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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 [Last50 Posts]

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)

____________________________
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41a5a2 No.28779

I should state that there are only 6 slots in this HB. That does not necessarily mean the nb will only have 6. But the 6 participants in this preliminary testing game will have better starting advantages than someone who just joins the nb.

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41a5a2 No.28780

>>28778

Hero Name: Cele Elensar

Hero race: Elf

Hero fluff: Cele lived in the city her whole life. Upon coming to age she deicided 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

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41a5a2 No.28781

>>28780

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

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)

GM Notes: Leather armor w/ coverings is a mostly leather armor set (breastplate and thick leather pants) but with iron shin,wrist, and shoulder guards.

about the wanderlust- It will end up being somewhat arbitrary but you will get advanced warning before you start suffering from this penalty.

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41a5a2 No.28782

ATTENTION

For clarification I didn't state the time description.

This is a pre-gunpowder age builder. Gunpowder does not and will not exist. Though other rather deadly weapons of past ages such as greek fire do.

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41a5a2 No.28783

File: 1469812639428.png (507.17 KB,700x1024,175:256,02780ba3eaca75d107fa2f236e….png)

Hero Name: Smellgeek the Egghead

Hero race: Goblin, Mutant

Hero's race description: Mutant goblins occur periodically thanks to the tendency of the race to reproduce quickly. Goblin mutants can therefore have a wide variety of traits.

Hero fluff: Smellgeek is rare among his kind for commanding the magic of 'the maths'. Because he understands 'the maths', he has considerable power in certain circles in his tribe. However, this entire maths affair has generated much consternation from other magically-inclined goblins in said tribe. This is all fine, of course, as Smellgeek is designing various implements to SMASH, CRUSH, and DESTROY his BACKWARD IGNORANMUS ENEMIES. SQUISH.

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41a5a2 No.28785

File: 1469816482241.jpg (103.68 KB,500x500,1:1,d068d71554bf1f4290f6aa5f28….jpg)

>>28778

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.

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41a5a2 No.28786

>>28778

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.

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41a5a2 No.28787

File: 1469818674409.png (786 B,114x126,19:21,Froggée.png)

>>28778

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

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41a5a2 No.28788

CLAMING A SPOT

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41a5a2 No.28789

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

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41a5a2 No.28790

>>28789

>>28788

>>28787

>>28786

>>28785

>>28780

And that's 6. Spots are closed

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41a5a2 No.28791

File: 1469819963484.jpg (42.17 KB,446x650,223:325,Giant.jpg)

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.

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41a5a2 No.28793

Eh you know what I will take one more. Even numbers are boring. No reserving the spot though post char sheet.

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41a5a2 No.28794

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41a5a2 No.28795

File: 1469820829830.jpg (180.34 KB,800x1278,400:639,1436556203318.jpg)

>>28793

Hero Name: Eriana Blackfield

Hero race: Human

Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

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41a5a2 No.28796

>>28787

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: A lightly used wooden chair, 3x funny hats 25 GP

Companions: None

Eccentricities

Swamp Donkey fighting style: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

Hop along little frog: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

Frogs have no warts: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

Pacifist: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

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41a5a2 No.28797

>>28786

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, Simple bow and arrow, 50gp

Companions: 2 armed household guards.

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.

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41a5a2 No.28798

>>28795

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

Companions: None

Eccentricities

Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

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41a5a2 No.28804

File: 1469841105615.jpg (196.18 KB,1000x1000,1:1,markus-neidel-krark.jpg)

Hero Name: Wurtguth

Hero race: Orc

Hero's race description: Big, green, mean

Hero fluff: Wurtguth is like most orcs Short tempered, stupid, and gruesome . Ya mess wit him n get yer head smashed.

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41a5a2 No.28805

File: 1469841150406.jpeg (87.06 KB,900x563,900:563,image.jpeg)

Hero Name: Gravelord Neet

Hero race: Skeleton

Hero fluff: Neet is the reanimated corpse of a long dead necromancer. His forbidden sorceries landed him on a hit list of bounty hunters everywhere. He fled into the mountains to build an army, but was destroyed by a posse of hunters. Even he doesn't know how he was resurrected, but he's forgotten almost everything about necromancy, save for a few rudimentary reanimation spells.

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41a5a2 No.28807

>>28789

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

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41a5a2 No.28817

>>28785

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

Companions: None

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.

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41a5a2 No.28818

>>28791

>>28791

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

Companions: None

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.

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41a5a2 No.28828

File: 1469901721214.jpg (1.98 MB,4000x2000,2:1,MARADOC (1).jpg)

Welcome to the world of Maradoc. Home to the 7 Great cities and wonders galore. After centuries of war only recently has peace been found. A golden age has begun and adventurers work far more than soldiers.

http://pastebin.com/Z6mL0yu9

The 7 great cities and their controlling empires are by no means the only kingdoms and cities. They are simply the most powerful. Many lands yet in small kingdoms or even towns with no allegiance to anyone else many lands even remain untamed or have become overgrown where once an ancient empire lived.

(rolling up char skills now and beginning locations then you will take your first actions)

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41a5a2 No.28835

File: 1469905456290.jpg (2.63 MB,4000x2000,2:1,MARADOC (2).jpg)

>>28785

Add skills

[Smithing II] [Intimidation I][Irregular tactics I]

You are starting southwest of the crags. There are a few nearby villages of humans and a couple goblin villages as well

roll 2d100 for your actions

>>28791

Add skills

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

You are starting in the north eastern crags close to Dene-S. There are lots of mountains nearby with potentially alot of other giants. East of you lies the dwarven stronghold.

roll 2d100 for your actions

>>28789

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

You are starting at the bottom of the orcfen river north of the Golden desert. There is not alot in this area but there are rumors of a citadel of undead north of you, best to keep away from it.

roll 2d100 for your actions

>>28795

[Terror tactics II] [Conversion I] [Sword and board I]

You are starting in Yerdale a small city just big enough to be on most maps. Primarily made up of humans, lizardmen, and centaurs.

roll 2d100 for your actions

>>28787

[salesmanship II] [fisticuffs I] [Hunting/tracking I]

You start in the shadowy swamp west of egrothron. You are surrounded by swamp, swamp, and more swamp.

roll 2d100 for your actions

>>28786

[Education II] [Research II] [Nobility I]

You start in Ilien in the city of a thousand towers and arches. You live in your father's tower in a life of luxury.

roll 2d100 for your actions

>>28780

[Swordsmanship II] [Exploration I] [Dueling I]

You start in the woods of Tydy forest west of Ilien you can head in any direction you wish or you may find a town and look for rumors of tournaments and the like.

roll 2d100 for your actions

And so it begins feel free to post everyone.

https://www.youtube.com/watch?v=1O22RtQ2_gI

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41a5a2 No.28840

File: 1469909852467.jpg (178.5 KB,1280x720,16:9,fire_giant_blacksmith_by_o….jpg)

Dice rollRolled 26, 77 = 103 (2d100)

>>28835

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

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.

1. Search for a nearby Volcano, that I might have fire for my forge

2. Search for a Coal Vein or an Iron Ore Vein, I shall need these as well.

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41a5a2 No.28841

Dice rollRolled 35, 66 = 101 (2d100)

>>28835

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

Companions: None

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. Bah look at all this pitiful creatures. I have work to do and I need workers [Enslave the Goblin Village]

+ [Intimidation I]

+ [Duergar at heart]

2. Train [Irregular Tactics II]

+ [Duergar at heart]

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41a5a2 No.28842

Dice rollRolled 59, 55 = 114 (2d100)

>>28835

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, Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Read tho book I have on well known randomfactored items. It's just good to have the knowledge.

+Research II

+Education II

+Bookworm

2. Then browse the library for any other books of magic that I may be able to find. It is always easier to build off of theories of other people's research than to start fresh.

+Research II

+Education II

+Bookworm

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41a5a2 No.28844

Dice rollRolled 97, 60 = 157 (2d100)

>>28835

Inventory: Basic longsword, Leather armor w/ coverings 10 GP

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 I]

1:Cele shall not be likely to find any grand torunamants int he city of Illien, but the western nation of Gatun and Hatun shall prove a grand place to show her skill with the blade. She begins her journey west!

2:Upon the way she stops at neighboring towns in order to garner any rumors of skilled warrior she could test her blade on or perhaps any tournies to practice at..

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41a5a2 No.28845

>>28835

NOOOOOOOOOO

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41a5a2 No.28885

Dice rollRolled 57, 74, 31, 14, 12, 55, 22 = 265 (7d100)

>>28840

1. Sadly you know of only two magma vents in the crags. One is guarded by a tribe of particularly fierce giants and the other is in the fortress of Dene.

2. You do however luck out and find a nicely sized vein of coal…. Now only if you had a pick to mine it.

+location of medium sized coal vein

>>28841

1. As you roar into the small village the goblins flee screaming in all directions you swipe at a few but don't manage to catch anything. But on the plus side you managed to avoid damaging the village

+small poor empty goblin village

2. On the way to the village you begin training in your fighting style hitting trees with your sword and imagining them off balance then grabbing them before swiping with your sword again. Many trees were molested then murdered this day.

[Irregular tactics II 2/8]

>>28842

59/55

1. The book mostly lists what it knows about the weapons. The only known collection (8 of them) is in the city of Saltny in the throne room of the troll king. Though there are others and sources of where some were even made. (pm gm if you have any particular questions and I will answer them or say if the book didn't have anything about it.)

+Label your book as memorized

2. You travel to the royal library and spend most of your day perusing the catalogs. You find many books on "magic" but end up being little more than the ramblings of mad Men and failed scholars. You do find 2 promising books though

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

+ the Lord of the Rings.

GMNOTE(I forgot to give you your Mook die you can roll a third d100 to order your mooks to go do something. Though in your case be careful since it leaves you unguarded. If mooks receive no orders and/or you don't roll the third die they will simply remain at your side protecting you)

>>28844

97/60

1:Cele moves like the wind seeming to almost fly through the forest arriving at the Gates two days later and you seem to have picked something up along the way. (roll a 1d6 before posting your next turn)

2: there are many rumors to be had but in particular there are rumors of giants leaving the mountains again defeating one would surely spread you name around as a great warrior, in addition there are rumors of a small tournament being held in Gatun and one in hatun but they will be run at the same time. And best of all rumors of a massive tournament in Tythorp coming in the spring. Though you will need alot of training before then.

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41a5a2 No.28886

Dice rollRolled 23, 97, 50, 1, 4, 73, 18 = 266 (7d100)

>>28885

Next update will be in about 6-7 hours. There are no makeup turns.

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41a5a2 No.28890

Dice rollRolled 6 (1d6)

>>28885

rolling that thing

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41a5a2 No.28891

Dice rollRolled 23, 72, 96, 8, 30, 12, 66 = 307 (7d100)

>>28890

>>28890

You found a small egg while walking in the forest it is warm to the touch.

+small warm egg

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41a5a2 No.28892

Dice rollRolled 100, 12 = 112 (2d100)

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, Small Warm Egg

Companions: None

EccentricitiesBalanced 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 I]

1: Upon entering the city, Cele heads to find where the tournament shall be taking place to sign her name up for it. She shall prove herself first in this tournament, then the grand tournament in Tythorp!

2:But first she must train. Once registration is dealt with she looks for any secluded area where she can practice her craft of the blade

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41a5a2 No.28898

Dice rollRolled 6, 93 = 99 (2d100)

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

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 medium sized coal vein

1. Head to the dwarves, and visit them. See what the small folk are up to before I ask them about the use of their forge. I have found a coal vein.

2. I should also search for an Iron Vein as well

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41a5a2 No.28899

>>28892

1. Cele quickly talks to the organizers and has her name put on the lists. She is informed the games will start in 4 days and that she should hurry to find somewhere to sleep the inns in the city are quickly filling despite the relatively small size of the tournament.

As you walk away from the lists you check your bag. Wait wasn't the egg like half that size yesterday? You could swear it seems to grow warmer whenever you speak as well.

Inventory

-Small warm egg

+Medium hot egg (quickened)

Eccentricities:

+[active tournament]

2. Cele spends most of the rest of the day looking for a secluded area to train. Somehow she wanders only into the most crowded districts of the city and even winds up getting splattered with dirty water by a passing noble's carriage.

>>28898

1. you wander around looking for the dwarf's fortress you seem to be walking in circles….wait where is that coal vein again?

-location of medium sized coal vein

2. On the plus side you did find a rather large Iron vein. Even the dwarves rarely find a vein this large. Maybe you really are part dwarf.

+Location of very large iron vein

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41a5a2 No.28900

>>28899

next update is in 8-9 hours

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41a5a2 No.28903

Dice rollRolled 11, 69 = 80 (2d100)

>>28835

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: A lightly used wooden chair, 3x funny hats 25 GP

Skills: [salesmanship II] [fisticuffs I] [Hunting/tracking I]

Companions: None

Eccentricities:

[Swamp Donkey fighting style]: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

[Hop along little frog]: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

[Frogs have no warts]: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

[Pacifist]: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

1. To sell furniture one needed furniture, but how to make furniture without an axe and wood? Clearly Mr Forggée would have to cut the wood with his bare hands!

2. It was time for Mr Froggée to build a furniture store, after all the customers would expect reliable service as well as an assortment of example furniture. That and a bed to sleep in would surely be nice.

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41a5a2 No.28904

Dice rollRolled 74, 56 = 130 (2d100)

>>28899

>Hero Name: Cele ElensarHero race: ElfHero 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 EggCompanions: NoneEccentricitiesBalanced 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 I]

1-2:Alright, time for serious training now. No more mucking about we need to practice.

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41a5a2 No.28906

Dice rollRolled 43, 49 = 92 (2d100)

>>28885

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.

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Read through the Lord of the Rings first, and then read through Theories of the great leaders if I have time.

+Education II

+Research II

+Bookworm

Guards: Guard.

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41a5a2 No.28908

Dice rollRolled 30, 13 = 43 (2d100)

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

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 very large iron vein

1. Take it to a Giant to lose something in the moutain range. Surely, it will not be that hard to find it again

Where is that coal vein?

2. Go to the dwarves and tell them of my finding. I desire access to their volcano, to forge myself a mighty pickaxe that I may dig the iron.

2.

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41a5a2 No.28913

Dice rollRolled 22, 94 = 116 (2d100)

>>28835

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

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

Time to start by pretending the first 2 turns never happened

1/2. While the fortress of undeath to the north sounds terrifying it is also in the same direction as the river flows. I travel along the river trying to find any signs of civilized life [hunting/tracking I]

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41a5a2 No.28916

>>28903

1. You attempted to karate chop the trees into lumber, while amusing to many of the people passing by you in the swamp was not actually an effective method of gaining lumber. You did however manage to chop your lightly used chair into pieces, the chair that you used to sleep in.

- A lightly used wooden chair

https://www.youtube.com/watch?v=TD668tHKn6Y

2.You attempted to build a furniture store but only had enough wood for a chair. It ended up looking like a few sticks sticking our of the dry area of the swamp. Maybe you should find a merchant and purchase an axe.

>>28904

1.2. Your training was very successful and progress was made (not sure if training dueling II or swordsmanship III) +6/??

>>28906

1. 2. The lord of the rings actually proves to be somewhat informational It talks about rings that when worn for some reason tend to increase the effect your words have on others. The last time these rings were seen they were in Hatun. Theories of the great leaders tended to speak of a very similar effect as seen in lord of the rings only without the rings. Oddities of history where men who were not so good with words still managed to make them have an unusually strong effect the writer of this book gives off the impression of knowing more than they are actually saying maybe a visit to the author would pay off for you. The author's name is Archdruid Ephynol and despite the weird name he seems to have lived in Ilien at some point. Perhaps you can find him or more of his writings.

——————————————————DO NOT POST———————————————

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41a5a2 No.28917

Dice rollRolled 14, 41 = 55 (2d100)

>>28835

>>Hero Name: Eriana Blackfield

>>Hero race: Human

>>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions: None

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1.2. This place is a den of Heresy, but despite my first inclination to put it to the torch I must first attempt to get them to see the light of Alveris and convert them to proper worship.

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41a5a2 No.28918

Dice rollRolled 23, 29 = 52 (2d100)

>>28916

>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 I]

1:Finish Cele's (dueling) training 6/??

2: Upon finishing her training Cele returns to her room to relax and mentally prepare for her match by talking to the egg.

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41a5a2 No.28919

Dice rollRolled 42, 7, 20, 77, 32, 79, 75 = 332 (7d100)

>>28908

1. You search for hours but can't quite seem to find the coal vein again

Lost coal vein 1/2

2. Still the fortress of Dene remains unfound as well. Those pesky dwarfs and their damn hidden fortresses.

>>28913

1. You found multiple small game and managed to take them and their hides. You also find tracks of caravans some heading West (it looks like 3 humans/elves and 1 centaur) and a large caravan headed West (too many tracks to get a clear reading estimate around 20+ of various races)

+ 6 adult giant boar pelts

+12 adult giant boar tusks

>>28917

1.2. You preach and you preach yet many seem to pass you off as just some crazy foreigner. At the end of the day when you are exhausted and tired of dealing with these heathens a teen Lizard girl and a teen centaur girl come to speak with you they are only orphans but they at least have been moved by your speech.

If you accept them into your party add to companions

+ ellie (centaur f)

+ zara (lizardgirl)

If you reject them no change

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41a5a2 No.28920

Dice rollRolled 11, 59, 37, 74, 6, 40, 93 = 320 (7d100)

>>28918

>——do not post—-

Posts anyways fucking glitz

>>28919

Next update in 4ish hours

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41a5a2 No.28922

Dice rollRolled 62, 47 = 109 (2d100)

>>28919

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

Companions: None

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. These little shits will come crawling back eventually and when they do they will find who's in charge now.

2. Do some hunting maybe their is something worth killing around here.

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41a5a2 No.28923

Dice rollRolled 97, 15 = 112 (2d100)

>>28919

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

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 very large iron vein

1. Lots of mountains, I never knew there could be so many mountains. It's even more mountains than at the crags!

>find the dwarves

2. Where did I put that coal vein?

I should mark it with a big mark when I find it.

1/2

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41a5a2 No.28924

>>28920

I don't see it written anywhere faggot :^)

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41a5a2 No.28925

>>28924

>Doesn't see it anywhere, it's on the post twice

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41a5a2 No.28926

Dice rollRolled 76, 77, 8 = 161 (3d100)

>>28916

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.

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Cross reference the rings in Lord of the Rings with any ring randomfactored items from the other book.

+Education II

+Research II

+Bookworm

2. Then try to find any more books by Archdruid Ephynol.

+Education II

+Research II

+Bookworm

3. Send on guard to inquire if Archdruid Ephynol still resides in Ilien.

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41a5a2 No.28927

Dice rollRolled 36, 75 = 111 (2d100)

>>28919

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ ellie (centaur f)

+ zara (lizardgirl)

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1. Work on training and teaching my new converts.

2. Attempt to convert the town once more.

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41a5a2 No.28928

Dice rollRolled 42, 80 = 122 (2d100)

>>28919

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. Begin following the small caravan maybe they can answer some questions about the area

2. A gift is needed as a show of good faith, if I bring a boar to them they will surely welcome me to their fire

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41a5a2 No.28936

Dice rollRolled 32, 17 = 49 (2d100)

>>28916

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: 3x funny hats 25 GP

Skills: [salesmanship II] [fisticuffs I] [Hunting/tracking I]

Companions: None

Eccentricities:

[Swamp Donkey fighting style]: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

[Hop along little frog]: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

[Frogs have no warts]: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

[Pacifist]: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

1-2. Clearly it was merely a question of practice. Mr Froggée would continue his dedicated attempts to strike a new chair from lumber no matter how long it would take him!

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41a5a2 No.28963

Dice rollRolled 31, 25, 90, 24, 20, 64, 87 = 341 (7d100)

>>28926

1. You quickly find 5 rings spoken of in the listing book but none of them have their effects listed only that there were in fact 5 created and proven somehow to be randomfactored items. Whereabouts are currently unknown for all five but one was sighted only 50 years ago (shortly before the book was written) in Egrothron.

2. You manage to find one more book but it is a short and boring tome about life in Yerdale.

3. Your guards get lost and can't even manage to find their way back to your tower. Luckily your father found them on his own trip to the merchants district. They will return after the next turn.

>>28927

1. the teaching and training makes progress but it is obvious it will take a long time to indoctrinate and make them into warriors. 1/15

2. Your attempts to convert the town meet some success this time. While no one openly joins you this time people do stop to listen at least for a little bit and leave talking to themselves as if debating.

Conversion of Yerdale 3/30

>>28928

1. You follow the tracks and make alot of progress. By current speed you should catch them by tomorrow

2. You manage to find another giant boar and even manage to use some nearby vines to tie it up. You only had to punch it twice to make it slip into sweet dreams.

>>28936

1.2. Mr froggee clearly not one to give up continues chopping at the trees and while he makes no progress in gaining lumber all this exertion has helped him understand fighting a little better [Fisticuff II 1/8]

>>28918

Cele tries hard to focus on her dueling training but the heat of the city and loud noises seem to never stop bothering her and making her lose focus no progress is made

[dueling II 6/8]

2. The egg continues to grow warmer and seems to almost tilt to the sound of your voice. [Maternal bond 1/10]

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41a5a2 No.28967

>>28922

1. Wait you do but being a giant eventually you get bored and start looking in the homes out of curiosity. You don't find much particularly interesting but you do find some farm implements that you quickly break off the metal pieces of for later forging.

+8 pounds of iron

2. You hunt and you hunt and you hunt some more but you end up finding only some rabbits. Barely finger food for you. however on your way back to the village you do manage to find 2 goblin males hiding in a bush.

+2 goblin male prisoners.

>>28923

1. You spend more time searching for the dwarven fortress and finally find it but before you can approach too closely 4 ballista rounds are suddenly quivering in the ground around you in a perfect square. A loud dwarven voice shouts at you in common "And why the hell does a bloody giant dare approach our territory. Pretty sure we ran all you buggers off already, turn back around and go the way ye' came". The threat is made clear but you feel as long as you don't move you can speak to them first.

+roll 1d6 before you take your next actions.

2. you wandered around searching for the coal vein but with no luck you gave up and marked where you stopped searching before heading to the dwarven fortress

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41a5a2 No.28971

Dice rollRolled 45, 10 = 55 (2d100)

>>28963

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: 3x funny hats 25 GP

Skills: [salesmanship II] [fisticuffs I] [Hunting/tracking I]

Companions: None

Eccentricities:

[Swamp Donkey fighting style]: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

[Hop along little frog]: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

[Frogs have no warts]: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

[Pacifist]: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

1-2. Fighting was a pennyless art much different than furniture making. Mr Forggée would strike the finest furniture with his bare hands! Another attempt would follow immediately there after for all carpenters did not fear the frog who had made a thousand different chairs once but him who made the same chair a thousand times over!

[Fisticuff II 1/8]

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41a5a2 No.28973

Dice rollRolled 63, 48 = 111 (2d100)

>>28967

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

Companions: None

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 you little cowards you will lead me to where your kin is hiding. They will serve me. +5

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41a5a2 No.28976

Dice rollRolled 78, 27 = 105 (2d100)

>>28963

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ ellie (centaur f)

+ zara (lizardgirl)

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1. Alveris accepts no excuses, put your hearts into it ladies! HUT TWO HUT TWO! [Training 1/15]

2. Continue with the conversion, even one as zealous as I would realize that I can not put this entire town of heretics to the torch. Not alone anyways 3/30

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41a5a2 No.28980

Dice rollRolled 2, 46 = 48 (2d100)

>>28963

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.

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Do another look over of the library for any more books of magic that may reside here.

+Education II

+Research II

+Bookworm

Guards: One returning next turn.

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41a5a2 No.28981

>>28971

1-2. oooooooh I think that one left a small dent in the tree's bark its a bit of a darker shade, oh wait nope that's blood.

[Fisticuff II 2/8]

Cut on your hand: -5 to any action directly using your hands next turn only]

>>28973

1.2. You have soundly terrorized the poor innocent farmers. they led you directly to the hiding places of the other goblins.

+22 Goblin farmer slaves (half male half female)

>>28976

80=1. And no excuses she will get. The recruits did a wonderful job today and made excellent progress [Training 5/15] (3+1 bonus for continuous successful training action)

22=2.Your speech is received almost the exact same as yesterday It seems to draw almost the same exact amount of people with the same exact reaction [Conversion of Yerdale 3/30]

>>28980

1.2. You recomb the library but find nothing of note. As you patiently wait you realize you missed a detail in the lord of the rings. The rings were made of bone.

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41a5a2 No.28982

>>28981

>>28981

Next update is in either 6 hours or 4 people post. Whichever comes first

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41a5a2 No.28983

Dice rollRolled 74, 6 = 80 (2d100)

>>28981

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.

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Now that my guard is back head out and see if I can find whether Archdruid Ephynol is still within the city, or where he left to.

2. While I am out purchase either a blank book or some paper so I can write notes. Some ink and a quill too if I need it.

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41a5a2 No.28989

And officially opening two more slots

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41a5a2 No.28992

Dice rollRolled 88, 37 = 125 (2d100)

>>28981

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]

1/2 keep in tracking

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41a5a2 No.28993

Dice rollRolled 5 (1d6)

>>28967

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41a5a2 No.28994

Dice rollRolled 78, 46 = 124 (2d100)

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

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 very large iron vein

1-2.

"I am not like my brothers, who care more for eating the small folk.

I am Gargoz, friend of the small ones. I bring tidings of coal, and ore, and seek to learn of and aid the dwarves!"

Gargoz extends his hand, bearing some surface coal, and some surface ores from whence he found the veins.

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41a5a2 No.28996

File: 1470057695393.jpg (162.51 KB,864x651,288:217,yuanti.jpg)

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.

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41a5a2 No.28997

Dice rollRolled 42, 67 = 109 (2d100)

>>28963

>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 I]

1:Buckle down and finish that training. She needs to be ready for this tournament. 6/8

2: Cele continues talking to the egg. It's more for her letting her vent her frustration to something. 1/10

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41a5a2 No.28998

>>28996

>>28778

forgot to link to OP

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41a5a2 No.28999

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

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 very large iron vein

+25 GP found in forest

stat update

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41a5a2 No.29000

>>28996

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: None

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

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41a5a2 No.29001

>>28996

You begin your quest in Elleah the capital of the Small Yuan-ti kingdom. You are currently sleeping in an abandoned shack on the outskirts of town. To your west lies Egrothron the legendary capital of the Lizard/frogmen empire. You stand free of any debts and obligations to any but yourself and those you choose. You may go anywhere you please.

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41a5a2 No.29002

Dice rollRolled 6, 7 = 13 (2d100)

>>29001

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: None

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons 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. "I hope senpai didn't notice me sleeping in that dirty shack" says Exobo and looks up to the heavens. "Don't worry senpai! I will honorary find work so i can sleep gently like a leaf in the breeze of spring" - Going to town to find a contract or a quest.

"A Snake scales are the most important Ssthing! Without them he is but a worm!" - Going to tend and improve my "Scales" aka my armor

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41a5a2 No.29003

>>28983

1. With you in the lead you quickly manage to find the Archdruid's abandoned small house in Ilien. And questions about where he went amazingly are quickly answered only in that he left a few years ago to return to his true home. Your questions about where his true home is are met only with unknowing shrugs.

2. You do not manage to find a blank book or papers you do however manage to find a quill but when going to purchase it you accidently trip and stab yourself in the leg with it. The shopkeeper can't stop laughing at you long enough to accept your payment so at least you got a free quill.

+bloody quill

+leg wound -5 to movement actions next turn only

>>28992

1.2. You quickly follow the tracks the next day and manage to catch up to the caravan shortly before noon. You are greeted by the sight of hardened mercenaries headed to the eastern Aeldun colonies. Your offer of the whole boar is greeted with great enthusiasm and their tongues are loosened immensely by such generosity (pm the gm on mibbit to have any questions you have answered)

>>28994

1.2. While their natural tendency is to not trust giants for some reason they do indeed decide to trust you sending out a party to meet you. When shown the vein of iron they quickly offer you a deal of giving you mining gear and allowing you use of their forges in return for half the vein.

(answer is free action no need to roll it use your actions for other things)

if you accept add

inventory: Mining gear

+forge access at the Dene fortress

change

very large iron vein to medium iron vein

If you refuse

you may leave peacefully without fear of attack but do not gain access to the dene fortress and will likely not be granted a second chance

>>28997

1. You buckle down and train hard with sweat practically raining off your body you finally finish exhausted but satisfied

Change skill to

[Dueling II]

2. As you continue venting at the egg you could swear it almost shifted in shape slightly. No really that indentation on the side looks exactly like a scale I swear it's not your imagination and it is just so cute. Maternal bond 3/10

>>29002

1. As you stumble your way through the city you nerve out and stutter and stumble no one takes you seriously and will likely remember you for at least a while

foolish reputation -5 to diplomacy rolls next turn only

2. As you attempt to manipulate your armor into something greater you only manage to cut your hand on one of the sharper pieces

hand wound -5 to dexterity or anything using your hands rolls next turn only

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41a5a2 No.29004

Dice rollRolled 78, 50 = 128 (2d100)

>>28981

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: 3x funny hats 25 GP

Skills: [salesmanship II] [fisticuffs I] [Hunting/tracking I]

Companions: None

Eccentricities:

[Swamp Donkey fighting style]: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

[Hop along little frog]: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

[Frogs have no warts]: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

[Pacifist]: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

[Fisticuff II 2/8]

Cut on your hand: -5 to any action directly using your hands next turn only]

1-2. In that case he would have to cut the wood.. WITH HIS FEET! KYAH!

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41a5a2 No.29005

File: 1470070170612.jpg (5.11 MB,4000x2000,2:1,Maradoc.jpg)

>>28997

Addendum: The tournament starts this turn you will need to expend at least one action this turn on heading to the tourney grounds.

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41a5a2 No.29006

Dice rollRolled 2, 27 = 29 (2d100)

>>28981

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ ellie (centaur f)

+ zara (lizardgirl)

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1. Training isn't just physical they must also know the scriptures of Alveris as close to perfectly as they can [training 5/15]

2. Attempt a different approach at conversion, take those who do show up and tell them to bring their friends and family. Use the spread of gossip and community to spread the word of Alveris and convert the town [conversion 3/30]

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41a5a2 No.29007

Dice rollRolled 3, 13 = 16 (2d100)

>>29005

>>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]

1-2:Today's the day. This will be cele's first chance to start her career as a fighting. She will do her best to make herself stand out!

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41a5a2 No.29008

Dice rollRolled 80, 85, 16 = 181 (3d100)

>>29003

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

+leg wound -5 to movement actions next turn only

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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 now my leg hurts, but it should be fine. Head back to the library and read that book about life in Yerdale. I'm fairly sure that is his true home.

+Education II

+Research II

+Bookworm

-Leg wound (-5)

3. Send one guard back to start preparing for travel to Yerdale.

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41a5a2 No.29009

>>29008

I read the book already, actions changed to preparing for the trip.

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41a5a2 No.29010

Dice rollRolled 83, 76 = 159 (2d100)

>>29003

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]

1/2 Hearing of the Naga warbeasts Caldor can just imagine bringing the hide of one back to present to the chief and begins travelling with all haste to the Aeldun Colonies along the sea of blood

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41a5a2 No.29013

Dice rollRolled 53, 61 = 114 (2d100)

>>29003

1. Ashamed by his misdeeds exobo leaves the city to the east, perusing to gain his reputation elsewhere (Search for random events at the forest to the east)

2. Exobo tries to practice his survival skills while sleeping under the trees and the bare skies

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41a5a2 No.29016

File: 1470101535352.jpg (48.94 KB,432x442,216:221,Monster_-_Fire_Giant.jpg)

Dice rollRolled 27, 35 = 62 (2d100)

>>29003

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: 22 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. Come little ones we move to the next village gather your things. I have more slaves to take. +5

2. Train [Irregular Tactics II] 2/8 +5

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41a5a2 No.29021

File: 1470107280950.jpg (16.23 KB,236x275,236:275,0c91f718c15cd498ca9cf2c95d….jpg)

Dice rollRolled 57, 48 = 105 (2d100)

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

+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

1. One of my first tasks, now that I have access to the mine and the forge, is to create myself a mighty Iron Shovel.

Perfect for digging out large amounts of land, and maybe other uses in the future.

+Mining gear

Crude hammer

Smithing tools,

Skills: [Smithing II]

+forge access at the Dene fortress

2. Study the dwarves closely, there is a method to their mining

>Learn Mining Skill from the Dwarves

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41a5a2 No.29022

>>29004

[Fisticuff II 7/8]

1.2. Somehow you finally manage to do some slight damage to the tree.

>>29006

1. Unfortunately they are as yet incapable of studying. They are exhausted from the past few days of training.

(companions gain trait [exhausted] for 1 turn. They can not be trained or used in any way while suffering this trait)

2. Some people listen and your conversion attempt once again slowly gains steam. [conversion 4/30]

>>29007

1.2 on the way to the tournament grounds you smash your knee into the side of a cart. And even with you rushing to the proper area you are still late. The organizers berate you for a few hours until finally giving you your number (20) drat they gave you the during lunch time fight. Less people will be watching you fight than the other fighters.

Nonetheless you join the other fighters in the pits. You have extra time until your next fight. You could talk to other fighters and try to gain extra information. You could train. You could sit and focus and meditate. It's up to you.

+knee injury: - 5 to anything that requires you to use this part of your body in a strenuous fashion.

>>29008

You spend your time packing your belongings and organizing a carriage. You also look at the maps and decide your course. None are particularly safe but some have more risks than others.

You could go west then South but this takes you very close to the crags and the Giants therein. It also risks ogt raiding parties. (time long risk low)

You could go by land South then West but risk going through the undead lands. (time fast risk high)

You could take a boat South and then go by land West from the Aeldun colonies this is likely the fastest but there are rumors of massive Naga raids on the colonies atm. You aren't sure what to think of the rumors. (time:very fast risk:???)

In addition you need to decide whether to ask your father for traveling funds. It's possible he will try to stop you leaving as you are his only heir. But without his blessings you have almost no traveling funds.

3.your guard goes out for a while and comes back with creamed wheat porridge for you. It is possible your instructions weren't quite clear.

>>29010

Your trip through the Plains goes peacefully however shortly after entering the whispering forest you are quickly assailed by an unearthly howling coming from the north. Whatever it is, it is big. Will you continue East to the colonies, go north, or make camp here and wait for the caravan to catch up to you?

>>29013

1. Upon entering the swamp you are almost immediately enveloped by an odd smell you follow it through brush and vines and find the corpse of a young mother Paklun (similar to a lemur but with a long serpentine tail it uses as a whiplike weapon) giving honor to the creature you bury it. While in the process of doing so you hear a mewling sound coming from the trees. You quickly climb up it and find a baby Paklun which smells its mother on you and now seems to think you are her. What will you do with it?

2. Your practice goes well and is only periodically interrupted by the local swamp creatures throwing branches at you. [Survival I 2/4]

>>29016

1. You attempt to make the goblins take you to another village and they lead you into the forest but you aren't quite sure of where they are taking you.

2.while moving through the forest you take some time to practice your tactics.

3/8

>>29021

1. Your first attempt at the Forge is met with mild success. While not a might shovel you have indeed made a big one.

+massive shovel

Smithing III 1/12

2. The dwarves are somewhat put off by the presence of a giant but so long as you keep your distance they seem ok with you watching them

[Dwarven mining I 2/6 (unique)]

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41a5a2 No.29024

Dice rollRolled 22, 64 = 86 (2d100)

>>29022

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

+leg wound -5 to movement actions next turn only

Simple bow and arrow, 50gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 2 armed household guards.

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. Talk to father about the traveling funds. If I can talk to this Archdruid and find something out, even a little bit, it might help. I will be going by ship so as long as there arn't any storms it should be safe enough. I should probably buy some charcoal and paper to entertain myself and learn to sketch on the boat ride though.

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41a5a2 No.29025

File: 1470111001222.jpg (183.03 KB,1111x719,1111:719,fire_giants_by_liquidose-d….jpg)

Dice rollRolled 55, 39 = 94 (2d100)

>>29022

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: 22 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. They are taking me where I want to go or somewhere better or they will feel my wrath

+5

+[Intimidation I]

2. Continue [Irregular Tactics II] 3/8

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41a5a2 No.29026

Dice rollRolled 7, 11 = 18 (2d100)

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

1. Keep watching the Dwarves, there is something to be learned of them

Dwarven Mining I 2/6

2. I want to make the Dwarves trust me.

I have a shovel, and a strong back, surely I can help them somewhere?

Perhaps. . .to dig great channels to divert rivers for farms, or make dams. I shall provide help!

+1

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41a5a2 No.29032

Dice rollRolled 67, 31 = 98 (2d100)

>>29022

Hero Name: Mr Froggée

Hero race: Froggee

Hero's race description:

Pic related. Slightly larger than your average human.

Hero fluff:

Mr Froggée lives in the swamps. He enjoys swimming, funny hats and selling furniture to people passing by.

Inventory: 3x funny hats 25 GP

Skills: [salesmanship II] [fisticuffs I] [Hunting/tracking I]

Companions: None

Eccentricities:

[Swamp Donkey fighting style]: Your character fights with no weapons and gains a massive bonus against opponents fighting unarmed that aren't also skilled. You are also very good at fighting someone armed in tight confined quarters. You also gain a bonus to fighting in swamps.

[Hop along little frog]: Your character doesn't suffer movement penalties in swamps,rivers,lakes, and marshes.

[Frogs have no warts]: You are a smooth talker and practiced salesmen gain +10 to rolls involving diplomacy.

[Pacifist]: You do not like physical confrontation and avoid it wherever possible. You can defend yourself but can not really bring yourself to act in the offensive. Severe penalties to combat that is not in self defence.

1-2. AHA! Truly there was no greater feeling than that of well earned success! Now that his hands had healed up he would finish off the tree with a few more well placed blows and then the furniture chopping could begin!

[Fisticuff II 7/8]

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41a5a2 No.29034

Dice rollRolled 74, 12 = 86 (2d100)

>>29022

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]

A howling monster would make a fine prize but it is one that will take all of my ingenuity to hunt and I lack the tools for the job, I could likely kill it and drag it's head back home but it would only make for a fine tale

1. Wait for the caravan and see if they have any chains or strong rope they'd be willing to spare and warn them of the fell sounding creature

2. Look for any signs of the beasts trail, it's prints and path should tell me how big the beast is [tracking I]

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41a5a2 No.29043

Dice rollRolled 21, 71 = 92 (2d100)

>>29022

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: None

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

Survival[2/4]

>Paklun which smells its mother on you and now seems to think you are her. What will you do with it?

Exobo ignores the creature yet lets him follow. "Ifs you can keeps with my Pacess, SsThen, you will be worsthy of becomings my companion!" Exobo says to the following creature and starts running deeper into the swamp, the creature struggles to follow behind, trying not to let down his new mother.

1. Exobo keeps practicing his survival skills, this time hunting big dragonflies with his whip as if it was a frog's tongue. When the Paklun comes to eat with him Exobo smacks him on the nose and hisses in a threatening voice "Masters eats first!" he leaves the Paklun only with the scraps, hoping he learns a thing or two about survival as well.

2. Exobo picks up useful herbs and tries to make tea with them as he was taught in childhood while living on his parents teahouse. He remembers tails about a soothing and healing-tea. He knows the general shape and smell of the healing herbs, and tries finding them in the swamp.

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41a5a2 No.29044

Dice rollRolled 83, 48 = 131 (2d100)

>>29022

>>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]

1-2: Cele spends her time waiting for her match to start by letting her leg rest and hope that's all needed to get it to a better shape. Don't want it giving on her mid fight.

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41a5a2 No.29045

File: 1470141602429.jpg (52.21 KB,975x535,195:107,Gatun tournament.JPG)

Dice rollRolled 17, 18, 14, 4, 9, 4, 18, 14 = 98 (8d20)

>>29044

And so the the tournament starts Cele gets put in a by round. While this does improve her chances it is one less fight she will be able to use to gain fame.

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41a5a2 No.29046

File: 1470142250457.jpg (57.94 KB,1011x494,1011:494,Gatun round 2.JPG)

Dice rollRolled 15, 16, 2, 17, 14, 17, 1, 13, 20, 2, 17, 11, 1, 4, 5 = 155 (15d20)

1.Umeid barely scrapes out a victory against Gror. But both contestants put up a hell of a fight. That last slash was one for the history books folks.

umeid+1

2. Ouch that fight was just a slaughter Jusvilmild probably shouldn't have even bothered showing up. Still a good showing on the part of Vulvam.

Vulvam+2

3. Match 3 was just bad. All around rooking mistakes. The crowd was very displeased with the performances of both participants. Mak moves on the next round.

Mak-Deo-1

4.And our last fight of round one was not dissapointing Pebrof put up a good fight but was no match for Bar a local favorite.

Bar+2

>>29044

Roll 1d20

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41a5a2 No.29049

>>29024

22 64

1.2. Your father is none too pleased by your decision to go on this little field trip but at the same time he is relieved you finally seem to be taking up the reigns of nobility and seeing the world instead of spending your life locked in a library.

He gives you 100gp and assigns 3 more household guards to you. He even has some connections with the dockmaster and uses them to get you a spot on an Ilien war vessel that is going to the eastern Aedun colonies anyways. Though it is apparantely hush hush as to why they are sending a war vessel packed with the finest archers of Ilien.

+100gp

+3 household guards1

(next turn spend one action on getting to the ship (autosuccess)

>>29025

60,39

1. It doesn't take long for you to see the next village you are coming up on. It is once again only a small farming village of goblins.

2. [Irregular Tactics II] 6/8

>>29026

3, 16

1. You went to watch the miners at work again today but your thoughts drifted off to your brother and what he could be doing now. You got so distracted you even forgot some of what you learned yesterday

Dwarven Mining I 1/6

2. You spent so long daydreaming about your brother that you forgot to go offer help to the dwarves.

>>29032

74 37

At long last you finally manage to break a tree in half……..Now you need to cut it into multiple smaller sections and shape the wood…..You contemplate the intelligence behind your actions this past week and wonder if it was truly worth it.

But at least your fighting has improved.

Gain

[Fisticuffs II]

>>29034

74 12

1. The caravan takes most of the day to catch up to you, They arrived just in time to hear the beast roar again. But luckily they did in fact have some iron chains they were willing to part with if you guarantee to at least slow the beast down while they continue east.

2.You spent the day waiting for the caravan and feared going too far away from the trail lest you miss them.

>>29043

21 71

1.The babe does not take well to this. And you can almost feel it's affection for you waning quickly. This made you feel very sad so sad that you were too distracted to continue practicing your survival skills

2.While you do remember the general shape and smell, it turns out alot of benificial herbs look and smell very similar. While you are more experienced in dealing with the poisonous kinds it ended up not helping that much

Add to inventory

(2lbs healing herbs?)

>>29044

83 48

You spend your time in meditation and become very focused on the matches at hand

+3 to your first combat roll in the tournament and +1 the second

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41a5a2 No.29050

Dice rollRolled 78, 1 = 79 (2d100)

>>29049

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: Paklun

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

Inventory: 2lbs of healing(?) 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

Survival[2/4]

> sadness

no bitch. This animal clearly does not know how to appreciate good things. If it does not want me as her mother then maybe its time for the creature to feel how its like to handle with nature alone

anyhow

1. Try to find more herbs, poisonous this time.

2. Keep practicing survival.

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41a5a2 No.29053

Dice rollRolled 12, 89 = 101 (2d100)

>>29049

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

Simple bow and arrow, 150gp

Skills: [Education II] [Research II] [Nobility I]

Companions: 5 armed household guards.

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. try to pick up some paper or a notebook and charcoal so I can sketch during the trip.

2. Get to da boat (auto success so not rolling )

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41a5a2 No.29056

Dice rollRolled 2, 72 = 74 (2d100)

>>29049

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. I have chains now to track the beast [Hunting/Tracking I]

2. Chains are good but they are lacking without a method of catching the beast so the two core components I need will be a place to face the beast without any unexpected surprises and some bait to attract the beast. As I track the beast look for anything I can drag to a clearing and it's cries or the smell of a fresh kill may attract it

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41a5a2 No.29104

Dice rollRolled 43, 20 = 63 (2d100)

>>29022

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ ellie (centaur f)

+ zara (lizardgirl)

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

Recruit training [5/15] [exhausted 1 turn]

1.2. Give the new recruits a day off then, continue the conversion process. [4/30]

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41a5a2 No.29106

File: 1470201255318.jpg (38.17 KB,439x335,439:335,images (10).jpg)

>>29050

1. This time knowing what you are looking for directly helps. And in a swamp poisonous plants are in abundance.

Gain

2lbs poisonous herbs

2. While training in your survival techniques you were attempting to use your wip on some fruit in a tree. Your Paklun tried to help you by climbing the tree and getting the fruit for you without you noticing. Your wip caught around its throat and broke the poor babes neck.

Remove Paklun from inventory.

GMnote:Pakluns are actually very rare and expensive, also one of the best possible companions to have when trained well.

>>29053

1. In your rush to the boat you only find one vendor selling paper and charcoal writing utensils. And while you know he is price gouging you to hell and back you accept anyways

-20gp

+paper and charcoal writing utensils

2. You got to da boat. But now you have quite the trip ahead of you. What will you do while on this portion of your journey?

>>29056

1. You play with your new chains as you walk and end up not seeing the very steep hillside as you over step to your left you tumble a long ways down into a gulch. You stand up and brush yourself off you got lucky and don't seem to be injured, but you seem to have lost your chains in the fall.

2. You wander around the clearing not quite sure where you are but you do manage to find a deer you cut off it'd two hind legs and leaving it bleating and bleeding on the ground. Just as you settle in to wait for your pray you hear it's roar again, this time accompanied by the ring of steel on steel and the wet thud of steel on flesh. Someone might be stealing your kill.

>>29104

1.2. Your conversion continues to gain steam. You even have started attracting regulars to your sermons. 10/30

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41a5a2 No.29108

Dice rollRolled 60, 5 = 65 (2d100)

>>29106

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ ellie (centaur f)

+ zara (lizardgirl)

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1. Break's over, back to training! 5/15

2. Continue preaching, I may dislike it but I will give these heretics one final chance to change their heathen ways before the purge. [10/30]

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41a5a2 No.29139

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:

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

Inventory: 2lbs 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

Survival[2/4]

1. "Your act was of foolishness, a servant needs to knowss not to interfere with the masters actionss. You were unuseful in life, yet I will make sure your remainingss will be of use" - Exobo skins the paklun for his fur and valuable materials.

2. I WILL SURVIVE - keep training survival

Player note: Well that paklun was dishonorary

NOTE!!! : I accidently deleted the last message to edit it and forgot it deletes the rolls aswell. I rolled a 14 and 96 if i remember right so plz take that into account :3

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41a5a2 No.29142

Dice rollRolled 68, 18 = 86 (2d100)

>>29106

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]

Companions: 5 armed household guards.

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. I have got a trip ahead of me. Use the charcoal and paper and start practicing my sketching and drawing.

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41a5a2 No.29143

Dice rollRolled 6, 74 = 80 (2d100)

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

1. Try learning from them again! 1/6 Dwarven Mining I

2. See where I can help the dwarves again

+1 massive shovel

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41a5a2 No.29145

Dice rollRolled 19, 27 = 46 (2d100)

>>29106

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]

1/2. Who or what ever is after my bait I need to do this right, slowly circle so I'm downwind of it and prepare one of my javelins while I get a view

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41a5a2 No.29146

Dice rollRolled 12, 98 = 110 (2d100)

>>29142

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41a5a2 No.29147

>>29108

1. The rest turns out to be exactly what was needed. The recruits perform admirably and have become agile little fighters themselves. Though they are currently without arms or armor.

adjust:

Ellie and zara to [trained (insert whatever player named title you wish to use: paladins, preachers, zealots, etc)]

2.You spent so long training your new apprentices that you forgot to go preach today.

>>29139

1. You attempt to skin the poor creature but fail miserably and end up just mangling the hide. You cast it into the swamp in disgust

2. You have finished your training with much honor. You did so well and completed it with enough extra time to go over your healing herbs again and managed to sort out for sure which were healing herbs and which were simply close imitations

Gain

[survival I]

1lb healing herbs

lose

2lbs healing? herbs

>>29142

>>29146

1.2. Gain skill [Sketching/drawing I].

As you are closing in on the eastern Aeldunian colonies you begin to hear yelling and shouting all over the ships people are running back and forth across the decks and then you can just make out the distant rings of war horns and the roars of massive beasts as one of your guards burst into the small cabin you occupy screaming at you to get your shit and get on the life boats. You can feel the boat shake badly as another roar sounds this time from beneath the boat. You gather your things as quickly as possible. And rush to the top deck in time to see naga of various sizes slither onto the deck from the sides of the ship and the boat rocks again. There are cracks in the mainmast and you stand frozen in terror as the battle rages around you. Luckily your guards are able to just whisk you away in time as an arrow slams into the door where your head was a moment ago. You turn around to see the guard who pulled you out of the way keel over with his intestines pouring onto the deck and a 8' naga tower over you. Another of your guards charges from behind you and tackles the beast screaming at you to escape and get to shore. Your other three guards finally catch up to you just as the naga and your second savior of the day fall off the side of the boat writhing in a contest of strength.

You regain your senses and decide you will…….

Lose

-2 household guards

>>29143

1. You go to once again observe the dwarves but they are not at their usual mining spot. As you walk up you do notice one has lagged behind. He quickly bows and introduces himself as Galag the scientist. You are the first giant he has ever gotten the chance to speak with and as he bumbles over his words you barely manage to make out a request to spend time with you and a chance to learn about you.

2. Determined not to mess up this time you set out early to assist the dwarves in whatever way you can. You come upon them struggling to build up the berms around the fortress used as defensive points in case of giant invasion. You offer your help and it is gratefully accepted. You spend the day digging massive holes in the ground and turning them into makeshift walls and hills. As you do this you get a chance to converse with the dwarves around you and find common interest in smithing and other such simple subjects. You can feel the dwarves loosen up for the first time since you came here. They smile and boast and bullshit with you almost as if you are one of them and for the first time in maybe ever you feel like you can be yourself instead of hiding who you are so others won't attack you for your weakness.

>>29145

(to clarify they are attacking the beast you are hunting not the bait)

You slowly creep through the jungle as a disgusting rotting smell makes you fight the urge to vomit, and come up to the edge of a clearing in time to see what looks like two fully armored knights fighting a small earth wyrm. They appear to be doing whatever they can to kill it without damaging the brain. This seems odd to you until one of them has an arm torn off by the wyrm's thrashing and simply picks it up and reattaches it. Only one foul race is capable of that and you now know the source of the smell. But what will you do about it?

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41a5a2 No.29148

File: 1470244215185.jpg (496.44 KB,589x761,589:761,7bd2a2852f43cbc7da280db489….jpg)

Hero Name: Adran

Hero race: Half Elf

Hero's race description: Half Human, Half Elf

Hero fluff: Adran grew up without money, in a poor coastal village. The only way he could pay for food was through playing music on street corners. One day, he left the village, seeking fame and fortune, whatever the cost. He tends to try to avoid fighting, preferring to twist people to his side with his words, though he can use a crossbow sufficiently enough to survive whatever beasts strike coastal roads by night.

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41a5a2 No.29149

Dice rollRolled 82, 8 = 90 (2d100)

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

1. I like this little one.

He seems. . .very smart!

I'll see what he has to say. Maybe he wants to see how Giants get things done!

2. With a feeling of great satisifaction looking down upon his work, Gargoz feels like he can do even more!

Taking greater interest, he decides to learn the merits of dwarven

architecture himself. All giants ever did was dig holes in caves anyway, these dwarves actually build real structures from the mountain itself.

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41a5a2 No.29150

Dice rollRolled 76, 62 = 138 (2d100)

>>29147

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: 3 armed household guards.

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. Get to the life boats with me and my guards. I will fight if I have to, but I'm only going to loose unless I am absolutely sure I am not going to hit any allies. Why did this rumor have to be correct?!

-Combat, eww.

+Elven patience?

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41a5a2 No.29151

Dice rollRolled 29 (1d100)

>>29150

TURTLESSSSSSSS

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41a5a2 No.29153

Dice rollRolled 69 (1d100)

>>29150

Mook die: Get to the life boats and protect me, try not to get yourself killed either.

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41a5a2 No.29165

Dice rollRolled 36, 96 = 132 (2d100)

>>29049

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: 22 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. Collect these goblins we move on to have them lead me to a bigger village.

2 Continue [Irregular Tactics II] 6/8

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41a5a2 No.29166

Dice rollRolled 25, 78 = 103 (2d100)

>>29147

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:

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

After surviving the swamps and the horrid creature who thought of him as mother, Exobo decides he proved worthy enough to return to the city, with his spirits raised and his dignity restored he offers his sword to whoever is willing to accept it. (try to find quests~)

2. Exobo goes to a tavern, attempting to find a brave and worthy companion who might share his hate for elves and accompany him along the road

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41a5a2 No.29167

Dice rollRolled 10 + 3 (1d20)

>>29046

Sorry was on a trip past couple days

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41a5a2 No.29184

Dice rollRolled 53, 84 = 137 (2d100)

>>29147

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]

Ugh Undead well that problem will have to be solved before the hunt occurs

1. First toss a javelin through one of the knights [javelins I]

2. Then while keeping the wyrm on the opposite to the other advance on the felled undead

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41a5a2 No.29199

Dice rollRolled 64, 83 = 147 (2d100)

>>29147

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ Sister Ellie (centaur f) [Trained Novitiate]

+ Sister Zara (lizardgirl) [Trained Novitiate]

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1.2. it is time to make up for lost time, recruit the aid of my new Novitiates to help spread the word of Alveris [10/30]

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41a5a2 No.29217

Dice rollRolled 18, 14 = 32 (2d20)

>>29167

K

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41a5a2 No.29218

File: 1470318664478.jpg (64.11 KB,1016x598,508:299,Gatun round 3.JPG)

>>29167

1. Our first match of the second round was very close has ended with a victory to Umeid. Great job Umeid

2. our second match was pure slaughter Fup had him down and out in 3 hits. The crowd is going wild and chanting his name to the heavens.

Fup+3

3. Vulvam manages to pull another win out making it look easy.

4. Grolcer takes his opponent down in a single strike. Holy cow the muscles on that dude are intimidating. Built like a dwarven outhouse.

Grolcer+2

5.Now this was the match to catch folks. Both combatants did an amazing job and were neck and neck to the very end. But ran out of time. It was decided by the favor of the crowd and it seems Mak-deo was still suffering from the negative performance of his last match. Newcomer elf girl Cele moves on. I think we will be seeing great things from her in the future.

cele+1

6. The after lunch match was another massacre with lasreenu tearing her opponent down almost immediately. Remember folks. Never mess with a centaur in heat.

lasreenu+2

7. The hometown favorite bar seems to have just went to sleep in this match. Fehlipal pulls out the win

8. A miserable match and a terrible end to round 2. The crowd is likely beying for Leh Qei's blood now.

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41a5a2 No.29219

Dice rollRolled 9, 10, 6, 9, 15, 14, 10 = 73 (7d20)

>>29218

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41a5a2 No.29220

Dice rollRolled 13, 11, 6 = 30 (3d20)

>>29219

>1

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41a5a2 No.29221

File: 1470319445293.jpg (44.28 KB,1012x533,1012:533,Finals.JPG)

>>29220

We are down to the final match between the surprisingly powerful elf girl Cele and the walking powerhouse that is the troll Fup. You heard that right, for the first time in the history of our great city a non-human is going to be the champion of Gatun. But we will wait for tomorrow for that final battle. Be sure to buy your tickets folks this battle is history in the making.

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41a5a2 No.29222

Dice rollRolled 13, 72 = 85 (2d100)

>>29221

>>>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:Cele is truly giddy with excitement with her success in making it all the way to the finals. But she knows that both she and Fup had worked hard to get where they are. After leaving the stadium she searches for Fup in order to congratulate him and wish him luck in the battle.

2: After her meeting with Fup Cele would return to her room happy, and would spend the night talking to the egg about how well she did in the tournament. 3/10 maternal bonding

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41a5a2 No.29224

Dice rollRolled 2, 15, 15 = 32 (3d20)

>>29184

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41a5a2 No.29225

>>29148

Hero Name: Adran

Hero race: Half Elf

Hero's race description: Half Human, Half Elf

Hero fluff: Adran grew up without money, in a poor coastal village. The only way he could pay for food was through playing music on street corners. One day, he left the village, seeking fame and fortune, whatever the cost. He tends to try to avoid fighting, preferring to twist people to his side with his words, though he can use a crossbow sufficiently enough to survive whatever beasts strike coastal roads by night.

Inventory: Fine crossbow, small dagger, Lute, 20gp

Companions: None

Skills: [Music III] [Crossbow I] [Diplomacy I]

Eccentricities

One shot one kill: You specialize in fighting with a crossbow. Which generally means you have learned to make every shot count as it is rare you will get more than one.

Half elf:With the beauty of an elf and the passion of a human. You have the ability cross boundaries both races fail at but you also may commonly come across boundries one or the other faces……especially in dealing with purebloods of either race.

Silver tongue: Words are a gift to you and as such you share that gift as often as you can. You are exceptionally talented at talking your way out of and into situations.

Poor: You are lowest of the lowborn and few nobles will ever want anything to do with you. Even your honeyed tongue has a hard time convincing nobles to not simply turn their nose up at you.

>>29149

1. Your new little friend stays with you as you go throughout your daily routine. Babbling merrily into your ear and occasionally asking pointed questions such as what your family life is like and how your attitudes are conceived among other giants. But overall it is nice to hear the sheer innocent friendliness of his voice.

add companion

Galag the scientist

(gain mook dice you can now roll an extra d100 when you wish to send your mooks on missions by themselves.)

2. You spend the day watching the other dwarves build. And finally one asks you to help put a few pieces in place but in your excitement you manage to knock over the small building they had worked on all day. You might not be welcome around the construction crews again for a while.

>>29150

1.2. You and your guards manage to get to the lifeboats with only a few small incidents. Even as the elven soldiers around you continue to be slaughtered just as your guards manage to push your boat off and into the water their is a mighty crack from the ship. and it quickly begins arcing up….no wait that is just the half you are on that other half over their is still floating. One of your guards manages to jump into the boat with you. The other two fall off as the front half of the boat slips off a few feet forward and both halves of the ship rapidly begin to sink. Your guard has his orders and begins rowing for the shore leaving the other two behind in the water. You manage to reach the shore just fine and your other 2 guards even managed to take their armor off and swim after you as has one of the Ilien soldiers.

-2 household guards

+2 unarmored household guards

+Ilien elite longbowmen

You quickly disappear into the jungle attempting to get away from the naga. You aren't quite sure but you believe the Aeldun colony isn't that much farther south. You could head there on foot or wait and try to head there in the rowboat. But one thing is sure, you are now on the edge of the undead lands and the smell quickly erases any doubt of that fact.

>>29165

1. The goblins once again flee into the forest attempting to escape from you but you are expecting it this time and you catch about half of them

add 11 farmer goblins

2. You finish your training and have alot of time to spare. So you begin to question your goblin slaves about the surrounding areas. They tell you that there are mostly only small farming villages around here. But if you head north there is supposed to be some kind of hidden bandit city where rejects from the OGT tend to hide out.

Gain [Irregular Tactics II]

>>29166

1. You spend your time looking around town trying to find a quest. Somehow you miss the mercenary HQ building but do find a couple offers.

Potential quest - pay

Clear dire rats out of Grocer's cellar - 20gp

Beat up tuntun for picking on wycat after school - 0.2gp

Assist the herbalist in finding 1lb of healing herbs - two healing potions and 5gp

2. Your trip to the tavern is somewhat fruitful. While you didn't find any one person that is at the same level as you. You did find 3 mercenary apprentices that would love to accompany you and learn from you. You quickly bond with them over a shared hatred of elves.

Gain companions

+3 mercenary apprentices

(gain mook dice you can now roll an extra d100 when you wish to send your mooks on missions by themselves.)

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41a5a2 No.29226

>>29225

>>29184

Caldor

1. You launch your javelin at the knight on the left and manage to pin him to a tree. But it seems to not actually bother him so much as simply inconvenience him as he is slowly managing to pull himself off the spear.

2. The wyrm sensing the change in disposition of the battle pounces on the other undead ripping it apart and smashing the pieces into the ground. You watch in amazement it must have learned from fighting other undead that you need to smash the brain. After shaking off the surprise of the wyrm's intelligence you quickly advance on the other undead and…..

>>29199

Eriana

1.2. Your new Novitiates prove very very skilled at helping you to both rile and settle the crowds at appropriate times. A legitimate crowd now awaits your speeches. People shout and cheer along with your words. You are well on your way to gaining a core membership

20/30

>>29222

1:The troll does not take your words well, thinking them a taunt. He suddenly charges at you and is only restrained by quick thinking stadium guards who inform him he will be disqualified if he tries to do anything to you.

Gain Nemesis

Fup Wun

2: Your egg eagerly reacts to your excitment and now seems to be almost completely covered in scales. The egg is no longer white either it seems to have turned an odd shade of gray almost silver. 9/10

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41a5a2 No.29227

File: 1470326321287.jpg (29.11 KB,373x211,373:211,Halfelf.JPG)

>>29225

>>29148

You start in the eastern Aeldun colonies

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41a5a2 No.29228

Dice rollRolled 52, 83 = 135 (2d100)

>>29226

>>>>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: Upon waking up Cele makes her way to the tournament. Realizing she needs to be at the peak of her game she spends the morning training and preparing herself for the fight to come. She'll need all the preparation she can get.

2:As she swings her blade in the training area she notices a small crowd begin to surround her. The people are fans who were watched her fight yesterday and had noticed her practicing. Cele is not used to this so she tries her best to be friendly with all of the people watching her train.

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41a5a2 No.29229

Dice rollRolled 54, 59 = 113 (2d100)

>>29226

>Hero Name: Eriana Blackfield

>Hero race: Human

>Hero fluff: Sister Eriana has always known that her place in life was to bring justice to the masses, and death to the evils of the world. Even as a young girl she was beating up the town bullies and even once managed to catch a thief trying to rob the blacksmith. In reward for catching this thief she was given her shield, emblazoned with the mark of the local temple. When she reached of age she quickly enlisted within the temple ranks but found their preachiness to be boring and not useful. Instead she left the temple and town and traveled to the Temple of Alveris, the Lord of the Holy Flame. The temple famed for its warrior clerics and it's eternal crusade against the forces of darkness appealed to her and she brought nothing with her but the shield she was given as a gift, to remind herself of her home. Upon graduating from their rigorous training she was issued her own set of armor and sword and sent out into world to bring Fire to those who would hide in the dark.

>Inventory: Basic sword, Heavy shield (unique), 3 unlit torches, 0gp

>Companions:

+ Sister Ellie (centaur f) [Trained Novitiate]

+ Sister Zara (lizardgirl) [Trained Novitiate]

>Skills: [Terror tactics II] [Conversion I] [Sword and board I]

>Eccentricities

>Tank and Spank fighting style: You fight with a sword and shield specializing in defensive fighting. You can draw in opponents in their attempts to kill you and try to take advantage of small mistakes or you can simply wait them out and let them get tired of beating away at your shield either way it makes you a particularly dangerous foe to non-professionals. This also means a single fight tends to take a long time for you to finish leaving you tired and worn out if forced to face more than one person consecutively. bonuses to militia and low level soldiers. Penalties to consecutive fights.

>[Human adaptability]: You are adaptive and creative. You are not the smartest or the strongest. But you can come up with ways around things that even the most brilliant of gnomes and high elves would gawk at. These are often dirty or would even be considered tricks to some, but hey fuck those guys winning is winning.

>[Fuck the heretics]: You gain a +15 to actions that directly and immediately lead to the deaths or severe negative impact on non-believers. (eg a +15 on poisoning a well but nothing on making that poison)

>[Zealot]: You are kind of a cunt and people don't like you. You gain a -5 to all actions that include members of a different religion that isn't to hurt them or convert them.

1.2. All shall feel the light of Alveris, wether they desire it or not, give the village their final ultimatum, be baptized or cleansed by the holy flame of Alveris. Those who choose to see the light for themselves shall be saved and empowered to bring the word of Alveris to others. From Yerdale shall a storm of righteous flame and fury spread out, bringing all to the light of Alveris. [Conversion 20/30]

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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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