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The King Is Dead; Long Live The King!

File: 1449566580182.jpg (51.52 KB,640x453,640:453,Plague over OP.jpg)

a53439 No.18842 [View All]

d20 Hero Builder about being a Hunter of Monsters.

Themes:

+Gothic Horror

+Gray/Grey Morality

+Nature of Life

+Ethics of Murder

+Civil Religion

+Mysticism

+Necromancy/death

The land is overwhelmed. In the wake of conflict, kingdoms lick their wounds and turn to their collective fears towards the things fester on the edges of society, and the rot that threatens it from below. Two Great Holds of Dwarves tower over the land, their caravans fewer and better armed–first the war cut them off from their brethren in the east, and now the Steppe Orcs do. Remote settlements and historical redoubts of civilization are under siege by foes rarely evident on the surface. The Belifaunt Imperium chafes under the threat of the Tundral Horde finally pushing past the stalwart Vakyngr. Something awful rises in the Swamp Kingdoms, and though it has been home to many abominations over the years, this one reeks more of civil conflict. Djenseria, secure in its victory over the Imperium, remains determinedly ignorant of what their libertine policies towards forbidden knowledge have wrought. Telistara to the south has closed the Sandsweep Pass, amid rumours the heartland of their domain has descended into a decadent rule by Magocracy–although their bustling tropical ports are more busy thoroughfares than ever.

Everywhere the threat posed by monsters grows. Unable to spare their deadliest warriors and unwilling to continue paying for sufficient standing forces, the rulers of the land seem to abandon the people to their own fates as threats mount. Hunters are needed now more than ever.

Acting on rumor of a Necromancer Cult on Poulontoria, you book passage across the channel and arrive on the island. Awaking from your slumber you hear on every lip the same story–the Craftsman's Ward is overrun with a queer plague, the Inquisition killed to all but a man, and the final survivor has summoned the fleet. Ships scramble in the harbour too late; seven Dromons lined with ballistae hold steady outside the port. There is to be no escape.

But who are you, and what will you do in the wake of the Plague over Poulontoria?

>><<

Name:

Race: (w/ brief desc if not generic)

Type of Hunter: (fluff)

Strength: 1

[+to hurt, threshold for damage to stun you]

Swiftness: 1

[+to hit, difficulty of others to hit you]

Intellect: 1

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

((add 5 points across the above))

[[DM Fills Out]]

Vitality: 17 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 10

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: (effect)

Vestment:

Knowledges:

Items of Note:

Advantage:

Quirk:

Corruptions:

>><<

>I highly recommend those seeking to become Magick Users read the below document's Sections 3 & 4

Rules+Explanations:

https://docs.google.com/document/d/1AbiGrLvhhRYbZYOaq24upeewDjqZV-_YREvluZqI8ws/edit?usp=sharing

86 postsand14 image repliesomitted. Click reply to view. ____________________________
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a53439 No.20817

Dice rollRolled 10, 18 = 28 (2d20)

>>20816

Inevitable combat rolls.

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a53439 No.20834

Dice rollRolled 13, 15, 19 = 47 (3d20)

>>19443

>>20804

>>19313

Name: Patrick Ogulos

Race: Human

Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.

The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.

Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.

When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.

Strength: 3 (5)

[+to hurt, threshold for damage to stun you]

Swiftness: 3

[+to hit, difficulty of others to hit you]

Intellect: 2

[+to cast (hit), difficulty of others to cast spells on you]

Charisma:0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

[[DM Fills Out]]

Vitality: 10 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 8

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)

Vestment: [Dock Brawler's Garb] (+1Str)Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic] [Ruins, Poulonotira: Fair] [Location, Poulontoria City: Basic]

Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)[Hopeful’s Tunic] (+1dmg while Vitality =< 5)

1. Find some healing.

2. Scout out the ruins again

3. Train with my spear

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a53439 No.20835

File: 1451759274280.jpg (16.92 KB,500x583,500:583,8ceecd1df4b814766b7321927d….jpg)

Dice rollRolled 13, 7, 17 = 37 (3d20)

Name: Marianne Redding

Race: Human

Type of Hunter: Black Bile Daemonologist

-

Strength: 1

[+to hurt, threshold for damage to stun you]

Swiftness: 1

[+to hit, difficulty of others to hit you]

Intellect: 3

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 3

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

-

Vitality: 19 (20) [+1/turn if below the (cap)]

Fame: 3

Wealth: 10

Tapers: 5 [+1 Rat Corpse]

Cadre: 1 [Sadie]

[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)

Upkeep: -0 Wealth/turn

Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)

Vestment: [Alchemist’s Robes: +5 to Alchemy rolls]

Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]

Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)

Rituals:

[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.

[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear.

[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.

Sage Advice:

Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.

Purge the Heretic!

Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.

Corruptions:

Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.

Actions [Below ground magic users, buy equipment, train with Sadie]

1. Marianne heads over to talk to any "below ground" magic users she can find in the city with the yellow bile demonologists. In that vein, she attempts to solicit their help - spells and items might be useful. [Talk to below ground magic users, charisma]

2. After that, Marianne tries to buy better armor so that she's less vulnerable to attacks from the (likely unpleasant) yellow bile mages. She tries to use her [charisma] to sweet talk the vendor. [buy equipment] (-spend 10 wealth)

3. After that, Marianne starts working on her combat skills with Sadie. She's trying to get Sadie in a good habit of fighting because she's not really good at it. "Sadie, don't swing like that. No. Okay. Here. Like this!" "Jeeze this is hard. Ugh." [train with Sadie]

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a53439 No.20843

>>18842

Room for one more?

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a53439 No.20853

>>20843

Indeed, honestly I suspect we've lost 75% of players anyway.

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a53439 No.20913

Dice rollRolled 10, 5, 19 = 34 (3d20)

>>20810

>Name: Godmund Eaginson

>Race: Human

>Type of Hunter: [Too long to post here, refer to first post in thread.

>Strength: 2

>[+to hurt, threshold for damage to stun you]

>Swiftness: 3

>[+to hit, difficulty of others to hit you]

>Intellect: 2

>[+to cast (hit), difficulty of others to cast spells on you]

>Charisma: 1

>[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

>((add 5 points across the above))

>Vitality: 17 (20) [+1/turn if below the (cap)]

>Fame: 2

>Wealth: 13

>Cadre: 1

>[Thane] (Attacks for +2 dmg)

>Upkeep: -0 Wealth/turn

>Weapon of Choice: [Ancestral Blade] (+2Str, +1Swf)

>Vestment: [Nordic Ringmail] (-1 incoming dmg)

>Knowledges: [Lore, Dragons: Good] [Lore, Sea Serpents: Good] [Lore, River Wyverns: Fair] [Lore, Swamp Wyverns: Fair]

>Items of Note:

>The Scaly Ones, Dammit:

>+2 to all rolls relating to hunting\killing\tracking serpentine foes.

>One-Track Guy:

>-1 to all non-combat rolls pertaining to hunting\tracking\etc other kinds of monsters.

>Corruptions:

Necromancer Sortie?

>>>y

1/2/3. Necromancer. The word itself makes my blood boil in my veins. They use the bodies of the deceased as puppets, soldiers, and slaves for their own benefit. I will acquaint myself with the strike team, assemble outside the ruins, hopefully out of sight, and attack at first light, with the sun at our backs. We'll fight in loose formation, to better protect us from slung spells, all the while beating these mockeries of this land's honoured dead into the next era. When all is said and done, I will lead the whole party in a search of the ruins, with the objective of capturing or killing stragglers, destroying their unholy works, recovering the bodies that they have been using, and (of course) finding treasure. The dead will be reburied with all proper respect when we bear them home.

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a53439 No.20955

Dice rollRolled 4, 16, 20 = 40 (3d20)

>>20809

Name: Omorak of the Longfang

Race: Elf

Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.

Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.

Strength: 3

[+to hurt, threshold for damage to stun you]

Swiftness: 3

[+to hit, difficulty of others to hit you]

Intellect: 2

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

Vitality: 20 (21) [+1/turn if below the (cap)]

Fame: 0

Wealth: 5

Cadre: 0

Upkeep: -0 Wealth/turn

Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)

Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)

Knowledges: [Bonecrafting: Good]

[Spear Making: Fair]

[Herbology: Great]

[Lore, Reptiles: Good]

[Lore, River Wyverns: Fair]

[Lore, Swamp Wyverns: Poor]

[Lore, Animals: Superb]

[Lore, Necrophage: Poor]

Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [4 herbs]

Kingdom Animalia:

Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.

Outsider:

Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.

Corruptions:

???: You’ve been prepared to assume the powers of that which you kill and eat.

1-3. Nothing left to do then but to track, kill, and eat it's liver. Let the hunt begin! (+2 to tracking it)

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a53439 No.20967

Dice rollRolled 5, 18, 20 = 43 (3d20)

>>20817

[Huge Plague Freak]

Str 6 Swf 3 Int 2

\\Vitality 7

The foe strikes you with advantage.

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a53439 No.20969

>>20967

>Plague Freak

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a53439 No.20970

Dice rollRolled 4, 2 = 6 (2d20)

[Regalia]

18+7 to hit, (10+4)/2 to hurt

[Foe]

18+3 to hit, (20+6)/2 to hurt

Luckily for you your blade flashes quicker than its claw, and the enemy hits the ground dead at your feat.

Your hand shivers in anticpation, knees quaking, eyes fixating on the sword… but nothing happens. The Blade of Poulontoria does not feed upon this foe for reasons beyond mortal understanding.

[Lisa]

7+8 to hit, (10+4)/2 to hurt.

[Yellow Wizard]

Str 1 Swf 5 Int 10

\\Vitality 4

Casting: PAIN!–if this attack hits you and the roll exceeds your INT, you are STUN'D

1st/d20+10 to hit, 2nd/d20+

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a53439 No.20973

>>18842

Name:Ghamonk

Race: Orc

Type of Hunter: Ghamonk was born to war camp in the far northeast. As child Ghamonk like hitting things. As Ghamonk grow older Ghamonk hit bigger thinks. But gets boring. One day Ghamonk find human weapon. Good weapon it sometimes use fire sometimes nightlight sometimes very cold. Good weapon. Ghamonk hit many things with it. Ghamonk decide he wanna go to many places hit many more things. Ghamonk leave tribe to do it. Maybe other orc follow Ghamonk they like Ghamonk because fast and strong.

Strength: 2

[+to hurt, threshold for damage to stun you]

Swiftness: 4

[+to hit, difficulty of others to hit you]

Intellect: 1

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 1

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

((add 5 points across the above))

[[DM Fills Out]]

Vitality: 17 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 10

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: (effect)

Vestment:

Knowledges:

Items of Note:

Advantage:

Quirk:

Corruptions:

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a53439 No.21089

Dice rollRolled 11, 9 = 20 (2d20)

>>20810

Name: Evangeline Belmont

Race: Human

Type of Hunter: Vampire Hunter

Strength: 4(5)

Swiftness: 3(6)

Intellect: 1

Charisma: 0

Vitality: 19 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 10

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: [Whip of Alchemy] (+3 Swf)

Vestment: [Vampire Hunter’s Coat] (+1 Str, -50% to be bitten by bite attacks)

Knowledges: [Etiquette: Good] [Lore, Vampires: Superb] [Herbology: Poor] [Lore, Daemons: Poor] [Poulontorian Ruins: Basic]

Items of Note: [Stake] (50% to Stake vampires, rendering them immobile) [3x burst flasks of "Holy Water"] [Palace Pass] [Map of the Ruins][1/3]

Venerable Bloodline:

You command the respect of even some creatures of the night. +2 to interactions with any who knows who’s-who.

Ancient Foes:

Killing the Belmont bloodline and, what’s more, making them suffer all the way down is a life goal and aspiration of many entities–many entities that live for aeons.

>>20810

attacking

Strength: 4(5)

Swiftness: 3(6)

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a53439 No.21295

Dice rollRolled 11, 8 = 19 (2d20)

>>20970

Opposing roll

(Though shouldn't I hit him and drop him to below 0hp before he gets that spell off? I did roll a higher swiftness then his to-hit.)

Swiftness: 4 (8)

[+to hit, difficulty of others to hit you]

Intellect: 1

[+to cast (hit), difficulty of others to cast spells on you]

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a53439 No.21325

Order of Operations:

Clarifications

>Stats

Combat

Updates

>>20973

Name:Ghamonk

Race: Orc

Type of Hunter

>>20973

Strength: 2

Swiftness: 4

Intellect: 1

Charisma: 1

Vitality: 17 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 10

Cadre: 1

[Orcish Scout] (Attacks before enemy for +1dmg, can be sent tracking)

Upkeep: -0 Wealth/turn

Weapon of Choice: [Ashen Sorrows] (+1Str/+1Swf, 50% chance to add +2 flame or frost damage; can be augmented by Mutations)

Vestment: [Steppe Lamellar](+2 dmg req'd to stun)(+1 Swf)

Knowledges: [Lore, Orc: Good] [Lore, Necrophages: Poor] [Lore, Kobolds: Basic][Tracking: Good][Lore, Elf: Basic] [Alchemy, Poison: Poor]

Items of Note:

[Orcish Dual Daggers](+2 Swf) [Bloody Mess]

Sword Bearer:

Ghamonk is one of those champions who was chosen by his sword more than he chose it. Ashen Sorrows will sometimes lead him in the right direction–Ghamonk may re-roll a movement (between location travel) roll of 10 or less and take the higher number.

Brutal Orc:

>-2 to interacting with Humans, +2 to interacting with Dwarves and Orcs; West in Djensaria. Other Orcs will attempt to assimilate you into their units but will flake and join you instead if defeated.

Corruptions:

>Flamerage!

Ghamonk's blood has grown more potent since wielding Ashen Sorrows in battle. You may specify that you are smearing your own Blood on Ashen Sorrows to give it a 75% chance of dealing its fire damage. This also gives your blood presently unknown alchemical properties…

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a53439 No.21326

>>21325

>>West in Djensaria, Humans will only be -1 to interAct

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a53439 No.21327

>>21325

Gain the knowledge [Sword Lore: Poor].

>>You heard rumor of more strange swords that could hit stuff and do things to the stuff!

>>Following these stories brought you to the island of Poulontoria

>>You are in the Harbour District, but understand most of the legends point towards the ruins on the far side of the island has housing ancient weapons

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a53439 No.21332

>>21089

>Evangeline Belmont

>>You are presently at the Ruins

[Hellhound]

13 to-hit, (11)/2 to hurt (ignoring Vestments)

[Evangeline]

17 to-hit, (15)/2 to hurt.

Evangeline's whip lashes across the beast and fells it in a single blow. The acolytes in dark robes that were hiding behind it drop to their knees and put their hands in the air.

"B-b-b-belmont! What are you doing here? We mean you no harm, please–leave us to our devices and our work! If you come on behalf of the city, you have been deceived!"

(You can pump info out of them this coming turn, but feel free to rp ask questions before then)

>>21295

Clarification:

>yes, for some reason iNever wrote up the results of that combat, so here it is:

The Yellow Wizard strikes the ground, dead. On his corpse you find a letter and x1 Yellow Bile.

The letter details the covert transfer of Boulard the Craven to the village in the Eastern Woods. It seems he intends to attempt a run of the Inquisition Blockade with some Eastern corsairs–and is most definitely not where you have gone to find him.

+2 Fame–killing a Wizard is some wizbiz, yo.

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a53439 No.21345

Dice rollRolled 9, 3, 19 = 31 (3d20)

1 - Glad that's well and done. Nothing like flushing out a den of vermin to put in a hard day's work, and get a hefty payout as well. I'll have to see about getting myself some arrows with stronger, hide-piercing heads with this pay. With the state of this island, I figure some beasts will just shrug off regular arrows like chaff.

2/3 - And as ever, the search for more work and notoriety continues.

>>20809

Name: Flysannir "Fletch" Tesulle

Race: Elf

Type of Hunter: Fletch is possibly a hunter in the most traditional sense. Unlike most of his kin, he shows no particular aptitude, nor interest, in casting spells or dealing with otherworldly entities. Except that is, the otherworldly entities he kills. Magic is unreliable, variable, as likely to fizzle or Turn Against its user as to help them, especially dark magic.

So he has refined his skill in that other great elven art: archery. That isn't to say Fletch is incompetent elsewhere, quite the opposite: a good ranger must be as skilled with the sword, axe and dagger as with his own hands. But it is with the bow that his talent truly shines. Fletch understands patience and calculation, he has walked the wild paths of the world for days, sometimes weeks, to down a particularly troublesome monster, sometimes leading it into advantageous terrain or simply waiting for the right moment to get a drop on it and down it with a single, well-timed shot. Yes, Fletch is a hunter. And these days, there's a lot of things need hunting.

Strength: 2

Swiftness: 4 (5)

Intellect: 1

Charisma: 1

Vitality: 20 (20) [+1/turn if below the (cap)]

Fame: 1

Wealth: 10

Cadre: 1

[Hunting Eagle](+2 to Tracking Rolls above ground)

Upkeep: -0

Weapon of Choice: [Tephid Elven Longbow](+2 Swf)(+1Dmg)

Vestment: [Ancient Furs](+5 to Stealth in wilderness)(+1 Swf)

Knowledges: [Lore, Elf: Good] [Lore, Kobolds: Good] [Lore, Orc: Basic] [Lore, River Wyvern: Poor] [Tracking: Good] [Fletching: Fair] [Herbology: Basic] [Lore, Undead: Poor] [Poulontarian Pine: Poor] [Lore, Animals: Good]

Items of Note: [Tephid Princedom Talisman] [Tephid Tempered Sword](+1Str/+1Swf) [Tools: Hunting]

>Residence: Flat above [Harbour District Strip Club] (1 Wealth every 6 turns)

Patience of Ages:

You live a long time. Maybe forever, no one you’ve met has been able to prove otherwise. You’ve elected to spend your life making good on pursuits, and gain +2 to any roll for planning something or staking\waiting someone out.

Elder Blood:

Elves were the stewards of the woods in ancient times. It bodes ill for your reception now that the wild places of the world spawn eldritch horrors; -4 to interacting with Humans (DM will waive this penalty for an exceptional few egalitarian humans, and those who know better)//Also Dwarves are too bro-tier to go out for that ignorant shit).

Corruptions:

Purest

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a53439 No.21347

Dice rollRolled 12, 16, 3 = 31 (3d20)

There was a timeout on posting. Might be double post. My apologies.

>>21325

Name:Ghamonk

Race: Orc

Type of Hunter

>>20973 (You)

>Strength: 2(3)

>Swiftness: 4(8)

>Intellect: 1

>Charisma: 1

>Vitality: 17 (20) [+1/turn if below the (cap)]

>Fame: 0

>Wealth: 10

>Cadre: 1

[Orcish Scout] (Attacks before enemy for +1dmg, can be sent tracking)

>Upkeep: -0 Wealth/turn

>Weapon of Choice:

[Ashen Sorrows] (+1Str/+1Swf, 50% chance to add +2 flame or frost damage; can be augmented by Mutations)

>Vestment:

[Steppe Lamellar](+2 dmg req'd to stun)(+1 Swf)

>Knowledges:

[Lore, Orc: Good] [Lore, Necrophages: Poor] [Lore, Kobolds: Basic][Tracking: Good][Lore, Elf: Basic] [Alchemy, Poison: Poor]

>Items of Note:

[Orcish Dual Daggers](+2 Swf) [Bloody Mess]

>Advantage

Sword Bearer:

Ghamonk is one of those champions who was chosen by his sword more than he chose it. Ashen Sorrows will sometimes lead him in the right direction–Ghamonk may re-roll a movement (between location travel) roll of 10 or less and take the higher number.

>Quirk

Brutal Orc:

-2 to interacting with Humans, +2 to interacting with Dwarves and Orcs; West in Djensaria. Other Orcs will attempt to assimilate you into their units but will flake and join you instead if defeated.

West in Djensaria, Humans will only be -1 to interAct

>Corruptions:

Flamerage!

Ghamonk's blood has grown more potent since wielding Ashen Sorrows in battle. You may specify that you are smearing your own Blood on Ashen Sorrows to give it a 75% chance of dealing its fire damage. This also gives your blood presently unknown alchemical properties…

ACTIONS:

1. Ghamonk need money. Ghamonk will have scout look for someone who want something killed. Will get paid. (look for a one off job. Preferably mercenary work)

2. Ruins and sword sound good but Ghamonk wanna hit things first. Ask the people about dangerous things that maybe have treasure and Ghamonk can hit without trouble with town.

3. Once we have information and job is finished. Go to ruins.

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a53439 No.21348

Dice rollRolled 9 (1d20)

>>21347

Movement reroll on action 3

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a53439 No.23245

Who's still around and interested in playing this?

I'm considering resuming updates at this time.

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a53439 No.23246

Mememe

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a53439 No.23247

>>23245

!!! me

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a53439 No.23252

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a53439 No.23254

>>23245

maybe

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a53439 No.23259

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a53439 No.23263

>>23245

Ohaithar.

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a53439 No.23270

>>23246

>>23247

>>23252

>>23254

>>23259

>>23263

All of you to be included in tomorrow's update.

Any body else who'd like to be, chime in 'tween then'n'now.

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a53439 No.23310

STATE of AFFAIRS

>POPULATION:

~10,000

>INFECTED:

~+2,500

>DEATH TOLL:

~1000

>MORALE:

"The streets are no longer safe, most places of business that have yet to be looted or fall to Plague are barred and shut; there is pandemonium in the streets and decadence in the palace."

>combats start

>>21332

>>20970

>combats end

>>20835

1. The Yellow Bile specialists all want safe harbour out of the city. Some of them have colleagues among the Necromancers willing to get them out of the city, others seem to believe escape will come from the village to the east.

Either way they're running out of time.

Quest: "Escourt the Yellow Bile Cultists

4 Wealth, 0 Fame, 1 random Potion

>We need to get out of the city, stat. Guide us down the roads unseen to our safe houses until this whole thing blows over, or we can arrange passage off Poulontoria.

2. [Combat Alchemist Vestments: +5 to-stun, -1 (incoming) dmg]

>(incoming) normally implied just wanted to be sure, no armours thatmake you do less dmg in game… yet

3. You start to get the hang of going fast.

Get the feeling you,

>gotta go fast

[5/20] progress towards Swiftup

>>20811

1. (4/20) Progress has been made.

2+3. See combats.

>>20834

1. You find an affordable Medicus

>spend 2 Wealth to gain 5 Vitality as a free action

2. This time you manage to make it to the ruins undetected.

>You are in the ruins! Movement actions are computed at the end of your turn so this happens after action 3

Within the catacombs of the ancient city, amidst the hell hound patrols and the Necromancers, you discover a tireless search for an ancient tome long thought lost–and what's more exciting, its author.

3. You're getting stronger. Soon it'll pay off, all this training. [7/20]

>>20955

1+2+3. It's a simple matter to catch the beast–it is shortly slain and you feast upon the thing's liver after properly preparing it.

>Gain Corruption

Necrophage Regeneration: +1 Vitality/turn

>>19469

1+2+3. This provokes a combat, rollerino. Roll 3d20 as you have advantage.

>>20913

1+2+3. This, similarly, provokes a combat. Roll 4d20. The final d20 will determin the quality of the group you lead, +1 for Charisma 1.

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a53439 No.23311

Dice rollRolled 19, 10, 12 = 41 (3d20)

>>23310

>Addendum

Baz your combat was already handled as it turns out, did you take a turn since the last update?

>>20913

[Necromancer Foe]

Str 1

Swf 2

Int 3

1st die: trying to hit you

2nd die: trying to hurt you

3rd die: Necromancer's group fighting your sortie

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a53439 No.23312

>>23311

(the necromancer is attacking physically and using swf for to-hit)

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a53439 No.23314

Dice rollRolled 2, 7, 17 = 26 (3d20)

>>23310

Name: Patrick Ogulos

Race: Human

Type of Hunter: When he was young Patrick lived in a village where the predations of monsters coming from the forest was nigh constant. As a child he saw it wear on his family and friends, and occasionally someone he knew would just disappear. His life continued like this, unable to stray too far, go alone or linger in the shaded places, until one day a Hunter came to his village. Hunters had come by on occasion before but they enver stayed, most continued by, and the few that stayed to help died shortly after. This man, this hunter was different, his armor was fine and spear gleaming, his eyes projected an aura of being able to see and calmness.

The hunter heard the talk of the villagers and went into the fell forests. When the hunter did not return before the first night, they thought him dead like the others, but Patrick held hope, for this Hunter was different, he knew it. A week later the Hunter returned, tired, but head held high, dragging behind him the head of a great monster, which was birthing the aberrations that had beset the town. The town celebrated their savior and life continued.

Patrick never forgot the Hunter who had brightened his home, and started training with spears in order emulate his hero. he trained hard night and day in order to be good enough, despite his family and friends telling him that it was unnecessary. They were wrong. On his sixteenth a bandit army attacked his home, lead by Yellow Bile demon possession. They slaughtered everyone they saw, Patrick and those few villagers not taken by surprise fought back, but it was too late they were too few and too scared. They were losing and dying. Knowing that if the demon fell the villagers might have a chance, hey charged out spear first running the monster through and pinning it to the ground. It clawed his face costing him an eye and savaged his torso bringing him to death's door. Patrick passed out in pain and in despair, because the demon was still alive.

When he awoke later he found out his actions had carried the day, the few villagers left had finished off the pinned demon and scattered the bandits, but at a cost. Patrick's family was dead, and the village was now untenable with so few survivors. The people slowly over the course of a few days scattered, Patrick staying the longest because of his wounds. Eventually he too left, to hunt the monsters that would drag humanity into the Abyss, to follow in the foot steps of the hero who had saved the village, and to kill monsters like the one who had killed it.

Strength: 3 (5) (7/20)

[+to hurt, threshold for damage to stun you]

Swiftness: 3

[+to hit, difficulty of others to hit you]

Intellect: 2

[+to cast (hit), difficulty of others to cast spells on you]

Charisma:0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

[[DM Fills Out]]

Vitality: 11 (20) [+1/turn if below the (cap)]

Fame: 0

Wealth: 8

Cadre: 0

[Unit Names]

Upkeep: -0 Wealth/turn

Weapon of Choice: [Hero’s Lance] (+2 dmg, +1Str)

Vestment: [Dock Brawler's Garb] (+1Str)Knowledges: [Daemonology, Yellow Bile: Poor] [Farming: Basic] [Cobbling: Basic] [Ruins, Poulonotira: Fair] [Location, Poulontoria City: Basic]

Items of Note: [Hero’s Momento] [Shortspear] (+1Swf)[Hopeful’s Tunic] (+1dmg while Vitality =< 5)

Free Action: Spend the 2 wealth for healing of 5 hp

1. Attempt to figure out exactly what and WHO they're looking for. Either by listening in or Finding some papers.

2. Map out the ruin a little, preferably without being detected.

3. Leave to report what I've leaned and while leaving take out a necromancer or two.

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a53439 No.23319

Dice rollRolled 6, 18, 16 = 40 (3d20)

1. See if I cannot salvage something from the corpse of the wizard to graft onto myself. That wizard was incredibly powerful magically, much more so then myself and if i am to be fighting wizards in the future I shall need that.

2. Continue training my strength (4/20)

3. Head to the Eastern Woods and search for Boulard the Craven in the village.

http://pastebin.com/EGYu6zme

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a53439 No.23323

File: 1455238191152.jpg (218.2 KB,578x840,289:420,lace_by_adriandadich-d5kgu….jpg)

Dice rollRolled 11, 7, 6 = 24 (3d20)

Name: Marianne Redding

Race: Human

Type of Hunter: Black Bile Daemonologist

Strength: 1

Swiftness: 1

Intellect: 3

Charisma: 3

Vitality: 20 (20) [+1/turn if below the (cap)]

Fame: 3

Wealth: 0

Tapers: 5 [+1 Rat Corpse]

Cadre: 1 [Sadie]

[Lab Assistant](+2 to Alchemy Rolls, Can be sent to gather reAgents)

Upkeep: -0 Wealth/turn

Weapon of Choice: [Rod of Shadows (Ostium)](Lesser Shadowbolt, +3 to-hit)

Vestment: [Combat Alchemist Vestments: +5 to-stun, -1 (incoming) dmg]

Knowledges: [Daemonology, Black Bile: Great] [Daemonology, General: Fair] [Alchemy, Black Bile: Good] [Herbology: Poor] [Lore, Daemons: Fair] [Black Magick: Fair] [Daemonology, Possession: Basic] [Daemon Names, Black Bile: Poor] [Etiquette, Poor]

Items of Note: [Black Bile](x3) [Flask of Acid](3/4) [Tome: “Observations of Possessed Person” Vol. II (1/5th Read)] [Tapers] [Athame](+1Swf, +3 to rolls for harvesting Humors)

Rituals:

[Shift Intent (R: Black Bile x1, Tapers, Hair of Target)]: Turn an individual's motivations in a certain direction; will wear off in a week to a month depending on casting’s potency; petty, jealous, and sad motivations hold for longer as well.

[Astral Gaze (R: Black Bile x2, Tapers, Alcohol, Brain of Rat)]: Allows target to enter a stupor for half an hour, wherein they will be able to gaze about a two-mile radius freely; they will be drawn to concentrations of Black Bile, whereas living entities without Black Bile will hardly even appear.

[Cloak of Shadows (R: Black Bile x2, Kobold Nail Clippings)]: Make shadows bend towards an individual to protect them from sight for 1 hour. +5 to Stealth of target at night, +3 to Stealth during day in shadowy places.

Sage Advice:

Even if it’s just “well EVERYONE knows THAT!” Mib can be incredibly useful in his interjection. There is a 75% chance he’ll give you a +5 on any given Daemonology/Alchemy roll, but also a 5% chance his misadvice will impede you and grant a -2 instead.

Purge the Heretic!

Much of what you do is forbidden, and Mib’s presence makes you a target. “Exorcisms” generally leave the victim in a catatonic state, and that is surely the prescribed course of action should the Belifaunt Inquisition discover your condition. Djenseria may be more forgiving of such a condition, but hardly more trusting.

Corruptions:

Mib: Daemons usually have short, volatile stays; you’ve had a protracted example of a longer, more corrosive possession, however.

———–

Actions [Talk: Yellow Bile Users, Quest, Training]

———–

>>META: SHE DYED HER HAIR

1. Marianne asks the Yellow Bile users about the plague. [Question Yellow Bile users: 3 Charisma]

2. After that, she nominally accepts escorting them out of the city if they provide her information on the cause of the plague. [Quest: "Escort the Yellow Bile Cultists|4 Wealth, 0 Fame, 1 random Potion]

3. Marianne keeps training with Sadie. Sadie isn't very good at melee, but neither is Marianne. Marianne uses the practice to finish ([5/20] Swiftup)

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a53439 No.23328

>>23319

Midtown. The inner city has been spared rioting and most of the shops stay open – Marianne finds herself traveling uptown to some awful location she'd rather forget for reasons she feels compelled. It's mid-day and the sun is shining a little bit.

[[This is all very dull. Soo much walking.]] "Gods, shut up, you're so annoying."

Mib's whining has started to wear on Marianne. After mumbling for a few minutes Marianne gets tired and sits down on a small bench near the palace – it's not clear why she's there. The sun floats along for a few seconds.

Marianne sits on the bench and looks at a woman nearby quizzically. Something about the woman strikes her as odd…some…magic…

"Hey, are you okay? You don't…look..well?"

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a53439 No.23329

Dice rollRolled 12, 94, 55 = 161 (3d100)

>>23310

Name: Omorak of the Longfang

Race: Elf

Type of Hunter: Omorak is an odd one in civilized society, as he is not from it. He is from a tribe from deep within the monster ridden forest, and his people have learned how to fight them. The Longfang tribe that the power of those they kill resides in their body, for those that leave bodies anyway, and those bodies can be used to make powerful weapons. All Longfang learn to hunt and to make weapons from the bodies of monsters, and it is customary to eat a part of the body of your prey to gain a part of it's powers.

Whether this is true or not Omerak does not know. He was marked a tattoo of the first kill of he and his year mates to mark him as a man of his tribe. Even so he has no Kalkura, a weapon made from the body of a monster, and this chafed him to no end. He was banished from his tribe after a confrontation with one of the elders with the village. Now he is here, an outsider looking for work.

Strength: 3

[+to hurt, threshold for damage to stun you]

Swiftness: 3

[+to hit, difficulty of others to hit you]

Intellect: 2

[+to cast (hit), difficulty of others to cast spells on you]

Charisma: 0

[+to Diplomacy/Seduction/etc attempts, reduces Upkeep on Cadre 1:1]

Vitality: 21 (21) [+1/turn if below the (cap)]

Fame: 0

Wealth: 5

Cadre: 0

Upkeep: -0 Wealth/turn

Weapon of Choice: [Long Spear] (+2 Swf, +1 Str)

Vestment: [Hunter’s Vest] (+2 to track monsters, -1dmg from monster attacks)

Knowledges: [Bonecrafting: Good]

[Spear Making: Fair]

[Herbology: Great]

[Lore, Reptiles: Good]

[Lore, River Wyverns: Fair]

[Lore, Swamp Wyverns: Poor]

[Lore, Animals: Superb]

[Lore, Necrophage: Poor]

Items of Note: [Lucky Sharktooth Talisman] [Tanning Equipment]] [4 herbs]

Kingdom Animalia:

Your life has prepared you for the wild and those that reside within it. +1 to all rolls while in the wilderness.

Outsider:

Even other Elves view your ways as bizarre and primitive. -3 to interaction rolls with civilized folks, regardless of race, but no penalty to those more attuned with the land.

Corruptions:

???: You’ve been prepared to assume the powers of that which you kill and eat.

Necrophage Regeneration: +1 Vitality/turn

1&2. Look at the necrophage to see if there is any good body parts that could be turned into weapons.

3. Then head back to town.

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a53439 No.23330

Dice rollRolled 6, 6, 7 = 19 (3d20)

>>23329

woops d20s

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a53439 No.23331

Dice rollRolled 14, 18, 8 = 40 (3d20)

>>23328

Lisa stops after being addressed and lowers her head so her face falls under shadows. She hopes that her tail behaves itself. It often lashes and disturbs the illusion that she is perfectly human and normal.

Still getting noticed is a bad sign. What gave her away this time?

Lisa looks at the woman's deepening frown and realizes she has been quiet for too long. She abruptly speaks. "Oh, yes I am fine. Just worried over the plague and the blockade. So much horror and it never seems to end. "

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a53439 No.23332

>>23331

Marianne nods a little. Something is a little off, but she can't make it out.

[[Construct. She's a construct. A what? She's a construct. Look. See? Construct. Might be useful in combat, though. Aura seems to read as neutral. What? You can do all that? Only when I feel like it, Marianne. Yeah…thanks.]]

Marianne squints a little bit. "Yes. I am too. What are you trying to do? I've been trying to solve the issue, but it just leads me from one group of magic users to another…"

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a53439 No.23334

Dice rollRolled 10, 18, 4, 6 = 38 (4d20)

>>23310

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a53439 No.23335

>>23332

>>23332

I am hunting a man. His name is Boulard the Craven. He might know a little more of the true origins of this plague, and if not his crimes are numerous enough that he deserves a quick death.

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a53439 No.23337

Dice rollRolled 8, 4 = 12 (2d10)

>>23311

>>23334

PERSONAL COMBAT

The foe strikes first!

He delivers -5 Vitality

ringmail reduces this to -4

>You are stunned!

Your Thane strikes him for 2dmg!

The necromancer is wounded, but not slain.

GROUP COMBAT

The quality of your group is 6, +1 from Charisma, +2 from Militia vetting (the volunteers are not actively trying to kill you). This comes out to Quality 9.

The Quality of the necromancer's group is 12.

Their leader is forced to retreat from personal combat with you, wounding their morale! -6 Quality.

The foe is Quality 6.

1st d10 + Your Group's Qual: your Battle Value

2nd d10 + Their Group's Qual: their Battle Value

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a53439 No.23338

>>23335

Marianne nods. "Do you want to work together to try to solve this plague issue? I mean, if you don't mind working with someone that uses magic. Don't worry, I'm one of the good guys."

[[Shouldn't have told her that. Probably. Shut up.]]

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a53439 No.23339

>>23337

YOUR SIDE

17

(8+9)

THEIR SIDE

10

(4+6)

RESULT

The Necromancers have received a crippling blow in their defenses and they retreat below ground. Your group forces their way to the catacombs where they find several recent-looking corpses.

Your sortie commandeer a cart from the dead Necromancers and haul it all back.

You manage to gain some [Spoils of War] that might be worth a pretty penny if sold to the right vendor that doesn't mind the stink of death.

You obtain 2 Necromancer captives from the battle. They are mere Acolytes but surely know something of their masters' designs.

>+4 Wealth, +2 Fame

>>gain the item [Spoils of War]

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a53439 No.23340

>>23338

Lisa nods slowly. "I am not skilled in combating magic myself, my skills are far more physical in nature. I would welcome the help of a mage who is on the side of good. Only you might find yourself wary of working with me instead."

Lisa hesitates then extends her hand for Marianne to shake, and for Marianne to examine. It is quite monstrous. "I am Lisa, also known as the Stitched. As you can probably see by now I am not entirely human.

Lisa chuckles and grins from the shadows covering her face. "Only parts of me are."

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a53439 No.23554

Full update to come, bringing Regalia up to sp33d

>>20816

+1 Fame from killing foe.

You hire a historian, who is -1 Wealth\turn in Upkeep.

[Historian: Currently Researching Magical Swords]. You may change his research topic as a free action.

You arrive at the

>Ruins

There is chaos and fighting. You sneak past it.

>You are belowgrounds in the ruins

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a53439 No.23556

Dice rollRolled 4, 8, 19 = 31 (3d20)

[Crane]

—–

[Stats]

Name:[Crane]

Race:[Human]

Type of Hunter: Wear mask. Use sword. Former assassin. Now mercenary. Kill monsters. Few words.

Stats:

-Strength:[3][+1](4)

-Swiftness:[4][+3](7)

-Intellect:[1]

-Charisma:[0]

—–

Vitality:[18(20)]

—–

[Fame]

Fame:[3]

Wealth:[19]

Cadre:[1]

[Unit Names]

-Historian: Currently researching magical swords.

-

-

Upkeep:[-0](Wealth/Turn)

—–

[Equipment]

Weapon of Choice: Blade of Poulontoria (+3 Swf, +1 Str, 50% chance to drain any foe of 1 random humor on a deathblow and mutate based upon the humor absorbed)

Vestment: Gentleman's Armour: -1 incoming damage, +2 to social interactions

Knowledges:

-Surgery [Good]

-Alchemy, Poison [Good]

-Herbology [Poor]

Items of Note:

-[Surgery Tools]

-[Throwing Daggers][x7](+1 Swiftness)

-[Assassin's Blade](+2 Swiftness)(10% Chance to deal double damage on hit.)

-[Assassin's Masque](90% chance to conceal identity.)

—–

Bonusses/Eccentricities:

-[Jack of All Blades](+2 damage with any bladed weapon.)

-[Few Words](-3 to all social interactions.)

—–

Corruptions

-[None]

—–

[Actions]

1,2,3. Search the ruins for treasure and/or magical artifacts.

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a53439 No.23610

I am interested as well. but need update.

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a53439 No.23611

>>23610

>>23610

I'll hit you up in irc wunce I've posted one for ya.

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a53439 No.24023

>>21347

1. "Hold Back the Waves!"

Wealth 2, Fame 2

"Huge swarms of Plaguespawn are rushing out of the plague ward, and the scorched earth stratagem that hemmed them in when they were haphazard is failing. We need people on the front lines."

2. Ghamonk learns of a mad Wizard in the Plague Ward that has remained in his tower. It's rumored to be full of gold he's looted from the plague victims, but for some reason the plague freaks ignore him…

3.

>>21348

Withese things in mind you depart for the ruins, where you arrive to find some people from the city have killed many necromancers and shattered a few skeleton warriors and hell hounds.

You hear their leader is underground and they're trying to smoke him out.

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