Yeah, I know, I took a while. Like I said, the mod is addicting even if the AI is somewhat cruddy.
On the bright side, the game is
potentially fueling certain fantasy drives that were for the most part depleted for this RTD.
...Anyway, time to get back into this! Tell me if I made any mistakes. Really.
Blade tail time eh?
"How about when its as big as you but very much longer dad?"
"Wait, What?" Your father walks towards you, but before he gets to you you charge the snake.
Initiative: You go first.
[Agi:6][Snake Agi:6-1]: You swing your bladed tail at lethal velocities towards the snake. The snake's attempts to dodge are masterful, but you risk a dangerous impact angle with your tail blade to make sure you hit, bringing down your blade on a section of the snake. [5+5=10 out of 2d5+5] You slice the snake dead center, nearly cutting it in half. It's not even nearly done, though. [6] Your tailblade smashes into the ground, but it does not break. Though it might have sustained internal fractures; it hurts strangely a little.
The snake responds to your attack and lunges at you! [Snake Agi:6-1][Agi:2] You are completely unprepared for the sheer speed of the snake's response as it bites down on your entire body. [8 out of 1d8] It nails you dead center, sinking every single tooth into your body. It is painful, and you are poisoned. The poison is potent, and the amount that got into your body is nothing to laugh at.
Don't say I didn't warn you.
+1 Agility.
-8 HP.
Heavily poisoned by mildly potent poison: Lose 2d3 HP per turn. Roll Toughness to reduce amount of poison remaining: 3 rolls worth of poison remain.
Not thinking too deeply on where the laughs came from Kin screams: "You think it's funny?! Try it yourselves!" He kept cleaning himself some more.
As soon as Kin got acceptably clean he tried to shake most of the water from his scales. Then he figured he should take a sort rest. Continuously walking on spongy ground and sticky mud did drain his strength. Hopefully he could find a somewhat firm ground to sleep on, otherwise he would have to rest by the lake.
You clean yourself up and lay down to rest, waiting for several hours.
Okay, you're ready to go.
((Fun fact: Originally, I had made your turn somewhat more interesting involving gods. Then I realized I was involving gods waaay too much in this RTD, sorry))
Anonymity is good. Let no one expect you or fear you until it is too late. As for now, however, Cevitil was in an empty spot. All he could really do is wait and perhaps try to learn a bit more information, although the information gathering didn't work out too well before.
Inquire about what Spymasters do. For now, simply watch all proceedings as close as possible and wait.
You ask the people about what spymasters do. They don't know much besides that spymasters command all the spies in the kingdom.
You don't get very close to the party initially on the first day. The guards block any chance to see what's going on for the first day.
But now it's the second day. The castle is open and the entire city is feasting. But the Baron, Duke, and Spymaster are nowhere to be seen--there are too many people. You'll have to guess where they are and go with it.
Merysta blinked. What was she doing? She could just go find another! She trotted back to the hoard to find another red gem and perhaps nap near the treasure.
You go back and find another red jasper. Not as nice as the last one though.
...Wait a second...
...It IS the last one. Man it rolled far.
You take a nap near the pile. Yay?
Anthramarux nodded. "It will be easier for me to lead us from the air, but I can ride with you a short time. You'll have to give me a quick shake down on battlefield movement.
Also, we'll need a way to communicate with each other-unless you have some exotic mind talking magic, I'll need to see your banner, Gunstun-and It will be big enough, that I'll need to see it from above. That horn will be good for summoning me from the air, if you need me.
Now, sir, let me stretch my wings...be back in a moment, my love." She said, curtsying and smiling.
With that, she shifts her form. Claws, wings, teeth.
A cloak of cold follows. Her thoughts become steady and ordered. She takes off, beating her wings furiously. It's not hard to mentally begin to plot the armies route. The timing is harder. 10 minutes isn't a term Dragons really conceive-they live too long. So, she forces herself to count. It's annoying, and it barely seems she's gotten off the ground before she has to go back down...
She recalled Tarrans exact instruction.
...three miles southeast of here. North side of a mountain. South of your mother's home...
'Here' being the shrine, at the top of the mountain, it would be easy to lead them.
Action: Lead the army to the bandit camp on the most direct route, making sure to heed any tactical advice Gunstun gives me on army movement-make sure to circle the army, looking out for threats, like bandit scouts, monsters, etc. Align myself with Gunstuns banner, so I can find him quickly if I need too.
Gunstun seems taken aback by you saying "my love". Too fast?
Regardless, Gunstun tells you that standard Isrand armies move in thin, staggered lines--about two to ten men, depending on the size--if possible. So you look for any paths or flat ground.
No creatures or bandits even go near the army--several hundred angry dudes is not something anything, even a (sane) dragon such as yourself, would want to mess with on foot.
You eventually lead the army to the camp--man, humans traveling on foot is extremely slow by your standards. The army quickly surrounds the camp. The bandits are aware of this, but are trapped. Gunstun steps in front of his army, while the leader of the bandits also steps in front of his group.
((Also, I remembered that you have a dodging ring that I think I forgot to factor in when you were getting nailed by arrows. Oops. I suck balls and am not talls))
Aleia tried to get her horn unstuck. The net was too strong for her to break, so she just sat back and waited. Try to get horn unstuck, wait.
[Agi:1]: You attempt to free your horn, but you fail horrifically and force your neck in a very bad position. Your spine is stained painfully, though not even nearly fatally.
The creature then ties the net you're trapped in to the board, then gets back on the larger creature, and they start moving forward, dragging you along on the wood boards.
-1 Agility.
Observe mysterious shapes from hiding. And a safe distance.
You observe the spirits.
They do nothing. They just stand there. Watching. And waiting. You have a feeling they know where you are, not by sight, but by some other means... considering they seem to be looking at you. They don't advance, though.
'Silver...' thought Jaydenhal. 'I wonder if I could do something with this?'
Jaydenhal would attempt to break a small part of the boulder so that he could take some with him.
You try to break a small part of the boulder off, but fail. It seems mostly pure silver. It's also decently embedded in the ground and very heavy, which isn't helping.
Keep hunting, try to learn something in the process
[3]: You find nothing but thin rats. You learn that rats are not even nearly enough for your mother.
Be born with large horns on a 'morn.
Location of birth: 8, Kingdom of Rihosis.
[6]: For all your life so far it's been very quiet besides a strange voice that occasionally talked to you. So when you hear multiple different voices, you are curious. It's about time to leave anyway.
Breaking out of your shell, you earn the shouts of surprise from multiple beings. Before you can do anything, you are shoved into something cold and metalic, with bars all around. You screech in surprise then are knocked out.
Several hours later, you awaken. You can see clearly now: There are several humanoid creatures standing around your metal prison. They are shouting at another... desperately. Your head aches somewhat.
[5]: Also, your father is still alive. Just thought you would want to know.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Teen.
Strength: 53. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 52
+5=58. Recent: 0.
Toughness: 51. Recent: 0.
Charisma: 72. Recent: +2.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
~50 gold in hands.
Father Trauma: Roll against a 2 when talking to fathers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
Touched by Grathos, god of Justice: +5 Intelligence.
Grathos' Minor Blessing: Minor Judgement.
Grathos' Temporary Blessing of Justice: Selective Judgement.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Teen.
Strength: 64. Recent: 0.
Agility: 71. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 49. Recent: 0.
Cruelty: 49. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 23/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 38. Recent: 0.
Agility: 28. Recent: 0.
Intelligence: 96. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 63. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Gold bird memorial statue of the Battle of Manados Hill.
Bracelet of Air Creature.
Ring of Dodging: +1 (worn)
Ring of Human Form.
A bad set of dirty patchwork female clothes.
A great set of lower-class female clothes. (connected to human form)
6 bags.
10 silver.
Note from Tarran, god of gods: On the use of human ring.
*Unknown* fur coat.
12 sweetrolls.
HP: 45/45.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Teen.
Strength: 70. Recent: 0.
Agility: 44. Recent: 0.
Intelligence: 47. Recent: 0.
Toughness: 72+5=77. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Touched by Annia, Goddess of the Sun and Heat: You can detect the presence of Annia from now on, from her watching you to her blessings on an item. Annia is much more likely to talk to you or answer your prayers if you worship her. +5 Toughness.
Enraged Inn'ahar, The Corrupter: Inn'ahar is now extremely angry with you. You will be attacked without mercy around Inn'ahar's altars and temples. Followers will attempt to kill you.
HP: 26/34.
Male.
Mother: Aratuva.
Father: Grimatur.
Age: Child.
Strength: 70. Recent: 0.
Agility: 53. Recent: +1.
Intelligence: 45. Recent: 0.
Toughness: 85. Recent: 0.
Charisma: 65. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
Godly Protection: Take half damage (round down) from other players until Teenager.
Heavily poisoned by mildly potent poison: Lose 2d3 HP per turn. Roll Toughness to reduce amount of poison remaining: 3 rolls worth of poison remain.
HP: 16/16.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Child.
Strength: 45. Recent: 0.
Agility: 55. Recent: 0.
Intelligence: 60. Recent: 0.
Toughness: 40. Recent: 0.
Charisma: 75. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 30. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 40.
Godly Protection: Take half damage (round down) from other players until Teenager.
HP: 18/18.
Male.
Mother: Horon.
Father: Lothe.
Age: Child.
Strength: 50. Recent: 0.
Agility: 66. Recent: 0.
Intelligence: 49. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 60. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 70.
Items:
Unknown ring.
Godly Protection: Take half damage (round down) from other players until Teenager.
HP: 11/11.
Female.
Mother: Gwairen.
Father: Calgare.
Age: Baby.
Strength: 50. Recent: 0.
Agility: 55. Recent: 0.
Intelligence: 60. Recent: 0.
Toughness: 55. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 55. Recent: 0.
Intimidation: 50.
Godly Protection: Take half damage (round down) from other players until Teenager.
HP: 8/8.
Female.
Mother: Arabella.
Father: Stroril.
Age: Baby.
Strength: 20. Recent: 0.
Agility: 59. Recent: -1.
Intelligence: 85. Recent: 0.
Toughness: 40. Recent: 0.
Charisma: 80. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 55. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Godly Protection: Take half damage (round down) from other players until Teenager.
HP: 6/6.
Female.
Mother: Isara.
Father: Valore.
Age: Baby.
Strength: 35. Recent: 0.
Agility: 80. Recent: 0.
Intelligence: 60. Recent: 0.
Toughness: 30. Recent: 0.
Charisma: 60. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Godly Protection: Take half damage (round down) from other players until Teenager.
Enemy statuses:4/14 HP
Effective stat modifiers:
-1 Agility
+1 Toughness
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
Black D: Repulsion
White d: Tiruin
Blue-purple d: Lord Allagon
Bright red d: SeriousConcentrate
Bright cyan d: Wolfchild
Light blue D: KineseN
Dark gray D: IronyOwl
Bluish-purple D: Dwarmin
Cyan: Jetex1911
Dark-but-slightly-brighter-gray d: Ahra
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Very Light Gray: Kingdom of Saran
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: Purple: Kingdom of Heltia
15: Light Brown: Kingdom of Iviand
16: Orange: Republic of Varia
17: Light blue: Kingdom of Rannia
18: Light green-blue: Kingdom of Hevria.
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Mildly Friendly: F-2 H-4.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: Distrusted: F2 H3.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
Kingdom of Saran: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
Kingdom of Heltia: Indifferent: F0 H0.
Kingdom of Iviand: Curious: F-3 H0.
Republic of Varia: Guarded: F1 H1.
Kingdom of Rannia: Severely disliked: F1 H4.
Kingdom of Hevria: Ampathetic: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem.
Solari Federation Casus Belli: City of Sharoon. Othem.
Kingdom of Heltia Casus Belli: None.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Kingdom of Saran Casus Belli: None.
Kingdom of Iviand: None.
Republic of Varia: None.
Kingdom of Rannia: None.
Kingdom of Hevria: None.