Jump to content

Trayboar

Members
  • Posts

    184
  • Joined

  • Last visited

Recent Profile Visitors

800 profile views
  1. The battle to protect the ship is fierce, but the party and crew manage to make it through with no casualties and only moderate damage to the hull of their ship. After repairing what they can and sending a net full of the pirate invaders out the foamlock they continue onward to Amphira. Shanria tells the Guild party that she can't help them find transport to Beachlight, but wishes them luck. After landing on Amphira the group begin to research their options for transit to Beachlight. They decide a local Gatehoppers Express is their best bet and book an appointment there. While waiting they head to De Newphan, the largest city on Amphira. Ramiro protests greatly at the excessive moisture and never-ending rain. Viseli quickly suggests getting a drink at a place they are familiar with. With a mischievous smirk they lead the way to a business named "Saddler's Sweets". While enjoying themselves Viseli is made aware by the staff (who they are good friends with) that someone is watching the exits of the bordello. Bounty hunters all through the city have been looking for a four eyed woman with a Guild entourage that matches their description. The group decides to make a discrete exit out a hidden side entrance when the time comes. They make their way across the city to the Gatehoppers Express. While trying to get information on anyone potentially following them Marelvril spots another bounty hunter conversing with a Oozeling down the road. That Oozeling turns out to be Eyria, their assigned Gate mage. The group immediately throw suspicion at Eyria, but she professes to not know the man and despite his prying she did not reveal where she was headed. After some debate they decide to take the Gate to Beachlight after all. Upon arriving they find Beachlight to be a lonely and eerie world. Eyria states she can wait to take them back for three days, but after that they are on their own. Their rough handling of her earlier has made her indifferent to whatever inconvenience this may cause. The Guild party begins the short hike down to the nearby town of Plak Di.
  2. It seems we've reached a point where I would have to advertise for more players again to keep things going. Based on the way that played out last time I'm going to save us all some time and just call it here. Thanks for your participation everyone. Maybe I will try this again in the future.
  3. Oof I'm sorry to hear that. Well we aren't really advancing forward right now anyway so we can wait until you're back in action. Thanks for updating us.
  4. I'm back from holiday break and ready to continue when everyone else is!
  5. It's just the same as my last post. The group you were helping has driven the pack away from this immediate area and are providing you cover to join them on the high ground. I don't know what everyone wants to do about that. There's still other parts of the nomad camp being attacked, and you haven't seen sign of the other three that left from your ship before you.
  6. I'm here for as long as you're willing to be.
  7. Apologies for my inactivity. My personal struggle is over with, for worse, but over still. I'm sure we'll have a bit of slow responses with the holidays approaching. I am still full invested in continuing this if y'all are as well.
  8. The pack's assault breaks on the defenses of the trio. The larger of the creatures now struggles with the one under Morga's influence. The encircled nomads use the distraction to their advantage and fight their way out and up onto higher ground. "Up here! We will provide you cover!" shouts one of the warriors. They begin to pelt at the wastehounds with stones flung from bright cords of rope and leather. The pack hesitantly moves way, providing the guild group a way up the side of the ravine.
  9. Sorry all I can't read. I'll just delete the post.
  10. Sorry I've been slow to respond. I've got a dog going through some rough medical stuff and it's been eating up my time and sanity.
  11. The scene on the other side of the ridge is chaos. Nomads have encircled two of their own who are badly wounded, and outside their defensive perimeter is a gnashing whirlwind of teeth, fur, and scales. Their focus on the scent of blood is so great, the hounds don't even notice the first two of their own felled by Morga and Alaister. With a snarl one of the largest of the creatures turns and charges at Alaister. Ngudji takes the creature across the side with a blow of his scepter, causing it to trip and tumble before rising back up in a cloud of dust. The creature coughs a loud bark and three others break from the larger group to help it with the new threat. They charge. OOC Each of you make a defensive move of some kind. It can be an Athletics, Agility, Combat, or something else. I leave it up to you how your character would handle being charged by a pack of hungry space wolves.
  12. Shrew keeps a close eye on the road as they thoughtfully chew at their lip. They feel relief to be moving away from the site of past violence, but a growing knot of anxiety builds under that relief for what could lie ahead. When the road is smooth enough to allow it they spend their time studying the books in their bag.
  13. Shrew looks at Dan's map and nods. "Worse case if we find any sign of danger ahead of us I will stay back with the wagon while you all go ahead and investigate." They shrug and put a hand on their sword. "We all know I'm probably the worst with the blade of all of us. I'd probably only be getting in the way anyway if it comes to fighting again..." With another shrug they move to the wagon and begin doing what they can to get it moving again.
  14. I addressed how rolling for Magic works in my in game post if you wanted more info. Basically in most cases your spell will work as desired with opposed Magic rolls only being required when you are trying to overcome another spell or caster in some way.
  15. Morga's call chaotically echoes on the bare rock all around them. One of the creatures perks its scarred ears and in a moment of confusion turns and lunges at its closest companion. They go down in a scramble of fur and nails. Morga lands on another, her sword slamming through leathery hide and eliciting a shrill yelp from the beast. The other two stop and turn to look at Morga. Rage and desperate hunger give them a glazed and dangerous stare. Bellowing barks announce the arrival of another pair just behind the two before Morga. Now having even more superior numbers, all four charge at the young Pleme. Ngudji's spell fills the air with a silent flash of light. All the hounds howl in pain as the light fades. They paw at their snouts and circle in place. (OOC: Rolling Magic skills is usually only required when making an opposed action against another spell/magic spell. In this case the hounds don't get a roll against your spell and their Fortitude is just checked against your passive Magic level (which was more than sufficient to blind them).) Alaister's massive bulk lands with a thud beside Morga, right in the midst of the four blinded creatures near Morga. With a single blow he sends three of them flying outward. Two hounds remain, one blinded and attempting to retreat, the other returning to savagely attacking it's downed brethren. These animals are not much of a fight for this well trained trio, but many of them remain. Howls and barks reach the group from beyond a ridge ahead of them. The pitched sounds of battle joined with the nomads can be heard as well.
×
×
  • Create New...