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Post by Deleted on Mar 1, 2011 20:16:21 GMT -5
(A poster hanging on the wall in the inn)
WANTED: Erynne "The Wanderlust" Perselli
CRIME: Murder, theft, continued possession of stolen property
REWARD: Thirty thousand gold lions
(A sketch of Erynne Wanderlust appears here)
Be it known that Erynne "The Wanderlust" Perselli, former citizen of Hillsfar and ranger of Cormyr's wilds, is a wanted criminal in the theft of significant property owned by one Zariff Von Altomar, an associate of Thay's nobles. In the act of removing said property from Von Altomar's possession, "The Wanderlust" participated in the murder of six guards protecting the legitimate interests of Von Altomar. Von Altomar has tracked "The Wanderlust" from his estate to Cormyr and offers a reward of thirty thousand gold lions to the party that successfully captures "The Wanderlust" and brings her alive to the Thayan Enclave, south of Greatgaunt, where she will then be detained until Von Altomar returns to collect her.
It is needful that "The Wanderlust's" memory be intact, in order that the whereabouts of Von Altomar's stolen property may be extracted from the subject. Therefore, when "The Wanderlust" arrives at the Thayan Enclave, an inspection of the subject will be performed, and a penalty of ten thousand lions will be assessed to the capturing party if the subject has been recently killed and raised. The reward will then be reduced to twenty thousand lions to cover the extra expense of dealing with impaired memories, if the subject has suffered a recent death and raising. No reward will be given for the handing over of a corpse.
Be advised that "The Wanderlust" is a skilled and dangerous opponent who is rumored to have bested such enemies as the Cult of Malar as the target of their High Hunt, as well as having participated in the slaying of a handful of dragons. Apprehending this criminal is not a task to be taken lightly, nor should it be expected that the subject will come quietly without a fight.
(OOC rules to this scenario in the next post)
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Post by Deleted on Mar 1, 2011 20:16:47 GMT -5
This is a player-run plot, and there are some rules for participating in it. They are as follows:
PHASES: In order for the plot to continue longer, to lead would-be hunters to face Erynne's skills more directly at least for a time, and to enhance the role playing value of the plot, this plot will be run in two "phases." The rules for "Phase One," which begins immediately, are as follows:
1 - "Dead to the plot"
For the sake of realism, any PC killed during an attempt to capture Erynne and left without party members in control of the place they have fallen at any point is "dead to the plot." Party members lurking invisibly or hidden while enemy monsters or PC's control the battlefield don't count. To avoid being "dead to the plot," a PC must be attended by party members that are clearly in control of the place they fell without opposition, for the entire time from the end of active hostilities to raising. A mutually agreed truce fulfills this and will allow the fallen to be raised and continue in the plot. The cause of death does not matter, whether it is Erynne herself, her allies, her hunters, or even NPC's and monsters. Dead is dead, and unattended is unattended.
This rule includes Erynne herself. If Erynne becomes "dead to the plot," the plot ends, and there is no reward for anyone. (She will not be permanently dead, just "dead to the plot.") The saving grace is that Erynne's remaining in the plot can be preserved by the presence of any PC, ally or hunter alike, and can even change hands without going out of the plot. Since allies and hunters alike have an interest in her returning to life if killed, so long as Erynne doesn't have to respawn, she's still in the plot. (Lucky Erynne. )
In order for this rule to apply, the character death in question must occur during a capture attempt initiated by the hunters.
A character that is "dead to the plot" is not allowed to do or say ANYTHING that could aid or hinder any character on any side of the plot at all from that point on. This includes aiding in capture attempts or defending from them, as well as giving items, gold, information, or advice in order to help another succeed in future encounters, or any other actions that could affect the plot in any way. For the purposes of this plot, they are dead.
2 - Tactics/rules of engagement
True seeing: True seeing SPELLS are not allowed at all for anyone on any side, with any level or sort of involvement, what so ever, in "Phase One." True seeing POTIONS are allowed, because their lesser duration and high cost require strategic use of the item. The true seeing SPELL, however, is not allowed at all, for anyone, in "Phase One."
Invisibility and sanctuary effects: Invisibility and sanctuary effects may be used by anyone with any sort of involvement in this plot AFTER initial contact with opposing parties has been made. What is NOT allowed is for a party to magically mask their presence, sneak up on an opposing party completely unaware, and begin an attack. Once interactions between two parties have begun in some way, a party may use invisibility or sanctuary effects to mask their subsequent movements and activities. But initial interaction must begin without magical invisibility or sanctuary.
Stealth: Any character may use stealth at any time for any purpose, within general server rules.
Phase One will run for three weeks, until Erynne is caught, or until it seems to be in the best interests of the plot to move to Phase Two, which ever comes first. The rules of Phase Two (which are much less restrictive and are expected to make life much more difficult for Erynne's side) will be posted when Phase Two begins. If the plot is clearly running strong at the end of three weeks and players are clearly generally enjoying it with Phase One rules in effect, then Phase One will be extended beyond three weeks.
Have fun!
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Post by Dobian on Mar 3, 2011 1:18:13 GMT -5
A slender figure looks at the poster, her strange hood casting an unnatural blackness across her face. Understanding the risk of involving herself in something that is not her Mistress' concern, she nevertheless decides to seek out Erynne before the net closes in on her. "It's the least I can do," she thinks. "And I can do a whole lot more."
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Post by Deleted on Mar 4, 2011 20:05:33 GMT -5
A comment about his plot: Please, do not tell me, Erynne's player, what side you or anyone else intend to take in this plot OOC'ly. I really want to experience this plot from Erynne's perspective, only knowing what she knows IC. Please don't give me any information OOC'ly. I'm happy to answer questions people may have, especially if it can be asked in a way that doesn't give away what side you are on. But please don't tell me things ooc'ly. Thanks. Sharauvyn, a.k.a. Erynne
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Post by Deleted on Apr 1, 2011 23:15:44 GMT -5
Erynne is still free, and the hunt is still on. The reward of 30,000 gold lions is still available to anyone clever and lucky enough to catch her. At this point, the time has come for this plot to enter into "Phase Two." The rules for "Phase One" were intended, as stated before, to keep certain potential scenarios from ending the plot too quickly before it could get going. At this point, that purpose has been served, so Phase Two now begins. The new rules are as follows:
1 - "Dead to the plot"
A PC who is killed and left unattended with no friendly PC's watching over them at any point is "dead to the plot," just like in Phase One. The change is that the PC does not need to be killed during a capture attempt against Erynne. Any time one PC kills another in connection with this plot, that PC can become "dead to the plot" if not attended by friendly PC's. Erynne and her allies can strike preemptively instead of waiting for hunters to attack, and hunters can kill off Erynne's potential defenders when she is not around, or even eliminate competing hunters.
Two small points about "dead to the plot." First, normal server rules obviously apply concerning IC information and motivation connected to PVP. Second, please do your best to make sure all *players* involved in a battle are aware that the coming fight is over this plot, instead of blindsiding a *player* with, "Now that you're dead, you're out of this plot" once the fight is over. Deceiving a *character* IC is perfectly allowed, but let's please be up front with other *players* about knocking someone out of this plot before we do it.
2 - Magic use:
Anything goes, within server rules.
All rules and rule changes have been approved by DM Penguin prior to the start of this plot.
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Post by Deleted on Apr 2, 2011 9:04:04 GMT -5
Warric Fetter is overheard retelling the following tale.
"Yeah, I know 'The Wanderlust.' I seen her around Greatgaunt since she stepped off the caravan for the first time she came to Cormyr. Well the other day, you should have seen it. I couldn't believe it, what with the reward out for her and all. You know that guy with the thick northern accent and the badass lookin' armor? Name's Cordal, if I heard it right. Well, he was standing right by that tree right there, talkin' with some broad. 'The Wanderlust' came walkin' right out from behind Garrot's shop over there, plain as day, and went right up to the guy, almost within arm's reach. She was lookin' all cocky and crap, like she owned the place. I thought he was gonna lay 'er out and claim 'er right then and there, soon as 'is jaw rejoined the rest of 'is face, 'stead 'o hangin' around his ankles like that.
"Well anyways, she just comes right up like I said, strollin' all casual like, stops in front of him, and gives 'im this cocky little wink. Next thing ya know, she takes a drink from this vial and disappears just like that! I've seen some pretty crazy things in Greatgaunt before, but I thought that was pretty bold. Wish I'd had the presence of mind to jump 'er myself. I'd be a rich man today.
"What, you don't think I could take 'er? Pssh. Next time, just watch."
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Post by Dobian on Apr 4, 2011 17:24:22 GMT -5
The same message appears almost simultaneously on notice boards in towns and cities across Cormyr. They are all identical.
A message for The Wanderlust
A dead girl walks, and is looking for thee I could find you, or you could find me
At a place we once talked, you may remember You spoke of your friends, who were torn asunder
Seek out that place when the sun is high Is it a trap, or a way to survive?
The decision is yours, which do you choose? The dead girl walks with nothing to lose
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Post by Emerald Snow on Apr 19, 2011 21:05:52 GMT -5
Marishka Sinvraal (aka Tanya Steel) sits alone amidst the twisted shadows of the dungeons under the Great Hall, reading through piles of papers in a studious manner, pausing to kick the occasional rat that wanders too close . . . the doors to the Great Hall above open with a tortured creak, which rouses several inmates to emitting their own tortured groans . . . "Silence, you worms!" hisses Marishka as she stands from her reading . . . One of the Hall guards lumbers down the stairs . . "figured I'd find you down here, Inquisitor Sinvraal . . . " Without another word, the guard simply hands her an envelope and turns to leave. Marishka opens the envelope and takes out a two-page parchment. Reading over it, her eyes seem to grin a bit . . . She tucks the papers back into the envelope and grabs the rest of the papers, making her way purposefully up into the Great Hall's library to lock away the records she'd been reading through. Keeping the envelope on her person, she places the leather and metal components of her armor on, and secures her two blades at her sides . . . as she reaches the main doors of the Great Hall, she grins to herself . . . "perfect." The Geat Hall doors are thrust open . . . the exterior guard turns, but sees nothing . . . "hrmm . . . strange" . . . he walks over and closes the doors.
~
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Post by Dobian on Apr 25, 2011 20:59:23 GMT -5
The hooded female stands before the poster again, working on it in sharp motions with her hand. "You ask me to bring them to you and your friends on a platter," she says, "but you won't give me the one thing I ever wanted from you." Her arm shakes as she finishes her work. She looks up, her face a mask of shadow, then turns and stalks off. On the poster, Erynne's name has been scratched out, and above it, seemingly clawed in the parchment: BETRAYER.
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