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Post by Deleted on Mar 1, 2011 20:17:56 GMT -5
(A poster hanging on the wall in the inns in Waymoot and Dhedluk)
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 20:18:12 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 Deleted on Mar 4, 2011 20:05:54 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 Dobian on Mar 30, 2011 15:48:13 GMT -5
The slender, hooded female twirls her staf while looking at the poster hanging in Dhedluk. "Now that I have most of my affairs in order, it is time to start looking for you. Now if I was you, where would I hide?"
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Post by Deleted on Apr 1, 2011 23:16:18 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 EDM Neo on Apr 2, 2011 10:20:28 GMT -5
A halfling woman wearing a blue, tan, and black outfit enters the Blushing Maiden in Dhedluk. Shaking some rain from her cloak, she scans the inn's common room and its occupants, apparently searching for something, before her attention settles on the wanted poster.
She approaches it, and spends a minute or so reading, before standing on tip toes to carefully remove it from the wall, again looking the room over to see if anyone seems to have taken notice or cares. She carries it over to the bar, and waving a hand a bit, tries to get the barkeeper's attention.
She offers a polite smile and murmurs quietly up at him, holding up the poster so he can see... after he answers her questions, she nods and smiles again, slipping him a hefty tip. She makes her way from the inn and steps around a corner, murmuring an incantation and disappearing with a woosh of air.
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Post by Deleted on Apr 24, 2011 17:17:09 GMT -5
Travelers arriving at Espar report passing a scene of violent devastation. Three ogres, they say, lay dead in the road just north of town, torn apart by fang, claw, and blade, and perforated with many arrows. Their lair was devoid of valuables, except for an old suit of studded leather armor left draped over an old skeleton, as if a looter discarded it. The only sign of casualties on the side that fought with the ogres was a faint trail of blood that led to Espar's northern entrance and seemed to end near the edge of town. The guard says he saw a panther come close to town, his jaws covered in blood, and then retreat back the way it came, but he saw no person with it.
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Post by Deleted on Apr 24, 2011 22:21:22 GMT -5
Two men ran through Waymoot and Dhedluk today, shouting, "Stop! You there! Stop!" No one was seen as the subject of their apparent chase. One of the men went to Dhedluk, asking after Erynne "The Wanderlust," if anyone there had seen her. No one had.
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Post by PilgrimSoul on Apr 25, 2011 13:46:15 GMT -5
*The two men, concealed in shadows sit in a darkened corner of the inn of Waymoot. Any eaves droppers close enough would hear an exchange of words, spoken lowly.*
"I failed to capture her. She ran right past me and managed to get away."
"What? You allowed her to escape? ...Disappointing... "
"She vanished without a trace before my very eyes."
"Yes...she is a slippery one."
"What now? You have told her too much"
"We will play her games a little while longer. Let her run some more, her time will soon be up.... She cannot hide forever."
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Post by Dobian on Apr 26, 2011 12:57:53 GMT -5
Another poem appears on notice boards all over Cormyr, tacked over the first. It reads:
The dead girl lives and has news for you Where should you hide, what should you do?
Word has spread that you’re a great fighter But even so the net grows tighter
You come and go without a worry or care But a black hand can reach through time to ensnare
Meet me at the place we last spoke When the moonlight shines on my red cloak
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Post by Deleted on Apr 28, 2011 9:14:31 GMT -5
A woman in a greyish white robe runs into the inn in Waymoot, takes a quill from the innkeep, and hastily scribbles a note, tacking it to the wanted poster. It reads:
"I don't know who you were in Suzail, but I don't want to harm you. But I WILL NOT BE TAKEN ALIVE."
*signed* Erynne
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