Stretch
08-19-2007, 09:08 PM
I use Gemstone as an outlet for my workplace frustrations. Anyway, when did they start punishing traveller deaths?
>
Time drags on by...
Roundtime: 2 sec.
>
The taskmaster told you: "I've got a special mission for you. A certain client has hired us to provide a protective escort on her upcoming journey. Go to the area just inside the North Gate and WAIT for her to meet you there. You must guarantee her safety to Solhaven as soon as you can, being ready for any dangers that the two of you may face. Good luck!"
>
A human traveller just walked in.
>
The traveller appears to be a woman of respectable means. She regards the surroundings warily, as though she is anxious to be elsewhere.
>
The human traveller is medium in size and about six feet high in her current state.
The traveller should be easy, yet could still give you a bit of a scuffle.
>
A human traveller recognizes you and says, "Oh, there you are. The guild told me to look for you. As you know, your job is to guarantee my passage from here to Solhaven. I fully expect you to watch for my safety. I am not well-versed in the ways of combat, so you will need to clear the roads of dangerous creatures as we go. I won't be able to escape from an area with monsters in it, and I won't go to an area if I see monsters in it."
She continues, "You can TELL me to FOLLOW you or WAIT, and I'll do what you ask. If you see that I'm injured, you can give me whatever healing herbs you have and I'll make good use of them. I understand you adventurers are quite familiar with magic, so I wouldn't mind it if you could arrange for a few protective wards to be cast on me, too. You probably have some other ways to ensure my safety, so I'll leave that to you."
She says, "Now, if you're ready, just TELL me to FOLLOW, and we'll start our journey."
>
You lean towards a human traveller.
>
A human traveller nods and says to you, "The sooner the better."
>
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a massive wheeled tower and a Wayside Inn.
Obvious paths: north, east, southwest, northwest
>
A human traveller just came through the wooden gates, following you.
>
[A Quiet Path]
A stray breeze trails through from the north, carrying with it the scent of lavender and, oddly, grilled rolton. Though many might ponder this strange combination of fragrances, the truly remarkable aspect of this quiet path lies in the regal beauty of the ancient trees whose branches reach out overhead, offering welcome to all who pass. You also see a roped-off clearing and a grey stone walkway.
Obvious paths: north, south
>
A human traveller arrives, following you.
>
You change your tune slightly, adding the element for Lullabye to your song...
Your spellsong is ready.
>
You weave another verse into your harmony, directing the sound of your voice at a human traveller.
The human traveller falls to the ground in a deep slumber.
Sing Roundtime 3 Seconds.
>
You remove an ornate pitted vultite pike from in your wool backpack.
>
A human traveller is awakened by your attack!
You thrust with an ornate pitted vultite pike at a human traveller!
AS: +212 vs DS: +25 with AvD: +35 + d100 roll: +64 = +286
... and hit for 160 points of damage!
Solid strike caves the human traveller's skull in, resulting in instant death!
The traveller groans in anguish as she succumbs to death.
When word reaches the Adventurer's Guild that the traveller has gone missing and you are implicated in her possible demise, you will find that you are suspended from receiving new tasks for 1 day pending the investigation. They cannot afford to be associated with you during this time.
[You have failed your current Adventurer's Guild task.]
Roundtime: 7 sec.
>
You put an ornate pitted vultite pike in your hunter's cloak.
>
You can't search the traveller.
>
A human traveller's body decays into compost.
>
Time drags on by...
Roundtime: 2 sec.
>
The taskmaster told you: "I've got a special mission for you. A certain client has hired us to provide a protective escort on her upcoming journey. Go to the area just inside the North Gate and WAIT for her to meet you there. You must guarantee her safety to Solhaven as soon as you can, being ready for any dangers that the two of you may face. Good luck!"
>
A human traveller just walked in.
>
The traveller appears to be a woman of respectable means. She regards the surroundings warily, as though she is anxious to be elsewhere.
>
The human traveller is medium in size and about six feet high in her current state.
The traveller should be easy, yet could still give you a bit of a scuffle.
>
A human traveller recognizes you and says, "Oh, there you are. The guild told me to look for you. As you know, your job is to guarantee my passage from here to Solhaven. I fully expect you to watch for my safety. I am not well-versed in the ways of combat, so you will need to clear the roads of dangerous creatures as we go. I won't be able to escape from an area with monsters in it, and I won't go to an area if I see monsters in it."
She continues, "You can TELL me to FOLLOW you or WAIT, and I'll do what you ask. If you see that I'm injured, you can give me whatever healing herbs you have and I'll make good use of them. I understand you adventurers are quite familiar with magic, so I wouldn't mind it if you could arrange for a few protective wards to be cast on me, too. You probably have some other ways to ensure my safety, so I'll leave that to you."
She says, "Now, if you're ready, just TELL me to FOLLOW, and we'll start our journey."
>
You lean towards a human traveller.
>
A human traveller nods and says to you, "The sooner the better."
>
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a massive wheeled tower and a Wayside Inn.
Obvious paths: north, east, southwest, northwest
>
A human traveller just came through the wooden gates, following you.
>
[A Quiet Path]
A stray breeze trails through from the north, carrying with it the scent of lavender and, oddly, grilled rolton. Though many might ponder this strange combination of fragrances, the truly remarkable aspect of this quiet path lies in the regal beauty of the ancient trees whose branches reach out overhead, offering welcome to all who pass. You also see a roped-off clearing and a grey stone walkway.
Obvious paths: north, south
>
A human traveller arrives, following you.
>
You change your tune slightly, adding the element for Lullabye to your song...
Your spellsong is ready.
>
You weave another verse into your harmony, directing the sound of your voice at a human traveller.
The human traveller falls to the ground in a deep slumber.
Sing Roundtime 3 Seconds.
>
You remove an ornate pitted vultite pike from in your wool backpack.
>
A human traveller is awakened by your attack!
You thrust with an ornate pitted vultite pike at a human traveller!
AS: +212 vs DS: +25 with AvD: +35 + d100 roll: +64 = +286
... and hit for 160 points of damage!
Solid strike caves the human traveller's skull in, resulting in instant death!
The traveller groans in anguish as she succumbs to death.
When word reaches the Adventurer's Guild that the traveller has gone missing and you are implicated in her possible demise, you will find that you are suspended from receiving new tasks for 1 day pending the investigation. They cannot afford to be associated with you during this time.
[You have failed your current Adventurer's Guild task.]
Roundtime: 7 sec.
>
You put an ornate pitted vultite pike in your hunter's cloak.
>
You can't search the traveller.
>
A human traveller's body decays into compost.