Xantalos, Jbg7, and GreatwyrmgoldFinkus quickly decided that in order to ward of the cold he would need to find shelter for himself and his new companions. Using his wind magics he happened to find a cave. To his great surprise it was nearly perfect in the way of shelter. A small upwards slanted hole allowed for perfect ventilation of a fire and the spaciousness of the location allowed that all three of the group would be able to sleep there easily. Even better it was directly next to a small thicket of trees! Yanking 4 of the smaller ones from the ground he was able to grab 4 logs worth of wood. Just the right size for a fire.
Heading inside Finkus was absolutely fruitless in his efforts to start a fire. That is, until he decided to attempt to swirl air around the logs to feed more oxygen to the fire. To his great joy the 3 logs he had put into the “fire pit” flew into a roaring fire within minutes. As the sun dipped low in the sky Finkus decided that he had done very well in his day of work. Though, he noted, the log would need tending every day. As he thought on what he would do tonight he snacked on one of his rations.
Gain 1 log. Lose 1 Ration. Lose 1 ManaName: Finkus
Class: Wind Mage
Race: Bogeyman
Description: A short, fat creature. It has wrinkly, droopy skin that is somewhat leathery and assymetrical, blue-and-purple eyes. It has 6 1/5 horns on its head. It has a pair of stumps where butterfly wings used to grow.
Location: Finkus’ Cave in the Elder Mountain
HP: 5/5
MP: 8/9
Hunger: 10/10
Wounds: No severe wounds
Skills: Scholar I
Equipment: Apprentice Robes, 2 rations, 1 log
Spells: Minor Wind Manipulation
New location!!!
[spoiler=Finkus’ Cave]
The cave named after the one who discovered it. It is large enough for seven moderately sized humanoids to sleep in easily. There is a fire roaring near the entrance that will need to be tended to daily with a single log. There is a small thicket of thin trees near the cave.
Look for Shelter using Wind Currents [D10]: Requires: 4+
Dice + Mountainous Terrain Bonus + Wind Manipulation
9+2+1= 12 [Success!]
Find Wood [D10]: Requires 5+:
Dice – Lack of trees
7 – 2 = 5 [Success!]
How much wood[D6] and quality [D100]: Requires 0+ and 0+ respectively.
Dice – Lack of Trees
6 – 2 = 4 Logs.
60 on a D100 roll gave you logs for wood quality.
Light wood on Fire [D10]: Requires a 6+
Dice – Lack of Catalyst + Wind Manipulation [More oxygen]
7– 3 + 2 = 6 [Success!]
Xantalos – 3 logs
“This is not a warrior’s meal!” Shouted Rex as he stood up frowning “Snares? Magical Fires? Where is your manhood!?” Reaching into the roaring flame he grabbed a decently sized stick that remained un-charred. “I shall go and find some meat for all of us! Prepare to feast like kings!”
Leaving the cave Rex searched for hours. Unluckily all he could find was a small rabbit. “Hm, it’s not much but it is meat!” His attempts at sneaking proved almost fruitful. He managed to sneak up upon the creature with little trouble. However just as he was about to swat it with his Iron Mace the creature noticed him and darted from his sight. “Damn… Well more where that came from.” He muttered as he clutched his torch closely for warmth. Though search as he might no more prey became apparent.
Returning to Finkus’ Cave in a huff he snarled when Finkus asked, rather jovially, what the Great Hunter had brought to dine on. With a scowl Rex bit into one of his own rations. Tomorrow would be different.
Gained 1 Average Torch. Lost 1 rationName: Rex Furor
Class: Warrior
Race: Human
Description:Tall, Brown haired, light skinned, odd look in his eye, bit twitchy.
Location: Finkus’ Cave in the Elder Mountains
HP: 7/7
MP: 1/1
Hunger: 10/10
Wounds: No severe wounds.
Skills: Martial Prowess I
Equipment: Hard Leather Armor, Shoddy Iron Mace, Shoddy Wooden Shield, Average Torch, 2 rations
Craft Flaming Stick [D10]: Requires 5+
Dice + Fire – Lack of Wood:
8 +3-2: 9 [Success]
Quality [D100]
Dice – Simple Materials – No Experience:
98 – 20 – 10 = 68 = Average Torch is created and added into inventory.
Track Prey [D100]
0-20 Nothing. 21-40 Small. 41-60 Medium. 61-70 Large. 70-100 Dangerous!!!
Dice – Mountain + Snow +Allow dangerous prey
37 – 20 + 10 + 10 = 27: Small Prey Found
Kill Prey [D10]: Requires 8+
Dice – Small Prey – Melee Weapons + Light Armor
4 – 2 – 2 +3 = Failure! [Prey escapes]
Squire Fyrbirth set what little he had carried from his expedition down into the cave as he watched Finkus work on the fire. With a jolt he remembered some forms of trapping that he had learned under Sir Drakonis! Rushing outside he gathered several sticks and then raced inside in an attempt to fashion snares from them. Unfortunately only his first attempt was successful ending with a pile of broken sticks, a single full stick, and a single shoddy snare. Shaking his head in frustration the young squire walked outside to pursue some form of plant life that may be edible.
It was here that he was infinitely more successful. Gathering a large amount of food from the thicket of trees he managed to bring several rations into the cave.
Gain 1 stick. Gain 1 shoddy snare. Gain 4 rations. Gain skill: Trapping I, Lose 1 rationName: Squire Fyrbrith
Class: Warrior
Race: Human
Description: A moral, honorable young man with reddish-brown hair and a dragonscale amulet.
Location: Finkus’ Cave in the Elder Mountains
HP: 9/9
MP: 2/2
Hunger: 10/10
Wounds: No severe injuries.
Skills: Martial Prowess I, Trapping I
Equipment: Hard Leather Armor, Shoddy Iron Bastard Sword, Shoddy Wooden Shield, 6 rations, 1 stick
Establish Camp = Yes!
Search for Sticks [D10]: Requires +4
Dice – Lack of Wood + Xantalos Found Wood
8 – 2 + 5 = 11 [Success!]
How many [D10]: 7 Sticks found
Make Snares [D10]: Requires 7+
Dice – No skill
10 – 3: Success! [- 2 sticks. +1 Shoddy Snare
2 – 3: Failure! [-2 sticks]
9 – 3: Failure! [-2 sticks ]
7 – 3: Failure! [-2 sticks]
Skill Gain [Trapping I]
50>D No skill increase! 50<D Trapping I gained!
Find Edible Plants [D10]: Requires 5+
Dice – Lack of Plants – Growing Dark
9 – 2 – 1 = 6!
How many [D4]: 4
Mesor and FirelordskyKarlam sat in the wet sand for several moments before he decided to salvage what he could from the small portion of ship that had washed ashore. Searching the wreckage was nearly fruitless. For every piece of wood that was salvageable there were ten more that were too water-laden or broken to be of any use. Several times he had reached towards a plank of nearly useable wood only for it to wash away before he could get it. After several hours of searching the beach he had only managed to find twelve planks of wood that were of any use.
Gain 12 planks of wood. Lose 1 ration.Name : Kalam Harghast.
Class : Ranger.
Race : Seguleh.
Description : Kalam is 5 ft 9 with a very athletic build, his skin is pale blue and nothing is known of his face which is entirely covered by a ceramic mask with a series of strange runes etched onto it that translated means 1000. This symbolizes his place as the 1000th best warrior among his people and the marks will change as his skills develop.
Location: Sharktooth Bay
HP: 6/6
MP: 3/3
Hunger: 10/10
Wounds: No Severe Injuries
Skills: Forestry I
Equipment: Soft Leather Armor, Shoddy Wooden Short Bow, 10 Shoddy Wooden Arrows, 12 planks of wood, 2 rations
Drag up wood from beach:
Automatic Success!
How much [3D10]
Dice+Dice+Dice
3+2+7= 12 Planks of Wood
Considering your companion you notice a bow and some arrows strapped to his back. This brings to mind the fact that you have no such protection. Deciding upon a course of action you decide to head towards the wood on shore and search out any that may be suitable as spear. For hours you labor to find the best candidates and, judging by the sounds of annoyance coming from your companion, do moderately well for the amount of time you spend out there. Soon you find seven relatively dry planks of wood that should do well as spears.
Unfortunately you do not do quite so well when actually trying to craft the spear. For several hours you attempt to fashion a spear, though with no tool, until eventually you are down to two simple planks. In frustration you almost give up however you notice something. Through your hours of work you’ve become a bit more adepts at seeing how the wood works. Maybe if you… SUCCESS! A rather shoddy spear is the result of your efforts but it will work for now. With the extra plank and a spear you begin to wonder how the night will go…
Gain one plank, gain one shoddy wooden spear, Gain Skill: Carpentry I, lose one point of hungerName: Axel
Class: Enigma.
Race: Demon
Description: An averagely tall man. He has glowing teal hair and red eyes. He has bat wings growing out of his back.
Location: Sharktooth Bay
HP: 7/7
MP: 2/2
Hunger: 9/10
Wounds: No Severe Wounds
Skills: Carpentry I
Equipment: Peasant Clothes, One plank, One Shoddy Wooden Spear
Find wood suitable for a spear:
Automatic Success!
How much [D10]
Dice
7 Planks of Wood
Fashion a Spear [D10]: Requires 5+
Dice – Lack of Tools – Lack of Skill
1 – 2 – 1 = -1[Failure!] [Lose one plank = 6 left]
5 – 2 -1 = 2 [Failure!] [Lose one plank = 5 left]
1 – 2 – 1 = -1 [Failure] [Lose one plank = 4 left]
5 – 2 -1 = 2 [Failure] [Lose one plank = 3 left]
6 – 2 -1 = 3 [Failure] Lose one plank = 2 left]
8 – 2 -1 = 5 [Success!] [Lose one Plank, Gain one wooden spear]
Skill Gain[D100]: Requires 50+
Dice
86 [Success!] Carpentry I
Quality[D100]:
Dice – Lack of Tools + Skill
D – 20 + 5
33 – 20 + 5 = 18: [Gain +1 Shoddy Wooden Spear]
GotdamnmiracleDeciding that you wish to find your band of warriors once again you nearly begin searching first off. However your training kicks in and you decide to more closely examine your equipment. Your Leather Armor is well worn though still as sturdy as the day it was made. You’ve always had an odd affinity for the thing though you sometimes dream of more metallic varieties though you are still not sure whether you are ready to make the switch. Your Wooden Shield and Iron Longsword, once so sturdy in their construction, are nearly falling apart due to years of use. Mayhaps, you think to yourself, a bastard sword or claymore would be more to your liking? Either way, other than a few rations, this is all you possess. It’s not much but should do for the time being.
Now that you have established what you have you begin searching for any signs of your War band in this forest. You see a few promising signs but they all lead to dead ends. Eventually the sun begins to lower in the sky and you attempt to gauge the weather. Unlike most times where you are able to tell with relative certainty the sky seems like it may do anything at all at this point. Sighing with frustration you decide that you need a break before you continue any more searching. As you bite into the dried meat that makes up one of your rations you decide to consider the possibility of resting for the night.
Lose one rationName: Argent Crissif
Class: Warrior
Race: Caspian
Description: Covered in muck and thin from lack of food. Tall but not overly so. Dun colored skin.
Location: Darkwood Forest
HP: 9/9
MP: 2/2
Hunger: 10/10
Wounds: No severe injuries.
Skills: Martial Prowess I
Equipment: Hard Leather Armor, Shoddy Iron Long Sword, Shoddy Wooden Shield, 2 rations
Consider Inventory:
Automatic Success!
Search for War Band [D10]: Requires an 8+
Dice + Size of Warband – Lost – Unfamiliar Territory
8 + 3 – 2 – 2 = 7 [Failure]
Gauge Weather [D10]: Requires 4+
Dice
3 = 3 [Failure]
Sharpkris and ScapheapThe biting cold has already drained you of most of your power and you hate it for that. Though luckily you have company, a luxury you’ve never quite had before. Through a small amount of banter you find yourself searching for somewhere, anywhere really, to find cover from the biting cold. It is here that your infamous bad luck takes a turn for the better! It isn’t much but the two of you manage to spot a nearly completed hut in the distance. The only thing it is truly missing is furniture but you decide that it’s as good of a place as any. You silently wonder why someone would leave a place like this nearly complete for nearly twenty minutes until, while snooping around the outside, you find the answer. A large set of clawed footprints seem to have paced the hut for a while before dragging of something in the snow. The trail goes cold after a few moments but you are joyous to find that there is no blood. Never-the-less you worry as to what the creature may be.
New location discovered!A completed hut built within the Far Plains. Knowledge of its previous inhabitants is barren as they left behind no traces of whom they were. The inside of the house possesses no furniture but it is quite a bit warmer than the outside.
Lose 1 hungerName: Ashur the Unlucky
Class: Enigma
Race: Tiefling.
Description: Average height, with yellow eyes and fur like dark hair with hooves instead of feet his features resemble those of a deamon.
Location: Outcast’s Hut in The Far Plains
HP: 1/1
MP: 8/8
Hunger: 9/10
Wounds: No severe injuries... yet.
Skills: None
Equipment: Peasant Clothes
Look for Wood [D10]: Requires 8+
Dice + Flat Land – Lack of Trees
2 + 3 – 2 = 3 [Failure]
Look for Shelter [D10]: Requires 7+
Dice + Flat Land – Flat Land +Assisted [Claire’s Roll]
8+3-3+1 = 9 [Success!]
Track Animals [D10]: Requires 4+
Dice + Flat Land + Snow – Unskilled
3 + 3 +2 – 1 = 7 [Success!]
Track Prey [D100]
0-20 Nothing. 21-40 Small. 41-60 Medium. 61-70 Large. 70-100 Dangerous!!!
Dice + Tundra + Snow
55 + 20 + 10 = 85: Dangerous Prey Tracks found.
The cold has begun affecting you more than you care to admit. Eagerly, with the help of Ashur, you seek out a shelter. It is nearly dark before you finally see a small hut in the distance. With glee the two of you begin to run towards the hut. Christening it, for now, the Outcast’s Hut due to your shared experience as exiles of sorts, you take a brief rest while Ashur risks going outside. With a grim face he returns to tell you about the lack of wood and the clawed foot-prints. You ponder this, as well as what to do tonight, as you nibble on a small dried piece of meat.
Lose 1 rationName: Clair
Class: Cleric
Race: Succubus
Description: Thin red skinned humanoid with horns growing out of her forehead, small fangs, little bat-like wings and a tail
Location: Outcast's Hut
HP: 6/6
MP: 5/5
Hunger: 10/10
Wounds: No severe wounds.
Skills: Religion I
Equipment: Cleric Robes, 2 rations
Spells: Light Heal, Provide Light
Look for Shelter [D10]: Requires 7+
Dice + Flat Land – Flat Land +Assisted [Ashur’s Roll]
1+3-3+8= 9 [Success!]
Please submit actions for the night! You may skip 1 night of sleep. This will give you the injury of Sleepy [which causes you to sleep automatically the next night. You may perform a few small tasks before night rolls aroundI'd like to point out that the next update will rely less on Rolls for better or worse. Than I'll see where this goes.
Also, locations can be renamed by whomever is actually there. EXCEPT for certain important landmarks such as The Elder Mountains and Sharktooth Bay. But the Hut and Cave may be renamed at will.