1dc820 No.49268 [View All]
This is Hyrule Hero Builder. It takes place in the ZeldaVerse, but everything is not and will not be canon. Names such as Princess Zelda or Ganon can be assumed to be distant relatives or unrelated beings in an alternate timeline to the Zelda lore. With that said, there may be some easter eggs tying back to Orcarina of Time, Majoras Mask, Wind Waker, etc.
Deaths will happen and might happen frequently. Don't expect to live long and don't take your characters' deaths personally.
There will be a background plot (of Ganon trying to destroy the world), but the game will be open world and your actions are your own. You may participate in the global war or treat the game like Harvest Moon and take up Farming on Lon Lon Ranch.
To join, fill out the following:
Name:
Race:
Fluff:
- do not fill out below this line -
Hearts: ❤❤❤
Abilities:
Inventory:
Other:
These are the available races:
Human
Hylian
Deku
Zora
Goron
Kokiri
Korok
Minish
These are the available races under Ganon:
Moblin
Stalphos
Poe
Gerudo
If you want to play a race that is not mentioned here, just ask.
25 postsand16 image repliesomitted. Click reply to view. ____________________________
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0bb5e5 No.49361
| Rolled 89, 42 = 131 (2d100) |
Name: Captain Wrench Smasha
Race: Bokoblin
Fluff: Across the great seas, lies an island called Great Bokobland. The Island is known for its large and highly advanced Bokoblin population, some theorizing they conquered the land from a previously advanced Kingdom while others suggest they simply became more intelligent than their bretheren by some external force.
Unlike most other Bokoblins, these are highly organized and mechanically skilled, with technology that rivals the Gorons in many ways. They have developed smoke and fire belching machines that race over tracks of steel, or sail without wind beneath armor of iron, and weapons that throw bombs much farther than catapaults.
They are known far and wide across the sea as a race of pirates and pillagers, which for the most part is correct, however it is also known they do in fact engage in trade and parley, seeing themselves as an empire rather than pirates.
Captain Wrench Smasha arrives with a ship of Bokoblish crew, perhaps he intends to establish a colony or town. It is rumored the Bokoblish are establishing many colonies around the great seas.
>>49341
1. Oi, go survey Windfall Island and see wot kind of defenses and how many locals there are.
2. Go scout out the western coastline and see if there's any kind of hidden bay or cave we can dock a ship in. We need to set a place where we can bring in more Bokoblish ships
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bbd34c No.49363
| Rolled 87, 57, 63 = 207 (3d100) |
>>49321
>>49322
Name: Truk
Race: Goron
Fluff: Truk has lived most of his life in and around Death Mountain. He has spent most of his life dealing with monsters that come too close to Goron City or that bother travellers trying to reach it. Years of rolling around the mountain passes mean he is particularly hardy even by Goron standards, and countless monsters have been crushed to paste by his bulk or pounded to mush by his fists. He likes to always be doing something and gets restless if he feels he isn't being of use to someone or something.
Hearts: ❤❤❤
Abilities:
[Giant's Strength]: you can lift, push, drag and throw large objects (this is a physically exhausting ability to use. fatigue gained from this ability depends on the size and weight of the object being moved)
[Stone Figure]: you are incredibly heavy. things that you fall on are crushed under your weight. you have no buoyancy in water and although you are unable to swim, you are able to walk along the bottom of bodies of water. you are difficult to move or grapple
[Goron Roll]: you can curl into a ball and roll quickly down ramps and hills. with enough momentum you become a dangerous force of nature, though stopping may be difficult
Inventory:
Other:
1-2: Endurance training. Being as tough as a rock isn't enough. You need to be tougher to deal with the monsters out there.
3: A bit of hand to hand practise with some old friends. There's anyways a few Gorons willing to box and wrestle.
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857518 No.49364
>>49339
Add the following to Abilities:
[Hidden Warrior] in a puff of smoke, you are able to turn invisible for a few seconds (this is a physically exhausting ability to use)
[Sectret Technique] you are skilled with kunai and can use one without penalty. you are skilled at throwing the weapon or using it in close combat
Add the following to Inventory:
Crude Kunai (3)
Crude Kunai Sheath (holds 3)
Crude Sheikah Garb
You can post turn 1. You did not have any unusual dreams.
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857518 No.49365
>>49332
Add the following to Abilities:
[Mummification] you are able to mummify a dead creature into a Gibdo. the Gibdo wanders aimlessly unless controlled (this is a physically exhausting ability to use)
[Gibdo Controller] you are able to control a small number Gibdo to do specific tasks for you. Gibdo are easier to control in your presence and may wander aimlessly again if they are sent too far away from you (this is a physically exhausting ability to use. fatigue gained from this ability depends on the amount of Gibdos being controlled and the complexity of the task asked of them)
Add the following to Inventory:
Crude Tattered Rags
Add the following to Followers:
Gibdo ❤
Gibdo ❤
You can post turn 1. You did not have any unusual dreams.
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857518 No.49368
>>49320
You spend a few hours searching for Lizalfos with little luck. When you finally find one, his skin has become black like yours, but he does not look interested in talking with you. You assume that he may be from a rival tribe or maybe the ash just rotted his brain. He let’s out a screech as you slowly walk towards him. He is clearly about to attack!
YOU ARE IN COMBAT
Describe your action before continuing.
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daab33 No.49376
>>49361
You get three actions every turn so you can post another one .
Also, change Followers to:
Bokoblin ❤
Bokoblin ❤
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daab33 No.49377
>>49376
Also post your sheet with your turns so I remember what your character has.
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cdbbea No.49378
| Rolled 11 (1d100) |
>>49368
Hah! his movements are predictable. I will dodge his attack and then counter with my own when he over extends himself.
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857518 No.49379
| Rolled 1 (1d5) |
>>49378
The Lizalfos lunges with its claws.
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cdbbea No.49380
| Rolled 4, 4 = 8 (2d5) |
rollin
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857518 No.49381
| Rolled 3 (1d5) |
>>49380
The Lizalfos turns out to be clumsy and slow. You easily dodge his initial attack and rip through his stomach with your claws. He collapses dead next to you.
COMBAT END
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7e1a67 No.49383
| Rolled 2, 85, 98 = 185 (3d100) |
Name: Kato Maron
Race: Sheikah
Fluff: Born to Alec and Gaffi Maron, Kato's birth was a rare occurrence for the Shiekah people, an ever dwindling race in decline. Beginning from a young age, Kato was trained to embody the Shiekah culture as best he could. He was instilled with a strong sense of duty, understanding that as the Shiekah's numbers continued to shrink, the role of carrying on their ways would further rest on his shoulders. Despite his resolve, Kato would often face frustration over the difficulty of the craft, worrying he was not reaching the level of skill necessary for one of his birthright.
Hearts: ❤❤❤
Abilities:
>[Hidden Warrior]
>[Secret Technique]
Inventory:
>Crude Kunai (3)
>Crude Kunai Sheath (Holds 3)
>Crude Sheikah Garb
Other:
1. My weapons are dulled and impertinent to their purpose as a tool of the Sheikah warrior. I'll see about refining them, sharpening them at the very least.
2. I'll notify my elders that I am leaving from the Hyrule Castle to pursue greater strength. While I find great honor in my training here, I believe that I may better hone myself beyond the castle walls. Perhaps they will provide me with supplies for my journey.
3. Finally, I will attempt to gain access to the Royal Library to review information on the kingdom and potential trials where I may test my mettle. No use leaving without first discerning a clear purpose for my trip.
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857518 No.49385
>>49320
You continue to search for more Lizalfos that may have survived the initial eruption, but the area seems to be barren and covered in ash.
You do find a small Goron camp built into a mountain nearby, it appears to be unguarded and with your camouflage, it is easy for you to enter unnoticed. There are about a dozen Goron moving around inside of the camp. Most seem to be preoccupied sparring in hand to hand combat. The camp seems to be mostly empty, but there is a chest and a weapon rack in the back of the cave. The rack has a sledge hammer on it. It wont be easy, but you think it possible to sneak by unnoticed.
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857518 No.49386
>>49318
You get up early to beat the overwhelming heat of the desert sun and have no problem finding a horse to borrow from the local Nomi Ranch. Niki, the ranch owner is happy to let you borrow a horse, assuming you will bring it back in one piece. The start of your morning is rough and you fall off the horse numerous times. When you finally stabilize yourself enough to ride, you have even worse luck with your shots. Your first three shots are embarrassing, but even worse, you lose the arrows.
Your luck soon changes however and after taking your falls, horseback riding and mounted archery comes naturally to you.
The Chief of your village is a beautiful and strong woman. She is well guarded by Gerudo Soldiers wielding glaives as you approach. After the usual formalities, you tell her about your dream and ask for her guidance. She tells you that you have been chosen by a god. Not just any god, but Ganon, the king of the Gerudo. She insists that you have been chosen for this task and must take it seriously and see it through. She gives you a horse and an ornate scimitar to help you on your quest.
Add to Abilities:
[Horseback Riding] you are skilled at riding a horse and can ride one without penalty
[Mounted Archery] you are skilled at archery while mounted and can shoot a bow from horseback without penalty
Remove from Inventory:
Crude Arrows (3)
Add to inventory:
Gerudo Light Horse
Gerudo Scimitar
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857518 No.49387
>>49324
You search through the library of your ancient ruins, but it isn’t much help. Apparently there isnt much information in your books about breathing underwater. Like all spells though, this magic would either come from a deity, great fairy or magical artifact. You do read of a deity of the Zora, Lord Jabu Jabu. It is possible he possesses such magic. You also find a map to Zoras Domain.
Although information on ice magic seems hard to find, you are an adept researcher. You find information on two magical artifacts that could help you in your quest. The first object is at the top of Snowhead. There is legend of a rod, that shoots a beam of ice and freezes what it connects with. Another object is believed to be guarded by a dragon beneath the Snowpeak Ruins. There isnt much information on it, but it appears to be well hidden and ancient.
You attempt to practice one of your spells, but unfortunately today is not a good day for you. Before you even get a chance to cast anything, the magic drains you. You feel totally exhausted and physically drained.
Add to Status:
Exhausted: you cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower
Add to Abilities:
[Researcher]: you are a skilled researcher. you are able to obtain information easily and have good success with your research actions. you are also able to research secret and hidden things
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857518 No.49388
>>49337
Your brother seems worried about a great evil that he has heard rumors of. He tells you that Lord Jabu Jabu, leader of your people, has requested your audience. He has chosen you for a quest which is a great honor. Your brother gives you an old family heirloom that you never knew existed. It is a curved sword that feels weightless, but somehow perfectly balanced.
You attempt to practice your swordsmanship, but during your first fight, your crude shortsword shatters. You pull out your new blade, but it is draining. Before you even get a chance to swing the blade, you feel totally exhausted and physically drained.
Add to Status:
Exhausted: you cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower
Remove from Inventory:
Crude Shortsword
Add to Inventory:
[Zora Blade]: ???
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857518 No.49389
>>49361
You are able to get rather close to the island town without any hostility towards you. The populace seems to almost not notice you are even there. There are a few ships at the docks and a large windmill in the center of the island. There are less than a half dozen guards and the people seem to be simple merchants.
You find a cave south of Kokiri Forest. It appears to be empty, except for a few monsters that would need to be cleared out. The location seems well hidden though and a good place to set up a base.
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857518 No.49390
>>49363
You are one of about a dozen Goron in a small cave at the bottom of Death Mountain. The eruption of the volcano was unsettling, but nothing to prevent you from getting in a work out. You and a few other Gorons train in the cave with your normal conditioning work out. A few of you then break off to the back of the room near a weapon rack and chest to practice your unarmored combat.
Add to Abilities:
[Endurance]: you are able to do strenuous activities for longer periods of time without tiring out
[Unarmed Combat]: you are decent at hand to hand combat, but still are still out matched by opponents wielding weapons .
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857518 No.49391
>>49383
You attempt to sharpen your weapons, but they are of poor quality and fragile. As you bring the first two kunai to the whetstone, they shatter across the floor. You think twice before sharpening the last one.
Your elders do not stop you from leaving, but instead warn you of the danger that a search for power can cause you to lose sight of yourself. They also warn you of a great evil that they believe is trying to escape from the Dark Realm into ours. They ask you to check on the three Spiritual Stones, located at the bottom of Death Mountain, the bottom of Deku Palace and inside of Zoras Domain. They also ask you to check inside of The Temple of Time to make sure that the Sacred Realm is still sealed. The elders off you an old piece of wood to help you in your quest.
You find a vast collection of knowledge on the kingdom in the royal library. Your researching ability is exceptional and searching through books comes naturally. You find a detailed map of the kingdom and the location of multiple temples and dungeons to test your skill. The locations of multiple artifacts of power are circled on the map.
Remove from Inventory:
Crude Kunai (2)
Add to Inventory:
Crude Quarterstaff
World Map
Add to Abilities:
[Researcher]: you are a skilled researcher. you are able to obtain information easily and have good success with your research actions. you are also able to research secret and hidden things
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857518 No.49392
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2d7e9f No.49393
| Rolled 45, 27, 54 = 126 (3d100) |
>>49387
Name: Darus
Race: Wizrobe
Fluff: Darus is a young wizrobe, only recently receiving his big hat and robes. He has learned the basic magics required and was asked what magics he wished to specialize in. 'All of them' was apparently not the right answer. He refuses to give up, however, and plans to push forward on his own if he has to to master all schools of magic and become the greatest Wizzrobe to ever live.
Hearts: ❤❤❤
Status: Exhausted: you cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower
Abilities: [Din's Blessing] you can form a small fireball in the palm of your hands and project it forward in a straight line. the bolt of flame is no bigger than a golf ball and causes no physical damage, but burns incredibly hot (this is a physically exhausting ability to use)
[Nayru's Blessing] you can take from your lifeforce (self inflict damage) to remove physical fatigue caused from casting spells
[Farore's Blessing] you can instantly teleport a few feet in front of you in a straight line (this is a physically exhausting ability to use)
[Researcher]: you are a skilled researcher. you are able to obtain information easily and have good success with your research actions. you are also able to research secret and hidden things
Inventory: Crude Brown Robe
Crude Brown Hat
1. Interesting. I have time to spare now that I must rest. Begin research on any possibility I may find within these ruins about extracting the power from a god or great fairy forcefully.
+Researcher.
2. As well begin searching through books for other hints to items of power that I may collect. +Researcher.
3. Explore the ruins I am currently in. There may be an item of power or something interesting within them and I can't travel far while being exhausted either way.
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448b7d No.49394
| Rolled 60, 32, 42 = 134 (3d100) |
>>49388
Name: Atlem
Race: Zora
Fluff: Atlem was raised as the second son of a noble Zora family, and though his family was wealthy and prestigious among the Zora, he would likely have no part in it. He left such affairs to his older brother, while indulging in his own interests. Among them, swordplay and history. He's trained a similar regimen to Zora warriors, for the purpose of protecting himself when he goes into unknown territory. To sate his curiosity, he takes journeys to remote regions to study. Whether they be underwater ruins, or a natural habitat untouched by civilized races, he takes notes on them all in his journal. Between such trips, he can always come home and rely on his brother to put him up.
Hearts: ❤❤❤
Status: Exhausted: You cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower
Abilities: [Aquatic Race] You can breathe underwater and never need to surface for air. Although you are an aquatic race, you can survive on land for long periods of time. You can also swim faster than even the most agile fish in the ocean. You have no problem navigating strong currents or swimming up stream. You do not receive penalties for fighting or casting spells underwater
[Swordsman] You are skilled with a sword and can use one without penalty
Inventory: [Zora Blade]: ???, Crude Underwater Journal
Other:
1-2. If Lord Jabu-Jabu himself has called me for a purpose, then I should not keep him waiting. I head there immediately to hear what he needs me for, careful to not make a fool of myself
3. Besides that, I try to get used to wielding this mysterious new sword without tiring myself. But also take it a bit easy, don't want to hurt myself just before a quest for Lord Jabu-Jabu himself
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591724 No.49399
| Rolled 23, 13, 100, 74, 30, 71 = 311 (6d100) |
>Name:
Ankrahnoth
>Race:
Dungeon Boss (Living Sphinx)
>Fluff:
Many, many years ago, when the last Dark Times were upon Hyrule and Ganon walked the earth, there was another great evil lurking about - Ankrahnoth, the Lord of the Dead. Commanding a vast army of Gibdos and a terrible command of the shifting desert sands he ruled from his great palace, the Temple of the Dead. With his mighty power he laid waste to whole villages and spread his desert of death across vast swaths of terrain before he was eventually defeated by the last Hero in Green and sealed for many years deep within his temple. The desert turned to a vast sprawling forest after his defeat and the world thought they had seen the last of the Terror of the Sands. However, no seal is permanent, and it is said that when the trees begin dying and the forest starts turning to sand, he will come…and indeed, he has awoken. Though incredibly weakened from the seals still and bound to his pyramid Ankrahnoth bides his time and prepares for the beginning of his invasion.
- do not fill out below this line -
Hearts: ❤❤❤
Abilities:
[Mummification] you are able to mummify a dead creature into a Gibdo. the Gibdo wanders aimlessly unless controlled (this is a physically exhausting ability to use)
[Gibdo Controller] you are able to control a small number Gibdo to do specific tasks for you. Gibdo are easier to control in your presence and may wander aimlessly again if they are sent too far away from you (this is a physically exhausting ability to use. fatigue gained from this ability depends on the amount of Gibdos being controlled and the complexity of the task asked of them)
Inventory:
Crude Tattered Rags
Followers:
Gibdo ❤
Gibdo ❤
Other:
1. To succeed I must research and study how to loosen my bonds and strengthen my powers. First I will focus on strengthening my gibdo followers.
2. Then I will strengthen myself. I will find my spear and begin training with it to destroy any enemy I face.
3. After that I will work on finding a way to regain my powers over sand.
TURN 2:
1. But I have focused on myself enough. Now I will instruct the Gibdos to work on improving the defenses of the Temple, adding rooms filled with traps and surprises to stop the travelers cold.
2. Then I will find more corpses to raise as gibdo servants, the more followers the better.
3. Then I will go back to training with my spear, I must be ready to fight off any intruders.
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cdbbea No.49401
| Rolled 94, 39, 28 = 161 (3d100) |
>>49385
Name: The Ash King
Race: Lizalfos
Fluff: The Ash King was once like his lesser kin, endlessly scheming against his kin to show his superiority. That is until Death Mountain Erupted. Having settled near the peak of that mountain, Ash had taken the brunt of that explosion, but while other weaker creatures perished he had fully breathed in the fumes and washed in its ashes. When he awoke, he was surprised to see that he did not become one Stalizalfos, but was instead alive and whole. His skin became black, his natural camouflage excelled in the dark, and he breathed a poisonous miasma of ash. Seeing this as a sign of being chosen for something greater, The Ash King took up his title and seeks to rally his kin to his cause of destruction.
Hearts: ❤❤❤
Abilities:
[Natural Predator] you have sharp claws and teeth that make unarmed attacks dangerous against unarmored foes
[Night Stalker] you blend into dark areas and are hard to see when motionless
[Ash and Decay] you can breathe a poisonous miasma of ash directly in front of you (this is a physically exhausting ability to use)
Inventory:
Other:
1/3. These fools are distracted! With the entire area coated in ash is shall be simple to sneak past them and loot their treasures for myself.
[Night Stalker]
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bbd34c No.49402
| Rolled 32, 46, 37 = 115 (3d100) |
>>49390
Name: Truk
Race: Goron
Fluff: Truk has lived most of his life in and around Death Mountain. He has spent most of his life dealing with monsters that come too close to Goron City or that bother travellers trying to reach it. Years of rolling around the mountain passes mean he is particularly hardy even by Goron standards, and countless monsters have been crushed to paste by his bulk or pounded to mush by his fists. He likes to always be doing something and gets restless if he feels he isn't being of use to someone or something.
Hearts: ❤❤❤
Abilities:
[Endurance]: You are able to do strenuous activities for longer periods of time without tiring out.
[Giant's Strength]: You can lift, push, drag and throw large objects (this is a physically exhausting ability to use. fatigue gained from this ability depends on the size and weight of the object being moved)
[Stone Figure]: You are incredibly heavy. things that you fall on are crushed under your weight. you have no buoyancy in water and although you are unable to swim, you are able to walk along the bottom of bodies of water. you are difficult to move or grapple
[Goron Roll]: You can curl into a ball and roll quickly down ramps and hills. with enough momentum you become a dangerous force of nature, though stopping may be difficult
[Unarmed Combat]: You are decent at hand to hand combat, but are still outmatched by opponents wielding weapons.
Inventory:
Other:
1: Go to the weapon rack at the back of the room for a weapon to practise with. Hopefully there'll be something big and blunt there.
2: Practise with this weapon with the other goron who are there to train.
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bbd34c No.49403
>>49402
Combine third action with second action.
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857518 No.49405
>>49401
You have no problem sneaking past the Goron that are busy wrestling and fighting in the cave. You pull the sledge hammer from the rack and sneak back towards the front of the cave.
Add to Inventory:
[Goron Sledge]: this weapon is incredibly heavy and while useable, it is difficult to weild
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857518 No.49406
>>49402
You look up briefly during your fight to see a sledge hammer resting on the weapon rack. You decide to finish your match before heading to the back of the cave. When you get there, however, the sledge is gone. Looking around the room, none of the Goron are holding it and you are not sure what to make of the situation.
ACTIONS INTERRUPTED: you may repost actions 2 & 3
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bbd34c No.49407
| Rolled 15, 37 = 52 (2d100) |
>>49406
>>49406
2/3: Search for an explanation to the missing hammer. Hammers don't just vanish like that, and they should be pretty easy to spot being so big and all.
(wasn't sure if I needed to roll or if you'll use the ones from my last post so I just put new ones in in case)
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857518 No.49408
>>49407
Looking around the small cave is puzzling as the hammer seems to have just vanished. Searching around the weapon rack is a bit more revealing however, as Lizalfos tracks and what appears to be an imprint from where the sledge was dragged along the ash and dirt ground to the front of the cave.
You may follow the tracks. If you do roll 1d100.
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857518 No.49409
>>49401
Explain your actions after pulling the sledge from the weapon rack and dragging it to the front of the cave.
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bbd34c No.49410
| Rolled 9 (1d100) |
>>49408
Follow the tracks. No monster is going to steal goron property from right off their mountain.
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cdbbea No.49412
| Rolled 40 (1d100) |
>>49409
Seeing the trail I had left behind. I go over to what appears to be a nice slope that any goron would love to roll down and make the tracks particularly clear there. Then going to a cliff face I start climbing with my tail holding the sledge hammer. Knowing that the goron would see the tracks and immediately conclude that he could catch me if he rolled down fast, actually going above ground would make him completely lose me.
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857518 No.49414
>>49412
>>49410
The tracks lead to the top of a hill and then disappear. There is no other sign of a Lizalfos.
Any additional actions.will have to be taken next turn.
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ee1b74 No.49416
| Rolled 19, 3, 52 = 74 (3d100) |
>>49386
Name: Elasha Dekule
Race: Hylian
Fluff: Royalty sent centuries ago to serve the Deku King and bring Hyrule and the Deku people closer together. Elasha's people serve as advisors and stewards for the Deku Kings, helping them manage their lands and ensure peace with Hyrule. Though the Dekule still serve the same functions, their fortunes have gone down, now living on an estate in western Deku lands, along the Gerudo border. Hyrule maintains minimal contact with them, focusing on their other frontiers, and so the salary they received from their distant cousins has not been sent in at least a century. Elasha's only connection to their royal heritage was the education they received being taught to read and write and calculate numbers, otherwise, they lived the life of a typical provincial baron, learning how to use a bow and sword and shield, when to harvest and switch crops, what species live where and prefer what. That all changed when a Gerudo raiding band rode to their estate while most of the family was at a gathering in the Deku Palace. The Gerudo stole food and supplies, some servants, and Elasha. Elasha was too young to breed with the Gerudo, so they were enslaved and used as a servant themself. Sent to a far out Gerudo village along the northern coast, Elasha proved themself enough to be assigned as the village chief's personal assistant. Though it's been a few years since Elasha had been captured, their short stature and girlish figure meant many had forgotten about Elasha's potential. Elasha uses the bow as good as any trueborn Gerudo, but their real strength lies in their intelligence, which Elasha has used to make their village one of the more successful ones, which the Chief has appreciated immensely.
~~
Hearts: ❤❤❤
>Abilities:
[Archery]:you are skilled with a bow and can use one without penalty;[Horseback Riding]you are skilled at riding a horse and can ride one without penalty;[Mounted Archery]you are skilled at archery while mounted and can shoot a bow from horseback without penalty
[Gerudo Diplomat]:you can come and go through the Gerudo Fortress without question. the Gerudo in the Gerudo Fortress are friendly towards you
[Deku Diplomat]:you can come and go through the Deku Palace without question. the Deku in the Deku Palace are friendly towards you
>Inventory:
Crude Gerudo Garb
Crude Shortbow
Crude Quiver (holds 10 arrows)
Crude Arrows (7)
Gerudo Light Horse
Gerudo Scimitar
>Other:
1-2; I know I have no right to any coin, but I've been chosen by the King, I will need some for my journey. See if I can do some jobs for some of the Gerudo in the village to earn coin. I'm sure a few of the friends I've made would help me!
3; See if I can receive a better Bow and Quiver as a reward instead, or buy them with the coin I received. See about getting other provisions as well, either as handouts or with coin
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7e1a67 No.49418
| Rolled 99, 97, 16 = 212 (3d100) |
Name: Kato Maron
Race: Sheikah
Fluff: Born to Alec and Gaffi Maron, Kato's birth was a rare occurrence for the Shiekah people, an ever dwindling race in decline. Beginning from a young age, Kato was trained to embody the Shiekah culture as best he could. He was instilled with a strong sense of duty, understanding that as the Shiekah's numbers continued to shrink, the role of carrying on their ways would further rest on his shoulders. Despite his resolve, Kato would often face frustration over the difficulty of the craft, worrying he was not reaching the level of skill necessary for one of his birthright.
Hearts: ❤❤❤
Abilities:
>[Hidden Warrior]
>[Secret Technique]
>[Researcher]
Inventory:
>Crude Kunai (1)
>Crude Kunai Sheath (Holds 3)
>Crude Sheikah Garb
>Crude Qurterstaff
>World Map
Other:
1. I suppose these supplies will have to do, even if they are made with shoddy craftsmanship. More proof of the Sheikah's decline I suppose. The first stone I'll investigate is the Spiritual Stone at the base of Death Mountain. With any luck the mountain will also host a smith, capable of crafting a more fitting weapon.
2,3. Along the path, I'll practice the use of my [Hidden Warrior] technique. As a proud Sheikah, it is important that I hone my abilities to better fill out my duties as a clan member. Perhaps I will grow capable enough to not suffer such great stress from the ability.
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8813ba No.49435
>>49401
Add to Abilities:
[Stealthy]: you are able to move silently and go unnoticed in areas that allow for stealth. You are also able to cover your tracks when you take the time to do so
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8813ba No.49436
>>49393
It is difficult finding information on forcefully extracting magic from a greater being, but it can be done. The first option, would be to have another deity do it for you. One with such power would be Ganon. Another option is to get the piece of the triforce of power. All three pieces grant you any wish, but just the one would be enough to pull such power from a deity. A third and maybe the most reasonable option would be to pull such magic from a lesser, but still powerful being that got magic from an original source. These beings are common throughout the world and include the Great Deku Tree, the fire dragon Volvagia or one of the Seven Sages. There are many artifacts throughout the world that have the power to take from one of these lesser beings. The item required though, depends on the being. There is always the option to just ask a greater being for magic though. Some will do it for a price.
You find books on many items across the world and it is rather overwhelming. The Deku Palace, Death Mountain, Zoras Domain, The Temple of Time, The Temple of the Dead, etc. all have rumors of objects of power. Searching for something more specific might be more useful.
You search through the ancient ruins and find the familiar library, study and bedrooms that other wizzrobes occupy. You also look through the summoning chamber that once held open a portal to the Shadow Realm (which your kind used to get here), but it is now empty. The only unusual room in the ruins is a room at the bottom of the abandoned tower that you have visited many times before. The room is circular with three holes in the floor. In the center of the room is a large stone slab with the face of a monstrous abomination carved into it. Across the bottom of the slab, the following is carved: II XXI XVIII XIV.
Update:
Exhausted (m.) you cannot cast spells, use abilities or do anything that is physically demanding. your attacks are weaker and you move slower. this will wear off naturally at the end of turn 3.
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8813ba No.49437
>>49394
You approach the large pool that Jabu Jabu calls home. And after diving into it, you see the massive whale like creature floating in the middle of it. Lord Jabu Jabu appears to be expecting you and waits for you to approach. “I sense a great evil coming child.” His voice is low and trailing. “I fear that it will soon reach us here.” He opens his mouth wide and a shield rests on his tongue. “Take this with you and when the time comes, save this world from evil.” Lord Jabu Jabu tells you to go to the Great Deku Tree and ask him what he knows.
After speaking with Lord Jabu Jabu, you begin to practice with your sword. Surprisingly while in the water the sword doesn’t seem to make you anymore exhausted than you already are. It appears that fatigue from the sword doesn’t effect you in the water.
Update:
Exhausted (ex.) you cannot cast spells, use abilities or do anything that is physically demanding. your attacks are weaker and you move slower. this will wear off naturally at the end of turn 3.
Zora Sword: causes physical fatigue in those it connects with. strangely it doesn’t effect the wielder when used in water.
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8813ba No.49438
>>49399
You have forgotten a lot during your slumber, but it is slowly starting to return to you. You remember that most of your powers came from three artifacts gifted to you by the gods themselves. You once had powers to control the wind that let you blow sand over the region and bury the civilizations before you. This power came from a pendant given to you by Cyclos. It is lost now though and will be needed to power the wind. A second artifact sat on your head like a crown. It gave you power over the dead. It was given to you by Ganon, but you betrayed him and decided to use the power for yourself. Fortunately for you, he was locked away before he found time to confront you about it. That artifact was lost to time too it seems. The third artifact was your spear. It gave you control over the sands. You stole it from the Goddess of the Sands long ago, but it too is now missing.
Your Gibdo followers are weak and unorganized. They do not seem to listen well and they stumble around as if they are trying to get their bearing after so many years asleep.
By amazing luck, you find the Spear of the Sands discarded at the side of the room you woke up in under some rubble. It is amazing that it was not stolen or lost. It gives you the power to control the sand and you feel your strength coming back to you.
You instruct your Gibdos to begin building traps in the temple. They begin by rebuilding the chamber you have awoken in and they get hard to work fixing up the place. Unfortunately, it seems that during your sleep, new residents have taken up refuge in your temple. There are corpses to raise, but the beings must be killed first. The Gibdos report that there are two Lizalfos in the room directly outside of your chambers and ask for guidance on how to handle them.
You practice with your spear for awhile, but training can only teach you so much. It is a slow process, but some of it comes back to you.
Add to Inventory:
Spear of the Sands: you can summon a small portal in front of you that pours out sand. The sand will continue to pour from the portal until you stop it (this is a physically exhausting ability to use. fatigue gained from this ability depends on the length of time the portal is open)
Add to Abilities:
[Spearman]: you have started practicing with a spear, but it still feels clumsy in your hands
Add to Dungeon:
Boss Room: a large stone room. the walls are lined with empty sarcophagus. at the back of the room is a massive sarcophagus that once trapped Ankrahnoth behind a seal
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8813ba No.49439
>>49416
The locals seem to have no work for you and jobs seem to be scarce. One older woman asks you to find her a flower from a plant way out in the desert called a Cactus Bloom, but she doesn’t have anything to give you for doing the task. The fletcher is willing to sell you a shortbow and arrows, but you have no rupees. Arrows are 10 rupees a piece and a Shortbow is 100 rupees. He is also willing to trade for your Gerudo Scimitar or Horse. You explain your quest to him and he tells you that if you bring him back Wildwood from below the deku palace, he will make you a special bow for a price.
While at the market a thief grabs the crude shortbow from your back and takes off running into the village.
Remove from Inventory:
Crude Shortbow
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8813ba No.49440
>>49418
You somehow make the trip in incredible time without provoking any danger. You know that the Goron fortress will have a smith near the top of Death Mountain, but you are not sure if the Goron will let you in to talk to him. You are also not sure of how the Goron will treat you in general.
As you approach Death Mountain, you come to a small cavern. Inside of it you see a Dodongo eating a dead Goron. You somehow manage to stay hidden while watching it, but approaching it unseen will be very difficult. The Goron appears to have supplies on him, but it is too far away to make out exactly what.
You practice your hidden warrior technique along the way (which probably helped you avoid trouble) and you were able to hold it longer than you have before. You’re able to stay invisible for a few seconds longer than you used to be able to, but it is still exhausting. With the long trip and the use of the hidden warrior you have become exhausted.
Update:
[Hidden Warrior] in a puff of smoke, you are able to turn invisible for about six seconds (this is an exhausting ability to use)
Add to Status:
Exhausted (ex.) you cannot cast spells, use abilities or do anything that is physically demanding. your attacks are weaker and you move slower. this will wear off naturally at the end of turn 4.
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8813ba No.49441
Post Turn 3
Some game mechanics:
> Action rolls are not added. Each action happens in chronological order. Using two actions to do the same thing means that you attempt to do the same thing twice.
> The riskier the action, the better the positive result. So, research actions and training actions are not as effective as actually going out and doing things.
> Training and research actions aren’t very effective and will more than likely just lead you into a quest.
> You can assume anything less than a 10 is bad and anything more than a 90 is good. Otherwise action rolls may or may not effect much.
> Progress in this game is slow and takes time to develop. Progress comes quickly from finding magical artifacts, deities, greater beings or doing something extraordinary. Good rolls may not give instant rewards, but instead opportunities for greater success.
> Combat rolls are added. Higher numbers are better results.
> Exhaustion comes from different sources (magic, physical, extraordinary abilities, etc.) Exhaustion will go away over time, but there are ways to remove the status debuff quicker (depending on its source).
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8813ba No.49442
>>49437
Add to Inventory:
Iridescent Shield
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448b7d No.49444
| Rolled 26, 47, 36 = 109 (3d100) |
>>49437
Name: Atlem
Race: Zora
Fluff: Atlem was raised as the second son of a noble Zora family, and though his family was wealthy and prestigious among the Zora, he would likely have no part in it. He left such affairs to his older brother, while indulging in his own interests. Among them, swordplay and history. He's trained a similar regimen to Zora warriors, for the purpose of protecting himself when he goes into unknown territory. To sate his curiosity, he takes journeys to remote regions to study. Whether they be underwater ruins, or a natural habitat untouched by civilized races, he takes notes on them all in his journal. Between such trips, he can always come home and rely on his brother to put him up.
Hearts: ❤❤❤
Status: Exhausted: You cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower. This will wear off naturally at the end of turn 3
Abilities:
[Aquatic Race] You can breathe underwater and never need to surface for air. Although you are an aquatic race, you can survive on land for long periods of time. You can also swim faster than even the most agile fish in the ocean. You have no problem navigating strong currents or swimming up stream. You do not receive penalties for fighting or casting spells underwater
[Swordsman] You are skilled with a sword and can use one without penalty
Inventory:
[Zora Blade]: Causes physical fatigue in those it connects with. Strangely it doesn't effect the wielder when used in water
Crude Underwater Journal
Iridescent Shield
1-2. Before I go anywhere, I return to my brother Riatis and tell him about the quest I've received. I'll ask if he can spare any more assistance, perhaps a potion or some such. If nothing else, then hopefully he can tell me if there's anything he knows that I should watch out for on my way to the Lost Woods and the Deku Tree.
3. Once all my preparations are done, I'll set off down the river towards my destination. As I am still a bit fatigued, I will take this leg of the journey lightly and not push myself to rush.
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cdbbea No.49445
| Rolled 25, 32, 21 = 78 (3d100) |
>>49441
Name: The Ash King
Race: Lizalfos
Fluff: The Ash King was once like his lesser kin, endlessly scheming against his kin to show his superiority. That is until Death Mountain Erupted. Having settled near the peak of that mountain, Ash had taken the brunt of that explosion, but while other weaker creatures perished he had fully breathed in the fumes and washed in its ashes. When he awoke, he was surprised to see that he did not become one Stalizalfos, but was instead alive and whole. His skin became black, his natural camouflage excelled in the dark, and he breathed a poisonous miasma of ash. Seeing this as a sign of being chosen for something greater, The Ash King took up his title and seeks to rally his kin to his cause of destruction.
Hearts: ❤❤❤
Abilities:
[Natural Predator] you have sharp claws and teeth that make unarmed attacks dangerous against unarmored foes
[Night Stalker] you blend into dark areas and are hard to see when motionless
[Stealthy]: you are able to move silently and go unnoticed in areas that allow for stealth. You are also able to cover your tracks when you take the time to do so
[Ash and Decay] you can breathe a poisonous miasma of ash directly in front of you (this is a physically exhausting ability to use)
Inventory:
[Goron Sledge]: this weapon is incredibly heavy and while useable, it is difficult to wield
Other:
1. HAHAHAHAHA! The sledge is mine and those stupid goron could never find me. It is however, quite unwieldy and attempting to strike with it leaves me open to reprisal. I must find something to cripple and then I will be able to freely practice my strikes on a living target without risk.
[Natural Predator][Night Stalker][Stealthy]
2/3. With my blessed form, recent slaying of a rival, successful heist, and physical proof of my cunning against our hated enemy I can easily establish dominance over my kin. Sadly there are none that I can find higher on the mountain but I do know that many fled to the jungles near the base of it.
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2d7e9f No.49448
>>49436
Name: Darus
Race: Wizrobe
Fluff: Darus is a young wizrobe, only recently receiving his big hat and robes. He has learned the basic magics required and was asked what magics he wished to specialize in. 'All of them' was apparently not the right answer. He refuses to give up, however, and plans to push forward on his own if he has to to master all schools of magic and become the greatest Wizzrobe to ever live.
Hearts: ❤❤❤
Status: Exhausted: you cannot cast spells, use abilities or do anything that is physically demanding. Your attacks are weaker and you move slower
Abilities: [Din's Blessing] you can form a small fireball in the palm of your hands and project it forward in a straight line. the bolt of flame is no bigger than a golf ball and causes no physical damage, but burns incredibly hot (this is a physically exhausting ability to use)
[Nayru's Blessing] you can take from your lifeforce (self inflict damage) to remove physical fatigue caused from casting spells
[Farore's Blessing] you can instantly teleport a few feet in front of you in a straight line (this is a physically exhausting ability to use)
[Researcher]: you are a skilled researcher. you are able to obtain information easily and have good success with your research actions. you are also able to research secret and hidden things
Inventory: Crude Brown Robe
Crude Brown Hat
Free: Hm. This will equate with BURN. Find a torch, one of the other wizzrobes probably have one, and use it to light the three holes in the floor. Most likely this will open up a hidden passage found under the stone slab.
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bbd34c No.49449
| Rolled 61, 86, 34 = 181 (3d100) |
>>49441
Name: Truk
Race: Goron
Fluff: Truk has lived most of his life in and around Death Mountain. He has spent most of his life dealing with monsters that come too close to Goron City or that bother travellers trying to reach it. Years of rolling around the mountain passes mean he is particularly hardy even by Goron standards, and countless monsters have been crushed to paste by his bulk or pounded to mush by his fists. He likes to always be doing something and gets restless if he feels he isn't being of use to someone or something.
Hearts: ❤❤❤
Abilities:
[Endurance]: You are able to do strenuous activities for longer periods of time without tiring out.
[Giant's Strength]: You can lift, push, drag and throw large objects (this is a physically exhausting ability to use. fatigue gained from this ability depends on the size and weight of the object being moved)
[Stone Figure]: You are incredibly heavy. things that you fall on are crushed under your weight. you have no buoyancy in water and although you are unable to swim, you are able to walk along the bottom of bodies of water. you are difficult to move or grapple
[Goron Roll]: You can curl into a ball and roll quickly down ramps and hills. with enough momentum you become a dangerous force of nature, though stopping may be difficult
[Unarmed Combat]: You are decent at hand to hand combat, but are still outmatched by opponents wielding weapons.
Inventory:
Other:
1-3: Never got hold of that weapon, maybe that's just fate telling me fists are all a goron needs. After all, if you dig a tunnel with them you should be able to bash a monster. Let's take a roll around the mountain. Perhaps I'll find the thief who was sneaking about the cave, or perhaps other monsters trying to come into goron city since the eruption.
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ee1b74 No.49450
| Rolled 77, 9, 42 = 128 (3d100) |
>>49439
Name: Elasha Dekule
Race: Hylian
Fluff: Royalty sent centuries ago to serve the Deku King and bring Hyrule and the Deku people closer together. Elasha's people serve as advisors and stewards for the Deku Kings, helping them manage their lands and ensure peace with Hyrule. Though the Dekule still serve the same functions, their fortunes have gone down, now living on an estate in western Deku lands, along the Gerudo border. Hyrule maintains minimal contact with them, focusing on their other frontiers, and so the salary they received from their distant cousins has not been sent in at least a century. Elasha's only connection to their royal heritage was the education they received being taught to read and write and calculate numbers, otherwise, they lived the life of a typical provincial baron, learning how to use a bow and sword and shield, when to harvest and switch crops, what species live where and prefer what. That all changed when a Gerudo raiding band rode to their estate while most of the family was at a gathering in the Deku Palace. The Gerudo stole food and supplies, some servants, and Elasha. Elasha was too young to breed with the Gerudo, so they were enslaved and used as a servant themself. Sent to a far out Gerudo village along the northern coast, Elasha proved themself enough to be assigned as the village chief's personal assistant. Though it's been a few years since Elasha had been captured, their short stature and girlish figure meant many had forgotten about Elasha's potential. Elasha uses the bow as good as any trueborn Gerudo, but their real strength lies in their intelligence, which Elasha has used to make their village one of the more successful ones, which the Chief has appreciated immensely.
~~
Hearts: ❤❤❤
>Abilities:
[Archery]:you are skilled with a bow and can use one without penalty;[Horseback Riding]you are skilled at riding a horse and can ride one without penalty;[Mounted Archery]you are skilled at archery while mounted and can shoot a bow from horseback without penalty
[Gerudo Diplomat]:you can come and go through the Gerudo Fortress without question. the Gerudo in the Gerudo Fortress are friendly towards you
[Deku Diplomat]:you can come and go through the Deku Palace without question. the Deku in the Deku Palace are friendly towards you
>Inventory:
Crude Gerudo Garb
Crude Quiver (holds 10 arrows)
Crude Arrows (7)
Gerudo Light Horse
Gerudo Scimitar
>Other:
1-2; Run after the thief! No one takes a Gerudo's weapon!
3; I guess I will just have to make do with what I have. I can scrounge up some food to last me at least until the next village. I better train with my sword to prepare for my quest.
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7e1a67 No.49451
| Rolled 94, 9, 98 = 201 (3d100) |
Hearts: ❤❤❤
Status: [Exhausted, Ends Turn 4]
Abilities:
>[Hidden Warrior - 6 Seconds]
>[Secret Technique]
>[Researcher]
Inventory:
>Crude Kunai (1)
>Crude Kunai Sheath (Holds 3)
>Crude Sheikah Garb
>Crude Qurterstaff
>World Map
Other:
1. The area is more dangerous than expected, though that very danger is what I was looking for, after all. For now I should find a secluded position to set up a camp and catch my breath.
2. After that I'll investigate the dead goron and his belongings, hopefully after the dodongo has moved away. I'm in no condition to deal with such a beast, though I'll certainly look into dealing with it later.
3. Finally I'll scout around the Goron Fortress and look for an entry route. Ideally I'll be able to slip in without being detected. The sooner I can reach the chief, the sooner I'll know where to look for the Spiritual Stone. Perhaps he'll be able to alert me to other troubles the village faces at the same time.
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