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Ch.7: "Hot Fuzz" / Hesperides

Ireth

Mythic Scribe
"I vote for an ambush," Sigrlinn says. "I can lay a trap for them if we have the time and materials."
 

Legendary Sidekick

Staff
Moderator
Dora ducks into a mine shaft. The amazon bride screams as if scared, but the satyr husband says, "You're over acting, dear."

"I know. I just want them to keep following," she says softly. Then much louder, "FASTER YOU FOOL!" She whispers, "Sorry, Dora."

Once the kentauride enters the mine shaft, she unhitches herself from the coach and grabs a staff.

The Satyr hands a stick to Sigrlinn. It's filthy and covered in strange runes. He says, "If you're going to set a trap, maybe you can use this."
 

tbgg

Dark Lord
Ch.7: "Hot Fuzz" / Hesperides

Kell begins a cast for Ice Blades. She figures she might as well get ready for combat.



"Ugh," she mutters. "Weak cast."

"Let me know if you need help with the trap, Sigrlinn."


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Ireth

Mythic Scribe
Sigrlinn accepts the stick from the satyr, examining it curiously. The runes are especially interesting; she tries to get as much of the filth off the stick as possible to see if she can read them. Her initial plan was to use arrows (specifically the metal in their heads) to set a lightning trap across the width of the mineshaft to deter any enemies, but this might prove useful as well.
 

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The satyr says, "I knew a cat-lady who used to set magical traps. I zapped myself trying the door to her shop—while it was open, I mean. She forgot to disarm it. She gave me this stick one day after a flock of harpies crashed onto her roof. I helped heal some broken wings and twisted talons, and she gave me the stick and store credit as a thank you.

"I guess all she did is draw a perimeter around her shop. It had an effect on gravity. My bride and I tried drawing lines in the sand, but nothing happened."

Sigrlinn accepts the stick. The moment it touches her hand, its unreadable runes glow a bright acidic-green and emit a deep, pulsating hum.

"That didn't happen either," says the ramazon.



Dora casts a spell on her staff...
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...but nothing happens.

She replies to Kell, blushing. "You think your spell was weak—I'm rather embarrassed by mine!" She starts to cast the same spell again…
 

Ireth

Mythic Scribe
Sigrlinn's eyes widen as the stick glows and hums. She looks at the satyr and says, "Well, that sounds easier than my plan of charging arrows with lightning to shock our enemies if they pass where I stick them in the ground. Then again, maybe we can do both, just in case one idea doesn't work as well as we thought."

Looking back the way they all came, Sigrlinn puts the end of the glowing stick to the ground and draws a straight, unbroken line from one side of the shaft to the other. "Will this be enough, or should I account for the walls and ceiling too?"
 

tbgg

Dark Lord
Ch.7: "Hot Fuzz" / Hesperides

Kell says, "I say try to do the walls, too, but don't worry about the ceiling. Unless one of the others knows something I don't."


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Legendary Sidekick

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Sigrlinn gets the funny feeling that the trap won't function by drawing a line.

In fact, it's not so much a feeling as it is a memory...



A Few Years Ago in Barbieria...


You remember a red-haired Huntress who was friend to a very tall painted lady she often referred to as "princess." You don't remember the Huntress' name or any nickname, code name or pet name. You do remember her referring to herself as awesome.

As unbecoming as bragging might be, her traps were actually pretty awesome. She loved her shockers, and kept several metal balls in her purse specifically for setting traps. On the outing in which you crossed paths, the two of you built traps together using whatever you could find--and this is the way most Huntresses do set traps--without the use of magic...

But nonmagic traps and shockers were useless against flying threats. What were those flying creatures that were hunting the "princess?" You don't recall. But you remember what the redhead did:

She picked up a shillelagh, and drew a circle--or was it a square? The shape doesn't matter. Yes! You're sure of it! The shape doesn't matter, except that it needs to be a closed shape--not a line. Anything that crossed over the area in the circle, square, heart...

Yes. You remember the redhead drew a heart--and she could walk inside it. All of you could if you were in it while she cast her spell! But once the earth magic was cast from inside the shape drawn in the dirt, only those inside were free to move through that area.

Anyone else would be overwhelmed by a powerful gravitational force!

You didn't camp inside the heart that night. There were a lot of things crash-landing in the heart. The princess seemed rather amused as she hacked the fallen monsters with her broadswords. Oh, but what were the monsters like? You only remember them in bloody pieces...



The lynels draw closer. One points to the entrance of the mine. There's time enough for casting magic, including the trap...
 
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Ireth

Mythic Scribe
Sigrlinn stills as the memory overtakes her, but her grip on the stick doesn't loosen. Once she knows what she has to do, she instructs everyone to stay close together in the middle of the mineshaft, and turns her line in the dirt into a square that reaches from wall to wall and encompasses her and her friends. Then she straightens up and explains.

"We're free to move in and out of this square, but anything else that tries will fall, even if they fly and don't touch the ground. Especially if they fly. Gravity's extra strong in here now. I suggest we move further into the mine, it'll slow down anyone who follows. Then we'll have the advantage in a fight."

((Do I need to roll for the gravity spell? I'll edit it in if so.))
 

tbgg

Dark Lord
Kell asks, "Why not draw a long rectangle the width of the cave? Then we stand just outside it and hack or shoot down whatever walks through it?"


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Legendary Sidekick

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Moderator
((Yes, roll Magic. You only need a 1 for success. If you roll a combo… there's no official rule, but I like to have fortune on your side if you combo.))
 

tbgg

Dark Lord
Thinking, Kell adds, "Or we retreat far enough ahead of them they can't see us, wait for them to fall in the trap, THEN come back and attack them. I suppose that's probably better."


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Ireth

Mythic Scribe
"That's exactly what I'm doing with the square, Kell. It's just a different shape, that's all."

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Legendary Sidekick

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Dora fails to cast her spell for the second time, but Sigrlinn does not! The runes on her stick stop glowing for now… maybe they'll glow again later?

As the lynels draw closer, Dora attempts to cast a third time—
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Magic whirls wildly around her staff, which now appears to be made of stone sprouting some kind of wildflower you've never seen before.

Dora says, "Huh… that's new."

The pink and green flashes seem to have drawn attention. There's probably time enough to cast one more spell…
 

Ireth

Mythic Scribe
Sigrlinn backs out of the square she drew and nocks an arrow to her bow. While she waits for a visible target, she wonders whether trying to cast wind magic and deflect enemy arrows would also make it easier for her to shoot her enemies... or would it just even the odds so no one gets shot?
 

Legendary Sidekick

Staff
Moderator
((You can cast Lv.2 for Heaven's Arrow for better shooting, or cast Lv.1 for wind to deflect arrows. You can still shoot, but you can't get shot at.

Keep in mind: if you and Kell both cast defensives, you're each protected from whatever you cast. The NPCs can move to either one of you for protection. If she casts her entangle or wave dance and you cast heaven's arrow, you benefit from her defensive and you have a few lightning-charged arrows.))
 

tbgg

Dark Lord
Ch.7: "Hot Fuzz" / Hesperides

Kell begins her cast for Wave Dance, liking the possibilities of mixing with Sigrlinn's lightning-enhanced arrows.



The cast feels strong, but Kell is unable to capitalize on that for some reason.




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Legendary Sidekick

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((Spells countdown like this:
Lv.1 defensive / roll = # of rounds
Lv.1 trap / works until disarmed; need to dispel magical trap before setting another; dispelled automatically if you leave the area
Lv.2 blade / roll = # of rounds you can swing the weapon
Lv.2 ammo / roll = # of round you can shoot charged arrows

I was going to make shooting spells more limited, so a 2 would charge 2 arrows... but that seems too hard to keep track of with multiple hits and combos. So if Ireth rolls a 2, she gets magic arrows for two rounds regardless of how many arrows are loosed.))
 
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