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Muddle in Middlesea
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= Current State = == From memories and the first merge experiment == * The Pirate Queen is on the ground in (location), covered in blood. (Noted by Gale.) * Sergeant Susie is badly injured; she is fighting an orc who is uninjured, and several fallen paladins lay around her. (Noted by Diomarch) * A dwarf (Flint, with Federico) is chasing a redcap (Custard) who is running away. A green potted plant is spewing amnesia mist; the sigils on the plant include Silenalania. (Noted by Scout, embellished with Alexa.) * Westly (fox pooka) is in the Yellow zone somewhere but is hard to see. (Noted by Scout) * Vrok (troll) and Astros (high elf) are together - Vrok is guarding Astros while Astros does some sort of green counterspell. * There are several dead cataurs in a room with several dead saurians, and a couple more cataurs running through the keep. (noted by Nesh) * Luigi is barricaded in a room with a wall blocking it; some other non-named Orange delegates are also there. (noted by Stella) * There's a Yellow zone that's hard to see/changing even though time isn't passing; speculation is there's an Unreality effect going on there. * A Blue mage performed an extra-effort Blue spell to make all of Middlesea one battlemap. They are probably/possibly in the midst of a Berserker rage, as a consequence. (Discovered in [[Second Run]] by Gale when she did her own wild-blue-spell on the battlemap.) * An area of effect Green spell is spraying amnesia mist everywhere. (Noted by Lutenania, scout for Their Majesty of the Plains.) * An Oasis miracle of isolation is in place. (Noted by Scout.) * A Time miracle of some sort is in place. (Noted by Bordan, priest of Rush.) * There are a whole bunch of orcs (Noted by flyover in [[First Run]].) * There are lion prints on the outer wall. (Noted by Nesh.) * There are slith tracks sneaking into the keep. (Noted by Vidan.) * There are more than ten "sides" involved, but that might include factions within delegations; e.g., there are five separate delegations from Red, one for each kingdom and one for the Paladins of Rush. It's not clear whether those count as five different "sides".(From Bordan.) * Baron Volstak took a lot of damage right before the timestop, which was shared with Duchess Zerbina over the lifelink (she has healed since). She is concerned that he be gotten to ASAP when the timestop breaks. (Shared by Duchess Zerbina. This is a secret.) ==From the visit with [[Alexa]]:== "The Orc" is the Avatar of the Breaker. He gets to take actions while we are visiting. He has so far had four actions - one in our early experiment, three with Alexa. * There is some sort of cheating effect to make the "army combat" be a large orc unit against a Middlesea unit, without other factions like the Yellow centaurs and the Pirate Defenders being units. * Marek's effect broke the army combat into one battle in which everyone is all in some sense on the same hex. * Baron Volstak was stabbed as a sacrifice in a four-priest ritual and is currently being healed not very professionally. * In a different ritual room, now empty except for the dead redcap: **Scout was unconscious on the floor over there **Two redcaps (Cream and Custard, the halflings from Green, turned out to be redcaps) doing the ritual with Silenalania **Flint and Federico and Vidan and Diomarche came in, and there was a fight. Flint and Federico killed one of the redcaps. **Silenalania ran off with the Spirit of Middlesea. **Flint and Fedrico chased the redcap **Vidan and Diomarche dragged Scout in the other direction Gale's battle diagnostics with Alexa: *The orcs are winning. *The <REDACTED> are losing *The <OTHER REDACTED> are doing fairly well but they aren’t really in the battle. *The cataurs have mostly lost. *The goblins have left the field with their win. *Orange Teams 2 and 3 are losing to <OTHER REDACTED>. (This is a different scoreboard; they are only in this battle because Marek put everyone on the same battlemap) *Vidan’s allies are about breaking even. What needs fixing? * Bringing Middlesea back probably need fixing. The Goddess thinks that Spirits are iffy, but better than Demons. * Don’t let Volstak die. * Don’t let Cara die. * Don’t let the Prince of ‘al Jabar die. * Marek is not in immediate danger, but if he dies, this will turn back into an Army combat, and the orcs will crush everyone. So don’t let him die, or leave, because his magic effect is keeping us in personal combat. * The Artifact for Breaking Orange probably shouldn’t be allowed to leave. (That’s fuzzy, something is defending that.) * Cataurs are unlikely to successfully kidnap Nesh. * There are slith here. * There’s a goblin, but it will probably be handled. * Catching the half-orc assassin would be good. It’s not clear if the assassin is a half-orc or just working for the half-orcs.
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