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 Post subject: The Weary Grave: Wyrm's Wrath
PostPosted: Sun Oct 06, 2013 8:31 pm 
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Joined: Wed Oct 02, 2013 4:06 pm
Posts: 13
Quote:
Eleven weary faces turn towards the drasek and her mount, squinting past the merciless downpour. Their thoughts are easy to read; the road is long, the weather miserable, their adversary damnably elusive. It is duty, not any expectation of victory, that compels these soldiers to march on. Until Vorel speaks. Like smoke rising from a newly-made campfire, the drasek's words rekindle a spiritual flame extinguished by hours of wind and rain. Men's eyes flash with fervor and eleven throats roar out "No!" in answer to Vorel's call; Larathis will not be denied the traitors' blood.

Yet it is not through honeyed words, but fear and force of arms, that Vraegyth's champions honor their gods. Minutes after the band troops on, men begin to slow, confronted again by the hard realities of driving rain, sore feet, and sleepy heads. It is easier to be enthusiastic about catching fugitives when they are not actually marching. Perhaps the task demanded of them is too great, the odds too long, and Dolgrinn too far ahead. Like the sagging branches of a tree beset by ceaseless rainfall, men begin to droop and falter.

As surely as a drake perched atop that same tree, Vorel senses weakness where support should lie. Swiftly barking out recriminations and the unenviable fate awaiting stragglers, the drasek's words are as a wyrm flying across the midday sun; inescapably clear and impossible not to heed. When she is finished, it is not merely the slow and the tired, but every man in the company who redoubles their pace as if Larathis' breath were mere steps behind. The rain may pour and the wind may howl, but it is a kinder fate to endure than the Vrae River's currents--or a wyrmblade's displeasure.

Velocitas, meanwhile, turns his draconic senses to the task of locating the band's quarry. Rain and muck mar the trail, but the dwarves' numbers are large enough that signs of passage remain unmistakable. Reading the drake's expression as only a Vrae native can, Urex grunts, "We're catching up," to the next soldier in line. Murmurs sound among the men even as Vorel calls upon her orb's magic to abet her own weariness.

Yet Dolgrinn Redjaw is not the only foe Vraegyth's warriors face on this bleak night. Their other enemy does not tire. Its spirit does not waver. It does not require footprints or sunlight to find them. That enemy is nature.

As the night wears on, Srel-Orloth's monsoon winds pick up. Vorel's cloak flutters and then seems held aloft by invisible hands. The din of rain fades beneath the moaning of bent trees, the rustling of stirred grass, and the curses of wet soldiers fighting to keep hold of dancing, water-slicked lanterns. One by one, the band's lights are snuffed out by howling winds. Vorel's glowing orb is the sole source of illumination to remain safe as curses grow in volume. At first, one would attribute such to the extinguished lights, but Vorel's keen ears swiftly pick up the thuds and crashes. Velocitas snarls as a fallen branch clumps him over the head, scattering leaves and twigs. Both the drake's sound and source of irritation are eclipsed, however, by a sudden snapping noise and accompanying scream of wind. Vorel looks up to see a tree falling directly towards her.

OOC: For this card, you can make a CMB check (push your way through fallen trees and other wind-blown obstacles with brute force) or a Reflex save (avoid them as they fall and slip through obstacles in your path; higher DC). If you try for both, you do your best to avoid obstacles while simultaneously clearing the way.

Survival and Constitution checks again. DC 12 for the latter, 3 nonlethal if you fail, 2 nonlethal if Velocitas fails, plus fatigue. You can keep the other extended heroism; I only assume PCs start the game short on resources when it's necessary to drive the plot forward (ie, Sandrine's greater teleport).

Quote:
Vorel instinctively nudges her Drake with her knees, causing Velocitas to rear back, and lunch towards the tree, meeting it with his shoulder and knocking it out of the way. They shove forwards, the drasek hacking with her sword at the vegetation while the drake shoves it aside.

OOC: Using Velocitas' CMB bonus, and.... Natural 1 (23 total if it still matters).

Retrying... CMB 37 and Reflex 29 to try and make up for lost time.

Quote:
OOC: I still need your Survival and Constitution checks, WD. Also roll a second set of the latter at DC 14, as the nat 1 did result in an hour of lost time. You and Velocitas take 5 and 2 nonlethal, respectively, if either of you fail the second checks.

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 Post subject: Re: The Weary Grave: Wyrm's Wrath
PostPosted: Mon Oct 07, 2013 9:52 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
OOC: Your move.


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 Post subject: Re: The Weary Grave: Wyrm's Wrath
PostPosted: Sun Oct 13, 2013 3:54 am 
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Joined: Wed Oct 02, 2013 4:06 pm
Posts: 13
Fortune is fickle.

Sword and steed swiftly cut a path through the initial undergrowth, snapping branches and scattering leaves. However, Srel-Orloth's monsoon winds prove just as determined as Vraegyth's warriors. Felled trees, uprooted vegetation, and grasping vines litter the Redjaws' trail like a child's carelessly discarded toys. And like a fretting parent, Vorel find that no matter how much she shoves and pushes, the mess is still there when she's done. Velocitas seemingly finds it an insult to his draconic pride that inanimate plant matter should stymie his master's quest. The drake's jaws snap, tear, and grind through undergrowth as if it were columns of Ursault soldiers. His anger grows with every leaf and bark fragment that lodges between his teeth; it is dwarf-blood they should be stained with. Velocitas becomes ever more incensed as the night wears on, charging down the path like a runaway carriage. Nature punishes his impatience with relish. Branches stab the drake's sides. Water claws at his sight. Rocks and vines assault his feet. The Redjaws grow no closer. Velocitas is soon on the verge of frenzy, bellowing his wrath for all the night to hear. The cost of his recklessness becomes apparent when Vorel realizes they have outpaced the others. After reigning in her incensed companion, the drasek is forced to turn back for her soldiers, who have become hopelessly lost without lights of their own. Velocitas grows sullen as he realizes what his impatience has cost.

Urex and the other warriors are eventually located, little worse for the wear--though their ability to now catch Dolgrinn Redjaw is another matter entirely. None of Vorel's men blame her drake's loss of temper, however, accepting it as an inconvenient fact of nature rather than any failing on his part. Expecting the gods and their kin to conform to mortal wants would be the height of arrogance. Urex's eyes even bespeak disappointment at his inability to keep pace with the rampaging drake.

Velocitas, keenly aware of time's essence, pursues his mark's trail with renewed doggedness to shame a bloodhound. The muddy footprints, crushed twigs and stomped leaves that he finds bear grim news. The Redjaws' tracks are getting older. Vorel's band is falling behind.

Vraegyth's warriors march on in grim silence, huddled under the white glow of Vorel's orb. A few token attempts are made to kindle new lights, which are inevitably extinguished by the relentless downpour. The next hour passes slowly. Men stumble in the dark, buffeted by winds and tripped by unseen branches. The contents of someone's pack are spilled when he falls. Someone else's spear gets stuck in the undergrowth. Delays in these conditions are to be expected, and at first, easily made up for as Velocitas' muscle and Vorel's sword carve a path towards Dolgrinn Redjaw. Yet as the night wears on, Vorel can only watch as one delay after another piles up, costing precious time. The terrain simply proves too treacherous to navigate swiftly.

It is also dark out. This fact is not terribly new to Vorel's band. But accepted so long as a constant, it is to their great surprise when the sky turns white. Everything is illuminated for a split second. A thundering crack sounds as lightning strikes distant trees, setting limbs aflame. Branches instantly blacken, crack, and fall onto soaked brush. Fire eagerly blazes across the landscape, seemingly impervious to the pouring rains and howling winds. Soldiers can only stare as a virtual inferno blossoms before their eyes, hissing angrily under the rainfall. Dark surroundings become very bright as the pungent smell of smoke reaches Vorel's nostrils.

Urex looks up to the mounted sythkor. "Orders, drasek?"

OOC: You passed the CMB check with your second attempt, but just barely failed the Reflex save. You've thus advanced 1 card.

For this obstacle, you can make either a Fly check (have Velocitas carry everyone over the fires) or a concentration check (put out the fires magically; requires dealing 50 cold damage through any combination of expended spells, with every additional 10 points granting a +1 bonus to your check). If you try both for 3 cards, Velocitas flies you to spots where your firefighting can do the most good.

Survival and Constitution checks again. DC 16 for the latter, 2 nonlethal Vorel, 6 nonlethal Velocitas if you fail. One other thing I want everyone to do when we're in combat mode (or chase mode, in your case) is mark their current hp at the end of posts. So far, you've taken 9 nonlethal damage and Velocitas has taken 0.


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 Post subject: Re: The Weary Grave: Wyrm's Wrath
PostPosted: Sun Oct 20, 2013 6:13 pm 
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Vorel grits her teeth. It's as if the very land wants her to fail.

"Stay here, but be ready to move. I'll try to make us a safe path through the flames." With a few words of eldritch power, the drasek sheathes her blade in frost, and dismounts her drake. "Velocitas my dear, fly up and point me to where this will do the most good."

Stepping into the flames without fear, she begins dousing them as quickly as she can, trusting Velocitas' sight to guide her as the drake calls out directions.


OOC: Using all my remaining 2nd level slots on [i]frigid touch, and giving my weapon frost with arcane pool. Assuming I'll have to move each round, so I can't full attack.

96 cold damage
Concentration 46
Fly 44
Survival 36
Vorel Con 21, Velocitas Con 11
[/i]


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