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 Roll to Dodge - Fantasy 
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Post Re: Roll to Dodge - Fantasy
> Short polite bow.

"Paladin Amelia Oaks. I hail from the Kingdom of Terris, my companions from elsewhere. How can we aid you?"


Sun Jan 12, 2014 10:35 pm
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He watches your bow and returns a Canisean salute. "Good to have you here, Paladin Oaks. Any assistance we can get is appreciated. Sandrew has probably only told of you of the knight in the woods, but we've got other problems. "

He points to a pin on the map north of the town. "Shortly before the knight arrived, one of the miners found a strange cave. She entered the cave and was chased off by cultists worshipping some kind of God of Probability or something."

"Reports have been coming in of them attacking my scavenging and messenger parties. Sir Autumn left with a small group of people to try and make it to Pisum and get some reinforcements, but I don't see him with you so I must believe he has been slain. Warhome is effectively under siege - the teleporting knight takes out anyone who leaves the city without someone at their back and even if they do get the needed supplies, it is difficult for them to return as the cultists keep the forest locked down. Only way through is to break up the party, which leads to the knight coming and the problem repeats itself."

He sighs and then points to a series of red pins leading towards the city, the opposite direction from where the party came. "These pins represent known encounters with that knight. He's more daring on that side, taking on small groups. He's getting closer to the town and I fear the worst - We've already lost most of our best fighters. People I fought with and against in the Great Campaign cut down in seconds by a teleporting demon of a man."

He frowns, you sense as if he is carrying the weight of the world on his shoulders. "There is no honor or glory in that. Nor is there any in the amount of lives that have been lost under my command. The only option left to me now is to ensure that their sacrifice has not been in vain and I'll need your help. Take your people, go to the cultists and crush them. When you return, I'll have a reward waiting for your group. I would sally forth personally, but they need me here most to coordinate the fight. "

You notice on the wall is a large two handed warhammer. It's head is shaped like a snarling wolf and appears to be of incredible craftsmanship. Ben notices you looking at it. "I see the Lady has caught your attention."

He looks at the weapon fondly. "Aye, it's a she. Lighter than a regular warhammer and all that much faster. I got my command with that weapon during the Great Campaign."

Item found - The Lady - Does between 20 to 35 damage a swing.

Perhaps there is a way to get Ben to loan the Lady, if only for a short time.

EDIT : Tweaked the stats of the weapon to be more inline with the stat table.


Sun Jan 12, 2014 11:07 pm
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"An impressive weapon, though I don't believe anyone in my party is skilled enough to wield it."

> Take a good look at the map, memorize the pins and what they represent so I can tell Orange to plot it on our map.

"The cultists will be eliminated. If that is all for now, I leave to relay the task to my party."

> Wait to be dismissed, and when/if I am, track down Orange and get our map sorted out. Gather everyone else up and tell them the details about our quest.


Sun Jan 12, 2014 11:40 pm
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Amelia wrote:
"An impressive weapon, though I don't believe anyone in my party is skilled enough to wield it."

"Indeed, not just anyone can handle that thing. If that demon knight comes here, I plan to bury the head in his chest."

CaveCricket48 wrote:
"The cultists will be eliminated. If that is all for now, I leave to relay the task to my party."

"Good. That is all."


Sun Jan 12, 2014 11:52 pm
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> Go find Orange, get her to map out the pins that I hopefully memorized.


Sun Jan 12, 2014 11:56 pm
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> Go to blacksmith. Look, just look, around his shop a bit, especially for machines. Ask him about forging and smelting. It's all good being a machinist and golemancer, but it'd be a gigantic help if I didn't need to wait for parts to come to me.


Mon Jan 13, 2014 3:52 am
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EDIT : And it's done!

Wow we got high roll numbers all round.

Maart3n/Amras Culnámo
[6] After the woman walks off to visit the commander you and most off the party head to the blacksmith. The Wraith floats into the inside of the furnace as you look around at some of the items. There is a sharp change in quality for most of these things, but you are simply picking up items and conjuring copies to see if you could get them to appear just right. The daggers are easy, but you scale up to try and conjure bigger things. Long swords at first. Then after they cease to be a challenge, warhammers, shields and spears. You start to learn how to best harness the flow of energy from your conjuring. While the items aren't necessarily better, you do make them last longer thanks to the practice.

Conjuration II acquired!
Conjuration Rebind acquired!
Conjure Duplicate I acquired!
Conjure Barricade I acquired!

Race : Elf
Factions
Sikhari Elves,
Inventory
Clothes - Equipped.
2 bags of health potions.
Leather Armour - Equipped, blocks 4 to 6 damage.
Dagger - Equipped, 1 to 4 damage.
Traits
Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen.
Conjuration Magic II - You can summon an assortment of items. They'll remain stable for a few minutes tops, but are still as powerful as their predecessors.
Conjuration Rebind - An item you have conjured can be passed safely to someone else without the item dematerializing.
Abilities
Summon Weapon II - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last a minute or two.
Summon Armour II - If needed, you can summon weak armour which'll last only a few minutes. This can make a good pre-combat action to ready yourself for a fight.
Summon NPC II - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a little while. In the heat of battle, having someone else for an enemy to focus on could be a life saver.
Conjure Duplicate I - You can conjure a simple copy of yourself. They have a fairly bad facial structure, a poor copy, but they can pass for you in low light or in the midst of a fight. They can't do much, more like a mannequin than a person.
Conjure Barricade I - If you need to, you can summon a physical barricade in front of you to stop enemies from passing a path. The barricade is weak but'll last for a minute or two, enough time to make a getaway or to prepare for a fight.
Stats
Health : Good

Kebbit/Bitter Pill the Observing
[5] As the paladin leaves to talk to the commander of this cluster of structures, you float towards the source of a great heat nearby, a "forge". Hot air flows forward from the forge, generated by burning some kind of fuel comprised out of compressed biological matter. Taking a closer look, you float into the inside of the forge and feel the air moving around. The fire is losing energy to the air, that much is clear, but the hot air also chases the cold air. You decide to stay there for a short time and contemplate. There is an energy being released by the fire and being used by the physical "blacksmith", but you think the energy that the fire generates is similar to the energy that the biologicals have. Perhaps they too have a fire inside of them?

Your senses indicate that they do generate a heat, but not because of a fire but instead due to chemical reactions and the like. How strange. The fire once again calls your attention as the biological uses a tool to put more compressed plant matter into the furnace. The fire surges with renewed strength. You look closely. The fire is a chemical reaction, just like the biologicals. It's just in a different form. The heat is merely a byproduct of that reaction being used by the physical.

Energy II acquired!
Chemistry I acquired!
Biological I acquired!
Physics I acquired!


Race : Wraith
Factions
Observers,
Knowledge
Sound II - The knowledge of what sound is. At Sound II, you are now capable of rough communication. You are no poet, but you can talk and understand what the others are trying to say if they speak simply.
Energy II - The entire world is comprised of energy. Some theorize even matter is energy. By tapping into the non-corporeal plane, you have infinite energy at your beck and call. You simply have to bring it into existence by using your body as a mobile fissure. By studying the transformation of energies and how energy can be generated, you have gained a more intimate knowledge of what energy is. You can now shape the bolts of energy accordingly, allowing you to project other known things.
Chemistry I - Chemistry is simply the knowledge of what the world is made out of. You can create elements that you know of and project them in a way you desire. Temperatures can be controlled via your other knowledge, otherwise they'll materialize at the temperature of the area around you.
Biological I - The biologicals around you appear to be powered by chemical reactions. They are "alive", whatever that means, but you know that they appear to be capable of thought. They are comprised of chemical components, just like everything else, very different from yourself. You have a basic understanding that they are alive, now being able to differentiate a tree from a rock, or a person from a table. Additional knowledge will allow you to apply your knowledge properly on biologicals, such as healing them.
Physics I - The understanding of the physical world that everything else is inside. The laws of physics come under this. While you are not capable of breaking or even bending the laws themselves, you can manipulate the local physical space around you thanks to your non corporeal nature. You can now teleport short distances.
Traits
Observer I - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer.
Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice.
Abilities
Become Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form.
Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out.
Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great.
Observer Projection I - Once you have learnt something, you can create it as needed. For now, the quantity is small and the quality poor...But time improves all things.
Observer Mindbreak I - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve.
Stats
Integrity - Good

TorrentHKU/Amboss Symphonian
[5] As the paladin leaves the party to visit the commander, you walk over to the blacksmith, keeping your eye out for any machines that could be of use. Unfortunately, you can't see any complex machines that would make mass production of things possible, but you ask the blacksmith. You notice that it's actually a human, though a young one, only around fifteen years of age. You ask the young man hammering a sword, "Hey, blacksmith! You have any machines here?" The young man looks up at you, his face covered in dirt from days of working in the blacksmith and his arms strong. "Yeah, we've got a sharpening wheel around here, but we don't have anything more complex than that. If you can make something, you're welcome to try, there should be some spare parts in the crates."

You walk over to the crates and open one, they haven't been locked in a while by the look of them. Inside you find an assortment of metal working parts in brass and a few belts. Though most importantly, you find a few casting moulds for bigger items. You walk back over to the blacksmith and ask about the forge. You can tell that he's quite young and by the look of it, inexperienced. "Hey, where's the blacksmith? The proper one?" He gives you a funny look, then says, "Oh, you mean the master? I'm just an apprentice. The master's dead. Not sure where, he tried to run."

Well, that sucks.

Race : Dwarf
Factions
The Deeplands,
Inventory
Clothes, - Equipped
Axe - Equipped. 6 to 8 damage.
Leather Armour - Equipped. Blocks 4 to 6 damage.
Golems
Lead Golem I - Status : Intact, Quality : Average, Attack power - 6 to 12.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Golemworks I - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. For now, you can produce simple cast-metal golems. But the more you create, the better they'll get!
Abilities
Create Golem I - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. Still, they are quite crude. For now, anyway.
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Stats
Health : Good,

CaveCricket48/Paladin Amelia Oaks
[6] You leave the blacksmith and find Orange at the blacksmith with the rest of the party. She stands there, reading some kind of book when you ask her to plot the map points you memorized. With the traveler's map in hand, she marks down the position of roughly where the objectives are. Looking at the map it is very clear that Ben was right, the encounters are getting closer to the town. If the town wasn't under siege thanks to the teleporting knight, it wouldn't have taken much for them to be able to wipe out those cultists. It should only be a short (Arrive on turn after going) journey to get there.

Race : Human
Factions
The Kingdom of Terris,
The Order of Paladins,
Inventory
Clothes - Equipped
Paladin Surcoat - Equipped.
Leather Armour - Equipped, blocks 4 to 6 damage.
Sword - Equipped, 4 to 10 damage.
Bag of Health Potions - 3 in the bag. Each potion reduces damage status by four.
Traits
Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt.
Holy Reading I - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether.
Abilities
Holy Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.

Offendo/Ashurbanipal III
[5] With a grin on your face, you run towards the forge and feel like begging the blacksmith there to use the forge. You look at him as he hammers metal and it's clear that he's an apprentice, he's doing it pretty well but lacks proper technique. Looking at your axe, you frown, it's a terrible piece of junk that's for certain. "Can I forge an axe here?" you ask. The apprentice turns and nods, saying, "Sure, if you can do it. Pile of ore over there, coal is there. Mind if I watch? I'm just an apprentice, the master is gone and I didn't finish training yet." he says as pointing to the two separate piles. You grin and get to work. You smelt the ore and immediately get to work. You wipe your head several times, sweat building on your forehead from the intense heat of the furnace. You focus on pure function this time, no need for decorative work on your axe and without good metals to do it you'd just be insulting the weapon.

In a short time, you've got a good axe made out of steel. You temper it in a nearby tub of water and the apprentice looks over, impressed by your work. "Wow, better than anything I could do. Only one, though, I need the rest of the ore and coal to fill out orders for the guards." You are a little disappointed that you aren't going to be able to forge an entire suit of armour to go with it, but you are pleased to have a decent weapon for once.

Good Steel Axe, 12 to 20 damage acquired!

Race : Dwarf
Factions
Glinrock Mountain
Inventory
Clothes - Equipped
Glasses - Equipped
Axe - equipped, 6 to 8 damage,
Good Steel Axe, 12 to 20 damage,
Leather armor - blocks 4 to 6 damage,
Weapons Maintenance Kit - Allows you to repair weapons.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft Common gear like a professional and never have to worry about a Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything Uncommon or below!
Abilities
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay.
Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour.
Stats
Health : Good,

Foa/Orange the Deftdancer
[6]With the paladin out of the way, you too go to the forge. You lift up that book from earlier and pretend to read it while quietly sealing the Pact of Steel in such a way as to stop anyone seeing that you are trying to do it.

"Isar telnarus traxo beltar paxon blai steo."

Immediately after invoking the Pact of Steel, you hear the sound of shattering glass. A voice speaks in your head, neither male or female, simply a voice with harsh tones.

Well well, aren't we an ambitious little Axin. I have heard your call, Deftdancer, and I agree. I give you my blessing to corrupt and warp metals in my name. If you are interested, I have other deals that we could seal...

Pact of Steel Activated!

Pact of War unlocked!
Pact of Fire unlocked!
Pact of Imbuement Unlocked!

Race : Axin
Factions
Skaxin
Inventory
Clothes - Equipped,
Leather Armour - Equipped, blocks damage 4 to 6,
12 Javelins - Equipped, damage is 1 to 12 when thrown. 2 to 6 when in melee.
Traits
Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste.
Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations.
Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out.
Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs.
Abilities
Channeling I - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. But at this point, it will only do a little of what you ask. You must practice and grow to be able to force the world to heed your commands.
Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability.
Pacts
Pact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity.
Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill. You have sealed this pact.
Pact of War - The Pact of War is the Pact of Steel on a large scale and more powerful. By further warping the items already cursed by the Pact of Steel, you can push their power even further beyond, at the price of the wielders sanity.
Pact of Fire - For but a single drop of blood, you can sign the Pact of Fire. You will receive the ability to hurl dark flames at will, allowing you to destroy enemies. This ability will gain power as you learn how to harness it's demonic might.
Pact of Imbuement - Pact of Steel's counterpart - by giving the soul of someone you have killed over to demons, you gain the permanent ability to imbue items with demonic power. Unlike the Pact of Steel, they won't drive their user insane, but they will take their toll on the ones who they hit. Base level imbuement is Daemonic Fire, which will increase the damage of a weapon by one quarter.
Stats
Health - Good,

Game Events
The party is gathered around the Blacksmith. Nothing of importance has otherwise occurred.

Game Maps



DM note : Still gradually working on other parts of the map but my time is being consumed by other spriting requirements for further in the story.


Last edited by caekdaemon on Thu Jan 16, 2014 10:07 pm, edited 1 time in total.



Thu Jan 16, 2014 8:11 pm
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Post Re: Roll to Dodge - Fantasy
Om nom nom nom.


Thu Jan 16, 2014 8:45 pm
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Post Re: Roll to Dodge - Fantasy
Just incase people have already looked at the thread before the roll was up, I am bumping this thread to bring it back to the frontlines of attention.


Thu Jan 16, 2014 10:40 pm
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Post Re: Roll to Dodge - Fantasy
"If you'd like some help, I don't mind helping out with your assignment. I could always use the extra practice."


Thu Jan 16, 2014 10:42 pm
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Post Re: Roll to Dodge - Fantasy
> Summarize meeting to everyone, since we're all in one place -

"Finished speaking to the commander. Ben Wolfheart Greyson, was his name. He's asked us to eliminate a group of cultists that have been attacking supply runs, and I hope to accomplish that as soon as possible.

Though, I don't believe we've made proper introductions. I am Amelia Oaks, paladin from the Kingdom of Terris."


Thu Jan 16, 2014 10:56 pm
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Post Re: Roll to Dodge - Fantasy
> Examine, disassemble, reassemble the sharpening wheel. A mechanism for making things spin, powered by an outside source? Near infinite uses.
If I can, hash out a design for a small pocket sized golem from the parts that are here.


Thu Jan 16, 2014 11:01 pm
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Post Re: Roll to Dodge - Fantasy
CaveCricket48 wrote:
> Summarize meeting to everyone, since we're all in one place -

That's a microaction if I have ever seen one. Anything else planned?

You already managed to sum up the meeting, too.


Thu Jan 16, 2014 11:13 pm
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Post Re: Roll to Dodge - Fantasy
caekdaemon wrote:
CaveCricket48 wrote:
> Summarize meeting to everyone, since we're all in one place -

That's a microaction if I have ever seen one. Anything else planned?

You already managed to sum up the meeting, too.


Hum, lesse.

CaveCricket48 wrote:
> Summarize meeting to everyone, since we're all in one place -

"Finished speaking to the commander. Ben Wolfheart Greyson, was his name. He's asked us to eliminate a group of cultists that have been attacking supply runs, and I hope to accomplish that as soon as possible.

Though, I don't believe we've made proper introductions. I am Amelia Oaks, paladin from the Kingdom of Terris."


> Also see what kind of armor is around, and talk to the young smith -

"Do you have any heavy armor I can borrow? It would help me on a mission my party is leaving for soon, and the pay should cover the cost when it is completed. And if there is not enough payment, the armor will be returned."


Thu Jan 16, 2014 11:28 pm
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Post Re: Roll to Dodge - Fantasy
"Amras Culnámo, "political entourage" for hire if you will.
If we are to attack these cultist I might be able to get us a way in disguised as an unarmed civilian. Although going in swords drawn isn't something I'm opposed to either."
If the rest off the group is ready to leave do so, if not loiter around some more and practice fighting with a conjured bladestaff.


Thu Jan 16, 2014 11:38 pm
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