[HQ Ignorance] Scene 53: The Longest Night, The Battle of Seguarane Forest

Lev Lafayette lev_lafayette at yahoo.com.au
Thu Feb 14 11:58:31 UTC 2008


Well the Telmori are in the very advantageous
situation (or so I've been told by Greg Stafford) that
they simply *cannot* be harmed by non-magical weapons.
So you don't need to spend any Hero Points on that.

Retaining your own consciousness during The Curse is a
bit trickier. Telmori aren't exactly known for their
willpower, so I'd say you'd have a default of 6 in
that ability; and the Cure is highly magical, so I'll
give that a default ability of 10W2. However I'll also
give you a +5 augment from the effects of Theonara's
drugs, so that makes it 11 vs 10W2.

So on average you would need to spend 2, maybe 3 Hero
Points, depending on which way the dice fall.

--- Kevin Johnston <runemaster93711 at yahoo.com> wrote:

> How many hp needed to let Knarl to keep his
> intellegence and controll during the curse so he can
> intelligently go for the vampires.  Also want to
> spend HP on defensive buffers like furstiff and
> shimmer so he is harder to hit.
>    
>   Knarl
> 
> Lev Lafayette <lev_lafayette at yahoo.com.au> wrote:
>   
> >From the knowledge you have of the Telmori, and
> wolves
> in general, in an enraged state they will chase
> their
> quarry. In theory you could actually lead them all
> the
> way to the undead army or any part of it. It would
> be
> *incredibly* dangerous of course, because you run
> the
> risk of being caught by both the Telmori *and* the
> undead army.
> 
> But it's as heroic as one could possibly imagine :-)
> 
> 
> --- Dougie wrote:
> 
> > I think the thing to do is, as the time
> approaches,
> > to sneak as close 
> > to the Enemy as possible,somewhere on the East
> flank
> > as suggested, 
> > and hope that the enraged werewolves hatred of the
> > undead will lead 
> > them to attack the right guys. In the meantime
> > Karala and Thaneora 
> > will keep checking the wolf warriors to make sure
> > none of them start 
> > to Change too soon and dose them up if need be.
> > 
> > When the time comes, Karala intends to lead the
> > charge mounted on 
> > her Dire Wolf with her Spirit Ally guarding her
> > otherworldly back. 
> > This will hopefully encourage the frenzied
> Were-Folk
> > to attack in the 
> > right direction and is probably preferable to
> being
> > in among the 
> > Cursed as they Change..
> > 
> > As for using burning the forests, Karala is aware
> of
> > the possibility 
> > of using her fire spirits but her animal nature
> with
> > its empathy for 
> > the natural world makes her extremely reluctant to
> > use this option. 
> > She will keep two of her fire spirits back however
> > and as a last 
> > resort will send them out to jump from tree to
> tree
> > and encircle the 
> > Vampire army in a forest of flames...
> > 
> > -:)
> > 
> > Dougie.
> > 
> > 
> > >
> > > Karala and Knarl: With the 3,000 Telmori, north
> > and
> > > east of Segurane, in a largely deserted
> Seshnelean
> > > walled village. The Telmori are due to 'awaken'
> at
> > 4pm
> > > and will then go into a murderous rage, such is
> a
> > > nature of The Curse. Karala is marking time very
> > > carefully :-) Attack 4 (6 enraged), Defense 2,
> > > Movement 4, Morale 3 (na when enraged).
> > >
> > >
> > >
> > 
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> > 
> 
> 
> 
>
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