OOC: dude no problem! I guess its better to have everyone keep going anyway, fits the random attempt to escape, just not sure whether it was her actual turn back then or not.
As Folzi says this he realises that he has seen this particularly half-orc before. What is particularly noticeable about him is military bearing, his age (he looks to be about 60), his large size he is over six and half feet tall and solidly built and the fact that he is missing his lower left leg from the knee down. Despite the injury, the half-orc moves easily, albeit a bit slowly, suggesting it is an old injury. He is wearing full plate and a shield is strapped to his back while a somewhat battered long-sword is strapped to his waist. Folzi remembers that he has heard stories about a famous military veteran who had joined the Shepherds and was known to have argued with the Commander Sir Caspian Cross if he ever felt that they being remiss in their duty to protect and look after the detainees.
The half-orc shoved out a paw and says in a strong Irish brogue“I’ve seen you around, but I don’t believe we have met, Patrick Michael O’Shannesy is my name, or Father Pat for short.”
Saute Monkey - apologies if I've stepped over a line in using Folzi recollections as a way of introducing Father Pat. DM - apologies if I have jumped ahead of time
She basically just tries to gain some distance, but you said we started from J-L and the Chroma Casters were at T-V, so they would be right in line. But if they're not shes just gonna fizlle through there anyway. No worries tho! Shouldnt really mess up any of the posts from earlier.
Commander Sir Caspian Cross stepped from his private rooms in the Chauntea tower garrison adjusting his plate mail as he came into the spiral staircase the led down. Caspian's rooms were housed in the top of the tower making his trek below a long one. The tall Commander moved through the other Shepherds of Truth devoted to Chauntea passing him in the spiral staircase. Younger men and woman beaming at him as they went about their business as he made his way down as dawn broke over the camp. Caspian is slightly distracted by some dispatches he was given late the night before after he had already retired. Riders had come to the camp unsettled his sleep in more way than one but Caspian managed to get back to sleep after making his decision. The Commander stepped out into the brisk morning air looking around at the four points where guards were continuously posted on watch. The guards stood at those points in far too relaxed a stance without giving any sense of alarm. This usual sight soothes his frayed nerves as he moved through the camp towards the Temple of the Four the freshly fallen snow crunching under his well-worn leather boots.
Sister Bhalla moves about the kitchens with the quick efficiency of routine. The sights and smells of the morning meal surrounding her calming her nerves. She busying herself preparing the rations for Castor Astrid D'elia, a human druid, who has been helping her in the medicinal herb garden coaxing plants from the stony, frozen soil within the Temple grounds. Sister Bhalla did not sleep well the night before having been woken by her acolytes when a group of riders, who had from the camp in Loughcrew nearly a week away, for rest and food. They delivered news to the Commander they had told Bhalla but the riders would not divulge their mission to the dwarf regardless of her pressing them with honied mead and warm stew. The men and women, the four riders in the group from Loughcrew, slept now in the empty beds in the infirmary. Sister Bhalla instructs her Sisters of Chauntea not to let the riders leave before she returned after she had given Astrid her ration then left the kitchens for the front doors. Taking her cloak she put it on then headed out of the temple into the brisk morning.
The two leaders of the camp meet half way between the temple and the garrison. Bhalla looks up at Caspian with a frown reading the distress on her friend's face.
"These came last night," Caspian says handing the dispatches to Bhalla who takes them and begins to read.
"Surely they're wrong," Bhalla says in a serious and hushed tone after reading the dispatches. "Are we...what do you plan to do," she then asked as Caspain rubbed his bearded chin with a tired sigh.
"We wait," Caspain replied taking the dispatches and putting them into a space between his loosen breastplate and arm. "I do not believe in punishing them for nothing," he adds looking out over the camp now curiously.
The Commander nods a greeting at an older human man being aided to walk by a younger human woman. The man nods back out of respect while the young one looks away, a hint of disgust on her face.
"I will back you in whatever decision you make Caspian but Chauntea be with us if this trouble reaches us as well," Bhalla replies with a frown as Caspian nods.
The White Waste camp has a stone, magic resistant, 50ft high wall with watchtowers and garrison at each corner. Each watchtower and garrison represents the four Sister Goddesses. Their followers who have joined the Shepherds of Truth spend 5-year rotations of duty or lifelong devotions. It's also rumored to be punishment for misconduct in other duties. Each garrison is an armed stronghold supplied with food, water, and defenses if a siege should occur. NW tower is of Sune, NE tower is of Chauntea, SW tower is of Msytra, and SE tower is of Mielikki. It is known that Sune and Mystra are the Goddesses favored by the wealthy denizens of the Empire. The Emperor himself is a loyal worshiper of Sune. These two Goddesses have the least representation here in the White Wastes both groups seeing the camps more as a punishment than a duty often favoring collecting Casters and other magic lawbreakers than watching over them as their calling. Shepherds from Mielikki are the third largest group while the Shepherds from Chauntea have the biggest representation and are in almost all the levels of leadership. Chauntea and Mielikki clerics, paladins, and monks seeing the camps more as a calling to serve and protect the Casters and other groups as magic is seen as a natural gift but this is not talked about freely.
The red blocks indicate roads. The West Road and the east road are the only ways out of the camp. West road goes further into the White Wastes towards the mines and rumored to be the end of the world! The East Road goes towards the Warring Strait into the harbor of the former capital city of Caorthann which now lay in ruins made by the Weave Waste. Sul Na Mara, a massive port city, is the new capital.
Tents in the Northern Ward are Elven, gnome, and halfling settlements. They choose to stay separated by heritage but not Caster class. Even Rangers, Rouges, and Barbarians with magic gifts of these races are welcomed.
Tents in the Southern Ward block are ALL human separated by class of Caster. Their hierarchy is known: Sorcerers above all having inborn magic abilities followed by Warlocks with their patrons, and Wizards having to learn their magic.
The lone tent is the human Clans of the Wild/Bard and Rogue area known as 'the wilderness' nearest the Mielikki garrison. ALL humans non-Caster classes reside here. They eek out their existence separate from them own race because of their ties to the earth and what is seen to their Caster superiors as primitive magic.
Sisters of Mercy reside in the temple in the center of the camp. They provide food, medical care, and spiritual guidance as well as run a school open to all detainees.
The wooden structure by the East gate into the camp is the gallows. This is where criminals found in the camp are executed after a trial of Shepherds and Sisters. The first Commander of the camp often left Casters to rot as an example for people inside the camp as well as those first arriving for processing as a warning.
The White Waste camp has a stone, magic resistant, 50ft high wall with watchtowers and garrison at each corner. Each watchtower and garrison represents the four Sister Goddesses. Their followers who have joined the Shepherds of Truth spend 5-year rotations of duty or lifelong devotions. It's also rumored to be punishment for misconduct in other duties. Each garrison is an armed stronghold supplied with food, water, and defenses if a siege should occur. NW tower is of Sune, NE tower is of Chauntea, SW tower is of Msytra, and SE tower is of Mielikki. It is known that Sune and Mystra are the Goddesses favored by the wealthy denizens of the Empire. The Emperor himself is a loyal worshiper of Sune. These two Goddesses have the least representation here in the White Wastes both groups seeing the camps more as a punishment than a duty often favoring collecting Casters and other magic lawbreakers than watching over them as their calling. Shepherds from Mielikki are the third largest group while the Shepherds from Chauntea have the biggest representation and are in almost all the levels of leadership. Chauntea and Mielikki clerics, paladins, and monks seeing the camps more as a calling to serve and protect the Casters and other groups as magic is seen as a natural gift but this is not talked about freely.
The red blocks indicate roads. The West Road and the east road are the only ways out of the camp. West road goes further into the White Wastes towards the mines and rumored to be the end of the world! The East Road goes towards the Warring Strait into the harbor of the former capital city of Caorthann which now lay in ruins made by the Weave Waste. Sul Na Mara, a massive port city, is the new capital.
Tents in the Northern Ward are Elven, gnome, and halfling settlements. They choose to stay separated by heritage but not Caster class. Even Rangers, Rouges, and Barbarians with magic gifts of these races are welcomed.
Tents in the Southern Ward block are ALL human separated by class of Caster. Their hierarchy is known: Sorcerers above all having inborn magic abilities followed by Warlocks with their patrons, and Wizards having to learn their magic.
The lone tent is the human Clans of the Wild/Bard and Rogue area known as 'the wilderness' nearest the Mielikki garrison. ALL humans non-Caster classes reside here. They eek out their existence separate from them own race because of their ties to the earth and what is seen to their Caster superiors as primitive magic.
Sisters of Mercy reside in the temple in the center of the camp. They provide food, medical care, and spiritual guidance as well as run a school open to all detainees.
The wooden structure by the East gate into the camp is the gallows. This is where criminals found in the camp are executed after a trial of Shepherds and Sisters. The first Commander of the camp often left Casters to rot as an example for people inside the camp as well as those first arriving for processing as a warning.
OOC: This is some helpful background for the newbies!!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Really!? Put that away Papa Orc!"Folzi pushes past the pair. "If you haven't noticed we're trying to escape this place! We cant get acquainted if we survive this mess!" The gnome continues to bound off towards the east gate.
Warnick Baergalnack slips out from behind the brawny half-orc. "I thought I would find you here, Master Folzi," he murmurs. "Perhaps I can be of service?"
Rollback Post to RevisionRollBack
Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
"Hold on my friend, I trust I can call you that," Father Pat says to Folzi "we don't run anywhere until we know everybody is safe! Now take a breath and give me an update as to exactly what is going on" he continues in a very measured calming tone
"Folzi, I'm not losing you too, get moving!" Concern is evident on the Captain's face as he tries to manoeuvre Vihar about and keep an eye on the group from his position near the gate.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
"This is a jailbreak, Shepherd! There, now you're caught up!" Folzi snaps at the half-orc as Hrain speeds by on his celestial mount. He motions to the incoming group of half dozen or so Chroma Casters,"I'm sure they would be willing to talk to you if you need more information." The gnome begins to pick up his pace on his previous course toward the eastern gate.
Folzi hooks an arm under the other gnome's to usher him along. "Could have used your talents a few days when all this started. C'mon, Nicknack." Folzi doesn't look back to see if the half-orc is following.
A mingled look of horror and frustration twists Haldur's visage as the young warrior sees several members of his party either vanishing or running desperately for the gate. He grips his halberd so tightly that his knuckles turn white, and he clenches his teeth so hard that his jaw quickly aches with the strain. Refusing to lose his control however, the mercenary swallows the lump in his throat and digs down deep for the reserve of willpower and determination that he'll need to survive this and the next trials ahead. Knowing that the best course of action for now is to still follow the plan, Haldur tries his best to focus on nothing else but the distant gate and the relative safety that the White Wastes will bring. He pumps his legs with the mad mechanical fluidity of a champion athlete and runs with every fiber of his being for the camp's exit.
Father Pat keeps moving towards the East Gate, however he does not go through. Rather he stops just on the inside of the gate and waits until everybody else (however defined) pass through.
"You ready to run?"Folzi asks Nicknack. The rogue picks up a handful of frozen dirt and rubs it on both their legs. "Don't get the wrong idea here." He gives his fellow gnome a nod and then hurries after the others.
(OCC: Sorry, I felt that whatever Lyra did had no effect on Folzi's turn since he was just going to hightail it.)
OOC: dude no problem! I guess its better to have everyone keep going anyway, fits the random attempt to escape, just not sure whether it was her actual turn back then or not.
As Folzi says this he realises that he has seen this particularly half-orc before. What is particularly noticeable about him is military bearing, his age (he looks to be about 60), his large size he is over six and half feet tall and solidly built and the fact that he is missing his lower left leg from the knee down. Despite the injury, the half-orc moves easily, albeit a bit slowly, suggesting it is an old injury. He is wearing full plate and a shield is strapped to his back while a somewhat battered long-sword is strapped to his waist. Folzi remembers that he has heard stories about a famous military veteran who had joined the Shepherds and was known to have argued with the Commander Sir Caspian Cross if he ever felt that they being remiss in their duty to protect and look after the detainees.
The half-orc shoved out a paw and says in a strong Irish brogue “I’ve seen you around, but I don’t believe we have met, Patrick Michael O’Shannesy is my name, or Father Pat for short.”
Saute Monkey - apologies if I've stepped over a line in using Folzi recollections as a way of introducing Father Pat.
DM - apologies if I have jumped ahead of time
DM - Stopping a god in his tracks
OOC: This is ALL my fault. I didn't realize Lyra had not gone yet. SO Lyra then Folzi before my post then Hrian and lastly Haldur! Sorry again!!
Lyra's targeting which Chroma Casters? New or old?
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: Dialog out of initiative is find by me if if adds to the RP.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
She basically just tries to gain some distance, but you said we started from J-L and the Chroma Casters were at T-V, so they would be right in line. But if they're not shes just gonna fizlle through there anyway. No worries tho! Shouldnt really mess up any of the posts from earlier.
OOC: This is some helpful background for the newbies!!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Really!? Put that away Papa Orc!" Folzi pushes past the pair. "If you haven't noticed we're trying to escape this place! We cant get acquainted if we survive this mess!" The gnome continues to bound off towards the east gate.
Warnick Baergalnack slips out from behind the brawny half-orc. "I thought I would find you here, Master Folzi," he murmurs. "Perhaps I can be of service?"
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
"Hold on my friend, I trust I can call you that," Father Pat says to Folzi "we don't run anywhere until we know everybody is safe! Now take a breath and give me an update as to exactly what is going on" he continues in a very measured calming tone
https://imgur.com/a/bfXqDIw
DM - Stopping a god in his tracks
"Folzi, I'm not losing you too, get moving!" Concern is evident on the Captain's face as he tries to manoeuvre Vihar about and keep an eye on the group from his position near the gate.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Haldur is still up!
Red Casters on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Leb P ? (No clue if Fran's available again yet)
Haldur P
Red Caster
Artemis
Green Caster
Nicknack
Blue Caster
Lyra P
Patrick
Folzi
OraThomasHrain
>>>>>>>>>
Leb is in forcecage Will need to roll CHA save to escape DC17 to escape.
OOC: P stands for poisoned
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"This is a jailbreak, Shepherd! There, now you're caught up!" Folzi snaps at the half-orc as Hrain speeds by on his celestial mount. He motions to the incoming group of half dozen or so Chroma Casters, "I'm sure they would be willing to talk to you if you need more information." The gnome begins to pick up his pace on his previous course toward the eastern gate.
Folzi hooks an arm under the other gnome's to usher him along. "Could have used your talents a few days when all this started. C'mon, Nicknack." Folzi doesn't look back to see if the half-orc is following.
A mingled look of horror and frustration twists Haldur's visage as the young warrior sees several members of his party either vanishing or running desperately for the gate. He grips his halberd so tightly that his knuckles turn white, and he clenches his teeth so hard that his jaw quickly aches with the strain. Refusing to lose his control however, the mercenary swallows the lump in his throat and digs down deep for the reserve of willpower and determination that he'll need to survive this and the next trials ahead. Knowing that the best course of action for now is to still follow the plan, Haldur tries his best to focus on nothing else but the distant gate and the relative safety that the White Wastes will bring. He pumps his legs with the mad mechanical fluidity of a champion athlete and runs with every fiber of his being for the camp's exit.
Full 30' of movement, and Dash action taken.
Red Caster moves 15ft more feet out but is still obscured by the sleet storm still up! Leb has to be somewhere and continues to hold the storm.
Artemis stands shielding the party. Nick and Pat see a bronze warforge dressed in silver and blue robes of Mystra!
"Run!" They at shout raising their staff casting sleet storm at the new group of Chroma Casters. 4, 21, 20, 19 ALL are enveloped in the new storm.
Green Caster moves 15ft more feet out but is still obscured by the sleet storm still up!
Blue Caster moves 15ft more feet out but is still obscured by the sleet storm still up!
Lyra's up!
Folzi on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Lyra keeps running for her life, dashing over to the eastern gate.
Father Pat keeps moving towards the East Gate, however he does not go through. Rather he stops just on the inside of the gate and waits until everybody else (however defined) pass through.
DM - Stopping a god in his tracks
"You ready to run?" Folzi asks Nicknack. The rogue picks up a handful of frozen dirt and rubs it on both their legs. "Don't get the wrong idea here." He gives his fellow gnome a nod and then hurries after the others.
Action Longstrider level 2, Move 30' BA Dash 30'
Hrain's up
4th round on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.