"I'm an adventurer. What brings you all the way out here?"
"I'm tanning. I tan here almost every day, if I can."
>Hide-ify in the below.
[5,9]+8=22
You dash onto the deck and drop through the trapdoor before anyone can stop you. You fall about 4 feet down into a pile of huge chunks of crystal. This area below deck glows softly, just like the cave you were in earlier today. Seems you've managed to make your way into the cargo hold. What now?
> Claire: Lie through your teeth.
"yeah, it's the most comfortable thing ever, you'll love it, i promise!"
Should I make a roll for this?
If you're trying to fool, antagonize, or make friends with someone by being an asshole but in an endearing way, it's trolling. In the spirit of keeping things moving, I rolled for you.
The droll says that it's probably okay then, and waits expectantly. Nice work!
RL: Enter.
You open up the trap door and climb down the stairs inside. It's dark inside, but there is a light ahead, at the end of a long tunnel. The tunnel is dark, wet, and smells like a combination of seawater and mold. It's pretty rank.
I WARNED YOU ABOUT THE DERSITES BRO!!!! I TOLD YOU DOG! (I hope I don't die here)
>Steve: FLY AWAY NOW. Pick up something to toss at the guards at the front door.
Your cover is blown, and you need to get out of there pronto. You speed down the hallway, only pausing to grab the nearest loose object, in this case a manageable sized tapestry, and speed toward the front gates. The guards hear you coming and cross their halberds across the exit. You expected this though, and throw the tapestry at the pair of them. While they fight their way out from under it, you zip out the door.
Air raid sirens burst into life as you make your exit. What now?
"Holy sh!t !t's been l!ke three hours, are they appear!ng or not? Were they jok!ng or be!ng sarcast!c?" Emily seems to be asking this to herself as a rhetorical question, though she could just as easily be asking the sprite to vent her mild frustration with her boring waiting game situation.
You question the existence of these monsters you've heard so much about when one of them blows through your window like the goddamn Kool-Aid man. Dammit. You knew that would happen. Four more smaller ones pile in after him. Bizarrely, none of them have faces. Just like your sprite before you gave him the mask...
Alright, this battle isn't exactly filled with tough monsters, so this should be fine for a tutorial battle. First part of any fight is the initiative stage. I roll initiative for the monsters and sprites, you roll for Emily. If you get top initiative, you move first.
If you roll well, you may want to call your move before I call the result, to save time. On your turn, you get three actions: Standard, which you can spend to attack or perform other actions that take a fair amount of time, Move, which allows you to either travel six squares, or travel one without possibility of attacks of opportunity, which is called a shift, or activate certain powers, and Minor, which you can use to communicate with allies, if you have the requisite items or they're nearby, change weapons, or do something else that doesn't take much time.
Additionally, Standard Actions can be traded for additional Move actions, and Move actions can be traded for additional Minor actions.
On a completely different note, I like how Emily's battle sprite turned out, but I'm less enthused with BDSMsprite. Also, voodoo prototyped enemies will be signified by the sprites not having any faces.
You aren't really supposed to know there stats, you know. In most games I've played with, it's been considered bad form to look into the monster manual unless you're running. What insight does is it gives you a good idea of their capabilities, not their exact statistics.
Well, I guess I can see where that comes from. I'm just new to the whole DnD system and this is still my virgin run.
Right.
You swing your blade again, and this time catch the enemy leader full in the chest with your strike. He takes 26 damage and seems a bit scattered by your attack.
The sword fighter opposite the leader takes the opportunity to hit you in the back, dealing 5 damage.
An archer fires, and hits for 7 damage.
The other sword fighter swings, but you block the amateurish strike easily.
Another rain of arrows comes your way. Thankfully, your armor protects you completely this time.
The leader of the birds swings his pike at you, but it seems you knocked something loose with your last attack. He misses.
The remaining archer fires at you, dealing another 7 points of damage.
No one moved, and you have 10 hit points remaining. If I may make a suggestion, you should probably use Be the Knight next round, as it allows you to attack the leader and the two sword birds, and lets you take a second wind, even though you already used it. Be the One is also probably a good idea next turn, because it lets you hit every sucker around you. In subsequent rounds, Chasing My Shadow could provide you some mobility to hassle a couple of the archers.
Also, I was wrong, your current weapon lowers your attack by 1, so your passive attack is 10.