[I... Duuhmchild... Firstborn... Proud.]
[But... I am... weak.]
Help was not to pass this poor monster up. You, a ragtag band of Starcalled, bound together from a night of drinking at a bar, decided that you would explore the roads of Brisshal to find the first quest you could pick up. You came across a Duuhmeron, strangely speaking mangled words you could barely understand in your drunken stupor.
[I STAKE MY GLORY ON THIS REQUEST. I WILL DIE AT ANY TIME.]
[HELP ME.]
[But... I am... weak.]
Help was not to pass this poor monster up. You, a ragtag band of Starcalled, bound together from a night of drinking at a bar, decided that you would explore the roads of Brisshal to find the first quest you could pick up. You came across a Duuhmeron, strangely speaking mangled words you could barely understand in your drunken stupor.
[I STAKE MY GLORY ON THIS REQUEST. I WILL DIE AT ANY TIME.]
[HELP ME.]
You decided to undertake the quest to help this man. According to his account, he wished for your help to find a sheep in the Scarwoods that ran away. He wishes for you to bring the sheep back alive, for all he wishes is to hug its' soft wool like the smallfolk farmers are able to do with their livestock. He had always heard from his mother how soft they were, and he wanted to feel it himself before embarking on what would likely be the final hunt that he would ever mak
Alcohol-bleeding hearts moved, you began the journey into the Scarwoods, a common forest in Eastern Brisshal that everyone remembers when thinking about their first experience as a Terrasphere gamer. Who didn't sneak into the woods at night to find dangerous critters and strange wooden effigies? Cowards without liquid courage, that's who.
The strange part of your night began when you came across a little sprite who offered to help you in your journey. A lantern hung from his little cloth body, and a cute little light shone from inside of his person and lantern both. It was a little bright to look at, despite the light being so small.

Wha~t's wrong, lost fellows? Could it be, could it be~? You're looking for something that's lost, I see! Hee, hee, hee!
No need to be wary-I want to help, you see! That poor child seeks a sheep to keep. I~know where it we~nt! Follow me, just through these trees! Soon I forsee your glee! Hee, hee hee..!
No need to be wary-I want to help, you see! That poor child seeks a sheep to keep. I~know where it we~nt! Follow me, just through these trees! Soon I forsee your glee! Hee, hee hee..!
As a whole, the gut feeling of the party was unanimous-This guy was blatantly suspicious. Who talked to people like that without so much as a name? Even still, could you really refuse his offer just because he spoke like a creep? You'd thought the Duuhmeron was monstrous, and yet you remain out here to aid him achieve a childish dream. Who's to say that this little guy wasn't really here to help?
Thinking this in your hazed minds, you follow. Tree after tree you pass through, as if through oaken tunnelways beneath a secret route. You have naught but the light of the faerie's lantern to guide you, and guide you he shall to a beautiful archway of bent trees intertwined. Light was beyond it-what was within? It could not be seen past the lantern's light.
You step through the doorway and find darkness. When you awaken, it is to three: The pounding of your hangover, the eerie silence of a barren home and a sight far darker and mistier than the forest you were in.
This was not the Scarwoods.
"I found your sheep, Starcalled..."
Tiny giggling could be heard in the distance, yet not a light was to be seen in the mist-save for a pale blue glow that lie far off in the horizon. You were now alone, lost in a place that your HUD's investigative mode identified as [The Bonewood]. For some reason currently beyond you, it refuses to give hints as to where The Bonewood actually is. Surely you couldn't have been taken that far, though. It logically made sense that you had be somewhere within the borders of Falderen.
The laughter grew closer. The limbs of trees closed off behind you, a wall against retreat. A lantern's light could be seen again within the mist. There was no more time to think-now you had to act. Thinking quickly, you hid behind a nearby stoneface. A quick peek past the side revealed that which beheld that dreaded lantern...
It was a sheep.
The sheep that stood in the clearing appeared to be minding its' own business, unaware of the fact that you were here. it appeared to be holding the faerie's lantern, and it sometimes gently shook the thing around to play the sound of softly rattling chains.
The UI labeled this wandering livestock with the name...
[Delilah, Lost Sheep]
This was incredibly suspicious.
This was incredibly suspicious.
CYCLE 1: BAA, BAA!
No longer drunk, you find this whole situation to be incredibly suspicious. You know full well from childhood reading and movies that farm animals are dangerous. Not wanting to be one to fall for the same kind of trick that Arthur's band of knights had fallen for a rabbit, you gather around to devise a plans to deal with the current situation. Speak quietly, lest the sheep hear you...Guidelines:
- All characters are permitted one post this cycle.
- There is no set posting order.
- There is no posting wordcount limit.
- This thread will be updated roughly once every 24 hours.
- This thread is primarily focused on progression of the objective. Additional communication may be done in our communications thread. Talking is a Free Action. Just don't be too loud in character, or the thread may react...
Cycle 1 Mechanics
- Thread Code: 12346B
- All rolls must be made in the #rolls channel.
- Pick one of the two tasks below to try and solve.
- Be sure to add your progress to the total progress below.
Ambush
You may choose to get the drop on Delilah. Should you do so, you may use any combat action, normal, special or otherwise. ANY combat action will likely alert Delilah to your presence. If this happens, Grid Combat will begin. You must move adjacent to Delilah before using any attack action against her unless your range is increased by an Alter mastery. If you have the SPEED passive, you are allowed to continue moving after your attack during this ambush only.
Delilah, Lost Sheep

Damage Progress: 000/???
Abilities:
Slow: Delilah only has a base movement of 1.
Armor of Wool: Delilah will not take damage from physical attacks which do not have precise power behind them. When attacking Delilah, A d100 will fail on a natural roll of 30 or below and a d20 will fail and not be added to the total on a 6 or below. This ability does not defend against Magical masteries.
Sneak Past
As if you would deal with a farm animal! You know very well how scary they can be after watching Monthy Python and Animal Farm! You're going to do the smart thing and sneak away from this suspicious ewe. That pale light in the distance is clearly your way out, and you don't need to deal with anything on the way there if you're careful enough.
Progress: 000/400
Sneak
Characters with SHADOW ARTS or HYPER SENSE masteries have advantage on a roll to Sneak.
Distract
Characters with ILLUSION or SUMMON masteries have advantage on a roll to Distract.
Code:
[hp=current]max[/hp]
[status]
[/status]
Post here
[action]
Type result of roll here
Ambush Damage: 000/???
Stealth Progress: 000/400
[/action]
Link Play Sheet Here
@Herculean Drakecon @Sepulchre af Umbral @Toko @Shane @Yugam
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