WearsHats wrote:Heal Leaves. And, I presume, move forward with the others.
GAL 8: Caravan Route Under Threat! (Completed, please move)
- WearsHats
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Re: GAL 8: Caravan Route Under Threat! (Turn 89)
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
Remedy sticks with the others, aiding them if neccessary (OOC: Please also make her follow the others and aid them in a fight if one occurs, as I have to work the next 6 or more days in a row. I might fail to notice updates.)
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
Steals will find a solid place to mark with his iron stake before moving on.
- Synch
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
Leaves follows, scanning around and covering the rear with his crossbow.
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
All swaps her mace for her bow and carries along with the others now the stake is placed.
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Caravan Route Under Threat! Turn 91
Steals and All cover the party with their ranged weapons as Steals sinks the Iron Stake into a gap between two blocks of the stone path. The party then moves on as a group, after Mines attempts to heal Leaves. The darkness twists and writhes in his chest... and fends off the healing energy, leaving him gasping for breath. He recovers enough to move on... he could feel it fighting Mines healing, and only barely managed to avoid being purged.
Costa really wishes he had something to drink. Remedy trails along with the others.
A steady hum builds as a swarm of mosquitoes rises out of the swampy grass and descends on the party... the smoke of the mosquito grass is keeping them at bay for the moment though. Ahead of them, the wispy orbs drift closer and closer, then darting away, almost as if trying to draw the group further along.
Current Battlemap
.[tabs:Costa]
Player: Asks
Color:#005500
Gender: Male
HP: 5/5
ATT: 4
DEF: 1
Mudhoney Curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
[tabs: Remedy]
Player: Nerre
Color:#00FF00
Gender: Female
HP: 5/5
ATT: 2 (% to give additional +1 ATT)(% chance to cause bleed damage)
DEF: 2
[tabs: First-of-All ]
Player: Nikohl
Color:#008080
Gender: Female
HP: 6/6
ATT: 4 (mace) or 3 (bow)
DEF: 2 (75% to give additional +1) (+1 conditional from Buckler)
[tabs: Leaves No Trace]
Player: Synch
Color: #747474
Gender: Male
HP: 4/5
ATT: 3/2
DEF: 1
[tabs: Steals]
Player: Theis2
Color:#8000FF
Gender: Definitely a male goblin.
HP: 5/5
ATT: 3 (% chance for burn damage)
DEF: 3 (75% for additional +1)
Mudhoney Blessing: Slight Blink: can be activated once per adventure, for 10 consecutive rounds, has a 10% chance for attacks by and against to miss.
[tabs: Mines Flagons]
Player: WearsHats
Color:#4080FF
Gender: Male
HP: 5/5
ATT: 2
DEF: 3 (50% for additional +1)
[/tabs]
Steals and All cover the party with their ranged weapons as Steals sinks the Iron Stake into a gap between two blocks of the stone path. The party then moves on as a group, after Mines attempts to heal Leaves. The darkness twists and writhes in his chest... and fends off the healing energy, leaving him gasping for breath. He recovers enough to move on... he could feel it fighting Mines healing, and only barely managed to avoid being purged.
Costa really wishes he had something to drink. Remedy trails along with the others.
A steady hum builds as a swarm of mosquitoes rises out of the swampy grass and descends on the party... the smoke of the mosquito grass is keeping them at bay for the moment though. Ahead of them, the wispy orbs drift closer and closer, then darting away, almost as if trying to draw the group further along.
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.[tabs:Costa]
Player: Asks
Color:#005500
Gender: Male
HP: 5/5
ATT: 4
DEF: 1
Mudhoney Curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
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Player: Nerre
Color:#00FF00
Gender: Female
HP: 5/5
ATT: 2 (% to give additional +1 ATT)(% chance to cause bleed damage)
DEF: 2
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[tabs: First-of-All ]
Player: Nikohl
Color:#008080
Gender: Female
HP: 6/6
ATT: 4 (mace) or 3 (bow)
DEF: 2 (75% to give additional +1) (+1 conditional from Buckler)
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Player: Synch
Color: #747474
Gender: Male
HP: 4/5
ATT: 3/2
DEF: 1
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Player: Theis2
Color:#8000FF
Gender: Definitely a male goblin.
HP: 5/5
ATT: 3 (% chance for burn damage)
DEF: 3 (75% for additional +1)
Mudhoney Blessing: Slight Blink: can be activated once per adventure, for 10 consecutive rounds, has a 10% chance for attacks by and against to miss.
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[tabs: Mines Flagons]
Player: WearsHats
Color:#4080FF
Gender: Male
HP: 5/5
ATT: 2
DEF: 3 (50% for additional +1)
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Last edited by spiderwrangler on Wed May 27, 2015 3:12 pm, edited 1 time in total.
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
"I think we should hurry a bit more. Not much grass left." Remedy says and sticks close to the moss carrier, hoping he will speed up a bit. If a mosquito comes to close, she will swing her sword at it, but not stop to loot anything.
- Synch
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Re: GAL 8: Caravan Route Under Threat! (Turn 90)
Leaves taps Mines on the shoulder, touching his own chest then making a claw with his fingers, then pointing to the Pope-peller hat and shaking his head. He continues along after the others.
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- spiderwrangler
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Mines is able to see the patch of darkened flesh puckering around the wound in Leaves' chest. It's pretty gross, but doesn't seem to extend to any of the important organs inside.
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Mines moves on with the others.
(What does "avoid being purged" in this context mean? The healing magic is fighting the dark magic. Does "purged" mean the healing magic wasn't quite strong enough to get rid of the dark magic? Or does it mean that the conflicting magics are potentially able to inflict additional damage rather than heal?)
(What does "avoid being purged" in this context mean? The healing magic is fighting the dark magic. Does "purged" mean the healing magic wasn't quite strong enough to get rid of the dark magic? Or does it mean that the conflicting magics are potentially able to inflict additional damage rather than heal?)
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
(The former.)
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- WearsHats
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
"Leaves, I'm sorry it didn't work. I'm willing to try again if you are. But if you'd rather leave it alone for now, we can try that. Hopefully, it won't get any worse. But it may just be that if I can concentrate a little harder* I can clear the last of the dark magic for you."
*Translation: roll slightly better
*Translation: roll slightly better
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"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
Some potentially informative links, should you be interested:
"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
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- Synch
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- Location: New Zealand
Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Leaves gestures ahead, eager to get on with the task at hand and content to just point out the wound remaining unhealed.
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
In that case, revert to plan for last two turns. Attempt healing, move along.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.
"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
Some potentially informative links, should you be interested:
"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
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- Theis2
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Onwards to adventure! Steals ignores the mosquitoes for now certain that Mines have the mosquito grass under control
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Remedy tries to touch the darkened flesh with her amulette, as she thinks it has a positive effect on herself. So why not on him as well?
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Onwards and upwards!
Also, there's always a chance that channeling positive energy into the creepy stone on the staff will fix the residual gribble in Leaves' body but it may not work and may also destroy a potentially useful item in the process. Your call. Maybe Costa could look and see if there's any kind of linky magical residue between the staff and Leaves' body... I'm just thinking of the magic-o-vision description of the staff as 'seeming as though it had magic before' - maybe it is currently in Leaves?
Also, there's always a chance that channeling positive energy into the creepy stone on the staff will fix the residual gribble in Leaves' body but it may not work and may also destroy a potentially useful item in the process. Your call. Maybe Costa could look and see if there's any kind of linky magical residue between the staff and Leaves' body... I'm just thinking of the magic-o-vision description of the staff as 'seeming as though it had magic before' - maybe it is currently in Leaves?
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
Okay, then I will postpone my action with the amulette to a later time. Let him check it with his magicvision first.
- Synch
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- Location: New Zealand
Re: GAL 8: Caravan Route Under Threat! (Turn 91)
(Happy to try anything, as long as it doesn't slow progress significantly. Don't really want to be standing around on a swampy walkway with mosquitos buzzing nearby while we experiment.)
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- spiderwrangler
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- Posts: 21091
Re: GAL 8: Caravan Route Under Threat! (Turn 91)
((Costa can look, Remedy can press amulet and Mines can attempt a heal without delaying forward progress, though Asks hasn't posted, and may be getting skipped/voted for soon... Feel free to add conditional actions if you wish, otherwise I'll treat that as a vote for Costa to look, mines stenotype his cures, and the party to move on regardless of whether anything works... So take care of anything else you need to do and I'll update possibly later today. tomorrow evening [72 hours after last update] with whatever actions I have available.))
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Re: GAL 8: Caravan Route Under Threat! (Turn 91)
OOC: I took back the amulet action, as nikohl pointed out some things.
- spiderwrangler
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Re: GAL 8: Caravan Route Under Threat! (Turn 92)
Caravan Route Under Threat! Turn 92
As Remedy urges haste, Leaves gets Mines' attention to let him know that the healing isn't going as smoothly as normal, but making it clear that he isn't severely impaired, and doesn't want to hold up forward progress.
Costa idly drops his goblin corpse, puts on the glasses, takes them off, shrugs and shoulders his burden. There is a dark aura coming from the wound, but doesn't bear a similarity to anything he's seen before.
Mines empties his mind of all distraction, focuses on the healing powers of his hat and the propeller begins to spin, building more and more energy. He reaches out and places his palm on Leaves chest and unleashes it. With a jolt, the other goblin steps back, his chest aglow in golden light, in its center a black nodule. As they watch, glow nibbles away at the darkness, slowly at first, then faster and faster until with one last pulse of light, it fades, leaving his flesh unmarked. Leaves breathes easier with the numbing ache gone. [Leaves to 5/5 HP]
With relief, the party moves forward, following the darting orbs of light as they dance down the ancient stone pathway. The mosquito swarm trails behind, frustrated by the smoke keeping them at bay.
Suddenly, there is a stirring in the swamp water to either side of the road as small hunched creatures emerge from the muck and shuffle and jump their way to block the party's progress. Hunched over as they are, none of them stand taller than waist high on the goblins, their coarse greenish brown skin covering lumpy muscle and bone. The lower half of their faces are split by a wide mouth, rimmed by pallid rubbery lips. Above that, a slit of a nose, and bulging reddish eyes. Each of them is wearing a rough vest woven of reeds and marsh grass, and they carry an assortment of familiar weapons in their long, web fingered hands.
They squat back on their haunches, their heavily muscled legs and broad feet balancing in conjunction with their short tails. It appears you have met the 'swamp hoppers' who made many of the crude weapons in Mantagar's cart. There is a dozen of them facing the goblins, about half with spears, the other half with blades and shields. Currently, they aren't pointing any of them at the goblins, just holding them at the ready. One in the center shuffles forward, looks them over, extends a long finger to point at their weaponry and armor, then gestures to the swampy water to either side of the stone path.
The goblins independently hear a whispering in their minds, so faint and tiny that it doesn't fully register on a conscious level... "...iron...bad...take...off...steel...remove...iron".. It's an annoying stray thought flitting around the back of their skulls, and while they feel a vague desire to drop their weapons and armor into the murky depths, the voice carries no real compulsion to follow through.
It's at about this time that Leaves, as their rearguard, looks behind them as notices that the stone pathway behind them has disappeared. Not abruptly, but compared to the path stretched forward ahead of them, it just fades out behind them... almost as if it has receded to deep in the water to see... or was never as real as it seemed...
Current Battlemap
.[tabs:Costa]
Player: Asks
Color:#005500
Gender: Male
HP: 5/5
ATT: 4
DEF: 1
Mudhoney Curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
[tabs: Remedy]
Player: Nerre
Color:#00FF00
Gender: Female
HP: 5/5
ATT: 2 (% to give additional +1 ATT)(% chance to cause bleed damage)
DEF: 2
[tabs: First-of-All ]
Player: Nikohl
Color:#008080
Gender: Female
HP: 6/6
ATT: 4 (mace) or 3 (bow)
DEF: 2 (75% to give additional +1) (+1 conditional from Buckler)
[tabs: Leaves No Trace]
Player: Synch
Color: #747474
Gender: Male
HP:5/5
ATT: 3/2
DEF: 1
[tabs: Steals]
Player: Theis2
Color:#8000FF
Gender: Definitely a male goblin.
HP: 5/5
ATT: 3 (% chance for burn damage)
DEF: 3 (75% for additional +1)
Mudhoney Blessing: Slight Blink: can be activated once per adventure, for 10 consecutive rounds, has a 10% chance for attacks by and against to miss.
[tabs: Mines Flagons]
Player: WearsHats
Color:#4080FF
Gender: Male
HP: 5/5
ATT: 2
DEF: 3 (50% for additional +1)
[/tabs]
As Remedy urges haste, Leaves gets Mines' attention to let him know that the healing isn't going as smoothly as normal, but making it clear that he isn't severely impaired, and doesn't want to hold up forward progress.
Costa idly drops his goblin corpse, puts on the glasses, takes them off, shrugs and shoulders his burden. There is a dark aura coming from the wound, but doesn't bear a similarity to anything he's seen before.
Mines empties his mind of all distraction, focuses on the healing powers of his hat and the propeller begins to spin, building more and more energy. He reaches out and places his palm on Leaves chest and unleashes it. With a jolt, the other goblin steps back, his chest aglow in golden light, in its center a black nodule. As they watch, glow nibbles away at the darkness, slowly at first, then faster and faster until with one last pulse of light, it fades, leaving his flesh unmarked. Leaves breathes easier with the numbing ache gone. [Leaves to 5/5 HP]
With relief, the party moves forward, following the darting orbs of light as they dance down the ancient stone pathway. The mosquito swarm trails behind, frustrated by the smoke keeping them at bay.
Suddenly, there is a stirring in the swamp water to either side of the road as small hunched creatures emerge from the muck and shuffle and jump their way to block the party's progress. Hunched over as they are, none of them stand taller than waist high on the goblins, their coarse greenish brown skin covering lumpy muscle and bone. The lower half of their faces are split by a wide mouth, rimmed by pallid rubbery lips. Above that, a slit of a nose, and bulging reddish eyes. Each of them is wearing a rough vest woven of reeds and marsh grass, and they carry an assortment of familiar weapons in their long, web fingered hands.
They squat back on their haunches, their heavily muscled legs and broad feet balancing in conjunction with their short tails. It appears you have met the 'swamp hoppers' who made many of the crude weapons in Mantagar's cart. There is a dozen of them facing the goblins, about half with spears, the other half with blades and shields. Currently, they aren't pointing any of them at the goblins, just holding them at the ready. One in the center shuffles forward, looks them over, extends a long finger to point at their weaponry and armor, then gestures to the swampy water to either side of the stone path.
The goblins independently hear a whispering in their minds, so faint and tiny that it doesn't fully register on a conscious level... "...iron...bad...take...off...steel...remove...iron".. It's an annoying stray thought flitting around the back of their skulls, and while they feel a vague desire to drop their weapons and armor into the murky depths, the voice carries no real compulsion to follow through.
It's at about this time that Leaves, as their rearguard, looks behind them as notices that the stone pathway behind them has disappeared. Not abruptly, but compared to the path stretched forward ahead of them, it just fades out behind them... almost as if it has receded to deep in the water to see... or was never as real as it seemed...
► Show Spoiler
Current Battlemap
.[tabs:Costa]
Player: Asks
Color:#005500
Gender: Male
HP: 5/5
ATT: 4
DEF: 1
Mudhoney Curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
► Show Spoiler
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Player: Nerre
Color:#00FF00
Gender: Female
HP: 5/5
ATT: 2 (% to give additional +1 ATT)(% chance to cause bleed damage)
DEF: 2
► Show Spoiler
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[tabs: First-of-All ]
Player: Nikohl
Color:#008080
Gender: Female
HP: 6/6
ATT: 4 (mace) or 3 (bow)
DEF: 2 (75% to give additional +1) (+1 conditional from Buckler)
► Show Spoiler
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Player: Synch
Color: #747474
Gender: Male
HP:5/5
ATT: 3/2
DEF: 1
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Player: Theis2
Color:#8000FF
Gender: Definitely a male goblin.
HP: 5/5
ATT: 3 (% chance for burn damage)
DEF: 3 (75% for additional +1)
Mudhoney Blessing: Slight Blink: can be activated once per adventure, for 10 consecutive rounds, has a 10% chance for attacks by and against to miss.
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[tabs: Mines Flagons]
Player: WearsHats
Color:#4080FF
Gender: Male
HP: 5/5
ATT: 2
DEF: 3 (50% for additional +1)
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Last edited by spiderwrangler on Sun May 31, 2015 7:03 am, edited 1 time in total.
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- WearsHats
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Re: GAL 8: Caravan Route Under Threat! (Turn 92)
... We forgot to leave an iron spike behind us last turn, didn't we?
Crap.
I'll use my amulet to try to keep things calm. But I'm not sure how to interpret their gestures or what to say to them.
Crap.
I'll use my amulet to try to keep things calm. But I'm not sure how to interpret their gestures or what to say to them.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.
"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
Some potentially informative links, should you be interested:
"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib
Some potentially informative links, should you be interested:
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Re: GAL 8: Caravan Route Under Threat! (Turn 92)
I thought we were leaving them every now and again, not every turn, as we only have four. *shrug*
"Ahem. Stand aside, please, fellow beings!" All states from beside Mines with his amulet in effect. "Return to your swamp - we have no quarrel with you!"
She'll shoot the leader in the face if he sends the troop to attack rather than going away or anything else non-peaceful.
"Ahem. Stand aside, please, fellow beings!" All states from beside Mines with his amulet in effect. "Return to your swamp - we have no quarrel with you!"
She'll shoot the leader in the face if he sends the troop to attack rather than going away or anything else non-peaceful.
- Synch
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- Posts: 4767
- Location: New Zealand
Re: GAL 8: Caravan Route Under Threat! (Turn 92)
Leaves taps whoever holds the iron stakes to drive one into the path where they stand, then encourages the others to ignore the swmap hoppers and continue on. If they attack, Leaves will shoot any that attacks them first.
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