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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1469805503661-0.png (491.11 KB,560x696,70:87,1469071160995.png)

File: 1469805503661-1.jpg (201.09 KB,1250x787,1250:787,1469071440602.jpg)

41a5a2 No.28778 [View All]

The heroes of Maradoc is a preliminary HB to the NB happening in august. We will be playing a few rounds and have a few adventures with your hero to see what his/her approach to things is. This is to give me as the gm a better idea of how you plan to play this character and the nation they will lead in the future. So that your future nation will gain benefits and negatives based off how you played said hero and the moral choices you made. There isn't much risk of death in this short game however permanent injury and future alliances/grudges can and probably will be made.

Maradoc is a very low magic world while most fantasy races do exist including demons and angels they aren't super magical beings more winged human/animals with a penchant for good/evil deeds. The same for most monstrous races think of them more a result of a much more diverse and robust evolutionary system than anything coming into existance via magic. So please do keep the snowflakeness to a minimum.

Char sheet

——-

Hero Name:

Hero race:

Hero's race description: (if using a generic fantasy race feel free to leave mostly blank. IE humans/wood elves/etc we all get the idea of how those races function already)

Hero fluff: (Don't give me some super long detailed mary sue shit. The idea is to flush out your character via this thread not give an already set in stone superhero and world saver shit you people do most of the time from the getgo. Things that you should include are preferred fighting method types of geography they like and personality descriptions)

132 postsand22 image repliesomitted. Click reply to view. ____________________________
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41a5a2 No.29232

Dice rollRolled 23, 69 = 92 (2d100)

>>29225

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron

Companions: 33 Farmer Goblins

Skills: [Smithing II] [Intimidation I][Irregular Tactics I]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence aaaaand you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Come slaves we move north to this city of bandits.

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41a5a2 No.29233

Dice rollRolled 55, 66 = 121 (2d100)

>>29226

Hero Name: Caldor

Hero race: Drakonid (lizardman variant)

Hero's race description: 8-9 feet tall on average and more like a bipedal lizard than a man, natural armour and weapons in their scaled skin and powerful muscles and claws. Due to living in very barren regions the race is primarily nomadic with semi-permanent villages built around naturally important locations such as mines, trading camps, and religious grounds.

Hero fluff: Mercenary by trade and a warrior at heart Caldor recently travelled from his people's home in the wastelands of Maradoc to prove himself and bring back a trophy to prove himself worthy of the chief's daughter's hand in marriage. Caldor primarily wields an exceptionally large axe (2 handed for someone 9 feet tall is huge) but also carries javelins for anything he can't personally reach. Armour is leather made from the same beasts of burden found back home

Inventory: Massive battle axe, 2x Javelins, leather armor 0gp

Companions: None

Eccentricities:

OMFG WHAT IS THAT THING?: You have a giant axe and a couple javelins for ranged not much to say about it other than be wary of spears.

Drakonid scales: Increased natural armor

Nomadic: Nomadic tribes to produce hardy people and you are no exception traveling through any terrain rarely effects you and the dangers of the road rarely bother you.

Lizards of war: You are a trained mercenary your combat capabilities are very much above average. However your real skill comes with finding people willing to hire the giant scary lizard -10 to diplomacy with people of other races if they haven't already or aren't looking to hire you

[Axe fighting II] [Javelins I][Hunting/tracking I]

1. The undead is pinned a quick strike to the head should finish it off [axe fighting II]

2. And then there were 2, entrapping it was the ideal but the unnaturals had to ruin it. If the wyrm is intelligent then it should understand decorum. Give it a nice roar of challenge and let the best reptilian win.

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41a5a2 No.29236

Dice rollRolled 92, 37, 67 = 196 (3d100)

>>29225

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: snake tongued whip (unique), simple Scimitar, Kozane dou gusoku, ssssssssssseven GP

Companions: 3 Mercenary apprentices

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]

Inventory: 1lbs of healing herbs, 2lb poisonous herbs

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

Those companions are Yuan ti right?

1. "Ownership of the swrod Provess nothsing of the ability to fightss! If you wants to prove wothsinessess to me Ssssthen go down that scellar and bring me a taste of those ratsss…." - Send mercenaries to take care of rats(mook dice)

2. Sell healing herbs to herbalist for 2 healing potions and 5gp ( do i need to roll for this?)

3. "The sword must represent itss weilder! My scimitar is only simple, Am I simple? No! SSstherefor I mussst acquire a better ssword!" use the gpI have to buy a new bestest honorary new sword

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41a5a2 No.29239

Dice rollRolled 46, 6, 38 = 90 (3d100)

>>29225

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Keep still and keep quiet until the coast is clear, then we can move out by rowboat.

+Elven Patience

3. Keep an eye out for undead and naga.

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41a5a2 No.29290

Dice rollRolled 67, 20, 69 = 156 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook:

1-2. I will keep mining, and trying to do how the dwarves do it 1/6 Dwarven Mining

3. [Mook] Galag is really smart even for dwarves!

Maybe he can think very hard on how I as a giant can safely build things without knocking them over.

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41a5a2 No.29361

Still a bit sick and fuzzy. Sorry the fluff will suffer for it.

>>29228

1. Her training goes decently well +1 to combat roll for finals

2. Many find your shyness only to make you that much more likeable and word quickly spreads calling you "the humble hero"

(next turn roll 1d20 for your combat)

>>29229

1.2. Conversion completed. While the whole town doesn't believe you have a solid corps of believers now and they even begin paying alms and working on a temple of your very own in the city.

+50gp

+Small temple 3/15

Word spreads back to you about an old centaur man carrying a highly decorated staff is trying to talk your followers out of their new religion. Rumor has it he is a highly respected member of the community called Archdruid Ephynol.

>>29232

1.2. The goblins slowly lead you on your trek to find this hidden city. But as you get more north the goblins appear more lost. And finally as you get to a fork in the road the goblins fess up that they aren't actually sure where the city is. You rage and scream at your new slaves but it gains you no new knowledge.

>>29233

1. And a quick strike does indeed finish the creature off. You watch in disgust as the creature twitches in its final deaththrows.

2.As you turn back around and roar your challenge you see the wyrm finish its opponent and roar back at you rearing its body up and preparing to fight some more. It stands in its elevated position Patiently waiting for you to make the first move.

>>29236

1. The new mercenaries make quick work of the dire rats. Even collecting your pay for you. Word spreads that you are one to contact if things need to get done.

+20gp

2. The herbalist is ecstatic at both the quality of herbs you found and the speed with which you brought them. You think she will spread word about your efficiency in the future.

two healing potions and 5gp

3. Weapons are expensive in the city but you do manage to find a decent one for the low low price of 32gp and a trade in of your old scimitar.

-32 gp

-simple scimitat

+Average scimitar.

>>29239

1.2.3. You attempt to keep quiet for a while but are unlucky and the naga saw you flee. They have come ashore and wrecked your lifeboat. But can not seem to find your tracks. It should be safe to head south now if you wish. You get very lucky and no undead are spotted or heard. Though the stench pervades the area still.

>>29290

1.2. You finish your day watching the dwarves and think you have managed to pick up what you could from watching them.

Gain [Dwarven Mining I]

3. While he doesn't come up with much other than suggestions to stay calm and place things carefully he does spread word about your remorse and feels the builders will now be more open to you joining them.

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41a5a2 No.29363

Dice rollRolled 91, 42, 77 = 210 (3d100)

>>29361

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2 &Mook. We head south by foot. Keep eyes out for undead.

- Adventuring is for plebians

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41a5a2 No.29365

>>29363

seems you are the only one posting this time.

1.2.m.

Your trip goes surprisingly well. And you manage to find your way quite easily. Just when you are a few miles north and west of the Colonies you hear two massive roars coming from a bit further west of you. Both sound reptilian in nature.

(also note you have 3 household guards total. But only one has his armor)

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41a5a2 No.29366

File: 1470663093188.png (337.8 KB,500x375,4:3,Ozarks-Castle-machinary.png)

Dice rollRolled 32, 79, 66 = 177 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1. That's a very nice Ballista they have. They even have one small enough to be held by a dwarf, a crossbow.

Maybe I could try to make one for me. The size of a Ballista. I will try to forge one!

[Smithing II]

2. I'll need some wood, giant's wood. To get it, I'll need to forge myself a giants axe too.

[Smithing II]

3 Mook: I have the strength and power of many dwarves! But I see, the Dwarves use construction machines to make their strength even stronger, lifting things bigger than themselves.

Imagine a giant who could lift things greater than any other giant?

Galag, teach me how to make these things. I will go to the outskirts of giant land and hew down some giant trees to build them.

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41a5a2 No.29368

Dice rollRolled 89, 14 = 103 (2d100)

>>29361

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron

Companions: 33 Farmer Goblins

Skills: [Smithing II] [Intimidation I][Irregular Tactics I]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence aaaaand you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1. Alright you little shits we're going right on this road.

2. May as well look around the area as I go along.

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41a5a2 No.29369

Dice rollRolled 28, 25, 100 = 153 (3d100)

>>29365

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 armed household guard

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2.Well that isn't naga. I'm sure we can take a slight detour for me to get a quick sketch of whatever creature made that. Sounds a bit like a wyrm really. Just stay low and don't make myself look like a threat, or prey.

-Adventuring is for plebians

+Sketching/drawing I

M. Watch my back, I will only be a minute.

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41a5a2 No.29370

>>29366

1. The dwarves watch in slightly disturbed wonder as you attempt to make a Giant crossbow while looking to their own battlements at the array of ballistae mounted on them.

Your creation while crude does seem to at least function.

+extremely crude giant crossbow

gain skill [woodworking I 1/4]

(gm note:bows, crossbow, and ballistae are made with woodworking not smithing)

2. While your foray into woodworking was meh at best. your axe turns out quite good actually.

+Average giant axe

(gmnote2: From this point forward you will need to use supplies to make these things. which means either buying them from the dwarves or mining/cutting/gathering them yourself. For fluff reasons lets say the dwarves have been generous and given you the basic supplies up till this point)

3. The scientist does his best to explain the use of pulleys and such to you. But being a giant it is hard to understand the more advanced principles of these things. It may be difficult if not impossible for you to ever truly understand these concepts.

(Gmnote3: Remember that you are a giant and while smarter than the average one you are still relatively dumb compared to every other sentient race)

>>29368

1. After choosing to go right it doesn't take long for you to find signs of inhabitation. As you continue to walk you find more and more signs even small huts. Before too long you are in what looks almost like a village created specifically to blend with the forest. There are various dens and caves going under the forest floor.

You are approached by a massive muscular looking troll. Who while intimidating to most other races barely comes up to your chest. He inquires as to your purpose of visit and if you are willing to sell any of your cowering slaves to him. It strikes you as odd that your presence barely seems to stir the people around you but most of all the audacity of a lesser race coming to speak to you as if you are just another person and not the god damn future king you are. It is a sure sign that there are other giants they have dealt with.

2. You search along the road as you move but find nothing of interest. That moving bush was probably just the wind….Weird you don't even feel any wind. Eh you must just be too strong to feel it. Yeh that's it.

>>29369

1.2. You creep closer to the sounds but end up tumbling down a hill as you move. Fortunately you don't quite end up in the clearing. You pull yourself together in time to realize that no more than 25 feet in front of you stands an adult earth wyrm reared up and staring at what appears to be a lizardman but much bigger and darker scaled than usual the lizard man clutches it's huge axe and stares back at the wyrm. Both waiting and watching the other for the slightest of movements. It doesn't take long for you to notice the 2 dead knights either one pinned to a tree by a massive javelin with only a very bloody smear where its head once was and one that seems to have been flattened into the ground like a pancake. Both seem to be emanating the undead smell that has grown almost unbearable to you. Overall one of the most powerful images you have ever seen. Equal to even the greatest of the emperor's paintings.

M. Your guards took a tumble down the hill with you but come up and collect themselves at an unusually fast pace. The Soldier elf on the other hand calmly trods down the hill with the silk like walk elves are famous for. You notice your only guard that still had his armor has disappeared. He reappears a few moments later in the clearing. Thankfully neither of the reptiles have noticed him. He quickly picks something up from the corps of the flattened undead and spots you before coming back to you. You think back and remember who the guard is. Syl has worked for your family since before you were born. He wasn't particularly adept at his job being fairly lazy and too curious for his own good but your father always kept him around due to his almost uncanny ability to notice the truth about things. Finding numerous knockoffs people had sold to your family and even generally having a sense for when people lied to him. Your father must have snuck him in to your escort to make sure you had his council if you needed it. As he comes back he hands you what he picked up it is a small ring small even for elven hands yet it seems to be almost perfect for you. He says he isn't sure why but he feels like it was meant to go to a leader.

Gain new slot:

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Companions:

-1 armed household guard

+1 Syl -HH guard「Identifier」

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41a5a2 No.29371

Dice rollRolled 85, 68 = 153 (2d100)

>>29370

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron

Companions: 33 Farmer Goblins

Skills: [Smithing II] [Intimidation I][Irregular Tactics I]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence aaaaand you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1.Sell the man these pathetic whelps

2. Inquire about this village and the surrounding lands.

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41a5a2 No.29372

Dice rollRolled 100, 44, 89 = 233 (3d100)

>>29370

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1. Good view. Quickly get a sketch down before they see us.

+Sketching/Drawing I

-Adventuring is for plebs

2. Then we move on. I don't want to hold us up for too long.

-Adventuring is for plebs

M. Syl you bueitiful bastard. I'm so glad my father sent you. Everyone keep quiet and keep alert though, really don't want to be ambushed.

+Syl's Identifier tag?

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41a5a2 No.29373

Dice rollRolled 53, 21, 17 = 91 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1-2. I am not learning much here, my skills have improved so slowly and. . .I am not as smart as I hoped I would be.

I think my potential here in these mountains has peaked, I must go and find more smallfolk to help and inspire. These dwarves already know how to defend against the giants.

But where? Supposdely there is a great empire nearby, Gatun according to Galag.

Galag, come with me. I intend to bring a great power from the small folk, and I need one smart as you to be my speaker to them!

>Gather my gear, we're going on adventure

3. Galag, see if the King of Dwarves might have anythig he'd like to know or have done with the outside world before we leave.

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41a5a2 No.29374

Dice rollRolled 6 (1d6)

>>29372

d6,

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41a5a2 No.29379

>>29371

1. It turns out farmers sell for alot of money especially in almost pristine condition yours are in.

-33 farmer goblins

+900gp

2. The troll feeling rather in a good mood due to his luck in getting all 33 slaves explains quite a bit to you. The village was created by various bandits and other refugees from the law everything from murders, thieves, and rapists live here. The primary races are from the OGT but there are humans, elves, lizardmen, centaurs, and pretty much everything even a yuan-ti. While there is no real government, there are three different groups that fight and maneuver for control of the village.

The troll prince: One of the many sons of the troll king, he holds the most sway over the ogt people here. Said to be on the run since murdering three of his fathers concubines. He is backed by 8 trolls and an unknown number of various other Ex-OGT members.

The dark horde: A group of almost all orcs, they have a reputation for killing and slaving. It isn't known how or why they came to be but it is rumored their leader is not an orc at all or even an OGT race. Rumors abound about him having slain a few giants in his time even. Though no one outside the organization can claim to truly know who or what he is.

The crimson sigil: A group of human and elven mercenaries. Exiled from the twin cities after starting a riot in one of the smaller cities over plunder from the last war with Tythorp. They seem more content to go out and plunder every once in a while rather than keep their soldiers in the village. This has led to a rise in respect for them over their more seemingly lazy counterparts in the other 2 factions.Currently led by a very cunning human man named Bane.

>>29372

1. You sketch and sketch and sketch your will focuses on the sketch like nothing in your life has ever before. You can feel a whisper on the word. A question. 「What is your will?」「All want something all focus on something like a siren in the void all need something what is it you want?」You can't think clearly, your mind fogs and wanders back to the question you had when you first saw the wyrm. To tame. To control. 「To connect」Your mind answers without your trying to do so. As you finish your sketch you pass out and fade into the seas of sleep. But before you find that final rest you hear a new whisper a baritone earthly feel carresses your mind. "Thing is not me. Thing is not not dead. Thing smells like me. Thing is threat?"

Artifacts:

Masterpiece sketch of wyrm battle: ????????????

2.3. After you pass out your guards and the soldier carry you as quietly and quickly as possible to the colonies. You wake up in a dark room not knowing where you are but the sketch and your charcoal are still clutched in your hands both sore from the deathgrip you had on them.

>>29373

1.2. You gather your gear and ready yourself to head to the human lands but will you go south or east first? (doesn't require an action just let me know which way)

3. The meeting with the king seems to have not gone well. Both due to the loss of the scientist and the king's unease about the giant having been welcomed at all. But he does pass that a supply caravan is overdue and to keep an eye out for it if you are heading south.

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41a5a2 No.29381

Dice rollRolled 15, 68 = 83 (2d100)

>>29379

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 900 Gold

Companions:

Skills: [Smithing II] [Intimidation I][Irregular Tactics I]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1. Hmmm these Crimson Sigil fellows seem to have the right idea I will have to go introduce myself to them. If their leader is as clever as they say he is I’m sure he can see the benefits of servitude…. I mean an alliance +5

2. Hmm I could use a good fighting companion. A loyal one too…. I wonder what 900 gold will buy me in terms of a fighting slave.

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41a5a2 No.29382

Dice rollRolled 47, 51 = 98 (2d100)

>>29379

Hero Name: Caldor

Hero race: Drakonid (lizardman variant)

Hero's race description: 8-9 feet tall on average and more like a bipedal lizard than a man, natural armour and weapons in their scaled skin and powerful muscles and claws. Due to living in very barren regions the race is primarily nomadic with semi-permanent villages built around naturally important locations such as mines, trading camps, and religious grounds.

Hero fluff: Mercenary by trade and a warrior at heart Caldor recently travelled from his people's home in the wastelands of Maradoc to prove himself and bring back a trophy to prove himself worthy of the chief's daughter's hand in marriage. Caldor primarily wields an exceptionally large axe (2 handed for someone 9 feet tall is huge) but also carries javelins for anything he can't personally reach. Armour is leather made from the same beasts of burden found back home

Inventory: Massive battle axe, 2x Javelins, leather armor 0gp

Companions: None

Eccentricities:

OMFG WHAT IS THAT THING?: You have a giant axe and a couple javelins for ranged not much to say about it other than be wary of spears.

Drakonid scales: Increased natural armor

Nomadic: Nomadic tribes to produce hardy people and you are no exception traveling through any terrain rarely effects you and the dangers of the road rarely bother you.

Lizards of war: You are a trained mercenary your combat capabilities are very much above average. However your real skill comes with finding people willing to hire the giant scary lizard -10 to diplomacy with people of other races if they haven't already or aren't looking to hire you

[Axe fighting II] [Javelins I][Hunting/tracking I]

1. If the beast is giving me the lead in our dance then it shall be taken. First my second Javelin aimed either of it's shoulders to limit motion [Javelins I]

2. While it would likely win in a grapple I doubt I can beat it without getting close quickly advance on the beast and hopefully a strike to one of it's flanks will give me the advantage

[Axe Fighting II]

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41a5a2 No.29383

Dice rollRolled 37, 57, 93 = 187 (3d100)

>>29379

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1. Have Syl help me figure out what the sketch does, he has that knack for finding stuff out. I think it might let me read minds, or something.

+Syl

+Bookworm?

2&M. Now, the ship of troops was on their way here. I should help the bowman complete his mission if I can. Need to talk to him about it first.

+2 Ring of command

+Nobility I

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41a5a2 No.29385

Dice rollRolled 6 (1d20)

>>29382

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41a5a2 No.29386

File: 1470698404313.jpg (126.26 KB,864x550,432:275,wyrm2.jpg)

>>29382

>>29381

1. You seemed to have a hard time finding the sigil members. That or they were avoiding you. You spent most of the day blundering around muttering crimson sigil over and over again. This will not do well in improving the view of giants as dumb muscle

2. You do find various covens both for buying and selling slaves. Many are quick to offer up small companies of goblins and even the odd orc or two. You also get offered the service of various small merc companies. It takes you a while but you narrow down the best offers and prices. You notice that the slaves tend to be conscripts or city dwellers that had weapons shoved in their hands and only basic training many will likely try to run away if given the chance. The mercs are hardened soldiers and fighters but they also tend to be more expensive and of questionable longterm loyalty.

-20 Goblin swords mercs 500gold

-50 Goblin spear slaves 300gold

-12 human archers and a human archer captain (mercs) 450gold

-2 troll Warriors (mercs) 800gold

-15 elven longbowmen (mercs) 800 gold

-10 elven bowmen (slaves) 300g

-20 various human bandits (Bandits) 450g

-10 centaur raiders (mercs) 600g

-5 lizardmen crossbows (slaves) 150g

(you can hire your selection without rolling)

You feel you could probably find more options if you kept looking.

>>29382

1. (There is no shoulder on a wyrm pic I showed you earlier again for reference.) The javelin skims off the hard scales of the wyrm. Such weapons have little effect on these deadly creatures.

2. Your axe on the other hand can. It slams into the side of the beast cutting nearly halfway into it. As you go to pull it out for another swing the wyrm manages to thrust forward and bite deep into your shoulder. You can feel its venom making your shoulder deaden even as you pull the axe back.

gain status

Poisoned shoulder wound -5 to all physical related actions and a -2 in combat

(roll 1d20 next time for combat)

>>29383

1. Syl for the first time in his life is truly stumped at figuring something out. He says he thinks the wyrm is the important part. But that it is hard to tell. When he looks at it the entire thing seems to almost glow. He has never seen this before on anything. (it looks like just a really well done sketch to you)

2.3. When you go to talk to the soldier and ask about his mission he looks at you with a sad face. We already failed it. We were supposed to come check on the rumors about the naga and support the colonies if they were under attack. I reported to the Ilien embassy while you were asleep…..They relieved me of command and stripped me of rank. I don't want to go back to Ilien now either there are far too many friends wives to relate the news to for me. I can't handle going back to Ilien.

The bowman goes silent and it is clear he wishes not to speak any further.

(longbowmen is now a permanent companion)

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41a5a2 No.29387

Dice rollRolled 30, 75, 56 = 161 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

–Head East–

1-2. Adventure! On our way east following the rising sun.

Maybe we can help and meet new people along the way.

3. Gulag, what can you make of these lands and people with your smart brain, can we make them friends of the dwarves?

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41a5a2 No.29388

Dice rollRolled 66, 43 = 109 (2d100)

>>29386

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions:

Skills: [Smithing II] [Intimidation I][Irregular Tactics I]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Bah let's find these damn Crimson Sigil bastards! I am not a dumb giant I AM ZARGOZ IRONHAND!

Hire: 2 Troll Warriors (Mercs) -800 Gold

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41a5a2 No.29389

Dice rollRolled 17, 36 = 53 (2d100)

>>29386

Hero Name: Caldor

Hero race: Drakonid (lizardman variant)

Hero's race description: 8-9 feet tall on average and more like a bipedal lizard than a man, natural armour and weapons in their scaled skin and powerful muscles and claws. Due to living in very barren regions the race is primarily nomadic with semi-permanent villages built around naturally important locations such as mines, trading camps, and religious grounds.

Hero fluff: Mercenary by trade and a warrior at heart Caldor recently travelled from his people's home in the wastelands of Maradoc to prove himself and bring back a trophy to prove himself worthy of the chief's daughter's hand in marriage. Caldor primarily wields an exceptionally large axe (2 handed for someone 9 feet tall is huge) but also carries javelins for anything he can't personally reach. Armour is leather made from the same beasts of burden found back home

Inventory: Massive battle axe, 2x Javelins, leather armor 0gp

Companions: None

Eccentricities:

OMFG WHAT IS THAT THING?: You have a giant axe and a couple javelins for ranged not much to say about it other than be wary of spears.

Drakonid scales: Increased natural armor

Nomadic: Nomadic tribes to produce hardy people and you are no exception traveling through any terrain rarely effects you and the dangers of the road rarely bother you.

Lizards of war: You are a trained mercenary your combat capabilities are very much above average. However your real skill comes with finding people willing to hire the giant scary lizard -10 to diplomacy with people of other races if they haven't already or aren't looking to hire you

[Axe fighting II] [Javelins I][Hunting/tracking I]

1. So it wants to take a bite out of me huh? How about a strike to the jaw in return [punch it in the face]

2. And a second for good measure [break the beasts jaw]

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41a5a2 No.29390

Dice rollRolled 46, 87, 12 = 145 (3d100)

>>29386

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Hm. To Connect. Try focusing, willing myself to connect with the wyrm through the sketch. I felt something when I created this, and syl said it was strange.

+Bookworm?

M. Have the bowman secure passage for us to Yerdale.

+2 from ring of command.

+Nobility I?

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41a5a2 No.29391

>>29361

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, ssssssssssseven GP

Companions: 3 Mercenary apprentices

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

1&2 Exobo takes the whole day to admire his new sword in silence and respect until the sun sets. Only then, after observing the sword for a full day without touching it - he feels worthy enough to picks it up.

"I have Observed your beauties and Ssssunk my eyes into your metal Sssoul. Thuss no we are one!" Exobo picks up the sword and trains with it all night until morning, mostly slicing the air and repeating ritualistic moves to not harm the integrity of the sword. (train with the new scimitar)

2. After picking a namge for themselves, Exobo sends the mercenaries go to look for more work

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41a5a2 No.29392

Dice rollRolled 67, 3, 41 = 111 (3d100)

>>29391

and here are my forgotten rolls :3

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41a5a2 No.29410

Dice rollRolled 15, 1 = 16 (2d20)

>>29389

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41a5a2 No.29411

>>29387

>>29387

1.2. and off to adventure you go, with gulag riding on your shoulder you make quick passage through the mountains only needing to hide from a single giant raiding party more for gulag's safety than yours. As you reach the end of the crags and mountains turn into hills you begin seeing more signs of civilization and not much farther ahead chimney smoke. The land echoes of peace and gentle prosperity for the most part. Something you have never truly felt before. However this is all quickly broken when you notice black smoke start rising from the north. Something big is on fire.

3. Gulag replies that yes they would likely be friends of the dwarves however difficulties emerge in opening trade with the villages due to locations.

>>29388

(add the mercs to companions take away the gold)

1.2. This time it only takes a short time to find a representative who questions why you are searching for them.

(free actions post your fluff and dialogue don't use actions till the conversation is over or I tell you to roll)

>>29389

(you don't read well I said roll d20s)

converted to 1 and 5

your first strike to its face meets hard scale and bone hurting your own hand in the process and only making the bite wound worse

increase wound to -10/4

your second manages to knock it off you and do a large amount of damage to its head. The wyrm is now attempting to flee from you.

(if you let it flee resume d100s if not use d20 for combat)

>>29390

1.2. Your further study of the picture yields no new result in understanding what the damn thing does. However at one point you swear you could hear another voice. This time faint and not earthy or baritone at all but light and moist? like a silkish waterfall. [fun fun, fly fun, mate towards the sun, find mate].

3. Your man had no luck booking a caravan to Yerdale. However he does report that close to sunrise a blue drake was spotted flying east it caused quite the stir.

>>29391

1.2. [W&S fighting (unique) III] 2/12

Your practice did indeed make progress but towards the end it is made clear that you did not pay enough respect to the weapon as you cut yourself in practice. Shame and dishonor upon you.

M: your men manage to pick up a few oddjobs landing them (roll 1d25) gp

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41a5a2 No.29412

Dice rollRolled 16, 8 = 24 (2d20)

>>29411

Hero Name: Caldor

Hero race: Drakonid (lizardman variant)

Hero's race description: 8-9 feet tall on average and more like a bipedal lizard than a man, natural armour and weapons in their scaled skin and powerful muscles and claws. Due to living in very barren regions the race is primarily nomadic with semi-permanent villages built around naturally important locations such as mines, trading camps, and religious grounds.

Hero fluff: Mercenary by trade and a warrior at heart Caldor recently travelled from his people's home in the wastelands of Maradoc to prove himself and bring back a trophy to prove himself worthy of the chief's daughter's hand in marriage. Caldor primarily wields an exceptionally large axe (2 handed for someone 9 feet tall is huge) but also carries javelins for anything he can't personally reach. Armour is leather made from the same beasts of burden found back home

Inventory: Massive battle axe, 2x Javelins, leather armor 0gp

Companions: None

Eccentricities:

OMFG WHAT IS THAT THING?: You have a giant axe and a couple javelins for ranged not much to say about it other than be wary of spears.

Drakonid scales: Increased natural armor

Nomadic: Nomadic tribes to produce hardy people and you are no exception traveling through any terrain rarely effects you and the dangers of the road rarely bother you.

Lizards of war: You are a trained mercenary your combat capabilities are very much above average. However your real skill comes with finding people willing to hire the giant scary lizard -10 to diplomacy with people of other races if they haven't already or aren't looking to hire you

[Axe fighting II] [Javelins I][Hunting/tracking I]

Yes I do read no good

1/2. Tackle that wyrm this isn't some child's spar with its first rattlesnake I challenged it and it isn't ending prematurely

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41a5a2 No.29413

Dice rollRolled 63, 17 = 80 (2d100)

>>29411

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1. Go find a caravan to Yerdale myself.

2. Then when no prying eyes are around focus on the painting again, this time when I hear a voice focus on the voice. Maybe this allows me to communicate with drakonids?

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41a5a2 No.29415

Dice rollRolled 7 + 1 (1d20)

>>29361

>>>>Hero Name: Cele Elensar>Hero race: Elf>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered>>Inventory: Basic longsword, Leather armor w/ coverings 10 GP, Medium Hot Egg>Companions: None>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II

1: Time for combat!

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41a5a2 No.29417

Dice rollRolled 14, 3, 9 = 26 (3d20)

>>29412

>>29415

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41a5a2 No.29418

Dice rollRolled 11 (1d20)

>>29415

>>29417

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41a5a2 No.29422

Dice rollRolled 33, 86, 89 = 208 (3d100)

>>29411

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, ssssssssssseven GP

Companions: 3 Mercenary apprentices

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

1&2: "How could I have cutten myself?! Have I not payed enough attensSsion? Perhapss, I have misssjudged the sword and should have payed more respect to it! This time, I shall do better, I shall not dissapoint the Ssssword!"

Exobo takes 2 days and 2 nights to observer the weapon this time before practicing again (keep practicing)

3. "Have you seen the boss lately?"

"Yes, he is in there, looking at his new sword… thats all he has done for the past two days"

"Should I enter-"

"NO! Do not disturb him, or he will have to start all over again"

"Well, should we do something on the meanwhile? I have heard there is a new tavern opening up, and a brothel…" - Mercenary apprentices are taking the time to bond with each other (Increase morale and teamwork[?])

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41a5a2 No.29423

Dice rollRolled 1 (1d25)

>>29422

oh and rolling 1d25 for the gold my mercenaries achieved

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41a5a2 No.29496

Dice rollRolled 55, 83, 31 = 169 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1-2. Fire fire fire!

Quickly now, let's see what the fire is. If it's a forest fire I can use my shovel to put it out with water or sand. If it's a village fire I'll uh. . .well I'll try something!

3. Gulag you're a scientist help me figure out what is going on

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41a5a2 No.29631

Dice rollRolled 5, 4 = 9 (2d20)

>>29411

I seem to get to reroll my attempt to punch the Wyrm in the face so I'm taking it at -2 still

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41a5a2 No.29632

Dice rollRolled 3 (1d20)

>>29415

Heres the reroll

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41a5a2 No.29633

Dice rollRolled 15, 15, 7 = 37 (3d20)

>>29632

>>29631

>>29632

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41a5a2 No.29634

>>29411

Zargoz towers above the human and elves of the Crimson Sigil as he plants his massive blade into the ground as he begins with his booming voice caring long across the crowd.

"Hear me men and elves of the Crimson Sigil. I am Zargoz Ironhand and I come to you with a vision. This city of scum is rotten, with nought but the most decadent in control, only you still stand by your swords! only you still spill the blood of those who would oppose you! Only you still have that spark of fire in your hearts! You are not bandits and slavers who hide in the darkness, you are conquerors and you deserve more than this. You deserve woman, gold and power. Neither feeble troll whelps or pox-ridden orcs could stand in our way!"

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41a5a2 No.29635

Dice rollRolled 8 (1d20)

>>29634

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41a5a2 No.29636

>>29634

>>29635

While they don't quite laugh at you their faces openly show scorn and mockery at your words.

Meanwhile your new troll hires look at you like you are a fucking moron, this will likely have a negative effect on their loyalty to you in the future……..

Nonetheless one of the crimson sigil men approaches you and while trying to hold back laughter asks you what the purpose of your cute little speech is.

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41a5a2 No.29637

>>29636

"I come to you with a proposition, up North in the Gnomish lands are many a fortified town which you yourselves could never hope to crack, but however if you had a Giant accompanying your force they would be easy plunder!"

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41a5a2 No.29638

>>29637

The men drop their previous attitudes. The offer of a giant's service is no laughing matter. The man's face quickly becomes businesslike and he asks you to please accompany him to see his captain. As he is better suited to discussing business.

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41a5a2 No.29639

>>29638

"Well you are in charge here then? I have come to offer my services in cracking open the Gnomish lands for you. I assume a smart man like yourself can see the advantage to that. I would demand 30/70 loot privileges"

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41a5a2 No.29640

>>29639

The captain considers your offer for a moment.

Hmmmm 30 is a hefty price but if you could indeed Crack their city walls it would be worth it. However the fact remains I don't know or trust you. There is a large village east of here. The elven warriors there have proven… troublesome for us. If you wish you can join us on a raid there at 15-85 and show us your worth.

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41a5a2 No.29641

>>29640

That sounds acceptable for this first raid

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41a5a2 No.30075

Dice rollRolled 3 (1d3)

>>29415

cheering bonus

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