What do you prefer?
Alright. You'll be playing the game on the Brutal difficulty instead of Easy. Enemies are extremely difficult and drops are scarce.
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off topic, we can have a Mafia game too if many people are interested, I have quite a bit xp as a GM
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good. I'm thinking about starting with a simple game then increasing complexity with future games
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Well, I still have some stories running here and I can't really start anything new until I finish them. But feel free to hold your own adventures with others on this thread.
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Yeah, I'll start after Summer Sale ends so that people have more time to engage in activities.
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Learn the Mylian language from the librarian and contemplate why replying is broken.
DuckyofWar
Your contemplation only raises more questions than answers. It takes you a week to learn the language.
Realize a new string has been applied to reality and then grow blissfully unaware.
With the ability to read in hand, begin to learn all the books in the library.
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To learn all the books in the library, it would require more years than you can think of. You are able to read 1 book every 3 days factoring in the time for your job and other important functions like eating and excretion of bodily fluids.
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Inquire with the librarian on important books, as well as books covering current events with the warring nations.
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She brings you 12 books detailing the history of the land and current papers by various scholars to help you get the grasp of the land's past and present.
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Begin reading the books at night, while reviewing the papers during free time during the day.
Reflect on current local knowledge, medical ability gained from working with doctor, and sexy local females.
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You gain 10 points in smarts. A week passes. The doctor is leaving town for a few weeks. So you need to find some other source of income.
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Use smarts to impress women.
Inquire around town for job vacancies or odd jobs to fill time during book research.
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You manage to impress a few ladies.
There is a job opportunity at the:
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Inquire at the orphanage for work. Short-term goals: share knowledge with children. Long-term goals: indoctrinate children into cult-like/gang-like structure of supporting myself as leader and each other as family labeled the "Dragon Mentor Society".
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You choose to work at the orphanage but your application is rejected as you have no experience with children. Also, telling the interviewer that you plan to indoctrinate the children into a suspicious cult, did not swing the verdict in your favor.
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Remind self to keep inner dialogue... inner.
Apply at butcher, as surely butchering animals isn't too different from surgery on humans.
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The butcher looks at your small frame and wonders whether you have enough skill to butcher animals.
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You manage to perform a hysterectomy on a dead pig. The butcher is not impressed. You have surgical skills not butchering skills.
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Offer to debone animals, tenderize and prepare meats instead of performing the special cuts of the meat. Surely the butcher would enjoy having someone else do the grunt work.
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Similar pay to previous wages with doctor, and able to practice skills after closing on any meat that would otherwise be thrown out.
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The butcher agrees and tells you start working on the meat in the bucket in the corner.
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You work the meat. It takes you 2 hours to finish with all the meat in the bucket. After you finish, you wipe your brow and feel relief at having finished a day of hard work. Your relief is short-lived as the butcher presents another bucket of meat.
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The thread is still going on. If you want to start your adventure just leave a comment. If you'd like to join someone else's adventure, you can ask the person yourself. Though, I never ran joint adventures before.
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Anyone can join. Sharing is caring and I care about my rubber ducky.
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Ponder why I thought two hours was worth a day of hard work.
Continue working the meat and listening for any customers and conversations with the butcher.
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You don't know why you thought that. Maybe it was a twisted sense of time.
You work the meat and eavesdrop on butcher convo's. You do not hear much of interest.
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You continue to do so, until the your day ends. You learn nothing. This town is quite boring.
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Receive pay from butcher, clean self of animal bits and blood, spend some time at library before returning to room at the inn, and making notes of anything interesting from borrowed/rented books.
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You receive 2 coins from the butcher. He appreciates your hard work. You make your way back to your hotel room and take notes. There is a knock on the door.
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Not sure whom to expect, but answer the door hoping it's one of the more attractive ladies that were impressed by my smarts earlier.
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You are disappointed. It's the clerk from the front desk. He gives you a note someone left for you.
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Thank clerk for bringing the note to attention and close the door.
Sit on bed, and read the note.
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The note is in code. You cannot decipher it but it looks familiar.
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Grumble at the encoded message. Try to recall why it is familiar.
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Perhaps the librarian will be of assistance. Check if the library is still open.
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Bring the letter and some writing materials to the librarian, perhaps that individual is able to decipher the message or suggest where to look in the library at solving it on my own.
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She sends you to the code-breaking section which surprisingly has a large collection of books. She mentions that this code is a bit obscure so you'll need to look through the advanced books to find it. Skip the basics.
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Wonder why someone would even send you such an advanced encoded message.
Start sifting through the advanced cryptology section.
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Maybe it's a super duper secret, you think, as you go through the books. The first 15 books yield nothing and 3 hours have passed. Your eyes hurt and you are tired. Do you wish to continue?
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Spend one more hour searching, and borrow any books that may be useful to study back at the inn.
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You finally find a book, detailing the process of Vitrin code-breaking, which looks familiar to the note. It looks like a lengthy process. Sleep or decode?
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Contemplating the possibilities... the note could be urgent or it could wait for the morning.
Decide to try to decipher the first few letters or words to sense if the message is imperative or something best solved with a fresh mind.
If not seemingly dire, rest for the night. If life-threatening, finish cracking the code.
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The first five letter word takes you fifteen minutes to decipher. It says, "Hello".
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Rest for the evening; and try to figure out the rest of the message in the morning.
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You go to sleep and wake up at noon. You overslept. You spend 2 hours deciphering the note. It reads,
"Hello, traveler. I have an important matter to discuss with you. Your arrival here has caused a stirring among the secret sects, working in the shadows. Your life is in peril. Meet me in the market at 8 in the morning. Come alone.
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Wonder why you're just now getting the note after being in the town for some time, as well as being alone. Who did this person think would be brought along?
Head to the market to see if the mysterious person is still around.
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You go to the market and wait for an hour. No one comes. You decide to head back home. As you walk, someone bumps into you. The person, hooded, apologizes and walks away.
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Check pockets for any notes or stab wounds.
Follow the hooded figure.
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You find another note in your pocket. You look up to follow the mysterious person, but he (or she) has vanished.
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Check the note; if encrypted again, head back to inn to decipher.
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The note is encrypted. The same code as before. It takes you half the time to decrypt. The note reads,
"You missed our last meeting. I guess, it was partly my fault since I encrypted it so heavily. I was under the impression that you were familiar with the code. I can't afford to take any risks. You are being watched. Meet me tomorrow at noon at the market."
Vigil
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Erase the translation, head to butcher's to work for the rest of the day, in addition to the usual library visit and reading.
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You go about your day and it passes without event. It is now night.
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Rest for the evening to wake up early in preparation for the meeting.
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You rest for the evening and wake up at 9 a.m. Still a few hours to go.
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Begin an encrypted note: "Contact. Merchants. Sun in half sky. Note found; author dead."
Fold the note and leave it on the table.
Head to the market to meet with "Vigil".
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You place the cryptic note on the table, hoping that things don't become as drastic. You head to the market and wait. You are 10 minutes early. After observing your surrounding, a blonde man passes by you and whispers, "Follow me."
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Act nonchalant and wait for a moment before slowly following the blonde man.
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You act normally and inconspicuously follow the man, walking 10 paces behind. The man turns a corner near the pub and you lose him for a moment. You accelerate to catch up and see him enter the pub through the back. You follow and find him, standing in the dark corner.
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Casually order two mugs of ale and offer to sit with the blonde man.
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The man does not sit down nor does he drink. It seems serious. He motions you to follow as he slips into a backroom. As you enter, he presses a seemingly random brick in a the wall. It falls in and he inserts his hand. Shortly after the wall slides, revealing a hidden room behind. Shelves line the wall, brimming with knowledge, and a table is in the centre, swathed with maps and charts. Another door leads off somewhere. He climbs a ladder near one of the shelves, looking for something. You stand by, waiting.
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Say nothing and wait next to the table, closely examining the maps and charts.
Glance at the suspicious man, asking if he requires assistance looking for something.
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The man does not respond. He seems lost in his search. He tells you to make yourself comfortable, as he pulls out a large sheet of paper. He pushes everything off of the table down to the floor and places the sheet on it. He hands you a red book with black, elegant writing on its cover.
"Read the book. It'll help pass the time and maybe you'll understand why I brought you here."
You look at the book. The title reads "The Few Among Us. A descriptive analysis on the gifted by Charles Welsh.
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Look the man over, feeling the cover of the book before opening it.
"Pass the time? How long is this going to take?"
Begin reading the book while conversing with the man.
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You try to converse with the man but he does not respond. He seems lost in his own world.
You read the book which starts with the story of the Wilted. These Wilted were once part of a great group of mages who fought off the demons that lived behind the Veil. Many centuries ago, the Veil was badly damaged causing the entry of the demonic into this world. The mages fought but they were being steadily overwhelmed. The situation was bleak, when 5 mages stepped forth and went out to search for the gems of Aetheria. These gems are said to possess great power. Months passed, without sign of the mages, and the demons stood at the threshold of the Citadel, the haven of the mages, ready to destroy them. As the demons broke down the door, the mages appeared in a blaze of light. The 5 drove the demons back and repaired the Veil. The Citadel rejoiced at the victory, not knowing that the power of the gems of Aetheria had had an effect on the 5. They were corrupted. They believed themselves to be above mere humanity. But some part of them, the part that still possessed light, forced them to go into exile, to prevent anything bad from happening. Thus, the 5 left for exile, ultimately separating and living normal, humble lives. The gems were still in their possession and their power was embedded into the beings themselves. Now, their few descendants, known as the Wilted, possess great power and thus great responsibility. They carry a mark with them, revealed with proper incantations.
The man yells, "Voila!", obviously finding what he was looking for and runs into the other room.
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Remain silent from the brevity of the situation.
With a sullen face, look over to the stranger.
Close the book, followed with a deep breath. Place the book on the table and follow the man into the unknown room.
Ask despondently, "What... what did you want with me?"
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He stares at you with surprise. "Did you read the book? Did you understand what it said?"
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Respond cynically, "Understand? Sure, I understood there's evil stuff out there and some best of the best mages ended the threat. But do I understand what's going on now or why I'm here or how truly powerful the mages are, or the gems, or the demons? No on all accounts."
Shift forward, speaking sternly, "But I'm ready to understand if you're ready to teach me."
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"To learn, you need to first understand what you are. That book wasn't just light reading. Wait foe a few minutes, while prepare the incantations. Then, you'll know why I called you."
He digs through the rows of shelves containing strange herbs and other materials. From individual containers, he takes single items crushing them in a mortar and pestle. He continues to speak while he does this.
"I know you don't remember but you've seen me before. It may have been a passing glance, but our paths have crossed before. I, first, saw you at a bar at evening. I didn't pay much attention to you, until I saw the bartender staring at you. I looked and I saw a marker on your neck. You left before I could talk to you, but I realized that you're one of the few off-springs. Your mark appearing without any incantation shows that something is wrong. But to unlock your power, the mark needs to become a permanent addition."
He lights a torch and places it in the middle of the room.
"It's ready. It's your choice. If I read the incantation, the mark is revealed and you will now why I brought you here. It will hurt though. Or you can leave now. I won't follow."
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Place both hands on face, rubbing mouth and chin before speaking slowly, "What's the great responsibility if I accept such power? What do you gain from me doing this?"
Rise slowly from the chair, adopting a slight accusatory tone, "Why does it matter to you, and why would you bother helping a complete stranger?"
Begin pointing at the man, stern intonation overtaking, "If I am one of those things, then WHO ARE YOU!?"
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"I was a friend of your mother's. Together we learned a lot about magic. About what and you are. I know I've been withholding information. But rest assured, you'll know everything soon enough. Your power is beyond imagination. Only a few people have access to it and what they decide to do with it is what sets them apart. There is a war going on. Two nations fighting for supremacy. Others like you have taken sides, but they do not know the power that they wield. The gems that gave them their abilities are now defunct, useless. Those gems, according to ancient lore, belonged to a powerful demon. Many of the chosen are in the process of forming connection, gaining power to summon Belthar into this world; to start the end. You are to restore balance. You ask who I am. Why I do this. I am your father."
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Trying to recall memories of my youth turn up empty, blank... meaningless.
"I am to restore balance? How would I be able to do this against so many others like me?"
Father... my father? How...
Sit back down into the chair, leaning back with a loud sigh, rubbing eyes, followed by scruffing up hair.
Face 'Father', speaking with a bitter tone, "Let's get started."
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The man looks at you. He leaves the room for a few seconds and comes back with a picture. Silently, he hands it to you. It is an old faded photo of a man and a woman standing in front of a cherry blossom tree in bloom. The woman is holding a baby in her arms.
"Your mother was beautiful. But more than that, she was smart and kind. I miss her so much. She was like you. One of the descendants. Not as powerful as you, but still strong. She set out to restore balance. She was murdered by one of the chosen. Finish what she started."
"Ready?"
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Place right index finger on the woman's face, rubbing slightly, moving downward to the cradled infant. Examine the male in the figure closely, before looking back up to 'Father'; comparing the likeness.
With a touch of melancholy, utter softly, "Doesn't sound like I have much of a choice; even if I can't remember either of you, I'll do what I can to make things right."
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"Good. I'll start the incantation. It will reveal the Mark of Power. It will hurt but every chosen has to go through it. Even your mother. Here."
He hands you a leather band to bite down on. He spreads a bedding on the floor.
"It helps. Lie down when you're ready."
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Take the band, placing it in mouth, biting down a few times to get a "comfortable" position.
Sigh deeply before resting upon the bedding, nodding to the man to begin the incantation.
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The man mutters words that you cannot comprehend and the items in the pestle ignite with a black flame.
"Practe Bigi Nar "Ardescat"
He places the burning pestle beside your head. He takes a deep sigh and begins the second set of incantations.
"Se Dissolvant Circumstantia Falsa!"
The flames leap out of the pestle and onto your neck. The flames sear patterns into your flesh, revealing the mark. After several excrutiating minutes, he stops.
"It is done. You are now Chosen."
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Try to focus on the symbols swarming into head, slowly uttering "Mater... m-musarum, mnemo... syne... ad se... me a-alliciat..."
Slowly sit up, rubbing the fresh "tattoo".
Look towards the man, asking "What.. Gaaahhhh that hurt! What were all those symbols? How am I able to translate them into words?"
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Vigil drains the contents of the pestle.
"The Chosen have a language of their own. A kind of mother tongue which they use to harness power and cast spells. It's called Kha'nishan. Your mother taught it to me. The incantation itself was in Kha'nishan."
He puts some herbs into the pestle after rinsing it with water. Using the mortar, he makes a paste. He hands it you.
"Rub it on the mark. The salve should alleviate the pain. Since, your mark is now active, you can draw from the powers beyond the Veil. You knew the language but to understand it, you need the mark."
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"Kha'nishan? How do words harness power like that? I can just say anything, and it will happen?"
Start slathering on the paste, sighing in relief as the burning sensation begins to cool.
Raise an eyebrow at the man, "Veil? Wasn't it closed? Or did the mages simply restrict the demons from re-entering our world?"
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"The words are like spells. Novices use words to conjure spirits, elementals and use the elements themselves. With practice, one can perform all of these without words and simply use the mind. As for the Veil, it is closed but it's influence is not lost. Those that want Belthar to return to this world, can open the Veil again. They need great power but any Chosen can attain that level of power with enough practice and shards of the lost gems. Even now, some of the Chosen have gathered cultist mages around them and proceed to open small rifts that allow entry of low level demons and the undead. Once in a while, however, one of them manages to summon a greater demon and all hell breaks lose."
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"Belthar? I don't remember that name from the book you showed me."
Shake head solemnly with all the overwhelming information, stuttering, "I.. I-i don't even KNOW what you expect me to do. There are those like me that already have armies or, or, or these... PEOPLE, that are willing to give up their lives like that?"
Begin shaking head more violently, growing more exasperated, "D-d-demons? Undead? How... h-how am I, one person that knows nothing and just learned about this today, going to hope to... to..."
Quietly mutter to self, both hands gripping at hair and face, one hand beginning to rub the mark vigorously.
With tears welling up, look at Vigil... 'Father', pleading, "Wha... what can I do? How can you expect me to do all this alone? I'm only one person..."
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"I never said you were alone. Yes, there are chosen out there that have already amassed armies and power. Some even sit on thrones, kings of smaller counties. But there are also those out there, who wait in the darkness. Chosen who oppose the return of the Belthar, who wait for allies. You are not alone, not as long as I am with you. Tomorrow, we leave for Mitheas. I have a friend there who can set us on the right path. Go back to your room at the inn and rest. I'll meet you in the morning."
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Quietly and reluctantly follow Father's orders; making sure to try to cover up the new scar on neck with clothing.
Stop by the library to uncover any further information on Belthar, the Chosen, Kha'nishan language, and Mitheas. Take whatever findings back to room at the inn for review, before trying to rest for the evening; fighting insomnia and night terrors from the earlier encounter and the uncertain future ahead.
Try to focus on the image of mother for respite.
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You dress the mark on the neck with a black scarf your father left for you. You set out to the library to find answers but all you find are vague references to Belthar and the Chosen. You find some hypothetical research on the Kha'nishan since the Chosen have not made themselves public. It speaks of several words of power that can shake the earth and rain fire. You give the library's scribe to make copies for you, which you take home to review.
As you enter the room, you see an envelope lying on the desk, addressed to you.
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You open the envelope and tilt it over your hand. A single photograph falls onto your hand. It's another photo of your mother holding you as a child. On the back is an inscription.
"Do not what is necessary, but what is right. Follow your heart."
"Signed, Wylla"
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Hold the photograph to chest for a moment, closing eyes; struggle to recall any memories of mother... all for naught, as only blank emptiness fills inner thoughts.
Shake head, looking around the room, anxiety creeping up back as whom would have placed this envelope.
Rest uneasily on bed, listening for any strange noises, in preparation for the morning sojourn.
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You lay on your bed, listening. Nothing but silence greets you. Oddly enough, the market doesn't even seem as noisy.
Unknowing, you drift into sleep. Your slumber is plagued with vague dreams of your mother and father. Behind them looms a giant shadow with eyes as red as rubies. The shadow gets bigger and bigger, until you lose sight of your parents. Your cries go unheeded.
You wake up with a gasp, covered in cold sweats. Your heart beating wildly. You calm yourself and discover that it is morning.
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Prepare belongings; head outside the inn to look for Father.
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You pack a knapsack and leave your room. You head out into the lobby and clear any dues that remain. You step onto the street. As you do so, you are buffeted with the noise on the street. It seems you had forgotten how noisy the market actually is. The sun is shining but it isn't too hot. It's a good day to travel. You look around for your father and spot him, haggling with a merchant over a leather bag. As you move towards him, you see him hand the merchant some money, before lifting the bag. He sees you approaching and greets you. Wordlessly, he leads you to two horses, tied in the shade.
"I hope you know how to ride."
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Shrug your shoulders, "I can't remember the last time I've ridden one, if ever but might as well learn how now."
Place the bags over the horse's saddle and follow Father's lead to mount the horse.
"Ready when you are."
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Your father spurs his horse and sets out in a gallop, leaving you behind in the dust. You quickly follow, trying to match his pace, as both of you exit the city, headed for Mitheas.
Several hours pass, during which you fall off of your horse thrice, before your father decides to make camp. You find yourself on the northern face of Teary Mountains, behind which lies Mitheas. You wonder why the mountains are Teary Mountains. You receive your answer when heavy rain begins to fall and electricity lights up the night sky. Your father manages to find a depression in the mountain wall, where you are protected from the wind and rain. Thunder booms loudly, echoing off of the walls.
"It seems we'll be here for a few days. I had hoped that we had left the rains behind when I set off. I guess the clouds have one more good shower in them. Get comfortable. Rains on the Teary Mountains last for days. The longest lasted for 2 weeks."
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Rest uneasily against the shallow cavernous wall; pull cloak over shoulders and across chest to maintain warmth.
"Glad I got a hang of the horse...", comment quietly whilst rubbing various joints, "... I don't think I could've taken another fall without injury."
Stare towards the sky, admiring the lights dancing across the enveloping dark skies. "Teary Mountains, huh? Guess it makes sense. Seems strange for the weather to last so long though, is there a body of water nearby?"
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Your father curls up in his cloak and nods off. Before drifting off, he tells you to not light a fire under any circumstances. Thunder booms and lightning brightens the sky. You wonder how your father can sleep through all this noise. The rain shows no signs of letting up. You wonder whether you should try to sleep or maybe look around.
Sorry for the late reply.
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Contemplate surveying outside, but the thought of any kind of warmth would fade with the monsoon-like weather and lack of heat. Lightning doesn't seem exactly appealing either.
Stare at the sleeping man for a moment, wondering how he must be used to this sort of 'adventuring' as though he were born in the wilderness. Curl up even harder, trying to prove self to 'Father' and focus on thoughts of sleeping through this madness.
Sorry for even later reply; moving & issues with ISP.
Sorry to make this out of order... wouldn't let me reply to your recent response!
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Can you guys hurry up? This is the best story I've read in a loooooooooooooong while.:)
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You curl up close to the wall under your cloak. But the cloak might as well have been made from paper, as the cold seeps into your bones. You begin to shiver. After what seems like an eternity, you drift off to a dreamless sleep.
You awake to the sounds of thunder. You open your eyes slowly and see a thick wall of water falling. You wonder whether it's the same day or the next. The rain doesn't show any sign of letting up. You feel dreary and cold. You look around and find that your father is gone.
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Epic battles make me hungry for chicken sandwiches. But I don't see any. Maybe I can find a duck instead.
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As you look for duck sandwiches, it begins to rain.
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Mmmm good. Ducks like rain. I'll just put my bread inside my shirt and grab a shield to hold over my head while I continue to look.
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You put the soggy bread under your shirt and grab a notched shield to protect yourself from the rain. You see some ducks flying high up in the air.
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As a highly trained hunter, I instinctively grab the nearest best bow and launch a couple of perfectly aimed arrows at the ducks. Ducks are easy prey and I'm hungry.
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You shoot an arrow at the sky and it connects with one of the birds. It crashes to the ground, as you race over to it, thinking of your duck sandwich. You pick it up and... oh... wait... that's a goose.
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I could have sworn I saw ducks. Goose -- Duck -- what's the difference; I'm hungry. I check to see if the goose is dead while scanning the area to see if anyone is watching.
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The goose is definitely dead. You look around and find yourself alone.
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I quickly stuff the goose in my pack, and while continuing to hold the shield overhead, I make for the nearest group of trees. Along the way I gather anything useful and occasionally loot the corpses.
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The corpses have already been looted and you find nothing useful. You take shelter under a grove of trees as the rainfall intensifies.
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I set about making a crude lean-to with branches I remove from the trees while at the same time gathering as much dry wood as I can find. Once the lean-to is finished and I have enough wood, I start a fire and clean the goose. I spear the goose and place it over the fire. I set some stones near the fire and place my bread on it so that it might toast.
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Your goose is cooked. Your bread is no longer soggy and the rain has finally stopped.
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Wow that was good. I'm ready for some sleep. I'll head home in the morning.
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You sleep in your makeshift lean-to. As the night passes, the storm is renewed and the winds pick up. You are woken from your slumber as your lean-to shakes in the wind, creaking incessantly, threatening to fall apart at any moment.
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Well, I guess it's time to head out. I gather my belongings and go west.
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You quickly gather your possessions. As soon as you step out of your lean-to, it is blown away by the wind. The wind is fierce and you need to find shelter quick . You move west until you come across a village in the distance.
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I approach the nearest farm and take refuge in the barn. I hope they have ducks!
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There are no ducks. As yoh approach the village, you see that most of thw townspeople have gone in due to the storm. You go to the biggest farm and find the barn locked. Other barns on other farms prove same.
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"Who locks a barn?!" I think to myself. I hope there isn't any kind of trouble in this village. I just need some shelter until the storm passes. I look for a likely place to take me in.
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Farmers who don't wish their animals stolen. You find a hotel that is still open.
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Oh, well I guess this is more of an up-and-coming town than a village. I ponder the question: "I wonder how much money I have left?" and enter the hotel lobby.
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You realize that you could have looted some money from the battlefield, if you hadn't been to busy on your wild goose chase. You only have 5 coins. You enter the hotel and see the clerk, stout, with her brown hair in a bun. She has an authoritative look about her, as if she takes no crap from anyone. Behind her is a sign, stating in bold lettering :
One-night stay : 10 coins
Weeks stay : 55 coins
Night ends at midnight
No freeloaders
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Well crap! I guess I was unlucky earlier when I was looting the battlefield and came up with nothing. This is turning out to be a very unlucky journey. I better check my luck skill. Perhaps I need to add a few points there.
I first offer 5 coins and a half eaten goose for a night's stay or I say I could always clean out the rats from the basement.
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Luck: 2
You realize you spent most of your points in dexterity which is why you have great skill in archery.
The woman looks at your half-eaten sandwich and back at you. The look in her eyes shows that she is considering picking up the broom and giving you a good whacking. Before, she does so, another idea pops into her head. Her hotel is immaculate. No rats or other unwanted vermin. However, you can clean the hotel in the morning. She'll let you stay in the room tonight. Though, you still need to give her the 5 coins.
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She takes the coins and gives you the room key. 312 is labelled on it. Third floor, second door on the right. She tells you to report to the desk at 10 in the morning. Food and drink are extra. And special "company" can be arranged for a special price.
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I politely tell the woman that I won't be needing "company". I go on up and examine the room closely. I open the window for some fresh air it helps me sleep.
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The room is simple. One bed. One table. One chair. One cupboard. The bathroom is down the hall, shared.
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I'll eat my leftover goose and lie on the bed to wait for the rain to stop. In the early morning hours I take the bed linen and make a rope, tie it to the bed and throw it out the window. I clamber down as far as I can and carefully drop to the ground.
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You escape through the window. It is morning and there is a light drizzle. People are walking, going to their respective jobs. No one seems to have spotted you. The linen rope might be suspicious though.
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Yikes! I realize that I've been standing here for far too long. I quickly high tail it out of town heading west in search of adventure and LOOT!
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You head west, trying to look inconspicuous. You exit the city, feeling smart at having dodged the rent. Until you realize your bow is missing.
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Darn, how'd I forget that. Oh well, it was a simple bow that was looted from the battlefield, so it should be easy to replace. As a hunter I know how to construct my own hunting weapons and I still have my trusty knife. I'll just search for suitable materials in the nearest wooded area.
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You move west out of the city but find no wooded areas. You wonder why as you continue to walk until the grass is replaced by sand. You are in a desert.
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Must have taken a wrong turn. I back track a little ways and head north. Perhaps some traveler could give me directions.. or a spare map.
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You meet no traveler on your way. Unbeknownst to you, this time of the year, storms are quite common and people restrict their travels. As you ponder why there is no one around, it begins to rain.
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I really need to re-roll my luck. I search for a shallow cave in the nearby hills so that I might rest and consider my options.
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You find a small cave in the hills. It is dark and cold, but gives you protection from the rain. There are other passages in the cave, leading off into the dark.
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I grab the torch from the wall and light it. I better check out these passages. Don't want nothin' sneaking up on me whilst I rest.
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You pick one at random and enter it. You walk for an hour before, stepping into a giant cavernous hall.
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Wow this hall is giant and cavernous.... Wow this hall is giant and cavernous.... Wow this hall is giant and cavernous....
I ready my knife and circle the room counter clockwise looking for other exits. Wait! is that treasure I see?
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You run to the treasure and pick it up. It's squishy and smells. You can imagine what it is.
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Oh, never mind :( I drop the "treasure" and wipe my hand on a nearby rock before returning to the edge of the cave in search of other exits.
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Your hands smell bad. There is only exit, the one from which you came.
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Woah... That's one boring cave that I had to walk an hour to get to. I think I'll just sneak back out of here and see if the rain has let up.
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You start moving towards the exit but before you can make it. Something lands in front of you, blocking your path. It swats with its giant hand. You fly and land against the ground. The monster roars at you.
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I roll to a crouch and throw dirt in its face. While it is partially blinded and temporarily distracted, I dash straight at him and then dive past at the last minute. Rolling to my feet I jump on the monsters back and plant my dagger deep into its neck.
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You stab at the base of its neck. Well, one of it. One of its other heads pushes you off.
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I use the momentum of the push to head for the exit while pressing "=" to summon my trusty horse.
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Your trusty steed gallops through the entrance, in all its glory. Its mane shining gold. The monster devours it. You have your chance. Escape.
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As the monster feasts on your equestrian companion, you manage to reach the exit of the cave. The monster roars but is unable to follow.
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I decide to head back to town to gather a monster hunting party. This travesty can not stand.
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You return to the town. Where would you like to go to gather people? The inn or the barracks?
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I approach the barracks and explain the situation.
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You enter the barracks and talk to the guard on duty. He listens to you before leaving to notify a superior. As you wait in the station, you look at the notice board, showing the sketches of wanted men. Male and female offenders whose crimes range from murder to frequent public urination. Among the criminal faces, one glares at you, seemingly familiar. Too familiar. In fact, it is you. A notice featuring your sketch is pinned on the board, describing your charges.
You feel abashed. Thievery maybe. But sexual harassment?
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Casually stand in front of and with my back to the notice, then reach up behind, quietly pull it down, crumple it and stuff it in my pants.
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You rip the notice and stuff it in your pocket. The guard re-enters with the captain and asks why you've come here.
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I explain that there is a dangerous monster roaming about nearby that attacks people and eats horses. I suggest that the monster needs to be hunted down and killed. As a hunter I can provide tracking services for a modest fee.
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The captain tells you that he's aware of the monster and is sending a soldiers to deal with.
"As for your thievery and sexual harassment charge. Well, I know the inn keep put up that sex charge in spite. You'd have to blind or stupid to get involved with her? You're not stupid, right? Because you sure as hell aren't blind. As for the thievery charge, you can either pay what you owe plus a fine or go to jail for a week. If you don't have the money, you can work it off at the inn. So what will it be?"
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Oh, I see that you know how spiteful and sexually desperate the innkeeper acts. Well, she certainly was dangerous. I made a desperate escape after she locked me in my room and made strange sexual advancements. And you are absolutely correct, I am NOT stupid enough to get mixed up with her. I'd be more than happy to earn the extra 5 coins I owe by tracking for your soldiers, but she scares me.
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"The innkeeper has tongue for lying but not for what you're suggesting. Besides, you're not working off my debt, you're working of her's. So you'll be going back to the inn , under guard to work off the money. Whatever she wants. Well, not 'whatever'."
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Well, if you insist, but I want my bow back. And the dept was to be paid off by cleaning the inn for one morning.
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"Yup. Clean the inn and get a letter of recommendation from the innkeeper stating that you completed the necessary work and I'll hand it back."
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Uh right. No problem. I can do that. Are you sure you don't need help with that monster?
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"We're mounting an assault. You complete the work assigned, bring the letter and we'll talk about your help then."
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I give the captain a sloppy salute and head over to the inn to face the music.
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The innkeeper stands there, bad-mouthing the customer who dared to criticize her cooking.
"Oh. You didn't like the chicken. didja? Too dry for ya? Well, why don't you shove it up ya mother's, huh? Pretty wet there, I guess. Get out!"
She sees you enter.
"Oh, look who it is. The running pervert. Come back to ogle me some more, ya creep!"
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I very briefly "ogle" her and make a terrible face.
"Yea, I'm here to make good on the debt. Maybe you should have accepted my offer of a goose sandwich. Sounds like it would have made your customers more happy than your cooking."
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"Take your food from your filthy wanking hands? I'd choke first. Now go down to the basement and get the cleaning supplies. I want this place to shine if ya want ya letter."
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You get the mop and the empty bucket. You ask for the innkeepr, Thalia, for water. She tells you to go to the lake to fetch it.
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(I'm surprised she didn't tell me to jump in it. I also wonder how far it is to the lake and whether I will have guards.... )
I head to the lake with the bucket.
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The lake is right outside town. However, monsters have been known to roam there. You get to the lake.
Roll for encounter. 1-8, you are surprised by a monster. It gets first attack. 9-15, you spot a monster. 16-20, your trek is monster-less.
I'll use random.org to roll
Drum roll
16
You luckily encounter nothing and no one. You fill your bucket and get back to the inn. You sweep until the place shines. Thalia spits on the floor once or twice but you manage to get through without murdering her. She hands over the letter with some foul-mouthing.
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Next stop the guard station to show them my letter and get my bow back.
I think I'll head east this time and look for some honest work.
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You head back to the guard station. A contingent of soldiers stands in front, preparing to assault the monster's lair. The captain sees you approaching.
"Done with the hag, huh? Good. Well, as you can see we're headin' out to deal with the monster. You can join us if ya want."
He hands you your old worn-out bow.
"If you want to join, I can get you in contact with an inventor. If ya do a good job, I'll make sure he gives you his new invention, the compound bow or you can get a crossbow. He's mass producing 'em. That'll do for payment."
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Well, I was going to head out east, but for that type of payment I suppose I could help out. Do you have any spare armor? I'd like to be able to collect on that payment afterwards.
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"Check with the quartermaster. He'll find you something that fits."
The quartermaster finds a set of old armors. He recommends medium armor for your body type.
Light armor - offers little protection but greater freedom of movement and greater stealth.
Medium armor - offers better protection than light armor. Heavy strikes can still pierce the armor.
Heavy armor - offers greatest protection. Restricts movement and is noisy.
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The quartermaster hands over the wool armor. You seamlessly done and find it quite comfortable. You leave the armory and head to the captain. He tells you to join the main force. We'll be leaving in a few minutes.
Light armor - +1 to Dexterity and Stealth. -2 to Defense. Applicable during battles.
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You ponder many possibilities. May be it was fate. Destiny. Or may be it was the cowardly way you hid while everyone fought. You wander around and are only able to discern that two major clans fought here. You do not know the names but can plainly see that it was a battle between the elven and orcish clans. Your armor matches the elves in hue and make.
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You look around and find your family bow, shattered in two. You feel a pang of regret seeing the only remaining memory of your late father, broken. You find a notched axe.
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You have some cheese. Possibly, lunch before coming onto the battlefield. You eat and feel slightly better after experiencing the creamy texture. You equip the axe and soon it begins to snow.
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You walk towards the grove of trees in the distance. Upon closer inspection, you realize that these trees are bare and will not offer sufficient shelter from the snow.
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You fill yourself with flesh of corpses, human and not-so human. Unaccustomed to such a meal, you feel sick.
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No referrals allowed. Though, as I say this, I realize you're probably a bot. So blacklisted and reported.
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Back again I see. I've already reported you. So, see ya.
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Yo guys! :P
I found amazing deal with games. I bought a lot of games after discount!
I decided to share this information, it's limited deal, ends on Monday!
Link: http://bit.ly/1eSR7o6
no thanks :)
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You quack in a grassy field surrounded by dead bodies. No one hears you.
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I stumble upon a small, sprawling hut. To my surprise, the door was not locked. The hut's inside was almost completely covered in dust, except for a fierce battle duck that seemed to be enchanted with a secret magic lotion a witch I had met centuries ago had presented me as one of her infamous concoctions. The lotion rendered the user impervious to dust for indefinite time. Such a useful trinket for a duck to have.
I check my watch twice to ensure the timing is correct, and get ready to act.
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As you prepare yourself, a loud noise makes you turn around. You see a hooded figure right behind you. Before you can react, you feel a sharp pain in your torso. You look down and see a gleaming sword entering your body. Everything goes black. You suddenly wake up. You are in a battlefield full of corpses. In the distance lies the cursed battle duck.
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I realize that the whole scene I had experienced in the last minute was a dream, an illusion created by the vicious duck. It must have been a sorcery of some kind. I look at my watch again and notice the clock was displaying a time much before the one I had seen during the dream. Just as the duck is about to hit me with another spell, I activate the magic clock's special mechanism and warp to another point in time.
"I need to figure out where that duck came from, and ambush it until it is too late. The life of everyone in the Kingdom may depend on it" - I think.
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As you travel through time, you suddenly find yourself at the battlefield again. You've arrived at the same point in time. Is the watch broken? Or is it the duck? Your fear is confirmed when you see the duck floating high, it's eyes glowing a dark shade of ruby red. It's eyes glow black as it fires another spell and you wake up in the battlefield again but this time, it is in the midst of a battle.
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It is not long before I realize that the original spell I presumably dodged by "travelling in time" had, in reality, hit. I was inside another illusion. With swift movements, I get from my pocket a small flask with a very special dispelling potion, one that renders me immune to any kind of charm for a few hours, and drink only a few drops from it. The illusion immediately vanishes, and I find myself in a dark cave, trapped. The clock is surprisingly still functional, I touch the mechanism and yet again I travel back in time.
Arriving at the nearest city, I sprint toward the Ruler's Keep. Hyacinth, governor of the small city of Heavensreach and my very old friend, is already by the gate, wearing an alarmed face. He has clearly been expecting me - and a look at his expression tells me news that could be as bad as the recent events I had to tell inform him about.
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As you run towards Hyacinth, a bolt of light streaks past, heading for your friend. Your friend runs but is not fast enough. He cries for help as the light slowly melts him into a puddle. Behind you, the cursed duck floats behind before flying into the city, to wreak more havoc. You may be immune to curse but not your friends. Not your parents.
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What the duck was not expecting is that Hyacinth had cast an ancient spell on himself prior to dieing. This spell is known by very few individuals, and even fewer know how to cast it. It is impossible to counter and makes any lethal curse revert to it's caster, killing the caster instead of his target, provided the spell is cast right before the target's death. The Hyacinth resurrects, fully healed, and the cursed duck vanishes for good.
The city is saved. I give Hyacinth a few drops of the anti-charm potion in order to make sure his mind is still his. He is just as he always has been, tough and valiant. "Thanks for your prompt arrival", he says.
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As you hug your friend, you begin to move into the city but before you can take a friend. You are stabbed from behind. You fall to your feet and see Hyacinth standing behind, bloody sword in hand. The cursed duck is older than time. There is no spell that it does not know and no spell that it cannot counter. As you lay there in pain, you see raise his sword to his neck and slowly slice his neck. His skin parts as blood begins to flow. He falls beside you and suddenly, his foggy eyes clear as he regains control, only to choke to death, as his eyes beg for help. After a few seconds, his choking stops. The duck floats above you, before letting out a single laser-like beam in the direction of the city, followed by a devastating explosion, before flying away. Your vision begins to blur and darken. As you begin to lose consciousness, you see two figures approaching you. They seem to be yelling but you cannot hear them. You faint. After an indeterminable amount of time passes, you wake up. You seem to be in a hospital, bandages across your torso. You try to get up but a sharp pain prevents you from doing so. You look around and see the wreckage caused by the duck. People are injured - some suffer from burns, some from amputations and some are beyond help. You wonder why the duck would do this? It was once a force of good, bringing prosperity to the world. What changed? Was it your interruption when you entered the hut, it's sanctuary. Was this your fault?
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You cautiously move towards the wood. As you get closer, the object darts away.
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You do not possess a flashlight. You may make a torch, though it is day. And the forest is well-lit. On a separate note, a flashlight can be purchased from a local wizard.
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You walk for a few minutes until you spot a battalion marching towards you. Similarly clothed, they seem like allies.
(You can carry a primary weapon, a secondary weapon/shield and 5 other items. More items can be carried if you get a satchel or bag.)
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The soldiers seem confused. They tell you that they are just moving to reinforce one of their cities. You were the one in the battle. On your repeated insistence, they tell that the battle was waged between the two kings. Both brothers who after passing of their father, chose themselves righteous for the seat. When no accord could be reached, both brothers receded to their cities and took to arms, and chose to bring more and more land under their domain. This is what the soldiers tell you. You remember the rest. The soldiers venture into the city and ask for allegiance, if denied the slaughter begins until the city falls to its knees. The freedom and peace this land knew in the times of the Great King is no more. Now his sons bring sorrow and despair to the land, forcing every man to fight in their pointless war, amassing land and power. You are one of those countless who were forcefully drafted into the war. As a blacksmith's assistant, you were first tasked with forging weapons but when the casualties became noticeable and much blood was shed, you among many others were drafted into the army. Any who resisted were executed on the spot for cowardice.
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The captain tells you that you can tag along but there are no extra shields. You join the battalion and reach the city of Dair where the captain takes you to the barracks. You wait there until another military man approaches you. He is in charge of the war effort in this city. He looks at your uniform and is able to determine that you are from one the neighboring farms. You are given leave for 3 days before reporting for duty at the barracks.
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The man introduces himself as a friend of your fathers. He asks how you are and expresses sadness at the death of your father. He buys you a drink.
Don't mention it! I'm enjoying this. :D
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Your father like you was drafted into the army after the armies of the older son, Wilick, suffered great loss at the hands of the armies of the younger brother, Hirsch. Your father left, with several other men, to bolster a city under siege. The city is now his grave. It has been reduced to a pile of rubble. You drink with the man and reminisce for a while, before taking your leave to visit the farm. After a 15 minute walk, you stand before the door of a modest cottage. You knock and wait. No answer. Your mother and younger sister must have gone to the market to trade.
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I take a look at the surrounding of the farm. I ponder over my little sister and mother, it seems I cant remember there faces. all i know is that my mom made the best damn apple pie i ever ate. lookig forward to meeting them again, i sit infront of the house.. waiting. I see two woman like figures at the horizon, could it bee them?
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You sit on the front step and see two women approaching. They are indeed your family. They are surprised to see you and rejoice at your safe return. You enter the cottage and your mother gives you chicken stew.
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You wake up and find yourself in a pile of ashes. You look for your family, concerned for their well-being. You find them in a cottage down the road. Turns out, you went to the local pub, got hammered and passed out in a burnt out cottage. All other details are hazy. Perhaps retracing your steps to the pub may yield important information.
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I ask around for clues, then I am confronted by an very higly placed officer, who works for Hirsch. He says all young man are drafted for the big battle to come. I explain to him I dont want to fight. he injects me with a needle.. I drift away and later wake in a prison, Hirsch's prison. The man returns, he says "Fight for Hirsch, or DIE in here"
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You are in a prison. The walls are bleak, just like your future. The officer enters your cell. He tells you that you must fight for the Hirsch or be discreetly sold to sex slavery. A young man like will bring good money. Money that can be used to buy weapons. Your choice.
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When the officer is called for supper, and turn his back to me, I insert my nail (which I had been sharpening since I woke up) in his ass. I tell him not to scream, or he will face the concequencess (I probaly wrote that wrong). after hiding in his pocket and forcing him to walk me out I wake up. Back in the cell, it was a dream. On the wall I see a piece of paper reading "To be sold to Mr. (se)X next sunday", I think to myself 'I have to get out of here'.
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Yes. He left after planting the signs. And looting you, of course.
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No, just a normal thief and sign putter. No one stated that he was stealthy.
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You threw a 20, but your dice bounced off a rock and landed on a 1. Critical fail.
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Not at all. But you can't decidw to have the highest possible roll or skill. Everyone starts with the same basic skills and improve them as the adventure carries on. All you have to do is react to the situation. Of course, it won't be completely easy but I'm not a hardass either. Hope you'll still continue though. :)
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- Stupid captain! He had to choose that precisely day to propose :/ Well, there are more fishes, she lose, not me...
I ask the herbalist for a date- The herbalist is married.
- Has a daughter?
- 5 year old.
I plan a visit to Malor to find info about Cortosh and single women
Sorry :S I thought I had posted already. Also I prefer starting in a new page, the second page started freeziing my browser for some reason...
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You go to the carriage bound for Malor. The man in charge tells you that the carriage will leave tomorrow at noon. He sees your wrist and tells you that traveling may prove to be difficult with an injured wrist.
No problem. That happened to me too sometimes.
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The trips to Malot tend to be raided and people tend to get injured. He mentions it as a precautionary measure. He also mentions that for an added fee you could go via the other carriage which has more security but it leaves 5 days later. However, it has a 50% less chance of getting raided but more expensive (150 coins).
Also if you choose the first carriage, I'll roll a dice . 3 out of 6 choices will result in being raided. For the 2nd carriage the odds of being raided are 2 out of 6
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No. It is a time of war and unrest. There will be raiders looking for their score.
Also, I'm looking into using dice to determine the outcome of events like fights and other encounters. Tell me what you think about this.
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Not here. Cortosh has a thriving prostitution ring, you might get lucky there.
Well, I don't have a normal DnD dice which is 20 sided. But you can roll online so, yeah, critical fails are possible. :P
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-Prostitution? No noo, you don't undertood mee ehmm... I mean good women, nuns, yeah that's it. I need to pray and that kind of things...- Cortosh, damn it!
I go to work as every day. I ask the librarian and the barman for a pair of free days and take the cheaper carriage to Malor
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There is church here but to find nuns, you must travel to Malor. You get paid by the librarian and barman for the days work and can join whenever you can. You take the cheaper carriage.
Time to roll the 20 sided die! 50% chance of being raided. Evens result in a raid and odds result in safe travels
13!
You reach Malor successfully without being raided. The carriage driver thanks the gods for their luck. You stand now in the outskirts of the city.
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So much things I want to do! :D
I remembered Sila was here to marry the captain, so I ask people about a wedding of a captain.
I want to go shopping too. I'm sure there are a lot of things to see in this big city :D
Why did you hide the last comment? xd
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You ask around for the wedding and are told to ask at the church. As for shopping, if you have the coins, you can get anything from fine wine to companionship. But you'll need a lot of coin. At the end of 4 months, when your wrist healed, you earned 400 coins. 100 coins were used for food and boarding. Out of the remaining 300, you paid 75 coins for the carriage. 225 coins remain + the 150 coins earned at the bar. As for your weapons, Stormbringer is fully repaired. And your makeshift bow is slightly furnished.
Suspense! Results from a die roll and actions that follow are hidden!
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I visit a blacksmith and ask for weapon and armor prices. I am mostly interested in a sword, a shield and a bow.
Then I go to ask at the church.
Have already passed 4 months? Then why the man of the carriage told me not to travel with my injured wrist? Have passed 2 months while I was shopping? Wasn't Stormbringer stolen? :/ And I don't understand the furnished part... Is my bow more beautiful now?
Also.... Suspense! :O
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The blacksmith is puzzled at a request for a sword as he spots Stormbringer. He shows you his best collection of bows and armor. The cheapest bow is worth 50 gold while the most expensive is 150 gold. Armor is standard. Since you are lightweight, you can buy the light or medium armor which is worth 150 and 200 gold respectively.
4 months have passed. When you traveled, your wrist bandaged as you never took them off. You just arrived in Malor, only a few hours have passed as you shop. Your bow has been repaired and polished.
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Yes. But the captain found it in Malor and sent it to you.
You go to the church and find a couple getting married. It's not Sila or the captain. It seems they're getting married some other day.
I may have forgotten that you lost the sword. So have a free Stormbringer. :P
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I ask for Sila and the Captain to the priest when the ceremony is ended.
Then I go to the tavern to have some fun. Also I ask for the last news and rumors about Cortosh
I don't know if I should be happy to recover the sword that almost killed me... :S But thanks
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The priest is unaware of the timing. Since, Sila and the Captain don't really have any relatives, they haven't bothered to determine a time.
You go to the tavern and ask for rumors about Cortosh. The barkeep tells you that there are rumors flying out of Cortosh, left and right. Whether any truth lies behind them, is impossible to determine. He can give you general info. but you already know that.
Stormbringer is an enchanted sword. You can get it disenchanted by a wizard. It will stop trying to kill you but it will also lose the extra damage that comes from the enchantment.
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I met a strange person in the tavern. We both drink together, maybe too much, and I start telling him about my previous months. He tell me that maybe the reason my sword try to kill me is because it is enchanted :O Also I realized that 4 months passed, my wrist is now fine, and I have to rescue my brother yet. I go to the blacksmith and buy a light armor and a bow (150 and 100 gold). It is not the best bow, but eithe the worst, and definitely better than my self-crafted one. Cortosh is a day's journey from Malor if I recall correctly. But First I have to find someone who can disenchant my sword. The extra damage is not worth if it is against me :/ Looking for a wizard
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You find a wizard in the north-east corner of the city. He agrees to disenchant your sword for a cheap price of 25 coins.
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You go to the city gates to leave for Cortosh. The guard at the gate warns you of the incoming thunder storm. Cortosh is a day's journey. It is almost certain that you will be caught in it.
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I remember the last time a thunder storm caught me, months ago... I prefer spend the torment at Malor. I thank the guard and go to the inn. I drink a beer. Then other after the first one. I'm starting to have an idea. When the thunder storm finish, I go to the market. Then I search for some orphan around. I buy the orphan some food and I gain his friendship. I told him I am an adventurer, going from town to town, knowing the world and living adventures, and ask him if he wants to leave Malor to come with me, as my apprentice. Then I go to Cortosh and I pass myself off as a slave trader, so I don't arouse suspicions
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You venture into the streets to find a child to pose as a pretend slave. There are no orphans around, scrounging for food. Turns out Malor has a very sustainable orphanage that offers shelter. You can adopt a child, if you want.
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The storm passes and you travel to Cortosh. You are stopped at the gate by raiders. They ask you to state your business.
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"Really, you? You look a little feeble for a slave. You ain't a guard, are ya?", asks one of the guards.
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The man looks awkwardly at you. He turns to his partner says,"He must be looking for those kinds of slave. Go on, ahead." Both laugh and let you pass.
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Cages filled with slaves of different origins and varying ages, in scant clothing. Merchants stand in front of their wares, offering cut-throat prices.
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I search for the tavern. When I enter, I ask for a beer. When served, I start a conversation with the barman. It's a hot day, roads are not secure out there, how much it cost his slave-waiter... And how could I find a trader I made business once years ago
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The barman looks at you, appalled.
"Slave? That's my daughter, you son of a @#$%&!"
You are kicked out of the bar.
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"Hey, I haven't finished my beer!!"
Damn.. Well at least I know where to find a cute woman now :3
I will go to the library to check old registries. Perhaps there is info about old slave trades and I can find my brother on it and get some names
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As you dust yourself off of the ground, a mug containing the rest of your beer comes hurtling out. It connects with your head. You feel a sharp ringing pain at the back of your head. You feel the pained area with the back of your hand to find a welt/bump.
You shakily get off the ground and head towards the library. You have a splitting headache. Unfortunately, the librarian does not keep a record of slave traders or the slaves that they sell. Slave trading is illegal and therefore, leaving a paper trail would be stupid. Your best chance to find your brother is to go to one of the high-end traders at the south end of the city. Only they deal in children.
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You head to the nursery and get some treatment for the bump. The nurse gives you some herbs to chew on. They'll lessen the pain.
You go the south end of the city and find carriages full of young children, available for sale.
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You spot a man, wearing a black, steel-plated armor. A type of armor, scarcely seen on a slaver. He must be one of the high-end traders. You approach him. He asks you about what you need?
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Good afternoon sir. Some years ago my father bought a slave that served my family for many years until his recent death. Now we want to contact again that slaver to buy a new slave from him. The goods he sold to us were pretty good. Well, despite the illness that cost him the life.But that is, of course, fault of the rats. So he won our trust. May you help me to find him?
fak, edited to correct some mistakes I made
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"Not without a name, I can't. Cortosh is home to hundreds of slavers and twice as many pass through the city, headed to the slave city on the sea, Breanin. For all I know, your slaver could be there."
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"Well, I know the name and origin city of the slave. Isn't there any kind of registry in which I could consult his name? Or at least get a list of slavers that works in the area where the slave was from? Of course, I can pay you for such information" - I smile slighty
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"Thousands of slaves pass through Cortosh. These slaves come from far and wide, every corner of the realm. The slave's origin city is useless. Unless, you know anything about the slaver, I can't help, even though, the payment you offer sounds tempting. As for the registry, you mention. Slavery is illegal in the realm. The only reason we get away with is because the rulers themselves use slaves from Cortosh and Breanin, and because we don't leave incriminating evidence. A slaver carries a list but it'd be easier for you to catch a dragon, then to ask a slaver to give up his list."
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'A slaver carries a list', those words reverberate in my head...
"Ok sir, thaks for your help. Sadly it seems my travel was in vain. Have a good day. Oh, one last thing, if you were so kind.. Could you tell me aproximately how many slavers are between Cortosh and Breanin? Maybe some of them remember my father after all"
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The slaver loses his patience when he realizes that you probably won't be buying a slave. He curses profusely and tells you that he doesn't know how many there might be. He also yells profanities about your mother, before leaving.
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I search for a job in the city. I wil try to spy slavers and discover where they have their list. I have to find my brother, it has to be in one of their lists! I have to be very sneaky, I don't want any problem with that big dude :/
Asking for any job in the city at the tavern (skyrim style)
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You enter the tavern. The place seems familiar. You can't remember why. Until you see the barman. He spots you and yells obscenities at you, shortly before you are thrown out again. You should really read the signs before entering into buildings.
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I get impacient, I know it may be a recklessness, but I decided to try to get a slaver's list tonight. I search for a slaver (not the big one, too dangerous :S), and follow him to his house. I wait for him to go to bed, and enter his house in search for his list.
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You find a slaver and tail him to his house. You wait for the light to go out in his bedroom, before heading for the door. You turn the knob. It's locked. Well, you expected that. You take out your lock pick and begin working the door. 15 minutes pass, before you realize that you don't know how to pick locks.
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It is locked. The slaver is nothing if not cautious
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You find one but using it may make noise and wake up the slaver.
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You manage to open the window without making any noise.
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You find a sandwich, 15 coins, and an old newspaper. But no slaver's papers. Maybe they're upstairs.
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The stairs are wooden but sturdily built. You climb placing each step carefully, so as not make a sound. You creep upstairs without incident. On the upper landing, 3 doors are present. One in front of you, 2 to your left. All closed and all dark. You figure one might be a bathroom. But which door to the slaver's bedroom, the one in front of you or the one next to it?
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Your experience guides you correctly. You enter the bedroom. To the right is the bed. The slaver is asleep, snoring softly. There is a cabinet beside the bed. That is the only piece of storage furniture. A window is also in the room.
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I open the window to take a breath of fresh air I quietly approach to the cabinet, with my ears controlling any change in the slaver's breathing. If he wakes up, at least I have an escape through the window, and that comforts me somewhat. In this cabinet I can find the truth that I've been looking for so long... Just a bit more...
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You see a battlefield, devoid of vegetation, but flourishing will corpses and blood. To the north, in the distance, is a giant tower. Probably, the white tower in the city of Jatre. To your east, the battlefield stretches on. To your west and south, forest.
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Search corpses for equipment and items, check inventory, and then head to giant tower
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Your inventory consists of:
On searching the corpses, you find weapons, some damaged some not, and 75 pieces of gold. You also find a compass and a map.
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Take the 75 pieces of gold, compass, and map and store it in the inventory.
Observe/Examine all undamaged weapons and any damaged weapons that seems useable/interesting
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You pocket the loot and find that most damaged weapons are beyond salvage. You do manage to find a set of throwing knives. It seems that this is all you'll find for now, unless you stay the night here. That carries risk as the bodies may invite unwanted visitor. Will you stay the night in the battlefield or move on?
If you choose to stay the night, I'll roll a 20 sided dice to see if you get attacked. Anything less than a 12, results in an attack.
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Your stats:
Intelligence: 20
Strength: 14
Dexterity: 12
Luck: 6
Stamina: 15
Magic: 2
These stats can be improved by appropriate activities.
You move on and come upon a town.
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Like any other town, there is a city hall where the elected representative performs his duties, to the utmost of his corrupt abilities; a marketplace to barter and haggle, just keep a tight hold on your stuff; an armory to equip yourself; a hospital for all your medical needs; wizard's shop for all your "special needs" along with a prison, library and school. Guards move around keeping an eye and maintaining the general order.
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You head to the wizard's shop. The store clerk asks what you're interested in.
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ask what is available.
ask if there is any interesting news or gossip recently in the town
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Whatever your magical needs require. From magical staves to protective amulets and other power rings. The wizard doesn't really engage in gossip. Better hit the tavern for that.
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ask if he sells any rings of detection, illusion, or invisibility.
ask if he sells any skill books for summoning elemental/familiars
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He sells all of those, provided you have the coin.
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The mage asks if you'd like something specific. He has hundreds of items and telling you the price of each would take hours. He tells that the cheapest item is the "Novice's Ring of Stealth" for 50 coins.
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Inquire the price of: water elemental skill book, mana control skill book and cheapest Ring of Detect (hostiles)
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Both books cost 300 coins each and the cheapest ring of detect is 55 coins.
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Buy: Ring of Detect
Equip: Ring of Detect
Thank the mage and head to the local tavern
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The mage gladly takes your money and gives you a ring. As you put on the ring, you feel a weak pulse of energy run through your body, indicating that the ring is working. You head to the local tavern. It's closed. Something about a vermin infestation in the backroom. Help required.
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Find the owner and tell him you are willing to help with the infestation
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The barkeep asks if you have experience with giant, poisonous rats.
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No, but my background as an alchemist makes me highly resistant/immune to poisons and toxic environment so the job will pose little to no problems.
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The barkeep agrees to pay you 100 coins for your work but any damage to the barrels will cost you 10 coins.
There are 5 rats. You fight each separately. Due to your ring of detect, you get first attack since the enemy is low levelled. I'll roll a 20 sided DnD dice on the beginning of each turn. 1-7, failed attack, results in damage to equipment. 8-15 moderate attack. A number between this range will also be the amount of damage you do. The health of the enemy will be displayed at the beginning of each turn. 16-20 - critical hit, 20 is a one-hit kill
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Agree to to the barkeep's terms and proceed with the task.
Stealthily approach the first rat and proceed to attack when there is an opening.
Attempt to do it as quickly and silently as avoid detection.
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You get first strike. The rat's health is 30HP.
Let's roll.
19
Critical hit!
You use your stave/staff to crush the rat brutally.
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If undetected observe the dead first rat.
Proceed to attack the second as stealthily as the first one.
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The rat is a normal rat. It has fur and teeth. It is glowing green. You cannot determine why.
You sneak up on the second rat.
Let's roll.
3
Fail!
You sneak closer to the rat. But before you can strike, you trip on a broom at your feet. You fall on a barrel, shattering it. The rat turns at you and hisses.
Your health: 150
Rolling for the rat
16 Critical hit
The rat does 32 points of damage
The rat bites you. You whack it away and stand up.
Your roll
17 Critical hit
You quickly cast fireball onto the rat. The air smells like burnt flesh and fur.
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If second rat is not dead proceed to attack it.
If it is dead proceed towards third rat.
If still undetected stealthily approach rat from behind and attack.
If possible observe for possible sources or reasons to the greenish glow.
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You move onto the 3rd rat and strike.
Let's roll
19 Critical hit
You strike but the rat dodges scurrying behind you. You take a step back to attack again, accidentally stepping onto the rat and crushing him.
You investigate the glow. It seems that the barkeep has been using some sort of magic to alter his drinks. The rats have drank the brew copiously, accounting for the green glow. Since, humans are larger in size, the brew doesn't turn them to glow, but it could be dangerous.
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Proceed towards fourth rat and attack.
Investigate what magic the barkeep casted.
Attempt to negate the magic cast by the barkeep to understand why the drinks have have been altered.
(Don't let the barkeep find out)
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You sneak up to the rat, preparing your attack.
Let's roll.
1 Failed strike Your health: 118 HP
Your ring falters and the rat senses your presence. You shake your hand to force the ring into working. Taking advantage of your lack of attention, and springs. Its teeth dig into your right arm. Blood flows freely, painted a sickly green color.
You are poisoned. Lose 5 HP in battle every turn until cured. Rat does 14 points of damage in surprise attack
Rolling for rat
2 Fail
The rat's teeth are lodged into your flesh. It cannot free itself.
Rat's HP: 30 HP
Rolling for you Your health: 99 HP
10 Moderate hit
You grab the rat, dislodging it, and throw it hard onto the ground. You stomp on it with you foot. You deal 20 points of damage.
Rolling for rat Rat's health: 10 HP
8 Moderate hit
The rat whips its tail, catching your leg. It opens a wound and stings. It deals 16 DP + 5DP for poison
Rolling for you Your health: 78
9 Moderate hit
You swing your stave, catching the rat, flat in it's torso. It flies and crashes into the wall and does not move.
You investigate the barrel and try to use magic to clear the poison off of the brew. Due to your low skill in magic, the brew catches on fire.
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If able without harming self, pick up the barrel and throw it at the last rat.
If not able attack the last rat
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The rat sees you approaching and quickly scurries out of a giant hole in the wall. It seems all the rats have been vanquished.
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Your health: 78 HP
Poisoned.
A broken barrel litters the ground, with beer spilling from it, still on fire. 4 rat corpses glow in the dark.
The giant hole leads out into an alley. It seems the alley is covered since it is dark, even though the sun is out.
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check surrounds for items. If there are any useful items pick them up.
Go into alley silently to avoid detection
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Nothing of importance lies about. You exit into the alley and find it empty.
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Cast Nightvision buff on self.
If there is nothing suspicious proceeded silently with caution into the alley.
Attempt to detect any traps (If possible cast detect trap)
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You cast nightvision and the street brightens. You see nothing suspicious. You try to cast detect trap but you have insufficient mana. Either wait 2 turns to recharge or drink a potion.
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You follow the street and find yourself in front of the bar. The rat seems to have vanished.
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Check Status, Skills, and Equipments
Observe surroundings
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Status: Poisoned
HP: 78
Your equipment is unchanged.
You are standing in front of the bar. Seems like a good time to cash in that quest. It's night. Seems it took you a while to take care of the vermin
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Talk to barkeep. Cash in quest. Ask where to to get antidote. Ask where I could sleep
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You get 90 coins since 1 barrel was broken. The barkeep directs you the nearby potions shop, where you could get some antidote. You could sleep at the inn for 20 coins a night.
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(Must I sign the papers? If no, take the papers and my weapons, then leave. If yes, sign the papers.)
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You cannot get possession of your weapons with signing the forms. You sign the weapons and the woman tells you to go down the hall and submit them to the quartermaster who will give you your weapons.
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I go down to the hall to submit them to the quartermaster.
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You submit the forms and the quartermaster gives you your weapons.
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I leave the building and look around to see if there is a witch doctor nearby.
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There is one. But he's gone for the week. Death in the family.
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You can go to the many places in the city.
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I go to the regular doctor in the hope of making sure I have no infections.
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You do not have an infection. Though the doctor is surprised to see that you are without your balls. He can stitch them on though, whether they'll function again is unclear. Or you can always go to the wizard.
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I ask to have my balls stitched back on. I never planned to have any kids, anyway.
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The doctor requires money. You only have 100 coins. Find 100 more.
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I go out to the streets to a weapon shop, if there are any, for a bow. And, preferably, arrows.
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With your balls in your pack, you search for a weapon shop. You find a blacksmith. He's selling a wooden bow for 50 coins and a quiver full of arrows for 25 coins.
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RIP ducky's social life. You know this thread it all your fault.
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Don't worry. I didn't have a social life before the thread anyway.
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Glad to hear it. It's been going nicely so far. Fell free to join, if you ever want to. :D
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You find yourself in an open plain surrounded by signs of an epic battle.
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