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/qst/ - Quests


Welcome back to Fae Quest! I apologize for the lack of updates over the weekend and yesterday but I’m back and ready to roll! Last time we were joined by goblins and joined by blood to Grigori, a giant forest-maze dwelling reptile. We found the Varag’s settlement and somehow, even with our invisiblity spell being a notch above, Krawk; Hursk’s half spider lieutenant, seems to have spotted us
—————————————
The half-man half-spider leaps over the width of one of the main thoroughfares, it seems that he doesn’t know exactly where you are but can divine the general direction.

“Flee Emeratus! We must not be found.” You hear a faint grunt of understanding and what you take to the sound of him taking flight. You frown, momentarily envious of his ability, before launching off into a run.

More Varag are scrambling to climb the ladders onto the palisade. The main gates are slowly being pushed closed. You glance down at the streets below you, a group of goblins are hooting and hollering with their arms and legs linked in chains. They rattle the chains, evidently trying to draw attention to themselves.

You vault up onto the platform that rings the inside of the wall and glance back at Krawk. He’s moving slower now, more methodically. You lift yourself over the edge of the wall and begin to climb down. A pair of guards stroll past where you’re climbing a moment later. You hear one of the guards remark. “He’s desperate to prove himself to Hursk, this is the fourth false alarm he’s called.”

Palius awaits you at the edge of camp with a rather unpleasant look on his face. You dispel your invisiblity and he simply shakes his head. “So they expect an attack now, excellent.”

>>Inform him of what you heard on your climb, and everything else you’ve learned. Ignore his comment.

>>Apologize, explain there was nothing to be done. Report your information.

>>Ignore his comment, and leave to speak with someone else at camp (who?)

>>Write in
—————————————
Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=MasterOfTheWild

Character Sheet: https://pastebin.com/er4nqAJF
>>
>>3029939
>>Inform him of what you heard on your climb, and everything else you’ve learned. Ignore his comment.
Welcome back.
>>
>>3029939
>Inform him of what you heard on your climb, and everything else you’ve learned. Ignore his comment.


>Write in
>It appears they've already had 3 false alarms before this one. It's possible that if we keep provoking them, they will collapse among themselves.
>>
>>3030098
>>3030147
Writing.
>>3030098
Thank you!
>>
You choose to ignore Palius comment. “We climbed the walls. Hursk isn’t there. He’s left some kind of a creature named Krawk in charge, it’s like a large spider with a torso like ours.” Palius’ face looks grim for a moment. “That explains it then, Lasut have a sense unlike our own. They can feel life, that’s how this Krawk almost found you. Did you learn anything else?” You nod. “The civilians aren’t happy and Krawk has been raising false alarms left and right. It’s possible that we could use that. If we keep provoking them, the whole settlement could collapse on itself.” Palius smirks to himself. “Maybe your failure wasn’t as absolute as I initially believed. Get yourself some food and rest, then we’ll meet with your goblin and see what his kin has learned.”

You find Vreel butchering a horse, he offers you a seat and some of the meat. “They roam these plains, the meats not my favorite but they’re easy game.” He glances around checking for Palius. “So are we going to actually do something soon? Or are we going to waste more time sitting here. I heard the other scouts say their numbers are lower than we were told. Let’s just storm the walls and kill everyone inside. We’ll open he gates for the little ones and they can wreak havoc.” You shrug. “I’ll take the idea into consideration. We haven’t decided how we’re going to proceed yet.” Vreel waves you off and returns his attention back to his work.

After you finish eating, you find Scarsticks sitting and speaking with Rootrusher. “I saw some of your people in chains inside the walls.” Rootrusher nods. “Our spies said they use our people for cheap labor, and many of our people are made slaves for crimes they did not commit. The spies had some slaves make noise to try and cover the escape of your kind. They heard the guards searching for one of you.” You neglect to mention that was you but thank the goblins all the same.

Palius joins the three of you a few moments later. “I think, it is time for action of some kind. I have ideas of my own and I’m sure you do as well Chief. But first I would hear from you, Aurelio. You have seen inside of the walls. How would you proceed?”

>>Campaign of discomfort. Cause incidents like the one you did today, it will set the Varag against each other.

>>Surprise raid. Have the Fae sneak in under the cover of night, open the gates for the goblins and take the settlement.

>>Wait for Hursk’s return. Maybe we could ambush him on the road?

>>Write in
>>
>>3030312
>Write in
>"Before I speak, I want you to understand this: that my greatest goal is to finish this with not a single drop of our blood spilled. To defeat them without risk any among us to their blades. So if you ask how /I/ would proceed, I would wage war against them psychologically. Cause them to doubt their leader, and themselves. Set them against each other, so that when Hursk returns, his men are as like to kill him as not. And if not, then our numbers should still make the battle far easier than it would have been.
>"But I know this is not the vengeance you wish. You wish their deaths to be by your direct hand, do you not? Nonetheless, I would gain every advantage against them as is possible. So I propose this: for one night, we sneak around their camp, being sure to avoid this Krawk at all costs. We poison their food and drink, to make them weak. And then we raid them by surprise; first decapitate their leaders and communication, then dispatch their men. And when Hursk returns, turn the resources of his own fortress against him."
I assume we've seen enough plants across our travels that Bloom can fairly easily conjure a usable poison for us?
>>
>>3030335
You could definitely conjure several fairly lethal poisons with Bloom.
>>
>>3029939
Oh shit you're alive.
>>
>>3030335
Supported
>>
>>3031057
The curse of the OP didn’t get me yet, thankfully.
>>3030335
>>3031353
Writing.
>>
You set your jaw, thinking of how best to respond. You look from Scarsticks’ eyes to Palius’. “Before I speak, I want you to understand this: that my greatest goal is to finish this with not a single drop of our blood spilled. To defeat them without risk any among us to their blades. So if you ask how I would proceed, I would wage war against them psychologically. Cause them to doubt their leader, and themselves. Set them against each other, so that when Hursk returns, his men are as like to kill him as not. And if not, then our numbers should still make the battle far easier than it would have been.” You make sure to keep you pace slow and calm, letting your words sink in. Scarsticks nods enthusiastically but Palius remains stoic. You address him directly with your follow up.

“But I know this is not the vengeance you wish. You wish their deaths to be by your direct hand, do you not? Nonetheless, I would gain every advantage against them as is possible. So I propose this: for one night, we sneak around their camp, being sure to avoid this Krawk at all costs. We poison their food and drink, to make them weak. And then we raid them by surprise; first decapitate their leaders and communication, then dispatch their men. And when Hursk returns, turn the resources of his own fortress against him." Scarsticks eyes grow wide and as Rootrusher translates into his ear. Palius simply nods. “Both plans have merit. Why not combine them? The poison could simple be the first act of sabotage. Krawk’s people, the Lasut, are notorious for their use of poisons. It will put the already distrustful further into doubt and plant the seeds of doubt in the minds of his more loyal supporters.” He holds up a finger, indicating to wait a moment and leaves towards the tent that was designated as his. He returns not long after with a folded section of bark. “I had Emeratus place an illusion upon this, so it will act like a map.” He unfolds the stiff slats of wood and inside is what appears to be ants marching in formation. The formation creates a crude map of the settlement. He places the map gently onto the dirt and squats down to look at it, you do the same. “We shall divide the population, invoke conflict between them, slaughter those that remain, and be waiting for Hursk upon his return.” Scarsticks points to a series of streets on the map. “These goblin slave lands. No poison them, they help us. Scarsticks recruit them tonight. Send other warriors to place poison unsuspected, and you go unseen, yes?” You nod and the goblin continues. “We need much poison. Where we get?”

>Cont
>>
>>3032464
You awaited this moment, having been slowly building up a flow of magic throughout the conversation. You point nonchalantly towards a bare patch of land within your camp as dozens of plants burst forth from the ground. You conjure the three most powerful poisonous plants you’d come across in your travels. You feel a slight discomfort, creating plants so suited to death but you know it will save lives in the end.

Blister Blooms, apple sized pods that excrete an oil that leaves incredibly painful and infectious rashes when simple touched. Ingestion of Blister Bloom Oil, while slightly sweet in taste, results in sudden and painful death as the rash destroys the ingestors digestive track. You picked this one because the deaths would be sporadic, and Blister Bloom have quite beautiful viridian flowers that rest upon their pods.

Black-Spore Toadstools, small and slimy black mushrooms that could be ground and sprinkled into the Varag’s grains. When eaten, the mushrooms react with saliva and create a powerful acid. If squeezed, they release black spores that look like a gathering of gnats, though each spore shares the reaction with saliva as its parent does.

Hornet-sting Flowers, beautiful bright yellow and orange blooms. Their stalks are lined with thorns that create incredible, nigh-incurable, and near-permanent pain. The toxin stored in each thorn affects down to the creatures nervous system. Mixed with water and ingesting the toxin would result in crippling and maddening levels of pain.

Scarsticks leaps back in shock, obviously recognizing the plants you’d created. He turns to you with a mad grin on his face. “We will harvest poisons. Prepare for going in at sundown.” You watch as he gathers up a group of goblins and each pair dons a thick glove of a material you’re unfamiliar with. The group sets to work immediately processing the plant life to create the poisons.

Palius gives you, grudgingly, a pat on the back. “You have done well. I’ll prepare a group to sneak into town. Emeratus will join my group to provide his illusions. I’ll send four others your way, and you may take Vreel if you wish. Once the sun has fallen and the poisons prepared we will set targets for each group.” You nod and he sets out.

>Sorry, work got hectic!

>>Take Vreel Y/N

>>Take which poison and where.
> Blister Bloom Oils to wells on the northern side of town (where you entered previously. Includes barn/stable and large house)
>Mushrooms to the graineries (Far side of town that you’ve yet to explore)
>Hornet-sting to the Wells on the southern side of town (mainly the town center and front gates.)

>>And I need a roll of 1d100 for you cloaking your group, Bo3
>>
Rolled 6 (1d100)

>>3032478
>Take Vreel with us.
>Hornet-sting to the Wells on the southern side of town (mainly the town center and front gates.)
>>
>>3032597
oh no.png
>>
Rolled 50 (1d100)

>>3032478
>Take Vreel
But make sure he understands that we're not to go looking for a fight; the entire strategy revolves around them not knowing there's an actual enemy to be fought, and turning on each other.

>Hornet-sting to the Wells on the southern side of town (mainly the town center and front gates.)
I'm assuming this is the decision for which poison we're personally going to deliver, and that the other two will be handled by others.
>>
>>3032843
That is correct, you’ll be taking one poison, Scarsticks’ goblins will take another, and Palius and his group will take the third
>>
Need one more roll to get going, you guys can samefag if you’d like
>>
Rolled 91 (1d100)

>>3032843
+1
>>
>>3033874
>>3032843
>>3032597
Writing
>>
You take time to study the map as the goblins carefully work on the nearby plants. You divide the settlement into three regions for the three different poisons, Emeratus seemed to have gotten a very good look at the layout when he was floating above it earlier in the day.

You stand and seek our Vreel, who is lazily flicking a flat stone into the air and catching it before it can hit the ground. You notice with each flick the stone shifts and changes, an image gouging itself into either side of the coin in midair. He looks up at you. “A lot of movement around camp, we doing something?” You nod. “You’ll be joining me and a few others.” He stands, excitement readily visible in his eyes, the stone in his palm growing into the hammer you saw him with back at your clearing. You hold up a hand to slow him. “On one condition.” You see the excitement in his eyes replaced with a flash of frustration. “We are not seeking battle. We are going to infiltrate their encampment, poison their water and food supplies, and leave. They must not know we even exist.” Vreel opens his mouth to grumble and you silence him. “I was given the choice to bring you along or not. I know you have been itching to do something beyond sit here in camp. I offer you that chance on the condition you will swear to me that you will not let a thirst for battle cloud your senses.”

You expected Vreel to debate silently for a moment but instead he instantly answers. “Doing something is better than sitting here. I swear to you Aurelio, I will do as I am commanded.” You smile warmly at him. “Good, I am glad to have you with me, especially should something go wrong. We will convene once the sun has set in the middle of camp.” Vreel returns your smile and ducks into his small tent, you assume he is preparing his equipment.

You return to the center of camp to watch the goblins work. Aside from the gloves goblins gathering ingredients, there is a smaller goblin nearby wearing what looks like, to you, thick clear ice rimmed with wood over his eyes. He holds pieces of this ice-like substance in thick gloves hands, pouring oils and venoms the other goblins had collected into them. His nose and mouth are hidden behind a thick layer of cloth. He looks up at you and magnified by the strange objects, you recognize the eyes of Rootrusher. You watch with great interest as he processes the poisonous plants and fills his ice like containers with the products. A second goblin, larger than him, works to grind the mushrooms into chucks small enough to ingest without notice.

Once he’d extracted all he could he tops each container with a thick bit of wood. Once each of his containers was filled and gently deposited into a large satchel, he pulled off his gloves and both parts of his face covering.

>cont
>>
>>3033949
He makes his way over to you, the larger goblin carrying the bulging satchel and a box filled with the crumbled mushroom. Rootrusher offers you a deep bow. “Your gift is incredible. You have created enough poison to leave this place ripe for the plucking.” You feel slightly conflicted, knowing how many lives will end tonight and those that follow, but take Rootrusher’s compliments with grace.

As Rootrusher is showing you the differences between the two liquid poisons, and how fragile their containers are, you are joined by four Fae. They bow as they introduce themselves. “Castus.” Says a deep masculine voice, his body covered with thick plain leaves. “Septimia, sir.” Says a gruff but feminine voice, her form clad with rippling shoots of long bladed grass. “Lartia.” A second, softer feminine tone coos, cloaked with brown, mudlike vines. “Afa.” Calls a lilted masculine voice finally, his body marked with shamrocks. You return each bow with one of your own and a formal introduction of your own name. “Vreel will be joining us as well.” The four of them nod. Septimia steps forward to speak. “Palius has explained the basics of the plan to us. We look forward to serving you, sir. Emeratus has told us of your exceptional skill with illusions.” You smile. “I only hope I live up to each of your expectations.”

Soon Palius, Vreel, Emeratus, and two other Fae you don’t recognize join you at the map. As does Scarsticks and a dozen large mean looking goblins. Rootrusher falls in beside his chief with a smile. The plan is explained to everyone in detail and you mark off the three sections you’d mentally made earlier on the map. “My group will take the Hornet-Sting. The map shows three wells close enough together for us to target, one near the gate and two near the center of town. The Hornet-sting will not kill but drive many mad with pain. They should cause quite a distraction if they attacked their fellows in the center of town.” Scarsticks points to the granary. “Black-spore here. Hidden amongst their food. My warriors take. I go to slave home and rally goblins to help us.” You and Palius nod. “Very well, my group shall take the blister bloom oils to the wells near the large home and stables.”

The three groups break apart, Emeratus cloaking Palius’ squad, the goblins stalking off towards the walls, and your group looking at you expectantly. You summon forth magic, the flow still feeling incredibly strong, and cloak the six of you with another incredibly strong shell of invisibility.

You lead the group, speaking quietly and allowing them to follow your voice. You climb the walls near to the gate and perch upon its top. The center of town seems busy, some nightly gathering fills the air with cheers and screams but the well at the gate seems mostly unguarded. The guards at the gate doze and sit at a small table gambling.

>>choices incoming
>>
>>3034003
>>How do you proceed?

>>Split up, three groups of two to each well to ensure it is done quickly. (Who goes with you?)

>>Move together as one, strength in numbers. (Which well first)

>>Write in
>>
>>3034004
>Split up, three groups of two to each well to ensure it is done quickly.
There is no strength in numbers where stealth is concerned. Rather, numbers may make it easier for us to be detected. Minimizing exposure and getting out as soon as possible is the best way to avoid being found out.

>(Who goes with you?)
A fairly blind choice.

The abilities of four of our five companions are unknown to us - save that they're likely skilled magically in just Evocation. Vreel we know can use Evocation and Transmutation. All of them should be adept at their chosen weapons.

As the wells at the center of town necessitate the longest time exposed, they give the greatest likelihood of being detected. Which means that Vreel and ourself, the ones with the most diverse skill sets, should be assigned to those wells, to improve the odds that a potential fighting retreat will be successful. As there are only 2 of us, we should be split between the 2 groups.

Which means that we'd take one of the remaining 4, we know next to nothing about. At random, I'm going to say:
>Lartia
>>
>>3034004
Split up, three groups of two to each well to ensure it is done quickly. (Who goes with you?)
Lartia
>>
>>3034090
>>3034348
Writing, sorry about disappearing over the weekend guys. Family member is sick, spent the weekend with them, and will probably be doing the same the next few weekends
>>
You click your tongue, sounding like an insect of the night, to inform the rest of your group to your position. You hear the gentle shuffling of feet along the wall and each members of your group quietly announces their presence. You whisper, barely more audible than the wind gently floating over you. “We will split up, Vreel take Castus and the both of you will take the well closer to this side of the settlements center. Lartia and I will take the well on the furthest side.” You hear a happy coo eninamte from your left. “Septimia and Afa, the two of you will take this well and guard our return in case things go wrong. I want ito reiterate that we must not be detected, though should the worst come to pass we will attempt to make a fighting retreat to these gates and lead the Varag in the opposite direction of our encampment.” You hear give silent grunts of agreement and Lartia closes her hand around your arm, alerting you to her presence. “I will stay right behind you.”

You lead her along the wall to a nearby ladder and the two of you climb down. You feel a tugging sensation deep within your stomach as the three groups disperse, the magic you weaved around them drawing more from you with the increased distance.

You take a slow and winding path through the alleys, your invisibility not dampening your caution with Krawk about, as you head towards the town’s heart. The cheers and screams grow louder the closer you get. Dozens, if not hundreds of different voices cry out in excited tones.

You pause just before you turn a corner, the sound of movement in the alley giving you a feeling of apprehension. You are close enough to the town center that it could be Krawk sweeping for intruders.

As you peer out around the corner of the small house you’ve stopped behind. You see two Varag, smaller and you assume younger, locked into a fevered embrace. You smirk at the two creatures rutting in the dirt, obviously having snuck away from the festivities at the town center to enjoy festivities of their own. Lartia, behind you, lets out a soft giggle at the sight. You divert around the pair and soon find yourself at the edge of the town square.

The large open space is illuminated with hundreds of torches, and the few hundred Varag that occupy the space barely even begin to fill it. Their voices do a better job though, the viciousness of their cheers fill the space with ease. Your eyes follow the crowd to the source of their excitement. Krawk and two armed Varag stand upon a stage. Behind them, suspended from a scaffolding, is the form of two humans. They appear to be an elderly male and a younger woman. Both of them have been stripped to the skin and hang limp, fresh markings from the lash is Krawk’s hand adorn their pale flesh. Krawk’s voice carries out above the crowd, his gaping and flanged mouth contorting awkwardly to produce words. “These filth still refuse to admit they would have stolen from us!”

>cont
>>
>>3044336
The crowd boos and hisses at the humans. “Perhaps they should follow in the footsteps of the male from last night? Letting the Genochs feast upon their entrails?” A cruel gleam fills the arachnid being’s eyes.

You glance over at the well that Vreel should be poisoning, view of it clear from Krawk’s position on the stage. Hopefully they’ve already deposited their portion of poison and made their way back to the gate.

You lead Lartia around the edge of the square, sticking to the shadows created by the torchlight. Krawk doesn’t seem to react to your presence, maybe he’s too fixated on what is to become of those humans.

You make your way into the open space only once Krawk has returned to whipping the humans, their cry’s of pain lashing you nearly as much as the whip does their skin. Krawk screams at them to announce their guilt and that maybe the rest of their kin would be spared.

You and Lartia find your well, hidden within the shadow of the stage and deposit your payload of poison, emptying vial after vial into the waiting mouth of the well. You consider how strange it would be for a Varag to approach now and simply seem streams of clear liquid pouring appearing and pouring into the well from nowhere. Lartia gives a gentle purring coo to announce she’d finished a moment or two before you dump the last vial of your own into the well. Her arm grasps your shoulder again and she whispers. “Shame about those humans, the female was pretty for one of her kind, but death comes for all things. Does it not?” You shake your head, knowing she can’t see your response.

>>Head for the gates, there’s nothing you can do for the humans.

>>Try to both accomplish your mission and free the humans. Cause some kind of a distraction that would spare them. (Starting a fire comes to mind).

>>Forget the mission, lives must be preserved. Save those little humans.

>>Write in
>>
>>3044391
>Head for the gates, there’s nothing you can do for the humans.
>With luck, they will last until tomorrow, and then we can aid any survivors. Krawk does seem to be in a mood to torture them for as long as possible, perhaps to deflect his men's ire away from himself.
If we act now, we WILL likely jeopardize our entire mission by revealing our presence. Our entire strategy hinges around the Varag not knowing of our existence so they have nowhere to direct their anger except each other.
>>
I’ll give the vote another ten minutes or so and then I’ll start writing.
>>
>>3044407
Writing
>>
You sigh. “It is a shame, lives squandered over something as petty as theft. Let us return to the gates. Vreel and Castus should be back there already.”

You weave another indirect path back towards the gates. The cheering of the crowd continues in earnest the entire way, obviously Krawk is enjoying himself.

You make your way back to the gate and give another series of insect sounding tongue clicks. Feet shuffle quietly too you again, Septimia and Afa announce their presence. “Has Vreel and Castus not yet returned? Their well was closer.” You inquire. Septimia grunts a response. “No, we had assumed they joined up with you.” You grit your teeth, Vreel had sworn to complete this mission and not go looking for trouble. Had he lied or had something happened? The tugging sensation in your stomach tells you that at least one of the pair is still under the effects of your spell.

>>Give Vreel some time and await his and Castus’ return.

>>Try and search for them. (How do you go about this?)

>>Write in.
>>
>>3044794
>Try to find a vantage point to watch the movements of the Varag from afar. We may not be able to see Vreel and Castus, but we have an idea of what the Varag are doing, and can notice any irregularities which would indicate Vreel and Castus have been found.
>We can also use the tugging sensation to determine the direction we ought to be paying most attention to.
>>
>>3045136
+1
>>
>>3045136
>>3045679
Writing
>>
You unclench your jaw enough to whisper. “Up the wall, we’ll keep a lookout for them. Watch for groups of Varag, we can use their movements to see if Vreel and Castus have been discovered.” You hear noises of understanding and lead your invisible troupe up the ladders.

You scan the settlement, using the tugging sensation as a guide, trying to spot anything amiss. All is quiet for close to half an hour and with each passing minute a combination of nervousness and angry impatience grows in your stomach.

A creaking sound drifts up from below you, one of the guards has pulled away from his gambling to retrieve a bucket of water from the well. He dunks an empty mug into the sloshing bucket as it swings above the abyss like mouth. He drains it quickly and begins making his way back towards the other guards. Before he can even make it halfway back, a howl of pain erupts from his throat.

The other guards rush to his side as he collapses, clawing flesh free in chunks from his neck. When two of his brothers-in-arms attempt to restrain him, his reaction is one of immediate violence. A dagger, withdrawn from a belt, buried within the eye of another. The other assisting Varag backpedals, terrified by the sudden aggression. He says something that is drowned out by the screams of pain of the two others. The poisoned Varag, now uninhabited, goes back to desperately trying to tear his own throat free from his neck. The one-eyed Varag wrenches the dagger free and turns with murderous intent on his poisoned kin. You attention is draw away from the scene by a chirping sound.

It takes you a moment to realize the chirping is Vreel, and that tugging sensation in your stomach has lessened incredibly. You return the sound with clicks of your own tongue and hear soft creaks from the ladder a moment later.

Vreel’s voice comes out in a hoarse whisper, before you can demand an explanation. “Castus had the idea to plant some of the vials at the spider’s home. It took us time to find it, but we left a decent trail of evidence pointing at him.” You can feel the foolhardy grin on his face, even though you can’t see it. You almost don’t want to admit that it was a good idea. “That was a brilliant idea, now let us get back to camp. The longer the longer the greater chance we are discovered.” Castus let’s out a small chuckle. “Yeah, the party has already started. Vreel and I witnessed some terrible things on our little trip.”

You take one last look over the settlement, the light at the town square has dimmed considerably and lights have spread through the winding streets. You see several houses have caught fire and billow smoke into the dark sky. You suppress a shudder and head back towards your encampment. The great loss of life from this night leaves you feeling more ill than holding a ball of iron.

You feel the tugging sensation reform as your group rushes excitedly back to camp.

>cont
>>
>>3046457
Your companions rush back towards camp, excitement driving them to share their success. You find yourself moving slower, letting them outpace you.

For a moment you pause and turn back towards the Varag’s home. It seems the fires have spread, the light from the city grows unchecked. Then you notice something, a faint outline against the light of the flames. It seems Krawk has decided to flee the town. You make out the form of a Varag climbing down the wall and Krawk lowering a large bundle of supplies after him.

>>Return to camp, inform them that Krawk is fleeing, join in the festivities that are surely erupting

>>Give chase, let Krawk get away from the settlement some and kill him.

>>Gather others to hunt Krawk, then kill him

>>Let Krawk flee unharried, enough life has been lost already this night.

>>Write in
>>
>>3046485
>Give chase, let Krawk get away from the settlement some and kill him.
Krawk should already know there's an unknown party at work here. We can't let him report back to Hursk.
>>
>>3046485
>Gather others to hunt Krawk, then kill him
Wolf riders ho!
>>
>>3046485
>Give chase, let Krawk get away from the settlement some and kill him.
>>
>>3046493
>>3046529
Writing. Time to see how Aurelio gets along with his spear
>>
You hesitate for a moment, Krawk has finished lowering supplies to the ground and he and a second Varag are descending to join the first. You think about running to get others, but it could take too long, you’ll have to chase them down on your own.

You release the magic over your companions, the tugging sensation strong enough for you to assume they’re out of sight from the walls. You immediately feel stronger, more energetic, and you take off after Krawk.

It’s easy enough for you to catch up with the trio, they’re moving as quickly as they can but are laden down with a heavy load of pilfered supplies. Even unburdened, most creatures would find it daunted to outpace a determined Fae.

You keep a safe distance behind them, making sure to duck out of the way when Krawk stops to search for any signs of a tail. After close to two hours their pace slows, the hills have slowly begun to grow larger and more frequent and several hold craggy caves. One of these caves, whether predetermined or chosen at random you can not tell, is where Krawk and his two Varag guards set up camp. You hide just beyond the edge of the cave as one of the Varag hunches to get a fire going, the other creeps towards the mouth of the cave to stand guard. Krawk seems to be making an account of all of their supplies.

You stand, invisible to his most vital senses, less than half a dozen feet away from the Varag on guard, your spear clutched tightly in your hand. The Varag wears leather armor from the neck down, and the horns upon his head curl downwards to frame a brutish and ugly face. A sword and dagger rest upon his belt and even sheathed, you can feel the iron that comprises them. The other Varag is similarly equipped, but instead of a sword and dagger, an axe as shield are resting next to it as it attempts to spark a fire to life. Krawk is unarmored and wears only a dagger upon his belt.

>>How do you want to attack?
>>
>>3046795
Wait, did we just run off without even letting the group we were with know where we're going?

This is not what I expected.

>While Cloaked: Confusion, into Entangle plus Barrier to immobilize, and then assassinate the two from behind starting with Krawk.
>>
>>3046813
Supporting
>>
Rolled 52, 90, 68, 79, 63, 75, 26, 84, 54 = 591 (9d100)

>>3046813
Apologies! I should have made that more clear.
>>3046813
>>3047028
Can I get a roll of 3d100? First roll is confusion, second is entangle and third is barrier. Since this is a surprise round, I’ll give Bo3, the rest of combat will be first come first serve.

Rolling for their defenses, the first three are the Varag guarding, second three are Varag making fire, and final three are Krawk.
>>
Rolled 55, 45, 3 = 103 (3d100)

>>3048188
>>
Rolled 48, 59, 55 = 162 (3d100)

>>3048188
>>
Rolled 3, 77, 40 = 120 (3d100)

>>3048188
>>
>>3048194
>>3048198
>>3048334
Final total of 55, 77, 55. Writing.
>>
>52 < 55 Gask is confused!
>90-15=75<77 Gask is Entangled!
>68-15=53 < 55 Gask is trapped inside of a barrier!
>79 > 55 Yodder remains aware!
>63 < Yodder is entangled!
>75 > 55 Yodder breaks free of your barrier!
>26 < 55 Krawk is confused!
>84-15=69 < Krawk is entangled!
>54-15=39 < Krawk is trapped inside a barrier!

You once more tap into the wells of mana that comprises your very being, summoning forth a flurry of magic.

The wave of confusion is the first to leave you and you can feel as it passes over each of them. You watch as the eyes of the Varag standing guard glaze as soon as the wave crests over him. Krawk’s head lifts for a moment, as if he hears something that distracts him and his gaze never returns to the supplies he was counting. The second Varag, rising from the just lit fire, seems to be able to shrug off the mind numbing affects of your spell. He takes notice of it though and quickly spins around. “Gask! Krawk! Something is wrong!” Gask responds dreamily. “Shut up Yodder, can’t you see I’m busy?” Just as Yodder starts to move you release your second spell, thick and barbed grasping vines spring forth from the bare soil beneath their feet and successfully entangle all of them. Yodder lets out a yelp of pain as the thorns dig into his flesh but the other two remain blissfully unaware of the pain.

You try something different with your final spell, you fashion three dome like barriers to further entrap each of them. As the barriers spring to life around them, you feel your cloak of invisibility slip from you, it seems you have too many concurrent spells.

Yodder, unlike his companions who simply stare wonderfully at their barriers, manages to cleave through the barrier with a swipe of his heavy iron axe. “Foul creature! I’ll split you from petal to stem!” He begins to try and cleave through your vines, murderous intent in his eyes.

>Combat has begun!

>Yodder will attempt to free himself on his next turn!

>Gask and Krawk will attempt to free their minds.

>>Attack with your spear. (Who?)

>>Cast a spell. (On who? Which spell?)

>>Defend

>>Write in
>>
>>3049247
>Write in
>Modify our Bloom-Entangle spells to produce plants that deliver lethal toxins on touch. The Hornet-sting Flowers from earlier come to mind. Paralytic poisons will also work.

How many actions can we perform at once, again?
>>
>>3049381
You can preform two actions a round
>>
>>3049382
Add on
>Reapply Confusion to Yodder
to >>3049381, then.
>>
>>3049247
Supporting >>3049381+

>Attack with your spear
Yodder





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