Mathezic

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6 posts. Alias of Syrus Terrigan.


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The hen kicked and fussed, straining against the arm clamping it to the farmer's side. Clucks made an arrhythmic counterpoint to the step, step-thump of a pitchfork-steadied tread on the path. The weight of the waterskin and a couple days' worth of food in the nearly-empty sack dangling from a crude rope belt were small comfort. Gonna hafta et this hen afore long, ah know. A grimace, spit on the ground. Odd buncha folk . . . Takes all sorts, reckon.

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Fool of a healer could have done a better job with this brace! crrreaaak I knew I should have studied with the physicker instead of that naturalist! But, then . . . she was attractive and . . . energetic. A smile flashes across his face. crrreee-eeaaakk The going was slow with all the metal and leather wrapped around the right knee, but it made for easy watching of the motley lot.

The last to arrive at the resting spot, the herbalist unstrapped the knee brace with a series of frustrated yanks, cursing the world as he did so. But once free of its confines and reclining against a fallen log, cursing turned to blessing.

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In the rush to leave home, the barrel had never left his hands, and it now perched on his left shoulder, its circumference forcing his head to an odd tilt as he strode along. The faint clatter of his picking tools against the crowbar -- of all things, a crowbar! -- in the belt pouch reminded the barrel-builder that sometimes night jobs were far more profitable than day jobs. But the series of enticing dreams had shoved all plans and goals aside -- after all, he was going on an adventure with a barrel on his shoulder . . . . Did that mean he was ready?

I'll get specific on any cash-to-gear exchanges for the herbalist and cooper a bit later. Got life things to do. Again, apologies for the wait.


Gulsti

With a bit of swagger and more overconfidence, Gulsti accepts a sling and a club from pile of weapons and moves off with a cluster of learners. Feeling that his quick hands will serve him better, he tries to make a show of his few attempts at slinging rocks.

I got this! (Dex, sling): 1d20 + 1 ⇒ (20) + 1 = 21

When the time comes to swing the club, though, the aspiring Syndicate brother loses a bit of that bravado, but tries gamely to bludgeon the practice dummy.

The knobby end goes onto the other guy, right? (Str, club): 1d20 - 2 ⇒ (3) - 2 = 1

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Klin

Always having had greater success at running off wilderness creatures by yelling and waving his arms, Klin goes at the tasks of slinging and clubbing with quiet meekness. This isn't going to work.

Sling (Dex): 1d20 - 1 ⇒ (14) - 1 = 13
Club (Str): 1d20 ⇒ 5

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Adric

Seeing the chance to pass off some responsibility to the Ranger trainee, the men-at-arms impress Adric with the task of documenting the equipment issue proceedings, telling him that keeping records is vital work. Even though he knows better, Adric accepts the mild hazing with his typical longsuffering, and then tries his hand with sling and club in the very last clutch of initiates.

That target is Blizzard's head. That target is Blizzard's head. That target is Blizzard's head. (Dex, sling): 1d20 - 1 ⇒ (12) - 1 = 11
I'd break every cask and tun in the Vale if he'd sober up. (Str, club): 1d20 ⇒ 8


Trial, Day Two -- Near Bear's Den

Bear's Den:
The town of Bear's Den is well-named. Long ago, a large rocky hill collapsed near its midpoint, exposing a cliff face of dark grey stone, and a network of limestone caverns was opened to the surface. For many years, the caves hosted bears in surprising numbers, but the animals were finally hunted out, and men moved in. While plenty of the town proper is nestled along the cliff face near the cave mouth, sheltered under the canopy of massive old-growth hardwoods, the Den's true strength lies in the advantages of a naturally-occurring fortress.

Gulsti grew more and more excited as he got closer to Bear's Den. He was sure that someone, somewhere in the cave town knew some piece of gossip that would point toward that fifty-crown reward. He was certainly interested in advancing within the Syndicate, but a little extra gold in one's pocket never hurt anybody! Confident that he could afford to forgo the community service aspect of things for a day, Gulsti wandered into one of the few aboveground taverns and quietly searched out the local Syndicate contact.

Charisma (Gather Information): 1d20 ⇒ 11
Knowledge (local) - Hello, friend of a friend!: 1d20 + 2 ⇒ (8) + 2 = 10
Charisma (Gather Information) - Anyone know anything juicy?: 1d20 ⇒ 14

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Today has to be better. I need to find some work, get some help! If I can't talk to people straight, then I've got no business running ahead on my own, Klin reasoned. His stumbling attempts at conversation the previous day haunted him -- he knew that his way with people was his best chance of finding a way to help Baernd, and helping Baernd hinged in large part on his success in the Trial.

Charisma: 1d20 + 3 ⇒ (7) + 3 = 10
I hope I can just haul some wood today!: 1d20 ⇒ 14

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Having been through Bear's Den a time or two with Blizzard, Adric quickly descended into the warren of caves which housed the majority of the township's businesses and government offices. He hoped to reconnect with the captain of the Baron's guard, and hopefully find some serious work -- he'd feel much more comfortable with a good sword at his belt.

Charisma: 1d20 - 1 ⇒ (14) - 1 = 13
Yes, I can do laundry. You know that's a regular bit for a Rangers' trainee, right?: 1d20 ⇒ 18

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As part of the shared-world aspect of things here, I would like to ask that Sarah give us the family name of the Baron of South Gladden, who calls Bear's Den home!


Gulsti

It becomes clear that the two youths monitoring the drunken Ranger aren't soon going to let him out of their sight, so Gulsti ambles southward, looking for a new mark.

Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Sleight of Hand: 1d20 + 4 ⇒ (16) + 4 = 20

With the tiniest piece of luck, Gulsti liberates a teamster of his purse just as the drover is moving along the road toward Northferry, and he slips off toward the Stone Soup Tavern to count his new coin.

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Adric

The ranger-in-training quickly discerns that the collapsed person isn't going to awaken at all, and so he hauls them up in a rescue carry and shuffles back to the inn's common room. He calls for assistance as he blunders through the doorway, trying desperately not to knock the victim about.

Charisma (Hey, a little help here?): 1d20 - 1 ⇒ (11) - 1 = 10

Never one to be bold, Adric has to lay his burden on the floor beside the bar and dash into the kitchen to attract anyone's attention. The innkeeper sends a child running for the healer, and Adric is torn between staying with his charge, or trying to find his training officer.

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Klin

Being unusually generous with the whip to drive the mules toward the Wash, Klin has to trust more that the beasts recall their way home -- he can't see anything through tear-blurred eyes.

Handle Animal: 1d20 + 3 ⇒ (4) + 3 = 7
Perception (Intense Distraction): 1d20 - 6 ⇒ (18) - 6 = 12

Fortunately the mules do know the way home, but they're none too satisfied with the cracking whip. Klin narrowly avoids one well-aimed kick that could have cracked his breastbone, but stumbles onward.


I am roughing out the first draft of each survivor's opening scene, and it's going very well, I must say. I am going through the process of tying almost all of these characters together narratively in some way, and I want to post what I have so far and get input from each of you.

The Cutters' Wash Gang:
Klin and Baernd (previously known as "Zwei" and "Treis", respectively) are brothers
Albion and Allvin are acquaintances, each employed/in-training within the town proper
Gulsti (formerly "Uno") is an aspiring cutpurse looking to make a good score so his "brother thieves" will equip him handsomely for the Trial
Daenara and Celia are making their ways, individually, to Cutters' Wash in preparation for the Trial
Adric (formerly "Quad") is training to be a King's Ranger, but has the distinct misfortune of being assigned to Blizzard, who has, as is usual, lost his way between the ale keg and bed
Valentine is in a bad way, and only moments from being discovered

The Ferrytowners:
Caraya has known Wilbur for a number of years by virtue of running errands back and forth over the River Gladden, and learns of Wilbur's condition as she sets out toward Three Waters for the Trial

The South Hills Duo:
Alice and Purity both live in the cluster of homes that have sprung up around a Rangers' Waystation along the road between Bear's Den and Last Rest; Purity has mixed feelings about her uncle, Blizzard

Three Waters Lasses:
Young Lady Dawn Ferren is . . . well, it's difficult to tell which parts are hers, and which ones belong to her escorts, but there weren't any survivors (Alice and Purity will be the first two PCs to interact with this development)
Bea (who has worked the kitchens, attended Lady Dawn, and shown up most of the court wizard's official apprentices at one time or another) is a short time away from hearing of the fate of the person she most loathed and envied, and will receive a strange offer soon

See if y'all can think up one or two connections between at least one of your characters and a character of another player.


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Just a field test for my "survivors" alias.

EDIT: Derp. I totally forgot that the tagline won't show in the Recruitment thread . . . . And we're not ready to migrate over, yet.