Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: adwarf on May 18, 2014, 05:24:02 pm

Title: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on May 18, 2014, 05:24:02 pm
It is a dark time in the lands as the Demon Lord's armies have begun to lay siege to the human kingdoms, war rages everywhere and news of another battle being lost, another village be slaughtered, comes more often then news of a victory for the human side. It's a time where heroes are needed, and when many will step forward to try and become those legendary heroes legends are told about, songs are sung for, and people pay respects to even hundreds of years after their great acts. You six are such people who've come forward to forge onward down the path of a hero, will you manage to survive and carve your name into history or will you die with your name to be forgotten in the sands of time?

-----------------------------------------

Roll to Become a Hero is a fairly simple game wherein the objective is to become a hero by meeting three requirements, the first of which is to reach Level 10, the second to commit at least one Great Act, and to come to own a Legendary Item of some sort. Throughout the game you will take part in various missions chosen from a small set I offer to you each time you complete one, during these missions your aim will generally be to gain experience, items, and attempting to commit a Great Act worthy of the title hero. I'll be taking six players at first, and there will be a waitlist as I expect players to die rather quickly if they mess up.

Spoiler: Character Sheet (click to show/hide)



Spoiler: Combat (click to show/hide)

Spoiler: Great Acts (click to show/hide)

Spoiler: Legendary Items (click to show/hide)



Spoiler: The Mysteries of Magic (click to show/hide)




Current Players
- Dermonster as the Level 2 Apprentice Necromancer Chronus
- Berius as the Level 2 Guardsman Jase Bladeheart
- Sarrak as the Level 1 Blacksmith Zein
- killerhellhound as the Level 1 Guardsman Mark Juno
- Unholy_Pariah as the Level 1 Poacher Elric
- Yoink as the Level 1 Merchant Shandrem Blanchfoot

Waitlist
- darkpaladin109
- scriver
- Remalle
- Xeron
- Pufferfish
- TamerVirus
- NAV
- Spinal_Taper
- Salsacookies
- Nidilap
- SaberToothTiger
- Hawk132
- Ochita
- Generally me
- Andres
- spazyak
- Illgeo
- Haveroszaur
- ATHATH
- Cinder
-

Those Lost in Time
- scapheap as the Level 2 Shepherd Clair Gemini
- Lyeos as the Level 2 Woodcarver Lucy Verim


Those Who Failed
- Sinvara as the Level 1 Science Scholar Aeryn Vutran | Slain by a Skeletal Warrior in Alerd's Tomb
- The Froggy Ninja as the Level 1 Scholar David | Slain by a Skeletal Knight in Alerd's Tomb
- SomeStupidGuy as the Level 2 Poacher Trevor Abbot | Slain by a Skeletal Knight in Alerd's Tomb
- BlitzDungeoneer as the Level 1 Cultist Zack Abrams | Slain by Peasant #2 in the Village of Belton

Hall of Heroes
None

Update Index (http://www.bay12forums.com/smf/index.php?topic=138663.msg5291019#msg5291019)
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 05:27:26 pm
Name: Chronus
Gender: Male

Past Profession: Scholar

Trait: Exceptional Potential - You gain 25% more Experience.
Title: Re: Roll to Become a Hero
Post by: Beirus on May 18, 2014, 05:29:38 pm
I'm in.

Name: Jase Bladeheart
Gender: Male

Past Profession: Soldier/Guardsman

Trait: Sure Strikes
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 18, 2014, 05:31:51 pm
Name: Lucy Verim

Gender: Female

Past Profession: Woodcarver! (Or lumberjack, if that isn't acceptable.)

Trait: Sure Strikes
Title: Re: Roll to Become a Hero
Post by: scapheap on May 18, 2014, 05:38:51 pm
Name: Clair Gemini
Gender: Female

Past Profession: Shepherd.

Trait: Charismatic
Title: Re: Roll to Become a Hero
Post by: SomeStupidGuy on May 18, 2014, 05:43:29 pm
Name: Trevor Abbott
Gender: Male

Past Profession: Poacher

Trait: Marksman
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 05:51:59 pm
Name: Ethereal
Gender: Male

Past Profession: Archer

Trait: Marksman - You gain +2 to your accuracy rolls when using ranged weapons.
Title: Re: Roll to Become a Hero
Post by: The Froggy Ninja on May 18, 2014, 06:23:15 pm
Name: David
Gender: Male

Past Profession: Scholar

Trait: Encyclopaedic Knowledge - A +2 to having oddly convenient knowledge of relevant trivia
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 06:26:37 pm
((Is magic allowed for a player character to start with? If it is then I'd like to be put on the waitlist. I'll make a chat sheet later.))
It is not, you can learn it as the game goes on but you won't be able to start with it.



Update Index
Turn 1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5291092#msg5291092) |  Turn 1.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5291269#msg5291269)
Turn 2 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5292492#msg5292492)
Turn 3 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5293348#msg5293348)
Turn 4 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5294218#msg5294218)
Turn 5 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5295601#msg5295601)
Turn 6 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5296814#msg5296814)
Turn 7 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5299238#msg5299238)
Turn 8 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5300122#msg5300122)
Turn 9 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5301243#msg5301243) | Turn 9.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5302664#msg5302664) | Turn 9.2 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5304701#msg5304701) | Turn 9.3 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5311192#msg5311192)
Turn 10 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5311933#msg5311933)
Turn 11 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5312931#msg5312931)
Turn 12 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5313969#msg5313969)
Turn 13 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5316580#msg5316580)
Turn 14 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5319884#msg5319884)
Turn 15 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5326066#msg5326066)
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Turn 17 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5335774#msg5335774)
Turn 18 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5348158#msg5348158)
Turn 19 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5354835#msg5354835)
Turn 20 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5361595#msg5361595)
Turn 21 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5378313#msg5378313)
Turn 22 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5404241#msg5404241)
Turn 23 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5416890#msg5416890)
Turn 24 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5422518#msg5422518)
Turn 25 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5447258#msg5447258) | Turn 25.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5477465#msg5477465)
Turn 26 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5485632#msg5485632) | Turn 26.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5531231#msg5531231) | Turn 26.2 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5553923#msg5553923) | Turn 26.3 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5585018#msg5585018)
Turn 27 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5604853#msg5604853)
Turn 28 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5663018#msg5663018)
Turn 29 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5710529#msg5710529) | Turn 29.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5791339#msg5791339)
Turn 30 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5808207#msg5808207)
Turn 31 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5813119#msg5813119)
Turn 32 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5818195#msg5818195)
Turn 33 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5843200#msg5843200)
Turn 34 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5853191#msg5853191)
Turn 35 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5862842#msg5862842) | Turn 35.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5917714#msg5917714) | Turn 35.2 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5933453#msg5933453) | Turn 35.3 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5946247#msg5946247) | Turn 35.4 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5957104#msg5957104) | Turn 35.5 (http://www.bay12forums.com/smf/index.php?topic=138663.msg5979712#msg5979712) | Turn 35.6 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6128942#msg6128942) | Turn 35.7 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6141881#msg6141881) | Turn 35.8 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6155061#msg6155061) | Turn 35.9 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6159595#msg6159595) | Turn 35.10 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6159780#msg6159780) | Turn 35.11 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6161871#msg6161871)
Turn 36 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6310732#msg6310732) | Turn 36.1 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6311609#msg6311609)
Turn 37 (http://www.bay12forums.com/smf/index.php?topic=138663.msg6378388#msg6378388)
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 06:34:21 pm
((Is magic allowed for a player character to start with? If it is then I'd like to be put on the waitlist. I'll make a chat sheet later.))
It is not, you can learn it as the game goes on but you won't be able to start with it.

((So the plan is for all players to be warriors at the start and branch out to magic later in the game? Or is it possible to start out as a character that can do hitting stuff as a side thing and center on casting spells?))
Your starting base will be focused on pretty much whatever you want but you'll have to turn to magic later when you find the materials to learn and use magic, you can't start with any traits that give bonuses to magic.
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 18, 2014, 06:35:58 pm
((Actually, waitlist me. Just found out there's some stuff that might interfere with me being able to get on for a while.))
Title: Re: Roll to Become a Hero
Post by: Sarrak on May 18, 2014, 06:39:23 pm
Name: Zein
Gender: Male

Past Profession: Blacksmith

Trait: Ambidextrous
Title: Roll to Become a Hero - Turn 1
Post by: adwarf on May 18, 2014, 06:45:02 pm
The six of you sit gathered in a room off to the side of the tavern's main area, you can hear the faint sound of drunken singing, laughter, and much talking through the shut door but all of your attention stays firmly focused on the board in front of you. It was the reason all of you are here, its the town's Request Board where several jobs are tacked up waiting for adventurers, mercenaries, and wannabe heroes to take them up and help the town out for rewards, glory, or more. Right now there are only three jobs tacked up,

Whispers in the Darkwood - Recently people in the village have begun to notice strange things occurring around the Darkwood, those who pass by hear strange voices coming from within that always remain at a whisper, some people have seen odd lights from within, and recently a family has claimed that their child disappeared as he was walking home one day with the forest being along his route back home. The family, and the village mayor is promising a reward for stopping the disturbances in the woods and getting back the lost child ... or at least finding out what became of him.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Bandit Troubles - Recently a group of bandits has taken up home in the decrepit remains of a fort made to safeguard the highway leading to the capital, they've been using this position to terrorize caravans and travelers on the road. The mayor and numerous caravan guards are requesting you go silence the bandits to make the road safe again.
   Reward: 60 Gold Per Character, 4 XP for Quest Completion

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 06:51:42 pm
Do we just pick one of the jobs now?

I'd like to pick
"Whispers in the Darkwood"
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 18, 2014, 06:53:01 pm
Do we just pick one of the jobs now?

I'd like to pick
"Whispers in the Darkwood"

Likewise. That one seems the most interesting to me. Unless you want us to interact a bit now?

Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 06:54:21 pm
Do we just pick one of the jobs now?

Yep just pick whatever job it is you all feel is the best one.
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 06:55:31 pm
I'll third Darkwood.
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 06:55:38 pm
Are we allowed to work with each other? Or is this a solo?
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 06:56:44 pm
Are we allowed to work with each other? Or is this a solo?
You're all working as a team.
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 06:58:07 pm
Mk.

Lyeos, want to team up?
I don't trust Derm...seeing as his history is a bit...unique.
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 18, 2014, 06:58:59 pm
We're all on the same team.

But yes.

Derm still owes me a pair of underwear.
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 07:00:38 pm
*whistles innocently*
Title: Re: Roll to Become a Hero
Post by: SomeStupidGuy on May 18, 2014, 07:01:06 pm
I'll vote for darkwood as well. Seems like the most fun.
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 07:02:39 pm
We're all on the same team.

But yes.

Derm still owes me a pair of underwear.

Underwear should be the least of your problems...
Title: Re: Roll to Become a Hero
Post by: Samarkand on May 18, 2014, 07:03:33 pm
ptw
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 18, 2014, 07:08:01 pm
*Sighs*

When you've been chafing in your soaking-wet pants because you don't have a pair of dry underwear, don't come crying to me!
Title: Roll to Become a Hero - Turn 1.5
Post by: adwarf on May 18, 2014, 07:36:36 pm
You all agree to take the Whispers in the Darkwood mission and take your leave immediately, as you pass through the main room of the tavern Chronus holds up the mission contract to show the bartender. The man gives the lot of you a short nod which you take to mean he'll cover the costs for the meal. With that taken care of you make your way out into the streets which are flanked on all sides by buildings made primarily of wood with thatch roofs, and stone market stalls where a few tired looking farmers peddle grain, vegetables, and a in some places animals. The walk from the village out to the Darkwood takes most of the day and by the time you all arrive the sun has already begun to set and the area beneath the forest's trees is in a half light that throws disturbingly long shadows.

As you draw closer the lot of you begin to hear whispers on the edge of your hearing, out of all of you only Trevor and Chronus manage to make out what the voices are actually saying. Trevor and Chronus both manage to pick out a few words that the voices are saying, they don't appear to speak coherent sentences just words like torment, pain, behind, darkness, sadness, terror, and the like. All in all the both of you feel as if it would have been better if you never understood what the voices were saying.

The rumored lights come to life shortly after the whispers start, appearing in a myriad of colors they light up a rough trail leading deeper into the woods upon which you can make out a few sets of foot prints, some claw marks, and a handful of other tracks that you can't seem to figure out what they belong to. Do you follow the trail or head into the forest without guidance hoping you can find your way in the mass of trees?

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

-----

Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 07:38:28 pm
Oh, right. Adwarf can't grammar.

Uh. You may want to put some more editing all up in there. My brain refuses to comprehend what's going on.
Title: Re: Roll to Become a Hero
Post by: Beirus on May 18, 2014, 07:41:07 pm
((Damn, didnt even get a say in the quest. Will post when out of work.))
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 07:42:22 pm
Oh, right. Adwarf can't grammar.

Uh. You may want to put some more editing all up in there. My brain refuses to comprehend what's going on.
Yeah sorry about that, posted when I meant to preview, currently doing the editing now.

((Damn, didnt even get a say in the quest. Will post when out of work.))
It was 5 to 1 in any case you would've lost in the vote, sorry :(

Edit: Editing completed, it should be understandable now.
Title: Re: Roll to Become a Hero
Post by: killerhellhound on May 18, 2014, 07:47:17 pm
waitlist please
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 07:49:59 pm
((Okay, but is it possible to later pick a trait that does give bonuses to magic?))
Nope, even if you come in when the party has magical tomes, and such you will still not be allowed to take a starting trait that gives bonuses to magic.

waitlist please
Added.
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 07:50:25 pm
Edit: Editing completed, it should be understandable now.

*Takes a blank look at the unholy mass of run on sentances*

*Blinks again* Wait, did you edit that twice? Hm.
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 07:53:51 pm
Edit: Editing completed, it should be understandable now.

*Takes a blank look at the unholy mass of run on sentances*

*Blinks again* Wait, did you edit that twice? Hm.

Uh, this is how I've always done things, my English teachers and the ACTs found it more than acceptable O_o Also no I should have only edited once, might have took a second to go through.
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 08:03:57 pm
Oh well.

Vote for trail. I travel in the middle.
Title: Re: Roll to Become a Hero
Post by: killerhellhound on May 18, 2014, 08:22:20 pm
Name: Mark Juno
Gender: Male

Past Profession: Guardsman

Trait: Sure strikes
Title: Re: Roll to Become a Hero
Post by: Beirus on May 18, 2014, 08:51:16 pm
((So we have two (possibly three counting the shepherd) Melee fighters, two ranged fighters, and a Derm who will presumably just piggyback for XP and use us as meat shields until he gets magic, at which point we may be meat shields hit by friendly fire.  Is that a pretty apt description of the party?))

I vote for the trail too. I'll take point.
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 08:56:41 pm
Name: Aeryn Vutran.
Gender: Female.

Past Profession: Bouncer.

Trait: Brawler - 2+ to fist fighting attacks.

((Is this arlight? It's supposed to be an unarmed character but I can change it to include melee weapons.))
Yeah that's fine :)
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 08:57:40 pm
I have extra XP so it won't take long :3

Maybe I can observe things for weaknesses and record them so I can get Lore: Enemy weakspots or something in the meantime.
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 08:57:52 pm
Someone go into the forest with me.

I don't wanna stay near Derm...he might kill me.
Title: Re: Roll to Become a Hero
Post by: Dermonster on May 18, 2014, 09:03:21 pm
Oh come the fuck on, I can't even do that right now.
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 09:05:32 pm
Someone go into the forest with me.

I don't wanna stay near Derm...he might kill me.
He has about as much chance of killing you right now as a branch has of blowing the world up >_>

Oh come the fuck on, I can't even do that right now.
This.
Title: Re: Roll to Become a Hero
Post by: Beirus on May 18, 2014, 09:09:12 pm
((As long as my relationship with Derm isn't like the Fighter/Black Mage relationship, we should be good. He may have a knife, but I have a spear, so it should be a completely different dynamic. I hope.))
Title: Re: Roll to Become a Hero
Post by: Ethereal on May 18, 2014, 09:39:53 pm
Fine, I'll go through the path, behind everyone else.
With my bow loaded with an arrow pointing at Dermonster.
Title: Re: Roll to Become a Hero
Post by: adwarf on May 18, 2014, 09:42:09 pm
Please bold your actions, it easier for me to pick them out that way and to keep track of who actually posted an action so far.
Title: Re: Roll to Become a Hero
Post by: SomeStupidGuy on May 18, 2014, 09:50:17 pm
Head along on the trail, I 'sppose.
Title: Re: Roll to Become a Hero
Post by: Yoink on May 18, 2014, 10:17:45 pm
Spoiler: Character Sheet (click to show/hide)
Title: Re: Roll to Become a Hero
Post by: scapheap on May 19, 2014, 02:05:36 am
May as well follow the trail

((So we have two (possibly three counting the shepherd) Melee fighters, two ranged fighters, and a Derm who will presumably just piggyback for XP and use us as meat shields until he gets magic, at which point we may be meat shields hit by friendly fire.  Is that a pretty apt description of the party?))
((I'm the diplomancer. It my job to explain why Derm decide that their house need to be on fire to the owner.))
Title: Re: Roll to Become a Hero
Post by: killerhellhound on May 19, 2014, 02:27:54 am
May as well follow the trail

((So we have two (possibly three counting the shepherd) Melee fighters, two ranged fighters, and a Derm who will presumably just piggyback for XP and use us as meat shields until he gets magic, at which point we may be meat shields hit by friendly fire.  Is that a pretty apt description of the party?))
((I'm the diplomancer. It my job to explain why Derm decide that their house need to be on fire to the owner.))
((To remove the ghosts and goblins from it of course we're the heros after all we wouldnt do anything bad without reason.))
Title: Re: Roll to Become a Hero
Post by: TamerVirus on May 19, 2014, 03:03:50 am
PTW!
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 19, 2014, 07:44:56 am
Voting for trail, stay slightly behind and to the left of Chronus.
Title: Re: Roll to Become a Hero
Post by: Darvi on May 19, 2014, 08:07:53 am
Spoiler: Relevant (click to show/hide)
Title: Re: Roll to Become a Hero
Post by: Lyeos on May 19, 2014, 08:33:20 am
Spoiler: Relevant (click to show/hide)

It's a concealed knife! He'll murder us in our sleep! Or kill us while giving us a hug!
Title: Re: Roll to Become a Hero
Post by: BlitzDungeoneer on May 19, 2014, 10:48:42 am
Name: Zack Abrams
Gender: Male
Past Profession: Cultist(if not allowed, priest.)

Trait: Ambidextrous.
Title: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: adwarf on May 19, 2014, 11:03:11 am
With your weapons at the ready your party decides on following the conveniently lit trail as it is clearly the best option out of all of them. The six of you cautiously make your way along the trail with the strange lights keeping far enough ahead to be out of reach, but not so far that the area where the you are all at is covered in darkness. It takes a few minutes, but eventually the confined spaces of the trail begin to open up as the trees give way around you until finally you enter into a clearing where the rays of the moon and the strange balls of light illuminate the area.

Looking around the clearing you find your attention drawn to a single stump in the middle where the skeletal remains of someone sits unmoving and silent, looking at it you all realize that the voices seem to be coming from the skeleton. Disturbed a few of you move forward to try, and find the cause of it which causes the whispers to stop suddenly as the skeletal remains spur to life for the first time, its eye sockets fill with a dim blue light and its head slowly turns to look at the party before it. If you didn't know better you'd say that the skeleton's face bore a grin as it spoke,

"Oh, what do we have here? Yet more fleshy humans come to silence the Darkwood I see, or perhaps you came here for the child that supposedly went missing? Heh, if it was for the child I can see that humans have gotten much more moronic since I was last awake to fall for such simple illusions.

Any who, I feel like having some fun with you valiant heroes, let me just get things started."


As the skeleton finished it let out a laugh that sounded like teeth grinding together, lifting its hands a dark blue light quickly shrouded the skeleton and black flames sprouted on the ground all around you. The light enveloping the skeleton turned to a black robe covered in spiraling blue glyphs, and a staff of a jet black wood with a purple crystal embedded in its tip that gave off a faint light. The flames on the ground twisted, and promptly broke apart as reanimated corpses of goblin warriors clawed their way out of the ground to face you.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: Beirus on May 19, 2014, 11:33:40 am
((Alright, everybody keep Derm away from the necromancy stuff if we win. That's just asking for trouble.  :P))

"Oh great, he can summon skeletons. That Necromancer is bad news." Jase says, waiting to see if the skeletons made a move

Stab anything that gets near me. Use the reach of my spear to hit them before they get close enough to hit me.

((You didn't see anything. Definitely not an edit when I re-read the post and realized we weren't actually in combat yet.))
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: darkpaladin109 on May 19, 2014, 11:34:08 am
FRICKING SERIOUSLY

Name: Mred
Gender: Male

Past Profession: Keeper of Order (Or Guardsman of that's not appropriate)

Trait: Sure strikes
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: Lyeos on May 19, 2014, 11:55:44 am
Lucy stays back and watches, preparing to attack anything that draws close with a niiiice hit from her mallet.
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: scapheap on May 19, 2014, 12:21:01 pm
Clair start tossing her staff between her hands "Well, we are looking for a child, but we were only told about him so it the villagers that are moronic in this case.

Tell me, if we grind to you to dust, will you stop witting on?"

She holds her staff steady
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: Ethereal on May 19, 2014, 01:01:45 pm
Ethereal will load his bow with an arrow, preparing to shoot anything that goes near him.
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: Dermonster on May 19, 2014, 02:34:57 pm
Observe! Write down and call out weakpoints!
Title: Re: Roll to Become a Hero - Turn 2: Skeletal Necromancer Rises
Post by: SomeStupidGuy on May 19, 2014, 03:14:56 pm
Step back, and prepare an arrow for whichever of the necromancer's underlings move towards the group first. Also, smirk with undue confidence.
Title: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: adwarf on May 19, 2014, 05:18:44 pm
The skeleton watches the group closely, and lets out another of those strange teeth grinding laughs as Clair talks, the laughter fades off quickly enough as the necromancer replies,

"Ah, how I've forgotten of humanity's willingness to believe the words put before them as if there was no possibility they could be anything other than the truth. Now if you want to silence me then let us see whose the better!

With that the necromancer throws its free hand forward, as the hand moves the shadows quickly fly up and form into a simple spear that solidifies before flying directly at Clair. She attempts to dodge the spear as it comes at her, but her sheperd's crook slips her up and she stumbles directly into the spear which cuts a deep path through her shoulder before dissipating.

"Come on let us have some fun!

Spoiler: Initiative (click to show/hide)

Goblin Zombie Warrior 2
Lifting his sword the leftmost goblin warrior charges Jase with a guttural howl, Jase uses the rather long reach of his weapon to get a strike off as the monster charges, but he misses completely and the spear skewers nothing. The zombie lashes out with stiff, untrained movements, and Jase manages to back step in time to reduce what would've been blood drawing strikes into a slight nick and a miss due to the zombie's incompetence and body unsuitable for sword fighting.

Ethereal
With an arrow already at the ready it takes you only a short time to draw to full strength, and let loose with rather astounding accuracy as the arrow drives through the Axeman's arm and straight into the skull throwing the beast back onto the ground. As the battleaxe buries itself into the ground a few feet away from it the zombie twitches a few more times before falling silent.

+2 XP, -1 Iron-Tipped Arrow

Goblin Zombie Archer
With astounding speed the Goblin Archer turned on the former poacher Trevor, luckily the zombie only drew the bow halfway and the arrow has lost almost all power as it nicks Trevor's face and clatters to the ground somewhere behind him.

Jase Bladeheart
Seeing an opening as the goblin tries to recover from its failed blows you slam your spear forward with all your might sending a foot or so of the spear straight out its back. You hastily kick the zombie off of your spear as you step back preparing for the next chance to strike.

Clair Gemini
Spurred on by the wound the necromancer had inflicted you charge at it with crook in hand, letting out a bit of a warcry you swing it at the skeleton and it smashes into the things ribcage, but of course the thing merely laughs as the robe seem to be as sturdy as iron making the crook bounce off. Startled you backpedal a bit putting a bit of distance between the necromancer, and you.

Lucy Verim
As the fighting starts you leap at the nearest goblin warrior brandishing your hammer like you know how to use it (which you surprisingly do), your blows rain down in rapid succession and before the zombie can even react you've already backed away. The side of the zombie's chest is now caved in where you bashed at it, and the thing is already slouched over from the blows.

Chronus
You stand back from the fight, and spend your time observing the combat taking down various notes about effective ways to take on foes who are zombies, ways not to go about fighting them, and general weaknesses that can be easily observed from afar. All in all you manage to note that an arrow through the brain is a sure fire way to stop one while a hammer seemed to show better results than a piercing weapon like a spear, that combined with their clumsy nature assures you that you could probably fight one more effectively than before.

+2 XP, -1 Blank Page in the Book

Trevor Abbot
With a smirk you let loose at the archer with outstanding accuracy as the pair both fly true, and bury themselves in the zombie's head dropping it instantly.

+2 XP, -2 Small Game Arrows

Goblin Zombie Warrior 1
Enraged by Lucy's assault the warrior throws itself at her hacking furiously at the woodcarver, with Lucy unable to dodge the blows they find their mark easy enough and slice a long cut across her arm that would've been far worse had she not jerked away at the last moment.

Skeletal Necromancer has already acted


Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Lyeos on May 19, 2014, 05:26:36 pm
Lucy was pissed. If she wasn't mute, she'd be swearing at that goblin right now - that freakin' hurt! Taking her mallet in her non-bleeding-arm hand...

She attacks Goblin Zombie Warrior 1 again!
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Dermonster on May 19, 2014, 05:28:46 pm
I would like to protest that books have more than twenty pages.

Advise group on zombie combat methods to facilitate survival.
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: adwarf on May 19, 2014, 05:32:04 pm
I would like to protest that books have more than twenty pages.

Advise group on zombie combat methods to facilitate survival.
I would like to point out that you can have nineteen more of these essays that give bonuses to base damage, and accuracy so having twenty different categories of monsters which you can buff people against is rather powerful enough for a single book.
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: scapheap on May 19, 2014, 05:32:20 pm
Clair swings at any warrior still standing

"Lucy and I shall clear a path. Everyone else, cut off the head, so to speak."
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Lyeos on May 19, 2014, 05:33:22 pm
Oh! Ooooh! May I make a suggestion? Have Derm sing his essays. He can be the bard!
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Dermonster on May 19, 2014, 05:33:59 pm
I would like to protest that books have more than twenty pages.

Advise group on zombie combat methods to facilitate survival.
I would like to point out that you can have nineteen more of these essays that give bonuses to base damage, and accuracy so having twenty different categories of monsters which you can buff people against is rather powerful enough for a single book.

Remind me to get more books.
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: SomeStupidGuy on May 19, 2014, 05:43:57 pm
Trevor gives a quick nod at Clair.
"Go right on ahead, so long as you keep 'em a good ways away from me..."
He clicks his tongue as he pulls back his drawstring to send another arrow or two on course for the necromancer.

((Dermonster in a support role... Can't say I saw it coming.))
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Dermonster on May 19, 2014, 05:49:01 pm
((Quadratic wizard, Linear warrior. I suck like balls at the start but soon you'll be swinging a sword or firing an arrow and I'll be weaving the conceptual aspect of annihilation into a coherent laser beam.))
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Lyeos on May 19, 2014, 05:50:13 pm
((Or, we'll force you to be our bard. Mhmm.))
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: scriver on May 19, 2014, 05:52:43 pm
Waitlisten mich danke:

Name: Tanet Whyke
Gender: Male
Former Profession: Butcher
Trait: Exceptional Potential - You gain 25% more Experience
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Dermonster on May 19, 2014, 05:55:43 pm
((Also, the turn says +2 but the book says +1?))
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: adwarf on May 19, 2014, 05:59:43 pm
((Also, the turn says +2 but the book says +1?))
Ah, fixing that now since it was due to a slight change in how the essay is going to work, the part in the turn is a straight boost to accuracy while the actual one boosts accuracy and damage (the correct one). Should be changed to the correct one shortly.

Edit: It is now fixed.
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Beirus on May 19, 2014, 06:46:16 pm
Jase remains silent, focused on fighting.

Hit that skeleton I hit previously. In the head. Or go for the Necromancer, if that skeleton is already dead by the time I attack.
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Briehn on May 19, 2014, 07:35:15 pm
Name: Briehn

Gender: Male

Past Profession: Farmer

Trait: Exceptional Potential
Title: Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
Post by: Ethereal on May 19, 2014, 07:46:57 pm
Run to the corpse of the Skeleton Archer and take the arrows, if I have time, launch one perfect arrow at the Necromancer.

If I succeed,
"Bullseye."

If I don't,
"Maybe next time."
Title: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: adwarf on May 19, 2014, 09:53:01 pm
Spoiler: Initiative (click to show/hide)

Goblin Zombie Warrior 2
Still locked in combat with Jase the goblin zombie with a gaping hole in its chest continues its single minded assault as it lashes out once more with two swift strikes of its rusty sword. The first slash only scores a mild cut on the arm, but as Jase moves to dodge the second he stumbles and falls to the ground with the zombie following him doggedly, before Jase can act the zombie's second strike takes him in the head splitting the skull partially open and knocking the guardsman unconscious.

Jase has Intense Bleeding he will die in two turns unless stabilized!!

Ethereal
You run over, and take the quiver from the zombie archer before tossing it over your shoulder and letting an arrow fly at the necromancer with uncanny speed. Of course speed doesn't make for great accuracy, and the arrow simply skids across the side of the iron-like robe and flies off into the trees beyond as if to add insult to injury.

+11 Stone Arrows, -1 Iron-Tipped Arrow

Clair Gemini
Ignoring the Necromancer completely you charge to the defense of Jase as you swing your crook at his assailant, the blow strikes true as it connects with the back of the zombie's skull sending it flipping over Jase's corpse to lie twitching in the dirt. Of course in the end you're to late to save Jase from the worst of the harm as he lies bleeding out on the ground before you, that's of only partial importance now as the zombie warrior begins pushes itself back up and turns to face you.

Lucy Verim
With only one of the goblin zombies left you determine to finish the last one here, and know as lash out once more with your well-used mallet displaying all the skills you had obtained with it over the years. Putting all your might behind the blow you sweep down low striking the zombie's kneecap which gives off a deafening crack as the thing falls sideways from the force of the blow. For good measure you slam your hammer into the things head before turning your attention to the Necromancer himself.

+2 XP

Chronus
Staying back away from the brunt of the fighting you take your newly written essay, and use the chance to orate it to the party in an effort to better their combat prowess against the foe. Of course by the time you actually finish giving the speech the Essay and Oration are irrelevant as the zombies are all pretty much dead ...

Essay on Zombie Weaknesses and Advised Combat Methods becomes a Party-Wide Effect

Trevor Abbot
Standing in the same spot you loose off two more arrows at the necromancer one of which goes wide while the other impacts with the robe and shatters completely. Of course from the force of the impact you're sure it did some damage, but at this rate you fear the fight will take a rather deep toll if you don't manage to kill the necromancer soon ...

-2 Small Game Arrows

Skeletal Necromancer
As more of the Necromancer's minions fall the skeleton simply laughs as if he was having a truly fun time, with another mad cackle it does the same forward sweeping motion as the first time and yet another shadow spear forms in the air. The spear launches at the same target as before, and takes the unaware Clair in the shoulder where it buries it cuts straight through leaving a hole as it disappears once more into thin air.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

Party-Wide Effects
Essay on Zombie Weaknesses and Advised Combat Methods

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Ethereal on May 19, 2014, 10:02:41 pm
Shouldn't I have the leather quiver that the Skeleton Archer had?
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: adwarf on May 19, 2014, 10:04:02 pm
Shouldn't I have the leather quiver that the Skeleton Archer had?
Pasted wrong stat spoiler for you, give me a second to fix.

Edit: Fixed.
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Ethereal on May 19, 2014, 10:11:49 pm
Scavenge around the forest to find more arrows lying around.
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Beirus on May 19, 2014, 10:13:16 pm
((Damn. At least it wasnt instant decapitation. Might as well start on a new character sheet for the end if the wait list. Although I hope somebody can help me in time. Also, random question. If somebody learns necromancy after beating that skeleton, and they raise my corpse as some sort of undead that can still think, do I get to keep playing with added undead powers? I could be an undead driven solely by my quest to be a hero.))

Do I even get an action? Try not to die, I guess. Subconsciously pray to some sort of god to save me.
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Dermonster on May 19, 2014, 10:19:33 pm
Go see if I can't fix Jase. Record medical findings.
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Ethereal on May 19, 2014, 10:21:23 pm
Go see if I can't fix Jase. Record medical findings.

>Can't
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: SomeStupidGuy on May 19, 2014, 10:23:43 pm
Trevor mumbles a brief curse under his breath, moving to help his fallen ally(or at least, cover whoever else might try to), firing off a quick arrow at the remaining zombie as he does so.

>Can't

((Awfully defeatist, aren't we? :P))
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Beirus on May 19, 2014, 10:28:49 pm
((Derm seems like he's trying to see if he can't fix me. Which I hope won't be misinterpreted so that it ends up
[5] There is nothing you can do.
I do appreciate the attempts though, even if they don't work out.))
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: SomeStupidGuy on May 19, 2014, 10:30:46 pm
((Pfft, that'd be hilariously cruel. Honestly, any GM that'd interpret it that way wouldn't have players for too horribly long, y'know?
Eh, I think the odds aren't too badly against us. You've got a decent enough chance of not bleeding out.))
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: scapheap on May 20, 2014, 05:01:03 am
Go into a defensive stance. I don't wish to die yet.
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Lyeos on May 20, 2014, 07:39:14 am
Suicidal charge at necromancer, might as well distract him for the others.

((And now, I either die or have a moment of badassery))
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: adwarf on May 20, 2014, 10:24:21 am
((Damn. At least it wasnt instant decapitation. Might as well start on a new character sheet for the end if the wait list. Although I hope somebody can help me in time. Also, random question. If somebody learns necromancy after beating that skeleton, and they raise my corpse as some sort of undead that can still think, do I get to keep playing with added undead powers? I could be an undead driven solely by my quest to be a hero.))

Do I even get an action? Try not to die, I guess. Subconsciously pray to some sort of god to save me.
You roll a 1d20 and if its a 6 or below you get to act, hover over Intense Bleeding to find out its exact effects :)
Title: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: adwarf on May 20, 2014, 10:51:33 am
Spoiler: Initiative (click to show/hide)

Goblin Zombie Warrior 2
The last zombie takes his sword in both hands pointing towards the ground, and stabs down furiously at the wounded Jase, but be it through so miracle or sheer stupidity the zombie misses completely as its sword digs into the ground twice.

Ethereal
Ignoring the ever-present threat of the necromancer you decide to try and find your arrows which surprisingly enough doesn't take to long as you recover all three of them and a stone arrows the zombie archer fired. Ah, such a nice reward, if you ignore the fighting in the background it's like you're on a vacation.

Clair Gemini
You take up a defensive stance, and by defensive stance I mean you put as many of your fellow party members between you and the necromancer as you can before trying to hold your staff up like a shield. Surely this will save you from spears that can appear from nowhere!

Lucy Verim
In an effort to protect your allies you charge the necromancer with a warcry brandishing your mallet in hand like some hammerer whose actually fought in a battle before. You smash at the Necromancer, but with each below your dismay grows as the robes seem to harden and then disperse to weaken the blows to almost nothing, in the end you're not even sure if you managed to hurt him in your headlong charge ...

Chronus
With little desire to jump into combat you decide instead to save your Jase, and record your procedures to better aid you in the resuscitation of further wounded. You expertly set to work cleaning out the wound with water from your wineskin before using sections of your robes to bind them, and hopefully staunch the bleeding so that you might get him back to a healer in time. Your efforts pay off as the bleeding slowly begins to subside, and Jase begins to regain a normal breathing and heart rate.

You attempt to record your findings from the treatment session with Jase, but come up blank as to how to put your experience in words, and you doubt you could attempt to record them again without having such a situation to use as material for the essay ...

Trevor Abbot
As you dash over to cover Chronus, and Jase you loose an arrow at the last remaining goblin which takes him where a normal being' heart would be sending the monster collapsing to the ground unmoving.

+2 XP, -1 Small Game Arrow

Skeletal Necromancer
"Ah, this is so wonderfully entertaining! It has been quite sometime since a bunch of peasants managed to give me any entertainment."

With that said the Necromancer summoned a shadow spear once more, but unlike the past two times it chased after Lucy when he lauched it forward. The spears tears at her side, and nearly skewers Chronus before it dissipated a few inches from him.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

Party-Wide Effects
Essay on Zombie Weaknesses and Advised Combat Methods

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Lyeos on May 20, 2014, 10:54:22 am
Lucy flees, trying to make it behind the others so the archers can handle it! She flees like Clair! As fast as her wounded-side self can take her!

What a terrible time to be a mute, no?
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: scapheap on May 20, 2014, 10:55:32 am
"All together! We can unbalance at least!"

Strike Necromancer
Title: Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
Post by: Beirus on May 20, 2014, 11:09:11 am
((It worked? Thanks, Derm. I hope I wake up this turn.))

Wake up and attack that Necromancer. Or, if the exertion might adversely affect my health state, just try to avoid any attacks.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Ethereal on May 20, 2014, 01:57:23 pm
I still have 11 arrows, I'm pretty sure my action provided me with some.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: adwarf on May 20, 2014, 02:16:02 pm
I still have 11 arrows, I'm pretty sure my action provided me with some.
You have 15 and 12 on my screen :\
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Lyeos on May 20, 2014, 02:20:45 pm
Shhh! Ethereal, stay quiet! Don't screw yourself over!  :P

I still have 11 arrows, I'm pretty sure my action provided me with some.
You have 15 and 12 on my screen :\
Same.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: SomeStupidGuy on May 20, 2014, 02:23:23 pm
Trevor inhales sharply as he aims an attack at the necromancer.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Ethereal on May 20, 2014, 02:39:17 pm
I still have 11 arrows, I'm pretty sure my action provided me with some.
You have 15 and 12 on my screen :\

You trickster!
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: adwarf on May 20, 2014, 02:43:39 pm
I still have 11 arrows, I'm pretty sure my action provided me with some.
You have 15 and 12 on my screen :\

You trickster!

The edits were for SSG, I forgot to give him the XP from killing the zombie and removing one of his arrows O_o
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Dermonster on May 20, 2014, 02:50:06 pm
Scavenge the zombies so as to prevent them from being effective if raised again and to possibly find something of use or value.
Title: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: adwarf on May 20, 2014, 05:53:20 pm
Spoiler: Initiative (click to show/hide)

Ethereal
With the arrow scavenging done you get the sudden desire to actually attack the Necromancer as you loose an arrow from your bow that hits dead-on, but is easily deflected by the clearly enchanted robes the skeleton is wearing.

-1 Iron-Tipped Arrow

Jase Bladeheart
You come to with your vision partially obscured by makeshift bandages, and with an intense pain in your skull but through all of that you push yourself up from the ground determined to keep fighting. With spear in hand you charge the laughing skeleton of a necromancer, you stab forward and score a hit, but once more the enchanted robe foils the skeleton's assailants attacks completely.


Clair Gemini
Determined to finish the battle here you charge the Necromancer swinging, and your crook simply deflects off as the Necromancer laughs in your face at the pathetic attempts to harm him. This isn't good ...

Lucy Verim
Scared of her possible death Lucy turns tail, and runs as the injured Jase and Clair come charging in against the Necromancer, she runs far past the archers and then a bit farther until she's on the edge of the clearing. From there she watches the events carry out from behind the poor safety of a tree ...

Chronus
While your allies fight the Necromancer you decide it best to loot the gear off of all the now dead zombies in case their master brings them back to life once more to fight you all. Despite your thorough search of each of the goblin corpses you find nothing, but the gear they wield which you conveniently store away for later use or perhaps to sell, people will buy anything these days.

+2 Rusted Shortswords, +2 Cracked Round Shields, +1 Crude Battleaxe, and +1 Rotted Crude Shortbow

Trevor Abbot
Taking a deep breath you continue to fire away at the Necromancer to almost no effect as the arrows both shatter against the necromancer. You give a slight sigh at the sheer ineffectiveness of your weapon ...

-2 Small Game Arrows

Skeletal Necromancer
Without even stopping its laughter the skeleton stabs its spear straight out towards Clair, but misses completely as the tip of the staff whistles harmlessly past her ear. The skeleton gives a visible shrug at its miss, but continues to stand its ground even outnumbered as it is.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

Party-Wide Effects
Essay on Zombie Weaknesses and Advised Combat Methods

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----



------

GM Note: If a player has clearly been active in the thread, but has not posted an action when everyone else has already posted actions, and I feel like doing a turn they will be skipped.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Lyeos on May 20, 2014, 05:56:01 pm
After finding that the wound in her side wasn't as serious as she thought, and noticing that the others were failing...
'Nother charge! That accursed robe wouldn't help if he takes a hammer to the face!
'Sides, that robe would look quite nice on her~!
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: adwarf on May 20, 2014, 05:57:22 pm
Lucy searches for things to help deal with the injury in her side.
She also waves at Chronus, hoping to get his attention, and assistance.
In case you didn't know the injury in your side was fluff text, and you're not bleeding or anything like that, its just base damage to your HP which Derm isn't going to be able to heal because he has no healing magic, or items.
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Lyeos on May 20, 2014, 05:58:23 pm
D'aaaw, but I like t' act like it's real! Oh well, I'll change it!
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: adwarf on May 20, 2014, 05:59:00 pm
D'aaaw, but I like t' act like it's real! Oh well, I'll change it!
You can leave it as it is if you want I just wasn't sure you knew, or not :P
Title: Re: Roll to Become a Hero - Turn 5: The Necromancer is a Tank
Post by: Dermonster on May 20, 2014, 06:01:40 pm
I wonder if I can just sorta walk over there and take his staff straight off him.
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Beirus on May 20, 2014, 06:04:15 pm
"Damn that robe. I wonder how you'll do without it." Jase mutters.
Wrestle the robe off of the skeleton. Limit it's arm movements so it can't cast any more if those spears.
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: adwarf on May 20, 2014, 06:07:40 pm
((That necromancer sounds like it's off it's rocker, is that intended?))
Yeah, to those of you who can't tell, if there are any, the Necromancer is insane.
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Lyeos on May 20, 2014, 06:09:03 pm
Daaaaang. We should offer to buy him a drink back at town. He may be crazy enough to accept.  :P
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: SomeStupidGuy on May 20, 2014, 06:09:13 pm
"Well... That's disappointing."
Try and distract the necromancer using my sucky arrows along with some good old fashioned yelling.


((That necromancer sounds like it's off it's rocker, is that intended?))
Yeah, to those of you who can't tell, if there are any, the Necromancer is insane.
((Aren't they all? :v))
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Ethereal on May 20, 2014, 06:14:14 pm
Chronus
While your allies fight the Necromancer you decide it best to loot the gear off of all the now dead zombies in case their master bring shtem back to life once more to fight you all.

"Sthem"

Run to the Necromancer and take his Stave.
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: adwarf on May 20, 2014, 06:40:12 pm
((Plot question, are the strange forest lights actually tormented souls forced to walk the mortal world by the necromancer?))
Nah, they're just balls of light.
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Lyeos on May 20, 2014, 06:42:31 pm
((Plot question, are the strange forest lights actually tormented souls forced to walk the mortal world by the necromancer?))
Nah, they're just balls of light.
((Okay, nobody touch them!))
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Beirus on May 20, 2014, 07:29:16 pm
"Well... That's disappointing."
Try and distract the necromancer using my sucky arrows along with some good old fashioned yelling.


((That necromancer sounds like it's off it's rocker, is that intended?))
Yeah, to those of you who can't tell, if there are any, the Necromancer is insane.
((Aren't they all? :v))
((I hope you don't end up shooting us while we try to take things from the Necromancer.))
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: adwarf on May 20, 2014, 07:47:13 pm
((Plot question, are the strange forest lights actually tormented souls forced to walk the mortal world by the necromancer?))
Nah, they're just balls of light.

((That's...Underwhelming to say the least.))
What'd you expect from the skeletal remains of a Necromancer outside of a village of almost no import? :P
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: SomeStupidGuy on May 20, 2014, 08:05:45 pm
((I hope you don't end up shooting us while we try to take things from the Necromancer.))
((Eh, you'll be fine. Arrows to the gut build character!))
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: Remalle on May 20, 2014, 08:43:52 pm
Spoiler: Signin' up (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 6: The best worst loot is gained during battle
Post by: scapheap on May 21, 2014, 03:11:58 am
Smack
Title: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: adwarf on May 21, 2014, 02:16:23 pm
Spoiler: Initiative (click to show/hide)

Ethereal
As you watch the fighting a truly brilliant idea comes to you, that idea is to charge into the midst of the fighting with no melee weapon to speak of and try to steal the necromancer's staff straight out of his hands! You sprint across the clearing, and get a rather good hold on it only to get a solid kick in the face that sends you sprawling back into the dirt with the staff still in the Necromancer's hands.

Jase Bladeheart
You feel weariness in the back of your mind and your vision blurs for a moment, but you manage to stay standing through sheer force of will as you continue your desperate fight with the necromancer. Rather desperate at this point you reach forward with one hand and grab the necromancer's robe to pull it off, however as you tug you find the robe doesn't move at all as if it is bound to the necromancer's bones.


Clair Gemini
You lash out with your crook aiming for the necromancer, but miss completely and go stumbling off behind him as Lucy charges into the midst behind you with her mallet ready to pound the necromancer's face in. At this rate you doubt very much that your party will come out of this encounter unscathed ...

Lucy Verim
Deciding that your wounds are not that big of a deal you charge out from your place of hiding, and across the clearing to batter the skeleton necromancer back into his grave. Just like all previous attempts your attacks do poorly against the steel-like material of the necromancer's robes turning what would have been truly wounding blows to minor scrapes  as if the attacks themselves were nothing.

Chronus
With the others all fighting the necromancer, or trying to steal his staff and robe from him you decide perhaps that if you could just take that staff from it the fight might become that much easier, that and its nice staff. You take the staff in both hands, and yank it out of the Necromancer's hand while Jase wrestles with him trying to remove the immobile robe from the necromancer's back. Looking at your new staff with a slight smile you decide to test it by smashing it into the skeleton's chest which goes mildly well as you manage to avoid hitting Jase.

Gained the Darkwood Stave

Trevor Abbot
Looking at the combat brawl going on in front of you with a bit of apprehension you shrug, and decide it would be best to keep on attacking anyway even if it might put your allies in harm. Of course just like last time your arrows prove completely harmless against the rather well armored skeletal necromancer though now he seems quite a bit weaker without his staff.

-2 Small Game Arrows.

Skeletal Necromancer
The skeleton stopped laughing the moment Chronus took his staff from him with his laughter soon replaced with a scream of rage as he prepared yet another spell. With a roar the skeleton summoned another shadow spear, punching forward into Jase's stomach the spear digs into his flesh but dissipates before it can pass all the way through.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

Party-Wide Effects
Essay on Zombie Weaknesses and Advised Combat Methods

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----


GM Note: I have come to the outstanding conclusion that Dermonster is overpowered :|
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Beirus on May 21, 2014, 02:25:33 pm
((Damn, I'm going to be the first casualty unless we get really lucky.))

"Argh, you son of a diseased whore! I may not be long for this world, but I'll see you in hell!" Jase shouted, attempting to drive his spear though opening of the robes over the necromancer's face and through it's skull.

Stab that Necromancer! Re-kill him good!

((Because retreat isn't an option. Unless I find out it is an option, at which point this post may be edited.))
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: adwarf on May 21, 2014, 02:31:49 pm
((Because retreat isn't an option. Unless I find out it is an option, at which point this post may be edited.))
If the Necromancer is dead set on killing you then you wouldn't be able to run fast enough to get out of the clearing in time enough to be out of the range of his shadow spears.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: SomeStupidGuy on May 21, 2014, 02:41:25 pm
Trevor shrugs, slinging his bow onto his back as he dashes over to the necromancer, simply trying to generally get in its way and intercept any attacks aimed at wounded team-mates.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: scapheap on May 21, 2014, 03:03:10 pm
Bata swings
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Ethereal on May 21, 2014, 03:07:46 pm
Karate kick the Necromancer to make him lose balance.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Dermonster on May 21, 2014, 03:09:15 pm
GM Note: I have come to the outstanding conclusion that Dermonster is overpowered :|

[01:58.32] <adwarf> At the moment he has a knife
[01:58.35] <adwarf> And a blank book
[01:59.00] <adwarf> The people in the party have a spear, a mallet, and bows .... WHAT CAN HE DO?

>:D

Use the staff to get the necromancer in a choke hold from behind.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Xeron on May 21, 2014, 03:12:58 pm
Put me up on that waitlist !
Name: Furious Ming
Gender: Male
Past Profession: Thug
Trait: Choose one of the following or make up your own.
Ambidextrous - You can wield two weapons (two daggers, dagger and shortsword, etc.) without penalties.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Beirus on May 21, 2014, 04:05:54 pm
GM Note: I have come to the outstanding conclusion that Dermonster is overpowered :|

[01:58.32] <adwarf> At the moment he has a knife
[01:58.35] <adwarf> And a blank book
[01:59.00] <adwarf> The people in the party have a spear, a mallet, and bows .... WHAT CAN HE DO?

>:D

Use the staff to get the necromancer in a choke hold from behind.

This being Derm, the skeleton will probably regrow a respiratory system just to choke.
Title: Re: Roll to Become a Hero - Turn 7: Dermonster is OP
Post by: Lyeos on May 21, 2014, 05:53:22 pm
Aaaaiiim for the faaaace!
Title: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 06:21:47 pm
Ethereal
You push yourself up from the ground, and instead of using your bow which has proven very effective so far you decide to kick the necromancer in the hopes of knocking him off balance. Your foot connects with the skeleton's knee, and even through the steel like robe you feel something give way as a sharp crack fills the air, shortly after the skeleton tumbles to the ground defenseless.

Jase Bladeheart
You move to continue the fight, but the stress and pain of the battle catch up to you, and you collapse backward as your vision fades to black and a deep rest begins to consume you. You end up an unconscious heap a short distance from the downed necromancer ...

Clair Gemini
With the Necromancer now vulnerable as he lies on the ground you swing your crook down to bash at his chest resulting in yet another resounding crack as you think you feel a bone give way beneath the blow. With relief you notice the rest of your allies closing in to finish off the enemy.

Lucy Verim
Joining in with the others you swing your mallet at the helpless skeleton repeatedly causing little over all harm, but in the end every little bit counts as you notice the flames in the skeleton's eye sockets begin to weaken.

Chronus
With the Necromancer now on the ground, and unable to retaliate you drop down on top of him and begin to press the staff against what remains of its neck resulting in a crack beginning to form across what you can see of its spinal cord but before it manages to get to any significant amount the necromancer manages to squeeze his hands under the staff and begins to push back.

Trevor Abbot
Seeing your chance you draw two arrows from your quiver, and walk around to where you stand directly above the skeleton's head, putting the two arrows to your string you draw to full strength and give the necromancer smirk. When you release the string the arrows fly true, and pierce straight through the necromancer's eye sockets hitting the back of the skull with such force that the entire thing shatters to bits before you and the flames disappear for good. With the flame's the robe also disappears into the shadows around you but the staff remains solid in the hands of the Scholar Chronus.

The Necromancer of the Darkwood has been Slain! +4 XP to Trevor Abbot, +3 XP to Dermonster, & +2 XP to everyone else.


Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Lyeos on May 21, 2014, 06:23:35 pm
Look for loot.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 06:31:20 pm
Explore the area a little, see if the necromancer left anything behind.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Beirus on May 21, 2014, 06:34:08 pm
Don't die antclimactically. Maybe wake up and look for loot if I can.

((I hope I make it back to a healer.))
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Lyeos on May 21, 2014, 06:35:33 pm
Don't die antclimactically. Maybe wake up and look for loot if I can.

((I hope I make it back to a healer.))
((Dun' worry, after I look for loot I'll have Lucy carry you.))
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: SomeStupidGuy on May 21, 2014, 06:40:19 pm
Trevor looks over the broken bits of the necromancer, eventually pocketing one of its femurs as a somewhat morbid souvenir. He also makes sure to grab whatever arrows of his survived.
"Well, I'm satisfied."
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Beirus on May 21, 2014, 06:53:16 pm
Don't die antclimactically. Maybe wake up and look for loot if I can.

((I hope I make it back to a healer.))
((Dun' worry, after I look for loot I'll have Lucy carry you.))
((Thanks. Although I'm apparently the worst Melee fighter in the group. I managed to stab one skeleton, then got my skull cracked open. I need to invest in a helmet.))
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Briehn on May 21, 2014, 07:10:08 pm
nothing.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Ethereal on May 21, 2014, 07:17:07 pm
Can't I get Bonus exp for unbalancing the Necromancer?
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 07:19:57 pm
I beat the hell out of him with his own staff.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 07:20:09 pm
Can't I get Bonus exp for unbalancing the Necromancer?
Nope. SomeStupidGuy got it for the finishing blow, and Dermonster got it because he stole the necromancer's staff which removed both his reanimation spell and his life leech spell making the fight significantly easier.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Ethereal on May 21, 2014, 07:22:40 pm
Can't I get Bonus exp for unbalancing the Necromancer?
Nope. SomeStupidGuy got it for the finishing blow, and Dermonster got it because he stole the necromancer's staff which removed both his reanimation spell and his life leech spell making the fight significantly easier.

Bias!!!1!!!!111!!!

If the robe is still existent, equip it. If not, try and forge some arrows with the bones of the necromancer
. If there are no bones, find the supposedly lost child.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Lyeos on May 21, 2014, 07:23:21 pm
So wizards store their spells in their staves?
Pathfinder. DnD (I think). Elder Scrolls games. It wasn't "all" of his spells. Just some.

Can't I get Bonus exp for unbalancing the Necromancer?
Nope. SomeStupidGuy got it for the finishing blow, and Dermonster got it because he stole the necromancer's staff which removed both his reanimation spell and his life leech spell making the fight significantly easier.

Bias!!!1!!!!111!!!

If the robe is still existent, equip it. If not, try and forge some arrows with the bones of the necromancer
.


It isn't. I had to change my action because I was gonna take the robe.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 07:23:45 pm
I also have the bonus xp trait. was that taken into account?
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Lyeos on May 21, 2014, 07:26:14 pm
Wait, bonus XP for kill stealing finishing blows? I know what I'm doing from now on~!
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Ethereal on May 21, 2014, 07:27:11 pm
Wait, bonus XP for kill stealing finishing blows? I know what I'm doing from now on~!

Kill stealing!!!
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 07:29:01 pm
If the robe is still existent, equip it. If not, try and forge some arrows with the bones of the necromancer
.

With the flame's the robe also disappears into the shadows around you but the staff remains solid in the hands of the Scholar Chronus.

So wizards store their spells in their staves?
Nah, if you notice the staff Dermonster has acts as a catalyst, some spells require a catalyst to function and without the catalyst for the power to focus through they won't work. Since the staff was the catalyst and those two spells required one he could simply no longer gather the power to cast them without the staff to use as a focus.

I also have the bonus xp trait. was that taken into account?
It was not, it only works when 25% of the XP is at least 1 or greater for the sake of my sanity, and even then the decimals worth of XP aren't counted. I don't want to have to keep track of adding onto your 9.5544268775 XP + 0.255828 XP or some crazy thing like that.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 07:31:01 pm
You better start handing out more xp then. I'm supposed to be at least 1/4th ahead of everyone else at all times dammit.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 07:32:33 pm
You better start handing out more xp then. I'm supposed to be at least 1/4th ahead of everyone else at all times dammit.
You're pretty much ahead of everyone, but SSG who is just apparently more overpowered than you at the moment.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 07:35:07 pm
Can wizards have a catalyst that isn't a staff? Like a crystal or gem?
Catalysts can be pretty much anything so long they're made out of certain gems/metals, or if a mage/sorcerer/whatever has enough skill and magical power they can enchant something to act as one.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 07:38:01 pm
Plan: Enchant underwear to become catalyst; fire magic missiles by doing the crotch thrust.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Dermonster on May 21, 2014, 07:44:22 pm
Why would I be banned?
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: adwarf on May 21, 2014, 07:48:22 pm
Why would I be banned?
Being to awesome? I dunno, I think newcomers have gotten a horrific idea of you due to all the grand stories floating around.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: GlyphGryph on May 21, 2014, 08:05:28 pm
Nevermind.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: Beirus on May 21, 2014, 08:23:56 pm
((I wonder if I could find one of those catalyst  staffs (staves?), put a spearhead on it, and be a Battlemage or spellspear. Also, I used to think Derm was dangerous. Now I just think he's misunderstood, with too much power to fully control.))
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: GlyphGryph on May 21, 2014, 09:02:54 pm
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: killerhellhound on May 21, 2014, 09:35:41 pm
Why would I be banned?
Being to awesome? I dunno, I think newcomers have gotten a horrific idea of you due to all the grand stories floating around.

I felt that his "plan" was a bit off-putting, but now that I think about it, it's too funny to take seriously.
That is half of the best ideas on this forum in a nut shell
It gets even better when they go and do it or debate how to get it to work, like the take over mars plan.
Title: Re: Roll to Become a Hero - Turn 8: The Necromancer took a Fatal Kick to the Knee
Post by: scapheap on May 22, 2014, 02:16:03 am
"Let head back before some animals turn up to the blood. I won't want to die to wolves after surviving that."
Title: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 03:23:14 am
Lucy Verim
Your search efforts bring no results as you check all the corpses over once more in case of something Chronus might have missed before also searching the grass for anything other then arrows. All in all it was quite a waste of time.

Chronus
You give the area where the necromancer a quick look over, and at first you find nothing but as you start to turn around to walk away you notice a slight glint from a whole hidden underneath some of the stump's roots. Looking around to make sure no one is looking you duck down, and reach in to grab the object, as you pull it out you find a book with a black cover bound in silver with neat writing on the cover that reads 'Memnok's Guide to the Basics and Fundamentals of Necromancy'. Standing back up you tuck it away beneath your robes, and give a final look around the clearing finding no one noticed you reach down and grab the book from its hiding spot.

Gained Memnok's Guide to the Basics and Fundamentals of Necromancy

Trevor Abbot
You reach down and take one of the Necromancer's Femur bones before going off to gather up the arrows you launched during the battle to rather average effect.

Gained Necromancer's Femur Bone, and 9 Small Game Arrows

Ethereal
You gather up roughly a dozen bones that are suitable enough to be made into arrows, but once you've gathered them you realize you'll have to hand them over to a skilled craftsman, probably at a fee of some sort, to get them forged into arrows that will be of any use. Handmade arrows of pure bone aren't like to harm anything other than maybe a rabbit ...

Whispers in the Darkwood has been Completed! +5 XP to Chronus, and +4 XP to Everyone Else. Chornus and Trevor Leveled Up!

With your quest finished your group as a whole searches the clearing, and the nearby vicinity for any sign of the reported missing child, but after an hour or so of searching you come up empty handed with somewhat sorrow filled hearts. Defeated in that respect you make your way back to the village of Belton taking turns to carry the wounded Jase as you try to make at least a semblance of haste hoping to arrive by dawn. As luck would have it you do arrive at dawn to be greeted by the Mayor, a jovial man big enough in the waist to make two people, by the name of Clyde Blademont and some of his house guard on the main entrance to the village. Seeing Jase is injured he has you all hand him over to a pair of his guards who carry him off to see the village healer as Clyde begins to tell you of a rather strange occurrence, when he went to check on the family whose child had gotten lost near the Darkwood he found the house abandoned with a thick layer of dust covering everything.

The Mayor questioned the neighbors about this and they reported that no one has lived in that farm for nigh on thirty years now, the family, and the child it would seem were an illusion, a lie, or something else entirely it would appear ... Shrugging the man thanks you anyway and hands you each a pouch of gold, along with Jase's though from it he takes a nearly a third of it to pay the healer for their services. With that he thanks you and turns with his guards at his heels leaving you all to do as you wish. You could visit the shops, go to the village's rather modest library, or perhaps visit the healer to learn of her services?

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]

(Ethereal Only) 6 Dead's Bane Arrows [Atk: 2, Undead Bane, Cost: 50 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

Spoiler: Level Up Options (click to show/hide)

Spoiler: Ethereal (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: scapheap on May 22, 2014, 03:30:05 am
Buy Chainmail Vest

"May I ask if there if there any spear weapons laying around?"
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 03:35:42 am
"May I ask if there if there any spear weapons laying around?"
The smith pounds at a chunk of metal that is slowly beginning to take the shape of a sword as he replies,

"No, none of those. I sold my last ones to Blademont's men since theirs needed some replacing, I won't have any new ones for a while since as ya can see I'm the only one working here and I got to flesh out my stock of swords, and axes for the next of the King's recruit regiments that comes marching along this road to the front."
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Ethereal on May 22, 2014, 03:48:13 am
Buy a Blank Book, Scribing Tools, and a Mortar & Pestal.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: scapheap on May 22, 2014, 04:19:23 am
"I see. I will buy a Round Shield then."
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 22, 2014, 07:54:07 am
Sell the rusted old crap. Gain bookworm. Will edit with purchases once I figure out why Ethereal trying to steal my job when he has a bunch of perfectly good arrows.

Oh, did you buy those for me Ethereal?
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Beirus on May 22, 2014, 09:22:53 am
((Wow. My luck is apparently terrible. Taking a serious injury and losing part of my pay? Hopefully the next quest goes better.))

"Excuse me, blacksmith, is there any chance you'd have any helmets lying around? I took a rather bad wound to the head on my last outing, and I'd like to prevent it from happening again."
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 22, 2014, 09:58:01 am
Purchase chainmail vest, weak health poultice, beginner's guide to herbalism. Get frustrated due to poor communication due to being mute.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 01:00:58 pm
"Excuse me, blacksmith, is there any chance you'd have any helmets lying around? I took a rather bad wound to the head on my last outing, and I'd like to prevent it from happening again."
A helmet wouldn't have helped you, a critical headshot will always cause intense bleeding regardless of whether or not you have a helmet on.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Beirus on May 22, 2014, 01:26:09 pm
((Well then, guess I'll go with the shield.))

Buy an Oaken Round Shield, a Whetstone, and Rough Bandages. That should use all of my 30 gold.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 02:34:08 pm
Buy a Blank Book, Scribing Tools, and a Mortar & Pestal.
Once again I'd like you to bold your actions please, it makes it a lot easier on me when I can just skim to find actions instead of having to read everything.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: SomeStupidGuy on May 22, 2014, 02:45:10 pm
Sell 10 of my small game arrows. Buy 5 iron-tipped arrows, flint & steel, a skin of oil, a weak health poultice and a basic lockpicking kit.

And I'll take Stealthy.
Title: Roll to Become a Hero - Turn 9.1
Post by: adwarf on May 22, 2014, 03:34:40 pm
Clair Gemini
You head to the blacksmith's first thing and spend most of your gold on the purchasing of an shield, and chainmail vest to help you survive that much longer in combat. With those purchases done you start to wander around considering what to do next ...

Gained Chainmail Vest and Oaken Round Shield. Lost 40 Gold.

Ethereal
You first head to Samus' General Goods to pick up a blank book, and some scribing tools, though what use an archer would have for those when another in the party has already taken that role you're not quite sure. With that done you head over to the apothecary, and purchase a Mortar & Pestle for use at a later date, however as you leave the apothecary you bump into Chronus who asks you if you bought those items for him.

Gained Blank Book, Scribing Tools, and a Mortar & Pestle. Lost 50 Gold

Chronus
You take the pile of rusted junk to the blacksmith's, throw it down in a pile before him, and ask what the man would take for all of it in its rusted and cracked glory. The smith gives it a decent look over before pulling out eighteen gold, and tossing it onto the counter, you accept the small pile of coins and head back out only to immediately run into the archer Ethereal with his arms clutching a book, writing utensils and a mortar & pestle. Confused you ask him,

Oh, did you buy those for me Ethereal?

Gained 18 Gold

Lucy Verim
You head through the stores purchasing a chainmail vest, a Beginner's Guide to herbalism, and a weak health poultice.

Gained Chainmail Vest, Beginner's Guide to Herbalism, and a Weak Health Poultice. Lost 50 Gold

Jase Bladeheart
You head over to the smithy where you purchase a shield, after which you head over to the general goods where you purchase a fine whetstone to sharpen the point of your spear with. Finally you make your way to the apothecary, picking your way around Chronus and Ethereal who seem to be talking in the middle of the road, to purchase a rough bandage from the elderly woman who owns the store.

Gained an Oaken Round Shield, a Whetstone, and a Rough Bandage. Lost 30 Gold.

Trevor Abbot
Your first stop is the blacksmith where you manage to sell ten of your small game arrows for ten gold before buying five of the better iron-tipped arrows to restore your quiver to somewhat full capacity. After that you head over to the apothecary and buy a weak health poultice. Finally you head to the General Goods where you buy a lockpicking kit, a skin of oil, and a flint & steel all to better cause mindless havoc no doubt.

Gained 10 Gold, 5 Iron-Tipped Arrows, a Basic Lockpicking Kit, a Skin of Oil, a Flint & Steel, and a Weak Health Poultice. Lost 60 Gold, and 10 Small Game Arrows.

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]

(Ethereal Only) 6 Dead's Bane Arrows [Atk: 2, Undead Bane, Cost: 50 Gold]

Quote from: Three Herb Apothecary
Weak Health Poultice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]

Mortar & Pestle [Allows the making of Potions and Poultices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Beirus on May 22, 2014, 03:49:15 pm
((So will my weapon get dulled over time and the whetstone will repair it, or is the whetstone used to preemptively sharpen the weapon to get a bonus to hit or damage? Also, Derm, once you get a handle on the necromancy thing, do you think Chronus could show Jase how to cast those darkness spears, or maybe put a necrotic aura on the blade/point/hurty bit of his weapon? I'm hoping to make Jase more of a Magic Knight than a pure Warrior if he survives that long.))

Work on blocking, dodging, and using Jase's spear more effectively if we have some time before the next quest.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 22, 2014, 03:51:04 pm
((I'm planning on keeping it a secret as long as damn possible mate. Necromancy, I'm thinking, isn't looked too kindly upon.))
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Briehn on May 22, 2014, 03:51:43 pm
"Sorry, these are for my own uses. No worries, I won't be taking over your spot on the team."

Sell my Stone Arrows and Leather Quiver
Try to get more than I should actually be getting.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 22, 2014, 03:55:08 pm
"Sorry, these are for my own uses. No worries, I won't be taking over your spot on the team."

Sell my Stone Arrows and Leather Quiver
Try to get more than I should actually be getting.



...

Is someone multi-accounting here? I wasn't talking to you.

GM! I believe that Briehn is Ethereal in disguise!
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Gentlefish on May 22, 2014, 03:57:31 pm
This looks super fun. Could I waitlist if at all possible?
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 03:59:49 pm
"Sorry, these are for my own uses. No worries, I won't be taking over your spot on the team.

Sell my Stone Arrows and Leather Quiver
Try to get more than I should actually be getting.



.... I've been lenient up to this point because I wasn't sure, but having two accounts is (I do believe) against the forums rules, even if it isn't using two of them to both have a character in the game and have a waitlist slot further up annoys me to no end. Ethereal you are kicked out of the game, and your alt account Briehn is off the waitlist, both accounts are also banned from the game.

"Sorry, these are for my own uses. No worries, I won't be taking over your spot on the team."

Sell my Stone Arrows and Leather Quiver
Try to get more than I should actually be getting.



...

Is someone multi-accounting here? I wasn't talking to you.

GM! I believe that Briehn is Ethereal in disguise!
I kind of figured it up to this point, but wasn't completely sure. Now I am.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 22, 2014, 04:02:44 pm
.... I've been lenient up to this point because I wasn't sure, but having two accounts is (I do believe) against the forums rules, even if it isn't using two of them to both have a character in the game and have a waitlist slot further up annoys me to no end. Ethereal you are kicked out of the game, and your alt account Briehn is off the waitlist, both accounts are also banned from the game.

I call the stuff he bought.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 22, 2014, 04:03:29 pm
.... I've been lenient up to this point because I wasn't sure, but having two accounts is (I do believe) against the forums rules, even if it isn't using two of them to both have a character in the game and have a waitlist slot further up annoys me to no end. Ethereal you are kicked out of the game, and your alt account Briehn is off the waitlist, both accounts are also banned from the game.

I call the stuff he bought.
*shrug* Why not :v
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 22, 2014, 04:13:55 pm
Speaking of, I will purchase Two torches, a flint and steel, a rope, two skins of oil, three rags (Molotooooolves!), two bags of ingredients and see if I can't get a collapsible 10 foot rod.

Hey Lucy, can I get a look at that herbalism book? Ethreal seems to have just up and vanished, leaving all his gear behind.

Study herbalism book if yes. If no, sneak off, cover necromancy books cover with the rag, and study that.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: scapheap on May 22, 2014, 05:24:57 pm
Go to the inn/meeting place and chat around
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: SomeStupidGuy on May 22, 2014, 08:20:19 pm
Relax and look around town until everyone else is done with their shopping.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: GlyphGryph on May 22, 2014, 09:56:01 pm
Guys you are screwing this up, get back to the part where people die.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: TamerVirus on May 23, 2014, 12:13:58 am
Waitlist eh, why not
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 23, 2014, 07:28:35 am
Ignore Chronus, head to the library. Remain completely silent.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 23, 2014, 07:29:48 am
Ignore Chronus, head to the library. Remain completely silent.

whyyyyyy
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 23, 2014, 07:36:15 am
Well, for one, I wanna learn things, second, I like using mute characters because they get to ignore people.  :)
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 23, 2014, 07:37:22 am
So you want to learn things, so you bought a herbalism book... and then you don't read it?
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 23, 2014, 07:38:14 am
Man, I'm heading to the library to be in peace. Also to make notes in my book using other books at the library. It's kinda obvious.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 23, 2014, 07:40:34 am
What library? No medieval village has a library! I'd be surprised if more than ten people could even read, much less write-

Holy shit this place has a library. I thought books were going to be rare?
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 23, 2014, 07:55:21 am
What library? No medieval village has a library! I'd be surprised if more than ten people could even read, much less write-

Holy shit this place has a library. I thought books were going to be rare?
They are, its the Mayor's library technically that he has opened to adventurers and the like in the hopes of getting more trade, and (since adventurers generally accept requests for help) help when times get tough.
Title: Roll to Become a Hero - Turn 9.2
Post by: adwarf on May 23, 2014, 10:16:14 am
Jase Bladeheart
Patched up, and with your new gear you head off to find a mostly secluded space to train in, after a minute or so of searching you find a small garden area nestled between several homes with a tree growing in the middle. Deciding this is better than anywhere you start going through the motions your guard captain taught you, going through attack forms, stabbing and slashing at shadow enemies, and testing your skills as best you can with your ability. By the time you stop you've already broke a sweat, but as you turn to sit down you find a woman leaning against the tree watching you, her hair appears almost gold in the sunlight with a slight smirk on her hawkish yet beautiful face with two light green eyes that have the look of someone whose seen hell and more.

Surprised you start to speak, but the woman cuts in before you can say anything

'If you're looking to make your skills better you will need to face someone better than you, as my master at arms used to say 'When you fight your shadow its only as skilled as you are, skilled but easy to kill.' If you want to try, and improve your skills why don't we have a bout?'

As she finishes you take a good look at her, her clothes are loose-fitting white robes with green embroidery but what draws the eye are the two swords strapped to her hip, and the hilt of another sticking up over her shoulder. The two strapped to her hip are vastly different with one being slightly longer than her forearm with a curve to it and a wide blade, and the other much shorter at maybe two hand length with a much thinner blade with a fine point.

Chronus
The sound of a cart tipping over draws your attention away from your conversation, by the time you turn around the arccher is gone replaced by a small pile of the items he bought. Shrugging you scoop them up, and head off to find some hidden nook to study the book you had found beneath the Necromancer's stump, no one could know of the book for Necromancy was a grave offense against both the crown and the gods. If you were to be caught with this book your head would surely roll ...

You find a such a spot soon enough when you spot an alleyway hidden behind an unused market stall near the village square, slipping into it you follow it to the end to find an empty stone courtyard walled in on all sides except the small tunnel you entered by hard stone and timber walls of shops, and houses. Seeing no windows or doors leading into the courtyard you find a comfortable enough seat, and delve into the book right away, the first few chapters detail what Necromancy as a whole is shedding a surprising new light on the outlawed branch of magic.

Necromancy came about in the Red Age right around the time the Kingdom of Eldast was being founded, during the Red Age the Empire of Valmar was in power worshiping its Red Pantheon among which was the Goddess of Death Archos. According to the book as the Blood War tore the Empire apart the Red Pantheon was cast down by the upstart gods of the Kingdom of Eldast, supposedly only the Goddess Archos survived by sacrificing her immortality to Eldast's God of Justice and swearing to go into exile upon the mortal world until her death. The god believed her, and she escaped alive to plot her vengeance in the mortal world where she took on three mages exiled from the southern reaches of the Empire where the upstart King Edric had forged the Kingdom of Eldast for good.

These three mages names are not known, but they were the first necromancers taught their powers over death and spirits of the Underwold by a Goddess of Death and sent out to spread that power to others to bring the Kingdom of Eldast to a bloody end. After that the book lapses into the basics of Necromancy about how necromancers draw their powers from the dead, and are truly deadly when they have corpses or skeletons raised as their minions at their side. The books knowledge is quite expansive, from what you can tell the thing contains six necromancy spells one of which, a spell by the name of Withering Blast, you manage to learn along with the method by which to tap into the pools of magical energy within you.

Clair Gemini
You return to the tavern much to the joy of the innkeeper for as you enter the man's face breaks into a smile, and you beckons you into the same room your group occupied during your first visit here. You enter to find six mugs of ale, plates of pork and vegetables, and a newcomer already devouring the plate of food before him. Confused you greet him, and he tells you his name is David, a scholar came from the Capital to embark on grand adventures.

Lucy Verim
You head to the library, a small two story building that lies against the small stone wall that protects the Mayor Blademont's manse, the guard at the door waves you through and you enter to find a mess of bookshelves, and tables filling the first floor. You take a seat at one of the tables and twiddle your thumbs for a bit.

David
Weary from your travel to the village of Breton from the capital you stop at the village's inn, at first your met with rather lukewarm greetings from the innkeeper, but when you tell him you're an adventurer the man perks up and directs you to a side room. Entering you find food, and drink in abundance along with the village's request board against the back wall, shrugging you sit down and start filling your belly with food and easing your weary mind with ale. Shortly after you start eating another adventurer enters, a shepherd from the look of her but with a shield on her back and various items about her person that lead you to the conclusion she's a fellow adventurer. You tell her your name and she joins you in eating as you wait for the rest of the group ...

2 More Updates before a new Quest must be chosen!

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Poultice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]

Mortar & Pestle [Allows the making of Potions and Poultices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----------

((So will my weapon get dulled over time and the whetstone will repair it, or is the whetstone used to preemptively sharpen the weapon to get a bonus to hit or damage?
When used it'll make the weapon ignore up to 2 armor for the duration of a battle, if you use it more than once in a quest a 1d20 is rolled and on a 15 and up the weapon becomes damaged.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 23, 2014, 10:19:20 am
Search for other books on herbalism, read them. If none are found, look for books about the surrounding area.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Beirus on May 23, 2014, 10:38:43 am

"A bout sounds like a much better way to train than just stabbing at my shadow. Might I ask your name? Mine is Jase." Jase responds to the woman, wiping the sweat from his eyes before sinking into a fighting stance with his shield raised.

Spar with the mystery woman.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: The Froggy Ninja on May 23, 2014, 10:50:52 am
"David, but you can call me Dave. How are you this fine indeterminate time of day? Also, I've been looking into runic magicks and haven't been able to find anything on the subject. Do you know where I could find such information?"
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: scapheap on May 23, 2014, 11:29:28 am
"Well, Dave, the Mayor's library may something on it."
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: The Froggy Ninja on May 23, 2014, 11:45:09 am
"Thank you. I must be off. I hope to see you soon Clair."[/glow]
To the Library!     
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 23, 2014, 02:58:40 pm
Attempt to see if I can't change the spells color to blue, gold or white. A necromantic spell surely wouldn't be recognized if it was a 'heroic' color. Make sure I don't leave any traces of experimentation, and to not hit any plants or rats or anything.
Title: Roll to Become a Hero - Turn 9.4
Post by: adwarf on May 25, 2014, 05:32:03 pm
Lucy Verim
You scour the rather small library looking for more books on herbalism, but in the end come up with nothing as the library seems to be completely devoid of such books. Shrugging you decide to look for books about the local area which you also fail to find, perhaps the Mayor kept such books in his private study, but you do manage to find a rather old looking map on the back wall that shows this area of the kingdom.

Spoiler: Map (click to show/hide)

David
Thanking Clair you make your way to the town library, but as you try to enter a guard stops you and shakes his head before speaking up,

"Only adventurers, or sell-swords who've completed at least one request for aid in the Kingdom are allowed within, come back when you've served our nation and its people well."

Chronus
Looking around to ensure no one is around you close the book, and place your staff in front of you as you repeat the words to the withering blast spell though as you cast you will the spell's visible color to change. When you finish, and launch the light forward though instead of the red described in the book its a pale white that reminds you quite a bit of blank paper, the orb disperses against the wall in front of you much to your joy.

Jase Bladeheart
"A bout sounds like a much better way to train than just stabbing at my shadow. Might I ask your name? Mine is Jase."

The woman smiles as you agree to spar, and draws the blade from her back which turns out to be a sword almost five feet in length of a pale grey steel that gleams as it catches the sunlight, the edge is razor sharp except for a small notch about a foot up from that handle that forms a blunt circle large enough to fit most spear shafts. Gripping the sword's hilt with two hands she turns sideways, levels it at your head, and replies,

'I go by a number of names, for now you can call me Shay. Now enough talk, let's see the freshly blooded adventurer's skills, or perhaps you'd prefer to forfeit already?"

Before you can even respond to her words she's already in your guard, you knock the blade aside with your shield and bring the shaft of your spear swinging in but the woman drops to the ground sending you stumbling off to the side with the momentum. Spinning around you jerk your shield up to block the blow you know is coming but your reaction is a few short seconds to late as halfway through raising your shield the flat side of the blade smacks your ribs sending a slight jolt of pain up your side.

With a slight growl you smash outward with your shield forcing her to block the blow with her blade or risk a few broken ribs as you stab upward with your spear stopping just short of her throat. With a grin on your face you start to say something only to notice the feel of cold steel against your throat looking down you find the smaller of the blades at her hip against your throat, your shield had been stopped by the longer sword which she'd shoved point first into the ground. Somewhat astounded you lower your spear which prompts her to sheath the blade and pull the longer one from the ground to clean the dirt off of it, as she does so she looks up at you with a grin.

'Most people are stumped by that same move more often than not, tricking someone into thinking that the visible weapon is occupied lets you slip a hidden one in before your opponent can notice. At least that's part of how my Master at Arms taught me to fight, if you're going to fight stack all the advantages you can in your favor, you'll never know when you might need them. Any who I must take my leave Jase, perhaps we'll see each other again.'

With a slight smile the woman slides the sword into it's sheath and walks off towards the street beyond.

1 More Update before a new Quest must be chosen!

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Poultice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]

Mortar & Pestle [Allows the making of Potions and Poultices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Lyeos on May 25, 2014, 05:34:42 pm
Go get food, check on Jase, perhaps take a quick nap?
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: The Froggy Ninja on May 25, 2014, 05:38:29 pm
I go tho the apothecary and buy The Beginner's Guide to Herbalism. I then begin to catalog the local flora and fauna useful in potion making.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: adwarf on May 25, 2014, 05:40:03 pm
I go tho the apothecary and buy The Beginner's Guide to Herbalism. I then begin to catalog the local flora and fauna useful in potion making.
You have no gold.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Beirus on May 25, 2014, 06:00:19 pm
Go back to the tavern/inn, get some food if the bartender will allow it even though I have no gold. Check the quest board for new quests. Wait for the others to come back so we can pick a new quest.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: The Froggy Ninja on May 25, 2014, 06:02:15 pm
In that case I squawk like an imbecile and shit on my desk.
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: Dermonster on May 25, 2014, 07:50:32 pm
Head on over to the mayoral library and see if I can't find something about basic 'normal' magic that I can use as a cover for my necromantic spells. Who's to say if a flash of white light is a magic missile or a Necrotic blast? Ask around about available tasks as well, maybe if I get to them first I can get the pick.
Title: Roll to Become a Hero - Turn 10: Quest 2!
Post by: adwarf on May 25, 2014, 10:56:39 pm
Chronus
Once you arrive at the library you comb the bookshelves for books on other forms of magic, and after several minutes of searching you find a small book further to the back called A Reference to the Numerous Varieties of Magic which seems to be a basic guide describing all the schools of magic as the Kingdom sees fit to show them. Shrugging you put it back, and make a mental note of where the book is so you can come back to look at it next time.

With that done you head out into town, and ask around for any tasks that might be available, the only work that you find is that the blacksmith requests any old weapons and armor you find while the herbalist any rare herbs, or plants. The rest of the people tell you to check the request board since that's where all the major work is posted for adventurers to deal with.

Missions/Quests Available

Bandit Troubles - Recently a group of bandits has taken up home in the decrepit remains of a fort made to safeguard the highway leading to the capital, they've been using this position to terrorize caravans and travelers on the road. The mayor and numerous caravan guards are requesting you go silence the bandits to make the road safe again.
   Reward: 60 Gold Per Character, 4 XP for Quest Completion

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Alerd's Tomb - Alerd's Tomb is a small area of catacombs built into the mountains west of Breton where the knight hero Alerd was buried centuries ago, upon his entombment there with his seven companions the last of their band sealed the tomb with powerful magic. Rumor has it that the seal on the door has weakened, and that perhaps now those brave enough could enter and claim Alerd and his seven companions gear for themselves.
   Reward: 6 XP for Quest Completion

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 9: First Quest Finished, Shopping Time!
Post by: SomeStupidGuy on May 25, 2014, 10:58:07 pm
Alerd's tomb! Grave robbing is the best type of adventuring.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Lyeos on May 25, 2014, 10:59:27 pm
Voting for bandit troubles, actually, on the off chance that we get to attempt some diplomacy and gain meatshields NPC companions?

Plus, no more undead, please... Not yet.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: adwarf on May 25, 2014, 11:01:32 pm
Plus, no more undead, please... Not yet.
What's wrong with undead D:
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Lyeos on May 25, 2014, 11:02:55 pm
Plus, no more undead, please... Not yet.
What's wrong with undead D:
I'm feelin' that we're not exactly well-equipped for magic enemies yet. 'Specially considering that necromancer. Plus bigger (XP) reward likely equals bigger danger, and only two people leveled up, sooooo...
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Dermonster on May 25, 2014, 11:06:02 pm
Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: adwarf on May 25, 2014, 11:10:43 pm
Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
Board is in the tavern, which everyone returned to.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Dermonster on May 25, 2014, 11:12:18 pm
Damn.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Beirus on May 26, 2014, 12:03:49 am
Damn, such a difficult choice. I want to raid the tomb because I want the knight hero's gear and possibly some magic, but I don't know if I would even survive long enough to get it. Will the quest be there after we get back from other quests?

If we won't have another shot, vote for Alerd's Tomb. If the quest will still be available later, vote for Bandit Troubles. I'd prefer to fight something that can bleed and not regenerate like trolls presumably can.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: The Froggy Ninja on May 26, 2014, 01:07:17 am
Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
Money is always good. +1
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Lyeos on May 26, 2014, 01:09:12 am
Mmm... Likewise, large reward, more challenging. Might be best to do some lower quests so we can level and actually get some supplies first.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: scapheap on May 26, 2014, 08:14:10 am
Bandit Troubles

Nice and simple to get everyone to level 2.
Title: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: adwarf on May 26, 2014, 10:42:54 am
Entire Group
With the majority agreeing on taking the bandit mission you all head on out to do that after a good night's rest, and a morning meal which is all courtesy of the innkeeper who seems to have a certain fondness for keeping adventurers happy. Travel along the highway, called the Tradesroad in these parts, goes smoothly as you find your group the only traveling along it this day, it would seem the bandits have a tighter grip on the road then just rare caravan raids. Roughly half the day passes if you're judging by the sun by the time you all arrive at the fortress the bandits are using, a decrepit ruin sprawled atop one of the countryside's taller hills, only two of its towers still stand though even those have been damaged by the passage of time.

All in all the place looks dead silent as your group observes it hidden within a copse of trees to the south, the gatehouse lies empty with its gate long ago rotted or rusted to nothing, the walls are unmanned, and vast sections of it on the eastern side that faces the road are no longer there. Even though you see no one on the walls a spiral of smoke rises from what remain's of the fortress' keep showing that someone is indeed here, how do you proceed?

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Dermonster on May 26, 2014, 11:57:03 am
Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: Lyeos on May 26, 2014, 11:58:54 am
Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.
Do this.
Title: Re: Roll to Become a Hero - Turn 10: Quest 2!
Post by: adwarf on May 26, 2014, 12:01:26 pm
Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.

I dunno I only accepted what was bolded as a vote, hence the following I ignored.
Mmm... Likewise, large reward, more challenging. Might be best to do some lower quests so we can level and actually get some supplies first.
Title: Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: Lyeos on May 26, 2014, 12:02:39 pm
Yeah, but that wasn't meant to be counted as a -1 or anything. It was just my way of explaining why I thought we shouldn't do it.

Or, to be a bit clearer, it wasn't meant for you?
Title: Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: Beirus on May 26, 2014, 12:04:43 pm
Yep, observing and then moving towards a wall if it isn't manned seems like the thing to do.

((Wait, are we gonna have to change quests? Wait, never mind, bandits had majority anyways.))
Title: Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: scapheap on May 26, 2014, 12:13:15 pm
Follow teammates if they move
Title: Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: adwarf on May 26, 2014, 12:13:32 pm
Yeah, but that wasn't meant to be counted as a -1 or anything. It was just my way of explaining why I thought we shouldn't do it.

Or, to be a bit clearer, it wasn't meant for you?
I am well aware of that. I was explaining to Derm that the majority was with the bandit trouble quest, and that was the only thing that could have been taken as a vote for the troll quest outside of the other bolded votes which might have been why he thought it had the lead.
Title: Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
Post by: SomeStupidGuy on May 26, 2014, 12:28:51 pm
Scout out the areas ahead.
Title: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: adwarf on May 26, 2014, 05:23:35 pm
Chronus
As you look at the fort from your position in the forest you notice something moving at the top of the outer tower, and after a few moments you make out a man drinking from something, sitting in a chair partially hid by the ragged edge of the tower where the top was destroyed, and a weapon of some sort on the table. You turn and tell the others about this while Trevor sneaks off into the bushes low against the ground.

Trevor Abbot
Deciding that it'd be best if someone got a closer look you crouched low to the ground, and began to make your way towards the fortress weaving from bush to tree, and any other piece of cover between. The lookout you heard Chronus tell the others about is completely oblivious of your approach, and soon enough you reach the outer face of the wall with the sound of laughter and conversation coming from inside you manage to make out some of what the men inside the tower are saying.

"...shouldn't be to long before Carl and Vintus return, maybe the ..."
"I can't believe Valmar put us ... you'd figure he'd give those of us who had guard duty the ... break."
"Shut the hell up Faris, if the Redfang hears you .. and chop of your hands to while he's at it."

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Dermonster on May 26, 2014, 05:33:57 pm
Ya'll should climb that wall and take them out sneaky like.

Observe their patterns. Relay details to the team to increase chances of successful stealthy action.
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Lyeos on May 26, 2014, 05:41:13 pm
Lucy takes this time to present Chronus with the book he asked to borrow earlier.

After giving him the book, she scans for a half-decent place to hide.
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Beirus on May 26, 2014, 06:30:08 pm
((You're the one with the rope, Derm. Besides, the dice seem to like you so you'll probably be fine if you climb up there.  :P))

Jase stays in the cover of the trees or wall or wherever we are at this point, watching to see if there are any patrols along the wall.

((Also, I have a bad feeling about trying to climb this wall. Like a "you will fall from near the top of the wall and go splat" feeling.))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Dermonster on May 26, 2014, 06:38:23 pm
((Well, half the team is doing variants of 'nothing' at the moment.))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Beirus on May 26, 2014, 06:47:30 pm
((Well, half the team is doing variants of 'nothing' at the moment.))
((It's not like we can just walk in the conveniently unguarded front door.))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Dermonster on May 26, 2014, 06:51:03 pm
((Query to GM, Did I observe a conveniently unguarded front door?))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: adwarf on May 26, 2014, 06:53:23 pm
((Query to GM, Did I observe a conveniently unguarded front door?))
Yeah, you all saw from the base description no one at the front gate, and a section of wall further up that's simply collapse. Your further investigations spotted the one lookout on a tower who appears to be drunk, and no one at the gate or the whole in the wall.
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: SomeStupidGuy on May 26, 2014, 07:13:39 pm

((I 'unno, I like Derm's plan.
...
Admittedly though, with a bow and a bonus to sneaking, I'm in the best position for Operation Go-All-Solid-Snake-On-'em. :v))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: Dermonster on May 26, 2014, 07:15:47 pm
((I'll lend you my rope.))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: SomeStupidGuy on May 26, 2014, 07:27:51 pm
((Sounds like a plan. I rappel up the wall, murder everyone from inside the place, then Derm writes about the effects of arrows on bandit faces and finally, everyone else collects the arrows.
It's FOOLPROOF.))
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: scapheap on May 27, 2014, 04:46:25 am
Clair wait for now
Title: Re: Roll to Become a Hero - Turn 12: Drunkards make for poor lookouts
Post by: The Froggy Ninja on May 27, 2014, 07:40:26 am
David waits and sees how this break-in plays out.
Title: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: adwarf on May 27, 2014, 03:08:02 pm
Chronus
Your attempts to discern an understandable pattern from the lookout fails horrifically as you assume the man's drunkenness makes him quite unpredictable. Of course it doesn't make much of a difference since as you turn to tell the others about your findings they're all simply standing around, or attempting to find a hiding spot in the woods while Trevor goes ahead to do all the work.

Trevor Abbot
With the others hanging back to apparently do nothing you turn to the wall in front of you as an idea comes to mind, without a moment's hesitation you reach out and grab onto some of the loose stones to use as handholds as you pull yourself up the wall. It takes a few minutes, but you finally reach the top of the curtain wall with the top of the tower only a dozen or so feet about your head which you easily surmount pulling yourself up over the lip after a mere few seconds clambering up the side.

You find the lookout sitting in a chair humming a song with several empty wineskins, and a few tankards scattered about him, on the table to his left lies a loaded crossbow with a small quiver of bolts hanging from the back of the chair. Silent as a shadow you draw your bow from its sheath, and bring an arrow to the string, moving slightly closer you move in a blur as two light thrums sing through the night signalling the two arrows that left your bow. The first takes the lookout in the shoulder sending him forward far enough for the second to take him through the throat, silencing him before he could even make a sound.

+2 XP, -2 Iron-Tipped Arrows

The Rest of the Group
You watch as the lookout Chronus pointed out pitches forward with two shadows sticking from its back before another person moves forward to ensure the man is dead, from this distance you can't quite tell but Chronus believes its Trevor. The lookout is dead, and the coast is clear for you to proceed ...

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Crossbowman (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: Dermonster on May 27, 2014, 03:40:43 pm
Move on forward and, iunno, Read through that herbalism book Lyeos gave me. Can't well use any spells at the moment.
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: Lyeos on May 27, 2014, 03:42:06 pm
Climb up there with Trevor, I'd feel safer with someone who could keep people from getting close, and if they do, I can handle them.
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: scapheap on May 27, 2014, 04:00:24 pm
Move forth, through the front gate
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: Solymr on May 27, 2014, 04:04:21 pm
Waitlist pls
Spoiler (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: Beirus on May 27, 2014, 04:29:11 pm
Move forth, through the front gate
Go through the front gate with Clair.
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: The Froggy Ninja on May 27, 2014, 04:38:52 pm
Onward! Also map out the base as we go along. Could be useful later.
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: SomeStupidGuy on May 28, 2014, 02:31:48 pm
Keep an eye out for any other guards, I s'ppose.
Title: Re: Roll to Become a Hero - Turn 13: Poachers are the Solid Snake of Fantasy
Post by: NAV on May 28, 2014, 02:56:49 pm
Wait for me, list!
Spoiler (click to show/hide)
Title: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: adwarf on May 28, 2014, 04:28:01 pm
Chronus
You open the Herbalism book Lucy gave you as you walk towards the front gate, the book is fairly short being a beginner's guide after all, but by the time you reach the gates you've already finished reading the entire thing. Strangely enough as you think about the book you notice you can remember every page exactly as it is in the book, and you believe you could make some poultices and potions of your own from the book given the resources and some time.

Learned all the Recipes from the Beginner's Guide to Herbalism.

Lucy Verim
Dashing ahead of the others you clamber up the walls after Trevor, and end up doing just as well as he did as you make it to the top of the curtain wall fast enough before you turn to face the last bit of the climb leading up to the top of the tower. The last stretch proves no problem at all, and you soon find yourself on the top of the tower opposite of Trevor with the body of one of the bandit's strewn out on the ground and his crossbow on the table unused.

Clair Gemini
You enter the gate before the others do, and find yourself suddenly falling forward as you trip across a wire of some form as the air is filled with a massive clattering sound. Looking back you see the metal wire glinting now with scraps of armor tied to it, a crude warning system and you triggered it without fail, pushing yourself up you watch as the door of the tower bursts open and three bandits come charging out to meet you with weapons in hand.

Bandit Axeman
The axe wielding bandits hurls one of the small axes at his side directly at Jase who moves to block with his shield, but it is far to slow to block the axe as it strikes home in his shoulder causing him to scream in pain. Blood blossoms from the deep wound as Jase tears it out of the wound, and rushes forward to meet the bandits gritting through the pain.

Spoiler: Initiative List (click to show/hide)

Combat Starts! Pick your targets, and let the killing begin!

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

Spoiler: Bandit Crossbowman (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: Lyeos on May 28, 2014, 04:29:44 pm
Take the crossbow and the quiver, shoot down at one of the swordmen or the axe guy if possible.
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: SomeStupidGuy on May 28, 2014, 04:49:37 pm
"Tch. Well, I can still try and be subtle..."
Move along the wall to try and flank the swordsman. And of course, fire on 'em if I manage to do so.
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: The Froggy Ninja on May 28, 2014, 05:04:00 pm
I inspect their weapons for wear and damage.
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: Dermonster on May 28, 2014, 05:16:22 pm
Go all up and stab a bandit, you see?
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: Beirus on May 28, 2014, 06:29:02 pm
Pay the Bandit Axeman back for that shoulder wound I just got.
Title: Re: Roll to Become a Hero - Turn 14: Shepherds suck at stealth
Post by: scapheap on May 29, 2014, 10:27:54 am
Clair bonks the axeman, viewing him as the biggest threat
Title: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: adwarf on May 30, 2014, 03:17:43 pm
Spoiler: Initiative List (click to show/hide)

Lucy Verim
Dashing over to the table past the bandit corpse you hastily snatch up the crossbow, and the quiver of bolts before dashing back to the side of the tower facing into the courtyard below. Pulling the cross bow to your shoulder you fire at one of the swordsman, but your shot goes wide and sinks into the doors leading to the keep, at least you didn't shoot one of your own teammates you think as you start to reload the crossbow.

-1 Bolt, Reloading the Crossbow will take all of next turn.

Jase Bladeheart
You charge forward to meet the bandit axeman head on hefting your spear, and shield with a trained motion gained from your years as a guardsman back before you became an adventurer. Stabbing forward you manage to catch the man in the side before he can dodge out of the way fully, sadly your spear is stopped short by the thick furs the man is wearing as a form of armor and you only barely manage to draw blood.

Bandit Swordsman 2
One of the swordsmen charges David as he tries to inspect the weapons of the hardened killers charging at him ready to kill, with a guttural roar the swordsman lashes out. [Accuracy Roll: 8 & 19; 1 Critical (15, Left Leg) & 1 Glancing Hit;  4 Damage + 1 Damage = 5 Damage to David.]The first blow from the swordsman is a stab that goes clean through David's leg causing a splatter of blood[/abbr] followed by a slight scream of pain though thankfully the second attack from the swordsman barely makes contact with him.

David now has Major Bleeding!

Clair Gemini
Following Jase's lead you focus on the axeman aiming to take him down before he can cause to much harm to your group. [Accuracy Roll: 9; 1 Glancing Hit; 1 Damage - 1 Armor = 0 Damage to Bandit Axeman]You slam your crook into the bandit's rib-cage[/abbr], but his furs absorb the impact of the blow as he bears down on Jase with a fury of a man obsessed or perhaps overtaken with rage.

Bandit Axeman
With a bestial roar the hulking axeman drives his axe down at Jase hoping to split his skull, the guardsman however manages to backstep turning a fatal blow into a minor cut diminished somewhat by his worn leather armor.

David
You had meant to examine your enemies' gear, but as the bandit bears down on your swinging his sword all thought of that leaves your mind and you draw the knife hidden in your sleeve. You stab the small knife out and feel as it sinks into the man's chest before jerking it out and slashing it at his face though by the time you swipe it at him he's already backed away leaving the knife to bite only air.

Chronus
You find yourself facing down one of the bandit swordsman alone as Jase, and Clair take the Axeman and David ends up in a brawl with the other swordsman in order to protect his well being. Far faster than the bandit can react to you charge forward with your knife in hand and go in under the swordsman's guard to stab him twice before backing away to gain a bit of distance once more.

Bandit Swordsman 1
The swordsman fighting Chronus lashes out with two rather pathetic slashes which only cause small scratches as the scholar expertly moves to avoid the worst of the attacks his opponent is trying to dish out.

Trevor Abbot
You quickly move to an advantageous position on just besides where the tower and wall come together, and ready your bow along with two arrows as you sight in on a target in the brawl below. Loosing two of your best arrows at the swordsman engaged with David you watch as one thumps into the man's back, and the other impales the ground in a wonderful display of missing.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

Spoiler: Bandit Crossbowman (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: The Froggy Ninja on May 30, 2014, 03:27:27 pm
"Do NOT mess with my studies."
STABMURDERDEATH
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: Dermonster on May 30, 2014, 03:37:30 pm
"How does it feel to get shanked by a guy with a book?"

Dual wield knife and staff. Stab him twice and bash his hand when he tries to counterattack.
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: Beirus on May 30, 2014, 03:55:44 pm
((Shoulda used my whetstone before the battle. Coulda bypassed his armor.))
"Go for the legs, Clair. He can't fight well if he's on the ground."
Stab the Axeman with my spear.
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: scapheap on May 30, 2014, 04:43:20 pm
"On it!"
Clair sweep her crook, trying to trip the axeman
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: SomeStupidGuy on May 30, 2014, 06:29:11 pm
"Heh, nearly gotcha..."
Try to finish off the swordsman a pair of small game arrows.
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: Lyeos on May 30, 2014, 09:43:12 pm
Reload!
Title: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: adwarf on May 31, 2014, 08:06:49 pm
Spoiler: Initiative List (click to show/hide)

Lucy Verim
You hastily pull the string back knocking it into place before drawing a bolt, and slotting it in so you can fire upon the bandits below.

Jase Bladeheart
You move to stab the man, but by the time you get your weapon ready the bandit is already inside your guard forcing you to bash him into the ribs with the butt of the staff. While not quite as effective as a spear point into him it still sends him staggering back out of breath from the force of the blow buying Clair time to close in on the grizzly warrior.

Bandit Swordsman 2
The bandit engaging David knocks the scholar's knife aside, and stabs forward where he drives his sword through David sending a spurt of blood spewing from the seriously injured scholar who clumsily holds onto his knife as he moves to fight the swordsman off.

Clair Gemini
You lash out with your crook yanking one of the axeman's legs out from under him, and sending him sprawling face down onto the ground where he lies for a moment before trying to get back up.

Bandit Axeman
The axeman spends a few minutes pushing himself back up onto his feet.

David
You snarl through the pain and stab him through the arm before punching him in the face sending him sprawling backwards a good way before he can recover, but by that point you can already see your vision beginning to fade from the rivers of blood pouring out of you. You struggle to remain on your feet as your vision dims slightly, and a wave of nausea hits ...

Chronus
You slash the bandit two more times as you step under his guard leaving two long cuts through the bandit's shirt leaving a rather large bleeding x on him. Even if the man manages to survive this fight he won't last long if the blood soaking his shirt is any sign as to the truth of that ...

Bandit Swordsman 1
Stumbling forward the swordsman attempts to attack Chronus, but can't even find the strength to raise his sword far enough to get close to the scholar turned adventurer.

Trevor Abbot
You continue to aim for the swordsman fighting with Chronus, and manage to score a hit on the dying swordsman pushing him over the edge and sending him to his death as the corpse hits the ground with an arrow sticking from its back. You almost sigh with relief before you see two more bandits come screaming into the courtyard and you cry out in alarm to the rest of your team ...

-2 Small Game Arrows, +2 Experience Points

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)
Spoiler: Bandit Swordsman 3 (click to show/hide)
Spoiler: Bandit Archer (click to show/hide)

Spoiler: Bandit Crossbowman (click to show/hide)
Spoiler: Bandit Swordsman 1 (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: Dermonster on May 31, 2014, 08:08:30 pm
Stabby stabby.


Edit: Wait, what in the motherfuck? The guy I was fighting died and I didn't get the xp from it?
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: Lyeos on May 31, 2014, 08:09:33 pm
Lucy does her best to take out the bandit attacking David!

Edit: Wait, what in the motherfuck? The guy I was fighting died and I didn't get the xp from it?

Were you even there for the whole necromancer thing? Yeah. XP for killing, not dealing the most damage. You didn't kill him.
Title: Re: Roll to Become a Hero - Turn 15: Bandit Brawl
Post by: adwarf on May 31, 2014, 08:11:18 pm
Edit: Wait, what in the motherfuck? The guy I was fighting died and I didn't get the xp from it?
XP goes to the person who scores the killing blow when it comes to mooks.
XP in boss fights go to everyone who damages the boss, bonus XP go to anyone who manages to give a good advantage to the group, and bonus XP also goes to the one who scores the killing blow.
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: Dermonster on May 31, 2014, 08:12:47 pm
So I get absolutely nothing for doing most of the work and getting injured for doing it?
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: SomeStupidGuy on May 31, 2014, 08:13:22 pm
Er... Whoops. Sorry, Derm. >.>

Fire off some small game arrows Bandit Archer-wards.
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: adwarf on May 31, 2014, 08:13:51 pm
So I get absolutely nothing for doing most of the work and getting injured for doing it?
Yep, well you can take the loot before others, but yeah pretty much.
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: Dermonster on May 31, 2014, 08:14:31 pm
Okay then.

Fucking go stab those two one hp guys. I get two stabs right? One each. Remind self to necrotic blast anyone who kill steals me.



(Seriously I should get at least half xp for that.)
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: The Froggy Ninja on May 31, 2014, 08:17:02 pm
((Do I have the knowledge/materials at hand to try and stabilize?))
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: adwarf on May 31, 2014, 08:19:21 pm
((Do I have the knowledge/materials at hand to try and stabilize?))
Its possible to stop the bleeding even without items, but it requires a dedicated action and to roll high enough to succeed however you can't do it now as blood loss damage is dealt at the beginning of every turn thus you'll be dead before you get to act.

EDIT: I will do an exception this time as someone did point out to me that I had not elaborated on how the system worked, you have until your turn on the initiative list passes before you lose the HP Froggy Ninja simply make your action to stop the bleeding and you'll have a chance to live through it.

EDIT EDIT: 1 XP given to Derm, and a change made to XP given to those who fight mooks.
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: The Froggy Ninja on May 31, 2014, 08:27:28 pm
Stop the bleeding.
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: Beirus on May 31, 2014, 09:49:46 pm
"Nice job, Clair. Now die, you damn bandit!"

Finish off the Bandit Axeman.

((Also, I feel like this new xp system will have any newbie, or possibly Derm taking advantage of his extra xp skill, trying to get 1 hit on every mook, then standing back until he can make the killing blow. Although Derm, at least, might be able to heal the wounded or something in between. Just so its clear, though, I do like the sound of the new xp system.))
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: scapheap on June 01, 2014, 02:43:47 am
Attack axeman if Jase fails to finish him. Rush the archer otherwise
Title: Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
Post by: adwarf on June 01, 2014, 10:24:58 am
((Also, I feel like this new xp system will have any newbie, or possibly Derm taking advantage of his extra xp skill, trying to get 1 hit on every mook, then standing back until he can make the killing blow. Although Derm, at least, might be able to heal the wounded or something in between. Just so its clear, though, I do like the sound of the new xp system.))
Scoring 1 point of damage on a mook won't get you XP, you have to contribute heavily to its death so like 3 or 4 damage will be enough to score the xp.
Title: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: adwarf on June 02, 2014, 08:04:17 pm
Spoiler: Initiative List (click to show/hide)

Lucy Verim
You pull the crossbow to your shoulder once more, and sight in on the swordsman bearing down on David and a dull thrum follows shortly after as you loose a bolt at the hardened killer. The bolt takes him in the back sending him sprawling forward dead, with a slight grin you start reloading the crossbow once more.

-1 Heavy Bolt, +2 XP, Lucy Verim has leveled up!

Jase Bladeheart
Gripping the spear in both hands you point it forward at the recovering axeman's chest, and drive it straight through him before kicking him off of it before the mountain of a man can crush you.


Bandit Swordsman 3
The newly arrived swordsman charges at Chronus screaming curses, and obscenities in pure anger from the sight of his fallen allies corpse lying in front of the scholars feet. The anger makes his strike obvious and allows Chronus to sidestep it, but the second returning slash is to fast for the scholar to avoid and he finds a blood beginning to sprout from a wound in his side.

Clair Gemini
With the axeman still reeling from the fall, and Jase's subsequent attack you take advantage of the opening to slam your crook into the bandit's knee with your full might resulting in a cracking noises and a scream of pain. As the axeman falls to the ground you strike him in the neck with the crook to silence him before turning to meet the newcomers.

+2 XP, +1 XP to Jase Bladeheart

David
Hastily tearing a strip of cloth from the dead bandit's clothing you bandage up your wound, and pull the strip tight in place to stop the bleeding for the time being. Somewhat light headed, but still alive you turn to examine your situation ...


Chronus
Dropping low you tear a jagged wound along the bandit's leg sending him stumbling as you come up behind him and stab him once through the back before backing off to safe a distance once more. For having been a scholar you think you're displaying rather strange prowess in killing people ...

Trevor Abbot
You notice the archer entering the courtyard, and your next target is decided almost immediately as you loose two more of your hunter's arrows at the unlucky bastard below. The first arrow misses entirely, but the second one goes through the man's knee and most definitely ends his career in banditry if not his life.

-2 Small Game Arrows

Bandit Archer
The archer looks rather pissed at Trevor, and if his face wasn't anything to go by the two arrows he sticks in the poacher are pretty clear on the subject matter. One of the shots buries itself in Trevor's torso and he snaps the shaft off despite the blood running down his front to continue fighting.

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 3 (click to show/hide)
Spoiler: Bandit Archer (click to show/hide)

Spoiler: Bandit Crossbowman (click to show/hide)
Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

---

Spoiler: Important GM Notes (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: Dermonster on June 02, 2014, 08:14:09 pm
Finish him. Write down notes on combat.
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: Beirus on June 02, 2014, 08:15:35 pm
((I like that new loot policy. Otherwise, someone could just avoid fighting and go grab the loot while the rest of us are still fighting.))

"Good teamwork, Clair. Would you mind helping me get rid of that archer next before he becomes a problem?"

Impale the Bandit Archer.
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: The Froggy Ninja on June 02, 2014, 08:20:02 pm
"Would anyone be interested in sharing their delicious herbal remedy?"
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: scapheap on June 03, 2014, 07:32:16 am
"Good teamwork, Clair. Would you mind helping me get rid of that archer next before he becomes a problem?"
"Let do this."
Break arms
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: SomeStupidGuy on June 04, 2014, 01:57:29 pm
Use my poultice, then fire on the archer some more.
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: adwarf on June 04, 2014, 02:29:19 pm
I will PM those who still haven't posted actions (Lyeos and The Froggy Ninja) later today, if neither post actions by the time i get aroundd to doing the turn tomorrow their actions will be chosen by me.
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: Lyeos on June 04, 2014, 02:50:48 pm
Take Fast Reload, on the off chance that it kicks in this turn and I get to reload and fire, fire at the archer.

((Just got back to an area with internet, funnily enough.))
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: The Froggy Ninja on June 05, 2014, 01:08:14 pm
Heal
Title: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: adwarf on June 06, 2014, 04:23:35 pm
Spoiler: Initiative List (click to show/hide)

Lucy Verim
You manage a quick reload before pulling the crossbow up to sight in your target, the bandit archer, you pull the trigger and the bolt looses in the archer's direction. However you can tell right from the start its a miss and the bolt buries itself in the dirt a few feet back behind the archer leaving him completely unharmed by your attack.

Jase Bladeheart
You charge the archer with your spear clasped in both hands as you drive it forward straight through the bandit's left arm severing it completely at the elbow as the man screams in pain for a few seconds. He faints shortly afterwards leaving you to face down the last of the bandits that remains, though from the looks of it this fight won't last much longer.

+2 XP, +1 XP to Trevor

Bandit Swordsman 3
The bandit drops dead from blood loss ...

+2 XP to Chronus

David
You think of healing yourself, but quickly realize you don't have anything to heal with and without anything like a health poultice you won't be healing up until you get back to the village once this quest is done.

Chronus
With the battle over you step back and observe the carnage, and begin to reflect on the actions taken in the battle as you record your notes and findings into your book in the hopes of gleaming some bonus against such foes in the next battle. Sadly you find the data isn't quite enough as you only get it half-finished with the current amount of info you have at hand at the moment, perhaps another fight will help you finish the notes.

The Entire Group
You look around the courtyard at the fallen bandits, so far things were going alright but with smoke still rising from the Keep's chimney you can still tell there is yet more fighting to come up ahead. Aside from looting the corpses the wall's tower has yet to be searched, and of course there's the possibility of richer loot within the keep itself since you all doubt the bandits would keep the good loot out here ...

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Level Up Options (click to show/hide)

Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 3 (click to show/hide)
Spoiler: Bandit Archer (click to show/hide)
Spoiler: Bandit Crossbowman (click to show/hide)
Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: Lyeos on June 06, 2014, 04:26:37 pm
Head down, use the weak health poultice once on David and once on Trevor. Reload, wait until the others decide, also see if I can collect some of the bolts I used.
Title: Re: Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
Post by: Dermonster on June 06, 2014, 04:27:44 pm
Make a quick search of the courtyard for water. Let's make health potions! Also pick up a shield, needs me some defending.
Title: Re: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: scapheap on June 06, 2014, 04:32:07 pm
Clair eyes the furs before focusing on more important things.
head toward the wall's tower
Title: Re: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: Beirus on June 06, 2014, 05:32:26 pm
Take "Practiced Maintenance"

Use the whetstone on my spear before we get into another fight and maybe look around for interesting stuff.
Title: Re: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: The Froggy Ninja on June 06, 2014, 07:14:51 pm
Get off my ass and follow the group.
Title: Re: Roll to Become a Hero - Turn 18: Murder is okay when you're a hero right?
Post by: SomeStupidGuy on June 07, 2014, 10:47:07 am
Retrieve my arrows and nab the bandit archer's quiver before we get into another fight.
Title: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: adwarf on June 08, 2014, 07:56:04 pm
Lucy Verim
You first head over to Trevor and let him drink half of your health poultice before making your way down to the courtyard where you give David the other half bringing some color back into his face, you might all make it out of this alive at this rate. Once that's done you start salvaging the bolts you used in the fight, and quickly manage to find the three you fired off in the fight which you promptly put in your quiver for later use.

Chronus
With the fighting done you set about finding a source of water so that you can start making health poultices, on the way you pick up one of the shields from the dead bandits before continuing your search. You quickly find what you're looking for in the form of a broken down well on hidden in the shadow of the tower, the top has long since fallen apart and the only way to fetch water up is by lowering the bucket down into the well and pulling it up unaided by any sort of pulley. Once you've hauled a bucket of water up from the well you set to your work pulling your ingredient bags out and withdrawing the vials and herbs contained within before grinding up the herbs themselves. After a few minutes of work you pour the herbs into two vials, pour in water to fill them to the brim, and then stopper them to prevent the liquid spilling out from within, these should be of use.

+2 Weak Health Poultices, - 2 Bags of Ingredients, +1 XP for Successfully Crafting, Sturdy Round Shield obtained

Clair Gemini
You make your way towards the wall tower, and enter through the door which appears to be newly made from crude planks, inside you're met by a small room that smells of freshly cooked meat, sweat, and all forms of booze. The center of the room is dominated by a worn round table covered with the remains of meal, empty tankards, half-full wine-skins, and much more which leads you to the conclusion that you caught the bandits in the middle of a celebration over a new score. To your left you see a staircase that spirals up along the wall to the next floor, and to your right you see a few casks of what you assume to be ale propped against the wall, do you search the room or make your way up to the next floor?

Jase Bladeheart
Drawing your whetstone you set about honing the blade of your spear to the finest sharpness you can manage, it takes a few minutes but by the time you're finished with your work you're sure the blade could cut through steel.

Basic Item Effect Razor Sharp Discovered

Trevor Abbot
You hastily make your way down from the tower to recover the arrows you spent in the fight though you stop at the lookout you killed long enough to pull the arrows from his corpse before continuing on your way. You find your arrows with ease before heading over to the bandit archer and taking the arrows from his quiver, the man's dead and he surely won't miss them in whatever hell he comes to rot in that's for sure.

+4 Small Game Arrows, +14 Iron-Tipped Arrows

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 3 (click to show/hide)
Spoiler: Bandit Archer (click to show/hide)
Spoiler: Bandit Crossbowman (click to show/hide)
Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: Dermonster on June 08, 2014, 08:03:01 pm
Drink some potion, man. Head further into the keep, sneaky like.
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: Beirus on June 08, 2014, 08:04:50 pm
((Any chance a list of the basic item effects I can add to things could be added to my character sheet as I find them? I hate to put more work on you, but I'll probably lose track if I do it myself.))

Listen for any noises coming from the keep, to see if the bandits are mounting a counter-attack.
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: Lyeos on June 08, 2014, 08:06:14 pm
Check if it's possible to make it from the top of one tower to the top of the next. If so, go that way. If not, stick with Jase.
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: The Froggy Ninja on June 08, 2014, 08:07:22 pm
"Mind if I barrow that?"
Barrow Lucy's Beginner's Guide to Herbalism and read it.
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: Dermonster on June 08, 2014, 08:08:09 pm
I don't have a healing guide. That one observe roll failed.
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: scapheap on June 09, 2014, 02:58:05 am
Move a floor up
Title: Re: Roll to Become a Hero - Turn 19: Looting and crafting all around
Post by: SomeStupidGuy on June 10, 2014, 03:35:17 pm
Scout ahead. Nice and slowly, don't want to alert the bandits after all.
Title: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: adwarf on June 10, 2014, 06:07:16 pm
Lucy Verim
You look for a way to make it from the last standing wall tower to the Keep's tower, but after a few minutes of searching you find none and decide to go join Jase who has made his way to just in front of the keep doors where he is readying his weapons. You listen with him searching for any sign that those within were about to come bursting out to finish what the first group failed to do, but you come up with nothing until a sudden loud crack rinds through the air followed by some crashing sounds.

Chronus
You drink some of the poultice you made before searching for a stealthy way into the keep, and after a bit of work you find a window of to the side which you begin trying to work open. Sadly as you apply some force to the window you hear a loud crack shortly before the entire window gives way and you go tumbling through after most of the rotted window frame before crashing onto the stone floor beyond it. As you push yourself up from the floor you find several bandits staring you dead with a massive mountain of a man wielding a wicked looking great-axe and wearing the skull of some horned beast.

Clair Gemini
You ignore the first floor of the tower entirely, and head up to the next floor where you find a room that is some type of barracks with three beds pressed up against the far wall each with chests at their feet while off to the side of the beds is another chest. A quick look shows that those chests against the bed are filled with nothing but clothes, wineskins, and some rags while the one off to the side is locked by a crude metal padlock of some form.

Jase Bladeheart
You ready your weapons and move close to the door listening for sounds of a counter attack of some form though at first you hear nothing, but silence its quickly broken by the sounds of something cracking and crashing sounds that suddenly come from within. Deciding it best to act now you charge forward, and kick the ajar keep doors open to find Chronus being stared down by a group of bandits led by a mountain of a man with a horned skull on his head. Things just turned bad ...

Trevor Abbot
You attempt to scout ahead unnoticed, and find a way in from a side window quite easily, but as you clamber over the broken frame you fail to notice the bandits staring right in your direction with the scholar Chronus standing between you. Well there went that plan ...

David
You follow Lucy asking if you can borrow her Guide to Herbalism, but she doesn't reply and instead goes to standby the guardsman Jase. Before you can ask her once more sounds come inside the Keep and Jase goes charging in only to come face to face with some bandits that look rather upset with Chronus who seems to have broken through a window.

Spoiler: Initiative List (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Axeman (click to show/hide)
Spoiler: Bandit Greatswordsman (click to show/hide)
Spoiler: Bandit Swordsman (click to show/hide)
Spoiler: Valmar Redfang (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Lyeos on June 10, 2014, 06:13:36 pm
Stay behind Jase, try to get a bolt into the bandit closet to Chronus. Intentionally wait until our meatshields distract the bandits with their attacks, though.
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Dermonster on June 10, 2014, 06:14:28 pm
"Focus them down one down at a time!"

Stab the Axeman.
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: The Froggy Ninja on June 10, 2014, 08:56:28 pm
((After careful calculation I have decided that with my current skills and equipment there are no logical strategies. You can see where this is going.))
Throw my knife at Valmar and hide behind any cover I can find.
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Dermonster on June 10, 2014, 09:14:49 pm
((Throw it at the axeman.))
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Beirus on June 10, 2014, 09:53:50 pm
((Geez, next to last for initiative. At least that means folks might have a longer time to try and heal me if they feel so inclined.))
"We'll, there goes the element of surprise. Good job, Chronus. Die, you damned bandits."

Stab the Axeman. If he happens to be dead before I attack, stab Valmar Redfang.

((Also, I think Valmar needs to die next. I don't fancy taking another throwing axe to any part of my body.))
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: scapheap on June 11, 2014, 03:59:15 am
Break lock with bash from crook
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: GlyphGryph on June 12, 2014, 12:18:27 am
Adwarf - you are aware that it would be physically incredibly difficult to drink a poultice, right? And even if you managed, it would be totally disgusting?

Do you... do you know what a poultice is?
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Dermonster on June 12, 2014, 08:50:28 am
I believe he thinks it's a more fantasyish/oldish word for potion.
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: adwarf on June 12, 2014, 09:47:15 am
Adwarf - you are aware that it would be physically incredibly difficult to drink a poultice, right? And even if you managed, it would be totally disgusting?

Do you... do you know what a poultice is?
I know what it means I just choose to ignore what it is and just default to it being a type of drink because of laziness, but more seriously I could use a different word that is actually the correct way to describe something you drink. However this is funnier :3
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: Dermonster on June 12, 2014, 09:48:17 am
Bag of ingredients got me so fucking high man.
Title: Re: Roll to Become a Hero - Turn 20: Scholars are most certainly not ninjas
Post by: SomeStupidGuy on June 12, 2014, 06:28:19 pm
Fire on the Axeman, if he's down before I can get to him, move onto the greatswordsman.
Title: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: adwarf on June 15, 2014, 04:14:27 pm
Spoiler: Initiative List (click to show/hide)

Bandit Swordsman
The swordsman charges at Jase in an attempt to push him, and the others in the doorway back while Valmar and the Greatswordsman bear down on the surprised Trevor, and Chronus. A heavy blow that would've left a deep wound is blocked by Jase's shield who jumps to the side turning another fatal blow into a minor scrape that is completely nullified by Jase's armor.

Valmar Redfang
With a guttural roar the horned helmet bandit, supposedly this Valmar Redfang who leads the bandits, charges at Chronus with his axe raised high above his head with his full attention on the puny scholar. Chronus moves to the side turning the downward swing that would've likely took his head into a minor cut along his chest while he positions himself behind Valmar to face his new target.

Bandit Greatswordsman
The greatswordsman closes on Trevor without so much of a sound hefting the dented zweihander into forward fighting stance with practiced ease ready to strike at a moment's notice if Trevor makes the move first. The bandit lashes out suddenly catching Trevor unaware, and bringing the sword digging down into the poacher's shoulder before he could even react before leaping back out of the way as Trevor tries to punch her.

Lucy Verim
Pulling the crossbow up you take a moment to sight in on Valmar Redfang's head, exhaling you pull the trigger and let the bolt go flying towards its target hoping that it'd fine its mark. It does of course, and the mountain of a man's head snaps sideways with a spurt of blood before collapsing to the ground immediately dead the instant the bolt had hit him.

+4 XP, -1 Heavy Bolt

Trevor Abbot
Jumping back through the window frame you quickly draw your bow, and loose two arrows in rapid succession at the bandit attacking you with an eerily pinpoint accuracy as both arrows find their way into the warrior's chest. Grunting through the pain the greatswordsman manages to hold its focus on you as the battle continues on in the keep.

-2 Iron-Tipped Arrows

Chronus
You're stunned by the sudden death of Valmar for only a moment before drawing your knife, and dashing past the fallen corpse and over a table to clash with the bandit axeman standing unengaged in the midst of the hall. You take the bandit by surprise and but your dagger through his chest before retreating back out of his reach, the wound appears to have only done enough to piss him off as the bandit glowers in your direction and readies his axe.

David
In an act of desperation you out your knife and hurl it at the axeman engaged with Chronus, and the weapon shows outstanding accuracy as it stabs into his skull sending him collapsing to the floor instantly killed by the force of the blow.

+2 XP to David, +1 XP to Chronus

Jase Bladeheart
As the swordsman is recovering from his failed strike you slide past him and slam the point of the spear into his side leaving the man to scream in pain and lash out uselessly at the place you had been as you draw back away from the injured swordsman. Spinning his sword in one hand the bandit begins to advance ...

--------
Elsewhere ...
--------

Clair Gemini
Lifting your crook high above your head you slam it down on the crude lock repeatedly until suddenly a sharp snap and the sounding of grinding feels the air as the entire front of the chest cracks open. Leaning down you pull open the chest, and take a look at its contents ...

Quote from: Chest Contents
19 Gold
Rusty Dirk [Atk: 2, Atk Speed: 1, Melee]
The Story of Castle Galden's Fall
3x Bag of Ingredients [Used to make potions.]
2x Torches
Skin of Oil

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Greatswordsman (click to show/hide)
Spoiler: Bandit Swordsman (click to show/hide)

Spoiler: Valmar Redfang (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: Dermonster on June 15, 2014, 04:17:00 pm
Dat arrow.

Stab the most injured bandit!
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: Beirus on June 15, 2014, 05:08:45 pm
((Wait, so I didn't hurt the Bandit Swordsman when I stabbed him?))

Kill Bandit Swordsman.
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: adwarf on June 15, 2014, 05:14:21 pm
((Wait, so I didn't hurt the Bandit Swordsman when I stabbed him?))
You did I'm just forgot to change the numbers, fixed.
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: The Froggy Ninja on June 15, 2014, 06:25:53 pm
Retrieve my weapon.
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: SomeStupidGuy on June 16, 2014, 04:02:48 pm
Finish off the greatswordsman.
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: Lyeos on June 16, 2014, 04:06:14 pm
Take a shot at whichever bandit is either closest or isn't dead by the time I finish reloading. If both are dead... Pat the nearest person's head!
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: scapheap on June 17, 2014, 04:03:41 pm
Take all loot before heading back to the others
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: adwarf on June 21, 2014, 02:35:00 pm
I'll be updating here later, sorry for the rather long delays recently but I got a job not to long ago, and its been quite hard trying to keep up with everything while adjusting to my first job.
Title: Re: Roll to Become a Hero - Turn 21: Crossbow is OP
Post by: GlyphGryph on June 23, 2014, 12:09:31 pm
Submission withdrawn. No one has died yet.
Title: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: adwarf on June 23, 2014, 09:10:00 pm
Spoiler: Initiative List (click to show/hide)

Bandit Swordsman
The swordsman lashes out, but his strikes prove extremely ineffective as his range is limited by his now reduced arm movements, if the man stretches his arm to far out it seems pain flashes down his side bringing tears to the mans eyes and more blood from his wound.

Bandit Greatswordsman
The Bandit charges at Trevor, and lunges forward with the massive greatsword planting the blade firmly into Trevor's side and sending more blood spilling down his side and another jolt of pain through the poacher's system as he tries to fight through it despite his vision dimming slightly.

Lucy Verim
You fire off a bolt at the bandit swordsman attempting to attack Berius, but fail horribly as the bolt goes flying off into the far reaches of the hall leaving you to reload the crossbow furiously in case of further enemies.

-1 Heavy Bolt

Trevor Abbot
With a look of rage on your face you pull your bow up and loose an arrow directly into the bandit's face before watching with satisfaction as it goes through the man's eye as you kick the corpse (and subsequently the sword buried in your stomach) away from you to fall to the floor.

+2 XP, -1 Iron-Tipped Arrow

Chronus
You come up behind the swordsman and stab him once in the side as Jase closes in to finish him off from the other, it won't be long before this fight is over you see and then you can return and get your rewards.

David
You walk over to where you threw your knife, and pull it from the bandit's head before wiping the blood off it.

Jase Bladeheart
Jase charges forward and shoves hi spear through the bandit's chest bringing the criminal to an end, and finishing off the last of the bandits in a fight that lasted barely a few minutes. All in all you believe your group performed quite well, but the majority of you are beat up in one way or another ....

+2 XP

Clair Gemini
You take everything from the chest, and place it all into your back before heading back down the stairs heading for the hall where the rest of your allies should be gathered at. By the time you arrive you find the hall's doors ajar, and your allies are inside with the rest of the bandits lying dead in the mostly ruined entrance hall beyond, even the supposed leader lies dead with most of his head missing from the bolt stuck in the table not far behind him you assume.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Greatswordsman (click to show/hide)
Spoiler: Bandit Swordsman (click to show/hide)
Spoiler: Valmar Redfang (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: Dermonster on June 23, 2014, 09:20:35 pm
Grab that curved handaxe and northern furs from the axeman. Apply recent experience to Human combat guide.
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: Beirus on June 23, 2014, 09:45:29 pm
Grab Valmar's Greataxe and throwing axes. Go check for any chests or anything in the area.

((Maybe I can switch to a two-handler style. Or fight like Shay and mix it up.))
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: Dermonster on June 23, 2014, 09:49:36 pm
On a side note, I love how my status screen is like three times bigger than everyone elses already :D
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: scapheap on June 24, 2014, 12:47:33 am
Walk over to Lucy Verim and hand her the Bags of Ingredients before reading my book
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: Lyeos on June 24, 2014, 03:37:57 am
Take the bag from Clair, search for food.
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: The Froggy Ninja on June 24, 2014, 11:49:19 am
Take notes to establish the layout and state of decay of these ruins.
Title: Re: Roll to Become a Hero - Turn 22: Bandit Slaughtering
Post by: SomeStupidGuy on June 24, 2014, 03:09:34 pm
Collect my arrows and take a look around.
Title: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: adwarf on June 27, 2014, 06:31:57 pm
Chronus
As soon as the fighting ends you turn away from your allies, and head over to the dead Axeman's corpse to liberate it of the curved axe and strip the furs off of him to use as your own armor. It'll be effective, but man do the things smell ... Once you've done that you find a suitable location and start writing out some more on your essay on human weaknesses.

Gained Curved Handaxe, and Northern Furs.

Jase Bladeheart
With Chornus already looting a corpse you decide to join in, and head over to Valmar's corpse to grab that bearded great-axe and the two throwing axes he has on him for use later. After you finish grabbing the weapons you head further into the keep searching for any loot, or chests the bandits might have stowed away in the back, of course what you find on the first floor surprises you quite a bit as you're met by a room filled with crude structures built out of freshly chopped wood and roughly forged nails hold dozens of casks of alcohol. All the walls are covered in barrels except the section of exposed stairways leading up.

Gained Bearded Great-axe, and 2 Throwing Axes.

Clair Gemini
You give the ingredients to Lucy before walking over to a particularly clean section of the table, and brushing aside a few dishes before placing the book you found on the table in front of you. The cover is worn, and faded and the pages yellowed with age as you open it up to the first page to delve into any secrets it has within.


... The fire's were spreading like wildfire through the small village contained within Castle Galden's outer walls, militiamen and knights could be seen in the courtyard, and on the walls far below where they fought side by side against the undead that seemed to pour in from every side. The main gates were nothing more than smoking chunks of wood on twisted hinges, and the perpetrator of this massacre could be seen strolling through those same gates, the Necromancer Galdath the Grey Death himself. My master, and the lord of Castle Galden, Knight Baron Jarich ordered me to go to the gallery above the tower's shrine and told me to record all that I see so here I am with my master kneeling before a plain low pedestal dominated by a stone statue of the God of War with a golden, leather bound book at its feet.

I watched as the battle stretched on in the courtyard below, the soldiers fought to their last breath against the foul monstrosities of the Necromancer but even their valiant efforts could do naught but stem the tide for a short while. The time passed slowly after the courtyard fell silent, a few sparse minutes felt like hours as I waited for him to come up the tower, to challenge my Master and certainly slay him for no matter how much the people regaled Jarich as a hero his time was coming to an end. The God of War demanded a high price for the power he bestowed, and the valiant Knight had paid it willingly in order to save the lives of all he could, even as the doors blew open jarich remained kneeling deep in prayer with his hands on his sword hilt.

The Necromancer closed on him, whether it was vanity and a desire to torment his defeated foe, or thinking that Jarich had given up living to willingly die the Necromancer stayed his hand, and close to enjoy his moment. The grin on his face quickly turned to surprise as Jarich spun around faster than humanly possible, his sword a blur in his hands as it began a deadly dance only being held back by patches of shadow that appeared to stop the blades. The Necromancer had sacrificed his one advantage by closing, and as he was forced back the twisted abomination slipped up allowing the Knight Baron to get his sword in past his guard and into Galdath's chest.

Of course the blow did not come without a price, as the Knight's sword impaled the necromancer, the necromancer's shadow spears pierced Jarich a dozen times over. Dying the Knight Baron gasped out his last words,

'While I may die here to day Galdath, so shall your victory turn to ashes in your mouth, to the God of War I give my blade and my soul to trap you here on this world, but not whole as you might wish. With this sword I severe your wretched soul into three shards, one shall rest with the First King who was the chosen champion of the God of War, one shall rest under the watch of the moon deep within a forest that will push away those who come seeking for it, and the third ... the third shall remain here with me. Doomed to stay trapped within my body, and trapped within the tomb of my city, this is the last request I make of you the All-Father and the God of War ...'

With that a ripple of pure shadow exploded from Galdath alongside a piercing scream as a purple orb flew up to the top of the room before shattering into three pieces, the first of which flew off to the west at high speeds followed by the second heading to the east, and the which found its way to the Knight Baron's body. With tears in my eyes I obeyed the last order my Master had given me, to ensure that those soul shards remain untouched until one can come forth to destroy them, and I turned and stepped through a red rimmed portal. Within seconds I was on the far side of the lake already on my way to the First King's tomb, I had much to do ...


Lucy Verim
You take the ingredients from Clair, and stow them away in whatever it is exactly that manages to hold all the loot and gear you've come into possession of recently. When that's done you decide to go looking for food, which isn't hard considering that the tables in front of you are laden with a feast, probably in honor of the most recent caravan or merchant the bandits had managed to rob before you put a stop to the lot of them. Of course its not like the food is worth much, you could certainly eat it though.

David
You set about walking around the outside of the fort with your book in one hand, and your quill in the other as your draw a map of the fort's layout and some basic information regarding the current conditions of the location as well. By the time you're done with writing that down you begin to think about what you can once its done, assuming you can find a willing engineer, workers, and the money for it the report may well allow for the restoration of the fort and perhaps further structures that might be plausible to develop the fort as a whole.

Trevor Abbot
You spend a few minutes before heading further in with Jase, what you find on the first floor of the tower surprises you quite a bit as you're met by a room filled with crude structures built out of freshly chopped wood and roughly forged nails hold dozens of casks of alcohol. All the walls are covered in barrels except the section of exposed stairways leading up.

+3 Iron Tipped Arrows

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Greatswordsman (click to show/hide)
Spoiler: Bandit Swordsman (click to show/hide)
Spoiler: Valmar Redfang (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Lyeos on June 27, 2014, 06:35:10 pm
Actually, go retrieve my bolts, then grab a bite to eat, yes!
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Beirus on June 27, 2014, 06:58:25 pm
((Ooh, now I want to find that shrine to see if I can be chosen by the God of War. Like a War Paladin.))

"Hey, I found alcohok. Maybe we can take some of these casks back and sell them. Or we could give some to the tavern owner as thanks for all those free meals."

See if there is anything hidden behind the casks. If not, or if it looks like the casks might fall, go check out the next floor.
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Dermonster on June 27, 2014, 06:59:19 pm
Go gather up the rest of the lootable items into any sort of carryable container I can find. Then go study my book somewhere quiet.
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: The Froggy Ninja on June 27, 2014, 07:29:23 pm
Continue mapping and assessing.
Title: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: adwarf on June 29, 2014, 04:35:56 pm
Chronus
You spend a few minutes gathering all of the gear off the dead bandits into a pair of old wooden crates that were off to the side of the hall. When that's done you make sure no one is looking, and make your way up to the top of the outer wall's tower to learn more from the Necromancy Guide you'd found back in the clearing. You read through a dozen more pages of the book, but in the end its all just very obvious statements about the inner workings of magic or theories on why Necromancy works for those who take the time to learn it.

Jase Bladeheart
You spend a few minutes checking behind the casks as best you can with them weighing far in excess of what you could possibly move, from your examinations it would appear that everything behind the casks is solid wall. With that done you follow after Trevor and head up to the second and third floors, both of which appear to be rooms filled with barrels of a myriad of types of ale, wine, and liquor stolen from traders along with stores of food just the same as the first. Ignoring those you head up past the fourth floor which appears to be nothing more than a barracks with cots, beds, and pallets strewn all about the room as if the bandits had once numbered far more than the ones you killed.

On the fifth floor you're met by a large bechamber with a single large canopy bed and several chests scattered around the room, it is likely the bedchamber of the Redfang.


Lucy Verim
You retrieve the bolts and set about devouring some of the leftover food completely ignoring the carnage around you.

+2 Heavy Bolts

David
You further your report by assessing the conditions of the outer walls, and listing weaknesses, and potential faults in the foundations which go a long way towards fully completing your work. You get the feeling that its roughly halfway done, a little more work and it'll be ready for use though what benefits it will have is still uncertain that's to be sure ...

Trevor Abbot
You head up the stairway past several more floors of ale barrels, and food to the top where you encounter the Redfang's bedchamber filled with chests and a single massive bed. With a slight smirk you set about searching all the chests to determine their contents ...

Quote from: Chest Contents
43 Gold
Large Ruby Gem
Small Sapphire Gem
Star Pendant [The star is shaped from a foggy white crystal.]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: The Froggy Ninja on June 29, 2014, 04:47:53 pm
MOAR OBSERVATION!
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Lyeos on June 29, 2014, 04:53:34 pm
Well! Time to start arranging these bodies in humorous positions, namely sitting them on seats as though they were eating and fell asleep, dropping their heads on the plates. Then, I suppose it's best to get ready to leave with the others.
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Dermonster on June 29, 2014, 04:57:31 pm
Who's up for making this our future base of operations?

Study those pages a little further. Such obvious musings have no place in such a dark book, there must be deeper meaning.
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: Beirus on June 29, 2014, 05:18:30 pm
Yeah, future base.

Go check the chests as well. Grab the ruby. Leave the pendant to Trevor if he wants it, hold on to it if he doesnt.

((I want to use the gem to have a Catalyst weapon forged if I can.))
Title: Re: Roll to Become a Hero - Turn 23: A Book of Lore!
Post by: The Froggy Ninja on June 29, 2014, 05:35:03 pm
That's why I'm taking notes.
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: SomeStupidGuy on June 29, 2014, 06:09:40 pm
Take a closer look at the pendant and check for any discernible magickiness.

(And yeah, using this as a base could be nice.)
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: scapheap on July 04, 2014, 03:51:51 pm
"Interesting..."
Pass time, my coworkers seem to have looting in hand
Title: Roll to Become a Hero - Turn 25: Possible Base Secured
Post by: adwarf on July 07, 2014, 05:32:17 pm
Chronus
You contine to read the book, and attempt to decipher some meaning from this Memnok's earlier musings, but you quickly realize Memnok was quite serious on those parts. His theories all revolve around a singular point, some time in history this Goddess of Death committed what many might take to be a great sin as she sacrificed her very soul in a ritual that connected the human world and the realm of the for eternity. Towards the end of these theories you finally find something of use scribbled across a dozen pages you find the method for summoning spirits of the dead, in fact Memnok references it numerous times as he used it to question the dead to try and find out how his powers worked.

On the very last page you read before you find your attentiveness lapse Memnok seems to stress that summoning spirits is a very risky process, many are tormented souls who would rather harm those who summon than aid them. He also mentions something of rumors of a way to bind spirits to pacts but he has yet to find it at this point in the book if he ever did.

Jase Bladeheart
You give the chests a once over before deciding on taking the ruby for yourself leaving the pendant only if Trevor doesn't wish to take it.

Large Ruby gained.

David
You manage to finish up your report with another two hours of examinations of the Fort's layout and structure, at the end of which you've managed to collect what should be a complete and mostly accurate recreation of how the fort once was along with a few ideas for expansions upon what the fort once was.

Trevor Abbot
You spend a good twenty minutes examining the pendant, but after all that time you have nothing, perhaps the item is magic or perhaps it isn't, but frankly you can't even begin to imagine where to start testing it for such magical properties.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: Dermonster on July 07, 2014, 05:37:44 pm
Go on up/downstairs and try to heal Trevor. Attempt to make an essay on healing methods.

(Can you note in my inventory what the things I make can do please? It's rather annoying that I can't tell what in specific a bandage does at a glace. Also I don't have my new spell in my spell list.)
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: adwarf on July 07, 2014, 05:40:14 pm
Go on up/downstairs and try to heal Trevor. Attempt to make an essay on healing methods.

(Can you note in my inventory what the things I make can do please? It's rather annoying that I can't tell what in specific a bandage does at a glace. Also I don't have my new spell in my spell list.)
Argh, damnit I thought I put that in there. Fixing it now.

EDIT: As to the spell I'm writing it out now, I'll add it to your sheet when the group returns to town, any spells learned on quests aren't immediately useable.
EditEdit: Fixed, you can now see what each item does that you can craft.
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: The Froggy Ninja on July 07, 2014, 07:09:28 pm
"Should we be headed back to town? I'm quite eager to explore the mayor's library."
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: Beirus on July 07, 2014, 07:15:37 pm
Gonna take that pendant if Trevor doesn't want it. Definitely gonna grab that sapphire now, though. Maybe have armor forged with it as decoration.
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: SomeStupidGuy on July 08, 2014, 06:21:18 pm
Put on the pendant for the moment to check if that does anything of note and let Chronus heal me.
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: Lyeos on July 08, 2014, 06:23:47 pm
Search  for a bedroom something!
Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: The Froggy Ninja on July 08, 2014, 06:47:24 pm
Go back to town.
Title: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: adwarf on July 15, 2014, 12:08:22 pm
Chronus
You close the book, lock the clasp in place, and make your way down the tower to the inner keep with the hopes of healing Trevor at least somewhat followed by some further documentation and essay writing. At this rate you're sure to be known as one of the greatest scholars to ever live, if you can stay alive to the end of this journey you've set out on ...

Your second foray into healing goes just as well in the first, and you manage to stitch closed any open wounds before applying poultice to the areas for greater healing effect. Immediately after you finish healing Trevor you pull out your book, and writing materials to put what you've noticed down such as the need seal open wounds before adding poultices or bandages, need of sterile tools, and actually working healing materials.

Jase Bladeheart
You take the sapphire, and wait off to the side hoping Trevor doesn't want that pendant.

Trevor Abbot
You put the pendant around your neck, and much as expected nothing happens that you can notice, shrugging you take it off just in time for Chronus to come in with his supplies, and a book and pen in hand. Looks like he's up to writing another essay ...

Next update is the return to town! Beginning work on it immediately, post anything else you wanna do now or we'll just skip straight to the village.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Title: Re: Roll to Become a Hero - Turn 24: One Report to Build the Fort
Post by: Dermonster on July 15, 2014, 12:16:07 pm
Grab the crates of loot. Search the roads and woods for herbs roots and other stuff on the way back.
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Beirus on July 15, 2014, 12:44:11 pm
Nothing else to do. Back to town.
((Why aren't the Great-axe or throwing axes I grabbed in my status?))
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: adwarf on July 15, 2014, 12:54:49 pm
((Why aren't the Great-axe or throwing axes I grabbed in my status?))
Because of book keeping errors due to me, fixing now.
Title: Roll to Become a Hero - Turn 26: Intermission Time
Post by: adwarf on July 17, 2014, 07:24:56 pm
Chronus
You spend much of the trip back to the village scouring the areas you pass through for every useable type of herb to facilitate further herbalism, and by the time you arrive back at the village you've managed to find enough herbs to fill two ingredient bags

Bandit Troubles Completed! +5 XP to Chronus, +4 XP to everyone else. Clair Leveled up!

Your return to the village is met by Mayor Blademont, and his retinue once more though this time around there are considerably more soldiers and a young woman wearing a white pearl dress that you all feel is worth more than you've made in your entire lives combined. The Mayor moves forward to meet you with a smile on his lips, and a large bag of gold in his right hand containing what you believe to be the payment for the quest you completed. Handing it to Jase he welcomes you all,

"Once again your group goes past my expectations, here is the money as promised and I must remind you that as adventurers you are allowed access to my measly library such as it is. Trade can once again start along the highway, perhaps our town will prosper with the renewed sense of safety you are bringing to the region surely people will flock here from the less dangerous regions, but only time will tell. I thank you for your services adventurers, and so does my daughter who wished to meet you this day though forgive her if she does not talk, she's quite shy around those she does not know. Any who I have much to see to this day, good day adventurers and may your future work be just as successful."

With that the Mayor turns, and walks away with his retinue in tow though his daughter lingers for a moment to stare at your group before hurriedly rushing after him ...

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Dermonster on July 17, 2014, 07:27:22 pm
Inventorialize crates of loot.
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: adwarf on July 17, 2014, 07:32:14 pm
Inventorialize crates of loot.
Its already been sold and added to everyone's income.
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Lyeos on July 17, 2014, 07:33:44 pm
Purchase:
Mortar & Pestle: -20 Gold
Weak Health Poultice: -10 Gold
2x Heavy Bolts: -16 Gold
Length of Rope: -10 Gold
Basic Lockpicking Kit: -15 Gold
Total: -71 Gold
Remaining Balance: 2 Gold

Sell the mallet: +? Gold?

Then go read my book in the library!

Edited Because: I already have the chainmail vest.
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Dermonster on July 17, 2014, 07:53:33 pm
Take another look for 'regular' sorcery books in the library. Maybe a map too, we can't just stay at one town forever, can we?
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Beirus on July 17, 2014, 09:55:59 pm
((So I still have my axes, right?))

Go to the library and see if I can find a book on battle magic or battlemages or spellswords or magic knights or gods of combat and their warriors or paladins or something like a fighting style that incorporates magic and weapons
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: adwarf on July 17, 2014, 10:37:45 pm
((So I still have my axes, right?))
.... *sighs* Give me a second ...
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: Beirus on July 17, 2014, 10:43:38 pm
((So, if I sell my vest and wooden shield, would I have enough gold to buy the reinforced chainmail suit and kiteshield? If not, what if I also sold the sapphire and a throwing axe? ))
Title: Re: Roll to Become a Hero - Turn 25: Derm = OP is the one constant of this Universe
Post by: adwarf on July 17, 2014, 10:46:18 pm
((So, if I sell my vest and wooden shield, would I have enough gold to buy the reinforced chainmail suit and kiteshield? If not, what if I also sold the sapphire and a throwing axe? ))
Your vest will sell for about 8 gold, and your shield for 4 gold. The sapphire is worth about 20 gold, and the throwing axes 2 a piece.
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: Parsely on July 17, 2014, 10:50:03 pm
PTW
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: The Froggy Ninja on July 18, 2014, 08:58:31 am
Onward! To the library! LEARN ALL THE RUNIC MAGICKS!!!!!
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: SomeStupidGuy on July 19, 2014, 12:42:54 am
Buy 5 iron-tipped arrows, a light dirk and a chain-mail vest.
Kill time by pestering magic-y looking people to check my pendant for magic. (I really wanna know if it's in any way useful, okay? :v)
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: adwarf on July 25, 2014, 03:11:31 pm
Sorry for the delay, I don't have access to very stable internet at the moment due to being on vacation, but I'll have a turn up in a few days when I get back home so this will be getting back on track soon :)
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: Spinal_Taper on July 31, 2014, 07:02:20 am
Name: Giggles "the Mad", Lucidore
Gender: Male or Female?

Past Profession: Juggler

Trait: Strong Arm: +2 to throwing accuracy, +1 to throwing damage

(I just took marksman and added a +1 for it being specific. Is that okay?)
Title: Roll to Become a Hero - Turn 26.1: The Library holds all the power
Post by: adwarf on August 01, 2014, 12:01:04 am
Lucy Verim
You spend a good while running around the village to purchase various tools, and items to prepare for your next mission before you finally find the time to head to the library to read your book on herbalism. Your reading brings a lot of unknown knowledge forward as you begin to learn of the numerous plants you see in your daily life and just how they can be used in such strange or even amazing ways to cure illnesses, reduce swelling, stop bleeding, and even increase the rate someone heals at.

Gained a Mortar & Pestle, Weak Health Poultice, 2x Heavy Bolts, Length of Rope, and a Basic Lockpicking. Loses 71 gold.

Chornus
You immediately head for the library, and begin to comb through it for any books on sorcery or magic that you can scrounge up and somehow to find an old, and tiny tome tucked away in a corner of the library. The book was thrown down behind the bookshelf with only a corner of it sticking out, someone probably hid it away in a hurry if you had to guess. A cursory glance through the opening pages reveals the book is about a type of magic that the writer refers to as 'Wilder' Magic which you highly doubt is the actual name of the magic if it even has one.

Spoiler: Map (click to show/hide)

Jase Bladeheart
You follow many others to the library in the hopes of finding a book that might take you down the path of becoming a battlemage or paladin, but despite your best effort you find nothing. The library seems to contain mostly books about the region you're in, expansive tomes delving into the history of this nation, and more technical books that focus on things like farming or engineering though you doubt most, if any, would be of use.


David
You aim to find a book on runic magics in the Mayor's library, but are soon disappointed by the sheer lack of books that mention any form of magic to begin with for some reason. This discovery saddens you somewhat, though there is not much you can do to change the situation.


Trevor Abbot
You spend pretty much an entire hour picking through the majority of Delmar's Smithy before finding what all you want to purchase which ends up depleting pretty much all the gold you obtained from your quest. With that done you head off in search of someone who can identify the pendant, but in the end find no one that is of any help unless the pendant truly is useless ...

Obtained 5 Iron-Tipped Arrows, Light Dirk, and Chainmail Vest. Lost 70 gold.

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: Dermonster on August 01, 2014, 12:06:02 am
Derm still op.

Attempt to identify Trevors damn pendant. Otherwise, Study that new book!

Someone go look at the current quests available. And check to see how much a team of masons cost.
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: Lyeos on August 01, 2014, 12:07:38 am
Read harder!
Title: Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
Post by: Beirus on August 01, 2014, 12:09:34 am
Derm OP for real. Maybe he'll share the magic this time. Maybe. Hopefully. Probably not.

Leave the library and go sell my vest, shield and sapphire. Should give me 105 gold. Then buy sturdy iron kiteshield and reinforced chainmail suit. Shout leave me with 10 gold. Then go see if Shay (I think that was her name) is around. Try searching that spot where I first met her.
Title: Re: Roll to Become a Hero - Turn 26: Intermission Time
Post by: adwarf on August 01, 2014, 12:18:04 am
Use ingredients to make one bleeding, two healing potions/poultices.
If unable, recall what they can be used for.
If only able to do healing poultices with them, use them all for healing poultices.

Read a random book.

You don't know basic herbalism yet, its just 50% of the way there so you can't craft any of the herbalism recipes yet.
Title: Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
Post by: SomeStupidGuy on August 01, 2014, 07:51:19 am
"Ah well. Still a nice pendant."
Go check out the available quests, I suppose!
Title: Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
Post by: The Froggy Ninja on August 01, 2014, 08:36:10 am
"Ho fellow scholar! Have you been any more successful in your searches than I?"
Title: Re: Roll to Become a Hero - Turn 26.1: The Library holds all the power
Post by: SomeStupidGuy on August 08, 2014, 03:10:12 am
((A brief look into the creation of an average RtBaH turn:
Spoiler (click to show/hide)
Note that adwarf is slightly restrained here, most times he's much more angry at Derm's successes.))
Title: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: adwarf on August 08, 2014, 03:20:53 am
Lucy Verim
You try hard to progress your knowledge of herbalism, but perhaps it was the effort or perhaps the material is simply to hard for you to learn, because you make no progress towards learning more on the subject in the slightest.

Chornus
You take the chance to assist Trevor with identifying the pendant he obtained, you spend a few minutes looking its surface over but find nothing of use there so you decide to zap it with some raw magical energy which reveals the pendant's true purpose. As your magical energy touches the pendant it flings you backwards, tearing itself from your grasp, the bloody thing repels magic!

Jase Bladeheart
With your search a failure you leave the library, and head off to the smithy to sell some of your gear and purchase better equipment for your next mission, you get the sneaking suspicion that you're going to need it. With that done you head out through the village searching for Shay, but do not find her instead you stumble upon the Mayor's daughter in the same place you'd met Shay. She's sitting on a bench staring up at the leaves of the trees in deep thought ...

Trevor Abbot
You go and check the job board to find it has not changed much, other than the mission you just finished having been taken down.

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Alerd's Tomb - Alerd's Tomb is a small area of catacombs built into the mountains west of Breton where the knight hero Alerd was buried centuries ago, upon his entombment there with his seven companions the last of their band sealed the tomb with powerful magic. Rumor has it that the seal on the door has weakened, and that perhaps now those brave enough could enter and claim Alerd and his seven companions gear for themselves.
   Reward: 6 XP for Quest Completion

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: Salsacookies on August 08, 2014, 08:08:11 am
Name: Walt Bones
Gender: Male

Past Profession: Gladiator

Trait: Berserk. +1 attack, -1 defense
What do you think, seem good?
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: adwarf on August 08, 2014, 09:02:56 am
Name: Walt Bones
Gender: Male

Past Profession: Gladiator

Trait: (If this is allowed.) Troll. Has regenerative ability. Very ugly.

What do you think, seem good?
Troll is not an acceptable Trait since you have to start as human, trolls don't regenerate, and regenerating health in general is far to powerful of a trait :v
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: The Froggy Ninja on August 08, 2014, 10:57:48 am
Tomb. Tombs have books right?
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: SomeStupidGuy on August 08, 2014, 11:00:31 am
"Oh wow... Thanks, Chronus, this thing could come in handy."

Alerd's Tomb, I'm thinking.
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: Dermonster on August 08, 2014, 11:02:00 am
That new book still isn't in my inventory.

"Yes... I suppose it will."

Page through the new book while I still have the chance.

The Tomb.
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: Beirus on August 08, 2014, 05:14:51 pm
((Hey, if I use a rag, some oil, and a flint and steel on the head of my spear, would the flaming effect be one I could copy with my Practiced Maintenance trait? Would it be effective in combat?))

"Um, excuse me ma'am. I didn't know anybody would be here. I hope I'm not bothering you.

Attempt to make conversation with Mayor's daughter.

((Was hoping we could get stronger before going after the tomb, but the tomb is fine with me. Still, I don't want to be the one moving ahead to look for traps or SKELETONS! I hate skeletons! Also, I hope I can get the knight gear if I survive.))
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: Lyeos on August 08, 2014, 05:18:52 pm
Right.
Lucy heads to the Inn to eat, then.

I'd rather deal with the goblins first so we could gear up a bit more, but...
I'm gonna go with the Tomb as well, although given our previous encounter with a magical enemy... Yeeeeaaaah....
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: The Froggy Ninja on August 08, 2014, 05:25:54 pm
((Can we still play once we achieve Hero status?))
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: adwarf on August 08, 2014, 08:21:08 pm
((Hey, if I use a rag, some oil, and a flint and steel on the head of my spear, would the flaming effect be one I could copy with my Practiced Maintenance trait? Would it be effective in combat?))
Indeed that is an effect you could copy with Practiced Maintenance and it would work well in combat.

((Can we still play once we achieve Hero status?))
Nope, once you guys become a hero (if you do) then you've won the game.
Title: Re: Roll to Become a Hero - Turn 26.2: The Terror of Lucky Players
Post by: Beirus on August 08, 2014, 08:56:14 pm
((Derm, can I borrow your rag, flint and steel, and some oil? I'll give it back, promise. Once it goes out, of course. Although I don't doubt you'd be the one character able to accept a flaming rag and put it in your pocket with no problems.  :P))
Title: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: adwarf on August 18, 2014, 09:54:22 pm
Chornus
You delve into the book you found with a passion, and quickly begin to understand why the magic is called Wilder Magic by the writer. The magic itself is simple enough for most people to learn due to the fact that it doesn't rely on magical power at all, but instead draws from the users physical health to power the spells it casts. Its not long before you discover the secrets to the book's first spell, something the writer calls the Power Within that appears to boost the overall strength and speed of the one it is cast upon at a cost to their physical health diminishing while its active. Strangely enough the spell only takes power from the one its used on, not the caster ...

Jase Bladeheart
"Um, excuse me ma'am. I didn't know anybody would be here. I hope I'm not bothering you."

The Mayor's daughter jumps when she hears your voice, but visible relaxing when she notices who it is talking to her. Sighing she stands up a turns to you,

"I was hoping to find one of you lot wandering about, I have something to tell you since my father refuses to hoping you'll stay and do all the hard work for him, and his men. An army is going to pass through town in a week or so heading for the Red Wastes, the war has taken a turn for a worst there and they're taking on anyone willing to fight so if that interests your companions make sure to return and tag along with it when it heads east. Perhaps it'll be the break you lot are looking for."

With that she walks past you, and starts to make her way out into the street.


One more update before the Alerd's Tombs update begins, finish up any last minute actions now. (Such as getting an engineer to look at the Report you wrote Froggy Ninja :P)

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Quote from: Three Herb Apothecary
Weak Health Polutice [Heals 4 HP, Cost: 10 Gold]
Spider's Bane Herb [Cures Poison, Cost: 8 Gold]
Herbal Bandages [Cures Intense Bleeding, Cost: 10 Gold]
Rough Bandages [Cures Minor Bleeding, Cost: 5 Gold]
Fine Bandages [Cures Major Bleeding, Cost: 8 Gold]

Mortar & Pestle [Allows the making of Potions and Polutices, Cost: 20 Gold]
Bag of Ingredients [Used to make potions, Cost: 5 Gold per Bag]
Beginner's Guide to Herbalism [Used to learn potion recipes, Cost: 15 Gold]

Quote from: Samus' General Goods
Torch [When lit provides light for ten turns, Cost: 5 Gold]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks, Cost: 15 Gold]
Length of Rope [Allows the process of not falling to your death, Cost: 10 Gold]
Blank Book [Contains 20 Blank Pages, Cost: 15 Gold]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc., Cost: 15 Gold]
Flint & Steel [Allow lighting of fires, Cost: 5 Gold]
Skin of Oil [A wineskin filled with oil, Cost: 5 Gold]
Rag [Can be tied to things, Cost: 2 Gold]
Whetstone [Used to sharpen weapons, Cost: 10]

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: Dermonster on August 18, 2014, 10:01:00 pm
(-4 HP!?  Wow, literally never using that on myself. Ever.
Edit: Mixed up HP and MP somehow. Still not the most brilliant idea.)

((Edit2: Also, no +2 to research?))

(((Edit3: Book still not in inventory.)))



This spell, while... interesting, isn't of direct personal use to me. Search the book one last time before we go, preferably for something visually similar withering blast!
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: Nidilap on August 18, 2014, 10:03:20 pm
This looks cool. Waitlist.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: SomeStupidGuy on August 18, 2014, 10:10:42 pm
Go out for a nice relaxing hike outside the town before the trip off to the tomb. What's the worst that could happen.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: adwarf on August 18, 2014, 10:12:28 pm
((Edit2: Also, no +2 to research?))

(((Edit3: Book still not in inventory.)))
Edit2: It was included I just forgot to type it out like I usually do. Sorry for the confusion.

Edit3: Fixing now.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: Beirus on August 18, 2014, 11:06:51 pm
((Would the bonuses stack on the Power Within spell if used by two different casters? Because Jase might want Chronus to teach him that one.))

Practice fighting techniques involving switching between Great-axe and Spear & Shield, like Shay did with the swords.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: Dermonster on August 18, 2014, 11:08:40 pm
We all learn it, simultaneously cast it on one enemy.

Enemy becomes superman, or rather darkseid or something? then dies immediately.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: Beirus on August 18, 2014, 11:13:15 pm
We all learn it, simultaneously cast it on one enemy.

Enemy becomes superman, or rather darkseid or something? then dies immediately.
Brilliant.
Title: Re: Roll to Become a Hero - Turn 26.3: Derm is one step closer to Mage King
Post by: The Froggy Ninja on August 19, 2014, 05:56:37 am
((Why would I show it to an engineer? We certainly don't have enough to pay him. Also, YAY I'M BEING DRAFTED INTO THE ARMY!))
Title: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: adwarf on August 25, 2014, 06:06:03 pm
Dermonster
You delve into the book once more as you wait for the others, and somehow in that time you manage to pull out yet another spell from within the book, something called the Wild Pact. The spell seems to work through temporarily connecting two people's very being and swapping them whenever someone called the 'receiver' comes to harm thus transferring the damage that one would take to someone the details call the 'guardian'.

Berius
You spend some time practicing trying to pull off a similar trick to the one Shay pulled off, but no matter how hard you try you slip up somewhere in the movement and end up either nearly hurting yourself or dropping one of your weapons completely.

Trevor Abbot
You take a quick stroll in the fields surrounding Breton, and after a good twenty minutes of walking find the surroundings to be quite peaceful indeed. Perhaps you, and your companions efforts in the area have made a difference in making the place safe once more?

Entire Group
With everyone finished with their tasks within the town your group heads out for Alerd's Tomb, perhaps in search of gold, perhaps glory, or maybe the hopes of finding an artifact left behind by one of the heroes buried there. The trip takes a few hours on foot, but its not long before you see your destinationm a lone hillock with a set of grey stone doors built into the side. As you draw close you notice the door is covered in rune, but only a handful of the runes carved on its surface glow a dim green light while the remainder are dull, grey, and lifeless. It is likely that long ago all of them shined a bright green the shade of finely kept grass though whatever magic sealed it has long since fled. The surface of the hillock is covered primarily by a massive oak tree, and upon closer inspection some of the roots have actually grown through the frame of the stone doors, perhaps this is what caused the magic to fade from the seal.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: Dermonster on August 25, 2014, 06:39:38 pm
"Okay, so, developments, I've found a book of what appears to be 'wild' nature magic in the library. I have learned the intricacies of using mana, and I can cast a bond between two people to transfer damage taken by a guardian to the host. I can also cast a parasitic white bolt that allows me to siphon health from an enemy. Does anyone want a bond?"

If nobody wants a bond, study runes. Use a page if appropriate.
Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: The Froggy Ninja on August 25, 2014, 07:04:48 pm
Study the runes. Sealing runes are good for treasure.
Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: SomeStupidGuy on August 25, 2014, 08:50:49 pm
"Mm. Nah, I'd rather not pass my wounds off to some other fool. Seems wrong, somehow."
Trevor looks the door over. For traps and the like.
Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: Beirus on August 25, 2014, 09:07:45 pm
"Sounds like you'd make a pretty good guardian if you could heal yourself of the wounds inflicted by taking life from our foes, Chronus. I might consider it, although being the one in the bond who suffers the harm would be detrimental, as I will probably be taking wounds enough from our foes as it is."

Look around for anything interesting, wait for scholars to finish their scholarly things.
Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: Dermonster on August 25, 2014, 09:18:01 pm
"Well, I can still drain people, bond or not. Like a leech. Heh. I've got a few other tricks too. Wild magic, man it's weird."
Title: Re: Roll to Become a Hero - Turn 27: The Entrance to Alerd's Tomb
Post by: Beirus on August 25, 2014, 09:39:56 pm
"Magic is a tool, like a spear or hammer. It doesn't matter to me what type it is as long as it helps keep us all alive. Anyway, I meant that if we bonded and you were the one who suffered the damage I took, we'd probably last longer since you could just shoot your life drain beam or whatever at one of our opponents to heal yourself."
Title: Roll to Become a Hero - Turn 28: Investigations
Post by: adwarf on September 15, 2014, 08:04:53 pm
Chronus
You give the runes on the door a once over, preparing a page just in case, but it doesn't take you long to come to the realization that this isn't your standard magic at work here. You quickly come to remember many of these runes as shown in paragraphs from the devotional books to the Goddess of the Woods before translation, whoever forged this seal was likely well favored by the goddess which seems at odds with the waning of the seal's power. Even if you take the roots breaking the seal into account something doesn't seem to fit.

David
You join Chronus in investigating the runes upon the door, and even though you sense that these runes are familiar you fail to figure out where exactly they come from. Proving to be of little help you step back to let Chronus get a better look at the runes while you continue to try and remember where you saw them to no avail ...

Trevor Abbot
You set to work making sure the door holds no traps that you can discern, and are quickly glad to find that it holds no traps as far as your knowledge holds which is quite a good sign indeed. If no traps are to be found at the entrance which appears to have been the main safeguard of this tomb then perhaps the rest will be trap free as well, you envision the treasure to be found within ready to be taken by you with ease at this rate.

Aeryn Vutran
Deciding to leave the door to your comrades you head up the hill aiming for the the over-sized tree above in the hopes of finding some evidence as to why the seal on the door has finally begun to break. You spend a good ten minutes walking around it for some sign as to an outside influence, but in the end you find nothing and give up with a noticeable sigh.

Jase Bladeheart
With the rest of the party occupied you take a walk around the base of the hill looking for anything of interest, and its barely a minute before you stumble upon (quite literally) a stone with words carved into it. A quick glance at the words on it reveal the stone to be a plague to the hero Alerd, and his seven companions who were buried within this very hill, it speaks heavily of Alerd, the Priestess of the Woods known as Vandis, and the fallen knight Balkman who seem to have been the first and most loyal of Alerd's companions.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: Dermonster on September 15, 2014, 08:15:25 pm
"Hm. Divine runes... fading? That doesn't add up. Either they should be completely broken or... the person who inscribed them has fallen out of favor. Something may have happened to the caster, but this is a tomb. Something is most certainly wrong here, we need to head inside."

Search through Wild Magic book for possible information regarding the Goddess of the Woods. If nothing can be found, a new spell will do as well. Head inside near the back of the group if they open and enter.
Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: The Froggy Ninja on September 15, 2014, 08:21:37 pm
REMEMBER HARDER!
Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: Beirus on September 15, 2014, 08:42:35 pm
Read the plaque. Try to read in detail, for any more information about Alerd, Vandis, or Balkman. Or maybe hidden info about the tomb or something.
Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: SomeStupidGuy on September 17, 2014, 06:25:21 pm
Look around for any additional entrances or anything notable at all, really.
Title: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: adwarf on October 04, 2014, 05:10:49 pm
Chronus
You begin reading through the book once more in the hopes that it might contain information on the Goddess of the Woods, or at the very least another spell that might be of use to you. However by the time you finish reading you find that the book does not mention this Goddess at all, in fact it doesn't seem that any god is connected to Wild Magic as far as the author could tell. As for a spell if there was another one hidden within the book you couldn't find it in your reading though from your dealings with Memnok's book it could likely be hidden within codes throughout the books and its diagrams.

David
You stare at the symbols in frustration for a few minutes before a realization hits you, the Goddess of the Woods was the only goddess that the Eldast rebels shared with the old regime when they rebelled to create the Kingdom of Eldast. Unfortunately after they managed to gain freedom her sect slowly began to fall out of favor, and lessen in number until worship of her basically ended with the fall of her last champion, the Demigod Archer Knight Alerd. This would explain the fading of the seal on the doors, but you suspect the Goddess wouldn't entirely abandon the tomb of her greatest champion even if she was weakening with the fall of her sect ...

Trevor Abbot
You decide to go in search of other entrances to the tomb while the others spend their time examining this one, with that in mind you take a stroll around the hill while keeping an eye out for even the slightest differences. You find no hidden secondary entrances or anything of the sort, but you do find Jase stooped over a plague that appears to talk of Albert, the hero who is entombed in this very hill.

Look at Jase's turn for the exact details of what is on the plague.

Aeryn Vutran
Turning your eyes from the door to the frame you find the seal's pattern continues on the frame as well in fact it would appear that the door frame's pattern is far more complex, and more a series of layered patterns instead of a single pattern. Sadly this simply proves the complexity, and power of the seal before you, but holds nothing of use to your party ...

Jase Bladeheart
Here lies the Tomb of the great hero Alerd, champion of the Goddess of the Woods, liberator of the Red Wastes, and Martyr of the Battle of Harigan's Pass where he and his seven companions were slain as they fought to protect the Kingdom of Eldast. Born a peasant farmer's son Alerd took up the bow the day most of his village was slain in the early days of the Eldast Rebellion in an attempt to keep the former Kingdom in power, seeking revenge he took his father's bow and set out to join the rebel forces, a task that he never truly accomplished. Alerd was interrupted during his journey to swear fealty to the All-Father's mortal song, King Elidan, running into a force of the Old Kingdom's troops Alerd's rage consumed him and the hero struck out. In the end he managed to slay all of them, but the battle had taken its toll on his body and he began to slip away only to be saved by the Priestess of the Woods Vandis and the Fallen Knight Balkman.

Alerd's actions, and Vandis' unending prayers to Goddess of the Woods to save his life drew the Goddess' attention and so she struck a deal with the dying Alerd, become her champion, die upholding her glory, and she would grant him the power he needed. The power to achieve the desire for revenge that ran deep within him, and that many among his party said tormented him till the day of his death. After that day Alerd became the Champion of the Goddess of the Woods, in return she placed some of her own blood within his body, and imbued the bow that he wielded with her divine wrath so that he may smite her enemies.

The three years that followed that day were filled with battles as Alerd began to wage a fierce war against the Old Kingdom as he strove to free the Red Wastes, as his exploits spread and his deeds grew in number brave people from the Wastes flocked to him. With this the Brotherhood of the Forest was born, a group of warriors devoted to the Goddess of the Woods, and their leader but even these events were not the reasons for his title of hero. The title of Hero was granted to Alerd after his death for his valiant and outstanding actions in the Battle of Harigan's Pass.

The Old Kingdom desperate to survive laid one last plan to win the war, it gathered its forces together to create an army of over one hundred thousand men and marched for Harigan's Pass while Elidan's main armies were tied up with a distraction war in the south leaving the land they'd freed virtually unprotected. Hearing this Alerd gathered the Brotherhood of the Forest, a group numbering barely one thousand in number, and set out to hold back the Old Kingdom's assault as riders drove south to warn Elidan. Knowing that the Brotherhood would need time to fortify the entrance of Harigan's Pass if they were to have any hope of holding the Old Kingdom's troops back long enough for Elidan to arrive Alerd marched into the pass with his seven companions to the face the Old Kingdom's army alone, many of those who were working to fortify the Pass witnessed the last stand of Alerd and his companions.

For three days Alerd and his companions fought against the enemy alone in the open pass, the first to fall was the Hedge Knight Martin who charged head first into the heart of the army to draw attention from his wounded companions. Next was the thief known as Garth who took a dozen arrows in order to save Alerd's life, after him came the warrior Jarik who was pierced ten times by the lances of charging knights and yet fought on to the bitter end. The fourth to die was Elis, a fire mage who died as she shielded the party from the onslaught of the Old Kingdom's mages, and then the fifth was the Priestess Varis herself who was cut down as she saved the Fallen Knight's life. Then Balkman himself fell, his body riddled with arrows and covered in blood from hundreds of cuts, and yet he had raised a hill of corpses beneath his feet before being swiftly followed by the Priest of War Hemlin who was struck down as he attempted to protect the Fallen Knight's corpse.

Finally Alerd was alone, his companions lay dead before him and yet he faced down the Old Kingdom's army all the same, with god-like speed and accuracy he let loose a hail off arrows. When the arrows ran out he screamed in rage, a yell that even those Alerd had left behind could hear, and charge into the midst of the army with a bow in one hand and a dagger in the other. He was like a force of nature that tore through the front ranks, when his bow shattered he released it without so much as a hint of hesitation, and when his dagger shattered as well he laid into his foes with fists and teeth. By the time the Old Kingdom's forces finally stopped him the Pass was littered with corpses, and even as Alerd knelt skewered on twelve lances he let out one last act of defiance as he broke the shafts and tore the throat out of the commander who had come to gloat about finally ending him.

Mere hours after Alerd's death King Elidan arrived, and drove back the forces of the Old Kingdom. When his eyes fell upon Alerd's body he picked it up, and with tears flowing from his eyes carried the fallen hero back to the entrance where he declared that from this day forth Alerd would be considered the first of Eldast's heroes, he would be remembered as the brave Martyr of Harigan's Pass. In Elidan's own words Alerd was a god among mortal beings, an existence that all should pay respects to for he fought on beyond the point that anyone else would have died to secure freedom for his people, and vengeance for the cruelties the Old Kingdom had perpetrated. To honor Alerd Elidan ordered this tomb constructed for him and his companions to be buried within, and personally carried the Hero's body to its resting place here.

All hail Elidan, and forever shall the Martyr be remembered.



Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: Dermonster on October 04, 2014, 05:16:20 pm
"Whoever wrote that plaque did not have a great grasp of the language. Hey, see if one of you can't just knock this damn thing down."

Combine Oil container and rag to make Molotolv cocktail.
Title: Re: Roll to Become a Hero - Turn 28: Investigations
Post by: adwarf on October 04, 2014, 05:18:28 pm
"Whoever wrote that plaque did not have a great grasp of the language. Hey, see if one of you can't just knock this damn thing down."

A bolt of lightning hits Chronus and deals 9999 damage.

:| I try dammit. I do really need to find someone to help me with editing though, because I appear to not be very good at it :\
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: SaberToothTiger on October 04, 2014, 05:18:46 pm
Waitlist me, please, when time comes I'll make a sheet.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: Beirus on October 04, 2014, 05:28:59 pm
Go back to the others. Maybe offer a prayer to the Goddess of the Woods on the way to allow us entrance, just to see if anything happens.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: SomeStupidGuy on October 05, 2014, 05:35:39 pm
Give the general area around the plaque a quick examination for anything notable. Since I don't really have anything better to do.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: The Froggy Ninja on October 06, 2014, 06:52:28 am
"Um guys. This may be a bit more dangerous than expected... Or less. I'm not sure how hard we expected this to be."
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: adwarf on October 23, 2014, 10:55:20 pm
I'm sorry for the absence of updates, but I started taking a break from the forums and stuff to try and relax for a bit, and power through some writer's block I had. Recently some personal stuff has been happening so I won't be updating this for a week or two while that gets dealt with, and when I manage to get the drive back for actually writing. Sorry in advance about the short hiatus, and thanks to all of you who've been playing this since its been a lot of fun for me to run.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: The Froggy Ninja on November 06, 2014, 08:26:36 pm
((It's cool. I also recently took a break from the forums.))
Title: Roll to Become a Hero - Turn 29.1: Tale of the Hero Alerd
Post by: adwarf on November 07, 2014, 08:48:00 pm
Chronus
While the others mess around near the entrance to the tomb you decide to take the time to experiment, and attempt to create a firebomb from the oil skin and one of your rags which you lightly coat in oil from the skin before jamming half of the rag into the container. Satisfied with your handiwork you tie a string around it and hang it off your belt for when you have need of it, all you'll need to do is light the rag, and then send your makeshift firebomb flying.

Lost Oil Container, and Rag. Gained Improvised Firebomb.

Trevor Abbot
You search around the plaque for anything else worthy of note, and find nothing.

Jase Bladeheart
As you make your way to the entrance you offer a prayer to the Goddess of the Woods, but after waiting a few moments you feel nothing change and assume your prayers have gone unanswered.

Aeryn Vutran
Aside from the root that has shattered part of the door frame you find no cracks, or other signs of damage from outside of the tomb though you expect you could only really get a handle on the damage time has had on the tomb from inside the thing where you can hopefully find the supports.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

----

Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: Dermonster on November 07, 2014, 08:51:43 pm
Gah, updates are so far apart I forgot what all I've found out so far.

Can someone just bum rush the damn door? Get a tree trunk or something.

Beirus, you have a shield, get on it.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: adwarf on November 07, 2014, 09:13:30 pm
Gah, updates are so far apart I forgot what all I've found out so far.

Can someone just bum rush the damn door? Get a tree trunk or something.

Beirus, you have a shield, get on it.
... Or you guys could try to open it :v its not locked or anything, the seal's broken.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: Dermonster on November 07, 2014, 09:39:29 pm
Gah, updates are so far apart I forgot what all I've found out so far.

Can someone just bum rush the damn door? Get a tree trunk or something.

Beirus, you have a shield, get on it.
... Or you guys could try to open it :v its not locked or anything, the seal's broken.

I think we collectively thought it was still sealed or something. Wow, we're all idiots.

Open the damn door.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: The Froggy Ninja on November 07, 2014, 10:01:17 pm
Think about ways to weaken a gods connection to a place.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: Beirus on November 07, 2014, 10:16:36 pm
((I figured it was open, but damned if I was going to trigger any traps.))

Offer another prayer to the Goddess of the Woods. Not really asking for anything, just to see if She still exists. One semi-believer has to be better than none, right? Wait to see if the others open the door, standing to the side. If nothing pops out, go a little ways inside after somebody checks for traps.
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: The Froggy Ninja on November 07, 2014, 10:34:52 pm
Gah, updates are so far apart I forgot what all I've found out so far.

Can someone just bum rush the damn door? Get a tree trunk or something.

Beirus, you have a shield, get on it.
... Or you guys could try to open it :v its not locked or anything, the seal's broken.

I think we collectively thought it was still sealed or something. Wow, we're all idiots.

Open the damn door.
((I knew it was open but there is still some god-powered defenses in there and I'm preparing.))
Title: Re: Roll to Become a Hero - Turn 29: Tale of the Hero Alerd
Post by: SomeStupidGuy on November 09, 2014, 06:12:50 pm
Prepare for whatever beasties might be hiding behind the door, I 'spose.
Title: Roll to Become a Hero - Turn 30: Spooky, Scary Skeletons
Post by: adwarf on November 14, 2014, 10:56:21 pm
Jase Bladeheart
You offer another prayer to the Goddess of the Woods. Silence is the only reply.

David
There are few ways you know of to weaken a god's grasp on their own holy grounds. You conclude that you would have to desecrate and defile the site in the name of another deity whilst following certain rituals; you happen to know the proper incantation for these. You know from history books that the chants involved have been outlawed in the Kingdom by Elidan himself, who subsequently created the Militant Pantheon Order whose job was to enforce those laws and ensure that no groups within or without the were able to alter the balance of power.

Entire Group
Aeryn puts his full strength into opening the doors to the tomb and the rest of you stand back, busying yourselves with your weapons. Some of you pray to the God of this hallowed place or contemplate the dark rituals that may have went on here in an era long past. Surprisingly the doors open up without a sound, revealing a spacious chamber supported by towering pillars of smooth marble. The remaining details rush away as your attention falls upon a group of silent figures. You count six skeletons all garbed as warriors, arranged in an arrowhead formation. At it's head is a menacing figure laden by a heavy suit of armor. The knight emits a ragged gasp and raises a thin finger.

"Leave this place.. Only death awaits..."

With his message delivered the skeletal knight slams his visor down and raises his blade, his companions wordlessly emulate the gesture.

Spoiler: Initiative List (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

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Spoiler: Skeletal Warrior 1 (click to show/hide)
Spoiler: Skeletal Warrior 2 (click to show/hide)
Spoiler: Skeletal Warrior 3 (click to show/hide)
Spoiler: Skeletal Warrior 4 (click to show/hide)
Spoiler: Skeletal Archer (click to show/hide)
Spoiler: Skeletal Knight (click to show/hide)

-----


Note: This turn I was assisted in editing by GUNINANRUNIN, so thanks to him for making this have considerably less errors then it once did :v
Title: Re: Roll to Become a Hero - Turn 30: Spooky, Scary Skeletons
Post by: Dermonster on November 15, 2014, 12:47:43 am
Withering blast head skeleton Knight.
Title: Re: Roll to Become a Hero - Turn 30: Spooky, Scary Skeletons
Post by: Beirus on November 15, 2014, 02:04:16 am
"I fucking hate skeletons."

Try another prayer to the Goddess of the Woods, then attack the head skeleton knight with my axe.
Title: Re: Roll to Become a Hero - Turn 30: Spooky, Scary Skeletons
Post by: The Froggy Ninja on November 15, 2014, 12:57:32 pm
Since I'm going last I observed the combat and begin writing an essay.
Title: Re: Roll to Become a Hero - Turn 30: Spooky, Scary Skeletons
Post by: SomeStupidGuy on November 15, 2014, 01:24:45 pm
Start off by firing on the skeleton archer.
Title: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: adwarf on November 17, 2014, 03:30:10 am
Spoiler: Initiative List (click to show/hide)

Aeryn Vutran
Leading the attack you charge at the Skeletal Knight hoping to sweep a leg out from under him, but failing entirely as your foot collides with a piece of the rusted platemail hard enough to make you think something in your leg shattered for a few brief moments.Your tactic having failed you step back just in time to see one of Trevor's arrows come zipping by.

Trevor Abbot
With the rapid, pinpoint accuracy you've become accustomed to delivering you fire off two iron-tipped arrows at the skeletal archer you see peeking out from behind its vanguard of warriors without a single worry about hitting an ally, your marksmanship was far to good for such an event to occur. Your arrows hit their mark with satisfying accuracy as they go through the skeleton's eye sockets and tear its skull off entirely before embedding into the wall behind him with a slight cracking noise.

Skeletal Warrior 2
One of the skeleton warriors leaps at Aeryn, and delivers a solid slash to the scholar's torso that thankfully misses anything vital. Aeryn staggers back from the blow before bringing his sorely inadequate knife to bear against the armor clad warrior.

Skeletal Warrior 3
Charging from the midst of the group of skeletons one warrior bears down on Jase with its sword held high in both hands hoping to kill the former guardsmen before he has a chance to interfere with their leader. Jase barely manages to get his shield up in time to keep the warrior from shearing off one of his arms, and as the shield takes the full strength of the blow the sound metal screeching on metal fills the air leaving behind a massive dent in the once perfect shield.

Skeletal Warrior 1
A third skeletal warrior breaks away from the group to assault Trevor, likely to gain vengeance for his fallen comrade, or it managed to realize the danger an archer held against close combat oriented fighters. Before Trevor can react the skeletal warrior is on him, its sword swinging with the full force of the charge. A scream of pain escapes Trevor as the blade digs into his leg cutting through the flesh only to stop abruptly as the blade meets much greater resistance in the form of bones. Outraged, but blinded by the pain the Archer lashes out at the warrior with his dagger driving it back.

Skeletal Knight
Apparently put off by Aeryn's earlier blow the Knight is slow to respond, and its attacks are sluggish as the scholar manages to dodge the first strike, and turn the second into but a minor blow.

Jase Bladeheart
You smile up at the warrior trying to overpower your guard, and pull out of the deadlock sidestepping to deliver a sharp whack to the skeletons ribs with the shaft of the spear. As the shaft impacts you can hear bones clearly giving way beneath the chainmail.

Chronus
You concentrate your energy into the crystal embedded in your staff, within moments it begins to shine with a crimson light that intensifies until its almost like looking into a tiny red sun. Thrusting the staff in the direction of the Knight you release the energy, and the light turns into a solid ball of some roiling crimson liquid as it flies through the air towards your target. The knight appears to notice in time as he dodges out of the way of the crimson blast leaving it to find a new target as it turns ever so slightly to take the only inactive skeleton full in the face.

Skeletal Warrior 4
Infuriated by the sudden surprise attack the final skeleton warrior zones in on its attacker with a dogged determination, but the scholar proves to be a much more capable foe then it first thought. Lashing out with a blow aimed at the scholar's head the skeleton is surprised to see Chronus jump up, and away from the attack turning a lethal blow into a minor scratch.

David
Mumbling to yourself you stand back, and begin to observe the fierce battle before you and attempt to gleam something of worth from the hectic chaos of it all. As the fight rages on you begin to notice weaknesses, and failings in the skeletal soldiers not to mention errors your party members make that compensate more for a human opponent then a skeletal one.

Observations on the Clashes between Human, and Skeletal Warriors is 20% complete.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

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Spoiler: Skeletal Warrior 1 (click to show/hide)
Spoiler: Skeletal Warrior 2 (click to show/hide)
Spoiler: Skeletal Warrior 3 (click to show/hide)
Spoiler: Skeletal Warrior 4 (click to show/hide)
Spoiler: Skeletal Knight (click to show/hide)

Spoiler: Skeletal Archer (click to show/hide)

-----


------

Some notes on deviation, Deviation is rolled for when certain attacks are used such as Derm's Withering Blast which has the potential to attempt and hit another nearby target if it misses its intended one. In order for attacks that use deviation to hit another target they have to roll a 12 or higher on their deviation rolls.

Also I'm now going to imply a new rule, and ask you guys about an existing one. First the new rule, whenever you make an attack against an enemy if you have more than one weapon (and its not clear from your action what you're using) specify which one you are using in the attack. And then the question, so far I've been automatically having you guys go on the defensive when attacked by an enemy, do you want me to continue this or completely disregard the attacks and have you carry on with your posted action?
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: Dermonster on November 17, 2014, 07:47:08 am
Another withering blast to one of the damaged skeletal warriors!
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: The Froggy Ninja on November 17, 2014, 09:04:06 am
Continue my research.
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: adwarf on November 17, 2014, 09:27:10 am
Attemp to use what I have so far to help me attack it and, if possible, continue my research.
Sorry that was attacking Aeryn, I had to rewrite half the turn because I was using the wrong profiles through it :s and accidentally left the fluff in for that one after I'd rerolled everything.
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: Beirus on November 17, 2014, 01:13:20 pm
Hit the same one I hit earlier with my spear. Thwack him good.

Also, auto-defense attempts are fine with me.
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: SomeStupidGuy on November 18, 2014, 01:35:45 am
Finish off my attacker. Or try to, at least.
Title: Re: Roll to Become a Hero - Turn 31: Lucky Skeletons, Must have Wishbones on them
Post by: adwarf on November 18, 2014, 02:27:01 am
Attempt to knock away the Skeletal Knight's skull with my right hand while I defend myself with my dirk in the other.

Auto-Defense sounds good to me, though I think you may have went a little overboard on my character's injury, if I understand the damage the skeleton did correctly.
The skeleton took a third of your health :v I think the fluff text is rather fitting for it since it states nothing vital was hit but it was still a grievous wound.
Title: Roll to Become a Hero - Turn 32: The First Death
Post by: adwarf on November 19, 2014, 04:07:23 am
Spoiler: Initiative List (click to show/hide)

Aeryn Vutran
Reversing your grip on the dirk you leap forward, and bash the pommel of the knife against the helm of the Skeletal Knight repeatedly almost unaware of the danger creeping up behind you. By the time you turn from your attack to stop your attacker its to late ...

Trevor Abbot
Dancing back away from the warrior you fire off to more arrows one of which flies off past his head harmlessly as the second takes the skeleton in the joint of his right knee with enough force to shatter the edges of both bones, and send the lower half skittering across the floor. The warrior continues to stand on his one leg, but his head slowly tilts to the side to look at the now missing leg in what you take for confusion.

Skeletal Warrior 2
Taking advantage of the science scholar's assault on the skeletal knight one of the warriors charges up behind him, and with surprising ease rams his sword up to the hilt in the scholar's chest. Aeryn has only a moment of surprise, and futile scratching at his assailant before the light fades from his eyes and he falls limp of the edge of the blood soaked blade.

Aeryn Vutran was struck down by a Skeleton Warrior!

Skeletal Warrior 3
Meanwhile the skeleton engaging Jase continues its futile attempts at slaying the guardsman as it slashes at him once more only to have his blade blocked by Jase's shield once more.

Skeletal Warrior 1
With all the grace a one legged skeleton can mange Trevor's attacker hops forward a few steps, and lashes out clumsily as it tries to keep its balance while striking at you.

Skeletal Knight
Now unimpeded the Knight turns his attentions on the sole adventurer not engaged in the fighting with a precision borne from years of experience, and practice. He wastes not time in hacking at the pretty much defenseless scholar, scoring a deep cut on his shoulder, and a smaller nick on his cheek as the scholar scrambles away from the Knight's range.

Jase Bladeheart
Bashing the skeleton's sword out of its hand you reel back with your spear held in both hands, and strike forward with the full force you can summon to smash into the monster's skull sending it flying in a manner reminiscent of the golf matches you used to watch back home. You spend a moment to watch the thing's skull shatter against the far wall, and its corpse crumple into a pile in front of you.

Chronus
You quickly ready your spell once again the light growing in an intensity much greater than the last as you blast the warrior assaulting you mid-leap just as he attempted to take off your head. The bones crumble into dust as the bolt of necromantic energy absorbs whatever vestiges of life remained in them.

David
Somewhere amidst the hurriedly stowing quills, ink jars, and your book you manage to get some clumsy strikes in on the Knight felling to harm the heavily armored warrior.

Spoiler: Chronus, Dermonster (click to show/hide)


Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

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Spoiler: Skeletal Warrior 1 (click to show/hide)
Spoiler: Skeletal Warrior 2 (click to show/hide)
Spoiler: Skeletal Knight (click to show/hide)

Spoiler: Skeletal Archer (click to show/hide)
Spoiler: Skeletal Warrior 3 (click to show/hide)
Spoiler: Skeletal Warrior 4 (click to show/hide)


-----


-----

And with that we have our first player death!

Also Berius I added Razor Sharp to your spear since I forgot about your practiced maintenance trait, wouldn't have made a big change up to this point, but my apologies for not remembering to include that. If you want me to allocate that to another of your weapons I can.
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: Dermonster on November 19, 2014, 04:23:45 am
Shit, time to break out the Axe. Hit whatever skeleton is the weakest!
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: Beirus on November 19, 2014, 04:26:13 am
((Uh oh, Derm is out of mana. At least he still has a knife and axe. Dual wield! Also, Razor Sharp on the spear is fine. Gonna need it for the Knight. Also, I want the skeleton Knight's longsword when he dies again. I wonder if the pale shade enchantments on the swords are holy and would actually do more damage to the skeletons.))

Use the reach on my spear to attack any skeleton that attacks me, or Skeletal Warrior 2 if I'm not attacked.
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: SomeStupidGuy on November 19, 2014, 12:33:49 pm
Finish off skeleton warrior 1, move onto whichever one's the most threatening at the moment.
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: adwarf on November 21, 2014, 10:59:48 am
I might not be able to update for the next month or so, the harddrive on my laptop has died and it might be a while before I can get a working computer. Sorry for the temporary hiatus :\
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: Dermonster on November 21, 2014, 11:22:00 am
Libraries often have public access computers for all.
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: adwarf on November 21, 2014, 01:02:14 pm
Libraries often have public access computers for all.

Due to where I live, and personal reasons that's not a very viable option. Either way I've found my old laptop's HDD and I think I can recover it so i might be able to get my laptop fixed soonish.
Title: Re: Roll to Become a Hero - Turn 32: The First Death
Post by: The Froggy Ninja on November 21, 2014, 05:53:11 pm
I attempt to focus my attacks on a joint on its sword arm.
Title: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: adwarf on November 30, 2014, 09:48:09 am
Spoiler: Initiative List (click to show/hide)

Trevor Abbot
You put an arrow through your attacker's skull, and fire off a second at the last remaining warrior as the first one crumples into a pile of battered bones and rusted armor. Your second arrow doesn't have nearly as great an effect as it skids across the back of the chainmail, and clinks almost harmlessly off the far wall.

Skeletal Warrior 2
With Aeryn's blood still dripping from it's blade the last warrior turns, and launches itself at Jase while slashing out erratically. Jase has plenty of time to react, and easily blocks yet another blow with his trusty shield.

Skeletal Knight
Meanwhile the Knight continues to bear down on David with the single minded ferocity of a madman, and within seconds it is all over. Slamming his shield into David's arm the Knight sweeps his sword down on David's right leg cutting through flesh and bone like wet paper sending the scholar toppling to the floor as screams of pain escape him. With deft moves the ancient warrior reverses his grip on the sword, and slams it down into David's chest silencing him once and for all.

David was struck down by a Skeletal Knight.

Jase Bladeheart
With a rage filled battle cry you slam the warrior with your shield, and then come spinning around to its side while it tries to recover with your spear held firmly in two hands like a staff. Without hesitation you put your full weight into a blow to the warrior's side with such force that you shatter every bone you hit and send it smashing into the nearby stone pillar where it slowly slides down, and collapses into a small pile of bones and chainmail at the base of the pillar.

Chronus
With no other foe left than the Knight you draw your axe, and charge at him determined to at least hit the hulking monster of bone and plate-mail. Your first attack only leaves a mark on the skeleton's shield as it manages to block it with deft movements, but you manage to spin around past his guard and get one good hack in at the thing's side. You grimace as your blow leaves nothing more then a dent on the thing's armor.

Spoiler: Chronus, Dermonster (click to show/hide)


Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

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Spoiler: Skeletal Knight (click to show/hide)

Spoiler: Skeletal Archer (click to show/hide)
Spoiler: Skeletal Warrior 1 (click to show/hide)
Spoiler: Skeletal Warrior 2 (click to show/hide)
Spoiler: Skeletal Warrior 3 (click to show/hide)
Spoiler: Skeletal Warrior 4 (click to show/hide)


-----


-----

GM Note:
My computer is still dead, but I'll keep trying to update this as often as possible working on turns whenever I have access to a computer I can use. Also I feel now is the time to inform you guys you can just leave a mission, you are not bound to complete it.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Dermonster on November 30, 2014, 11:49:17 am
Oh shit.

We gotta leave, but fuck this knight I want to kill him.

Hide behind Jase until it's my turn on the initiative list, then attack as many times as I can with the axe!
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Beirus on November 30, 2014, 02:00:13 pm
I want the knight's things. Also, shouldn't I have gotten XP from killing that skeleton?

Hide behind shield until it is my turn, then use the Reach on my spear to attack the Knight from a distance.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: adwarf on November 30, 2014, 03:03:20 pm
I want the knight's things. Also, shouldn't I have gotten XP from killing that skeleton?

Hide behind shield until it is my turn, then use the Reach on my spear to attack the Knight from a distance.
You should have ill fix that real quick
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Beirus on November 30, 2014, 04:13:26 pm
Also, I just realized this encounter narrowed our party down to a warrior, mage, and rogue. We have the Trinity!  :P
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: The Froggy Ninja on December 01, 2014, 01:22:43 pm
((Are we dead or just almost dead?))
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: adwarf on December 01, 2014, 02:17:17 pm
((Are we dead or just almost dead?))
You and sinvarra's current characters are dead for good since no one in your party has a revival spell.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Dermonster on December 01, 2014, 02:21:30 pm
I'll find you a good resting place. In the basement.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Beirus on December 01, 2014, 02:38:05 pm
Those skeletons might have come from caskets somewhere. We could use those. Also, don't forget to grab David's book with the notes about renovating the fort so we can establish a base.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: Dermonster on December 01, 2014, 02:40:07 pm
Well if it's on the body it's coming with the body.

I'm taking the bodies.

I'm a necromancer.
Title: Re: Roll to Become a Hero - Turn 33: Dangers of Adventuring
Post by: adwarf on December 03, 2014, 06:05:54 pm
Ssg wanted me to take his action via irc so here it is, I'll try to get access to a computer this weekend and get an update done.

(SomeStupidGuy) Alright, I suppose I'll just fire on the skeletal knight and try to draw its attention, so that someone else can get a hit on it while it's distracted, since I don't really expect my arrows to do too horribly much.
Title: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: adwarf on December 04, 2014, 06:20:30 pm
Spoiler: Initiative List (click to show/hide)

Trevor Abbot
You fire off arrows at the hulking knight before you with a hurried manner trying to draw its attention towards you so that your allies can finish it while you act as a distraction. Your shots prove effective at garnering the thing's attention as one zips past its head, and the Knight quickly catches the last one on his shield before it could cause any harm.

Skeletal Knight
Charging forward with a grace that one wouldn't expect from a skeleton powered suit of armor the Knight closes on Trevor in moments, and continues its reign of terror with horrifying eagerness. Sweeping the sword forward in a two-handed grip the Knight severs Trevor's bow arm above the elbow before sweeping the blade seamlessly through the poacher's neck silencing any cries of pain he might have uttered as Trevor's head topples from his body.

Trevor Abbot was struck down by a Skeletal Knight

Jase Bladeheart
Using the opening Trevor bought you with his life you charge the Knight from behind, and slam the point into the the center of the Knight's back where its well honed point cuts through with the aged plate mail with ease. With a grunt you kick the Knight off your spear sending him stumbling forward into Chronus' path.

Chronus
Taking advantage of the Knight's momentary weakness you begin to hack at the skeleton's neck repeatedly denting what little armor there is in the way until finally you hear a sharp crack. Its head now removed from the spine the Knight collapses forward, unmoving ...

+5 XP to Chronus for slaying an enemy that has achieved mini-boss status.

Spoiler: Chronus, Dermonster (click to show/hide)


Spoiler: Aeryn Vutran, Sinvara (click to show/hide)

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Spoiler: Skeletal Knight (click to show/hide)
Spoiler: Skeletal Archer (click to show/hide)
Spoiler: Skeletal Warrior 1 (click to show/hide)
Spoiler: Skeletal Warrior 2 (click to show/hide)
Spoiler: Skeletal Warrior 3 (click to show/hide)
Spoiler: Skeletal Warrior 4 (click to show/hide)


-----


-----

This was never meant to be as lethal as its turned out to be, I don't know if I messed up the balance horrifically for this dungeon, if letting you guys continue with only five people in the party lead to this, if luck was just not on your guys' sides, or some combination of all those. :\
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Parsely on December 04, 2014, 06:31:24 pm
https://www.youtube.com/watch?v=a3ZlpTp_dJA
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 04, 2014, 06:37:29 pm
((Are there more of these guys, or could we press on to the end?))

"That sucked. I still fucking hate skeletons. We should probably get out of here."
Dibs on the Longsword. Also maybe get the shield to see if we can find someone who knows the heraldry to find out more before we come back. And one more prayer to the Goddess, to see if we got her attention. Also help get the bodies back to the fort and help carry the loot.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: adwarf on December 04, 2014, 06:40:28 pm
You still have the boss room remaining, and these skeletons are the only ones you can see in the room. To discover if there are any more mooks before the boss you'd have to press on deeper into the dungeon.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Dermonster on December 04, 2014, 06:49:54 pm
"Agreed. Gather the bodies, we'll put them back at Gelden. Gather all the loot you can carry, we'll have to find some more people to finish this."

Grab rusted platemail, and replace my chainmail with it. Grab Trevors pendant, potion, lockpick kit and the femur, alongside Davids unfinished book. Attempt to complete skeleton essay. Gather all the weapons and armor of the knights as well, and bring all of the bodies to Fort Gelden.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 04, 2014, 09:38:17 pm
((Hey, so why didn't I get any partial XP for the mini boss? I thought I got a decent hit in.))

"I should probably mention this now. The army will be passing through town soon on the way to the Red Wastes, so we might be able to enlist. Although if we do, I don't know if we'll get another shot at this tomb."
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Dermonster on December 04, 2014, 09:54:12 pm
"Is it? Where did you hear about that? Anyway I thought we were going for the 'adventuring hero group' thing? Well, before a full two thirds of our party bit the big one, anyway. I think... yes there's still the report about the fort here for the future and everything."

(I don't know / forgot what the red march is.)
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: adwarf on December 04, 2014, 10:13:26 pm
((Hey, so why didn't I get any partial XP for the mini boss? I thought I got a decent hit in.))
Partial experience is only for bosses, mini-bosses are just mooks who manage to kill one or more players thus giving the player who kills them enough xp for a boss.

(I don't know / forgot what the red march is.)
I think Berius is referring to his encounter with the mayor's daughter before you guys came here where she mentioned an army would be passing through heading to the Red Wastes. They would be looking to hire adventurers, and mercenaries for some campaign in the Red Wastes which is a territory in the east of the kingdom you're in (the Kingdom of Eldast) where goblins, orks, the remainder of undead armies, and more plague the lands trying to fight their way into the lesser protected heart of the kingdom. Basically you guys will act kind of like mercenaries for the army and assist in attacks, and the defense of the Red Waste in general.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 04, 2014, 10:47:59 pm
((Edited my post. Thought the Red March was the name of the army group. So, will there be loot in the Red Wastes? Or maybe opportunities to become a champion or paladin of some god?))
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Dermonster on December 04, 2014, 10:49:05 pm
((My post still stands.))
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 04, 2014, 11:10:58 pm
((Wait, Skeleton Warrior 2 killed someone before I killed it. Wouldn't that mean I should have gotten more than 2 XP?))
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: adwarf on December 04, 2014, 11:26:04 pm
((Wait, Skeleton Warrior 2 killed someone before I killed it. Wouldn't that mean I should have gotten more than 2 XP?))
Ah, thanks for pointing that out. Fixing now.

((Edited my post. Thought the Red March was the name of the army group. So, will there be loot in the Red Wastes? Or maybe opportunities to become a champion or paladin of some god?))
There will definitely be loot, as for the second question that depends on what you do, and the subsequent rolls. I will say that becoming champion, or paladin for a god isn't as easy as becoming a magic user.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 04, 2014, 11:40:13 pm
((Wait, Skeleton Warrior 2 killed someone before I killed it. Wouldn't that mean I should have gotten more than 2 XP?))
Ah, thanks for pointing that out. Fixing now.

((Edited my post. Thought the Red March was the name of the army group. So, will there be loot in the Red Wastes? Or maybe opportunities to become a champion or paladin of some god?))
There will definitely be loot, as for the second question that depends on what you do, and the subsequent rolls. I will say that becoming champion, or paladin for a god isn't as easy as becoming a magic user.
((Will there be magic? Can I be a spellsword?))
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: adwarf on December 05, 2014, 12:29:41 am
((Will there be magic? Can I be a spellsword?))
If Derm would let you then you could borrow the Wilder book and learn magic now otherwise you'd probably have to either find a book on magic somewhere, or buy one from a merchant who deals in magical goods if you can find one. Though keep in mind magic, and divine aid are exclusive so for example the Shield of Blind Faith pendant won't work for Dermonster, or anyone who has a mana pool because it is an enchantment aligned with the gods. There are rare exceptions mostly centered around gods who founded a branch of magic such as Necromancy.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Dermonster on December 05, 2014, 12:40:35 am
Aww.

Give pendant to Jase.
Title: Re: Roll to Become a Hero - Turn 34: The Final Guardian has been Slain!
Post by: Beirus on December 05, 2014, 01:03:19 am
((Huh. Seems like we have a good thing going, then. Derm can handle the magic while I deal with the divine stuff. And the other folks in the party can do stuff too.))

Accept and wear pendant.
Title: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: adwarf on December 08, 2014, 08:07:20 pm
Jase Bladeheart
After you've looted some gear from the Knight you offer a prayer to the Goddess, and suddenly the chamber begins to glow with a bright blue light from somewhere. It takes you a bit to realize that the light is coming from the longsword you recovered off of the skeletal knight, drawing it you feel a sense of  ... rightness from the blade. Its almost as if the blade was a natural part of the world at odds with the foul spawn you pulled it off of.

Chronus
Taking the book of essays off of David's corpse you flip to the recent essay he had started on the effective combat methods for fighting skeletal foes, and begin to flesh it out with your observations. You note the key advantage that their lack of flesh provides, a solid strike to any of the bones was sure to shatter them and render it harmless to the even slightly competent fighter.

Chronus, and Jase
The two of you spend a short while gathering together what loot you can find before beginning the difficult task of hauling your spoils, and the corpses of your fallen comrades back to Fort Gelden. The trip back is long, and exhausting, the sheer amount of work required to move so much between two people nearly causes both of you to collapse from exhaustion several times, but somehow you preserver. When you arrive at Fort Gelden its much as you had left it, the time-worn walls giving you a sense of safety despite the events you'd just experienced mere days before. Searching the area to ensure its clear of any possible threats the pair of you stumble upon a squat stone building hidden in the shadow of the keep, and curious of its purpose the two of you investigate it.

The structure turns out to be an entrance with a circular stairwell within, heading down the stairs you come out into a complex of catacombs all of which appear to be entirely empty strangely enough. Unsure of whether their previous occupants got up and left, or if they might have been empty to begin with all you know is that at least now you have a place to lay your fallen comrades to rest ...

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)

------

Now that you have returned to Fort Gelden a second time the party has unlocked it as their base of operations, starting out its little more then a place to store goods, for your group to lay any fallen comrades to rest in the catacombs below, and to have a safe place to rest should you ever draw the ire of some greater foe then you've faced up till now. You won't know any of the upgrades available to you until you get the essay Froggy Ninja wrote checked by an engineer, but it does have some basic uses at the moment.

Its main use right now is that it allows access to Mercenaries, and Companions.

The mercenary system allows your party to recruit one or more of the waitlist players to help you on missions, the waitlist player involved is the one who decides what they will or will not take to help the party, but you must give a minimum of 10 Gold or one item to them. If a mercenary dies while helping the players they are dead for good, and will have to create another waitlist character if they want to play again.

The Companion system is similar to the Mercenary system except it uses NPCs, and their is no explicit need to pay them anything though some might require pay of some form. Companions will be NPCs who the players befriend enough to agree to join them on their insane quests against the dark forces preying on the Kingdom of Eldast.

Spoiler: Ruins of Fort Gelden (click to show/hide)

Anyway i'll PM the next four on the waitlist now, and check to make sure they all still want in.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Beirus on December 08, 2014, 09:22:06 pm
Take a skin of oil and flint and steel from the loot pile, and see if Chronus will let me borrow a rag. Soak the rag in oil and wrap it around the head of my spear, then light it.

((Hope this works so I can have it for my Practiced Maintenance trait.))
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 09, 2014, 12:10:06 am
Neat. My Our own little crypt.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 09, 2014, 05:46:23 am
I'm in if you will have me
but I will need some of that platemail armor
EDIT
Name: Mark Juno
Gender: Male

Past Profession: Guardsman

Trait: Sure strikes
here is my old application so you dont have to go hunting
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Nidilap on December 12, 2014, 11:04:11 am
bumping cuz this is cool
Title: Re: Roll to Become a Hero
Post by: Sarrak on December 12, 2014, 11:49:06 am
Name: Zein
Gender: Male

Past Profession: Blacksmith

Trait: Ambidextrous

Who knows who will die next? Copied my application just in case.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Hawk132 on December 12, 2014, 12:49:54 pm
Spoiler: Character Sheet (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 12, 2014, 06:46:33 pm
Also does anyone else think Fort Gelden could become a adventurer training school

We have the catacombs for history, we can build training areas for training, and a forge for gear, and we have a feast hall and beds for the recruit's.

not only that but it has a dark history that the recruits have to uncover and fight (like Hogwarts(no I dont think that the necomancer mentioned in the book one of you guys found is going to stay dead)).

What do you think?
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Beirus on December 12, 2014, 07:09:01 pm
I edited my previous post into an action. Derm, I need to borrow a rag. Also, what happened to the Knight's shield with the heraldry? I thought I grabbed that too so I could ask about it in town.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 12, 2014, 07:16:46 pm
Give him a rag and stuff. Go place our comrades in their own tombs, and stack the bones of the skellie warriors in a corner. Read necromancy book.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Ochita on December 12, 2014, 07:31:08 pm
Sign me up on the Wait/Merc list!

Spoiler (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 12, 2014, 07:59:58 pm
Give him a rag and stuff. Go place our comrades in their own tombs, and stack the bones of the skellie warriors in a corner. Read necromancy book.
Oh don't worry about me I'm just going to sit in the catacombs filled with dead friends and foes and read a book on necromancy.

Nothing could possibly go wrong.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 12, 2014, 08:01:22 pm
What necromancy? I have no idea what you are talking about. It's wild magic.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: adwarf on December 12, 2014, 09:48:57 pm
I will try to get everything finalized and get an update out this weekend.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 13, 2014, 04:07:48 am
I will try to get everything finalized and get an update out this weekend.
Yay
also I just reread Roll To Roll To Dodge: A Meta-Adventure and I'm really pumped to play with Dammit Derm. Should be FUN!
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 13, 2014, 10:28:18 am
The Legend Never Dies!
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Beirus on December 13, 2014, 12:08:29 pm
The Legend Never Dies!
Except in Looter's Delight. And Perplexicon.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 13, 2014, 12:16:23 pm
Ya'll shut yer face. Those are tournaments, not proper storyline driven adventures. Completely different circumstances.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: adwarf on December 13, 2014, 04:51:48 pm
So far I have three players confirmed for the empty slots in the current party, they are as follows:

Sarrak as Zein the Level 1 Blacksmith
Spoiler: Sheet (click to show/hide)

killerhellhound as Mark Juno the Level 1 Guardsman
Spoiler: Sheet (click to show/hide)

and Unholy_Pariah as something since I can't find his sheet.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Unholy_Pariah on December 13, 2014, 08:30:19 pm
((unfortunately i cannot find my sheet either, so heres a new one.))

Name: Elric
Gender: Male
Past Profession: Poacher
Trait: Marksman - You gain +2 to your accuracy rolls when using ranged weapons.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 13, 2014, 11:15:02 pm
so do we post actions now everyones sheets are in order?

If so Walk up to the fort with Elric and Zein where the villagers told us we would find a group of adventurers to join
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 13, 2014, 11:22:18 pm
Nobody at the village knows anyone is dead.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Beirus on December 13, 2014, 11:29:53 pm
Yeah...we never went back to the village. Should probably do that to sell the loot. We should do it soon, we could split it 50/50, Derm. So much gold. Or we could use it to hire a bunch of cannon fodder mercenaries and head back to the tomb. I'll hold onto one of those faded swords though, maybe I can purify it like the longsword, so I have a Blessed weapon that I can use with a shield until I hopefully unlock a feat that lets me use two-handers with a shield.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 13, 2014, 11:48:50 pm
Yeah. Let's head back at the end of the current turn and do stuff there.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 12:05:34 am
Its more on the lines of Hey this group is awesome we could do some great things with them. Then they find out that nearly the whole group is dead.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Unholy_Pariah on December 14, 2014, 12:28:49 am
then we find out you have a bunch of magic swords and its like... wait a second... this might just be worth the risk.

Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 14, 2014, 12:30:07 am
You'll find out about the swords after we hire you :p

Villaige first, then PC's meet in a bar, THEN loot distribution.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 12:32:46 am
You'll find out about the swords after we hire you :p

Villaige first, then PC's meet in a bar, THEN loot distribution.
remember to keep that armour, if the new recruits have a layer of metal on them they serve as much better meatshields
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Unholy_Pariah on December 14, 2014, 12:37:12 am
((can you hold on to that great bow for me? i like the looks of that +2 damage. oh and the northern furs if your bringing armor for us.))

follow plot script to join up with adventuring party.

most likely this involves getting drunk in the tavern and listening for rumours.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Sarrak on December 14, 2014, 01:21:08 am
Have a brotherly reunion with Mark after all those years. Which obviously includes ridiculous amounts of alcohol.

"So, have you achieved your dream, brother?"
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 01:59:39 am
Have a brotherly reunion with Mark after all those years. Which obviously includes ridiculous amounts of alcohol.

"So, have you achieved your dream, brother?"
"Zien! I thought you stayed home to learn blacksmithing from father.  Ah I haven't achived my dream but I still have life yet. Pass the mead its time to celebrate."

Get drunk with my brother
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 14, 2014, 02:02:44 am
... You aren't in the game yet. So overzealous~
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 02:04:31 am
... You aren't in the game yet. So overzealous~
Its what we are doing while we wait to be recruited/ we have lives outside of the group
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Sarrak on December 14, 2014, 02:32:54 am
"Old man is just as healthy as always... It left me without practice and I has followed in your footsteps four months ago. Ironic, eh?"

Zein downed his mug in a few mighty gulps.

"Ah, great. He also said to pass you his blessing if we'll meet again. So I guess you're lucky."
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 03:24:59 am
"Yeah seems so."
Mark downs his mug as well
"Barkeep another round. So Zein planing to become a great hero as well, ha I haven't even started I signed up with a town garrison picked up some skills and equipment.

Any way enough about me look at you, I see manning the forge has given you serious muscles! In the time I've been gone have you managed to enchant a lady or two with your sword." Mark waggles his eyebrows at his brother.

(embarrassing brother go)
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Sarrak on December 14, 2014, 04:02:21 am
"Eh? What are you talking about? A lady or two?"

Zein chuckled at his brothers expression.

"Seems like you're lagging behind, Mark... I had already 'enchanted' a dozen or so past two months. Sadly, it's another reason for not lasting long in one place..."
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 04:22:35 am
"Damn it, I spent most of my time off, sleeping off training rather then sleeping with ladies. My drill instructor was a nightmare."

"So you were a handsome rouge stealing women dignity during the night. Ha I would have never have thought my brother could do that. "


Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Sarrak on December 14, 2014, 04:51:25 am
"Tsk. You always need to phrase it in such manner, don't you? Anyway, let's not talk about the deeds of the past for a while. Raise your mug with me for our luck instead!"
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 14, 2014, 05:30:05 am
"CHEERS"

(why do I have the feeling that when Dermonstar and Berius arrive theres going to be a bar fight)
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Beirus on December 14, 2014, 12:07:03 pm
"CHEERS"

(why do I have the feeling that when Dermonstar and Berius arrive theres going to be a bar fight)
((Because we've seen shit, man. Skeletons killing your friends in front of you tends to make you a bit cynical. Jase at least probably won't be in the mood to deal with some overly optimistic, untested folks. It'll be fun.))
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 19, 2014, 11:45:44 pm
Bump

If this dies just as I join I'll be sad
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: Dermonster on December 19, 2014, 11:50:25 pm
Ah, you're one of those types.

You don't bump GM's. You PM them. And give it time, this game updates slowly.
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: killerhellhound on December 20, 2014, 12:30:51 am
Well I was worried I won't do it anymore
Title: Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
Post by: adwarf on December 21, 2014, 12:55:43 am
Bump

If this dies just as I join I'll be sad

Its not dead I'm working on the turn when I can, but until I get a new computer updates will be relatively slow.

And give it time, this game updates slowly.
This is also true, and is something I try to improve :v
Title: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: adwarf on December 31, 2014, 10:19:55 pm
Jase Bladeheart
Taking a rag and a flint, and steel from Chronus you walk out into the courtyard, and tie the rag to the head of your spear. After pouring some oil over the rag you take the borrowed flint, and steel to it until the resulting sparks set the oil soaked rage aflame. Taking your spear into your hands you give it a few test stabs, and swings to find its still a manageable weapon though care must be taken to not set yourself on fire wielding it.

You can now give your weapons the Flaming trait using Practiced Maintenance.

Chronus
After giving Jase the items he needs for some experimentation you spend some time down in the catacombs placing your comrades to rest in one of the dozens of strangely empty, and blank tombs. Once that is done you take the bones from the skeletal warriors, and put them in four neat piles crammed into one of several alcoves spread throughout the catacombs. Perhaps statues were meant to stand here of noteworthy descendants for whichever family once inhabited this place.

With the deceased tucked away in the catacombs you head to a better lit area, and crack open the lunatic Memnok's book to learn more of the powers of Necromancy. As you pour through the book gleaming anything of use you begin to realize that Memnok was truly mad, in the earlier pages it was less apparent but as you continue on you begin to see Memnok referencing himself as some grand Necromancer called Galdath. Despite this obvious insanity you find the knowledge he imparts true, and useful though what you gleam from the book is not all you probably hoped it to be.

The first spell you manage to learn from your studies is something he refers to as the Bone Vessel, it is a method where a Necromancer takes a skull and imbues it with his magical power allowing them to store some for later use which Memnok/Galdath explains as a way to bypass a mage's limited mana pool. The second spell you learn is oddly conventional, a magic light to allow you to light the darkness, all in all it seems quite at odds with the general feeling you've seen of Necromancy so far.

You have learned the Bone Vessel, and the Mage Light spells


Leagues away in the town of Belton
Four of you sit in the backroom of the town's tavern, similar to every other request board room you can find in all smaller towns, nursing your mugs of ale, or mead while you wait for the tavern owner to bring your food. You make quite the motley band of misfits, a blacksmith, a poacher, a former guard, and an aspiring 'priest' turned adventurers for any number of reasons. Its not long before the owner comes barging in with several bowls of soup on a wooden platter however after he sets them down he does not leave as you would expect, instead the man nods to each of you before speaking out.

"I know you lot are adventurers, and well I thought you might like to know that a band of adventurers who are working in this area came back from their last job quite diminished from whatever horrors they tried to face. They've taken up residence in old Fort Gelden up the road towards Eldan. The two who are left are quite competent adventurers, and I'd recommend joining up with them if they'd have you of course. If you lot need anything else you know where to find me."

With that the owner turns, and leaves back out to the main area to take care of his regular customers.

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Dermonster on December 31, 2014, 10:27:24 pm
"Jase, I'm off to have these plans examined. Go look for some new... adventurers.

Go find an engineer or architect and have him look over these plans. While I'm looking, make an offhanded search for anywhere that sells fast breeding mice.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Unholy_Pariah on December 31, 2014, 11:12:43 pm
Head to fort Gelden in search of employment opportunities.

Also keep an eye out for any scrap cloth and oil that i can legally acquire for free.

Ninja edit: Greet passerbies and ask for directions to Fort Gelden to make sure we are on the right path.

Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: killerhellhound on January 01, 2015, 01:16:20 am
Turning to Elric Mark shouts
"Hey wait up"
Mark downs his mug and nods to his brother

"Good luck in what ever you decide to do, I'm going to join up with some adventurers that have some experience"

Follow Elric "Your heading to the fort? if so I'll go with you never good to go alone in the wilderness especially in these times."
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Sarrak on January 01, 2015, 07:06:35 am
"Sounds like a good idea... This could be the opportunity to practice my smithing once again. Oh, and bash a head or two..."

As always, his brother left without paying. Zein shook his head with a smile and put a few coins on the table. Then, he followed after adventurers.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Generally me on January 02, 2015, 07:46:03 am
WAITLIST

Name: Polo
Gender:Male

Previous job: Guard with a two hander (wink wink)

Trait: Exceptional Potential
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: BlitzDungeoneer on January 02, 2015, 04:42:16 pm
Zack raises his eyebrows.
Really? You are just going to go up there and hope for the best? I might as well follow, though... I wonder if they would convert...?
Follow the others.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: killerhellhound on January 02, 2015, 09:20:41 pm
"Well worst case they don't want any help and we can get some tips on what to look for and what to avoid in adventures"
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Dermonster on January 02, 2015, 09:23:18 pm
We're just going to straight up walk past each other, aren't we.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: adwarf on January 02, 2015, 09:25:45 pm
We're just going to straight up walk past each other, aren't we.
Now that you mention that when I do the turn I really should roll for that.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: killerhellhound on January 02, 2015, 10:28:21 pm
Or meet and not realise that the other group is who we were looking for.
Title: Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
Post by: Beirus on January 05, 2015, 11:09:45 pm
"Adventurers? That's a waste of time. I doubt I'll find any. Still, I'll see if I can at least find some folks stupid enough to risk their lives for some glory without any knowledge of the dangers they'll face. I'm taking one of the swords to sell as well, to see what sort of price we can get."

Grab two of the faded swords. Try to pray to the Goddess of the Woods to purify them, one at a time. Then off to town to see how much one of the faded swords is worth.
Title: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: adwarf on January 06, 2015, 09:23:04 pm
Jase Bladeheart
You take up two of the remaining faded swords and attempt to repeat the miracle you experienced back at the tomb, but your prayers are left unanswered despite you best attempts. Shrugging you take the two swords with you, and head for town to see what they might be worth.

Everyone
As Jase and Chronus make their way into town they meet a group of four people, fellow adventurers from the looks of it, who appear to be arguing about which way Fort Gelden actually is. Stopping to ask them why exactly they're searching for your fort you quickly realize that these are new adventurers looking to join your group, and there's not really a reason to say no to more bodies between you and the enemy now is there?

Sometime Later!
Chronus
After looking around town for an engineer of some sort for what feels like hours you're directed to a cluster of huts some distance from the actual village. Surrounded by a low log wall on all sides it seems quite the strange place made stranger by the presence of several dwarves gathered in the center of the huts just chatting away. Last you had heard of the dwarves most of those who pledged their allegiance to the Kingdom of Eldast had moved to the Red Wastes to help with the endless amount of work that the War brings to that front.

One of the dwarves apparently notices you standing there somewhat confused as he breaks away from the others, and approaches you in what you assume is a job on such short legs.

"And what might you need of the Gilbert Brothers, finest Engineers in the Kingdom?"

You explain the situation to him, and hand over the Report on Fort Gelden which the dwarf happily accepts before disappearing into a nearby hut with the others. You're left waiting for a long time before the dwarf returns, and hands you some sheets of paper detailing possible repairs and improvements to the captured fort.

Quote from: Fort Gelden Repairs, and Improvements
Rebuild the Curtain Wall: (300 Gold) Rebuilding the sections of the wall that have collapsed, and reinforcing the rest will be a great task requiring much imported stone and dozens of hours of work but the Gilbert Brothers can do it! When the repairs are done the walls will be more than ready to repel any foes who might seek to harm you.

Rebuild Northern Watchtower: (150 Gold) Rebuilding the Northern Watchtower will not be an easy task, but a necessary one if you want any form of safety within the confines of the Fort. Once its built the Watchtower will have rooms which you can expand upon.

Rebuild Western Watchtower: (150 Gold) Rebuilding the Western Watchtower will not be an easy task, but a necessary one if you want any form of safety within the confines of the Fort. Once its built the Watchtower will have rooms which you can expand upon.

Repair the Eastern Watchtower: (50 Gold) Restoring the Eastern Watchtower to its former glory is a simple task, and as thus cheap. Once its repaired you'll have access to all the rooms it was supposed to have, and the full use of the vantage point atop its lofty height.

--- Once each of those has been achieved we the Gilbert Brothers have devised numerous expansions, and improvements that could benefit one such as yourself.
  - The Gilbert Brothers, Greatest Engineers in the Kingdom of Eldast

Jase Bladeheart
You take the two swords to local blacksmith for appraisal, and he states he'd be willing to give you eight gold for each sword but no more.

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Unholy_Pariah on January 06, 2015, 09:45:11 pm
((I take it i didnt find any cloth or flammable liquids?))

Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: adwarf on January 06, 2015, 09:49:53 pm
((I take it i didnt find any cloth or flammable liquids?))
None.
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Dermonster on January 06, 2015, 09:50:14 pm
((No rat shop?))
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Beirus on January 06, 2015, 09:52:25 pm
I'll sell one sword for now and hold on to the other one. So, do you have anything new in stock?" Jase asked, looking around the shop.

Sell one sword, see what the blacksmith has in stock as far as armor and weapons.
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Unholy_Pariah on January 06, 2015, 10:08:12 pm
((You should really get those appraised by a scholar before letting that guy rip you off.
You just wait, youll go to buy it back after finding out what the enchantment does and he'll be charging fifty gold or more for it.))

hunt small game near the road while we wait for chronus and jase.
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: adwarf on January 06, 2015, 10:21:51 pm
((No rat shop?))
Knew I was forgetting something.

------

A local person works as a rat catcher for the village he is willing to sell you the rats he catches for two gold each. He can't vouch for the how fast they reproduce, but they're rats so they should manage well enough.
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Beirus on January 06, 2015, 10:29:35 pm
((You should really get those appraised by a scholar before letting that guy rip you off.
You just wait, youll go to buy it back after finding out what the enchantment does and he'll be charging fifty gold or more for it.))
((I'm assuming it's the opposite of the Blessed enchantment, or that it means the Blessed enchantment is being suppressed. He would probably need to get the blades purified first, and I'm sure that costs gold. I need to head by the library to get the heraldry looked at, though. Unless it's just generic Goddess of the Woods heraldry.))
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Dermonster on January 06, 2015, 11:47:30 pm
Buy ten rats, hold off on any building repairs, and check the quest board.
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: killerhellhound on January 07, 2015, 03:38:19 am
If they have the armor on them
"Hey can I get a look at that armor?"
If yes "Man what a piece of crap the padding has rotted away, the straps are weak, bits are missing, and the metal is so rusted and brittle I wouldnt trust it to hold together while wearing it let alone take hits."
check out the blacksmiths prices along with Beirus
((Do the new guys like me have any money?))
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: Beirus on January 07, 2015, 03:42:19 am
((I didn't bring any of the armor, just the two swords.))
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: adwarf on January 07, 2015, 03:50:56 am
None of the new guys have any gold since Beirus and Dermonster left that and the rest of the loot back at the Fort :v
Title: Re: Roll to Become a Hero - Turn 35.2: The Gilbert Brothers, Greatest of Engineers!
Post by: killerhellhound on January 07, 2015, 07:53:48 am
"Well if we can join you guys mind if we check out where we are going to be staying?"

Head up to the fort and find a room to leave my spare gear as well as look at the armoury

((Now we have a blacksmith all we need is a forge to make and maintain our stuff))
Title: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: adwarf on January 11, 2015, 11:40:18 pm
Jase Bladeheart
Shrugging you place one of the swords down on the table, and browse the blacksmith's rather unchanged stock while he counts out a few gold pieces and places them on the table.

Jase earns 8 gold coins selling a Faded Sword of the Blessed.

Quote from: Delmar's Smithy
Iron Longsword [Atk: 4, Atk. Speed: 2, Melee, Two-Hander Cost: 40 Gold]
Light Dirk [Atk: 3, Atk. Speed: 1, Melee, Throwing Weapon, Cost: 20 Gold]
Iron Shortsword [Atk: 3, Atk. Speed: 2, Melee, Cost: 30 Gold]
Throwing Axe [Atk: 3, Atk. Speed: 1, Thrown, Cost: 10 Gold]
Forged Iron Battleaxe [Atk: 5, Atk. Speed: 1, Melee, Unwieldy, Two-Hander, Cost: 40 Gold]
Pioneer's Longbow [Atk. Speed: 1, Ranged, Powerful, Cost: 30 Gold]

Oaken Round Shield [Block Chance: 20%, Cost: 15 Gold]
Sturdy Iron Kiteshield [Block Change: 30%, Cost: 35 Gold]

Chainmail Vest [Armor: 1, Cost: 25 Gold]
Reinforced Chainmail Suit [Armor: 2, Cost: 60 Gold]

Iron-Tipped Arrows [Atk: 3, Cost: 5 Gold]
Small Game Arrow [Atk: 2, Cost: 3 Gold]
Heavy Bolts [Atk: 3, Cost: 8 Gold]
Hunting Bolts [Atk: 1, Cost: 3 Gold]

Chronus
You head to purchase ten rats from Belton's Rat Catcher, but arrive to find that the man only six available to sell you. Apologizing profusely he hands you the six squeaking rats in a cage, and quickly makes himself scarce after pocketing the coins as if he expected you to try and take back the deal. With that done you head to look at the quest board, and find it filled with several new opportunities including a bright red sheet of paper covered in spidery black writing attempting to recruit more soldiers to venture into the Red Wastes to take part in the on going war there.

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Fanged Threat - Tales have been coming in of lone farmsteads, and hamlets being attacked throughout the region and the only thing tying them together are bite marks reminiscent of a beast's. Mayor Blademont is paying a hefty reward to anyone who can bring him the head of the thing responsible.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Caravan Escort - A down on his luck merchant has put one last bid into his company, and is taking a caravan loaded with goods west to the Capital but while he's in town he seems to be recruiting a few guards to help bolster whatever safety he already has for it. You're not sure what might happen, but it seems good enough pay.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Sign Up as Mercenaries and head to the Red Wastes - The Kingdom lies in a precarious position, the shattered remnant of the Obsidian Warlord's vast armies still plague the fortified eastern border in dozens off different warbands. With each day the threat grows, and the defenders lessen as the war takes its toll but there is way to save the Kingdom and to earn a little something doing so. You! Yes, you! Sign up as a Mercenary to the Eldast Army today, and march to the Red Wastes. Not only will you receive the Kingdom's eternal gratitude, but you'll also receive a nice signing bonus on top of it!
   Reward: 150 Gold Sign Up Bonus per Character, Payment for Each Mission Undertaken, and 12 XP for completing your service (alive preferably)

Mark Juno
Leaving the others to deal with whatever they wish in town you head to the Fort whose position Chronus, and Jase filled you in on in the hopes of finding a decent place for your stuff and maybe some gear. When you arrive you find a decrepit ruin hardly worth of being called a fort with only its Keep tower left standing, and a gaping hole stretching along a good portion of the curtain wall caused by some siege engine long ago surely. Finding a place to sleep once your there is easy enough, but finding an armory proves difficult since there doesn't seem to be one in the Fort at all. The closest thing you can find is a pile of items, and gold sitting in the Main Hall.

-------

Elric
With the others busy in town you head out into the wilderness a bit, and start hunting around for game to try and make a bit of profit. You hear the sound of snapping branches behind you just in time to jump aside as something covered in silver fur jumps through where your head was moments before. Whirling around to face your attacker you find a wolf snarling at you, its seemingly glowing eyes filled with blood lust.


Spoiler: Wolf (click to show/hide)

------

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: killerhellhound on January 12, 2015, 12:10:24 am
Look around for chests, locks, and racks. Gather and sort the gear lying around in the great hall sorting it into weapons, armor, money, and random. Put locks (That have keys I found) on any found chests to keep our stuff safe.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: Dermonster on January 12, 2015, 12:30:15 am
Take note of Greenskin, Fanged thread, and caravan fliers. Buy Rags for three rough bandages, one rag for a Herbal bandage, and craft those plus another healing poultice. Page through Wild magic book, and see if there are any less damaging defensive spells.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: Unholy_Pariah on January 12, 2015, 01:20:15 am
Take a pothsot at its legs then duck behind the nearest tree and climb it fast. also scream for help.

((Well im dead already...))
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: Beirus on January 12, 2015, 02:12:19 am
((Fanged Threat sounds interesting. Maybe a werewolf or something that the Blessed enchantment will be of use against. Also, U_P, all you need is like three arrows to kill that wolf. Maybe fewer.))

Go to that one spot with the tree, practice using the longsword I looted in one hand along with my shield.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: Unholy_Pariah on January 12, 2015, 02:19:55 am
((yeah... but it has -2 to my accuracy and melee classess generally trump ranged classes in melee combat, i cant even manually stab it in the eye with an arrow because it has that damn trait.))
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: adwarf on January 12, 2015, 02:25:52 am
((yeah... but it has -2 to my accuracy and melee classess generally trump ranged classes in melee combat, i cant even manually stab it in the eye with an arrow because it has that damn trait.))
That's a minus two on a roll of d20 not to mention there's no restriction against firing your bow at point blank range.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: BlitzDungeoneer on January 14, 2015, 06:34:59 am
Wander around town, searching for people to convert to the One True Faith.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: Sarrak on January 14, 2015, 09:09:35 am
Take my time to prepare my meager gear and rest properly for future battles.
Title: Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
Post by: killerhellhound on January 14, 2015, 07:46:56 pm
((yeah... but it has -2 to my accuracy and melee classess generally trump ranged classes in melee combat, i cant even manually stab it in the eye with an arrow because it has that damn trait.))
That's a minus two on a roll of d20 not to mention there's no restriction against firing your bow at point blank range.
did everyone forget about his marksman ability? You know the one that gives +2 to hit :P
Title: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: adwarf on January 15, 2015, 11:41:33 pm
Jase Bladeheart
You return to the usual spot, and put all your weapons except the longsword and your shield off to the side before taking up position in the middle of the clearing. You spend a while flowing through the few stances the Guard Captain taught you back before you left your post, despite your best attempts the practice goes quite badly as you try to adjust your style to the weight of your new weapon. By the time you've finished sweat is pouring down your brow and you pretty much collapse onto the bench behind you to rest, and recover.

Chronus
Mentally noting down three of the jobs you turn, and make your way out of the inn aiming to go pick up some medical supplies from Belton's herbalist to restock what you'd used up until now. You spend a while browsing the wares in the herbalist store, and a good handful of coins to get the supplies you need for your medical goods.

You set about creating three rough bandages, but despite your best efforts end up only preparing one of the rags correctly. Next up you start preparing a fourth rag for use as an herbal bandage, an aid for the worst wounds one is likely to take in the field. Somewhat off put by your failures up till now you set about creating a weak health poultice with some wariness, and are quickly amazed when you manage to create two of them out of ingredients that should have barely been enough for one.

You spend a good while after you've finished your shopping delving into the book on Wilder Mage, and end up learning nothing as if some great Karmic Beast has finally decided you've learned to much too quickly.

Gained two Rags, spent 6 Gold, Gained two Weak Health Poultices, Gained One Rough Bandage, Lost one Bag of Ingredients.

Mark Juno
You spend several hours sorting through the pile of gear left in the main hall, and clearing out empty barrels from one of the unused floors of the keep's tower. When all the barrels have finally been thrown out into the courtyard you set about converting the room originally meant for storage of alcohol into a sort of secure armory gathering a handful of chests and a few aging locks to try, and give them some sense of security. By the time you're done quite a few of the racks have been converted to makeshift shelves with weapons, and armor laying spread out on top of them and the gold locked away in chest half hidden beneath the makeshift weapon racks.

Zein
You head to Fort Gelden, and claim a space from the keep's abundance of bed spaces for your own. Stowing your gear there you lie down and rest while you wait for the others to get ready for a job.

Zack Abrams
Making your way through town you begin searching for those who can be turned to your cause, to the True Faith, and quickly find one you believe would be susceptible to your words puking his guts out in an alley. Once the man's stomach has calmed itself you set about converting he of little faith to the Right Path, speaking the words of your Lord he is quick to latch onto the idea of being of service to One who could reward him for his actions. With little difficulty you turn him to the One True Faith, and he agrees to join you on your quest to spread the True Faith.

Spoiler: Drunkard Cultist (click to show/hide)

-------
Spoiler: Initiative (click to show/hide)

Elric
Snapping the string back to full draw you quickly let one arrow fly, and turn to run at the nearest tree in an attempt to get up it and out of the path of this wolf as you let out a yell for help hoping someone is nearby. Leaping up you grab a hold of the nearest low-hanging branch only to have it snap and send you tumbling to the ground as the branch simply can't handle your weight.

Wolf
Taking the opportunity your failure to climb the tree gives the wolf pounces upon you in your downed state, and buries its teeth into one of your shoulders. With a good grip on you it begins to shake its head tearing your flesh and nicking some of the bones beneath.

Spoiler: Wolf (click to show/hide)

------

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Dermonster on January 15, 2015, 11:51:44 pm
Try all of that again. I will not be denied!
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: killerhellhound on January 16, 2015, 12:14:52 am
Go out into the courtyard and practice my spear technique

"Hey Zein want to practice your sword skills your going to need to be sharp if we are going to go adventuring"

Challenge Zein to a spar
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Beirus on January 16, 2015, 01:30:02 am
Rest and recover. Then go check the library for anything on divine blessings, paladins and avatars, or the Goddess of the Woods if I have recovered from fatigue.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Unholy_Pariah on January 16, 2015, 01:37:56 am
attempt to save myself by killing the wolf. Scream louder.

((Just curious, is it possible to acquire combat pets?))
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Sarrak on January 16, 2015, 02:50:20 am
"Oh well, if you don't mind a few bruises, I'm fine.

Brother against brother! Hopefully, this won't become an old DF-style sparring session...
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: BlitzDungeoneer on January 16, 2015, 04:18:07 am
With the help of my new minionconvert, look for more people to convert to the One True Faith.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: LuckyKobold on January 16, 2015, 06:12:15 pm
(BlitzDungoneer out of curiosity, What exactly is Zack Abrams attempting to convert people to?)
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: BlitzDungeoneer on January 17, 2015, 12:56:08 am
((The ONE TRUE FAITH which worships our Lord and Saviour, Thestui, He Who Brings Beginning and End.))
Title: Roll to Become a Hero - Turn 35.5: Training Accident
Post by: adwarf on January 24, 2015, 02:55:51 am
Jase Bladeheart
After a short break you leave the courtyard once more, and head for the Library in the hopes of finding something of use to your goals. Your search is much more successful this time around as you manage to find a somewhat detailed account of the various Holy Orders within the Kingdom, and how they came to be.

... The first of the Holy Orders are the Sword-bearers, divine warriors of the All-Father who have dedicated their lives to ensuring the safety of the Kingdom at all costs, and it is because of these vows that their numbers are few. Since their founding the Sword-bearers have dedicated a vast portion of their members to the border forts of the Red Wastes, and there these great warriors have wielded the divine wrath of their god to smite their demonic, ungodly foes ....

... The second of these Orders are the Soulkeepers, an Order of warriors sworn to Azmag the God of Death and Keeper of Souls. They take oaths of servitude to guard the places of eternal rest scattered throughout the kingdom, and to free the souls of the dead from their infernal existence in this world. They are the bane of the Undead, the blessed Gravekeepers, and the Ever-Living.

... The third, and last of the Orders are the Farseekers, devout followers of Vegnagun the God of Knowledge and Lore Master. They dedicate their lives to scouring the world for lost knowledge, to regain that which has been lost to time from dozens of wars and near extinction events that many Farseekers have discovered once sought to wipe the mortal races from the world. They are said to draw their power directly from the knowledge of the Lore Master himself, inscribing sacred compositions upon their skin to harness this power ...

... For each of these Orders what is known of their recruitment methods, and their ascendance to champions of the Gods is very limited. All we can say for sure is that their devotion must be absolute, and that most are led to their ascendance by a priest or priestess of that Gods flock ...


Chronus
You continue your day attempting over, and over again to create something medically sound, but end up with only a herbal bandage to show for your efforts. A doctor would recommend that for a bad wound ... possibly. Probably not.

Well maybe if they were desperate.

One Rag, and One Bag of Ingredients lost. One Herbal Bandage Gained.

Mark Juno & Zein
With little else to actually do in the Fort at the moment the two of you step out into the courtyard for a spare, finding a semi clear area and putting a little distance between yourselves you ready your weapons and size each other up for a few moments. The start of the fight is abrupt as Mark throws himself forward jabbing at Zein with the non-pointy end of his spear sending the blacksmith stumbling back as he barely manages to knock the blow aside. With Zein's unsure footing, and bad positioning it doesn't take long before mark comes around from the side lashing out to whack the smith in the side with the shaft of the spear however before the blow lands Zein stumbles and takes the blow to his head. All in all the training session ended rather poorly with neither of you feeling as if you learned anything and Zein ... well that welp across the side of his head isn't going to be very comfortable.


Zack Abrams
You continue your preaching throughout Belton with your drunkard follower close at hand, but you find your words quickly fall on the ears of highly religious people or those who simply see you as an idiot attempting to exploit their good nature. Whatever your true purpose you end your search for new followers feeling the town has turned only mildly hostile towards you.

Spoiler: Drunkard Cultist, Ally (click to show/hide)

-------
Spoiler: Initiative (click to show/hide)

Elric
You fumble at the arrows in your quiver as the wolf continues to chomp down on your shoulder, and in a moment of bliss you find one of them slide free from the quiver and into your hand. Grunting you curl your fist around the arrow and slam it into the animal's side, and though you feel blood begin to gush from the new wounds the feral beast continues its attacks knowing all to well flight would likely end in death.

Wolf
The wolf tears a bit of the flesh from your shoulder, and then latches down on it once again though this time its grip slides somewhat from the slick coating of blood covering both of you.

Spoiler: Wolf (click to show/hide)

------

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Beirus on January 24, 2015, 03:12:34 am
Hmm...interesting. Perhaps I should seek out one of these priests or priestesses after I read a bit more."

Search the library for books on the All-Fathrr, Azmag, or either of their orders. If I don't find anything, look through the book I already found for more details.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Unholy_Pariah on January 24, 2015, 06:02:07 am
Keep trying to murder the wolf, preferably by shooting it if at all possible.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: killerhellhound on January 24, 2015, 08:27:37 am
Mark laughs and helps his brother up.
"Well looks like having training from hell by a drill trainer teaches some skills."

Get some cool water for his head

"Want another go or would you rather train against a training dummy?"

If he wants another go have another spar otherwise look around for anything to improvise into training dummys

Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Dermonster on January 24, 2015, 12:02:08 pm
Bah. Maybe I'll have better luck with the necromancy book. Go gather up everyone afterwards, it's time to get the show on the road.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Sarrak on January 27, 2015, 05:30:50 pm
"Heh... The difference between blacksmith and a guard is apparent... I'll have to improve quite a bit to beat you.

Training dummies for me, it seems. Help Mark in building some.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: BlitzDungeoneer on January 28, 2015, 12:19:20 am
Explore the town.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: adwarf on March 23, 2015, 06:59:50 pm
Sorry about the protracted hiatus, I'm not going to make any excuses about why I just stopped all of the sudden since I just went super lazy, but I've kicked myself back into gear and want to pick this back up. I'm posting to see how many of you would be interested in continuing.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Beirus on March 23, 2015, 08:53:26 pm
Still in.
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Unholy_Pariah on March 23, 2015, 10:10:57 pm
Im game
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: killerhellhound on March 24, 2015, 05:27:48 pm
Heck yes I'm in
Title: Re: Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
Post by: Sarrak on March 24, 2015, 06:02:43 pm
Heh. In
Title: Roll to Become a Hero - A Story Recap, and Stuff
Post by: adwarf on March 27, 2015, 03:26:39 pm
Story Recap
Chronus, and Jase's returned to Fort Gelden where they entombed their fallen comrades within the catacombs below, and then set out to the town of Belton where they ran into four fresh adventurers. Blacksmith Zein, former guardsman Mark Juno, the poacher Elric, and cultist Zack Abrams were swiftly accepted into the ranks of Fort Gelden's adventurers before splitting up to go about their own business.

Chronus met with the Gilbert Brothers, dwarven engineers who agreed to help with the restoration of Fort Gelden, and received a report listing their estimates on the cost of the repairs needed to make Fort Gelden worthy of its name once more. Afterwards he met with a local ratcatcher, and purchased a small nest of rats to use for a supply of skulls for his Bone Vessel magic.

Jase trained for a short while before heading to the library where he learned much about the three Holy Orders of the Kingdom of Eldast.

Zein, and Mark left for Fort Gelden to organize goods and train.

Elric went out hunting when he was assailed by a wolf, even now he battles with the beast on the very edge of death.

Finally, the cultist Zack has begun preaching the word of his true God somewhat selectively throughout the confines of Belton, and has already converted the first of possibly many new believers.

-----------

A bit of a recap for everyone, I'll be adding some more rules to the OP between now and tomorrow to cover some of the things I haven't really covered or which is scattered throughout this thread in little pieces. Along with that I'll be placing a more detailed status of Fort Gelden in my second post in this thread.

At the latest I'll be doing the next update tomorrow, and along with it I'll post the current quests which you all can then vote on. The chosen quest will begin when everyone's stories/actions have been tied up so don't worry about me just cutting something off midway :)
Title: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on March 28, 2015, 08:16:47 pm
Jase Bladeheart
You spend time looking for books dedicated to the All-Father or Azmag along with their orders, but aside from some very basic scripture books there is actually very little information on them in such a rural region. Thankfully the book you did find has a bit more for your to gleam about the Sword-bearers, and Soulkeepers.

The Sword-bearers are an order who dedicate their lives to the All-Father's Eternal War, and their powers are not channeled out into the world itself but rather into themselves allowing them to perform impossible feats of strength and agility that would put swordmasters to shame.

The Soulkeepers on the other hand are divided into two groups; the Gravekeepers who watch over the resting places of mortal corpses, and the Reavers who make it their duty to remove the undead from this world and oppose necromancy. The powers given to the Soulkeepers by Azmag manifest themselves in the form of channeled holy blessings, and Guardian Angels, spirits who have made a pact with Azmag to assist his champions in their never-ending quest.

Chronus
To pass the time you begin to dive into Memnok's book, and almost instantly you feel something click in your mind as you realize that the secrets he left aren't just confined to a pair of pages, but in fact stretch all the way through the book itself. Hidden in bits, and pieces through the entire book are Memnok's ultimate legacy and the true basis of Necromancy. The first secret you manage to decipher is what Memnok calls the first tier of the spell 'Reanimate Corpse' which can give life to skeletons and rotting corpses alike to do as you command. The second, and greatest secret is to what Memnok called the 'Shade Spear' spell however the formula is missing something vital ...

You know the spell will still work, but that as it stands with the current formula and understanding it will be nowhere near as powerful as the real thing. After having learned of the 'Shade Spear' spell you realize that Memnok was a true genius, there's just something about that spell that is so much more ... profound than the rest. Perhaps given time, and some form of material to base research on you could complete what Memnok failed to ... who knows perhaps the end result would be capable of harming even the Gods?

The basics of Necromancy have been mastered. Your class changes from Scholar to Apprentice Necromancer.

Mark Juno & Zein
The two of you set to work making use of the dirks stored away inside the keep to begin carving the trunk of a fallen tree into something suitable for use as a training dummy. After hours of long brutal work you two manage to turn one fallen tree into a trio of rather poorly crafted training dummies holding wooden swords, and shields made of twigs. They're better than nothing, but you doubt they'll help all that much in the long run.

Terrible Training Dummy Set added to Fort Gelden. Their use gives a bonus of +1 to training rolls.

-------
Spoiler: Initiative (click to show/hide)

Elric
With a slight snarl you jam the arrow into the wolf's chest, and it immediately jerks as the arrow pierces its heart. The beast gives a slight whimper before shuddering, and then dying atop you with blood still leaking from its myriad of wounds directly onto your once good clothes. Sighing you push the thing off of you, and stare down at it cursing how close you'd come to death over a simple wolf ...

Gained 2 XP.

Spoiler: Wolf (click to show/hide)

------

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)

Spoiler: Drunkard Cultist, Ally (click to show/hide)




Available Quests

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Fanged Threat - Tales have been coming in of lone farmsteads, and hamlets being attacked throughout the region and the only thing tying them together are bite marks reminiscent of a beast's. Mayor Blademont is paying a hefty reward to anyone who can bring him the head of the thing responsible.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Caravan Escort - A down on his luck merchant has put one last bid into his company, and is taking a caravan loaded with goods west to the Capital but while he's in town he seems to be recruiting a few guards to help bolster whatever safety he already has for it. You're not sure what might happen, but it seems good enough pay.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Sign Up as Mercenaries and head to the Red Wastes - The Kingdom lies in a precarious position, the shattered remnant of the Obsidian Warlord's vast armies still plague the fortified eastern border in dozens off different warbands. With each day the threat grows, and the defenders lessen as the war takes its toll but there is way to save the Kingdom and to earn a little something doing so. You! Yes, you! Sign up as a Mercenary to the Eldast Army today, and march to the Red Wastes. Not only will you receive the Kingdom's eternal gratitude, but you'll also receive a nice signing bonus on top of it!
   Reward: 150 Gold Sign Up Bonus per Character, Payment for Each Mission Undertaken, and 12 XP for completing your service (alive preferably)
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on March 28, 2015, 08:26:02 pm
"We'd better test the new guys with something small. Goblins, Jase?"

(Text effect is cosmetic. Should not effect IC knowledge.)
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on March 28, 2015, 08:53:08 pm
((Aww Derm, why you gotta do that? Now I can't be a Reaver because we'd probably end up fighting at some point. And I wanted a guardian Angel too. Can't be Ever-living either, until you find a Revenant spell anyways. Looks like Jase will try to be a Sword-bearer. Still, if you can hide the necromancy maybe we can convince some Reavers to join us if we take on the tomb again.))

"Goblins would probably work. Might only lose one of the newbies. Better than skeletons. Fucking hate fighting those. Be a whole lot better if we had some on our side. Or we could join that caravan. Probably a lot more info and libraries in the capital. Maybe some temples too."
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Unholy_Pariah on March 28, 2015, 09:27:35 pm
Use my poaching expertise to carry the wolfs corpse back to the fort and butcher it as expertly as i can.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on March 28, 2015, 09:28:25 pm
"You have a point. Maybe next time, though. We need to test our teamwork, and doing so by being ambushed on the road is somewhat more worrisome than by being the ambushers."
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on March 28, 2015, 09:37:12 pm
"That is a good point. Although if we took the caravan, they could hide in the wagon when we are under attack. Might work better than the small rocks I fully expect them to cower behind when we run into goblins. You think one of them will wet himself when he sees combat?"
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on March 28, 2015, 09:42:17 pm
"What would even be the point of bringing them if they would just hide? And yes, I do expect some manner of fuckery to happen. That's why you plan in general terms, and not down to the second. So, Goblins? Goblins. Let's head back to the fort, unless you have anything else to do here?"

To the fort, and then to the Goblins! Read Wild magic book.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on March 28, 2015, 09:56:56 pm
((goblins sounds good as a way to get restarted. Though I have heard of goblins being more dangerous then demons if smart enough to make lots of traps and plans.))

After grabbing a bite to eat Mark grabs the two Light Dirk's he saw earlier along with the Flint & Steel and one of the Faded Sword of the Blessed taking it to Zein"Hey there are some swords not being used look like someone just left them to rot think you could fix them up a bit, bound to be better then lugging your old hammer around.

((Can I get some of the loot or is all that on the two leaders. Also I cant shake the mental image of the party getting its ass kicked 50% killed and Derm goes "guess what guys I'm a necromancer", animates all the fallen and curb stomps everything))
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on March 28, 2015, 09:57:38 pm
I believe everything in the 'Loot' tab is up for grabs.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on March 28, 2015, 10:01:46 pm
((Except the gold, I think. Not sure if we were gonna divide that all up or just split it between the survivors.))

"I have a couple of people I want to find first, but I'll meet up with you at the fort soon."

See if I can find Shay (or whoever that first swordwoman I ran into was named) or the Mayor's Daughter. See if they have anything interesting to say or advice to give. Especially if the swordwoman would be willing to offer some tips on sword fighting or other fighting tips.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: BlitzDungeoneer on March 29, 2015, 02:28:08 am
((Erm... Where's my part of the turn?))
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on March 29, 2015, 05:37:45 am
((Except the gold, I think. Not sure if we were gonna divide that all up or just split it between the survivors.))

"I have a couple of people I want to find first, but I'll meet up with you at the fort soon."

See if I can find Shay (or whoever that first swordwoman I ran into was named) or the Mayor's Daughter. See if they have anything interesting to say or advice to give. Especially if the swordwoman would be willing to offer some tips on sword fighting or other fighting tips.
If you get any good tips be sure to share skilled meatshields last longer and deal more damage
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on March 29, 2015, 09:23:55 am
((Erm... Where's my part of the turn?))
Actions that don't have any real effect I don't write out to cut back on the amount of fluff in a turn, and save me time. When that happens it means you learned, or saw nothing of import.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Sarrak on March 29, 2015, 07:42:50 pm
After grabbing a bite to eat Mark grabs the two Light Dirk's he saw earlier along with the Flint & Steel and one of the Faded Sword of the Blessed taking it to Zein"Hey there are some swords not being used look like someone just left them to rot think you could fix them up a bit, bound to be better then lugging your old hammer around.
"Hm... Sure, I'll try."

Get Skin of Oil, start weapon revival procedures! Oh, and grab Northern Furs for myself.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on March 29, 2015, 07:50:04 pm
The two dirks, and the sword are in essentially perfect condition, there's nothing you can really do to repair them since the worst they have is maybe a sport or two of rust on the dirks. The sword on the other hand you could repair if you had the ability to channel a God's power.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Sarrak on March 30, 2015, 03:39:28 am
"Hm... Actually, their conditon is quite good, everything considered. I may polish and slightly sharpen them for you, but that's probably all."

((I have a vague feeling that our party won't come out as paladins, so channeling good God's powers is out of question.))
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on March 30, 2015, 04:28:17 am
"Hm... Actually, their conditon is quite good, everything considered. I may polish and slightly sharpen them for you, but that's probably all."

((I have a vague feeling that our party won't come out as paladins, so channeling good God's powers is out of question.))
To be a paladin you must be just and noble. We are adventurers we get paid to kill things and steal everything not nailed down by people too cheap to hire merc's.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on March 30, 2015, 04:32:20 am
To be a paladin you must be just and noble.
That depends entirely on the God.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Parsely on March 30, 2015, 05:30:02 am
((Stoopid gobbos.))
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on March 30, 2015, 06:18:06 am
To be a paladin you must be just and noble.
That depends entirely on the God.
Well I for one don't want to work for someone with dark in the name because you just know they are going to have angst about everything like Satan he angsted so hard that his dad kicked him into the basement.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Andres on March 30, 2015, 07:00:51 pm
Name: Sar Susurri
Gender: Male

Past Profession: Animal trainer

Trait: Animal Trainer - +2 to training/pacifying animals
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on April 02, 2015, 05:34:40 pm
I'll be updating tomorrow, been writing down notes for the future since you guys are likely to make some decent progress unless things take an unexpected turn.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on April 02, 2015, 05:35:29 pm
In b4 TPK -1
Title: Roll to Become a Hero - Turn 35.7: Now we're Learnin'
Post by: adwarf on April 03, 2015, 08:59:17 pm
Jase Bladeheart
After a short chat with Chronus about your next mission you set out to search Belton for any sign of the warrior Shay, or the Mayor's daughter. The first place that comes to mind is the courtyard where you first met Shay, and strangely enough when you check back there you find Shay sitting under the tree with her three weapons laid out on the ground to the side. She smiles when she notices you, and pushes herself up off the ground while saying,

'I had heard you were back in town, but it took me a while to get away from my duties to see if you'd come back here to meet with me. I'm glad you did, its not often that I get to meet someone I can teach a thing, or two. So whats up Berius, did you come back to spar?'

You tell her that you would be glad if she had any tips to give on fighting, or goblins since you were going to exterminate a group of them as your next mission. She nods before replying,

'I can help with both of those. For the first one I'm going to teach you the basics of that move I used the last time we sparred, its named Deadman's Counter because if it fails the user just threw away his primary weapon to get an attack in. Its rarely used, because the technique itself is very dangerous generally as few people are as proficient with a backup weapon as their first one. Come on I'll show you how its done.'

She walks over, and picks up the two smaller swords before turning to you with only one of them drawn. It takes well over a dozen tries, and numerous examples before you get the hang of the move itself. As simple as it seems when using it timing is everything so you have to be perfectly sure you'll succeed, or you're more than likely to end up dead rather than saved. With your training finished Shay starts to give advice on the goblins.

'Goblins very rarely move alone, and are almost always found in tribes of at least fifteen though there have been cases of smaller tribes as small as six in number. Now goblins aren't nearly as strong, or good at battle as the orcish race they are extremely dexterous, and cunning to make up for their extremely weak constitutions. They are prone to rigging their lairs with traps, and making use of hard to notice passageways and areas to ambush intruders with poison arrows, so I'd recommend bringing Spider's Bane. Now I must leave, there's much to see to this day. May we meet again.'

With a wave Shay walks out into the street, and disappears from sight around the corner.

Deadman's Counter learned.

Chronus
You read through the Wilder book a bit more in your free time which leads you to some information about the nature of the magic, but not to the discovery of a new spell it would seem. Wilder Magic is apparently about tapping into the latent potential of things, it was never researched very far, but it holds some rather profound implications on the actual power of humans.

Elric
You lean down over the corpse, and set to work with trying to skin the wolf with one of your game arrows. The end result is catastrophic as you tear the hide to bits during the process, and even manage to break two of your game arrows as well.


Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)

Spoiler: Drunkard Cultist, Ally (click to show/hide)




Available Quests

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Fanged Threat - Tales have been coming in of lone farmsteads, and hamlets being attacked throughout the region and the only thing tying them together are bite marks reminiscent of a beast's. Mayor Blademont is paying a hefty reward to anyone who can bring him the head of the thing responsible.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Caravan Escort - A down on his luck merchant has put one last bid into his company, and is taking a caravan loaded with goods west to the Capital but while he's in town he seems to be recruiting a few guards to help bolster whatever safety he already has for it. You're not sure what might happen, but it seems good enough pay.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Sign Up as Mercenaries and head to the Red Wastes - The Kingdom lies in a precarious position, the shattered remnant of the Obsidian Warlord's vast armies still plague the fortified eastern border in dozens off different warbands. With each day the threat grows, and the defenders lessen as the war takes its toll but there is way to save the Kingdom and to earn a little something doing so. You! Yes, you! Sign up as a Mercenary to the Eldast Army today, and march to the Red Wastes. Not only will you receive the Kingdom's eternal gratitude, but you'll also receive a nice signing bonus on top of it!
   Reward: 150 Gold Sign Up Bonus per Character, Payment for Each Mission Undertaken, and 12 XP for completing your service (alive preferably)
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on April 03, 2015, 09:01:17 pm
Yep. Goblins. Head back to base, stash my necromancer book and that bone in the basement, and let's all head out.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Andres on April 03, 2015, 11:50:01 pm
Am I on the waitlist?
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on April 03, 2015, 11:59:42 pm
Am I on the waitlist?
You are I just haven't gotten around to updating it yet since I need to go back through and check previous pages in case I missed any other waitlisters as well.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Unholy_Pariah on April 05, 2015, 06:15:39 am
sneak into the loot pile and grab a dirk, then buther the wolf for its meat and bones even if the hide is ruined.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: BlitzDungeoneer on April 05, 2015, 07:06:06 am
Dance naked in the streets praising my Lord and Saviour. Order the convert to do the same.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on April 05, 2015, 02:00:47 pm
((How much does Spider's Bane cost? Might want to buy a few of those before we head out.)
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on April 09, 2015, 08:50:14 am
((How much does Spider's Bane cost? Might want to buy a few of those before we head out.)
Eight gold per Herb, but an herbalist (AKA Derm) can make each herb able to cure two cases of poison at least so its more like four with some work.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: ATHATH on April 09, 2015, 11:03:12 am
((goblins sounds good as a way to get restarted. Though I have heard of goblins being more dangerous then demons if smart enough to make lots of traps and plans.))
Google "Tucker's Kobolds".
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on April 09, 2015, 11:08:08 am
((that is what the reference))
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: ATHATH on April 09, 2015, 11:43:50 am
((that is what the reference))

Did  you forget the "is"?
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on April 09, 2015, 01:18:51 pm
Buy 2 Spider's Bane herbs for 16 gold, then head back to the fort to join up with the others. We got some goblins to kill.
Title: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: adwarf on April 09, 2015, 08:34:18 pm
Jase Bladeheart
You head to the herbalist's shop, and purchase some Spider's Bane herbs from the store owner for sixteen gold before heading back to the Fort to prepare for your next quest. Hopefully this one will go better than the last!

Gain 2 Spider's Bane Herbs. Lost 16 Gold.

Chronus
You return to Fort Gelden only long enough to hide away Memnok's Guide, and the Necromancer's bone in the depths of the catacombs. Once you'e completed that you set out with the others to take care of the goblin infestation.

Elric
After returning to the Fort to grab a knife you come back to the wolf's corpse, and begin the slow process of horribly screwing up at butchering the long dead wolf. By the time you're done there is nothing of the hide left, and the only useful bits of the wolf left are its bones and some shredded bits of wolf meat.

Zack Abrams
As you begin to dance about in a strange fashion in the center of town, and sing praise to the one true God along with your converted disciple you notice the people around you begin to grow agitated. Within mere moments you find the once crowded village square turn into a mostly deserted space with a half dozen peasants wielding crude farm tools, and scowling at you and your drunken friend with deep seated anger. Luckily you notice this in time to get the first action in, however the question is whether to stand, or to flee.

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)

Spoiler: Drunkard Cultist, Ally (click to show/hide)




Available Quests

Greenskin Extermination - For a few years now a tribe of goblins has taken residence in a nearby cave system where they've harassed the village and the outlying farms killing numerous people, countless animals, and burning dozens of harvests worth of crops. The people of the village have had enough and are offering a large reward to the group that can clear out the infestation and bring back proof of some sort that they are truly dead.
   Reward: 50 Gold Per Character, 4 XP for Quest Completion

Trolls of Greyskull Pass - Greyskull Pass, named due to the rather large cave near by the pass, is a major artery between Breton and the town of Martermill to the south which gets a lot of its food from Breton and the northern farming hamlets which send their food through the pass. Recently however caravans carrying the food south were attacked by a band of trolls which has taken up residence in the mountains nearby raiding hamlets and caravans for food, and treasure. The Lord of Martermill offers a large prize to any group which can rid the Pass of the trolls.
   Reward: 80 Gold Per Charater, 5 XP for Quest Completion

Fanged Threat - Tales have been coming in of lone farmsteads, and hamlets being attacked throughout the region and the only thing tying them together are bite marks reminiscent of a beast's. Mayor Blademont is paying a hefty reward to anyone who can bring him the head of the thing responsible.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Caravan Escort - A down on his luck merchant has put one last bid into his company, and is taking a caravan loaded with goods west to the Capital but while he's in town he seems to be recruiting a few guards to help bolster whatever safety he already has for it. You're not sure what might happen, but it seems good enough pay.
  Reward: 60 Gold Per Character, 5 XP for Quest Completion

Sign Up as Mercenaries and head to the Red Wastes - The Kingdom lies in a precarious position, the shattered remnant of the Obsidian Warlord's vast armies still plague the fortified eastern border in dozens off different warbands. With each day the threat grows, and the defenders lessen as the war takes its toll but there is way to save the Kingdom and to earn a little something doing so. You! Yes, you! Sign up as a Mercenary to the Eldast Army today, and march to the Red Wastes. Not only will you receive the Kingdom's eternal gratitude, but you'll also receive a nice signing bonus on top of it!
   Reward: 150 Gold Sign Up Bonus per Character, Payment for Each Mission Undertaken, and 12 XP for completing your service (alive preferably)

We will be wrapping up all current plots/event lines to start the next mission so everyone cast their vote if they haven't already, and get ready for some goblin slaying.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Dermonster on April 09, 2015, 08:40:45 pm
"Jase. Where the hell is a third of our team?"
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: spazyak on April 09, 2015, 09:00:21 pm
Can I join in as
Veryn Twistedblade
Thief
ambidextrous
male
I accidental put flexible in
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Unholy_Pariah on April 09, 2015, 09:01:14 pm
Give up, go have a nap or something to regain hp.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: BlitzDungeoneer on April 10, 2015, 01:20:59 am
Stand my ground, I won't give in~

Pretend to stand my ground, flee at the last moment with my cultist.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on April 10, 2015, 01:23:12 am
((goblins sounds good as a way to get restarted. Though I have heard of goblins being more dangerous then demons if smart enough to make lots of traps and plans.))
Google "Tucker's Kobolds".
((That's what they were called, I couldn't remember the name))

Looking out the window and recognizing one of the groups veterans Mark gears up with his spear,leather vest, a Faded Sword of the Blessed and a dirk for throwing before going outside and saying "Hey are we finally getting adventuring?, also Elric went to bag a wolf he should be back soon while Zack must be back in town or on his way here."
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: Beirus on April 10, 2015, 01:36:17 am
"Jase. Where the hell is a third of our team?"
"I thought they came back already. I didn't see them after we split up in town. Guess I'll have to go back and wrangle them up."
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: ATHATH on April 10, 2015, 09:18:21 am
Dance naked in the streets praising my Lord and Saviour. Order the convert to do the same.
Well that escalated quickly.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: killerhellhound on April 10, 2015, 10:06:13 am
Dance naked in the streets praising my Lord and Saviour. Order the convert to do the same.
Well that escalated quickly.
Not really, that actually is fairly sane compared to how things in RTD's go even the more serious ones.

Look to roll to roll to dodge for good examples.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Dermonster on April 10, 2015, 11:48:31 am
See, thing is, most of the stuff that happened there was mostly a combination of accidents and a hilarious GM.
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: ATHATH on April 10, 2015, 12:46:55 pm
Dance naked in the streets praising my Lord and Saviour. Order the convert to do the same.
Well that escalated quickly.
Not really, that actually is fairly sane compared to how things in RTD's go even the more serious ones.

Look to roll to roll to dodge for good examples.
I have, and I was tempted to make a character that served the necro-hand (and possibly desire to return Derm to it so that it could reattach itself), but decided against it because I figured that Derm wouldn't approve.

On a different note, there appears to be no mana cost to the wild magic spells. Is that intentional?

I wonder if Derm can cast Wild Pact with a summoned ghost, meaning that he would be immune to non-magical damage (other types of damage would go to the ghost, which is immune). Even if he was hit by magical damage, he'd still have the ghost's health as a buffer before he would get hurt.

Finally, Derm, what is the oppression tower?
Title: Re: Roll to Become a Hero - Turn 35.6: An Apprentice Necromancer has been born.
Post by: adwarf on April 10, 2015, 02:24:26 pm
On a different note, there appears to be no mana cost to the wild magic spells. Is that intentional?

I wonder if Derm can cast Wild Pact with a summoned ghost, meaning that he would be immune to non-magical damage (other types of damage would go to the ghost, which is immune). Even if he was hit by magical damage, he'd still have the ghost's health as a buffer before he would get hurt.
That is not a mistake, neither of those spells are supposed to require magic. Their cost comes from their effects, one makes another character take damage for someone else, and the other gives them a power boost at a severe loss of HP every turn its active. Also Derm can use Wild Pact with a summoned spirit, and he'll be immune to all damage until the spirit dies. Just, because its a spirit doesn't mean its immune to physical damage, actual ghosts are immune, but summoned spirits are different from ghosts.

Also you guys can feel free to do whatever you want, but I will remind you that your actions will have consequences, the reason Blitz is getting mobbed isn't entirely because of the roll. That roll was just to see how badly the people would take it, because he decided to start shouting praises to an unknown God in the middle of a village in a kingdom dedicated to a single Pantheon of Gods. Said Pantheon of Gods have been stated as usurping the previous Pantheon when the Kingdom of Eldast was part of the Empire.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Beirus on April 10, 2015, 02:31:44 pm
((Having already done quests go help the town, would I get some sort of bonus to talking the mob down by convincing them the cultist will probably die anyway in the goblin caves and we can at least use him to be beneficial to the village by helping first?))
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: adwarf on April 10, 2015, 02:41:02 pm
((Having already done quests go help the town, would I get some sort of bonus to talking the mob down by convincing them the cultist will probably die anyway in the goblin caves and we can at least use him to be beneficial to the village by helping first?))
Based on where you guys were when the mob popped up Unholy_pariah is the only one that could go help him since after all you're already at the Fort/well on your way to it as that mob guns for Blitz' life.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: BlitzDungeoneer on April 10, 2015, 02:46:41 pm
Stand my ground, I won't give in~

Pretend to stand my ground, flee at the last moment with my cultist.

Actually, never mind that. Run, run as fast as my legs will carry me. Force the cultist to do the same.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Beirus on April 10, 2015, 02:47:42 pm
((Having already done quests go help the town, would I get some sort of bonus to talking the mob down by convincing them the cultist will probably die anyway in the goblin caves and we can at least use him to be beneficial to the village by helping first?))
Based on where you guys were when the mob popped up Unholy_pariah is the only one that could go help him since after all you're already at the Fort/well on your way to it as that mob guns for Blitz' life.
((No chance of getting there in the nick of time, all heroic like?))
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: adwarf on April 10, 2015, 02:55:41 pm
((Having already done quests go help the town, would I get some sort of bonus to talking the mob down by convincing them the cultist will probably die anyway in the goblin caves and we can at least use him to be beneficial to the village by helping first?))
Based on where you guys were when the mob popped up Unholy_pariah is the only one that could go help him since after all you're already at the Fort/well on your way to it as that mob guns for Blitz' life.
((No chance of getting there in the nick of time, all heroic like?))
None at all, you're not a hero yet! :P
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Beirus on April 10, 2015, 02:58:39 pm
((Aww. Also, would trying to channel a prayer through my blessed sword or that pendant make it more likely the god might notice?))
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: adwarf on April 10, 2015, 03:02:35 pm
((Aww. Also, would trying to channel a prayer through my blessed sword or that pendant make it more likely the god might notice?))
Nope, just managing to restore the longsword to its original blessing was quite a feat already, and blessings are very minor acts of notice on the part of gods though priests who've been given power by the Gods are usually the ones who carry out the blessings. As for the pendant you don't even know if it is a divine tool, it could simply be a very powerful work of magic for all you know.

Just praying, even while attempting to use holy objects as a focus, is extremely unlikely to gain you the notice of any of the Gods let alone the notice needed to get their personal blessing which would allow you to become a priest or paladin dedicated to them.
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Andres on April 10, 2015, 04:52:25 pm
Not sure if this is out of line but maybe you guys can hire mercs so some of us waitlisters can play? Even if it's not me, I'm sure someone on the list would enjoy playing. :)
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: spazyak on April 10, 2015, 05:48:58 pm
I f I am aloud to join then I will deal my short swords and hunt down the naked dancing dude
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: BlitzDungeoneer on April 10, 2015, 05:53:03 pm
I f I am aloud to join then I will deal my short swords and hunt down the naked dancing dude
...why would you hunt me down?
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: Beirus on April 10, 2015, 06:10:04 pm
((Guess I'll have to wait until we make it to a city with temples so I can do a trial.))
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: spazyak on April 10, 2015, 08:26:07 pm
I f I am aloud to join then I will deal my short swords and hunt down the naked dancing dude
...why would you hunt me down?
not to harm you but to clothe you. There are children in the village, you know?
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: killerhellhound on April 10, 2015, 10:10:12 pm
I f I am aloud to join then I will deal my short swords and hunt down the naked dancing dude
...why would you hunt me down?
not to kill you but just to clothe you .there are children in the vilalge
While I clothe your filthy gamma and spelling.

Gamma NAZI'S UNITE
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: spazyak on April 10, 2015, 10:22:09 pm
I f I am aloud to join then I will deal my short swords and hunt down the naked dancing dude
...why would you hunt me down?
not to kill you but just to clothe you .there are children in the vilalge
While I clothe your filthy gamma and spelling.
Gamma NAZI'S UNITE
my cat happened
Title: Re: Roll to Become a Hero - Turn 35.8: Don't yell heresies in the town square
Post by: killerhellhound on April 11, 2015, 07:38:41 am
>_> <_< Carry on sir.
Title: Roll to Become a Hero - Turn 35.9: Streetside Showdown
Post by: adwarf on April 11, 2015, 05:14:58 pm
Spoiler: Initiative (click to show/hide)

Zack Abrams
You hesitate only for a moment before immediately turning towards the nearest road, and running for your life while screaming at your fellow cultist to do the same. As the both of you run full speed down the winding road out of the village you quickly notice the drunken hobo getting farther, and farther away from you as if he realized that there was no need to outrun the mob, only you. In desperation you try to hurry your steps only to trip, sending you tumbling face first into the middle of the street. By the time you recover yourself you find that your drunken follower has long since left, and six very upset peasants have begun to encircle you ...




Spoiler: Peasant #1 (click to show/hide)
Spoiler: Peasant #2 (click to show/hide)
Spoiler: Peasant #3 (click to show/hide)
Spoiler: Peasant #4 (click to show/hide)
Spoiler: Peasant #5 (click to show/hide)
Spoiler: Peasant #6 (click to show/hide)



GM Note: Ouch, I was really not expecting those rolls ...
Title: Re: Roll to Become a Hero - Turn 35.9: Streetside Showdown
Post by: BlitzDungeoneer on April 11, 2015, 05:36:23 pm
Attack Peasant #4!
Title: Re: Roll to Become a Hero - Turn 35.9: Streetside Showdown
Post by: ATHATH on April 11, 2015, 06:48:27 pm
Does peasant four not have a weapon?

Attack Peasant #4!
I don't think killing someone and getting the militia or town guard on you is going to help. I think that getting up, shoving them aside, and running away would be a better idea. You saw how that other level one character did with one mook, you're facing five (I suspect that they, as a group, can do at least five damage per turn). If you insist on attacking, they all have the same health, so attack the one with the most dangerous weapon first.
Title: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: adwarf on April 11, 2015, 07:00:22 pm
Spoiler: Initiative (click to show/hide)

Peasant #1
With a lurch one of the pitchfork armed peasants lunges at you with all his might, and trying your best to avoid it you leap to the side, but still the prongs manage to cut three small lines across your chest.

Peasant #2
With your back turned to him the scythe wielding peasant brings the blade down across your back, and you barely manage to grit your teeth and hold back a scream as the a wave of pain washes over you.

Peasant #6
Thankfully as the third peasant charges forward to attack you manage to bring your blade up, and slow the man's pitchfork turning what might have been a fatal wound to the chest into a mere scratch. With your free hand you lunge forward with your knife forcing the man to back off a few steps.

Peasant #4
With a roar one of the men rushes forward with his fists swinging towards your head. You jump to the left avoiding the peasant's left hook, but the right hook manages to glance across your lower jaw making you stagger backwards for a moment.

Peasant #3
Seeing an opening the supposed butcher chops you in the shoulder with his cleaver from behind, and move to plant the blade in the base of your neck only to stumble at the last moment. The blade meant to kill you simple cuts across your back.

Peasant #5
The final peasant takes advantage of the rather sprawling melee to jab at you from a blind spot. With no time to react the pitchfork jabs into your side causing your vision to blur as the pain, and blood loss from your numerous wounds start to get to you.

Zack Abrams
Driven into a corner you decide to make your stand, and let loose with a quick flurry of attacks at the weaponless peasant. Perhaps, because of your impaired senses from blood loss, or maybe due to poor luck your first two attacks miss entirely, and only your knife manages to score a hit. Luckily your knife tears a chunk out of the man's leg as you tear it lose causing blood to pour out, and him to cry out in pain.




Spoiler: Peasant #1 (click to show/hide)
Spoiler: Peasant #2 (click to show/hide)
Spoiler: Peasant #3 (click to show/hide)
Spoiler: Peasant #4 (click to show/hide)
Spoiler: Peasant #5 (click to show/hide)
Spoiler: Peasant #6 (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: ATHATH on April 11, 2015, 07:46:44 pm
I warned you...
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: killerhellhound on April 12, 2015, 12:53:12 am
Well should we offer his job to one of he peasant's they might made a good meat shield that doesn't die before the quest starts
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: BlitzDungeoneer on April 12, 2015, 01:27:52 am
Whoever said anything about killing? I'm just trying to make sure I don't die.
Anyway, Flee. Flee as fast as I can, and try to ignore the pain as best as possible.
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: Unholy_Pariah on April 12, 2015, 02:15:06 am
Go see what all the commotion in town is about.

Shoot arrows at blitz'es attackers if i see him and hes still alive.
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: Andres on April 12, 2015, 02:23:35 am
So is this still Roll to Become a Hero?
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: Unholy_Pariah on April 12, 2015, 02:46:00 am
Ill be a hero to blitz....
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: Andres on April 12, 2015, 03:08:49 am
Something about Bolsheviks! Revolution! The people! Bourgeois is bad!
Title: Re: Roll to Become a Hero - Turn 35.10: Poor Odds in a Last Stand
Post by: killerhellhound on April 12, 2015, 05:38:47 am
So is this still Roll to Become a Hero?
That never said who we are a hero too

I mean with Derm in our party we could become hero's to demon's

Title: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: adwarf on April 12, 2015, 07:21:23 pm
Zack Abrams
Another of the pitchfork wielding peasants lunges at you , but you easily smack the farm tool aside as you turn, and begin to run away with all your might. However after only a few steps you begin to feel the last bit of your energy drain away, and looking down at your chest you notice the tip of a scythe blade protruding out of your chest with barely a drop of blood seeping from the wound. You had wanted to spread the name of your Lord, and in the end succeeded in turning one convert, but it would seem that fate had destined for your life to end here. At least you can take solace in the fact that one of these non-believers would come with you to the grave ...

Zack Abrams has been struck down by Peasant #2!!!!

Elric
Shortly after coming to town to find the others you could hear a commotion nearby, and as you rush to see what it is all about you find Zack sprawled out across the ground with a scythe sticking through his chest, and wounds all over his strangely unclothed body. Surrounding your temporary ally's corpse are five armed peasants though you can see a sixth one lies dead not far away from Zack. It would seem whatever occurred you were to late to save your comrade ...




Welp, that was not quite how I imagined the fourth player death was going to occur in this game. I'll be PMing the next person on the waitlist, and see who will be taking the emptied spot ...
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Andres on April 12, 2015, 07:30:49 pm
Is there a reason I'm not on the waitlist? Something wrong with my character sheet?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: adwarf on April 12, 2015, 07:35:23 pm
Is there a reason I'm not on the waitlist? Something wrong with my character sheet?
Same as last time, I just haven't gotten around to updating the waitlist since when I do I go through the entire thread to make sure I didn't miss anyone.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: spazyak on April 12, 2015, 07:43:34 pm
Is there a reason I'm not on the waitlist? Something wrong with my character sheet?
Same as last time, I just haven't gotten around to updating the waitlist since when I do I go through the entire thread to make sure I didn't miss anyone.
can I also join, please?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: adwarf on April 12, 2015, 07:49:03 pm
can I also join, please?
Yeah, your sheet is fine.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: spazyak on April 12, 2015, 07:49:43 pm
can I also join, please?
Yeah, your sheet is fine.
thanks  :)
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Parsely on April 12, 2015, 09:01:36 pm
When are they gonna kill gobbos?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Beirus on April 12, 2015, 09:10:17 pm
When are they gonna kill gobbos?
When our recruits stop killing themselves.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Unholy_Pariah on April 12, 2015, 09:13:56 pm
back away slowly and go find the others.
Title: Re: Roll to Become a Hero
Post by: Yoink on April 12, 2015, 11:25:24 pm
Apparently I'm top of the waitlist, so. Well. Here I am!

Spoiler: Character Sheet (click to show/hide)
It took a bit of searching, but I found the sheet I originally posted in here.
I'm not 100% sure what's going on or how I'm being introduced, but oh well. Is that concealed blade still available from the loot pile?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Dermonster on April 12, 2015, 11:30:01 pm
Congrats you're the new minister of finance at Fort Gelden.

Also maybe an artificer?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: BlitzDungeoneer on April 13, 2015, 12:32:37 am
Well, that was fun.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on April 13, 2015, 02:52:32 pm
Someone should bring the corpse back to Derm to be raised (or "buried", IC).
Title: Re: Roll to Become a Hero
Post by: Illgeo on April 18, 2015, 02:34:35 am
Can I be waitlisted?
Name: Bolnozëm the Volhv
Gender: Male

Past Profession: Village Shaman

Trait: Exceptional Potential

Note: He's shaman of "Eat this mushroom to reach spirit realm.", so no starting magic.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Sarrak on April 18, 2015, 07:16:57 am
Someone should bring the corpse back to Derm to be raised.
Good idea. We must build our army from some point. Raising dead meatshields is a very good start.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: killerhellhound on April 18, 2015, 08:00:13 am
Someone should bring the corpse back to Derm to be raised.
Good idea. We must build our army from some point. Raising dead meatshields is a very good start.
considering the amount of people we have gone through I expect our army to be very large in a month
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: adwarf on April 19, 2015, 04:12:15 pm
Just a heads up that I might not be able to post an update for a week or two since my finals for this semester are getting close, and I have a few projects I need to get finished first. Once that's done I'll get to updating this, and getting you guys on your way to getting killed by goblins.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on April 25, 2015, 09:39:47 pm
Every time I see the title of this thread it reminds me of "I Need a Hero" (He's gotta be fast, and he's gotta be strong, and he's gotta be larger than life...).
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Haveroszaur on May 17, 2015, 10:10:56 am
Waitlist me.

Spoiler (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on May 17, 2015, 01:17:07 pm
Waitlist me.

Spoiler (click to show/hide)
Maybe you should change Hardy to give you extra hp on level up?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Haveroszaur on May 18, 2015, 09:06:00 am
Waitlist me.

Spoiler (click to show/hide)
Maybe you should change Hardy to give you extra hp on level up?
You mean +1HP/level?
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: FallacyofUrist on May 18, 2015, 02:06:53 pm
((I was about to waitlist... then I noticed its length.))
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on May 19, 2015, 12:32:19 pm
Waitlist me.

Spoiler (click to show/hide)
Maybe you should change Hardy to give you extra hp on level up?
You mean +1HP/level?
Yeah. That way it scales.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Haveroszaur on May 20, 2015, 06:18:22 am

[/quote]
Yeah. That way it scales.
[/quote]
Done, thanks.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: BlitzDungeoneer on May 20, 2015, 06:20:06 am
Yeah. That way it scales.
Done, thanks.
FTFY
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on May 20, 2015, 10:58:54 pm
Yeah. That way it scales.
Done, thanks.
FTFY
Thanks, Blitz.

By the way, Heverosaur, have you heard about the feat "Toughness" from D&D? It also gives you three HP, and is nearly universally regarded as one of the worst feats to take (I understand that D&D gives you more health, but my point still stands).
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Haveroszaur on May 21, 2015, 08:41:30 am
Yeah. That way it scales.
Done, thanks.
FTFY
Thanks, Blitz.

By the way, Heverosaur, have you heard about the feat "Toughness" from D&D? It also gives you three HP, and is nearly universally regarded as one of the worst feats to take (I understand that D&D gives you more health, but my point still stands).
Considering that my usual character is a glacier of pure anger, hatred, slow movement, and tankiness I would probably pick that.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on May 21, 2015, 07:02:05 pm
Yeah. That way it scales.
Done, thanks.
FTFY
Thanks, Blitz.

By the way, Heverosaur, have you heard about the feat "Toughness" from D&D? It also gives you three HP, and is nearly universally regarded as one of the worst feats to take (I understand that D&D gives you more health, but my point still stands).
Considering that my usual character is a glacier of pure anger, hatred, slow movement, and tankiness I would probably pick that.
The problem comes when you realize that you only get six or so feats throughout your character's lifetime, and fighters get 1d12 hit points per level (even a wizard gets 1d4).
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: killerhellhound on May 22, 2015, 04:59:42 am
Is this game still running I was really hyped for it
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: adwarf on May 22, 2015, 05:35:27 am
Is this game still running I was really hyped for it
It is, but I've been occupied with other matters for a bit, and I'll be leaving for a few days here in a while to a place with minimal internet connection so it might be a bit before I can get back to updating.

Waitlist me.

Spoiler (click to show/hide)
Maybe you should change Hardy to give you extra hp on level up?
You mean +1HP/level?

You can choose hardy which is +3 HP flat, but not +1 HP per level.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: Haveroszaur on May 22, 2015, 06:27:44 am
 :(, changing it back.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: ATHATH on May 22, 2015, 05:45:33 pm
:(, changing it back.
Alternatively,  you could get a trait that reduces all damage taken by one.
Title: Re: Roll to Become a Hero - Turn 35.11: A Cultist struck down before his prime
Post by: spazyak on May 22, 2015, 07:24:56 pm
can I be wait listed
Spoiler (click to show/hide)
Title: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: adwarf on May 26, 2015, 02:49:14 pm
Sorry about the long absence, a lot of stuff was going on the past month which has been keeping me busy, but I'm back now and ready to kill GM this for you all. No actual update at the moment, this post is instead to get Yoink into the game, and allow you guys to make some final choices from the pile of loot/correct me on things I might have missed that you want before I launch you guys at a goblin den. Now come on you bunch of peasants there's a long road to herodom.

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: Unholy_Pariah on May 26, 2015, 03:43:03 pm
ill take the concealed knife, chainmail vest and the iron arrows if thats acceptable.

would also appreciate the health poultice, but 4 things seems a bit greedy.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: ATHATH on May 26, 2015, 05:10:41 pm
Name: Sauk Resando
Gender: Male
Past Profession: Archaeologist
Trait: Item Expert: Gives a bonus on rolls to use items.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: killerhellhound on May 26, 2015, 05:59:09 pm
I'll take a Flint & Steel,a Faded Sword of the Blessed and a Light Dirk.

My dreams of being a walking armory are starting.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: adwarf on May 26, 2015, 06:05:07 pm
Name: Sauk Resando
Gender: Male
Past Profession: Apprentice Mage (mostly general, with a emphasis on making spells permanent)
Trait: Spell Extention Training: Allows Sauk to add 24 hours to a spell's duration (stacks, must pay 3x the base spell's mana cost to extend it)
Magic is not something you can start with, and you cannot take traits that effect magic. Players will all have to find a method of learning magic in game such as getting lucky enough to find a tome as Derm has done or find someone to teach them.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: Andres on May 26, 2015, 08:26:39 pm
A chainmail vest provides as much armour as a rusted chainmail vest....
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: adwarf on May 26, 2015, 08:42:21 pm
A chainmail vest provides as much armour as a rusted chainmail vest....
There's not that much difference between the two, just one is rusted and the other isn't.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: Beirus on May 26, 2015, 09:35:49 pm
I'll take that health poultice.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: ATHATH on May 27, 2015, 11:16:29 pm
Name: Sauk Resando
Gender: Male
Past Profession: Apprentice Mage (mostly general, with a emphasis on making spells permanent)
Trait: Spell Extention Training: Allows Sauk to add 24 hours to a spell's duration (stacks, must pay 3x the base spell's mana cost to extend it)
Magic is not something you can start with, and you cannot take traits that effect magic. Players will all have to find a method of learning magic in game such as getting lucky enough to find a tome as Derm has done or find someone to teach them.
I edited my sheet.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: adwarf on June 03, 2015, 07:07:50 am
Working on the update now, while you guys wait have some lore tidbits to hold you over. This is mostly just general knowledge stuff to help give a better view of the current world situation, and key in on some major threats you all may, or may not end up facing in the end.

The Kingdom of Eldast

The Kingdom of Eldast is a nation that was forged during the fall of the Old Kingdom when the Demon Invasion first began, and numerous groups rose up to break free of the Old Kingdom's tyranny beneath a Pantheon of Gods that demanded the suppression of those parts of human society they deemed lower beings. On the western edge of the Old Kingdom near the last holds of Dwarven kind a slave by the name of Elidan led a revolt that would lead to a long bloody war ending in the foundation of a new kingdom who worshiped Elidan and a small group of his companions who managed to ascended to godhood. Elidan's bloodline is the royal family, and all of the nation's rulers originate from it as Elidan chooses the member he deems most capable of leading the Kingdom upon the death of the current ruler leading to no succession problems as the general populace (and most all nobles) are devout followers of Elidan.

Currently the Kingdom stands on the brink of destruction as the Demon Lord's vast army has fought its way through the remnants of the Old Kingdom, and the Red Wastes have finally begun to encroach on the eastern border of the kingdom. Most of the kingdom's resources are devoted to maintaining the war front, and with each passing season more and more soldiers pour towards the border forts to replace losses sustained from the intense fighting. However the kingdom does not stand alone as the Dwarven holds have banded together, and allied with the Kingdom of Eldast devoting their soldiers, engineers, and craftsmen to aiding in the war against the demon army.

Due to the nation's need to focus their strength on the eastern front the kingdom's lands have begun to fall into disorder as local threats well up to take advantage of the weakened lands. Goblins come forth from their tribal homes in the southern mountains, or deep in the western jungles to raid farming villages for supplies and kidnap humans for sacrifices to their dark gods. The threat of the Arch-Lich, and his undead hordes sealed on the island of Castle Gelden loom over the capital just waiting for one of the hidden groups following the Old Kingdom's Pantheon to come forth and break the seals unleashing death to the entire kingdom. Along side that Trolls, Orks, and the ever present threat of the Elven tribes who treat humans as prey ravage the countryside throwing the nation into a state of disorder.

However it is in the darkest times that heroes are born, and from the common populace a large number of wandering adventurers have begun to well up doing their best to cleanse these evil forces from the face of the Kingdom, and help those in need. For the right price of course.

The Dwarves

The Dwarves much like the Elves existed long before the Human race came to these lands, but unlike the elves their race was already in decline when the Humans were born into the world to begin their reign. The dwarves are master craftsmen, and architects capable of creating masterpieces and structures that were envied by all especially the Elven race who were poor craftsmen and had only their natural disposition towards Nature magic and dexterity to give them an edge. This envy led to a war between the two races that lasted centuries ending only with the arrival of the human race as the elves found new, and easier prey. While the dwarves created weapons of war that devastated the elven race their birth rates were extremely low while the Elven race was widespread and abundant. The war took its toll, and by the time humans came into the world only a few hundred thousand dwarves remained alive compared to the millions that existed when their grand kingdom was at its height and spanned the known world.

In this age of disaster only a few tens of thousands of dwarves still remain in the northern Dwarven holds, and the race has recognized their coming fate as even their Gods begin to fade from existence entirely. In their final hour some dwarves have given up entirely, and taken to extravagant lifestyles in their private homes, but many have decided to leave one last mark on the world. To leave the world so that the dwarven race will be remembered until the end of time for its might. With this in mind they threw their support to the Kingdom of Eldast, and now the dwarven forges sing with the sound of hammers raining down on metal, and old dwarvish war songs left unsung for centuries are sung as dwarven warriors march to face the demon legions in the Red Wastes.

((Note: This is basically copy-pasted out of my notes so there may be an abundance of errors.))
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: killerhellhound on June 03, 2015, 09:12:27 am
Great world building good job
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: Generally me on June 03, 2015, 10:45:02 am
Great world building good job
+1 love this game if though I'm not in it
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: spazyak on June 03, 2015, 04:29:56 pm
Can I be wait listed now as the thief I made a while back?
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: adwarf on June 03, 2015, 04:38:37 pm
Can I be wait listed now as the thief I made a while back?
You already are, but as I explained before I just haven't got around to updating the waitlist. When I do update it anyone I missed can feel free to correct me, but just realize until someone new is added onto that waitlist I haven't had the time or motivation to shift through the past dozen pages or so to get everyone whose waitlisted onto it.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: spazyak on June 03, 2015, 08:35:01 pm
Can I be wait listed now as the thief I made a while back?
You already are, but as I explained before I just haven't got around to updating the waitlist. When I do update it anyone I missed can feel free to correct me, but just realize until someone new is added onto that waitlist I haven't had the time or motivation to shift through the past dozen pages or so to get everyone whose waitlisted onto it.
Derp my bad, sorry. :P
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: ATHATH on June 05, 2015, 01:33:25 pm
Derm needs to either become the Arch-Lich's apprentice, or kill it and commandeer his stuff.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: Dermonster on June 05, 2015, 01:44:10 pm
>Implying I'm not going to use his soul to power an abominable machine of pain and destruction.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: killerhellhound on June 05, 2015, 07:42:32 pm
>Implying I'm not going to use his soul to power an abominable machine of pain and destruction.
We thought that was implied when we said commander his stuff.
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: hops on June 07, 2015, 01:45:31 am
Spoiler: Waitlistin' (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 35.?: Final Preparations
Post by: ATHATH on June 09, 2015, 01:12:43 am
>Implying I'm not going to use his soul to power an abominable machine of pain and destruction.
We thought that was implied when we said commander his stuff.
And while he's being tortured for all of eternity powering your stuff, you can use a Speak With Dead spell to force him to tell you his secrets! It's brilliant!
Title: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: adwarf on June 18, 2015, 06:58:46 pm
Entire Party
As your party gathers to set out on the goblin subjugation you're stopped by a man that comes running up the road in clothes of a finer make giving off the air of someone who if they aren't rich is at the least fairly well off. Introducing himself as Shandrem Blanchfoot he reveals that he's a merchant turned adventurer, and that after the little event in Belton the mayor recommended he come join up with your adventurer group in the hopes of replacing the losses suffered so far. With no grounds to really refuse one more arm in the mission to come you accept him, and set out in the direction of the goblin lair following a roughly drawn map given to you by the Mayor himself.

-------------
Later at the Entrance to the Goblin Lair
-------------

Somewhat cautiously your group begins to approach the cave up ahead through the forest that is quickly thinning out as it climbs the slope of the mountain, the area is deathly silent and as far as any of you can tell there are none of the greenskins lying in wait for you. The cave entrance itself would look normal if it wasn't for the crude signs cobbled together around the entrance, and symbols drawn in some kind of red paint all over the area marking it as the tribe's personal territory alongside several ritualistic totems created from what look like animal and human skulls off to the side. Pausing at the edge of the clearing surrounding the cave entrance you take a moment to decide on how to proceed ...

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)




GM Note of Great Import: Encumbrance

So as we're all well aware currently there is no real system in place to restrict the number of items or weapons a player can carry at any time leading to things like Beirus being a walking armory, and Dermonster carrying a small library around in some kind of hammer space pockets. My question is would you guys prefer for the system to stay the same, and you all somehow utilize a mysterious invisible storage space capable of holding vast quantity of items or should I implement an encumbrance or inventory slot system of some form? Either way is fine for me, but I figured I would leave it up to you guys to decide.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Dermonster on June 18, 2015, 07:35:44 pm
Meh, keep it as is, but maybe make us cull obviously terrible examples of hyperspacery.

Right up until we buy the Hero RV.

"Hm. Now seems a good a time as any. I was reading a text from the library recently that allowed me to summon spirits heroic and mundane. Let me call upon a scout. The book did not describe how they would appear, so prepare yourselves."

Summon Spirit.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: ATHATH on June 19, 2015, 01:24:52 am
Finally!

I say to keep the inventory system as is.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Unholy_Pariah on June 19, 2015, 01:34:33 am
Begin overwatch, follow group.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: adwarf on June 19, 2015, 05:07:48 am
Meh, keep it as is, but maybe make us cull obviously terrible examples of hyperspacery.

Right up until we buy the Hero RV.

"Hm. Now seems a good a time as any. I was reading a text from the library recently that allowed me to summon spirits heroic and mundane. Let me call upon a scout. The book did not describe how they would appear, so prepare yourselves."

Summon Spirit.

Stepping back you take the Darkwood Staff in hand, and begin to mutter the summoning incantation as you use the bottom of the staff to draw the binding diagram in the dirt creating a circle with a spiral leading inward and overlapping triangles surrounded by several glyphs. As you finish drawing the binding diagram you finish the summoning incantation, and you can feel your mana drain away as the circle lights with a dull black light that flashes once before being replaced with your summoned spirit. Floating in the middle of the circle you find the upper body of a person hovering with chains wrapped around its arms, and neck that disappear into thin air. The thing's fingers are tipped in razor sharp claws, and a look of pain covers its face as it awaits your orders.

-4 MP, Summoned a Wight.

Spoiler: Wight (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Yoink on June 19, 2015, 05:16:27 am
"Well, it doesn't look like the occupants would be overly interested in a new +1 broom of cleaning or a subscription to Alchemists' Monthly..."
Investigate the signs and symbols, see if I can work out their exact meaning.

Spoiler: OOC (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Dermonster on June 19, 2015, 06:16:54 am
"... Well. Seems someone was rather unfortunate in the past. Unexpected."
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: killerhellhound on June 19, 2015, 06:26:05 am
"... Well. Seems someone was rather unfortunate in the past. Unexpected."
"No kidding, have I mentioned how glad I am your on our side" Mark says keeping his distance from the newly summoned wight.
Mark stays on guard watching for any goblins or beasts that might try to sneak up on a distracted ally
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: ATHATH on June 21, 2015, 10:57:30 pm
"... Well. Seems someone was rather unfortunate in the past. Unexpected."
Can it speak? Maybe you could ask it why it's in pain.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Unholy_Pariah on June 22, 2015, 12:44:10 am
keep guarding and looking for threats.
Title: Re: Roll to Become a Hero - Turn 36: Goblin Extermination Squad
Post by: Beirus on July 06, 2015, 11:50:06 pm
"A wight? At least it isn't a skeleton or something."

Put Razor Sharp on my spear with the Whetstone, and Flaming on the Spear through Practiced Maintenance. Look around for threats from where I am.
Title: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: adwarf on July 16, 2015, 08:37:38 pm
Shandrem Blanchfoot
After looking at the supposed goblin symbols for a time you realize them to be a twisted, and severely less complex version of the common tongue that is probably the goblins form of written language. From what you can gleam the symbols seem to say that this land is the home of a small goblin tribe known as the Blood Belters, aside from that the rest of the symbols are crude insults and warnings for intruders to live this place.

Mark & Elric
The two of you maintain a watch of the cave, and surroundings as the others finish preparing for the battles ahead.

Jase Bladeheart
You give a quick scan of the area, and find it void of any recognizable threat as you pull a palm sized whetstone from one of your pockets. Taking it in your hand you sharpen your spear before taking out a small skin of oil which you dumb on the blade before lighting it on fire with out a moment's hesitation. Swinging the spear you're quickly satisfied that your preparation was done well.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Wight (click to show/hide)

Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Dermonster on July 16, 2015, 08:41:28 pm
SEND IN THE WIGHT!
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: ATHATH on July 16, 2015, 08:49:42 pm
Why isn't Derm's mp depleted?
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: adwarf on July 16, 2015, 09:13:51 pm
Why isn't Derm's mp depleted?
I missed that, thanks for pointing it out.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: killerhellhound on July 16, 2015, 11:10:25 pm
"Yeah send the expendable ghost first." Mark keeps his distance from the ghost as it passes by "So shall we head in or sit outside all day?" Mark if he can get at least two others with him follows the Wight from a distance spear in one hand dirk in the other
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Beirus on July 16, 2015, 11:18:49 pm
"And next we send in the expendable new meat. Goblins ain't gonna kill themselves. Well, they might but that's no fun and we don't have time. Git along, little newbies. You're unproven and untested. This is your test, go prove yourselves. Oh, and watch for traps. I heard goblins love those." Jase says as he starts waving his flaming, sharp spear in front of him to attempt to herd the newbies towards the cave behind the Wight, just close enough they can keep sight of it.
 
Herd the newbies into the cave entrance. At flaming speartip  if I have to.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: adwarf on July 17, 2015, 12:22:15 am
A question to those people on the waitlist, I've been contemplating running some side stuff over IRC (internet relay chat, probably on the darkmyst IRC server) for those on the waitlist willing to risk killing off their characters and getting themselves shunted to the bottom of the waitlist (assumign they'd still want to play). Anyway the general idea of it would be that you waitlisters would agree to become unavailable for a minimum of two missions, and during that time you'd be working for the Kingdom's army out in the Red Wastes fighting demons and such.

Working as part of the Kingdom's army for a two session duration would be more lethal than the normal game, but would have better rewards as a result meaning you'd get to earn something from it instead of risking your character for nothing. These sessions would take place at a set time that I, and the interested party(ies) could agree on though there would need to be a minimum of three waitlisters willing to form a group for it.

Aside from that I also want to check, and see if anyone would be interested in the idea of opening an IRC channel for this just for general questions about the game, and an easier method of slapping me until I actually do an update (if that is your preferred method). :P
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Haveroszaur on July 17, 2015, 01:59:43 am
A question to those people on the waitlist, I've been contemplating running some side stuff over IRC (internet relay chat, probably on the darkmyst IRC server) for those on the waitlist willing to risk killing off their characters and getting themselves shunted to the bottom of the waitlist (assumign they'd still want to play). Anyway the general idea of it would be that you waitlisters would agree to become unavailable for a minimum of two missions, and during that time you'd be working for the Kingdom's army out in the Red Wastes fighting demons and such.

Working as part of the Kingdom's army for a two session duration would be more lethal than the normal game, but would have better rewards as a result meaning you'd get to earn something from it instead of risking your character for nothing. These sessions would take place at a set time that I, and the interested party(ies) could agree on though there would need to be a minimum of three waitlisters willing to form a group for it.

Aside from that I also want to check, and see if anyone would be interested in the idea of opening an IRC channel for this just for general questions about the game, and an easier method of slapping me until I actually do an update (if that is your preferred method). :P

Personally I´m not joining that.
Reason: timezone shenanigans.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: ATHATH on July 17, 2015, 01:05:01 pm
A question to those people on the waitlist, I've been contemplating running some side stuff over IRC (internet relay chat, probably on the darkmyst IRC server) for those on the waitlist willing to risk killing off their characters and getting themselves shunted to the bottom of the waitlist (assumign they'd still want to play). Anyway the general idea of it would be that you waitlisters would agree to become unavailable for a minimum of two missions, and during that time you'd be working for the Kingdom's army out in the Red Wastes fighting demons and such.

Working as part of the Kingdom's army for a two session duration would be more lethal than the normal game, but would have better rewards as a result meaning you'd get to earn something from it instead of risking your character for nothing. These sessions would take place at a set time that I, and the interested party(ies) could agree on though there would need to be a minimum of three waitlisters willing to form a group for it.

Aside from that I also want to check, and see if anyone would be interested in the idea of opening an IRC channel for this just for general questions about the game, and an easier method of slapping me until I actually do an update (if that is your preferred method). :P
If this wasn't on IRC, I'd do it.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Dermonster on July 17, 2015, 01:51:09 pm
Why would you work on waitlisted people when you can work on the actual game?

seems like a doubling of the workload for little reason...
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: adwarf on July 17, 2015, 02:17:01 pm
Why would you work on waitlisted people when you can work on the actual game?

seems like a doubling of the workload for little reason...
This wouldn't be working on them when I could work on the actual game, those sessions at most would take an hour out of my time, and is just an offer to waitlisters who might be interested. Either way from how its going so far its unlikely anyone will take the offer, but I was just putting it out there.

It wouldn't slow down updates either way as the reason they've been slow recently is one hundred percent due to me slacking off, and playing video games instead :v
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Unholy_Pariah on July 18, 2015, 01:24:40 am
Keep watch, make sure goblins arent sneaking up on us from behind.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: Yoink on July 18, 2015, 01:50:15 am
"So, erm, why exactly are we going in there? I do hope we're being paid handsomely for this."
Shandrem waits nervously around as the creepy ghost-thing goes in. Resist attempts at forcing me to follow it.
Suggest the other newbie(s?) go in instead, as I'm hardly a warrior.
Title: Re: Roll to Become a Hero - Turn 37: Ignore the logic of lighting a spear on fire
Post by: adwarf on July 19, 2015, 12:38:18 am
I will most likely be updating tomorrow, but for now enjoy this brand new map. (http://i.imgur.com/O9rthtU.png)
Title: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: adwarf on July 21, 2015, 01:55:19 am
Chronus
You order your wight to go forward, and enter the cave which it does immediately without giving notice to Jase trying to prod the newbies in afterwards, or the newbies themselves resisting while trying not to get poked with a spear. Soon after it enters the caves you sense it get riddled with arrows before dissipating after is sustains too much damage.

Elric
You continue to keep an eye out for any goblins approaching your group, but everything is quiet and you see no sign of them near you.

Jase Bladeheart
Despite your best attempts to prod the newbies into action they stand perfectly still refusing to move forward, and instead letting the wight go into the cave all alone. You hope this doesn't come back to bite you all in the ass ...

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)


GM Note: If Sarrak does not post by the next update I do I will be replacing him with the next available person from the waitlist, and shove them into the mission with you guys since I've learned from Alerd's Tomb that you guys need all the help you can get to note die horribly. Aside from that I've created a room on darkmyst's (http://darkmyst.org/) server with the room being #rtbah for anyone from this game who wants to come on, and ask me questions relating to the game. Since there was a great deal of people wanting me to not fiddle with IRC games I won't be touching those, and the chat is simply there as a more convenient way to drill me with all your questions assuming you want to ask them in the first place.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on July 21, 2015, 02:03:05 am
((I probably should have specified that I was completely okay with actually poking them a little bit to get my point across.))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: killerhellhound on July 21, 2015, 05:00:54 am
((I probably should have specified that I was completely okay with actually poking them a little bit to get my point across.))
(You know alienating your allies will make them not want to help you.)

"Look I'll go first if you give me the shield that you cant even use Bladeheart, but I'm not going in without the rest of the group."Mark offers holding out his hand for the kite shield.

If everyone is willing to get this show on the road then head inside using the shield for cover and peeking around corners before going around them
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Unholy_Pariah on July 21, 2015, 06:55:42 am
Follow mark into the cave insofar as i can keep jase infront of me.

cover the group with my bow.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on July 21, 2015, 12:14:04 pm
((I'm aware of that, khh, but IC Jase doesn't see you as allies. He sees you as unproven possible liabilities that might only be useful as a sheath for the enemy's blade until you show him otherwise. The people he considered allies were all killed in Alerd's Tomb except for Chronus. That tomb may have broken something in him. OOC, I'd rather we all go in there before adwarf starts rolling random encounters because we've been our here too long.))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: adwarf on July 21, 2015, 04:46:50 pm
((OOC, I'd rather we all go in there before adwarf starts rolling random encounters because we've been our here too long.))
He would be right in this aspect, if you guys keep just standing there looking for goblins eventually I'll start rolling for extra goblins.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: ATHATH on July 21, 2015, 04:51:34 pm
Well, that was a waste of four mana. You could have sent a newbie in there instead, and he or she would have achieved the same purpose without wasting the resources of our veterans.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Generally me on July 21, 2015, 05:04:58 pm
((How bout everyone charges in with shields up))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Dermonster on July 21, 2015, 06:09:19 pm
Well, that was a waste of four mana. You could have sent a newbie in there instead, and he or she would have achieved the same purpose without wasting the resources of our veterans.

I thought everyone would follow it in!

Speaking of which, Being a squishy wizard, bring up the second to last position and enter cave. Ready molotolv.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: killerhellhound on July 21, 2015, 07:32:36 pm
Thats the thing your not a squishy mage your the second hardest to kill while having magic you can call on to screw anyone who trys to hurt you.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on July 21, 2015, 07:39:10 pm
Thats the thing your not a squishy mage your the second hardest to kill while having magic you can call on to screw anyone who trys to hurt you.
((He's out if mana, so now he's just the second hardest to kill.))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Dermonster on July 21, 2015, 07:42:31 pm
((Why did nobody follow the wight in!?))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: killerhellhound on July 22, 2015, 09:56:07 am
We were arguing, I was all for following the wright but noone was willing to go with me.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: ATHATH on July 22, 2015, 09:00:29 pm
Well, that was a waste of four mana. You could have sent a newbie in there instead, and he or she would have achieved the same purpose without wasting the resources of our veterans.

I thought everyone would follow it in!

Speaking of which, Being a squishy wizard, bring up the rear and enter cave. Ready molotolv.
Be second to last, so that if something sneaks up behind the party, you won't be its first target.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: ATHATH on July 22, 2015, 10:12:32 pm
Well, that was a waste of four mana. You could have sent a newbie in there instead, and he or she would have achieved the same purpose without wasting the resources of our veterans.

I thought everyone would follow it in!

Speaking of which, Being a squishy wizard, bring up the second to last position and enter cave. Ready molotolv.
Also, I love how your objection to that comment was that the wight wasn't meant to be trap bait, and not that I implied that the life of a newbie isn't worth four mana.

R.U.N. (rest until needed) Wight One, we hardly knew ye.
*salutes while "Taps" plays in the background*
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Yoink on July 24, 2015, 08:10:04 am
If someone does end up going first, follow them.

Otherwise stand nervously outside, looking about for threats.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: ATHATH on July 24, 2015, 04:41:49 pm
If someone does end up going first, follow them.

Otherwise stand nervously outside, looking about for threats.

Who shall bell the cat?
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: adwarf on July 30, 2015, 09:44:54 pm
Sarrak is now out of the game, and darkpaladin109 will be taking his place. I will shoot for an update tomorrow, or the day after. Currently school is getting close, so updates might be a bit slow until I get through all of my registration, and class selection for this semester.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on July 30, 2015, 10:07:36 pm
"Seems like one of you actually has a pair. Good, maybe you won't die immediately when you see monsters. Now get inside before something bigger than goblins decides to come poke around." Jase replies, handing the heraldry shield to Mark. Once everyone gets inside, he turns back to Mark. "Keep your shield up and your eyes open. These goblins love traps and poisons." He remarks before turning to look at Chronus. "Chronus, where is that wight of yours?"

Give the heraldric shield to Mark. Usher the others inside the cave entrance while keeping watch for threats. Once everyone else is inside, go up to the front with Mark. Move cautiously through the cave, using my spear for light and to poke anything suspicious. If I see
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Dermonster on July 30, 2015, 10:12:06 pm
"Died inside the cave because everyone stood around like idiots for a full ten minuets."
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on July 30, 2015, 10:16:23 pm
"Fan-fucking-tastic. You know what killed it, or are we going in blind?"
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Dermonster on July 30, 2015, 10:27:38 pm
"Arrows."
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: fillipk on August 03, 2015, 01:42:14 am
((I just found this and I realize that I created a game with almost the same name but it's a superhero thing, not joining because the Waitlist is too long but just thought I'd mention it.

Also ptw.))
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: fillipk on August 14, 2015, 10:59:19 pm
I feel like I killed this....  Sorry?
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: adwarf on August 22, 2015, 10:19:55 pm
I feel like I killed this....  Sorry?
You didn't :)

Due to a lot of trouble I've had in real life recently (mostly caused by myself) all of my games except You are Dungeon shall be going on a possibly permanent hiatus for awhile until I get myself situated.
Title: Roll to Become a Hero - Rite of Winter a Christmas Event
Post by: adwarf on December 04, 2015, 02:13:51 am
Roll to Become a Hero: The Rite of Winter

All throughout the Realms of Eldast a number of people suddenly hear a clear chime, and then the world seems to halt for them as everything turns into varying shades of black and white. Before any of these people can react the world shatters before their eyes revealing a vast stone arena that is surrounded by a never-ending black void wherein lie moving points of green, red, and gold light. The arena itself is decorated with streamers the same colors, floating ornaments of snowmen and reindeer whose figures are twisted in some cruel mockery of their true form. However, before any of you can take in anything else a loud bang goes off as a figure appears in the center of the arena with red gas dissipating through the air at his arrival.

The figure turns out to be a thin man dressed a crimson red suit with a golden tie, and a well trimmed pure white goatee. On top of the man's head is a red hat with a fussy white ball on the end that makes him look utterly ridiculous in your opinions, but all of you get an intense feeling of danger from the man despite his absurd appearance. The man smiles for a moment before finally breaking the silence,

"Welcome Mortals to the playground of me, the God of Winter and Sacrifice. Of course let us all be honest, that's a rather long title so let's just call me Kringle. I'll be straightforward with you all, I've brought you here for my amusement to play in some games of life and death where even death isn't the end! It sounds exciting right!?

Anyway, before any of you get upset about your future severe dismemberment and death, it is not like you're doing all of this for free. I shall give you a series of challenges, exciting battles and tasks for you all to complete involving such favorites as immolation, decapitation, and more! All of you will be rewarded in one method or another for amusing me, but among you those who survive these challenges will receive the greatest rewards. Even among those who survive there are some who will receive even greater rewards for in each challenge I will give awards for achieving goals, or there will be something at stake at the end that only the last man standing will receive.

So let's get started, I can't wait to see how many of you slaughter each other! Eight of you step forward to undertake the challenge, the first ones up will get to partake, and then the rest will be rotated in as the previous challengers are slaughtered! Ah, its been centuries since I last did this, I've almost forgotten how much fun the anticipation was!"

Anyone from the waitlist or current players can join. The first eight of you to post In! (or an equivalent) get to step up to be slaughtered.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Dermonster on December 04, 2015, 02:14:42 am
Yo.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: NAV on December 04, 2015, 02:19:36 am
Inn
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Ochita on December 04, 2015, 02:22:49 am
Hello!
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Beirus on December 04, 2015, 02:31:35 am
IN, YOU MAGNIFICENT BASTARD!
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: SaberToothTiger on December 04, 2015, 04:22:40 am
Iyun.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Sarrak on December 04, 2015, 04:29:56 am
Heh. In?
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: Hawk132 on December 04, 2015, 04:47:42 am
In.
Title: Re: Roll to Become a Hero - Turn 38: Wight One Down, I Repeat Wight One Down
Post by: killerhellhound on December 04, 2015, 07:24:44 am
I'm here in please
Title: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 04, 2015, 11:58:23 am
Roll to Become a Hero: The Rite of Winter, Challenge One!

"Perfect! Such a willing bunch, the last time I did this I had to kill the contestants a few times out of annoyance before they started volunteering for the fun. Now that we have our first eight victims it is time for the Wheel of Violent Deaths, the trademark is pending but please don't steal the name, or else I'll have to erase your soul from existence."

With that Kringle takes a step back before snapping his finger which causes the area in front of him to explode in red, and green lights that quickly take the form of a massive wheel that's divided into sections. Each section is outlined in what looks like a border of solid gold while red stakes are placed on the outside corners where the sections intersect with a giant needle hovering in the air beside it. Kringle grins as he snaps his fingers again causing all of the people who hadn't stepped forward to teleport into the stands where satyrs appear to serve them any food, or drinks they desire.

"Now that there are no more non-contestants in the arena let me explain a bit about the process. At the start of every round I shall spin the Wheel of Violent Deaths to determine what type of challenge you will all face and the current grand options of slaughter are; Survival, Team Deathmatch, Siege, Free For All, Champion Battle, and Treasure Hunt. Well then, let us see how you'll all die."

With that Kringle reaches out and flicks the wheel with his finger causing it to start spinning faster, and faster until you can actually see the air starting to spin in time with the wheel. Before the wheel can go any faster the floating needle moves forward and you can hear a ding as the wheel suddenly stops, the result is ...

"Siege! The perfect method to start this off, I'll be going up to my viewing platform now, but before I go some explanation is in order. You goal is to protect a crystal from destruction for as long as possible, or until you manage to destroy the four things that are spawning the monsters. Good luck!"

With that Kringle disappears in another flash of light along with the Wheel of Violent Deaths, in their place a giant silvery crystal appears that is looks to be the size of a small house. As the crystal appears the eight of you begin to feel the ground beneath you shift followed by sections of the arena rising up to form a circular wall around the crystal with six entrances. A string of words hover in the air seemingly made from flames,

One turn until first wave spawns. Spawners invincible for three turns.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Jenny Abigail, Ochita (click to show/hide)
Spoiler: ???, SaberToothTiger (click to show/hide)
Spoiler: Stenner Board, NAV (click to show/hide)
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 12:07:44 pm
IN!

Have I posted a character yet? I can't remember.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 12:12:32 pm
Derm, may my character study under you?

Possible terms for the apprenticeship:
We get to read each other's spell books and can share spells with each other.
I am allied with you in every match.
If we are the last two players remaining in a match, I will allow you to execute me.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Sarrak on December 04, 2015, 12:19:14 pm
Guard one of the entrances.

"Seems like we need to hold the enemies here!"
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Dermonster on December 04, 2015, 12:21:36 pm
Oh hell. SUMMON SPIRIT! Please be a high roll.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: SaberToothTiger on December 04, 2015, 12:45:05 pm
Quickly scavenge for throwable weapons.

Spoiler: Muh Sheet (click to show/hide)
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 12:46:44 pm
Oh hell. SUMMON SPIRIT! Please be a high roll.
Response to possible apprenticeship?
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 12:52:10 pm
New Sheet:
Spoiler (click to show/hide)

How much HP does a spirit from Summon Spirit have?
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Dermonster on December 04, 2015, 01:40:01 pm
I wonder what will happen if I don't respond to Athath. Gonna find out for science.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Hawk132 on December 04, 2015, 02:02:38 pm
Go guard one of the entrances. Preferably one that isn't devoid of mobs.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 04, 2015, 02:39:37 pm
How much HP does a spirit from Summon Spirit have?
It varies based on the type of spirit summoned.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 03:18:23 pm
How much HP does a spirit from Summon Spirit have?
It varies based on the type of spirit summoned.
But on average, how much do they have?

I wonder what will happen if I don't respond to Athath. Gonna find out for science.
For the record, I tried to be friendly to the people in power, and this is what I got. This kind of thing is part of the reason why 80% of my characters are Evil.

Different Character:
Spoiler (click to show/hide)
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: NAV on December 04, 2015, 03:29:23 pm
"does anyone have a spare weapon they can lend me?"

Prepare the swarm!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 04, 2015, 03:34:30 pm
How much HP does a spirit from Summon Spirit have?
It varies based on the type of spirit summoned.
But on average, how much do they have?
It varies a lot ATHATH, so I really can't give an average that makes sense. The Wight had 8 and its about the middle ground for a spirit. They can have far less, or a lot more though.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 03:46:31 pm
How much HP does a spirit from Summon Spirit have?
It varies based on the type of spirit summoned.
But on average, how much do they have?
It varies a lot ATHATH, so I really can't give an average that makes sense. The Wight had 8 and its about the middle ground for a spirit. They can have far less, or a lot more though.
Ah. What's the minimum and maximum, then?
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 04, 2015, 03:51:27 pm
Ah. What's the minimum and maximum, then?
That is something players will need to discover.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Beirus on December 04, 2015, 04:20:41 pm
For the record, I tried to be friendly to the people in power, and this is what I got. This kind of thing is part of the reason why 80% of my characters are Evil.
((I feel a rant coming on, but I'm going to keep it in check out of respect for adwarf.))

Lend the Adorned Kiteshield to one of the folks that doesn't have a shield and isn't using a two-hander. Then ready my shield and spear and watch the entrance closest to me for threats. Stab any threats with my spear.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Ochita on December 04, 2015, 05:15:12 pm
Prepare to fight, attacking anything that gets close enough to the crystal.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: fillipk on December 04, 2015, 05:17:44 pm
Can I waitlist please and if so is there something like a bard in this game?
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 04, 2015, 05:53:08 pm
Can I waitlist please and if so is there something like a bard in this game?
The answer to both questions is probably "Yes.". Put "Traveling Musician" as your occupation, make up a trait that boosts the effect of your music on your allies (or your enemies, if you want to be a debuffer), and wait for someone to die!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: fillipk on December 05, 2015, 12:38:32 am
Spoiler: Sheet (click to show/hide)
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: killerhellhound on December 05, 2015, 08:33:14 pm

((I feel a rant coming on, but I'm going to keep it in check out of respect for adwarf.))

Lend the Adorned Kiteshield to one of the folks that doesn't have a shield and isn't using a two-hander. Then ready my shield and spear and watch the entrance closest to me for threats. Stab any threats with my spear.
"Hey pass that shield here" Wield the shield with the faded sword
"does anyone have a spare weapon they can lend me?"

Prepare the swarm!
"Here take this"Pass Nav my spear "Get behind me and stab anyone who attacks me while I keep them from killing any of us"
Move toa door without Beirus and hold my new shield ready to block anything that comes out
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: NAV on December 05, 2015, 09:39:44 pm
"Thanks. Sure, good plan."
Take the spear and get behind Mark.
Prepare the swarm!
Title: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 06, 2015, 01:31:38 am
Roll to Become a Hero: The Rite of Winter, Challenge One!
Guard one of the entrances.

"Seems like we need to hold the enemies here!"
With hammer in hand you rush to one of the entrances and stand ready to repel any would be attackers.

Oh hell. SUMMON SPIRIT! Please be a high roll.
Holding the Darkwood Stave in hand you start to channel your mana into the staff, and it begins to overflow out into the world around in the form of a white light that forms into a complex circle behind you filled with runes. Shortly after the circle completes the air around it begins to physically ripple as a black void starts to expand out from the center until its the size of a human. As it stops expanding a silvery figure slowly steps out from the portal with a pitch-black bow in hand, and a gold quiver on his back.

The moment he fully passes from the portal the entire circle shatters, and he kneels onto the ground in front of Chronus.

"Your wish is my command."

Archer of a Lost Empire summoned.

Quickly scavenge for throwable weapons.
You start to look for more throwable weapons when suddenly another dirk appears in midair with gold text next to it.

"Look for something and you shall receive. Though what you get might not be what you want, and might result in the loss of life, or limb."

Go guard one of the entrances. Preferably one that isn't devoid of mobs.
You head to one of the doors near a spawner, and prepare to hold it against the enemy!

Lend the Adorned Kiteshield to one of the folks that doesn't have a shield and isn't using a two-hander. Then ready my shield and spear and watch the entrance closest to me for threats. Stab any threats with my spear.
You toss Mark Juno your Adorned Kiteshield, and then draw your spear and better shield. With your weapons in hand you take up vigil over one of the entrances, ready to repel whatever is about to come.

Prepare to fight, attacking anything that gets close enough to the crystal.
You are prepared, very prepared. Or maybe not on second thought...

Move toa door without Beirus and hold my new shield ready to block anything that comes out
You head to an unoccupied entrance, and ready your sword and shield!

"Thanks. Sure, good plan."
Take the spear and get behind Mark.
Prepare the swarm!

You bring out your lantern hive, and start to rouse the bees for the fight to come. Within moments the entire hive is mobile and buzzing about around you in a protective manner.

-------

As you finish preparations the sound of a gong ringing breaks the air, and then suddenly you can see the spawners. Four boxes that look oddly like christmas presents are outside of the wall at four different locations, and as they come into view four pillars of red light burst out around them. When the light finally disperses what greets you is the sight of small creatures adorned in green vests and pants with red hats that have bells on the end, and golden shoes ringed in even more bells. The little creatures come up to your knee and would be almost adorable if not for the fangs protruding from their mouth, blood red eyes, and blood covered cleavers clutched in their hands.

Spawners invincible for two turns. All of them at fifteen health. Siege Crystal in perfect condition.

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Jenny Abigail, Ochita (click to show/hide)
Spoiler: Stenner Board, NAV (click to show/hide)

------

Spoiler: Map (click to show/hide)

North Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

Northwest Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

South Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

Southeast Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Dermonster on December 06, 2015, 01:57:21 am
"Defend the central crystal! Come, we will hold the Northern passage!"

Light a torch and attempt to hold off the Demon elves with fire while the archer shoots them. Stick my axe in anyone what comes close.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: NAV on December 06, 2015, 02:45:39 am
Stick with Mark like the pollen on a worker bee's knees. Make sure my bees know he isn't an enemy.
Whichever enemy the bees decide to attack, stab them!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Sarrak on December 06, 2015, 03:42:39 am
Seeing the success of Arnoldo, Zein had a few moments to lament at his two-hander, before saying out loud:

"I am ambidexter and I need weapons that could be dual wielded!"

If succeeded - close the entrance with my body while rearming myself. Then, engage in elf-kicking goodness.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Hawk132 on December 06, 2015, 04:33:15 am
Be ready to slay the elves that come out of the door I am close to. If none come out, assist the folks near the south door.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Beirus on December 06, 2015, 01:32:14 pm
((So is the border around the crystal just walls with no roof?))

"Oi, Chronus, can your archer get up on the wall? Might give him better vantage and a shot at those spawners when we can start taking them out." Jase shouts before turning his attention back to the entrance he is guarding.

"YOU SHALL NOT PASS!" He shouts at the elves, thumping the button of his spear on the ground for emphasis.

Wait for the elves to come to me. Turn the first one to get in range into a shish kabob using the reach of my spear.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 06, 2015, 02:06:05 pm
((So is the border around the crystal just walls with no roof?))
Yep, just walls.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: SaberToothTiger on December 06, 2015, 03:14:11 pm
Throw the dirks at any monstrous gremlin that I feel is the least molested out of all of them.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: killerhellhound on December 06, 2015, 10:10:41 pm
Prepare to defend myself and Nav with shield and sword "HOLD THE LINE"
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Ochita on December 07, 2015, 10:50:44 pm
Hold the northwest, kill any monster that comes close.  "Surprise, I never took an oath to do no harm,get close and you'll die."
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 11, 2015, 01:10:41 am
Update is coming this weekend, I'll be running through several combat rounds for this turn so if you guys have any additions to your actions with that taken in mind feel free to make them. Turn would'e happened yesterday, but I've been chosen to watch a family member's dog the past few days :V
Title: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 12, 2015, 08:58:42 pm
North Gate Group
"Defend the central crystal! Come, we will hold the Northern passage!"

Light a torch and attempt to hold off the Demon elves with fire while the archer shoots them. Stick my axe in anyone what comes close.
You hastily pull a prepared torch from your pack, and light it on fire before taking up it and your axe. With your weapons in hand you charge forward next to Jase and start to wail on the closing Elves who turn out to be more nimble than you through. You land a strike on one with the torch, but the rest manage to keep out of range of your axe

Quote from: Archer of a Lost Empire
Slay the Demons!
The Archer quickly grabs an arrow from his quiver, and fires it past Chronus and Jase into the charging Demon Elves. His shot is true and a scream of pain rings out as his silver arrows burrows into an elf's throat though the real damage comes after as the arrow bursts forth with a golden light that causes the Demon Elf to burn to ash in moments.

Chronus earns one Christmas Mystery Bag and a Christmas Miracle coin!

"Oi, Chronus, can your archer get up on the wall? Might give him better vantage and a shot at those spawners when we can start taking them out." Jase shouts before turning his attention back to the entrance he is guarding.

"YOU SHALL NOT PASS!" He shouts at the elves, thumping the button of his spear on the ground for emphasis.

Wait for the elves to come to me. Turn the first one to get in range into a shish kabob using the reach of my spear.
You yell at the coming elves as you smash the butt of your spear onto the ground with a solid thud. Unfettered by your statement the elves continue to charge forth though quickly one explodes into ash as a silvery streak flashes by, and another is engaged by Chronus as he charges forward like a madman with torch and axe in hand. Not to be outdone you take a step forward and throw out a stab with all your might that takes a demonic elf right in the shoulder. For a second it looks as if nothing will happen then the elf's arm explodes into gore followed by the elf dropping to the ground dead.

Jase earns one Christmas Mystery Bag and a Christmas Miracle coin!

Quote from: Demon Elf 1
Kill Chronus! KILL!
The Demon Elf engaging Chronus takes a swipe at him, but the blade hits Chronus' platemail at a weird angle and glances off without dealing so much as a scratch.

Quote from: Demon Elf 4
Kill, Maim, Slaughter!
A final demonic elf throws itself forward as it lashes at Jase's leg with a two-handed swipe of its cleaver, but before it can land the blow the former guard drops down and takes the strike onto his shield negating the damage it would've done.

Southeast Gate Group
Stick with Mark like the pollen on a worker bee's knees. Make sure my bees know he isn't an enemy.
Whichever enemy the bees decide to attack, stab them!

As you stay close to Mark's side your bees suddenly launch into action as the entire swarm falls upon an unlucky bastard among the demonic elves. You of course take advantage of this elf's plight and lunge forward to attack him! However, during the lunge you over reach and the spearhead just cuts a thin line along the demon elf's head.

Prepare to defend myself and Nav with shield and sword "HOLD THE LINE"
You lash out the first elf to get in range, and cut a massive chunk out of it causing the creature to screech in pain before clutching at its heavily bleeding chest.

Quote from: Demon Elf 1
Attack Mark in revenge.
The Elf that Mark attacked jumps in a rage and slams his blade home into Mark's skull causing the poor soul to collapse as blood begins to pour from his head and mouth.

Quote from: Demon Elf 2
Finish Mark!
A second elf runs over to the collapsed Mark, and starts to hack away at one of the man's legs until finally the man turns into orbs of light that drift over into the stands. When the orbs reform a rather sickly looking Mark is revealed looking at the arena with a sense of discuss. A voice enters his mind as he sits there in silence,

"Congrats on being the first to die, as compensation you shall be given two Christmas Miracle Coins!"

Mark Juno was struck down!

South Gate Group
Be ready to slay the elves that come out of the door I am close to. If none come out, assist the folks near the south door.
When you suddenly see a large group of elves surging through the south gate you quickly dash over and beginning engaging the closest one in battle. Your first strike nicks their arm, but the second is dodged as the elf jumps back out of your blade's path.

Throw the dirks at any monstrous gremlin that I feel is the least molested out of all of them.
As the elves charge towards you you've already pulled out two of your dirks and sent them flying towards the charging elf mass. Luckily enough both of them find their way to the same target and strike into it's chest with a resounding crack that sends it falling to the ground where it will never rise again.

Arnoldo the Amazing earns one Christmas Mystery Bag and a Christmas Miracle coin!

Quote from: Demon Elf 1
Attack Aldren
In a fury the elf lashes out at Aldren, and accidentally lands a full strength blow on the former soldier's neck. Aldren feels the entire thing, as if some evil being is keeping him alive for the process, as the Demon Elf chops his head off with one blow before Aldren's corpse turns into gold lights and finds its way into the stands as well.

Quote from: Demon Elf 3
Attack Arnoldo
Another elf charges at Arnoldo, and clumsily swipes at the juggler causing a small nick on the juggler's arm.

Aldren Wolfrock was struck down!

Quote from: Demon Elf 4
Attack Arnoldo!
Yet another elf charges Arnoldo, but this time its timing is off and the attack sends it careening past the former juggler entirely missing to land a strike.

Quote from: Demon Elf 5
Attack Arnoldo
One final elf attacks Arnoldo, but much like the last one his attack misses completely!

Northwest Gate Group
Seeing the success of Arnoldo, Zein had a few moments to lament at his two-hander, before saying out loud:

"I am ambidexter and I need weapons that could be dual wielded!"

If succeeded - close the entrance with my body while rearming myself. Then, engage in elf-kicking goodness.
You ask the air for weapons to dual wield, and in answer a box appears in front of you. Before you can open it though the lid pops off and a giant fist comes out and punches you in the face causing you to stumble back in confusion as you try to shake off the nausea it caused!

Hold the northwest, kill any monster that comes close.  "Surprise, I never took an oath to do no harm,get close and you'll die."
Seeing Zein's sudden weakness you rush to his aid with your surgical scalp in hand, and inform the elves that you never took an oath to harm them. When you arrive in front of the demonic elves you start to wield your scalpel with surgical precision as you cut one elf's arteries in his arm before stabbing him in the chest, and swinging around to plunge the scalpel through it's eye and into the bugger's brain. As you watch the poor fool fall the sound of trumpets fill the air, and a voice echoes through the arena,

"Double Kill! Jenny earns two more Christmas Miracle Coins alongside the double amount she will earn for a double kill for being the first person to achieve it! A round of applause for Jenny, our slaughtering nurse!"

Jenny earns six Christmas Miracle Coins, and two Christmas Mystery Bags

Quote from: Demon Elf 3
Attack Zein
The last remaining northwestern elf charges at Zein and swings his cleaver at the stunned Blacksmith, but misses its blow and stumbles.

Due to a player being slain the Spawners are no longer invincible. All of them at fifteen health. Siege Crystal in perfect condition.

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Jenny Abigail, Ochita (click to show/hide)
Spoiler: Stenner Board, NAV (click to show/hide)

------

Spoiler: Map (click to show/hide)

North Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

Northwest Spawner Group
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

South Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

Southeast Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)



The Slain for this Event
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Dermonster on December 12, 2015, 09:11:09 pm
Finish off the elves! The spawner is within reach!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: ATHATH on December 12, 2015, 10:09:01 pm
Do the waitlisters immediately enter?
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Hawk132 on December 12, 2015, 10:31:33 pm
Ow. That was a rather painful crit.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Beirus on December 12, 2015, 11:04:21 pm
Help finish off the elves. If Chronus and the archer finish off the elves, attack the spawner.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 13, 2015, 01:59:47 am
Do the waitlisters immediately enter?
Based on the challenge, for this siege event the answer would be no.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Sarrak on December 13, 2015, 05:03:09 am
Charge to the Spawner, kicking bloody elves out of the way!

Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: SaberToothTiger on December 13, 2015, 05:04:23 pm
Throw knives at the spawner and then open the mystery bag.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: NAV on December 13, 2015, 05:29:11 pm
Grab Mark's shield and use it for protection! Hopefully it serves me better than it served him.
Bees, keep doing your thing!
fall back closer to the crystal, Use the spear's reach advantage to keep the demon elves away and stab whichever one is the most injured.


((Am I mistaken or shouldn't there be two injured elves in the southeast group?
Another question, will the bees remain active after I die?)))
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 13, 2015, 05:30:37 pm
((Am I mistaken or shouldn't there be two injured elves in the southeast group?))
Correcting that now.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Ochita on December 17, 2015, 07:14:08 pm
((Hey adwarf shouldn't I have 6 coins?))

Join the charge to the spawner!
Title: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: adwarf on December 26, 2015, 11:10:02 pm
North Gate Group
Finish off the elves! The spawner is within reach!
You slash at the closest demon elf with your axe, and though your blows end up missing you give yourself an opening for your third attack. With a flourish you bring the lit torch smashing down onto the elf's face, shattering teeth and lighting its filth stained hair and clothes on fire in an instant. You watch on with a sense of satisfaction at the elf burns to death.

Chronus earns a Christmas Mystery Bag, and a Christmas Miracle Coin. Chronus has reached Level 3, Class Change Available!

Quote from: Archer from a Lost Empire
Kill Demon Elf 4
The archer takes aim once more at the last elf of the north group, and fires another arrow that whistles through the air and strikes the demonic being in the throat where upon its starts to spark with golden light as the elf's entire body begins to burn into ashes.

Chronus earns a Christmas Mystery Bag, and a Christmas Miracle Coin.

Help finish off the elves. If Chronus and the archer finish off the elves, attack the spawner.
Upon seeing the two elves die you charge forward and stab at the unprotected spawner, but a few steps away you stumble on a pebble causing you to miss as you skip past trying to keep from falling to the ground.

Southeast Gate Group
Grab Mark's shield and use it for protection! Hopefully it serves me better than it served him.
Bees, keep doing your thing!
fall back closer to the crystal, Use the spear's reach advantage to keep the demon elves away and stab whichever one is the most injured.


((Am I mistaken or shouldn't there be two injured elves in the southeast group?
Another question, will the bees remain active after I die?)))
You lunge forward to try and grab Mark's shield before it disappears, but in the end you're to slow and it turns into dots of light alongside its fallen owner. Cursing at the misfortune you grasp the spear with two hands and start to move backwards only to be stopped as the demon elves charge forward to engage you in a vicious melee! Lunging forward you manage to bury your spear through the eye of a demon elf while your swarm of loyal bees descends on the most grievously injured of the demonic elves. With in seconds you, and your bee allies have struck down two of the elven ranks but as a third occupies your attention the fourth slips by and charges to the crystal!

Stenner earns two Christmas Mystery bags, and four Christmas Miracle Coins for killing two enemies in one turn!

Quote from: Demon Elf 2
Attack Stenner!
The last elf engaging Stenner takes a slash at the beekeeper and manages to carve a chunk of flesh from the poor man's torso.

Quote from: Demon Elf 4
Attack the Crystal
The last demon elf fruitlessly attacks the crystal causing no damage.

South Gate Group
Throw knives at the spawner and then open the mystery bag.
In a fit of apparent madness you ignore the enemies before you, and throw the last of your weapons off into the distance at one of the supposed spawners that your team is to destroy. Much as one would expect the throwing weapon goes wide and clatters to the ground far to the left of the spawner. With your fate likely sealed you pull out the strange bag you obtained for killing one of the elves, its a red cloth bag wrapped with a green ribbon along which golden lights appear periodically ... As you open the bag you find something quite outstanding inside, six finely crafted throwing knives that just seem to have been made for you!

Quote from: Demon Elf 1
Attack Arnoldo!
One demon elf jumps at Arnoldo and hacks away furiously only managing a slight scratch on the Juggler's arm.

Quote from: Demon Elf 3
Attack Arnoldo!
However the second elf has more success, and manages to cut firmly into the juggler's arm before tearing the blade free!

Quote from: Demon Elf 4
Attack the Crystal!
Another demon elf piles its way onto the crystal and pointlessly starts to hack at the gargantuan construction failing to so much as chip its surface.

Quote from: Demon Elf 5
Attack the Crystal!
The third elf to attack the crystal meets with more success as it slams its cleaver down on the thing's surface causing dozens of crystal shards to spray across the area.

Northwest Gate Group
Charge to the Spawner, kicking bloody elves out of the way!
You simply kick the last of the elves aside, and charge at the spawner with a furious roar and your hammer held high. However, perhaps it was the act of kicking aside the elf or simply the weight of your weapon, but you manage to miss your strike and smash your hammer into the ground next to the spawner.

Join the charge to the spawner!
You have a much better time than your companion, and arrive at the spawner only to rain down blows that begin to carve away what appear to be strange fleshy bits of what you're fairly sure was supposed to be a present ...

Spawners are no longer invincible. North East Spawner has seven health left. The rest of them at fifteen health. Siege Crystal has sixteen health remaining.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Level Up Options (click to show/hide)


Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Jenny Abigail, Ochita (click to show/hide)
Spoiler: Stenner Board, NAV (click to show/hide)

------

Spoiler: Map (click to show/hide)

North Spawner Group
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)

Northwest Spawner Group
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

South Spawner Group
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf (click to show/hide)

Southeast Spawner Group
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)
Spoiler: Demon Elf(Dead) (click to show/hide)
Spoiler: Demon Elf (click to show/hide)



The Slain for this Event
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Ochita on December 26, 2015, 11:12:48 pm
Keep attacking that spawner!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Beirus on December 27, 2015, 12:06:22 am
Open Christmas Mystery Bag and try to hit the spawner again.
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: Dermonster on December 27, 2015, 12:17:36 am
Fledgling Necromancer
Staff Focus.

Assuming I now have 8 MP, Summon a second Spirit, Beat the hell out of the Spawner with my Staff, and open all three Christmas bags.

"Archer, the crystal is under attack! I have the spawner, Handle them!"
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: NAV on December 27, 2015, 12:41:39 am
Stab this elf in front of me then open the mystery bags.
BEEEEEEEEEEEEEEEEEEEEEES!
Title: Re: Roll to Become a Hero - Christmas Event, First Challenge: Siege!
Post by: SaberToothTiger on December 27, 2015, 11:41:40 am
Throw at elves in front of me.