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frprojects ([personal profile] frprojects) wrote in [personal profile] faderifting 2018-10-05 03:32 am (UTC)

ASSIGNMENT DETAILS

WHAT: Evacuate the Chantry in Mont-de-Marc

WHO: Galatea

HOW: When we rolled for the success of this mission, we got a 6 out of 100, where 50 was the threshold for success, so it is not going to go well! But first, Galatea and her team will be able to successfully reach the Chantry as long as they exercise reasonable caution, albeit with at least one close call with Ander scouts that delays them a few hours.

Once they've reached the refugees they'll discover two things: first, that about half of the refugees, convinced no one was coming for them and spooked by a stray darkspawn that attempted to get into the Chantry, have already left; second, that many of those remaining remained because they were old, young, or sick, or injured. Mother Hortense will have remained behind with them but lost several of her answering Sisters and the Chanter to the first departing group.

Unable to use the roads, the team will have to attempt to guide the refugees through the hills and scrubby wilderness bordering Orlais' western deserts without attracting notice, which will require staying quiet, keeping low, and not using lights in the dark. Some of the refugees will admit—honestly—that they can't make the journey and turn back to Mont-de-Marc after about an hour, accompanied by an elderly Sister.

The real disaster will occur not long afterwards, when the party will come upon those who left before the Inquisition team arrived—nearly all dead, and unreachable, as they're surrounded by darkspawn, who appear to be eating a couple of them and hanging a few others from the trees. The civilians traveling with the Inquisition will panic at the sight and, despite the best efforts of Galatea and her team, some will attempt to run to their aid and be immediately cut down by darkspawn, while others panic and scatter or try to turn back to Mont-de-Marc.

Attempting to bring them back, if they do, would only draw more attention and cause a group of darkspawn break off from the main pack, forcing the team and the remaining refugees to quite literally run for their lives. Allowing them to go while keeping those who remain quiet would go better and at least get them more of a head start. Regardless, the darkspawn—either dagger-wielding shrieks or hurlock archers, all capable of seeing in the dark—will pick off at least a straggler or two before finally giving up after a couple miles.

The remainder of the journey will not be easy but will be uneventful, barring any corruption in those who had close encounters with the darkspawn, and the team will ultimately be able to escort the remainder of the party—roughly half the number that they set out with from Mont-de-Marc—to safety.

OOC NOTES: Galatea is the only character assigned to this, but she can bring up to seven people with her, and if you have fewer people than that you're welcome to fill out the party with NPCs from Skyhold as needed, especially if you make them endearing and then kill them. Keep in mind that you also aren't required to RP the action of this and can RP the aftermath or discussion of the aftermath if necessary. If you would like the mission to go badly in ways not described here then that's likely fine, just check in with us about it!

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