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PostPosted: Mon Jan 16, 2006 4:30 pm    Post subject: Reply with quote

ethereal_fauna wrote:
It would be advantageous if we could mark the fleeing mages some way...either a charm or just the old-fashioned having them secretly followed by a couple of trusted soldiers. Lots of useful information could be found out that way.



I like that idea about putting a tracking device on the mages. There probably is some kind of spell of sorts. Either way, a lot could be found out from them. Maybe their base and location. But what would make this idea disastrous would be if they knew they were being tracked and lead their trackers in a roundabout manner. But that is me being the usual pessimist.

Shady Stoat wrote:
Do we get to know how far the caravan is from its destination?


I would think the caravan is still far from its destination. The group did not join the carvan group till last chapter, and then they are hit. So I would guess that the Sempa meant to hit the caravan early on, and they did. I would have done so if I were the enemy.
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PostPosted: Fri Jan 20, 2006 12:36 pm    Post subject: Reply with quote

OK Poll is up for Chapter 9.

To answer the query - the caravan is about a week away from it's destination. It's possible to do it in about 3 days on horseback, but the caravan moves slowly.

Trengin is out cold, and the remaining Sempa are making a run for it.

What does Roah and Srune do now?

  • Ignore the fleeing Sempa and concentrate on getting the caravan moving again.
  • Go after the Sempa alone and tell the soldiers to get moving
  • Go after the Sempa with some trackers, and soliders - get the caravan moving
  • Go after the Sempa with trackers and soliders - tell the caravan to stay put until the threat is sorted.
  • Abandon the Caravan to get Trengin to a healer as soon as possible (the nearest town is a day away)

Happy Voting. Smile
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PostPosted: Fri Jan 20, 2006 12:52 pm    Post subject: Reply with quote

The threesome joined the caravan party to protect it. I think Scrune and Roah should finish that purpose. And besides, it is unlikely the remaining Sempa would reveal anything if they were caught. I all for the idea of just ignoring the Sempa and getting the caravan to its destination. And beside Trengin is out cold, and needs help.
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PostPosted: Fri Jan 20, 2006 1:30 pm    Post subject: Reply with quote

No option for staying with the caravan, and sending trackers to tail the Sempa?
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PostPosted: Fri Jan 20, 2006 1:30 pm    Post subject: Reply with quote

voted to keep the carevan moving after some thought

and - as chinaren says i say - i'm winning*

*along with everyone else
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PostPosted: Fri Jan 20, 2006 1:33 pm    Post subject: Reply with quote

I've added another option that'd I'd forgotten.

If you want to change your vote, let me know.

Happy Voting. Smile
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PostPosted: Fri Jan 20, 2006 1:38 pm    Post subject: Reply with quote

Thanks. Smile Went for staying with the caravan and having trackers tail the Sempa.
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PostPosted: Fri Jan 20, 2006 2:19 pm    Post subject: Reply with quote

The caravan is key - its cargo can make the difference between defeat and victory, so it must be protected. If trackers can tail the fleeing Sempa without getting killed, so much the better. I voted for the last option.
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PostPosted: Fri Jan 20, 2006 2:22 pm    Post subject: Reply with quote

Curses. I had thought of fauna's idea earlier today, but didn't see the choice, so I voted differently. Okay, in spirit, I am all fo the idea of staying with the carvan, but sending trackers to tail the Sempa. Sad
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PostPosted: Fri Jan 20, 2006 2:23 pm    Post subject: Reply with quote

Rave - I'm sure I can cope with deducting one from the top option and adding it to the bottom.

Is that what you'd like to do?
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PostPosted: Fri Jan 20, 2006 2:27 pm    Post subject: Reply with quote

Can you do that? That would be great. Thanks, Smee. Cool
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PostPosted: Fri Jan 20, 2006 5:34 pm    Post subject: Reply with quote

I also voted to send trackers after the Sempa, but stay with the caravan. As important as the Sempa and the caravan are, they can't afford to let either go.

~sunny
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PostPosted: Sat Jan 21, 2006 3:31 am    Post subject: Reply with quote

*raises hand*

could you do that for me as well, take one from the top and add to the bottom please?
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PostPosted: Sun Jan 22, 2006 4:53 pm    Post subject: Reply with quote

Adds another request to move my vote from option 1 to the last option Smile
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PostPosted: Tue Jan 24, 2006 9:04 am    Post subject: Reply with quote

Hey Everybody

Chapter 10 has just been posted here. Smile

As it's a Tuesday I will take it as an opportunity to get back on my original schedule.

So Discussion until Friday, and then Poll until Sunday.

Next Tuesday you'll find out what happens to Trengin and Co.


Happy discussion Smile
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PostPosted: Tue Jan 24, 2006 9:38 am    Post subject: Reply with quote

Excellent chapter, and it's great that you captured the mage alive. I'm sure the elders will be pleased by that. I'll consult the war room and return with some suggestions. :biggrin:
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PostPosted: Tue Jan 24, 2006 10:48 am    Post subject: Reply with quote

i've read it, and i'll come back with more suggestion later

however for now, i think he should definatly keep the mage alive, he is heavily outnumbered and it can't be that hard for all of you to keep him sedated and in your power

the eldars are already not going to be happy with you for letting a chosen die, and bringing back a mage alive could well improve your standing with them

get back to you later with more
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PostPosted: Tue Jan 24, 2006 10:53 am    Post subject: Reply with quote

Nice chapter, Smee.

Quote:
With an annoying sigh my second nodded his understanding and moved back into place.


I was trying to understand this sentence as I read it. Is the second annoyed after hearing the long orders? Or does the sighs his second constantly gives annoying?

So you have the mage, thats good. Like everyone else has said, the elders will be pleased. I will post later if any ideas come up for what to do next. One choice probably will be to leave nobody behind.

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PostPosted: Tue Jan 24, 2006 11:01 am    Post subject: Reply with quote

Thanks Rave - fixed. Smile
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PostPosted: Tue Jan 24, 2006 11:07 am    Post subject: Reply with quote

Good chapter - again Very Happy

I'd say keep the Mage alive, but have someone keep a very close eye on him. At the first signs of life, whack him unconscious again. If in doubt, whack! Shocked

As for the rest, I think you'll have to leave your second here to guard the bridge, along with two, preferably three of the younger mages. They'll recover more quickly than the older ones, and if less of them are here, they'll need to uphold their energy as much as possible. Experience may well count for less than resilience when defending this bridge. Four people total allows two to rest and two to keep watch.

The rest can go back and send reinforcements as soon as possible - providing that the Teachers let them live, of course Very Happy
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PostPosted: Tue Jan 24, 2006 11:12 am    Post subject: Reply with quote

and make sure the fire mage is pne of the ones with you - afterall he was tempted to desert
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PostPosted: Tue Jan 24, 2006 4:27 pm    Post subject: Reply with quote

I agree with Stoat Smile
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PostPosted: Tue Jan 24, 2006 4:49 pm    Post subject: Reply with quote

Excellent chapter (as per usual). Capturing a live one instead of destroying them all will help the Sempa tremendously, especially as it's a mage. He can be tortured to reveal who his companions are (if he has any) and if they have anything to fear from other magi. Just get back to the Elders...and quickly, before your little party gets interrupted.
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PostPosted: Tue Jan 24, 2006 5:45 pm    Post subject: Reply with quote

Can't you send a message for reenforcements somehow? If you are going to hold the bridge you would need some anyway at some point.

Keep the mage alive and take him back for... questioning.
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PostPosted: Tue Jan 24, 2006 8:50 pm    Post subject: Reply with quote

How far is it back to the Sempa? If we're talking a journey of days, we'd better figure out something to do with this mage. Whacking him every few hours isn't going to cut it - we can't be sure that we'll be able to tell when he comes to consciousness.

Maybe we keep him blindfolded, hanging upside down and with ears plugged. If he doesn't know where anybody is, he can't direct his attacks.

Or maybe there's a way to keep a magical shield around him so that he can't attack out, similar to the shields where no one can attack in.

I agree that we should keep a few behind to stand guard. They should hide well, and make sure that no one who approaches leaves alive. The longer we keep our enemies not knowing about their defeat, the better.
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PostPosted: Tue Jan 24, 2006 9:00 pm    Post subject: Reply with quote

Yay, new chapter!

It's very good you got the mage alive (though not for him Sad ) so try to keep it that way. You and the captive should head back, along with Teron, so you can keep an eye on him. Also take most of the others with you, but leave some to guard. Four seems a good number, as said earlier. Mulim seems a good choice, as he seems reliable. Perhaps Kewor as well, but I'd be wary of him. Just a feeling I had.

Also, if you do leave some of your team there - don't make it obvious. Keep them hidden, and always on the lookout for the extremely unlikely survivor, or anyone coming to investigate. Eliminate any unwanted visitors.

How far is the bridge above the river below? Is it at all possible that a soldier could have jumped off, and survived? I can just imagine him floating downstream to be rescued somewhere and start spreading the story of how one of the Sempa was killed...not that they could plausibly do anything about it.

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PostPosted: Tue Jan 24, 2006 10:39 pm    Post subject: Reply with quote

Quote:
By nightfall everyone had prepared to leave and I'd ordered an immediate departure. With Margn guiding and Jarvis scouting out a head we made fast progress, and managed to avoid contact with anything crossing our path. Once during the journey a lone traveller was discovered but by the time the main group had caught up to Jarvis he'd taken care of him; a small pile of dust was the only remaining trace.

We rested during the day in an area of woodland. We cycled a guard to maintain a wall around the camp whilst we slept, but encountered nothing more dangerous than a passing elk. As dusk arrived we continued the march and just before dawn we made it to a good place for a camp.


2 nights (days) travel to get back.

Quote:
Or maybe there's a way to keep a magical shield around him so that he can't attack out, similar to the shields where no one can attack in.


That's more or less what's round him at the moment. It's no easy matter holding it for 2 days though. Everyone is weak from shifting rocks as it is.

Blindfolded, upside down and plugging ears sounds impressive, although I'm not sure he's too interested in targeting his power, just obliterating everything near him.

Quote:
Can't you send a message for reenforcements somehow?


No. None of your team has scrying powers, they are considered impossible although Trengin has developed some to a limited degree.

You were given a full squad of 12 to get this job done, which includes keeping it secure until you've reported back.


Some excellent thoughts people, thanks for reading. Smile
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PostPosted: Wed Jan 25, 2006 5:07 am    Post subject: Reply with quote

The latest poll for Trengin is now closed.

With an overwhelming majority and 11 votes you have decided to Send trackers after the Sempa and get on with moving the caravan. Trengin will be looked over by the field healer. Look for this chapter next Tuesday (31st)

Thanks for all your contributions and votes.

Happy Reading Smile
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PostPosted: Wed Jan 25, 2006 5:32 am    Post subject: Reply with quote

Hey Smee: isn't Kewor dead? You said "the elders wouldn't be happy with Kewor's death" or something like that, and then Norral spoke to Kewor. Also, that would mean you only have eleven on your squad now.

Don't leave fire-boy to wait for reinforcements. He was already considering deserting. I would leave the second, though (whether or not its Kewor) because someone who stays needs to be in charge. Other than that, I don't know.

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PostPosted: Wed Jan 25, 2006 5:42 am    Post subject: Reply with quote

Suneila wrote:
Hey Smee: isn't Kewor dead?

Karak was the mage that died.
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PostPosted: Wed Jan 25, 2006 8:45 am    Post subject: Reply with quote

Thanks Sunny - sorted it.

It's the two names beginning with K - I knew I should have avoided it. Wink
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PostPosted: Wed Jan 25, 2006 8:53 am    Post subject: Reply with quote

get the fire mage to oblitorate karaks body so that no one who comes along later will know a mage died, it's easier than lugging it back with you or buring it
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PostPosted: Wed Jan 25, 2006 8:57 am    Post subject: Reply with quote

Norral has already dealt with the body whilst absorbing the powers.
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PostPosted: Wed Jan 25, 2006 9:00 am    Post subject: Reply with quote

It seems prudent to keep the larger part of your group at the bridge, along with the captive, and send two to report back to the elders. Two can move swiftly, and the elders hasten to question the enemy captured, rather than a group trying to haul a reluctant mage somewhere.

If Norral stays behind with his command (and his captive) and begins an inquisition, then Kewor and another could report (Kewor is second, and should be capable of reporting to the elders). The elders may just expect Norral to handle the captive anyway. Although the Sempa are tired, so is the captive. Keep him worn down without allowing adequate time for recovery.

Finding the source of the bridge shield is another priority. If you could discover how that works, then you might just be able to use that information to your advantage while holding the mage captive. If he is placed into a personal version of the bridge shield, he wouldn't be able to cast magic out onto you from within, correct? Or perhaps a personal version for whoever is questioning the prisoner at the time, to keep him from casting magic in.

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PostPosted: Wed Jan 25, 2006 9:08 am    Post subject: Reply with quote

Quote:
Norral has already dealt with the body whilst absorbing the powers.


i knew that
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PostPosted: Wed Jan 25, 2006 12:34 pm    Post subject: Reply with quote

Fauna is right that most of the group should stay behind, but I think Norral needs to return. He is the leader, and is therefore accountable for the both the death of Karak and the capture of the other mage. He should take fire-boy and one other with him, leaving the other eight to guard the mage, and possibly find out the source of the bridge's protection.

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PostPosted: Wed Jan 25, 2006 2:55 pm    Post subject: Reply with quote

Norral should stay and secure the bridge. His command isn't over until the bridge is completely secure and the elders have been made aware of the changes in the enemy's tactics (such as having a mage on their side). It would not be wise for him to leave what had just been won, through great difficulty and loss. Especially if the captive is to stay behind. Too much could go wrong.

Norral doesn't need to be off playing page boy, even if it is an important message to deliver to an important audience. His second in command can do that.

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Key
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PostPosted: Wed Jan 25, 2006 10:07 pm    Post subject: Reply with quote

I think Norral should return with the enemy mage and most of his squad, leaving four behind to secure the bridge. The appearance of the enemy mage is potentially of huge importance in this war, potentially even more so than the bridge itself. Which to me means:

- Given the importance of what just happened, informing the Elders is also an important duty, and one that Norral shouldn't shirk or leave to others.
- The Elders are going to want to put the mage in a secure position and interrogate him as soon as possible. Norral and his squad of 12 are not able to do either of those things well, so his first priority should be to get him to the Elders.
- Watching the enemy mage is probably harder than securing the bridge, so Norral should personally see to the more difficult task.
- Given the scope of the force that we've just defeated, it's unlikely there's going to be a serious challenge to the bridge in the four days it would take to go back to the Sempa and send reinforcements. So it is probably safe with four mages.
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PostPosted: Thu Jan 26, 2006 2:27 pm    Post subject: Reply with quote

What a flip-flopper I am. I agree with Key. Norral should take all but four of his squad with him, along with the enemy mage, to meet with the elders. (for some reason, I had only thought through the possiblities where the enemy mage stayed at the bridge.)

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PostPosted: Thu Jan 26, 2006 5:05 pm    Post subject: Reply with quote

Trying to transport a reluctant mage is going to be a poor idea, as is leaving the bridge behind with four tired Sempa. Travel increases the possibility that the mage might escape; it's more likely to be successful if Norral secures him at the bridge.

Leaving the bridge behind opens up greater possibility for soldiers to move in and reclaim it. Their fighting tactics aren't hindered at all by the bridge shield, and who knows whether or not more soldiers might arrive to reclaim the lost bridge. Surely no one escaped to spread the news that the bridge was captured, but while the commander (in this case Norral) is off playing glorified messenger boy trying to haul his prize back to the elders, this important bridge is going to attract some attention when no one reports to different outposts or units.

The soldiers at the bridge weren't a lone or isolated force, and their sudden quiet and absence is soon to get noticed- and it's doubtful that it'll take more than a day or two for someone to suspect something. In that time we don't want Norral off struggling en route to the elders, combating some captive mage intent on escape or suicide. Then the loss of Karak and all the effort expended at the bridge will be for nothing- not exactly impressive to the elders regardless of how smart you look reporting back to them (with the job half-finished).

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How does Norral answer the guard?
Humbly deny all knowledge of any Sempa?
42%
 42%  [ 3 ]
Explain that your fire was throwing up a lot of sparks last night? Easily mistaken for fireballs at a distance.
14%
 14%  [ 1 ]
Sempa killed your family. You're heading straight to the Capital to complain and demand recompense?
28%
 28%  [ 2 ]
Author option (DO NOT USE)
14%
 14%  [ 1 ]
Total Votes : 7
Who Voted: algu95, Chinaren, D-Lotus, DeadManWalking, Key, Reiso, Smee

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