We're just sworn to follow the orders of our Emperor. These oaths are backed by powerful magic, magic that's incredibly hard to resist. Go now to your Hide and Seek, and gather what your supplies. Leave this valley, but know that the Empire knows of you. You will have bounties on your heads, and trackers on your trail." Posted by Gray on Sept 8, 2010, 9:54am "I understand... I think." Superstitious lot, these soldiers seem to be. Magic is the stuff of fairy tales.
After the soldier leaves, turn to Melanie. "Christopher needs care! Find Old Lady Medilian!" The stern tone is clearly not to frighten, but to motivate movement. "Mortimer, you seem to have supplies, however, mine are at the Hide & Seek. Given the unknown number of soldiers, 'tis probably better to stick together." Whether accompanied or not, Armod starts making his way to the shop mindful of whom he may encounter along the way.
Posted by DM-Delfon on Oct 5, 2010, 5:41pm Mortimer stands there dumb-founded, staring blankly at the fallen shovel. Melanie says, "Can you help me get Christopher inside before you gather your things?" At which point she bends and hooks under both of his arms and heaves him up. If you help, moments later Christopher is inside, while Melanie heads off to find the village healer. If you don't help, then she manages to drag him inside anyway, it just takes longer.
You manage to avoid another two pairs of guards on your way to the Hide and Seek. Once inside, you gather your belongings and make ready for a potentially long journey. As you finish packing, you realize that depending on how things go, you might not see this place again. You also realize with a smile that you don't really own a whole lot.
Posted by Gray on Oct 5, 2010, 7:41pm "Of course," while bending and retrieving Christopher's legs. Once Chris is placed comfortable inside, I turn to Melanie. "I apologies for not doing more. Take care." The genuine sentiment is evident even as he leaves.
A sigh of relief upon being 'home'. When the reality hits, Armod collects a quill and parchment to leave a note for his mentor, Marcus. Included my apologies for having to leave, my thanks for all he has done for me, and what I know of why the Imperial Soldiers are in the village. Leaving the note where he know ONLY Marcus will find it, his bounty hunting equipment.
Posted by DM Quietus on Oct 6, 2010, 11:43am While Armod helps Melanie to get Christopher inside, Mortimer continues to stare blankly at his blood-covered shovel, blinking slowly. In a more lucid moment, he would probably be horrified at his own actions, but as it stands, he can only think of one thing - who will take care of those who were less fortunate, who didn't escape before being cut down? As the shock slowly fades, the pain from the wound to his stomach floods through him again, and the weight of his actions comes crashing down on him; Mortimer barely makes it to a nearby fence before emptying the morning's breakfast into someone else's garden.
By the time Armod reappears, Mortimer has done the best he could to clean the blood from his shovel, overturning a stray patch of soil a few times to reduce it to a red smear. He remains trapped within his thoughts, however, as he quietly follows his friend, trying to think of what else he'd need for an extended trip out of doors, but finding it difficult to wipe the memory of his shovel impacting with Able from his mind.
((Sorry about the long posting wait; I'll do my best to see it doesn't become a regular occurrence. I'm not sure what "Home" is, however, so I may need a slight update on that.
Also, I've got a bit of a shopping list, of sorts.. fishing rod, bedroll, waterskin, and rations mostly. Probably an attempt at bringing a tent, but it'd be too heavy.. so some kind of tarp? Just stuff that I want to keep track of for when we make it to the Hide and Seek, and things that I may need pricing for; Fishing rods and basic tarps aren't on the list. Maybe some rope, on the train of thought that "Every story I've heard about adventurers, they have rope". =P))
Posted by DM-Delfon on Oct 7, 2010, 6:08am (Unless you've tied yourself into one of the local locations. (I have a map I really should scan and post for you.) Then your home would be a simple 1-3 room building, made by the local men in what the real world refers to as a 'barn raising' The needs of a family would be set out a week or so in advance, then materials would be gathered and lastly everybody in the village would show up and build the place. Everybody except Bruce (local boy that's pretty damn lazy, and those that mind the guard towers to the east and west.)
As for the belongings: Tarp, I'd say that's "Canvas (sq. yd.) 1 sp 1 lb." The rod's are free, since they're basically a stick and some twine tied to a fishing hook. You buy the hook and you're set. A masterwork rod would be more in line with what we're used to today, but I doubt your spending that much. Anything else is in the PHB so, use those prices.)
Armod, you leave your note in the smoking hut, inside one of the thick leather gloves that Marcus uses while working leather. The smell alone in the hut will keep all but the most determined searcher from finding your note. The gloves themselves have been used to handle the flesh of hundreds of creatures, and they look like it too, which makes them even less likely to be searched.
What's the plan guys?
Posted by DM Quietus on Oct 7, 2010, 10:37am ((Armod mentioned wanting to go to the Hide and Seek to get stuff.. which I'm assuming now is the tannery, as opposed to the "general store". Do we even have a general store? And do you want to go through the process of RPing such things, or should I dock money, add items, and carry on toward getting the hell out of dodge? I do have one thing I'd like to do once all those items are purchased, if I get the chance, but I'll handle that in-character.))
Posted by DM-Delfon on Oct 7, 2010, 3:04pm (Yeah, you can just speed buy things. I've got nothing planned to prevent you from buying things this time )
Posted by DM Quietus on Oct 7, 2010, 9:15pm ((k, items purchased - With that taken care of, if Mortimer leaves some coin in a package with someone he trusts, can he have it delivered to Melanie? If so, he'd like to send 15 of his remaining gold to her; Keep one gold coin on him, because his father always said, "A man without a coin to his name isn't a man at all". The rest, well, he's going to go hide out in the woods. He doesn't really have use for money. At least, that's how he's thinking right now, as if he could go hide out for a bit, go camping for a while, and come back when things have blown over. Ed knows this is less than likely, of course. =P))
Posted by Gray on Oct 14, 2010, 12:55pm Armod goes to the room that Marcus gave him so many years ago now. Pushing nostalgia aside, collects the few things that are his in the world. The lasts of which remains in the stables.
Time being of essence, Armod makes quick work of saddling Didijik, and leads his horse out of town.
Posted by DM-Delfon on Oct 15, 2010, 9:16pm The two of you meet up again before you head out of town. Question is, which way do you leave town, and where are you planning on heading? Urutah is a valley entirely surrounded by mountains. A long river splits the valley into two roughly equal parts running from north to south. A road quarters the valley nicely running from east to west. The mountains have passes where the road meets them, both in the east and the west. There are several places of interest in and around the mountain ranges that surround Urutah, namely the elemental shrines. Earth, fire, wind and water shrines each have locations which are elementally charged. The Scaal caves to the south would be another place of interest. Although the mountains which surround Urutah are high, and quite difficult to climb over, they're not impassable.
So, where to?
Posted by DM Quietus on Oct 16, 2010, 11:42am Pack thrown over his shoulders, and shovel tied to its side, Mortimer begins to truly feel the weight of things as he looks out past the boundaries of the town, and into the wilds. Scanning the distance, he frowns, unable to decide what would be the best course of action.
"I don't know, Armod. I never was very good with things outside of Urutah.. what do you think? Maybe one of the shrines, I bet we'd find the water one if we followed the river, and we could try fishing along the way - I have a few hooks from that time Dad tried to take me camping.", he says, trying to hold back a sad laugh as he remembers the terrible waste of time that had turned out to be.
Posted by Gray on Oct 16, 2010, 3:08pm "I can relate. I've never really been out of the valley, not since I was in the womb. The shrine are an option, but I'm not sure I want to involve anymore innocents like Melanie and Christopher." Armod solemn as he reflects on the state Chris was in, and trying not to think of Marcus injured.
"They'll expect us to run away. Expect us to run west away from the empire. I'd hate to disappoint." Said Armod, smile across his lips ill contained. A pull of the reins to communicate to Didijik to head west. "Don't know about you Mortimer, but I want answers. Are you with me? Or are we parting ways?"
Posted by DM Quietus on Oct 17, 2010, 9:18am "Yeah.. yeah. I'd like to know what's going on, too. Why only people under 20? What could be so terrible about us that the Empire sees murder as being acceptable? There's a lot of questions come up today, I'd like to see if we can't shed some Light on things.", he answers, taking a deep breath and letting it out in a long sigh. The events of the day still weigh heavily in his mind, but he does the best he can to follow the Lightbringer's advice, which brings something he'd said earlier to mind.
"Armod, the Lightbringer was the one that told me I needed to get everything packed up and flee - he said the passes would be closed to me, whatever that means. He said the Scaal would be able to help, but that the soldiers are paying attention to the south.. the western pass might be dangerous. You think they've gotten all the way over there already?"
Posted by Gray on Oct 17, 2010, 1:47pm "Oh, I don't plan to use the west pass, just draw enough of their attention to it . . . hopefully even resources." Armod's most mischievous smile dances across his face, as presumably equally playful thoughts grace the dance floor of his mind, "Then when they're looking west, we slip east. We do have one thing on our side, the advantage in the fact this is our home. They do not know this valley like we do."
Armod wills the other thoughts from reaching his voice for now. 'They still out number us. The two exits currently blocked, and we may not be able to undo that. Those whom might offer aid do so at the risk of endangering their own lives further. I don't want any more innocent harm, but I can't see this ending without that happening. Or without having to harm soldiers like Simon. Why would the Empire wish us dead?'
Posted by DM Quietus on Oct 18, 2010, 10:18am "That's true.. it'll be like hide and seek, we'll just have to make sure we aren't caught.", Mortimer says, feeling slightly more upbeat - the chance to circle back would also, maybe, if they were lucky, give him the chance to come through Urutah and see what had been made of it. He was still worried about Melanie, wondering if there would be any fallout for her with the loss of his temper.. hopefully the money he'd left for her would help buy off any unfair retribution. Taking in a deep breath, he finally allows himself to realize what a nice morning it is, outside of all the troubles that had popped up around them, as he and Armod head toward the west.
Posted by Gray on Oct 23, 2010, 3:34pm "Well, we have some distance. Unless you have a quicker way to travel, might I suggest joining me on Didijik." Armod climbs onto his saddled horse, and extends his bare hand. "Even slowed down by our weight, he's still faster than either of us."
"Marcus and I occasionally play hide & seek. It's good to keep up training for when we need to find someone. Whether it's a bounty, or a child hiding in the woods avoiding punishment from his or her parents. Can't count how many times I've had to find the Meridian boy, Bruce," Armod says playfully.
______________________________________
A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds.
Posted by DM-Delfon on Oct 23, 2010, 4:58pm Regardless of your mounted status, the two of you travel off toward the west, keeping yourselves well clear of the main road to avoid possible soldier patrols. The trip to the pass will take about three days in total, even mounted, for the most part this journey goes uneventfully. You reach where the mountains curve sharply south toward the pass. From here you can travel into the mountains, or to the north or south. The western pass is about three hours south of your current location. If you've been living off the land, your travel speed will be reduced by half, and thus the time it took to get here would be doubled. Otherwise, I need you to dock rations.
Posted by DM Quietus on Oct 24, 2010, 8:12pm Mortimer follows Armod's lead, with regard to hunting for food; He himself has little skill with determining what is safe to eat, but his instincts do aid him, if they stop to forage. Each morning, despite the press of time upon them, he insists on a morning prayer, loath to leave that behind with the rest of his life for the past near-twenty years, favoring short and simple prayers like that the Lightbringer often offered. If Armod is interested, he gives these prayers in the form of a simple sermon, inviting his friend to worship with him. Otherwise, his prayers are solitary, though he doesn't consider them private. His heartfelt words always include well wishes for Melanie, Christopher, and Simon.
Once his prayers for the day are complete, Mortimer casts his gaze southward, toward where the mountains come together - presumably, where the pass sits. Looking to Armod, he asks, "So, you said you had a plan? We haven't been spotted in days, I don't know if they have any idea where we are... did you intend on getting their attention at the pass before circling back?"
Posted by Gray on Nov 1, 2010, 4:48pm With some success living off the land our travel is only slightly hampered. The three day travel takes us four days. Sustaining on mainly berries, with the rabbit.
When invited to pray, Armod smiles warmly. "If morning prayers offer you comfort, you're welcome to speak them. I'm not a 'Light-seeker', and I'm in the habit of hold my prayers private, but pray in the way that suits you."
Green eyes glance south to where the pass should be, "They may still be tracking us, but to ensure we haven't traveled four days for not, I do intend on getting their attention before circling back east." Leaving the south to return to eye contact, "We have some work to do before that. When we have their attention, they will chase after us. So I want to few deterrents. Pits, falling logs, and camouflage for us."
______________________________
survival (16+3=)19 or 21 if synergy
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM Quietus on Nov 4, 2010, 9:32pm "I have no axes with me, but if there's one thing I know how to do, it's dig.", Mortimer says quietly, looking sadly at the road. It would slow down their pursuers, certainly, but.. they would only be pursuing because they were goaded into it. They were only being chased because of some oath that was given, that supposedly had some magic to it. He'd had plenty of time to think about things, and was beginning to wonder, were these soldiers not likely to be just as innocent as he was? Certainly, some of them had seen combat, and possibly done gruesome things, but would Able have attacked him if he hadn't believed he was under some kind of magic oath?
With a sigh, Mortimer raises his head to the heavens, offering a silent prayer for guidance before turning back to Armod. "I'll help you with this, but I want to get out of this valley. I don't want to have any part in harming people, I'm only doing this so we can dissuade them from tracking us long enough to get across the mountains, alright?"
Posted by Gray on Nov 12, 2010, 7:35pm Left eye brow raised, "We'll keep the pits to at most 10 feet deep, and I suppose we can leave out the spikes at the bottom." Armod chuckles assuming Mortimer was making a joke as if causing anything more than possible bruising was ever in the plan. "The pass is 'bout three hour south, I'd suggest starting the digging when we're 'bout one hour before it."
Upon leaving Armod adds, "When we get closer, we should keep an eye out for fallen trees. The branches for camouflaging the pits and ourselves, and the trunk for falling logs."
______________________________
sense motive (4-1=)3, (survival (16+3=)19 or 21 if synergy
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM Quietus on Nov 15, 2010, 12:16am The thought of how many things could go wrong with this plan flashed through Mortimer's mind, not the least of which being the possibility of catching attention earlier than they wanted to. Either way, they'd come this far to pull off this trap, and it at least meant doing something that wasn't riding a horse. Besides, it would feel good to get back into the dirt again - a chance to produce decidedly less saddle sores than he'd gained the last few days.
At Armod's urging, Mortimer starts scanning the scenery, keeping track of anything he can find. He proves rather useless at this, however, as his mind keeps drifting, and anything he happens to notice, Armod is already pointing out or snatching up. Frustrated, he resolves to put his all into digging, when they reach the right point, and to earn his keep, so to speak.
((Survival roll : 2 + 2 = 4, go Mortimer! You're so untrained!))
Posted by DM-Delfon on Nov 15, 2010, 12:43pm I'm going to ask Armod for a Craft trap-making roll per trap he intends to attempt making, Mortimer can aid another if he wants. Since all the materials are either digging or found there will be no cost greater than a length of rope. (if either of you have one to spare.) After you travel for two and a half hours you've collected quite a few branches, and located a likely location to spring your traps. A small clearing in an outcropping of trees, one of which has a long horizontal branch.
With Mortimer digging, and Armod gathering a few more branches to cover the pits with, Armod notices a patrol of three soldiers headed north from the guard tower at the pass. They don't seem to have noticed you, but they are headed in the general direction of where your traps are being layed. You would also note that the pits would only be half done at this point, barely deep enough to cause any damage, let along slow them down much.
Posted by Gray on Nov 17, 2010, 11:05am Having used our time to lay false tracks, finding ditches for hiding spots, rigging logs in close small trees to fall when the wrong (or right person) bumped into them, the camouflaged pit, and pulling back the 'long horizontal branch' with my silk rope and holding the rope in place with my short spear until it's pulled from the ground.
When the guards are noticed, Armod assesses the situation. If time and a stone/stick are available, he'd attempt to alter their path. If not, stealthy follow them hoping the miss us.
______________________________
false tracks, ditch hide spot, dropping log, pit, branch
untrained craft-trapmaking (5 rolls+1=)5,11,15,8,11, or [survival (rolls+3=)7,13,17,10,13]
If ranged atk (15+2=)17, and stealth (1+6=)7
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM-Delfon on Dec 2, 2010, 9:58pm Without solid knowledge about tracking, you wander around some until you think you've left enough misleading trail markers to throw off anyone tracking the pair of you. Your ditch hiding spot came along nicely, and you rigged it with an uprooted bush to better the circumstances of your hide checks (+4) while hidden there. You've managed to rig up a fairly heavy log into the trees, and when a line strung between two trees is tripped, it will swing down and hopefully knock them senseless. (1d12 damage on a failed reflex save) Your pit is only 5 feet deep, but is coming along nicely. Creating a massive hole in the ground isn't really that challenging, just really time consuming. Lastly, you've pulled back the branch until it creaked so much you thought it would snap entirely. Rigging up a line to set it off you carefully get out of the way.
Later, while hunting up branches...
Sticks and stones are both available, and when they get to close for comfort you lob a stone some distance to the side. The trio of soldiers seems to have heard the noise as their quiet conversation abruptly comes to a close and they draw their weapons and begin looking around. You can tell that they're well trained, because while one looks to where the sound came from the other two form a triangle and watch each others flanks.
After a few minutes of looking around, and a few quietly exchanged words the trio begins to move slowly toward where you're hiding. As they reach about thirty feet away, they begin to spread out into attack positions. If this is headed to battle, you may wish to roll init.
Posted by Gray on Dec 20, 2010, 5:40pm In an attempt to strategically withdraw Armod starts creeping backward. However, with less than ideal circumstances switches to bolting in the hopes that surprise and heavy soldier armour will save him. Stirring the possible pursuit in the direction of the 'falling log' trap. Armod yells with the air not already being used by his muscles, "MERCY!"
______________________________
Init (5+2=)7, and stealth (3+6=)9
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM-Delfon on Dec 22, 2010, 8:34pm You slowly begin crawling away until you're sure that they will overtake you shortly. Slipping up into a crouch, you break into a full run. The guards give chase immediately, the lead guard shouting, "In the name of the Emperor, I command you to halt!" The grass beneath your feet is soft as you sprint toward your log trap, and the chink-chick-chink sound of the guards armour is following close behind you.
I'm going to call for a skill challenge here, you need 5 successes before you get 3 failures. The DC's are either 15 or opposed by the trailing guards. You can make A Strength check to push your muscles hard, and outrun them. A Dexterity check to dodge around, over and under things. A Constitution check to outlast them. You could also make another skill check if you can explain how it would help you outdistance the guards. If you succeed at this skill challenge, the guards will be lead into your trapped area. Failure however will lead to one versus three combat.
Posted by Gray on Dec 23, 2010, 10:57am Dex checks: (2+2=)4, (18+2=)20, (19+2=)21, (2+2=)4, (12+2=)14, (15+2=)17, (4+2=)6, (2+2=)4, (12+2=)14, (18+2=)20
DM Delfon Dec 23, 2010, 11:45am
(I realized that I didn't explain this skill challenge correctly, although you gave me more than enough rolls to cover for my error anyway. It should have been best of 5 rolls, so 3 successes or 3 fails tells us what happens. The way I explained it above makes it incredibly difficult to win.)
Results:4 (Fail 1), 20 (Success 1), 21 (Success 2), 4 (Fail 2), 14 (Fail 3)... Overall failure.
Dodging over, under and around things works for you for a while. Although you manage to dodge one or two of the guards at various times, the other guard manages to keep up with you. After a while one of the guards runs ahead, and doubles back - you almost run straight into him! The other two guards arrive, and you find yourself surrounded. With two guards behind, and another in front. They draw their swords, and advance, hostility in their eyes.
Your action...?
DM Quietus Dec 23, 2010, 10:24pm
Unaware of any of this going on, Mortimer continues to steadily dig, working hard until either his hole reaches a depth he's happy with (which would happen at six feet), or Armod contacts him - a situation, unbeknownst to Mortimer, that is rapidly becoming less likely. Regardless, the work feels good to his stiff muscles, even if the knowledge of what it's intended for doesn't sit with him. While he works, his lips continue to move, alternating between prayers to the Light for guidance and simply talking himself through the whole situation.
((Listen check I was asked for via MSN : 16 total))
DM Delfon Dec 25, 2010, 1:41pm
(I'm going to add Mortimer to the bottom of the Init order, so we can get new rolls as needed. With the distance from the battle to Mortimer, the DC will be 20 to hear sounds of combat. Current Init order is Armod, Soldiers, and then Mortimer.)
Gray Jan 1, 2011, 10:32pm
Coming to an abrupt stop, I shuffle around to get a feel for where the armed men are in relation to me. Allowing fear to show hoping it will stir mercy within the soldiers - or over confidence.
"I am halted, but have done nothing wrong. I ask that you leave me on my way." Though hopeful, I physically prepare (or ready) my muscles for an attack. If they don't listen to reason now, maybe they will if I'm able to disarm one of them.
DM Delfon Jan 5, 2011, 5:40pm
"If you have done nothing wrong, why did you run?" says the first guard while advancing toward you - weapon drawn, but he seems to be waiting for something. His eyes look past you to your left and then to your right. Taking stock of where the guards are, you note the three of them forming a triangle around you, the first about ten feet in front of you, the other two about ten feet behind you, both of them are about 15 ft apart.
As one the three guards each move forward five feet, leaving only a five foot gap between you and them. The first guard speaks up again, "You're surrounded, and over-matched. I suggest you surrender and come with us back to the guard post pending investigation."
Since no attacks we're thrown, I'm not going to ask for a listen check from Mortimer. He's simply too far away to hear a conversation. Armod, your ready action doesn't trigger, but it's still a new round. Your turn, what are you going to do?
Gray Jan 22, 2011, 12:13pm
"A safe sense of caution made me run. Alone and unarmed, I can across three heavily armed men in the wood. Only a half-wit wouldn't run. If you don't agree, just ask your fellows?" gesturing to the men behind me.
"Your observation is undeniably accurate. I am clearly surrounded and out-matched. If it's not too much of an imposition, would you mind if we return to my camp first? I hunted some fat, meaty rabbits earlier, and would hate from someone to come along and eat them on me." 'Careful Armod, don't set the bait to high.' Lean muscles maintain physically prepared (or ready) for an attack.
______________________________
diplomacy or bluff (18+0=)18
hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
DM Delfon Jan 23, 2011, 12:18pm
The lead soldier looks you over, clearly attempting to read any attempt at deception, "Alright, we can gather your belongings before we head back to our encampment." Raising a hand to his companions, they stand their ground, "You are under our protection until we get a chance to sort this out. Please drop any weapons you may be carrying, and go stand between the others." He smiles sheathing his own weapon now that you seem co-operative, "I will gather whatever weapons you drop, and keep them safe. They will be returned to you when my Sargent is satisfied."
Gray Jan 29, 2011, 10:49pm
"Thank you, sir." At the mention of weapons, Armod gets a flash of spear lodged into his taut branch-holding rope. "As you can see, I have no weapons," patting his clothes. "Another part of the reason I ran from armed unknown men."
DM Delfon Jan 30, 2011, 1:48pm
The guard nods, "Well in that case, let's get going." The guard gestures with his head for you to start walking. Together the four of you walk toward your camp, the three of them surrounding you at a distance of about ten feet. Two in front, and to the left and right, and the last directly behind you.
When you get closer to the area of your camp, what would you like to do?
Gray Feb 5, 2011, 3:42pm
I steer the triangle of guards in the direction of the heavy log in the trees. 'Mortimer, I hope you have the pit ready for our company.' Armod scans the forest for signs of his comrade, while hoping to disguise the looking as searching for where his camp is. "Gods! One could really get lost in these woods."
______________________________
perception (17-1=)16, bluff (7+0=)7, reflex save (20+2=)22
hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
DM Delfon Feb 5, 2011, 5:12pm
As you get closer to your camp you can't seem to see Mortimer, although you know that he should be just past that stand of trees, some eighty feet that way. You manage to lead the guards to the log trap. Something in the way you we're looking around, or a note in your voice must have given them reason to be a little suspicious of you, as they closed the gap between you from ten feet down to only five feet. As one of the guards in front of you springs the trap you easily throw yourself to one side, avoiding the log entirely. The guard that triggered the trap is caught entirely una
Natureday, January 25th
<Some thoughts Mortimer may have had over the last couple days.>
Things have been strange in Urutah these last few days. First, on Lightday, Zek over at the Longest Mile stable asked that I mend a stall for him, normally he does that kind of thing himself. Next, on Earthday, the eastern pass guards rang the warning bell once, to signal that a storm is coming, but the storm never arrived. Next, on Fireday two groups of imperial soldiers marched through the village. The first a group of 10 men led by a sargent, and the second group is only 4 men led by a lieutenant. The larger group of soldiers marched straight through Urutah in two orderly lines of 5 men each. The smaller group sought out Feldman over at the Boars Tooth Inn. Perhaps they we're looking for a member of the village council? When the second group left, the lieutenant was carrying a small stack of papers. This morning is the strangest yet, the guards at the western pass sounded the alarm bell repeatedly. That's supposed to mean that the valley is under attack, perhaps it's a good thing that all those soldiers are in the valley?
DM Quietus
The strain of thinking about all these strange happenings was already giving Mortimer a wicked headache, even this early in the morning, and he had to struggle not to let any curses touch his lips as he'd gotten dressed, and come to the temple for morning prayer. The sound of many voices, and the inner calm of worship, had helped to soothe that somewhat, but something still nagged at the back of his mind. Too many strange things, in too many days, that he simply couldn't put together.
The worship was coming to a close, however, and soon people would begin to file out of the small temple. It was Mortimer's job to pick up any larger bits of trash after the service, and he had every intention of speaking to the temple's leader after he was done, and asking the Father <or other appropriate title> about things. He'd always known what to do in the past, and so hopefully he would know something more about what was happening in Urutah now. The valley being under attack had him a little scared, though the presence of the soldiers did calm that somewhat.
DM Delfon
The Light Shrine in Urutah would hardly even be called a shrine in the major cities of the Empire. The Temple of Light in the Capital has five stories, and all the walls are made of thick, perfectly fitted stones. The most impressive feature of the Temple of Light is the ceiling, which is entirely made of stained glass. People from many faiths come to the Temple of Light just to examine the ceiling. The Light Shrine's walls are made of stone as well, one of the few buildings in Urutah who's walls are not made of wood. The interior of the Shrine is a single large room, lit by several long windows set into the stone walls. From the single thick oak door, you walk along a pale yellow rug that is so thick it muffles the sound of your footsteps completely. The plush rug leads you past five rows of well polished wooden benches. The walls between the windows are adorned with tapestries showing champions and crusaders of the Light standing regal in front of crowds in polished armour. The last two items that draw the eye are: A suit of well polished armour emblazoned with the Blazing Sunburst (holy symbol of the light) hangs on a rack behind the pulpit, and a well used longsword which rests across a pair of hooks set into the front side of the pulpit itself.
The Lightbringer of the shrine moves carefully to the pulpit, his regular limp almost unseen behind this clerical vestments. As he raises his hands, palms downward, the room falls into silence at once. After pausing for a dramatic moment, he begins the service without preamble,
"Let us be an instrument of peace.
Where there is hatred, let us sow love;
Where there is injury, pardon;
Where there is doubt, faith;
Where there is despair, hope;
Where there is sadness, joy; and
Wherever we find darkness, let there be light;
By the Light, grant that I may not so much seek to be consoled, as to console;
To be understood, as to understand;
To be loved, as to love.
For it is in giving that we receive,
It is in pardoning that we are pardoned;
And it is in dying that we are born into the Light."
(Modified from a quote by St. Fransis of Assisi 1181-1226)
When he finishes speaking, he smiles warmly, nods once and limps away from the pulpit. As usual the morning services are quick and to the point, more of a reminder to follow the light, then a sermon about ethics or morality. Within a couple minutes the large room is empty except for the Lightbringer, and it takes you less than a minute to clean up the place after everyone has left.
DM Quietus
As usual, the simple service puts Mortimer's mind at ease, at least somewhat - the worries regarding the strange happenings still sit on him, but somehow these services always help to remind him that no matter what, there is somewhere to go that he can feel at peace. Once the sermon is ended, and people have left the shrine, he spends the time cleaning up trying to think of a good way to approach the Lightbringer, finally settling on simply being direct, as he always is with the worshippers.
Once his cleaning is finished, he disposes of anything remaining, then moves to where the Lightbringer is, approaching with the usual respect. After exchanging appropriate greetings, he stumbles slightly over his words before saying, "Sir, I'm worried. There's been lots of strange things happening, Zek doesn't entirely seem himself, the storm warning that never came, now these soldiers.. and this morning the warning that we're under attack. What do you make of it?"
DM Delfon
The Lightbringer seems troubled by your question, and does something totally out of character for him: he doesn't address the question at all, but instead asks one of his own, "How old are you now Mortimer?" When you reply that you're 19 his eyes widen, and his face grows stern, "Light blind me!" he curses, which is again way out of character for the normally calm and collected priest. He also mumbles under his breath, barely audible, "I thought you were 20." Before you can recover from the shock of the Lightbringer cursing within the shrine, he continues, "Mortimer, I have a task for you, one of the gravest importance." He pauses for the slightest moment to make sure he has your undivided attention, "I need you to gather whatever you need to survive on your own for an undetermined amount of time, then I need you to get out of Urutah valley." Reading the questions in your eyes, he blurts over you, "There's no time for questions now, all you need to know is that the Imperial soldiers are the ones that are attacking, and they're here to kill anyone under the age of 20."
DM Quietus
"But... what about the shrine? What about Dad's tools? I've never been good at camping..", Mortimer says, stumbling over his words. His eyes are wide, entirely confused. Why would soldiers be attacking? Why kill anyone under twenty years old? "What sorts of things should I get? I have some money left over from before Dad died, but he stopped trying to take me camping years ago, after I almost drowned in that river, I wouldn't even know where to start."
DM Delfon
The look of confused horror in your eyes stops the Lightbringer in mid reply. Sighing softly, he places a hand upon your shoulder, and gently says in his warmest fatherly voice, "Mortimer, you can do this. Nay, you must do this, as your very life depends upon it. The passes are closed to you, so you will need to find another way out of the valley. The Water shrine is to the North, following the river of course. The Earth shrine is located within the roots of Heavens Spire to the North-East. To get to the fire shrine, just follow the smoke to the South-East. The wind shrine is located to the South-West. Any of the attendants in the shrines will help you if they can. The Scaal to the South would also be able to help, but for some reason the soldiers are paying more attention to the South right now."
Turning away and walking to one of the large windows, the Lightbringer clasps his hands together behind his back, "As for what you will need, think about what you will need for your primary survival needs: food, water, shelter. Then think about things that might be useful, something to defend yourself with, a rope and hook in case you need to climb something. You know what you need most of course..." He trails off for a moment, and a brilliant smile threatens to split his face in two before he continues, "Faith. The light will show you what you need most. Trust in the light, go forth in the name of the Light, carry the light into the darkest shadow, and watch as the shadow is banished before your brilliance!" His voice steadily picked up as he spoke, his ending tone sounding like his most heartfelt sermon.
DM Quietus
The lightbringer's 'sermon' brings a smile to Mortimer's face, and though he's still feeling entirely shocked by the news he's been given, he does feel stronger resolve, at least for now. Bowing his head, he says, "You're right, sir, I've got to find a way to do this. Thank you, I'll be going as quickly as I can. Do me a favor, please, and have someone tend to my father's workshop? I don't want it to fall apart while I'm gone."
After the Lightbringer gives his response, Mortimer quickly makes his exit, following a very heartfelt goodbye, and heads back to his home. Gathering up what little belongings he has, he realizes the first thing he's going to need : Something to carry them in. Wrapping a sheet around the end of his shovel, he makes a makeshift pack, putting anything he can that would safely not break into that, and carrying anything else either on his toolbelt - taking whatever carpentry tools he can with him, in case he needs to make something while he's gone - or carrying it in his other arm. A pack would make his life much easier, however, and so he heads toward wherever he would be able to get something like that in Urutah.
DM Delfon
Smiling at your thoughtfulness, the Lightbringer says, "Of course I will tend your your fathers shop, now hurry on Child before it's too late." He turns his back to look at, or through one of the stained glass windows. As you begin to push open the door, he suddenly calls out to you, "Mortimer, if you happen to see anyone else that is under the age of 20. Bring them with you. The Light will always show you the way, do not loose faith no matter what happens in the coming weeks."
As you head out of the house with your makeshift hobo bag, you remember that your father had an old backpack at the back of one of the shelves in the storage room. (Just buy a backpack with your starting gold.) After re-entering your house, and repacking things using the backpack. You find it much easier to move around, as the weight is distributed across your body instead of mostly on your arms and one shoulder.
Mortimer, as you step out of your house again, you hear angry shouts and a woman's scream of anguish from somewhere on the next street. Armod, you would be pulled from your day-dreaming by the same scream, and once attuned to the world again, you would hear the angry voices from the garden you were tending for Old Lady Medilian.
The two of you are on opposite sides of the location where the woman screamed. Mortimer's neighbors house would be in between him and the street, while Old Lady Medilian's house would be in the way for Armod.
DM Quietus
Taking the quickest path he can - even if that means going over a fence - Mortimer rushes toward where he heard the screams from, thankful that he'd remembered his father's old pack. Gripping his shovel in both hands to avoid letting it swing too freely, he runs as fast as he safely can, the Lightbringer's words echoing in his ears. The worst possibilities run rampant in his mind, and he tries to place the scream, wondering who it might be, and worse - if its owner was under twenty years old, or had a child who was.
DM Delfon
As you vault over the fence your minds fills with flashes of memory, a beautiful day in the park. Blue sky over lush green trees. Throwing a woven ball with your friend Armod. A bad toss leads to your ball rolling into a woman's feet. A warm smile. A young mans first unspoken crush. Flash forward, a long day in her garden. A shared glass of freshly squeezed orange juice. Thoughts of a first kiss.
Flash forward, standing silent - heartbroken at her wedding. Flash forward to present, your grip on your shovel tightens as you recognize the voice behind the scream, although you've lost touch since she got married, you would know that voice in your dreams.
Rounding the corner you see everything in flashes as your adrenaline kicks in, two imperial guards flanking him, the husband. He staggers. The guards sword flashes. Her voice cries out in anguish. He falls, red growing around the wound in his chest.
Actions? Init please... Baddies have already acted on their nat 20, total 22.
DM Quietus
(Initiative : 6)
With a howl of rage, Mortimer charges at the nearer of the two soldiers, shovel raised well above his head. Images of them turning on her flash through his head, making his vision turn red. Screaming, "run, Melanie!", he brings his shovel down as hard as he can on the soldier's head, the abrupt surge of adrenaline pushing thoughts of just how stupid an idea this was out of his head.
(Attack roll : 19, doesn't include penalties for improvised weapon. Damage is either 6 if a shovel is d6 damage, or 9 if it's d8. If you had a name in mind for "her", feel free to use that, and I'll edit it in.)
Gray
Snapping out the daydream that bog the mind during tedious tasks, Armod drops the gardening tools. Rushing to see what tumultuous activities would warrant a scream. Along the way his hands collect the gauntlet strapped to his belt, sliding the metal across his skin and flexing the fingers to set it comfortable in place.
When conflict is seen, he move closer to lend a hand, "What goes on here! What has this man done? Explain yourselves!"
Init: 18
DM Delfon
As Armod jogs around the corner of the building, the two soldiers shift their positions to face the possible new threat. "This man refused an Imperial order," He says Imperial as if that explains everything. "Stop where you are, and tell us your name and age." The one soldier demands of you Armod. While the other points his sword at Melanie, keeping her in place against the wall of the house Armod ran around.
Moments later, a shovel slams into the head of the soldier pointing his sword at Melanie. He staggers for a moment, his sword arm dropping some, so that the tip of his blade strays from pointing at Melanie at all. Melanie takes the moment of distraction to dodge behind the newly arrived Mortimer. The guard that took a shovel to the head uses the momentum to stagger forward, pointing his blade at Armod, he seems ready to strike if needed, "Place your hands on the wall." If you haven't already given your name and age, he adds, "State your name and age now!" The other soldier spins smoothly, stepping between his companion and Mortimer. His blade flashes between the two of you, forcing Mortimer to step back or take a brutal slash.
DM Quietus
Mortimer stumbles back, the flashing sword reminding him that these are trained, dangerous soldiers - and he's a carpenter with a shovel. Regardless of this, however, he makes a point of keeping himself between the soldier and Melanie, not willing to let them have a chance to attack her. Desperately holding his shovel up as if to ward off the sword, he answers, "I'm Mortimer, and this is my friend Armod; We're both twenty, for whatever that's worth!", trying desperately to keep his voice from shaking, hoping that the soldiers will believe him and leave them alone. As he does so, he glances over at Armod, hoping his friend picks up on it being a lie rather than a mistake.
((Bluff check : 13 total))
DM Delfon
The soldier's eyes narrow as you introduce yourself, smirking he says, "Mortimer, eh? As in Mortimer Corpus Nishant? Nineteen year old Mortimer Corpus Nishant?" He goes on to give you your address, and begins to list the names of your extended family when the other soldier cuts in, calling back over his shoulder, "Enough games, that little bastard hit me in the head with a shovel, and if he hasn't dropped that shovel and put his hands on the wall in about three seconds, I want you to run him through. I'm tired of the disrespect these hicks have for an Imperial order."
The soldier facing you Mortimer looses the smirk, and drops into a fighting stance, "You heard the man, loose the shovel and place your hands on the wall." While he's speaking, you hear a distant sounding voice behind you, "They killed him, they knocked on the door and when he wouldn't let them into our home they killed him." Her voice is so small that you can barely make out the words standing inches from her. "They can't get away with this, they can't, they can't, they can't..." She keeps repeating "They can't." over and over again like a sad mantra, her voice on the edge of hysterics.
Actions?
Gray
Armod's green eyes widen just as the shovel wielded by Mortimer makes contact with soldier head. Stepping back when the shovel impact causes the soldiers to change positions and this soldier points a sword at him. Face cringes, “Bet that smarts. Sorry.” A tilt of the head to speak to Mortimer between the men, “Mortimer, do hold your attacks until we can find out more about the situation, please.” A simple turn of the head, “Now, you were getting to your names, ranks and what failed Imperial order could warrant such a violent response?”
A confused look to Mortimer's reference to ages is quickly replaced by a more serious one, “Since we're getting acquainted, what is your name ... and rank?” Examining their faces to recall if either of these soldiers have brought warrants to the 'Hide and Seek' before today. "And perhaps you'd receive more respect if you showed some, Sir."
Diplomacy: 3
DM Delfon
The soldier doesn't lower his blade, still seeming ready to strike at a moments notice, "Name's Able, Soldier of the Imperial Army." He uses his free hand to carefully probe the side of his head, wincing as his fingers make the gentle contact with the shovel wound. Glancing at his fingers, his lips curl with anger as he notes that they came away covered in blood. "As to the crime, that fool impeded an Imperial investigation, and resisted arrest. Now, unless you want to join him, turn around now, and put your hands against the wall." After a moments delay, he adds, "Sir" with a sneer.
Mortimer?
DM Quietus
Mortimer refuses to budge, his hands beginning to tremble as they remain wrapped desperately around the shaft of his shovel. Knowing full well that it's possible that doing this could get him killed, he keeps himself between the soldiers and Melanie, putting his faith in the Light to protect both of them in this situation. "No way. If you're going to murder me, I want you to have to look me in the eye when you do it. Is your heart dark enough that you could kill an innocent man, for the crime of being less than twenty years old? If so, then all I can do is pray you make it fast - and that you enjoy your life in this world, before that darkness pulls you on to the next. If there's any Light in your heart, then let us go safely. Forget you ran into us, and give us the chance to live. Show us the mercy that you would want shown to you.", Mortimer says, trying his very best to remember the sermons the Lightbringer had given over the years, and channel that wisdom.
((Knowledge : religion check for sermon : 19+6, for 25. If you'd rather Diplomacy, that's 24 instead. Also, would Melanie fall under the twenty-years-old limit?))
DM Delfon
(Melanie is closer to 30, as she was a woman when you two were playing with the woven ball. I'm going to assume you're delaying to see what effect your sermon had on the soldiers. New order, Soldiers, Mortimer, Armod.)
The eyes of the soldier facing Mortimer soften, and he sighs softly, but looks resigned. He's about to say something when Able snarls, "Save your for the light speech, preacher boy. You assaulted a soldier of the Imperial army, and for that you've got to pay." As he trails off, he lunges past his fellow, and slashes viciously at your shovels haft.
(Mortimer, Able provokes an attack of opportunity for the sunder attempt. His movement would be a 5ft step, so no attack of opportunity for that. After the attack of opportunity, can you give me an opposed attack roll (with a +4 bonus for using a two handed weapon) for the sunder? DC 14, or your shovel takes 4 damage, which would be absorbed by it's wooden hardness of 5.)
The unnamed soldier pivots as Able lunges past him, and locks eyes with Armod. The soldier still seems ready to attack, but he doesn't seem to be actively attacking.
Mortimer, that would bring us back to you.
DM Quietus
((Attack of opportunity : nat 20, for 21. Confirm with 14. 4 (or 8) damage if shovels are d6, or 6 (12) if they're d8.
Opposed attack roll : 14.
None of these have been adjusted for improvised weapons.))
"I'm sorry, I only saw someone being attacked, and - " Mortimer feels the first twinge of a warm smile break over his features when the soldier's eyes soften, then gasps in surprise, swinging his shovel wildly in the attempt to block the soldier's sword swing, failing to recognize that the shovel was the target, and not him. Unable to fully stop the swing of his shovel, he can only watch in horror as the sword connects with the shaft, either deflecting off or simply failing to penetrate, and the edge of the blade continues to sail toward the soldier.
DM Delfon
(shovel, 1d6+str and a half, crit 20, x2. -4 for improvised weapon.)
As Able lunges in, your body reacts before you even have a chance to think about what's happening. The blade of the shovel catches him just above the ear, on the same side of his head as his prior shovel wound. His head snaps sideways, and his body follows. He recovers enough of his balance to not stumble and fall, but not enough to land the blow correctly. His blade glances off your shovel, only shaving off a non-important sliver of wood.
Armod, you're up.
Gray
Sigh. This conversation is not productive. Thoughts fall to the figure on the ground. "Does anyone protest to me checking on Christopher?" Doubting anybody actually speaking against his mercy. Barring any actions against, Armod kneels next to Christopher.
Drawing upon his memory of first aid lessons. Marcus insisted on learning such things as one never knows when a bounty might need care.
check: heal 18
DM Quietus
((Just realized that I covered the AoO, but none of my own actions. Hopefully you don't mind if I cover that now?))
"Thank you, Sir.", Mortimer says, his wide eyes watching Able closely, but glancing toward the other soldier just long enough to show he's addressing him. "The Light shines on you - please, I don't want to hurt you any more!", he begs, the last addressing Able as the angered soldier regains his footing.
When Armod mentions wanting to check on Christopher, Mortimer takes stock of the fallen man's position in relation to him, and does what he can to keep an eye on where Melanie is, shifting to protect her - and Armod, if it's possible - trembling with adrenaline and fear, but refusing to back down. His eyes meeting Able's, he pleads, "Please.."
((Ready action to hit with the shovel if Able tries to go after either of his friends))
DM Delfon
(Laughs, I also failed to notice the lack of turn actions. Good times, and no I don't mind you posting them now at all. Just to throw it out there, Carl Heather and I will be gone for 1 week. So, expect posting to resume around the 23rd or so.)
You assume a defensive position Mortimer, ready to spring to either of your charges aid, but instead have to brace yourself for another attack as Able raises his blade and brings it around in a wide arc, eyes burning with rage and hate. He doesn't seem to be going for your shovel this time, and you thrust out your arms to block his seemingly powerful blow. He pulls it back at the last moment, and turns it into a sharp thrust which bypasses your defenses. At first you feel nothing, and just stare down where his sword is sticking into your stomach, then the first wave of screaming pain roars into perfect focus, blocking out all other sensation. (you take 7 damage!)
Armod, Able seems more focused on his battle with Mortimer, and the other guard still looks ready to strike, but neither seem to care that you want to tend to Christopher's wounds. Once you bend close to him, you note the massive amount of blood that has pooled around his body. You also note that he as a very deep stab wound to the chest which is still slowly seeping. Although with how much blood he has already lost it isn't seeping too quickly, which isn't a good sign. Leaning close to get a better look at the wound, you notice the faintest rise and fall of his chest. His shallow breathing can hardly be seen. Stuffing a torn part of his own shirt into the wound, you press hard enough to stop the bleeding. Looking around a little more, you see a couple defensive wounds on his arm, which you also tend to without too much trouble. You suspect that he will live as long as he's tended to by a healer before too long.
Mortimer, your ready didn't trigger. It is still however your turn.
DM Quietus
((Really? I had a chat with Carl on MSN today! He took an IQ quiz and "got better than he was"! He wants me to take the same quiz, and bets I can't beat him. He'll be back to see if I did after his shower. I expect this is a bot/virus deal, since I've never known Carl to be all that competitive, or speak like that. =P))
Those first few moments of shock seem to stretch themselves out before him, as Mortimer simply stares at the blood blossoming across his shirt. Then the world goes dark for a moment as he feels bile rise in his throat, knowing that if he doesn't do something, he's going to die here, for no reason at all. Screaming unintelligibly, he lashes out with the flat of his shovel, the jerk of pain in his gut sending streaks of red across his vision, his calm sureness in the wake of his previous sermon washed away with the blood that's escaping from him.
((Attack roll 14, for 7 points of damage))
DM Delfon
You feel a warm splash across your face as the flat of your shovel slams into the side of Able's head, where once again your shovel has connected heavily in the exact same place as the prior two strikes. Able falls to the ground heavily, rolling over with the momentum of your strike. You can see that his eyes are wide open, but he doesn't seem to be seeing anything anymore. You are surprised to see the amount of blood pouring out of Able's wound, in just a few seconds a small, but steadily growing pool forms like a crimson halo around the fallen soldier.
Armod, your action.
Gray
"Mortimer! What in the world are you doing? Why is everyone eager to do harm today?" Standing up and positioning himself between the two men, "I need to two of you to stop this. Our attention need to be getting proper medical aid for the injured. This violence needs to stop now." Armod is half expecting the adrenaline rush maybe too far gone by now, and half hoping that common sense is not beyond these two men. In the case of the former, the young man readies himself to attempt to disarm the first armed hostile attacker.
improv disarm (13+1+4-4=)14
DM Quietus
For several long moments, Mortimer simply stares at Able's fallen body, strength leaving his arms and letting the blade of his shovel strike the ground, sending up a faint clang and a cloud of dust. The shock dulling the pain of his wound to an angry throb, it's Armod's voice that calls him back to the world around him. In a small voice, he says, "I.. I'm sorry, I don't know what came over me. I just lost control... Light forgive me."
Letting his shovel fall to the ground, Mortimer kneels next to Able (or does so while the other soldier is carrying him, if allowed), examining the wounds that he himself had caused. The sight of them causes his stomach to turn, but he keeps his breakfast down as he sees to the worst of them, using a torn-off strip of his own shirt to wrap the wound and halt the bleeding ((Heal check, 24)). Looking up at the other soldier, he says, "I'm really sorry for what I did here. Thank you, honestly, for everything. I wont' forget you, I promise. What's your name, so that I can include you in my prayers?"
Gray
"You could come with us. You know we could use the help. We could tend to Able's wounds first, like we will for Christopher. Melanie could go for a proper healer. Might earn her some favour with the other soldiers." Switching his focus to Melanie, "Chris should be stable. However, you will want Old Lady Medilian to see to him."
Reassessing the situation, "I, however, will probably need to go to the Hide & Seek for my supplies. I just need to reach the back of the building which should keep me somewhat out of sight."
______________________________
diplomacy 8
Posted by DM-Delfon on Sept 5, 2010, 10:52am
Shifting his weight to better balance Able, the soldier turns back to Mortimer, "The name is Simon, and the light needs not forgive you for anything Mortimer. You defended yourself against an outside force, and that should be commended. If enough people had done that in the past, the Empire might not have the stranglehold on the people it has now. Your valley was blessed to be free of our influence for this long."
Turning now to Armod, "I won't be able to come with you. My oaths barely allow me to let you walk away. Go in peace while you still can, but please remember that the soldiers themselves are not necessarily evil men. We're just sworn to follow the orders of our Emperor. These oaths are backed by powerful magic, magic that's incredibly hard to resist. Go now to your Hide and Seek, and gather what your supplies. Leave this valley, but know that the Empire knows of you. You will have bounties on your heads, and trackers on your trail." Posted by Gray on Sept 8, 2010, 9:54am "I understand... I think." Superstitious lot, these soldiers seem to be. Magic is the stuff of fairy tales.
After the soldier leaves, turn to Melanie. "Christopher needs care! Find Old Lady Medilian!" The stern tone is clearly not to frighten, but to motivate movement. "Mortimer, you seem to have supplies, however, mine are at the Hide & Seek. Given the unknown number of soldiers, 'tis probably better to stick together." Whether accompanied or not, Armod starts making his way to the shop mindful of whom he may encounter along the way.
Posted by DM-Delfon on Oct 5, 2010, 5:41pm Mortimer stands there dumb-founded, staring blankly at the fallen shovel. Melanie says, "Can you help me get Christopher inside before you gather your things?" At which point she bends and hooks under both of his arms and heaves him up. If you help, moments later Christopher is inside, while Melanie heads off to find the village healer. If you don't help, then she manages to drag him inside anyway, it just takes longer.
You manage to avoid another two pairs of guards on your way to the Hide and Seek. Once inside, you gather your belongings and make ready for a potentially long journey. As you finish packing, you realize that depending on how things go, you might not see this place again. You also realize with a smile that you don't really own a whole lot.
Posted by Gray on Oct 5, 2010, 7:41pm "Of course," while bending and retrieving Christopher's legs. Once Chris is placed comfortable inside, I turn to Melanie. "I apologies for not doing more. Take care." The genuine sentiment is evident even as he leaves.
A sigh of relief upon being 'home'. When the reality hits, Armod collects a quill and parchment to leave a note for his mentor, Marcus. Included my apologies for having to leave, my thanks for all he has done for me, and what I know of why the Imperial Soldiers are in the village. Leaving the note where he know ONLY Marcus will find it, his bounty hunting equipment.
Posted by DM Quietus on Oct 6, 2010, 11:43am While Armod helps Melanie to get Christopher inside, Mortimer continues to stare blankly at his blood-covered shovel, blinking slowly. In a more lucid moment, he would probably be horrified at his own actions, but as it stands, he can only think of one thing - who will take care of those who were less fortunate, who didn't escape before being cut down? As the shock slowly fades, the pain from the wound to his stomach floods through him again, and the weight of his actions comes crashing down on him; Mortimer barely makes it to a nearby fence before emptying the morning's breakfast into someone else's garden.
By the time Armod reappears, Mortimer has done the best he could to clean the blood from his shovel, overturning a stray patch of soil a few times to reduce it to a red smear. He remains trapped within his thoughts, however, as he quietly follows his friend, trying to think of what else he'd need for an extended trip out of doors, but finding it difficult to wipe the memory of his shovel impacting with Able from his mind.
((Sorry about the long posting wait; I'll do my best to see it doesn't become a regular occurrence. I'm not sure what "Home" is, however, so I may need a slight update on that.
Also, I've got a bit of a shopping list, of sorts.. fishing rod, bedroll, waterskin, and rations mostly. Probably an attempt at bringing a tent, but it'd be too heavy.. so some kind of tarp? Just stuff that I want to keep track of for when we make it to the Hide and Seek, and things that I may need pricing for; Fishing rods and basic tarps aren't on the list. Maybe some rope, on the train of thought that "Every story I've heard about adventurers, they have rope". =P))
Posted by DM-Delfon on Oct 7, 2010, 6:08am (Unless you've tied yourself into one of the local locations. (I have a map I really should scan and post for you.) Then your home would be a simple 1-3 room building, made by the local men in what the real world refers to as a 'barn raising' The needs of a family would be set out a week or so in advance, then materials would be gathered and lastly everybody in the village would show up and build the place. Everybody except Bruce (local boy that's pretty damn lazy, and those that mind the guard towers to the east and west.)
As for the belongings: Tarp, I'd say that's "Canvas (sq. yd.) 1 sp 1 lb." The rod's are free, since they're basically a stick and some twine tied to a fishing hook. You buy the hook and you're set. A masterwork rod would be more in line with what we're used to today, but I doubt your spending that much. Anything else is in the PHB so, use those prices.)
Armod, you leave your note in the smoking hut, inside one of the thick leather gloves that Marcus uses while working leather. The smell alone in the hut will keep all but the most determined searcher from finding your note. The gloves themselves have been used to handle the flesh of hundreds of creatures, and they look like it too, which makes them even less likely to be searched.
What's the plan guys?
Posted by DM Quietus on Oct 7, 2010, 10:37am ((Armod mentioned wanting to go to the Hide and Seek to get stuff.. which I'm assuming now is the tannery, as opposed to the "general store". Do we even have a general store? And do you want to go through the process of RPing such things, or should I dock money, add items, and carry on toward getting the hell out of dodge? I do have one thing I'd like to do once all those items are purchased, if I get the chance, but I'll handle that in-character.))
Posted by DM-Delfon on Oct 7, 2010, 3:04pm (Yeah, you can just speed buy things. I've got nothing planned to prevent you from buying things this time )
Posted by DM Quietus on Oct 7, 2010, 9:15pm ((k, items purchased - With that taken care of, if Mortimer leaves some coin in a package with someone he trusts, can he have it delivered to Melanie? If so, he'd like to send 15 of his remaining gold to her; Keep one gold coin on him, because his father always said, "A man without a coin to his name isn't a man at all". The rest, well, he's going to go hide out in the woods. He doesn't really have use for money. At least, that's how he's thinking right now, as if he could go hide out for a bit, go camping for a while, and come back when things have blown over. Ed knows this is less than likely, of course. =P))
Posted by Gray on Oct 14, 2010, 12:55pm Armod goes to the room that Marcus gave him so many years ago now. Pushing nostalgia aside, collects the few things that are his in the world. The lasts of which remains in the stables.
Time being of essence, Armod makes quick work of saddling Didijik, and leads his horse out of town.
Posted by DM-Delfon on Oct 15, 2010, 9:16pm The two of you meet up again before you head out of town. Question is, which way do you leave town, and where are you planning on heading? Urutah is a valley entirely surrounded by mountains. A long river splits the valley into two roughly equal parts running from north to south. A road quarters the valley nicely running from east to west. The mountains have passes where the road meets them, both in the east and the west. There are several places of interest in and around the mountain ranges that surround Urutah, namely the elemental shrines. Earth, fire, wind and water shrines each have locations which are elementally charged. The Scaal caves to the south would be another place of interest. Although the mountains which surround Urutah are high, and quite difficult to climb over, they're not impassable.
So, where to?
Posted by DM Quietus on Oct 16, 2010, 11:42am Pack thrown over his shoulders, and shovel tied to its side, Mortimer begins to truly feel the weight of things as he looks out past the boundaries of the town, and into the wilds. Scanning the distance, he frowns, unable to decide what would be the best course of action.
"I don't know, Armod. I never was very good with things outside of Urutah.. what do you think? Maybe one of the shrines, I bet we'd find the water one if we followed the river, and we could try fishing along the way - I have a few hooks from that time Dad tried to take me camping.", he says, trying to hold back a sad laugh as he remembers the terrible waste of time that had turned out to be.
Posted by Gray on Oct 16, 2010, 3:08pm "I can relate. I've never really been out of the valley, not since I was in the womb. The shrine are an option, but I'm not sure I want to involve anymore innocents like Melanie and Christopher." Armod solemn as he reflects on the state Chris was in, and trying not to think of Marcus injured.
"They'll expect us to run away. Expect us to run west away from the empire. I'd hate to disappoint." Said Armod, smile across his lips ill contained. A pull of the reins to communicate to Didijik to head west. "Don't know about you Mortimer, but I want answers. Are you with me? Or are we parting ways?"
Posted by DM Quietus on Oct 17, 2010, 9:18am "Yeah.. yeah. I'd like to know what's going on, too. Why only people under 20? What could be so terrible about us that the Empire sees murder as being acceptable? There's a lot of questions come up today, I'd like to see if we can't shed some Light on things.", he answers, taking a deep breath and letting it out in a long sigh. The events of the day still weigh heavily in his mind, but he does the best he can to follow the Lightbringer's advice, which brings something he'd said earlier to mind.
"Armod, the Lightbringer was the one that told me I needed to get everything packed up and flee - he said the passes would be closed to me, whatever that means. He said the Scaal would be able to help, but that the soldiers are paying attention to the south.. the western pass might be dangerous. You think they've gotten all the way over there already?"
Posted by Gray on Oct 17, 2010, 1:47pm "Oh, I don't plan to use the west pass, just draw enough of their attention to it . . . hopefully even resources." Armod's most mischievous smile dances across his face, as presumably equally playful thoughts grace the dance floor of his mind, "Then when they're looking west, we slip east. We do have one thing on our side, the advantage in the fact this is our home. They do not know this valley like we do."
Armod wills the other thoughts from reaching his voice for now. 'They still out number us. The two exits currently blocked, and we may not be able to undo that. Those whom might offer aid do so at the risk of endangering their own lives further. I don't want any more innocent harm, but I can't see this ending without that happening. Or without having to harm soldiers like Simon. Why would the Empire wish us dead?'
Posted by DM Quietus on Oct 18, 2010, 10:18am "That's true.. it'll be like hide and seek, we'll just have to make sure we aren't caught.", Mortimer says, feeling slightly more upbeat - the chance to circle back would also, maybe, if they were lucky, give him the chance to come through Urutah and see what had been made of it. He was still worried about Melanie, wondering if there would be any fallout for her with the loss of his temper.. hopefully the money he'd left for her would help buy off any unfair retribution. Taking in a deep breath, he finally allows himself to realize what a nice morning it is, outside of all the troubles that had popped up around them, as he and Armod head toward the west.
Posted by Gray on Oct 23, 2010, 3:34pm "Well, we have some distance. Unless you have a quicker way to travel, might I suggest joining me on Didijik." Armod climbs onto his saddled horse, and extends his bare hand. "Even slowed down by our weight, he's still faster than either of us."
"Marcus and I occasionally play hide & seek. It's good to keep up training for when we need to find someone. Whether it's a bounty, or a child hiding in the woods avoiding punishment from his or her parents. Can't count how many times I've had to find the Meridian boy, Bruce," Armod says playfully.
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A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds.
Posted by DM-Delfon on Oct 23, 2010, 4:58pm Regardless of your mounted status, the two of you travel off toward the west, keeping yourselves well clear of the main road to avoid possible soldier patrols. The trip to the pass will take about three days in total, even mounted, for the most part this journey goes uneventfully. You reach where the mountains curve sharply south toward the pass. From here you can travel into the mountains, or to the north or south. The western pass is about three hours south of your current location. If you've been living off the land, your travel speed will be reduced by half, and thus the time it took to get here would be doubled. Otherwise, I need you to dock rations.
Posted by DM Quietus on Oct 24, 2010, 8:12pm Mortimer follows Armod's lead, with regard to hunting for food; He himself has little skill with determining what is safe to eat, but his instincts do aid him, if they stop to forage. Each morning, despite the press of time upon them, he insists on a morning prayer, loath to leave that behind with the rest of his life for the past near-twenty years, favoring short and simple prayers like that the Lightbringer often offered. If Armod is interested, he gives these prayers in the form of a simple sermon, inviting his friend to worship with him. Otherwise, his prayers are solitary, though he doesn't consider them private. His heartfelt words always include well wishes for Melanie, Christopher, and Simon.
Once his prayers for the day are complete, Mortimer casts his gaze southward, toward where the mountains come together - presumably, where the pass sits. Looking to Armod, he asks, "So, you said you had a plan? We haven't been spotted in days, I don't know if they have any idea where we are... did you intend on getting their attention at the pass before circling back?"
Posted by Gray on Nov 1, 2010, 4:48pm With some success living off the land our travel is only slightly hampered. The three day travel takes us four days. Sustaining on mainly berries, with the rabbit.
When invited to pray, Armod smiles warmly. "If morning prayers offer you comfort, you're welcome to speak them. I'm not a 'Light-seeker', and I'm in the habit of hold my prayers private, but pray in the way that suits you."
Green eyes glance south to where the pass should be, "They may still be tracking us, but to ensure we haven't traveled four days for not, I do intend on getting their attention before circling back east." Leaving the south to return to eye contact, "We have some work to do before that. When we have their attention, they will chase after us. So I want to few deterrents. Pits, falling logs, and camouflage for us."
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survival (16+3=)19 or 21 if synergy
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM Quietus on Nov 4, 2010, 9:32pm "I have no axes with me, but if there's one thing I know how to do, it's dig.", Mortimer says quietly, looking sadly at the road. It would slow down their pursuers, certainly, but.. they would only be pursuing because they were goaded into it. They were only being chased because of some oath that was given, that supposedly had some magic to it. He'd had plenty of time to think about things, and was beginning to wonder, were these soldiers not likely to be just as innocent as he was? Certainly, some of them had seen combat, and possibly done gruesome things, but would Able have attacked him if he hadn't believed he was under some kind of magic oath?
With a sigh, Mortimer raises his head to the heavens, offering a silent prayer for guidance before turning back to Armod. "I'll help you with this, but I want to get out of this valley. I don't want to have any part in harming people, I'm only doing this so we can dissuade them from tracking us long enough to get across the mountains, alright?"
Posted by Gray on Nov 12, 2010, 7:35pm Left eye brow raised, "We'll keep the pits to at most 10 feet deep, and I suppose we can leave out the spikes at the bottom." Armod chuckles assuming Mortimer was making a joke as if causing anything more than possible bruising was ever in the plan. "The pass is 'bout three hour south, I'd suggest starting the digging when we're 'bout one hour before it."
Upon leaving Armod adds, "When we get closer, we should keep an eye out for fallen trees. The branches for camouflaging the pits and ourselves, and the trunk for falling logs."
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sense motive (4-1=)3, (survival (16+3=)19 or 21 if synergy
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM Quietus on Nov 15, 2010, 12:16am The thought of how many things could go wrong with this plan flashed through Mortimer's mind, not the least of which being the possibility of catching attention earlier than they wanted to. Either way, they'd come this far to pull off this trap, and it at least meant doing something that wasn't riding a horse. Besides, it would feel good to get back into the dirt again - a chance to produce decidedly less saddle sores than he'd gained the last few days.
At Armod's urging, Mortimer starts scanning the scenery, keeping track of anything he can find. He proves rather useless at this, however, as his mind keeps drifting, and anything he happens to notice, Armod is already pointing out or snatching up. Frustrated, he resolves to put his all into digging, when they reach the right point, and to earn his keep, so to speak.
((Survival roll : 2 + 2 = 4, go Mortimer! You're so untrained!))
Posted by DM-Delfon on Nov 15, 2010, 12:43pm I'm going to ask Armod for a Craft trap-making roll per trap he intends to attempt making, Mortimer can aid another if he wants. Since all the materials are either digging or found there will be no cost greater than a length of rope. (if either of you have one to spare.) After you travel for two and a half hours you've collected quite a few branches, and located a likely location to spring your traps. A small clearing in an outcropping of trees, one of which has a long horizontal branch.
With Mortimer digging, and Armod gathering a few more branches to cover the pits with, Armod notices a patrol of three soldiers headed north from the guard tower at the pass. They don't seem to have noticed you, but they are headed in the general direction of where your traps are being layed. You would also note that the pits would only be half done at this point, barely deep enough to cause any damage, let along slow them down much.
Posted by Gray on Nov 17, 2010, 11:05am Having used our time to lay false tracks, finding ditches for hiding spots, rigging logs in close small trees to fall when the wrong (or right person) bumped into them, the camouflaged pit, and pulling back the 'long horizontal branch' with my silk rope and holding the rope in place with my short spear until it's pulled from the ground.
When the guards are noticed, Armod assesses the situation. If time and a stone/stick are available, he'd attempt to alter their path. If not, stealthy follow them hoping the miss us.
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false tracks, ditch hide spot, dropping log, pit, branch
untrained craft-trapmaking (5 rolls+1=)5,11,15,8,11, or [survival (rolls+3=)7,13,17,10,13]
If ranged atk (15+2=)17, and stealth (1+6=)7
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM-Delfon on Dec 2, 2010, 9:58pm Without solid knowledge about tracking, you wander around some until you think you've left enough misleading trail markers to throw off anyone tracking the pair of you. Your ditch hiding spot came along nicely, and you rigged it with an uprooted bush to better the circumstances of your hide checks (+4) while hidden there. You've managed to rig up a fairly heavy log into the trees, and when a line strung between two trees is tripped, it will swing down and hopefully knock them senseless. (1d12 damage on a failed reflex save) Your pit is only 5 feet deep, but is coming along nicely. Creating a massive hole in the ground isn't really that challenging, just really time consuming. Lastly, you've pulled back the branch until it creaked so much you thought it would snap entirely. Rigging up a line to set it off you carefully get out of the way.
Later, while hunting up branches...
Sticks and stones are both available, and when they get to close for comfort you lob a stone some distance to the side. The trio of soldiers seems to have heard the noise as their quiet conversation abruptly comes to a close and they draw their weapons and begin looking around. You can tell that they're well trained, because while one looks to where the sound came from the other two form a triangle and watch each others flanks.
After a few minutes of looking around, and a few quietly exchanged words the trio begins to move slowly toward where you're hiding. As they reach about thirty feet away, they begin to spread out into attack positions. If this is headed to battle, you may wish to roll init.
Posted by Gray on Dec 20, 2010, 5:40pm In an attempt to strategically withdraw Armod starts creeping backward. However, with less than ideal circumstances switches to bolting in the hopes that surprise and heavy soldier armour will save him. Stirring the possible pursuit in the direction of the 'falling log' trap. Armod yells with the air not already being used by his muscles, "MERCY!"
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Init (5+2=)7, and stealth (3+6=)9
hp 8, AC 14 (flatfoot/touch 12), saves +2/+2/+1
Posted by DM-Delfon on Dec 22, 2010, 8:34pm You slowly begin crawling away until you're sure that they will overtake you shortly. Slipping up into a crouch, you break into a full run. The guards give chase immediately, the lead guard shouting, "In the name of the Emperor, I command you to halt!" The grass beneath your feet is soft as you sprint toward your log trap, and the chink-chick-chink sound of the guards armour is following close behind you.
I'm going to call for a skill challenge here, you need 5 successes before you get 3 failures. The DC's are either 15 or opposed by the trailing guards. You can make A Strength check to push your muscles hard, and outrun them. A Dexterity check to dodge around, over and under things. A Constitution check to outlast them. You could also make another skill check if you can explain how it would help you outdistance the guards. If you succeed at this skill challenge, the guards will be lead into your trapped area. Failure however will lead to one versus three combat.
Posted by Gray on Dec 23, 2010, 10:57am Dex checks: (2+2=)4, (18+2=)20, (19+2=)21, (2+2=)4, (12+2=)14, (15+2=)17, (4+2=)6, (2+2=)4, (12+2=)14, (18+2=)20
DM Delfon Dec 23, 2010, 11:45am
(I realized that I didn't explain this skill challenge correctly, although you gave me more than enough rolls to cover for my error anyway. It should have been best of 5 rolls, so 3 successes or 3 fails tells us what happens. The way I explained it above makes it incredibly difficult to win.)
Results:4 (Fail 1), 20 (Success 1), 21 (Success 2), 4 (Fail 2), 14 (Fail 3)... Overall failure.
Dodging over, under and around things works for you for a while. Although you manage to dodge one or two of the guards at various times, the other guard manages to keep up with you. After a while one of the guards runs ahead, and doubles back - you almost run straight into him! The other two guards arrive, and you find yourself surrounded. With two guards behind, and another in front. They draw their swords, and advance, hostility in their eyes.
Your action...?
DM Quietus Dec 23, 2010, 10:24pm
Unaware of any of this going on, Mortimer continues to steadily dig, working hard until either his hole reaches a depth he's happy with (which would happen at six feet), or Armod contacts him - a situation, unbeknownst to Mortimer, that is rapidly becoming less likely. Regardless, the work feels good to his stiff muscles, even if the knowledge of what it's intended for doesn't sit with him. While he works, his lips continue to move, alternating between prayers to the Light for guidance and simply talking himself through the whole situation.
((Listen check I was asked for via MSN : 16 total))
DM Delfon Dec 25, 2010, 1:41pm
(I'm going to add Mortimer to the bottom of the Init order, so we can get new rolls as needed. With the distance from the battle to Mortimer, the DC will be 20 to hear sounds of combat. Current Init order is Armod, Soldiers, and then Mortimer.)
Gray Jan 1, 2011, 10:32pm
Coming to an abrupt stop, I shuffle around to get a feel for where the armed men are in relation to me. Allowing fear to show hoping it will stir mercy within the soldiers - or over confidence.
"I am halted, but have done nothing wrong. I ask that you leave me on my way." Though hopeful, I physically prepare (or ready) my muscles for an attack. If they don't listen to reason now, maybe they will if I'm able to disarm one of them.
DM Delfon Jan 5, 2011, 5:40pm
"If you have done nothing wrong, why did you run?" says the first guard while advancing toward you - weapon drawn, but he seems to be waiting for something. His eyes look past you to your left and then to your right. Taking stock of where the guards are, you note the three of them forming a triangle around you, the first about ten feet in front of you, the other two about ten feet behind you, both of them are about 15 ft apart.
As one the three guards each move forward five feet, leaving only a five foot gap between you and them. The first guard speaks up again, "You're surrounded, and over-matched. I suggest you surrender and come with us back to the guard post pending investigation."
Since no attacks we're thrown, I'm not going to ask for a listen check from Mortimer. He's simply too far away to hear a conversation. Armod, your ready action doesn't trigger, but it's still a new round. Your turn, what are you going to do?
Gray Jan 22, 2011, 12:13pm
"A safe sense of caution made me run. Alone and unarmed, I can across three heavily armed men in the wood. Only a half-wit wouldn't run. If you don't agree, just ask your fellows?" gesturing to the men behind me.
"Your observation is undeniably accurate. I am clearly surrounded and out-matched. If it's not too much of an imposition, would you mind if we return to my camp first? I hunted some fat, meaty rabbits earlier, and would hate from someone to come along and eat them on me." 'Careful Armod, don't set the bait to high.' Lean muscles maintain physically prepared (or ready) for an attack.
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diplomacy or bluff (18+0=)18
hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
DM Delfon Jan 23, 2011, 12:18pm
The lead soldier looks you over, clearly attempting to read any attempt at deception, "Alright, we can gather your belongings before we head back to our encampment." Raising a hand to his companions, they stand their ground, "You are under our protection until we get a chance to sort this out. Please drop any weapons you may be carrying, and go stand between the others." He smiles sheathing his own weapon now that you seem co-operative, "I will gather whatever weapons you drop, and keep them safe. They will be returned to you when my Sargent is satisfied."
Gray Jan 29, 2011, 10:49pm
"Thank you, sir." At the mention of weapons, Armod gets a flash of spear lodged into his taut branch-holding rope. "As you can see, I have no weapons," patting his clothes. "Another part of the reason I ran from armed unknown men."
DM Delfon Jan 30, 2011, 1:48pm
The guard nods, "Well in that case, let's get going." The guard gestures with his head for you to start walking. Together the four of you walk toward your camp, the three of them surrounding you at a distance of about ten feet. Two in front, and to the left and right, and the last directly behind you.
When you get closer to the area of your camp, what would you like to do?
Gray Feb 5, 2011, 3:42pm
I steer the triangle of guards in the direction of the heavy log in the trees. 'Mortimer, I hope you have the pit ready for our company.' Armod scans the forest for signs of his comrade, while hoping to disguise the looking as searching for where his camp is. "Gods! One could really get lost in these woods."
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perception (17-1=)16, bluff (7+0=)7, reflex save (20+2=)22
hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
DM Delfon Feb 5, 2011, 5:12pm
As you get closer to your camp you can't seem to see Mortimer, although you know that he should be just past that stand of trees, some eighty feet that way. You manage to lead the guards to the log trap. Something in the way you we're looking around, or a note in your voice must have given them reason to be a little suspicious of you, as they closed the gap between you from ten feet down to only five feet. As one of the guards in front of you springs the trap you easily throw yourself to one side, avoiding the log entirely. The guard that triggered the trap is caught entirely una