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Yartar And Beyond.

Posted by DM FletchFor group archive 5
DM Fletch
GM, 55 posts
More! You want more?!
Sat 20 Oct 2007
at 00:09
  • msg #69

Re: Yartar and beyond

"The keep's a sizeable place.  It would be long, hard work to seal it up and harder to destroy it.  You'll see what I mean when you get there."

"I'd rather you left immediately of course, but four days is still the best offer I've had.  Will you be staying here in the meantime?  I'll get a map copied for you and drop it off to you here if that's the case."


The Sheriff seems pleased that the job's been accepted (barring any late objections) and looks about ready to leave.
Atalakis
player, 15 posts
Init: +0 AC: 18/18/10
HP: 30/30 Saves: +9/+5/+7
Sun 21 Oct 2007
at 02:52
  • msg #70

Re: Yartar and beyond

Yes, we will be staying here.

Atalakis says as he bids the sheriff farewell.

Atalakis will use the time to explore the town, speak with others, solve minor disputes with his diplomatic skills, etc., as they wait to depart.
DM Fletch
GM, 56 posts
More! You want more?!
Tue 23 Oct 2007
at 12:47
  • msg #71

Re: Yartar and beyond

Four days pass.  Kanir keeps busy writing in his spellbook readying new spells for use.  He also pays another visit to the horseyards on the fourth day.  Atalakis soon makes himself invaluable to the Sheriff playing peacemaker, but for all his enquiries it doesn't seem that there's much work for adventurers - other than the Keep.  Some of the others take the time to rest.  Four days leave passes all too quickly after running helter skelter across half the North.

During the four days a map arrives, delivered by the Sheriff in person.  It shows a trail running south along the banks of the Dessarin until it enters the hills.  There the change in terrain is fairly crudely marked and the map shows the trail cutting back and forth as it moves away from the river.  A junction is marked with a short side trail shown as leading up towards the top of one of the hills.  The Sheriff has added a note close by saying that the Keep sits on a plateau or shelf a bit over halfway up the hillside, the trail following a natural spur that has been modified to resemble an approach ramp.  A sweeping half-circle below the position of the Keep show cliffs that would make any other approach difficult.

[Private to Kanir: Mennith has your horse available in four days but he's asking 200gp (typically 150gp) and your best efforts can't get him to drop the price below 180gp.  ]
This message was last edited by the GM at 12:51, Tue 23 Oct 2007.
Zyphen
player, 43 posts
Init +4, AC 18/14/14
HP 18/18, Saves +4/+10/+3
Tue 23 Oct 2007
at 13:15
  • msg #72

Re: Yartar and beyond

Zyphen will fall into his normal scouting routine as he moves ahead of the group.

Standard scouting routine for Zyphen:
He will move ahead of the group, keeping silent and staying to the shadows where he can.  He will listen, keep his eyes open, and also watch for any tracks.  He will range ahead and to the sides of the group as necessary to watch our flanks.

I would like to stay at least a minute ahead of them, preferably several minutes ahead.  The goal is to be far enough ahead that anything I encountered would not hear the party blundering along before I saw said beastie and had time to warn the group; but yet still close enough to the group that if I got into real trouble and need them, I could get to them before being squished.  The goal, of course, is to get to our destination by the most efficient route possible, with efficient defined as some mix of "least dangerous" and "fastest".

Relevant stats:

Zyphen's movement rate:  40'
Skills:  Listen +7, Spot +7 (-1 in bright light), Track +9, Move Silent +10, Hide +10
Darkvision 70'
Levitate 1/day
Doesn't breath (would still try to smell things if that seemed relevant)

Zyphen takes 10 on these whenever possible.

Zyphen's favored enemy is "human".  +2 Bluff/Listen/Sense Motive/Spot/Survival.

Zyphen is willing to spend extra time to listen/spot etc. if he thinks something is suspicious.  He will take penalties to move silent/hide to go at full movement rate when necessary.

Signals to the group (Zyphen has taught the others):  If Zyphen sees trouble, he usually sends Snow (his owl) back to Corven (the druid).  If Snow comes back to Corven, then Corven/the group knows to stop and wait for Zyphen to rejoin the group.  Owls actually have move silent (better than Zyphen's!) so if she stays low out of sight Zyphen would believe she would normally not attract much attention.  (If this isn't true for some reason he might not send her.)  If Zyphen sees trouble but wants the rest of the group to advance, he sends Snow to "fly by" Corven and then fly back to Zyphen.  The group takes this to mean "follow the owl cautiously".  If Zyphen wants the group to follow a particular trail as he scouts, he places markers--marks on the trees, marks on the stone in chalk, small arrows made from pebbles, Corven knows what to look for.

This message was last edited by the player at 13:18, Tue 23 Oct 2007.
Cuaglar Annondur
player, 35 posts
Init. +4, AC 18/14/14
hp: 37/37, Saves +4/+5/+1
Tue 23 Oct 2007
at 13:43
  • msg #73

Re: Yartar and beyond

Cuaglar had spent the last couple days largely out of the inn, wandering about the town.  He often stayed away for long hours, well into nightfall, and could often be seen in the company of a group of people of various races in dark blue cloaks.  On the third day, he came back to the inn with a dark blue cloak with a black hem, pinned with a brooch that looked like a writhing serpent, decorated with blue enamel.  He refused to explain this, falling obstinately silent whenever he was asked about it, or his nightly visits.
When they finally left, Cuaglar led his pack-horse out of the gates, his steed burdened with parcels of food.
Atalakis
player, 16 posts
Init: +0 AC: 18/18/10
HP: 30/30 Saves: +9/+5/+7
Wed 24 Oct 2007
at 17:45
  • msg #74

Re: Yartar and beyond

Atalakis will ride out with the group, leading on his warhorse, but remaining far enough behind Zyphen so that he might effectively scout their terrain.

Ah, tis a good day to be out combating. Of course, all days are good for such work.
Kanir
player, 56 posts
Init +8, AC 12/10/12
HP 28/28, Saves +3/+3/+6
Thu 25 Oct 2007
at 17:49
  • msg #75

Re: Yartar and beyond

The young wizard rides with the group with his new horse he purchased earlier.  He tried to drag Zyphen to the horse dealer again attempting to bring someone who is knowledgable about horses.  But Zyphen was busy getting ready for this little expedition, and Kweek ended up purchasing the horse anyways.

"Th...this is a bit better than a cart, Shadow.", he speaks to the bag again.  It appears the frequency he does so is increasing, and careful observer will definitely hear more skweeks out of the bag.  He might not be as crazy as it appears.

He remains in the middle of the pack most of the way, still quite jumpy and paranoid...

-K
DM Fletch
GM, 59 posts
More! You want more?!
Sat 27 Oct 2007
at 03:23
  • msg #76

Re: Yartar and beyond

If your map is accurate then the lowlands should extend for about five mile south of the confluence of the Surbrin and Dessarin rivers.  As the crow flies the Keep is only five miles further into the hills, but you guess the distance by trail to be roughly double that.

It takes you some time to cross the Upper Dessarin by ferry.  It would seem that your passage has been anticipated, and paid for, by the Sheriff and you are not asked for any fee much to the irritation of the other travellers on board.

Once you are all on the correct side of the river Zyphen moves off ahead to scout.  Through the lowlands it seems completely unnecessary.  Farmsteads and small settlements dot the river's edge close by the trail you are following.  Now that the winter's mud is hardening, the trail has already seen cart traffic.

As the land rises into the Dessarin Hills the signs of settlement cease and the trail becomes narrower, passing into scrubby woodland.  For long periods Zyphen is completely unseen screened by the vegetation and the twists in the trail.

[Private to Zyphen: You become aware that you are being shadowed by a dire wolf.  It is making an effort to conceal itself but it is too large too hide easily.  Isolated from the others (a minute or so behind) you may be vulnerable.  Please put your actions in a private line or PM.]
Zyphen
player, 45 posts
Init +4, AC 20/16/14
HP 18/18, Saves +4/+10/+3
Sat 27 Oct 2007
at 04:47
  • msg #77

Re: Yartar and beyond

Zyphen scouts even the settled areas, though his pattern on the road concentrates on possible ambush locations for bandits.  He resumes scouting farther ahead when the trail becomes narrower.

[Private to DM Fletch: DM Fletch,

Some contigent actions to keep things moving.  I don't want to be a show-stopper!

1.  Wild Empathy - I am guessing this is a bad option.  My guess is that Zyphen would have a hard time using Wild Empathy on a Dire Wolf that appears to be at least Unfriendly, if not Hostile--would that jive with Zyphen's knowledge?  My check would be 1d20+1, and it appears that if he was Unfriendly, I would need a roll of 14 to make him Indifferent; if he was Hostile, I would need a roll of 19 to make him Unfriendly.  I am not trying to fixate on the numbers, I am just trying to gage my chance, since I don't really have Zyphen's knowledge of the wild!

Assuming Wild Empathy would be an unlikely proposition at best, next...

2.  One Dire Wolf, Or Many?  Am I relatively certain there is only one dire wolf?  I don't want anyone to be flanked, if I can help it.  If I think there might be more than one, I will send Snow, my owl, to fly back to the party and stay with Corven--this is the standard signal for "danger, stop!"

If I think there is only one dire wolf, I will release Snow, my owl, to fly back to the group then return to me, the signal for "danger, advance cautiously".

3.  Lose it with stealth and water!  After I send the owl, I will try to lose the dire wolf with stealth.  I will look for water, especially running water, that I could swim or wade through to throw it off my scent.  If possible, I will circle down-wind of it.

I will attempt to stay out of its sight (hide) and move quietly (and can use "Walk in Silence", swift action, +5 MS (Shadow Sword sub level) if necessary).

If I can manage to lose it, I will circle back on my trail and meet the party, warning them of the danger.

4.  Fall Back Plan - Levitate!  If all else fails, I will use my Levitate ability for the day to get above the creature, in a place where there is nothing it could jump off of to get at me, and wait for the group.  If there was a convenient ledge or tree that looked un-climbable by a dire wolf I could use that, getting there with Levitate.

Here are some rolls you might need:

00:41, Today: Zyphen rolled 26 using 1d20+9. Survival/Tracking.
00:41, Today: Zyphen rolled 26 using 1d20+7. Spot (subtract 1 if "bright" light).
00:40, Today: Zyphen rolled 12 using 1d20+7. Listen.
00:40, Today: Zyphen rolled 18 using 1d20+10. Move Silently.
00:40, Today: Zyphen rolled 30 using 1d20+10. Hide.

On a completely separate and unrelated note, Zyphen would be keeping his eye out for herbs that he could use with his Craft: Poison-making skill as he scouted.  Not when fleeing from dire wolves, of course.... :)
]
This message was last edited by the player at 04:47, Sat 27 Oct 2007.
DM Fletch
GM, 60 posts
More! You want more?!
Mon 29 Oct 2007
at 12:14
  • msg #78

Re: Yartar and beyond

Nothing to see here folks.  I mean, surely Zyphen can't have got himself in that much trouble already.

[Private to Zyphen: In short: 1. Wild Empathy has bugger all chance of working.  This thing is likely to still be hungry from its winter fast.

2. You're pretty sure there's only one.  From what you know dire wolves are  either solitary or hunt in a pack.  No sign of any pack.  Yet.

3. Feel free, but bear in mind that it will be difficult to lose it given that it's already seen you.  Give me Hide and Move Silently rolls.  No taking 10 anymore.

4. Might wind up being a good idea, but we'll see.
]
Zyphen
player, 46 posts
Init +4, AC 20/16/14
HP 18/18, Saves +4/+10/+3
Mon 29 Oct 2007
at 13:12
  • msg #79

Re: Yartar and beyond

Certainly not....

[Private to DM Fletch: Thanks.  Here are the rolls from before:

00:40, Today: Zyphen rolled 18 using 1d20+10. Move Silently.
00:40, Today: Zyphen rolled 30 using 1d20+10. Hide.

I would like to use my Walk in Silence ability to add +5 to the MS, so it would be a 23.  If that's ok:

Hide:  30.
MS:  23.

I will try to disappear into some trees or rocks, then make for some water to lose the scent; or vice versa if I find the water first.  Goal is for him not to know where I came out of the river and not be able to see me.  If it delays him 10 minutes or even less picking up the scent, then I can get enough of a lead to make a run for it without alerting him.  Then I will run back to the group.  Base move 40'.

Also, just to confirm, because it is probably only one dire wolf I am sending Snow to do a fly-by and then head back in the direction she last saw me.  She returns to me if she can find me.
]
This message was last edited by the player at 17:58, Mon 29 Oct 2007.
Cuaglar Annondur
player, 38 posts
Init. +4, AC 18/14/14
hp: 37/37, Saves +4/+5/+1
Mon 29 Oct 2007
at 17:38
  • msg #80

Re: Yartar and beyond

OOC:
Eh?  Wossat mean?
DM Fletch
GM, 61 posts
More! You want more?!
Wed 31 Oct 2007
at 11:33
  • msg #81

The boy who cried "Wolf!"

[Private to Zyphen: You send Snow flying back to the others, giving her the instruction for a fly past and return.  After that you wait, holding your nerve and walking forwards with every outward appearance of calm.  As the wolf passes behind a boulder uphill from you, you seize your moment and dart off the path on the downhill slope.  Your ruse works and you are away.  Unfortunately, the wolf soon realises it has lost you and there is a crashing noise behind you as it barrels through the undergrowth to the path to start sniffing for your scent.  There are bare rock surfaces around, but that would risk the wolf spotting you in open ground, so you decide to stick close to a stream that parallels the track.  It offers some respite but it would seem that the wolf is intent on the chase.]

Zyphen's owl flies back into view, circles once around Corven then starts flying back up the path.  You keep moving in that direction, cautiously following the agreed signal.  You are momentarily startled by a burst of movement, but it is only Zyphen running from the undergrowth onto the path.  Any relief is shortlived.  A huge wolf standing some five feet tall at the shoulder bounds onto the path just behind Zyphen.  It hesitates for a moment at the sight of you then bares its teeth and leaps to attack.

OOC: Initiatives and first round actions please!
This message was last edited by the GM at 11:47, Wed 31 Oct 2007.
Cuaglar Annondur
player, 40 posts
Init. +4, AC 18/14/14
hp: 37/37, Saves +4/+5/+1
Wed 31 Oct 2007
at 12:21
  • msg #82

Re: The boy who cried "Wolf!"

Cuaglar started at the arrival of the animal, and hurriedly went to a nearby shrub and began tying his horse's reins to it, so that he wouldn't bolt or get in the way of any fight.

OOC:  08:19, Today: Cuaglar Annondur rolled 12 using 1d20+4. Initiative.
Spending a move action to move to... A SHRUBBERY!  And then a standard action to tie him there.
This reminds me of what occured to me just yesterday in Oblivion.  My horse and I were attacked by a wolf, and eventually the latter spooked off the former to who knows where, leaving me to complete my journey on foot.
Zyphen
player, 47 posts
Init +4, AC 20/16/14
HP 18/18, Saves +4/+10/+3
Wed 31 Oct 2007
at 12:47
  • msg #83

Re: The boy who cried "Wolf!"

"Wolf," Zyphen hisses, as he leaps from the underbrush to land on the path, long hair and cloak billowing behind him like a cloud.  A heartbeat later the wolf follows.

Zyphen falls back to some underbrush [perhaps near Cuaglar s horse?  I would like concealment if possible], drawing his iridescent bone bow as he moves.  Notching a purple-fletched arrow, he pulls it back to his ear and fires at the dire wolf.

Round 1
Move:  Move 30' or so from direwolf to concealment
Standard:  Fire arrow

Attack: 15 (+1 added already for Haste)
Damage:  12

OOC:

Hasted starting at Kanir's initiative.  At that point, add +1 hit/AC/Reflex, etc.

08:49, Today: Zyphen rolled 12 using 1d8+5. damage.
08:48, Today: Zyphen rolled 14 using 1d20+10. PB single bow shot.
08:42, Today: Zyphen rolled 5 using 1d20+4. Init.

This message was last edited by the player at 18:31, Thu 01 Nov 2007.
Corven
player, 11 posts
Init -5, AC 13/12/10
HP 24/24, Saves +5/+2/+5
Wed 31 Oct 2007
at 14:03
  • msg #84

Re: The boy who cried "Wolf!"

Momentarily stunned by the appearance of the rather large wolf, Corven will back up a little and attempt to delve the depths of his mind to uncover any knowledge that he can recall about such creatures.



06:58, Today: Corven rolled 19 using 1d20+6. Corven K(Nature) check.

06:57, Today: Corven rolled -4 using 1d20-5. Corven Init.


Kanir
player, 62 posts
Init +8, AC 12/10/12
HP 28/28, Saves +3/+3/+6
Wed 31 Oct 2007
at 14:19
  • msg #85

Re: The boy who cried "Wolf!"

As the wolf leaps ahead, the young man pulls out a piece of root out of his pouch.  He bites into it, and you notice a faint smell of licorice.

He spits the root out and smear it in his hand, and starts chanting,

"Nielánial thraerleniel thialalas rinaeniel tenánindiel tirinleniad sinorbrnar aelowélril."

He clap his hand as he finishes the incantation, with the chewed up licorice root in his hand.  Suddenly, Zyphen, Atalakis and his mount, Cuaglar, and Corven appears to blur slightly.

Your perception of the world changes slightly.  It looks like the world around you is in slow motion, except some of your friends who are blurred with you.

OOC: 09:17, Today: Kanir rolled 16 using 1d20+8. Initiative.

Zyphen, Atalakis and his mount, Cuaglar, and Corven are under the effect of Haste.  Check the link below for exactly what it does...

http://www.d20srd.org/srd/spells/haste.htm

This post assumes Zyphen is within 35' of me (The range of Haste spell).  If he's not within range, haste my horse, please...


-K
Zyphen
player, 48 posts
Init +4, AC 20/16/14
HP 18/18, Saves +4/+10/+3
Wed 31 Oct 2007
at 15:27
  • msg #86

Re: The boy who cried "Wolf!"

OOC:  Zyphen definitely wants to be in range of the haste spell!!  I'll forgo concealment (for now) for that!
Atalakis
player, 17 posts
Init: +0 AC: 18/18/10
HP: 30/30 Saves: +9/+5/+7
Thu 1 Nov 2007
at 15:53
  • msg #87

Re: The boy who cried "Wolf!"

Atalakis raises his lance, holding it firmly with both hands, he spurs his mount in the direction of the wolf. The orange streamers flutter through the air as he lowers the shining silver point at the wolf.




Atalakis will take -3 on his power attack. Damage would be doubled because of a charge attack. Power attack damage with a 2 handed weapon is doubled. So 1d8+4+6(PA) doubled is 2d8+20. I think that's how it would work! It's been months since Atal has been able to do a mounted charge.


11:51, Today: Atalakis rolled 26 using 2d8+20. Damage if it hits(doubled from charge).
11:47, Today: Atalakis rolled 24 using 1d20+7. Charge attack (PA -3).
11:46, Today: Atalakis rolled 10 using 1d20. Initiative.

DM Fletch
GM, 65 posts
More! You want more?!
Fri 2 Nov 2007
at 09:49
  • msg #88

Rd 1 and 1/2

The wolf leaps forward before anyone has time to react.  For one horrible moment it seems that it will attackZyphen as he scrambles for cover but at the last minute it jumps past him and attacks Cuaglar's pack horse.  Huge jaws close around the panicked creature's forequarters and wrench it to the ground.  Zyphen can breathe a sigh of relief but the noises being made by the unfortunate horse are far less pleasant.

Kanir responds by muttering the words of a spell and time warps slightly at his command as you all begin to move faster.

Thwarted in his attempts to remove his horse to safety, Cuaglar prepares to enter the fight, but Atalakis beats him to it.  The Pastel Paladin lowers his lance and charges, clearly enjoying the opportunity to fight from horseback.  He puts the full weight of his arm behind the blow and the wolf is impaled on his lance, driven back by the force of the blow.

Zyphen seizes the moment, levels his bow and shoots from close range at the creature while it is off-balance.  His arrow finds its mark and sinks deep into the wolf's shoulder.

Corven hangs back for the moment, choosing the benefits of learning over the way of the sword.
[Private to Corven: This is undoubtedly a dire wolf.  It looks thin to the point of emaciation.  It's probably starving after a lean winter, making it all the more dangerous.]

The wounds inflicted on the wolf are grievous.  The lance strike alone would have downed many lesser creatures.  Still the creatures desperate fury overwhelms its fear and it leaps to the attack once more.  Only Kanir's enchantment allows Atalakis to shift his weight in time, so that the wolf's fangs slide harmlessly of his armour instead of crushing his arm.

OOC: The pack horse takes 13HP damage and is prone.  Atalakis can thank Kanir for avoiding 17HP and the chance to be pulled to the ground.  Apologies to Cuaglar for interfering with his action.  He and Atalakis get first shot at the kill (though technically Kanir has the higher Init).
Zyphen
player, 54 posts
Init +4, AC 20/16/14
HP 18/18, Saves +4/+10/+3
Fri 2 Nov 2007
at 14:04
  • msg #89

Re: Rd 1 and 1/2

Just in case Atalakis and Cuaglar don't kill it...

Zyphen, moving with preternatural speed, draws and fires three purple fletched arrows before the first of the three reaches the wolf.  The well-aimed arrows hiss through the air (presumably hitting, and one critically).



Attacks:  19, 30 (27 to confirm crit), 20.
Damage 10, 27, 10.
Total Damage:  47.

11:00, Today: Zyphen rolled 7 using 1d8+5. Additional crit damage!.
10:00, Today: Zyphen rolled 20 using 2d8+10. Damage for Crit Arrow.
09:59, Today: Zyphen rolled 10 using 1d8+5. Damage for Arrow 3.
09:59, Today: Zyphen rolled 10 using 1d8+5. Damage for Arrow 1.
09:59, Today: Zyphen rolled 27 using 1d20+10. Confirm crit on Shot 2.
09:59, Today: Zyphen rolled 20 using 1d20+10.
09:59, Today: Zyphen rolled 30 using 1d20+10.
09:58, Today: Zyphen rolled 19 using 1d20+10. 3 shots, PB, haste.

This message was last edited by the player at 15:01, Fri 02 Nov 2007.
Cuaglar Annondur
player, 44 posts
Init. +4, AC 18/14/14
hp: 37/37, Saves +4/+5/+1
Fri 2 Nov 2007
at 14:19
  • msg #90

Re: Rd 1 and 1/2

Cuaglar hurriedly drew his rapier from its sheath, and stabbed quickly forward to try to drive the wolf away from him, simultaneously shifting his feet to help dodge its jaws.

OOC: Using Dodge feat for +1 AC (first time I thought to use it, actually...)
Move action to draw sword,
10:18, Today: Cuaglar Annondur rolled 26 using 1d20+9. Attack Roll (rapier)
10:18, Today: Cuaglar Annondur rolled 4 using 1d6+1. Damage.
Kanir
player, 68 posts
Init +8, AC 12/10/12
HP 28/28, Saves +3/+3/+6
Mon 5 Nov 2007
at 15:04
  • msg #91

Re: Rd 1 and 1/2

The young wizard looks around to see if there are any more wolf incoming, and then pulls out a piece of bacon from his pouch, and start chewing a piece.

[Private to DM Fletch: Ready Action, if any new threat approaches within Grease Range, cast Grease underneath the new threat.]

-K
Atalakis
player, 18 posts
Init: +0 AC: 18/18/10
HP: 30/30 Saves: +9/+5/+7
Tue 6 Nov 2007
at 22:43
  • msg #92

Re: Rd 1 and 1/2

Atalakis drops his lance and grabs his greatsword, spurring his mount to attack the wolf as he swings down with his sword.



Poor rolls - I doubt Atalakis or his mount will be landing any killing blows this round.

17:42, Today: Atalakis rolled 4 using 1d3+1. Bite Damage, if it hits.
17:41, Today: Atalakis rolled 14 using 1d20-1. Bite.
17:41, Today: Atalakis rolled 8 using 1d20+4. Hoof 2.
17:41, Today: Atalakis rolled 8 using 1d20+4. Hoof 1.
17:41, Today: Atalakis rolled 11 using 1d20+6. Ride - Fight with Warhorse.
17:39, Today: Atalakis rolled 8 using 1d20+7. Greatsword Attack (-2 PA).

DM Fletch
GM, 66 posts
More! You want more?!
Wed 7 Nov 2007
at 12:20
  • msg #93

Re: Rd 1 and 1/2

Following its failed attack against Atalakis the wolf finds itself awkwardly positioned between Cuaglar and Atalakis.

Kanir chooses not to engage the wolf directly.  He chews a piece of bacon taken from a pouch as he watches for any pack-mates.

OOC: I hope that bacon's dried or cured.  Otherwise rancid bacon's going to make grease an unattractive spell option.

At close quarters Atalakis dispenses with his lance and takes up his greatsword.  It's an intimidating weapon but it's no simple matter to wield one whilst mounted.  Atalakis manages to control his steed but his attack is poor.  His horses flailing hooves miss too, but takes some revenge for horse-kind by biting a piece out of the wolf.

Cuaglar steps forward on the wolf's far side and with a graceful economy of movement runs it through with his rapier.  The damage is not great but the collective wounds take their toll and the wolf sags.

Zyphen puts a decisive end to the fight, and the wolf's sufferings, by shooting it full of arrows.  One even punches through the wolf's eye.  There's no question that it's stone cold dead, it doesn't even twitch.

There's no sign of any other wolves so it seems the immediate danger has passed.
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