[hr][hr][h1][b][i][color=6ecff6][center]Updates[/center][/color][/i][/b][/h1] [b][color=6ecff6]Season:[/color][/b] Late Fall/Early Winter [b][color=6ecff6]Time Of Day:[/color][/b] Night, middle of [b][color=6ecff6]Weather:[/color][/b] Cool and damp, with a clear, open sky [b][color=6ecff6]General Ambiance:[/color][/b] AHHHHHHok, this is getting old. Tense, obviously. [b][color=6ecff6]Location:[/color][/b] Front lines, defending the Orc Cave [hr][hr] [u]Specific Resolutions:[/u] [i]Cyneburg:[/i] Cyneburg's plant growth spell kicks off marvelously. Basically, every plant within radius (that isn't a tree) is making life difficult for anyone and anything trying to move through it, especially any straggling skellys. Any movement very far from the ice wall is brought to an undramatic crawl. Four more people like you, and you can summon Captain Planet. [i]Calanon:[/i] A momentary slip in Mr. Elk's footing causes the first arrow to thud harmlessly into the wall of ice. Likewise, the second arrow finds no luck, embedding into the now invasive undergrowth wrapping around the skeleton you were aiming for. Sorry duder. This was not your best round. Better luck with the upcoming. [i]Kyra:[/i] The fletching of one arrow causes it to veer slightly off course. Both arrows seem to be attracted to the same skeleton; the first detonates it, while the second continues traveling through to nail another one caught up in Cyneburg's angry plants, the explosion spinning the arrowhead into yet another with equal, plant-shredding boomage. Hey, a three-fer! Way to go, Kyra. [i]Ntaj:[/i] Nothing particularly awful happens to Ntaj. I just wanted to put this here to mess with your head. [i]Lerraina:[/i] Good news and bad news. Let's go in reverse alphabetical order and start with the good: The first arrow nails a skeleton that wasn't mired down by the undergrowth, before it manages to nail a group of already injured Orcs. For whatever it's worth, congrats. Lerraina might just be labeled as Orcfriend among the surrounding tribes. Don't go putting that on a resume just yet, though - here's the bad news: The frost from the ice wall had gotten a bit out of hand, affecting the branch Lerraina's squatting on. Her boot squeaks out from under her, and she's fast on her way to meet the ground. I'd recommend exhaling before making connection. Hurts less that way. [i]Keystone:[/i] Is able to get back up. That's really the best news he has at the moment. [i]Sana:[/i] Welcome to the Wonderful World of Hypothermia! I'd show you around, but you're in no condition to move a whole lot. Sana is conscious, but getting colder rapidly. Her teeth seem to be tapping faster than Gregory Hines on Red Bull. Alive, but in bad shape. [hr][hr][h1][b][i][color=6ecff6][center]New Round[/center][/color][/i][/b][/h1][hr][hr] Those of you inside the wall of ice can still hear the occasional POP POP POP, but they're coming slower and farther apart. As are the shouts of Orcs, for better or for worse. As the seconds tick away, a profound quiet returns to the woods. Those of you outside of the wall notice that the skeletons have stopped running forward, and no more have joined the fray. There are a few caught up in the wildly inconvenient underbrush, but their heart (if they still had one) really isn't into attacking. Slowly, they try to turn about and return to where they came. Meanwhile, there are plenty of dead Orcs on the ground. Back inside of the wall, the vaguely humanoid mist stops its circular movement around the ward. It crosses over the wall slowly, its strangely illuminated eyes darting back and forth from Thomas to Sana, back and forth, back and forth, playing an awful game of Eeny Meeny Miny Moe, before settling on the compromised Gypsy. A horrifying grin splits its vaporous face, impossibly wide and terror-inspiring. The thing floats down steadily, secure in its own absolute control of the situation. It looks hungry.