Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 21

Author Topic: The Adventurer's Path - Turn 37 The dark mine  (Read 21353 times)

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: The Adventurer's Path - Turn 7
« Reply #75 on: January 05, 2013, 03:54:55 pm »

April practically jumps out of her seat to greet the newcomers. "My name's April! I'm a gunslinger, and definitely an adventurer!"
Logged

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: The Adventurer's Path - Turn 7
« Reply #76 on: January 05, 2013, 04:03:44 pm »

Grey put on a embarrassed grin"Most monks of Gaia are non-combatant so there no true paladin order so it hard to become one."
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Caellath

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 8
« Reply #77 on: January 05, 2013, 10:41:05 pm »

Caern reappears and stares for a moment at the newcomers before smiling and offering them his silvery metallic hands. "Caern Ilman, blacksmith and adventurer, and I can only guess you are volunteers. That would be good, capable hands are very welcome in this endeavor."
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Zarule

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #78 on: January 06, 2013, 09:21:49 am »

------------
Turn 9
------------

With two new members accepted into the party you all spend some time talking, strategizing and sharing a ale.. or two. Time flies by and the inn is now mostly empty, only the drunkards have stayed behind. Perhaps it would be wise to retire for the night, you wouldn't want to be sleep deprived when you assault the kobold lair after all.
Logged

scapheap

  • Bay Watcher
  • I'm a good guy...girl. My horse just eat souls.
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #79 on: January 06, 2013, 09:24:36 am »

"It getting late, I'm going to bed."

To bed.
Logged
You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

mesor

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #80 on: January 06, 2013, 09:36:57 am »

Sleep.
Logged

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #81 on: January 06, 2013, 11:05:26 am »

Facol harrumphs and wraps some of his apparently endless furs around him. He finishes whatever ale is left on the table, lets his chin dangle onto his chest, and closes his eyes. He's soon snoring.

Sleep in my chair if possible.
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #82 on: January 06, 2013, 11:09:42 am »

April will sleep, but she'll probably be up (somewhat) early in the morning. She's an early riser, usually.
Logged

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: The Adventurer's Path - Turn 9
« Reply #83 on: January 06, 2013, 11:34:55 am »

To bed!


Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Caellath

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 8
« Reply #84 on: January 06, 2013, 07:19:24 pm »

"Good night, people."

Sleep but rise early and get some horseshoes into shape at the local smithy so the feel of blacksmithing isn't lost.
« Last Edit: January 06, 2013, 07:21:53 pm by Caellath »
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Zarule

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 10
« Reply #85 on: January 06, 2013, 10:51:47 pm »

------------
Turn 10
------------

You all head to your perspective beds, or in the case of Facol get chased to bed by the innkeeper. All of you experience a restful sleep despite the straw stuffed mattresses that the inn has and you rise early in the morning with a refreshed feeling. You just hope the itchiness you feel is from the straw itself and not the possible lice that may call that same straw home.
Logged

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: The Adventurer's Path - Turn 10
« Reply #86 on: January 06, 2013, 11:54:25 pm »

"Right." Derm said, cracking an arm behind his back in the main room. "Shall we set off?"
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

lawastooshort

  • Bay Watcher
  • goodness what
    • View Profile
Re: The Adventurer's Path - Turn 10
« Reply #87 on: January 07, 2013, 03:06:59 am »

"Yes?"

Presuming we get going, Facol will loiter at the back of the group on the way, trying to keep an eye out for useful potential healing herbs and so on, now that he has potential patients. Concentrate especially on things to heal burns and bleeding. And head aches. Oh and any extremely potent hallucinogenic plants. In that order.
« Last Edit: January 07, 2013, 10:51:59 am by lawastooshort »
Logged

mesor

  • Bay Watcher
    • View Profile
Re: The Adventurer's Path - Turn 10
« Reply #88 on: January 07, 2013, 07:48:40 am »

"Yup let's get to work, my bow finger is getting itchy."
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: The Adventurer's Path - Turn 10
« Reply #89 on: January 07, 2013, 09:49:22 am »

April got up and stretched. "Yeah, let's do this!"
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 21