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Trayboar

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Everything posted by Trayboar

  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.
  16. Totally fine. Combat doesn't have any hard rules aside from the ones we've already used and the wound tracking system we have yet to need.
  17. I don't know what happened with that other player, but I'm setting the game back to read only.
  18. I'll cast my vote for this as well.
  19. The trio moves fast across the rocky desert. The morning light is bright enough to make it easy to find their way over the terrain. Soon they are upon the outer edge of the pack of wastehounds, catching them off guard it would seem. They are loathsome creatures with hides of stiff red-orange hair and teeth tightly packed in a too wide mouth. OOC: There are 5 wastehounds moving perpendicular to the group on their way towards the nomad camp. You have the jump on them and can choose how you engage. If you are attacking include a roll for Combat Range/Melee. If you wish to use a spell feel free to post in the OOC thread if you need help deciding the MP cost for what you want to do.
  20. Shrew gets a clean tunic from their bag and offers it to Abil. It was a bit big for her, but certainly better than the stained and torn clothing she had now. "If we're puttin' this up to a vote I say we try to get a wagon set up for the old man and Abil. I certainly would rather we take them with us if we can. At least until we can find more help for them." They pause and look thoughtfully at Moss. "Though I understand sir if you want to move fast. One of us could ride with the wagon while the rest go ahead."
  21. Shrew looks up at Moss' suggestion. "I can share my horse. Surely I'm the lightest of us and my horse will least mind the extra weight... For whatever that's worth." They continue to kneel and coax the child out from their hiding place.
  22. "Wastehounds, barren mutts, witchpack, whatever else you might call themmm. Four legs, big mouth filled with teeth, and they work together. Though certainly not in groups this big usually..." The display updates, showing the two groups moving further apart. Eldiran looks at Cyshia and they both nod to each other. "Good hunting," she says as they depart. Rayu waves and rushes to catch up with the other two.
  23. "Over here! I found another!" Shrew shouts to the others. They scramble out of the saddle as quickly as they can, nearly falling on their face. They dig as quickly as they can to the child. "Don't worry. No one is going to hurt you here. Please let me help you," they say breathlessly.
  24. Cyshia and Eldiran (the third and final member of the ship's crew) are already waiting at the airlock. Both wear strap on combat vests and hold barb-flingers. Cyshia's whiskers twitch with irritation. "Those lifeforms I saw last night seemed to have become a bit more bold with the rising sunnn. I got reports that they were harassing the nomad camp's sentries all night. Nothing serious. Seems they were probing for a weak spot. Just now I got readings of dozens of them coming out of the caves up the ridge from the cammmp." She brings a small holographic display up to show the surrounding terrain. The camp and ship are both marked with a blue and green icon. Between the two icons a cloud of smaller red icons appear and begin moving down the slopes in two distinct groups, toward the camp. "Rayu is on his way. I will take him and Eldirannn and move to flank the northern group," explains Cyshia as she grabs a second case of barbs. "You three go after the southern one. These beasts are fast and smart. And something is wrong here. These creatures are nnnot known to attack humanoid settlements like this. Be careful." Rayu comes running down the corridor as Eldiran opens the airlock doors. "I'm ready," he says; his eyes wide and a ridge of stiff hair running down his back.
  25. Sorry I didn't realize you couldn't copy your own messages once it's locked. I'll unlock it again.
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