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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 87211 times)

adwarf

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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
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killerhellhound

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"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))
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Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

adwarf

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Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #542 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)

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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)
« Last Edit: January 11, 2015, 11:44:50 pm by adwarf »
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killerhellhound

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #543 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.
« Last Edit: January 12, 2015, 03:31:44 am by killerhellhound »
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Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Dermonster

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #544 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.
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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.

Unholy_Pariah

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #545 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...))
« Last Edit: January 12, 2015, 02:20:51 am by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Beirus

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #546 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.
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Because everything is Megaman when you have an arm cannon.

Unholy_Pariah

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #547 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.))
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

adwarf

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #548 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.
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BlitzDungeoneer

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #549 on: January 14, 2015, 06:34:59 am »

Wander around town, searching for people to convert to the One True Faith.
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Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

Sarrak

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #550 on: January 14, 2015, 09:09:35 am »

Take my time to prepare my meager gear and rest properly for future battles.
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

killerhellhound

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Re: Roll to Become a Hero - Turn 35.3: And then there was a wolf
« Reply #551 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
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

adwarf

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Roll to Become a Hero - Turn 35.4: The Drunken Not-So-Master and a Killer Wolf
« Reply #552 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)

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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)

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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)
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Dermonster

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Try all of that again. I will not be denied!
« Last Edit: January 15, 2015, 11:57:19 pm by Dermonster »
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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.

killerhellhound

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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
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Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.
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