Omar, you can see several windows, easily accessible by a man of your talents. You climb inside easily, and from your position, effectively see a large throne room, with a banner similar to the insignia on the guards. It is completely empty of people. Nastarok, you watch the man and girl walk around the city, being bowed to, being given gifts, and just generally being liked by passerby. The man gives children flowers and also seems to be generally nice to everybody. ((Internet went out, sorry))
Heading inside, you see a bustling town of hundreds of people. The gravel paths beneath you head in every direction, and wooden buildings line the streets. This reminds you of the cities on the surface, with bells ringing and smiths hammering. All of the people are human, and you see two guards, on near the entrance, and another far ahead of you, at the door of a much larger, three story wooden building. Everyone seems happy, even the guards. After a moment, you notice an older blonde man with a crown leave the large building with a small girl. Both of them are smiling, and the guard says to him something neither of you understand. All of the people are wearing rather noble clothes of red and blue, a strange mix that is fairly unpleasant to the eyes. In the distance, you can hear a strange sounding band, as well as cheering. The band sounds very comedic, like a one man band act, with more than one man. The melody is very dispersed and loud. The guards have an insignia on their armor, looking like a red lion with a blue circle behind it. Neither of you recognize this symbol.
Tom Wiggs wrote:
Alrighty! I'm about to post in Gameplay.
Violet Clocksworth wrote:
Woah, didn't know that. I'll do that now! I had it so that it was just a flat 70%, 60%, and so on. That means my rifle skill is 95% :0
The man keeps moving as the both of you talk, but stops, about fifteen feet away from you, before speaking in trance-like Common. "Greetings. I am Zan-Lee, brother of the wizard you are seeking. I mean you no harm, and I am the one who warned you of the lava, and of the trap, which you opened anyway. My older brother has imprisoned and tortured both me and our younger brother. Unfortunately, such torture, along with rigorous experimentation that even I do not know the extent of, has driven him mad. You met him before, and I thank you for putting him out of his misery.
The man then takes out his sword and stabs himself in the stomach.
As you begin to see the village more clearly, you can see that there are tall wooden walls, basically sharpened poles roped together, running around the edges of it, making it difficult to see inside. There is, however, a gate you can see facing you, and a human in armor standing in front of it. He is at least 500 feet away, but you are all experienced enough to see some details. He seems to be looking in your direction. You can just barely hear him yelling. "Ποιος είσαι!?"
Draconic: "Who are you!?"
Here are my completed character sheets. I plan on playing my vigilante for as long as possible, and his backstory is going to be very vague/secretive. You won't even get a last name. Anyway, I made a mistake with him because it didn't save. I switched INT and POW but they reverted. So treat my POW as 60 for sanity and MP please! EDIT: Also realized Lachlan's revolver should have 100 bullets, not twelve. James is a vigilante and bounty hunter from Bristol. All you know about him is that he is merciless to criminals, but keeps a classy demeanor. He knows his way around most weapons, and can fire an elephant gun without falling over in the process. He came about the supernatural when one of his targets was a cultist who had been kidnapping for sacrifices. James is a heavy fighter, both offensively and defensively. He is not afraid to work with others, but is also competent alone. His tracking skills are above average and he can deal with stressful situations better than most. Lachlan is a Scottish soldier and combat medic. He is very good at what he does, and had planned to be a doctor before becoming a soldier. While listening to one of his more delusional patients, he became interested in the supernatural, and began research. Discovering that these ramblings by the soldier were actually quite accurate, he seeks this man again to question him more. He is dependent on other fighters for protection, but is one of the best medical professionals out there. He is a great researcher, and excels out of combat, but does not fail completely under such circumstances either.
You spend a while hiking down the mountainside. It's a few hours before noon when you reach the bottom, and the village is close enough for you to hear commotion. Listening closely, Wilhaim notices what sounds like Draconic being spoken. Nothing happens along your trek, and it is very odd how little wildlife there is. Once at the bottom, you can see for miles, as there are very few trees in any direction. Behind you is a large mountain, the only one you can see. This place almost feels like a white void.
So I asked Violet about gear and she responded with this: Buying gear is fun for some players and not for others. But I can see you are like me and enjoy that part of the game! So do this: you can either just imagine gear reasonable for the time period and character, OR go ahead and buy gear by using the rule that your character starts with 5x her credit rating in $USD$. Then use this link to pick some gear! Beware that spending ALL your money on guns leaves you nothing left for room and board, haha! I'll check characters to make sure they seem realistic so everyone can feel like they are in the REAL 1890s dealing with REAL horrors! Violet asked me to post it here for all of you, so here you go! My soldier would probably only carry around a .45, while my backup would carry an elephant gun plus some other guns like that. I have my investigators nearly done, so I might send them over to Violet. Very excited for this game!
So I asked Violet about gear and she responded with this: Buying gear is fun for some players and not for others. But I can see you are like me and enjoy that part of the game! So do this: you can either just imagine gear reasonable for the time period and character, OR go ahead and buy gear by using the rule that your character starts with 5x her credit rating in $USD$. Then use this link to pick some gear! Beware that spending ALL your money on guns leaves you nothing left for room and board, haha! I'll check characters to make sure they seem realistic so everyone can feel like they are in the REAL 1890s dealing with REAL horrors! Violet asked me to post it here for all of you, so here you go! My soldier would probably only carry around a .45, while my backup would carry an elephant gun plus some other guns like that. I have my investigators nearly done, so I might send them over to Violet. Very excited for this game!
Wilhaim, this appears to be the same strange mix of divine and arcane magic that you saw previously.
Joy wrote: Kilts are hot. I agree. Also, Robert, I like both ideas! I'd say the latter though, since my investigator, Lachlan, is relatively sane. Maybe he could have listened to your stories while treating you and become interested in the supernatural? He looks more like this. Still has that hot kilt doe.
Nastarok, you don't see or hear anything moving in the forest. In fact, it's a bit too quiet compared to the forests on the surface. However, you do not see any traps near the campfire, and the stone circle is big enough for each of you to have a tent. The campfire glows orange and the snow melts and boils before it can put out the fire.
Robert Henry wrote:
I was going for a Scottish soldier too! Same basic idea, but I'd try to fill the medical and educational role, since I have 80 EDU. We could be connected if you'd like, or I could just be stationed somewhere else.
Setting off, you turn the corner and can see much more of where the path leads. You seem to be on a small mountain, and the path leads down a curving, less forested mountainside. Just ahead of you is a large stone platform sticking out of the ground, making a flat circle with a small campfire burning in the center. Ahead of that is more path, heading down at least a mile to a large village, though you cannot see the details through the cold, increasingly heavy snowfall.
Dmitri Prostrednik wrote:
My character is coming along well, I have almost finished building him using the 20 point-buy system. I'm going Sacred Shield paladin, and I'm not going to go Lawful Stupid, so no worries there. I forget how background skills work, but I'll start looking into them. Anyway, I never liked having my paladins follow a god or goddess, but instead follow a concept, like clerics. Would this be okay? Just wanted to make sure first before I start writing backstory!
Opening the wooden doors, you all are suddenly overrun with cold air. Ahead of you, you can see a huge landscape of snow and trees. You appear to be in the middle of a forest, and a snowy path leads away. It is somehow daylight out, and the bright snow nearly blinds some of you with darkvision. The snowfall is mild, and the snow on the pines looks as if it has been calmly snowing for a while now.
(No more underground bonus, but forest/tundra type stuff works.)
Wilhaim, you find a book about Transmutation, as well as a book telling of ancient, forgotten deities that sounds interesting. Grookle carves a bust of Omar, and it doesn't look too bad, until it hits Omar's face and cracks against the stone floor. Nastarok puts the swords away just as you can start feeling a heat from behind you, behind the metal door. It has apparenetly began to fill. Ahead of you down a long hallway of bookcases is the outline of a huge door, with two small wooden doors in the center bottom of the art.
Wilhaim, getting past the glow of the swords, these books all seem mundane, at least the ones you can see. Each hallway of towering bookcases are labeled, such as 'History' 'Arcane' 'Religion & Mythology' and 'Failures.' That last one is in bold, and is the hallway to your right. The hallways are set up like large streets, with the entrance having a huge, perpendicular street where you can view each hallway, like a shop. Nastarok, after watching Wilhaim for a bit, you start to feel a bit untrusting of Grooklepop, as he is behind you. What if he tries to take those glowing swords you dropped? He's much too volatile to use such powerful swords. You don't feel the need to do anything yet, but maybe you should just watch him.
The body is not magical, nor is the hood. You do notice on his back a strange half-cylinder protruding from his hood, with six holes, likely for the metal cables. The swords Nastarok took, however, nearly blind you with magical light. You follow them into the library, and a few drops of what now appears to be lava fall onto the figure, setting the hood ablaze.
Nastarok, you pick up the swords and almost immediately feel a very strong power. Perhaps there is an enchantment that you didn't notice, or perhaps one that you haven't heard of. You feel as if these blades can do much more in your hands than in your party member's hands, and they are extremely light, making them easy to swing one with each hand. You check the door but find no traps or other dangerous buttons. The metal door now feels easy to move, and you enter the next room with Omar.
Omar again fires several arrows, but two miss completely. The other three, however, strike nearly the same area: His forehead. These shots go so deep into the armor that the tips actually pierce through the back of his hood. The figure falls over, his two swords falling out of whatever mechanism they were contained in.
Nastarok's kukri stabs straight into the figure's armor, breaking a few of the metal creatures. The figure then looks up, and above you is a small, red light coming from the very top of the pit.
As more of the figure is revealed through rips and tears in its clothing, you realize that this bears resemblance to an organic creature known as a wriggling man, or a worm that walks. These creatures are hive minds of long dead spellcasters, given life again by dark magics, and inhabiting the very creatures that devoured their corpse. However, the figure you face seems to be some kind of construct, or perhaps a sort of living armor using the same magical hive mind that a worm that walks would use. You can know two things about the worm that walks.
Grooklepop swings at the figure four times, three of the attacks slicing deep before the fourth strike glances off of the armor. Grookle then roars, but the figure doesn't appear in the least bit affected. The dispel magic beam hits the figure, but doesn't seem to do much. As this spell usually envelopes the creature that it is dispelling, you notice that it only seems to envelope one of the very small metal creatures, rather than the whole figure.
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