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male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Ozmus draws his knife, and whips one of the daggers at the creature assailing Stybar volley: 2d6 + 2 ⇒ (4, 2) + 2 = 8 1d10 ⇒ 3 He leaves himself open to attack to do so. Got your back, Stybs Dance of blades: 2d6 + 2 ⇒ (5, 6) + 2 = 13 3 hold, thank you very much ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Well, fun as skulking in a town with a group of 7-foot, horned humanoids sounds... What do you say Weka nd I pose as a ranger, and try to get information out of the tonwsfolk. you guys wait near the edge of the town, and if we give a signal, or don' return after a set amount of time, you guys start torching, and get us out of there. He turns to Wek Assuming you don't mind playing an animal companion, just for long enough for us to get a heading? Id like backup in the town. Sorry guys, I know I'm already the guy who is suggesting a plan wholly centred on them, and I promise this won't be a habit. ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Prophecy? I friggin' hate oracles. Ozmus says We aren't in any shape to "conquer" anything, or tame them. Do like Wek's idea, though. murder their families, burn their villages to the ground, knick all their shit, and jump em on the road. we don't wanna mess around with Taverns. full of adventurers, we'd be outnumbered 4-1, and the bartender is inevitably some kinda kung-fu master. If we jump em, we do it on the road. assuming e can catch up to them. they have horses? did anybody see? Deprived of target practice, Ozmus starts butchering a nearby dead lizard (normal lizard, not lizard-folk). As for the mask, if I might suggest Willie? He's right entertaining, fights like a minotaur real well. ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Much as it pains me to say it, Shattertooth is right, Willie. Adventurers are like less pleasant cockroaches. come back from almost anything, so we want them deader than dead, and chopped up and burnt to ash isn't a bad way to do that. Ozmus gets off the table, and goes to the retrieve his knife, and starts carving a target into the wall. But... well, how many 'taurs did they kill today? we just go after them, we lose, in the final kinda way. So, we're gonna need some firepower -metaphorical, Shattertooth-. And we'll need to find the whoresons.His target finished, he goes back to the table. Anyone happen to catch what settlement they came from? ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Ozmus sits on a particularly sturdy table, twirling a throwing knife. Bastards. Nicked my cash, most of my equipment, all my shit, and they trashed the place. He tosses a knife, and sticks it into the wall, still muttering Didn't hear anything about murderhobos blowing into town, gonna need to have words with my informant. So He says, speaking louder now What're we gonna do now? ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() They had a mage... of course they had a mage. you never want to be the Ambushee with a mage, you'll always get your arse handed to you (though, that isn't to say being the Ambusher is easy). this one likes lightening, served him well against a group of people fond of waving around meter and a half condictive rods. could take down 5 or 6 with a well placed bolt,a nd he was a master of it. teleported to, never stayed still long. I spent the whole fight trying to pin him down, and barely scratched the f~er. we'll have to work with a different angle next time. ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Shattertooth wrote: Most commoners use the dung of the lizard herds gathered every evening for daily cook fires yeah... Ozmus is really glad he doesn't need to cook his food. also, poor Ozmus, what did the sociopathic mercenary with a human form do to earn all this mistrust? His bonds Shattertooth owes me their life, weather they admit it or not. pulled his ass out of the fire, literally. damn hard to out-fireball a human mage I fully intend to protect Wek a fellow outsider, Ozmus is fond of Wek Stybar is Soft, but I will make them hard like me. smart kid, clever with traps. Ozmus thinks, if he can just get rid of the minotaur directness, he could be a force to be reckoned with one more I'm undecided on hey, for class, can I CW this? Specifically, I think for the character I'm making, Blade dancer, bounty hunter, and Wielder are the proposed specialties ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() well, they aren't really treated like the "savage" races, not generally. most of them just hide among the races whose faces they usually wear. but if you get outed... well, you look like a monster. Shapeshifters don't form communities. there aren't enough of them, and if there were, they still probably wouldn't. natural loners and all that. Also, most shapeshifters tend to think in two mindsets, and in one of them, most things are food. they tend to develop a sort of sociopathy, at least to the other races. they just... think of them as food mostly. they can change at will, though the full moon, and a few things individual to shifters, force them to assume the animal form. they have heightened senses in both forms (as a spider, he has thermal vision, which allows him to target veins very easily, and see people in darkness. Theres have smell. Most of us get restless in one shape. ![]()
![]() Well, there's an undeniable family resemblance. Minotaur, faster than they seem. a lot faster. I mean, the horns, the shout, the hooves. That guy even has the whole "white with black spots" pattern roll back and to the left, come up in the point kneel, shift, leap, but not directly. skitter around, find an opening also, Arachnids, not bugs. or therianthrope, if sometimes-arachnid seems a little too on the nose. one nip, just enough to make him woozy, delay pursuit, and then book it over the labyrinth. probably be in the forest before they come looking. go back to eating goblins, head south maybe He was driven from his village by an inquisition called to root out an independent threat (I never ate anyone from the village. You don't shit where you eat.). he lived in the ilderness for a while. mostly spending his time in spider-form, just being human long enough to retain sentience. The tribe was having an issue with a different adventuring group in the past. he slipped into the meeting hall, and I Imagine it was a little like that scene in Jaws, he offered to deal with their problem, if they paid him a bit of money. After some assurances that he was not, in fact, human, he dealt with the group, and decided to set up shop in the village. not a bad pace for a merc. orc chieftains contract him to put down rival, rivals to insure a chieftain falls. hobgoblins and bugbears pay for Gnoll rangers to meet tragic ends, and everybody pays or the heads of adventurers. ![]()
![]() I... aren't cows herbivores?... I mean, isn't that a little messed up?... I mean, I've eaten a couple humans, but never when I was a human. Ozmus can't drink, inebriation makes him let loose a little too much. and during the full moon, he slips out of town, and a wandering goblin, or lone human, or hapless wildlife goes missing. and cold Iron... horrid stuff, screws with the morphic field, locks him in spider-state. There are some benefits, though. aside from walking on the ceiling, and terrifying most guards, his venom mimics Serpent's tears pretty well. ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Pimrin stands, arms raised and stomping, as he plays the ogre-king, the foe that his party faces The king rises to his full, 5 meter height, and hefts his hammer, the head of which is easily as big at Hobbs. he looks over the edge of the wall, down upon you, and shouts "Puny weaklings, You think to challenge me?! Your tiny bones shall be crushed under the feet of my Ogre Army!" and with that, you hear the gate opening, and is army draw their weapons. "Attack, my army! Slay these fools and bring me their heads!!" If that isn't hamming it up, I don't know what is: 2d6 + 1 ⇒ (5, 3) + 1 = 9 Zelloris interrupts as he begins to place the dozens of rocks that would represent the forces of the ogre king, whispering in the quarterlings ear. It would seem this is where we need to leave off. pimrin says, gathering up the dice. We can pick this up after our journey, but it seems it is about time to go ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() No money, I'm afraid, but you should join us anyway, Vishti. It's not like we have anything better to do, and I'd love to have your company he says, trying to keep his eyes forward, and flashing her his chamingest halfling grin Creepily hitting on the dhampir: 2d6 ⇒ (5, 6) = 11 Now, back to the game. I am loving these character concepts. now that we have the basics, there are 5 stats, you'll rate how good your character is with them. one will be marked terrible, one will be marked average, two will be marked good, and one will be extrodinary. then we get specific items, and a special power, based on our hero types. The stats (For an RPG within and RPG... I'm enjoying myself far too much):
Warlike-detirmines how good you are in a straight fight Valour-determines how good you are at saving people Glamour-Detirmines how charming, suave, likeable, and good with people you are Otherworldly-detirmines how well you can use and understand magic. Savvy-detirmines how attentive, clever, and fast you are. Fated heroes:
Fated heroes get: A sword and shield that has ties to your destiny. whatever armour you could gather as you left home in a hurry, and some reminder of the life you'll never get back
Fate on my side: Whenever you face somethig related to your destiny alone, you always inflict +1 harm, and take -1 harm. Defender heroes:
Defender heroes always get a simple weapon (spear, staff, hammer, or wood axe) =and a sturdy shield, as well as comfortable and practical armour, and a reminder of the place they fight for.
You go through me: When someone or something is in danger, you may always elect to take the blow for them or inflict harm upon the attacker before they can attack. Devoted heroes:
Devoted heroes always start with a sacred weapon, a shield appropriate to their devotion, and a reminder or when they once faltered.
Paragon When you make a show of standing up for your principals, roll + Valour. On a 10+, choose two. On a 7-9, choose one.
Glory Hound Heroes:
Glory hound heroes have the biggest, scariest weapon they can wield, The shiniest, most decorated armour they could buy, and eschew shields. they also have as much bling as they can fit on their person
Consummate showman: When you are in front of an audience, ou never fail. any 6- becomes a 7-9, but you'll pay for it later Trickster heroes:
Tricksters start with an easily concealable weapon, and armoured by their wits, luck, and speed. they also start with lockpicks, rope, and other tools of disreputable trade
Devious: When you mislead, distract, or trick someone, roll +Savvy. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
he finishes going over the heroe types, and takes out a bit of parchment from his own pocket. Here's a character I used to play. When you're done, your sheet should look something like this Character sheet example: Emilia
Fated Elven Hero Warlike: Terrible
Inventory
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male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Oh, Imazael isn't in this, nor are any gnomes or "Fangers", that would defeat part of the purpose (Which is to befriend Muirkhom). The Lady Ascendant is up in her tower, plotting out their route with Zellois While she waits for Phraanz ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Pimrin takes a pair of dice, and some parchment he knicked earlier. he gestures for Umlur, Shennenna, and Karudurk to join them Okay, I can help us kill a while. the game is pretty fun. you guys will take on the roles of legendary heroes on a quest. There are 5 types of heroes, Fated, who are heroes because of their destiny. Defenders, who are heroes because they have something worth fighting for. devoted, who believe in something so strongly, they can draw on it for power. Glory Hounds, who fight for fame and recognition, and tricksters, who are along for fun. He hands out the parchments, and sticks of charcoal, placing the dice in the centre of their little circle, and absentmindedly trying to decide which of the stones looks most like an ogre. choose a hero type, and tell me about your heroes, and then i'll guide you through character creation. he says. Just picked some names out of a hat. we can drag other NPC's into this if people would prefer ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() Pimrin takes one of the shackles from Muirkhom, following him out of the chamber. Listen, Brother, You're pissed, but storming out will probably get you killed. He stops, grabbing onto the dwarf I heard the fanger chick... Emazine or whatever, is planning to head out soon, with her little posse. Might be an idea to go with them. he finishes If only to see how The Lady ascendant of the Cursewood does trudging through the woods. he says, hamming up the title as much as halflingly possible. I want to do Parley, but that doesn't work on PC's. Pushing Pawns?: 2d6 + 1 ⇒ (5, 6) + 1 = 12 ![]()
male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0
![]() The halfling sits beside Muirkhom, signing deeply. Muirkhom, It looks like you've become something of a leader. he says, offering Muirkhom a cup of wine. And because of that, I need to talk to you. This place is a deathtrap, and who knows what else is here. and this isn't all of the village. there's more people who are unaccounted for. and if someone got into your gold-store back at the village... well, you've said how gold effects non-dwarves. We need to go back to the village. Note, any statements intended to entice Muirkhom to go back to the village are purely fictitious, any resemblance to reality is purely incidental. |