[HQ Ignorance] Scene 90: Journey to Torang
Lev Lafayette
lev at mimesisrpg.com
Fri Jun 26 19:27:49 EST 2009
On Thu, 2009-06-25 at 23:36 +0100, Nic Hughes wrote:
> As the horse goes crashing down tipping Icthya out of the saddle Aalmon
> sighs to himself. If fate was having fun at his expense then this was
> becoming slapstick, having ridden half way across the world to rescue
> the elf she had managed to fall straight off her horse. No time to do
> much about it, those raiders were suspiciously fast for horses that had
> supposedly ridden hard for a day just to be there.
>
Heaven forbid that horse nomads would have... well, horse magic ;)
> He reached down and cast a Heal Horse spell onto Icthya's mount, it
> might still come in handy even if she would be overtaken by the time she
> could pick herself up and remount. He called to her as he kicked his
> horse back into a gallop "If you cannot keep up then I will come back
> for you as soon as I may."
OK, the Heal Animal spell is 17 with a standard resistance of 14 because
you're using magic (HQ p81). The roll is 4 (success) versus 15 (failure)
which means that Aalmon's magic will cure one level of injury.
Of course, that's a different challenge to the chase, which means in a
narrative sense the Nomads still won that one... So as you're applying
your healing magic to the horses leg, the Nomads will come at you.
There's three of them, as mentioned with bow and with lance. They're of
medium build and leather armour but the horses are certainly something
special. The bows are both large and seem to have incredible
flexibility.
You cannot help but notice that they're preparing arrows without slowing
down..
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