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[Archive]R2D: Guardians of the Otherland

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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Wed Mar 07, 2012 11:51 pm

Player Vote + BATTLE

"I think we should go to the house." says Raspin, with Ash nodding in agreement.

"I agree, but we should send Voltir in first, he's the best with melee fighting." says FoolishBalloon.

"Since when? I have a better weapon, more armor and I might go so far as to say that I am stronger than him." objects Ash

Voltir simply stares at Ash with his arms crossed before turning down the path without a word.

As you all follow up, suddenly FoolishBalloon shouts "Wait! What if there is an evil wizard in there?"

"Wizards and bandits, both die just as easy." mutters Voltir as he continues towards the house."Lets stick together exploring the area, we don't know what lives here."


Coming out of the forest, you see the house is a ramshackle old building that's upper floors have fallen inwards from the weight of years.

oltir steps up and kicks down the rotten door."Well we don't have to worry about anything here, whoever lived here is long gone. There is a coat of dust on everything inside, the broken tables and chairs, shards of glass from ancient paintings.

Stepping back out, Raspin has the idea to look around the house once more before they head back to the path. "There, under the window! It's a cellar!" he shouts as he runs up and throws open the door. "It's going to be dark down there, someone grab the old candle from inside."

Migelo runs back with the unlit candle, and FoolishBalloon quickly lights it with his fire magic.

"This does not look good." mutters ash as he descends the steps. "There was dust on everything in the other room, whereas this one has none."

You all descend into a small stone cellar, filled with closed cupboards and chests. "Look, they have weapons." says Voltir gleefully as he goes to pick up two pairs of weapons in the corner for more throwing.
Suddenly the shadows around the weapons from into darkling's, who step towards you.

Battle!


Allies:
Migelo's Darkling:

Gerard(Soldier Leader):

Richard(Soldier 3):

Lance(Soldier 4):

Enemies:
Darkling 1:

Darkling 2:

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Post  Bigkahuna Wed Mar 07, 2012 11:53 pm

Roll #24

Migelo (Mastery910)

Action: My action: If darkling transformation succeeded.
Take the shadow sword and charge towards darkling #1 and attack him head-on.[Train melee]

If darkling transformation failed.
Give darkling my shortbow and 20 arrows then let him shoot while I shoot with my yew longbow.[train ranged]

Roll (3+1=4)

Forcing your darkling to transform into a shadow sword, you pick it up and prepare to fight the darkling's. Suddenly one of them appears right in front of you.

Migelo:d22(+1(training)+1(level))
Darkling:d24(+1(strength)+3(training))

Migelo's roll:3
Darkling's roll:22

Damage roll: Great Sword(2d6,x2)=5,4=9

You swing your shadow sword toward the darkling, but it has been some time since you used a sword and the darkling's are quick. It ducks under your swing and quickly slashes you twice.


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Apprentice shadow magic,+2 to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic
In pain(-2)

Health:6/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Major - Make a sharp Air Blade and attack the darklings. (LVL up in air soon )
Minor - Loot the chests on gold, weapons and other stuff, but mostly Fart Magic scroll


Roll (1+3=4)

You think about searching through all the chests, but have an uneasy feeling about them. Instead you try to make a sharp air blade and attack the darkling's, the focusing seems like second nature to you now, but as you close your eyes you feel very sleepy and completely lose track of what you were thinking about.


Skills: Vitakinesis,+2 to rolls involving vitakinesis(Level 3,) Apprentice air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 2,1 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1)
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 14/15

Inventory:




Raspin Hongu(Saima)

Action: Examine the cupboards, opening them without hurting myself. NO HURTING MYSELF.


Roll (6)

With the bandages! still hurting your arm, you decide it's best not to fight. Instead you go to the nearest cupboard and swing open its doors. You see some old rusty objects, but your eyes are attracted to the boots on the bottom. You take them out and put them on, suddenly feeling like you can take more damage.

bandages! hurting arm(-2 to combat rolls)



Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+1(lv 2), Mind controlling pastry dance,+1(Lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 13/16

Inventory:




Voltir(its_crunchtime)

Action:
Impel two short swords towards the Darkling with the axes.

Roll (7+2=Cool

As the battle suddenly begins, you reach for two of your short swords, and throw them towards the axe wielding darkling while he's distracted.

Voltir:d23(+2(training)+1(level 2))
Darkling 2:d20(+3(melee training)+1(strength)-4(Unaware))

Voltir's roll:17
Darkling's roll:1

Damage roll: Short sword(1d6,x2)Short sword(1d6,x2)=4,4=8

Sending your swords flying towards the darkling, the creature doesn't even notice them until they dig into its shadowy flesh.


Dexterity level up!

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 14/15

Inventory:




Ash Jiervan

Action: Major : Atmospheric Impedance!
Minor : Look around for anything of interest and/or value.

Roll(1+3)

Deciding to do the usual casting of your Atmospheric Impedance! you focus on pulling the air above you down as usual to thicken the air when you realize that you are in a room with a very low ceiling and little spare air. Caught off-guard by this, you don't know what to do and simply decide to pass the time by looking around for anything of interest, though the relative darkness makes it hard to see and you give that up as well for fear of walking into a darkling.

Skills: Melee weapon training (lv 2)
Total bonuses: +2 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1)

Health:15/15

Inventory:

Game event:

Darkling: Darkling's action: Change into a big-ass shadow sword.
The darkling shifts it's form and changes into a shadow sword.


Gerard: Attacks darkling 1

Gerard:d24(+2(training)+2(strength))
Darkling:d24(+3(training)+1(strength)

Gerard's roll:16
Darkling's roll:5

Damage roll: Longsword(1d8,x2),Short sword(1d6,x2)=3,2=5

Gerard swings both his blades at the darkling and manages to knock it down.


Richard: Attacks darkling 2

Richard:d22(+2(training))
Darkling 2:d24(+3(training)+1(strength))

Richard's roll:15
Darkling's roll:5

Damage roll:Short sword(1d6,x2)=2

Just after the darkling is hit with two daggers, Richard runs up and slashes it while the darkling turned to hiss at Voltir.


Lance: Attacks darkling 1

Lance:d22(+2(training)
Darkling:d24(+3(training)+1(strength))

Lance's roll:4
Darkling's roll:3

Damage roll: Short spear(1d6,x2)=5

Lance charges the darkling with his spear and manages to slip by its defenses, and slam it into the beast.


Allies:
Migelo's Darkling:

Gerard(Soldier Leader):

Richard(Soldier 3):

Lance(Soldier 4):

Enemies:
Darkling 1:

Darkling 2:
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Post  Bigkahuna Thu Mar 08, 2012 1:17 am

Roll #25

Migelo (Mastery910)

Action: create patches of shadow all over my wounds to cover them up and heal a bit. [learn shadow healing/train shadow magic]

Roll (4+2=6)

Deciding that you are too hurt to fight, you call out for heal. "Can someone heal me?" but they are all too absorbed in their own actions to notice you. Sighing deeply, you decide to try yourself. You decide to focus on healing with your shadow magic, drawing on your knowledge. You create a shadow and wrap it around your chest. You focus on the idea that underneath the shadow, your wounds are being healed. Once you let go of the shadow and it falls away, you see that you are nearly recovered.

Learned shadow healing!


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Apprentice shadow magic,+2 to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)Shadow healing(level one)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:12/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Remove all oxygen around their heads and then hit them with my airblade


Roll (1+3=4)

You try to remove to oxygen around the darkling's heads and create an air blade, but instead you only manage to remove the oxygen. The beasts both seem unaffected by your spell and you curse your foolishness, shadows can't breathe!


Skills: Vitakinesis,+2 to rolls involving vitakinesis(Level 3,) Apprentice air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 2,1 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1)
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 14/15

Inventory:




Raspin Hongu(Saima)

Action: Slash any darklings that come near me

Roll (7+2=8 )

Deciding to slash the next darkling that comes near you, the perfect opportunity arises when the one wielding a sword passes by you to attack Gerard. As it charges past, you swing your axe out, with your sword in hand as well.

Raspin Hongu:d24(+2(training)+1(strength)+1(level 2)+2(Unaware target)-2(Bandages!))
Darkling:d22(+3(training)+1(strength)-2(Unaware))

Raspin's roll:13
Darkling's roll:20

Damage roll: Great sword(2d6,x2)=5,5=10

The darkling ducks under your swing at the last second and pops up with two quick slashes while your defenses are down.

bandages! hurting arm(-2 to combat rolls)
In pain(-3 to combat)



Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+1(lv 2), Mind controlling pastry dance,+1(Lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 3/16

Inventory:




Voltir(its_crunchtime)

Action: Repeat previous action(Impel two short swords towards the Darkling with the axes.). If the Darkling is dead, go retrieve my swords and it's axes.


Roll (2+2=4)

You draw your last two short swords and prepare to throw them when the darkling with the axes appears in front of you. With no time to throw, you end up using the blades up close.

Voltir:d23(+2(training)+1(level))
Darkling:d24(+3(training)+1(strength))

Voltir's roll:14
Darkling's roll:3

Damage roll:Short sword(1d6,x2)Short sword(1d6,x2)=3,6(crit,x2=12)+3=15

Even surprised as you were, you manage to stab your blades into the beast before it could even make a move. Staring at its glowing red eyes as you drive your blades deeper and deeper, the glow begins to fade, along with the shadow itself.

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 14/15

Inventory:




Ash Jiervan

Action: Major : Charge darkling #1.
Minor : If I kill it, take its sword.

Roll(2+2=4)

Seeing the darkling with the sword just cut down Raspin, you charge towards the darkling. Suddenly it fades away and reappears in front of you.

Ash Jiervan:d24(+2(training)+1(level)+1(strength))
Darkling:d22(+3(training)+1(strength)-1(Boots)-1(chestplate))

Ash's roll:5
Darkling's roll:11

Damage roll: Great sword(2d6,x2)=3,3=6

You swing your axe with great power, but it is for naught as the darkling jumps away from your swing and comes back slashing its sword wildly. The blades cut quickly, none too deep, but enough to leave a painful wound.


In pain(-1 to combat rolls)
Skills: Melee weapon training (lv 2)
Total bonuses: +2 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1)

Health:9 /15

Inventory:

Game event:

Darkling: No action

Your darkling remains as a shadow sword, it wants to fight, but doesn't want to disobey its masters command.


Gerard: Attacks darkling 1

Gerard:d24(+2(training)+2(strength))
Darkling:d24(+3(training)+1(strength))

Gerard's roll:11
Darkling's roll:18

Damage roll: Great sword(2d6,x2)=3,4=7

Gerard charges at the darkling as it is distracted by Ash. Unfortunately it was not distracted enough, as it turned around and surprised Gerard with two powerful strikes.


Richard: Attacks darkling 1

Richard:d22(+2(training))
Darkling:d24(+3(training)+1(strength))

Richard's roll:4
Darkling's roll:9(This darkling is a tank!)

Damage roll: Great sword(2d6,x2)=4,2

Richard try's to help Gerard it the fight, but the darkling turns to him with superhuman speed and stabs his heart, then pulls out and lops off his head.


Lance: Attacks darkling 1

Lance:d22(+2(training))
Darkling:d24(+3(training)+1(strength))

Lance's roll:18
Darkling's roll:15

Damage roll: Short spear(1d6,x2)=6(crit,x2=12)=12

Lance sees his friend Richard fall and is inspired to kill the beast. Charging with his spear, he ducks under the darkling's swing and stabs up, causing the darkling to fade away.

Battle won!
Moving on in 1 turn


Allies:
Migelo's Darkling:

Gerard(Soldier Leader):

Richard(Soldier 3):

Lance(Soldier 4):


Enemies:
Darkling 1:

Darkling 2:
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Post  Bigkahuna Thu Mar 08, 2012 1:18 am

Roll #26

Migelo (Mastery910)

Action: Capture soldier Richard his soul in a shadow and try to get him alive using the healing wind from Foolishballoon.

Roll (5+2=7)

A strange sensation goes through you as you see Richard dead on the ground. You reach out and envelop him in shadow, not knowing how you did it but knowing that you have wrapped his soul in the shadow. You pull it away for that hope the you can return his soul when FoolishBalloon uses his healing wind, then you notice that Richard was beheaded. There is no way to put him back now, instead you shape the soul into that of what Richard used to look like, though in shadow.

Letting go, you see him move his arm and stare at it curiously."How did you..."

"I don't know, but whatever I did, I hope I can remember it for next time.

After that, Richard runs to grab his sword before Voltir can steal it from his corpse.


You leveled up in shadow magic(Lv 4)

Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)Shadow healing(level one)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Embed Vtakinesis in my wind and heal everyone, also trying to revive our dead buddy
Minor - Loot all stuff after Fart Scrolls or Ground Scrolls


Roll (4+3+2=8 )

Once more embedding your healing powers in the air around you, you force it to pass over everyone. Seeing their wounds healed for the most part, you decide to take to looting the corpses of your enemies, but then you remember that you were fighting darkling's, which don't have pockets. Instead you walk over to Richards corpse, find a few coins and quickly pocket them. You look in a nearby chest, hoping to find a fart scroll, but your search was in vain. Then you recall that you already have one, unread, that you should learn from before searching for more advanced magics.

You leveled up in vitakinesis(Lv 4)
You leveled up(Lv 3)

Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1)
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 15/15

Inventory:




Raspin Hongu(Saima)

Action: Conjure up a cloth backpack

Roll (8+1=8 )

Seeing the battle done, you decide to conjure up a backpack, but cannot focus because of the bandages! on your arm. Focusing on them first, you force them to peel off you and fall onto the ground. Then you put them in your pocket and focus on creating a backpack. You picture a fairly basic one, pretty much just a bag with straps, and will it forth. To your joy, you were successful. With this backpack, you feel like you can carry quite a bit more.

You leveled up in cloth conjuring!(Lv 3)


Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 11/16

Inventory:




Voltir(its_crunchtime)

Action: Loot the two darklings and the dead soldier. Once again, if anyone wants anything, Darien please give it to them instead of me,
Major: Search the room for anything useful.


Roll (6)

You walk over to where the darkling's weapons are to get to looting, when a rude Ash runs in front of you and grabs the darkling's sword. Sighing, you reach for Richards sword when a strange shadow shaped like him runs up and grabs it. Stamping your feet on the ground in frustration, you grab the other darkling's axes and as you turn around you see Foolishballoon run up and grab some coins from Richard's pocket. You also grab your shortswords that you had throw at the darkling. Deciding to search the room for something useful, you look around and see the door of a cupboard slightly ajar, so you go inspect it and to your surprise find a cool pair of leather gloves.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Take the greatsword and any other useful stuff I can find.
Major : Sharpen the greatsword.

Roll(6)

Seeing Voltir begin to walk towards the weapons, you quickly run up and grab the great sword before he reaches it. Quickly scanning the room, you find nothing of particular interest, so you head to a corner and sit on a stool while everyone else finishes what they are doing. Pulling out your new sword, you begin to sharpen it, after quite some time, you stop and examine it, impressed at your work.

Improve weapons learned(lv 1)

Skills: Melee weapon training (lv 2)
Total bonuses: +2 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1)

Health:15 /15

Inventory:

Game event:


Darkling: No action


Gerard: Searches room

While everyone else sets about their tasks, Gerard notices an odd torch on the wall and pulls it down, revealing a door. At the sound of scraping stone everyone looks up to see part of the wall fall inwards like a door. Gerard picks up the torch and lights it, then walks through the door, followed closely by everyone else. There is a long hall ahead that ends in a stair, everyone is stepping carefully and scanning the room as they move forward. Reaching the bottom of the steps, the torchlight reveals an old oak door. "Be ready for anything" says Gerard and he grabs onto the latch and pushes the door open. Everyone rushes in after him with their weapons drawn. You all enter a room lit with torches, who can say how long they have been alight? There is a dark altar in the center of the room, surrounded by massive darkling's. Upon your entry, they all turn towards you.


Shadow Richard: Draws sword


Lance: Grips spear tightly


Allies:
Migelo's Darkling:

Gerard(Soldier Leader):

Shadow Richard(Soldier 3):

Lance(Soldier 4):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:
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Post  Bigkahuna Thu Mar 08, 2012 1:21 am

Roll #27

Migelo (Mastery910)

Action: Use shadow arrow and shoot it with my yew longbow to darkling 2.

Roll(3+2=5)

Remembering the phrase "Fight fire with fire" you decide to "fight shadow with shadow." Forcing your darkling to transform into an arrow, you grab it and notch your Yew longbow. Aiming at the fearsome darkling with the scythe, you draw the arrow back and loose.

Migelo:d25(+2(ranged training)+1(Level 2)+2(Darkling arrow))
Darkling 2:d25(+3(Melee training)+2(Strength))

Migelo's roll:17
Darkling's roll:5

Damage roll: Yew longbow(1d10,x3)=3

Your arrow fly's toward the darkling, your aim was true and it would have hit the beast well, if it didn't notice at the last minute. The darkling tries to shrink, but it proves too slow, still getting caught by the arrow, but not as hard as it would have.


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)Shadow healing(level one)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Major - Learn Fart Magic and fart, blow it with air magic to Darkling 1 and 2 and lit it with Fire Magic
Minor - Get to the back of the room, avoiding close quater combat


Roll (1+3+1=5)

Stepping to the back of the room, you prepare to finally read the section on farticus magicus. Sitting down, you begin to read it, at first wondering if something should happen but then remembering that it isn't a scroll, it's a journal. You close the book shut and let loose your gases. Scooping the noxious fumes away from yourself and into the enemy, you light it afire. Aiming for the flail and the scythe wielding darkling, your attack doesn't split, it only fly's toward the first one.

Foolishballoon:d27(+1(Intelligence)+2(Level 3)+3(Air training)+1(Fire training))
Darkling 1:d25(+4(training)+2(Strength)-1(Your helmet))

Foolishballoon's roll:10
Darkling's roll:21

Damage roll:Flail(3d5,x2)=1,5(Crit,x2=10),1=12

The darkling slides out of the way of your deadly blast at appears almost in front of your, swinging its massive flail before you can draw your weapon. The first blow is but a glancing one, but the second hits straight to your stomach, knocking you to the ground.

Fart magic learned, lv 1


Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 3/15

Inventory:




Raspin Hongu(Saima)

Action: Major: Smack around Darkling 1 with my battleaxe

Minor: Laugh slightly maniacally, happy with my new backpack. "Backpack backpack YEAH!"

Roll (7+2=8 )

Seeing Foolish get knocked around by the darkling with the flail, you laugh slightly maniacally about your backpack, shouting "Backpack Backpack YEAH!" You charge the darkling while it is distracted.

Raspin Hongu:d26(+2(Training)+1(Strength)+1(Level 2)+2(Target unaware))
Darkling 1:d23(+4(training)+2(Strength)-2(Unaware)-1(Your shield))

Raspin's roll:23
Darkling's roll:16

Damage roll: Battleaxe(1d8,x3)=4

Your axe digs into the beasts shadow flesh, clearly your attack was on the mark, for the beast slid off into the shadow to rejoin its compainions.


Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 11/16

Inventory:




Voltir(its_crunchtime)

Action: Throw two shortswords at the great axe darkling.


Roll (1+2=3)

Seeing Foolishballoon's failure redeemed by Raspins strike, you decide to engage a darkling of your own, but with your throwing weapons. You get out two shorts word and toss them at the darkling wielding a great axe. Sadly one of them flies off course and disappears behind the darkling's.

Voltir:d24(+2(training)+1(Level 2)+1(dexterity))
Darkling 5:d24(+3(training)+2(Strength)-1(Your gloves))

Voltir's roll:13
Darkling's roll:6

Damage roll: Short sword(1d6,x2)=4

Your sword flies true and pierces the beasts shadow flesh, knocking it back. The darkling turns its head to you and glares while he pulls the sword out and throws it behind him.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Give Richard my axe.
Major : Atmospheric Impedance!

Roll(2+3=5)

As the battle begins, you see Richard is poorly equipped with a short sword, seeing that you dont need your axe anymore, you give it to him. With a nod of thanks, Richard charges into battle as begin to fight your own battle, a battle with the air. Focusing deeply on your knowledge of air manipulation, you will the air around the enemies to thicken, causing them to move slower, though it did not come out as thick as you would have liked, it still works.


Skills: Melee weapon training (lv 2)
Total bonuses: +2 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1), Improve weapons

Health:15 /15

Inventory:

Game event:

Darkling: transform into shadow arrow

Sensing the command of your master, your transform into an arrow, while thinking that if you had a weapon, you could help fight better than this.


Gerard: Attacks darkling 1

Gerard:d25(+3(Training)+2(Strength))
Darkling 1:d23(+4(training)+2(strength)-3(Impedance))

Gerard's roll:5
Darkling's roll:16

Damage roll: Flail(3d5,x2)=4,4,2=10

Charging at the darkling who seems to be the leader, it dodges Gerards slashes and responds with three powerful swings. One catches Gerard's leg, another catches his arm and a final blow smashes into his head.


Shadow Richard: Attacks darkling 2

Shadow richard:d23(+2(Training)+1(Strength))
Darkling 2:d22(+3(Training)+2(strength)-3(Impedance))

Richard's roll:16
Darkling's roll:2

Damage roll: Great axe(1d12)=7

Seeing Gerard fall, Richard charges in a rage toward a darkling, hitting with a powerful swing and crushing through the darkling's attempt to block.


Lance: Attacks darkling 3

Lance:d23(+2(training)+1(Strength))
Darkling 3:d22(+3(training)+2(Strength)-3(Impedance))

Lance's roll:18
Darkling's roll:5

Damage roll: Short spear(1d6,x2)=5

As Lance sees gerard be slain, he charges, enraged, at the nearest darkling. Slipping under its thrust, he plunges the sword up into the beast


Darkling 4: Unblocked, attacks Richard

Darkling 4:d22(+3(training)+2(Strength)-3(Impedance))
Richard:d23(+2(training)+1(strength))

Darkling's roll:8
Richard's roll:23

Damage roll: Great axe(1d12,x3)=5

Slipping towards the shadow that is not a darkling, you are about to slice it open with your blades when it turns around with a powerful swing and knocks you back.

Richard levels up in strength!


Darkling 5: Unblocked, attacks Lance

Darkling 5:d22(+3(training)+2(Strength)-3(Impedance))
Lance:d23(+2(training)+1(Strength))

Darkling's roll:9
Lance's roll:14

Damage roll:Short spear(1d6,x2)=5

Charging towards the man-creature with the spear, you are about to slice his head off with your axe when he spins, causing you to run into the spear and puncture yourself deep.

Lance levels up in strength!


Allies:
Migelo's Darkling:

Gerard:

Shadow Richard(Soldier Leader):

Lance(Soldier 4):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:22 am

Roll #28

Migelo (Mastery910)

Action: Minor: Give my Darkling 20 arrows and my oak shortbow.
Major:Capture the soul of Gerard in a shadow and give it life with shadow healing and with the use of foolishballoon's healing wind.

Roll(4+3=7)

Seeing Gerard fall, you try to remember what you did to bring Richard back. Drawing deeply on your memories, you recall wrapping him in shadow and then pulling his soul away. You reach out and force the shadows to envelop his corpse, then rip it away and form the shadows into his rough shape. Seeing that you were successful, you transform you darkling back to its normal shape and give it a bow and twenty arrows.



Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)Shadow healing(level one)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Minor - Get into a dark place, hidden from the battle
Major - Healing Wind Go! Also, increase the Thick Air


Roll (3+3+3-3(Pain)=6)

Running even further back, you find yourself in the darkest corner, where the darklings will hopefully not notice you. Casting out your hand, you gather the air around you and imbue it with healing powers, then cast it out across yourself, then your companions. You ten prepare to thicken the air that Ash created, but a powerful voice rings in your head You may only have one major action per turn. Not knowing what it means, you give up on trying to thicken it anyway.




Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 9/15

Inventory:




Raspin Hongu(Saima)

Action: Smash the same darkling again(Darkling 1)

Roll (8+2=Cool

Deciding to once more attack the darkling with the flail, you manage to sneak behind it without it noticing.

Raspin Hongu:d26(+2(training)+1(strength)+1(Level)+2(Sneak attack!))
Darkling 1:20(+4(training)+2(strength)-3(Impedance)-2(Sneak attack)-1(Your shield))

Raspin's roll:3
Darkling's roll:6

Damage roll:Flail(3d5,x2)=3,3,5(crit,x2)=10=16

As you swing your axe toward the darkling's back, it spins out of the way and whips its flail towards you, catching your right arm, the pain lances up it and forces you to your knees. Then another jolt of pain goes through your left arm as you fall to the ground face first. As you lay on the cold stone floor, clenching your teeth and trying to remain awake, a blast of pain hits you that puts the other two to shame, you cannot hold your eyes open any longer.

Constitution increased(Level 2)

Unconscious
Will die in two turns if not helped


Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 0/17

Inventory:




Voltir(its_crunchtime)

Action: Same action(Throw two shortswords at the great axe darkling.)

Roll (7+2=Cool

Drawing two more short swords, you make sure your aim is true and throw them towards the darkling wielding an axe, seemingly catching him unawares.

Voltir:d26(+2(Training)+1(level 2)+1(Dexterity)+2(Sneak attack!))
Darkling 5:d20(+3(training)+2(strength)-3(impedance)-2(Unaware))

Voltir's roll:8
Darkling's roll:16

Damage roll: Great axe(1d12,x3)=10

The darkling turns and sees the blades flying towards it, ducking under them with inhuman speed and appearing in front of you. Staring down at you, you realize how large the beast is. You are so intimidated that you forget to dodge his swing and are given a brutal gash in your side to remind you of your mistake. Forcing yourself to stand and back away, you manage to move away from the beast.

(In pain(-2))

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 5/15

Inventory:




Ash Jiervan

Action: Minor : Take two torches off the walls.
Major : Charge Darkling #1 with the torches.

Roll(2+2)

Noticing that the darkling's need shadow to survive, you decide that if you charge one of them with a torch, they should fade away. You run to one of the torches on the wall and pull it off, just as it comes off, the light is extinguished. Astonished, you put it back and it takes flame again. You do the same thing with another torch, finally cursing that it must be some sort of spell that is extinguishing the flames. You heft your great sword, deciding to cut your losses and kill the darkling's the old fashioned way. Seeing a darkling beat Raspin with its flail, you charge it to try to save him in time.

Ash Jiervan:d24(+2(training)+1(level 2)+1(strength))
Darkling 1:21 (+4(training)+2(strength)-3(Impedance)-2(Your Leather armor))

Ash's roll:24
Darkling's roll:20

Damage roll: Great Sword(2d7,x2)=3,5=8

You reach the beast as it turns away from Raspin's body swinging its deadly flail towards you. You manage to jump out of the way and get in two quick slashes in before jumping back.


Melee weapon skill increased(Level 3)

Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1), Improve weapons

Health:15 /15

Inventory:

Game event:

Darkling: Shoot 1 arrow with Oak shortbow on darkling 2.

Happy that your master has finally given you your own weapon, you nock an arrow and draw it back, unleashing the arrow on the darkling that holds a scythe.

Migelo's Darkling:d20
Darkling 2:d22(+3(Training)+2(strength)-3(Impedance))

Migelo's darkling's roll:20
Darkling's roll:17

Damage roll: Oak shortbow(1d7,x3)=4

Your arrow flies and strikes the darkling in its center, which you know from your experience as a darkling is the sweet spot. The darkling stares at you with wordless rage as it fades away into nothingness.


Shadow Gerard: Attacks darkling 1

Gerard:d25(+3(training)+2(strength))
Darkling 1:d23(+4(training)+2(Strength)-3(Impedance))

Gerard's roll:22
Darkling's roll:19

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=7,3=10

Alarmed at how you are standing after you thought that you died, you decide not to bother thinking on that now, instead you see Ash just strike the lead darkling, and decide that you should help him. Running up from behind. You deliver two quick blows to an astonished darkling.


Shadow Richard: Attacks darkling 3

Richard:d24(+2(training)+2(strength))
Darkling 3:d22(+3(training)+2(strength)-3 (impedance)

Richard's roll:22
Darkling's roll:5

Damage roll: Great axe(1d12,x3)=2


Lance: Attacks darkling 4

Lance:d24(+2(strength)+2(training)
Darkling 4:d22(+3(training)+2(strength)-3(impedance))

Lance's roll:6
Darkling's roll:7

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=8(crit,x2)=16,4=20

Lance charges towards darkling 4 with his spear, but is met by two swift powerful strikes that leave him dead on the ground.


Darkling 5:Unblocked, attacks Gerard

Darkling 5: d22(+3(training)+2(strength)-3(impedance))
Gerard: d25(+3(training)+2(strength))

Darkling's roll:18
Gerard's roll:19

Damage roll: Longsword(1d8,x2)Shortsword(1d6,x2)=5,1=6


Allies:
Migelo's Darkling:

Shadow Gerard(Soldier Leader):

Shadow Richard:

Lance(Soldier 4):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:

@Mastery: Please note that your shadow resurrection technique will bring the resurrected back as an NPC , using it on a player would resort in them being placed in the NPC section. Thus I only recommend this if they have already used the near death experience(Currently what Saima is in right now, and what 8680 has already gone through
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:23 am

Roll #29

Migelo (Mastery910)

Action: Same action on lance!(Shadow soul capture!)

Roll(5+3=8 )

Seeing that Lance has now died, you wrap his body in shadow and draw it away, forming it into his shape. You let go your grip and Lance draws his sword and runs back into the fray.

Intelligence level up!

Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control one summoned creature without penalties)Shadow healing(level one),Intelligence +1 to magic roll(Lv1)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Minor - Grab the Flail 'Stupid Powerful Voice. Don't be mentally, get into Gerards body and fight if you are so powerful!'
Major - Do my Healing Wind tecnique, healing both myself but mostly Saima. Wish that my Air Magic levels up soon


Roll(2+3+3-1=7)

You grab the Flail and respond to the voice in your mind." Stupid Powerful Voice. Don't be mentally, get into Gerards body and fight if you are so powerful!"
The voice responds with a power that makes your head ache."Oh, you'd like that wouldnt you? Stop talking to yourself, the others are going to think you're mad!"
Shaking your head, you focus and cast your healing wind across your group, starting with Raspin, then moving on to yourself.




Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 15/15

Inventory:




Raspin Hongu(Saima)

Action: Attempt to learn Flesh Conjuring, using my previously learned magicks to help.

Roll (7)

You feel cold, why is it so cold here? Forcing your eyes open, you see that you are in a massive stone hall. Turning around, you see a warm, welcoming light. You take a step towards it, then have a strange feeling that it is the wrong way. Turning back around, you slowly back away from the light and walk to the other end of the hall. Stepping through the darkness at the end, you find yourself staring down upon... yourself. You see blood coming out from your empty arm sockets, and even your head, crushed like it is. Seeing come of your cuts healing themselves, you notice that FoolishBalloon must be trying to heal you, but you have an aching feeling that it won't save you. His magic can speed up healing, but it can't replace limbs and fix broken heads. Replace limbs. You suddenly have a strange idea to try and fix yourself from this strange view. Drawing on some of your knowledge of conjuration, you picture your body whole again. Willing it forth, you open your eyes to see the flesh reforming and feel drawn back into your body. Opening your eyes, now you find yourself in the cave, whole again, though still in pain.

Learned flesh conjuring!
In pain(-1)

Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 13/17

Inventory:




Voltir(its_crunchtime)

Action: Heal Raspin! If he is already mostly healed then heal myself
Minor: Make sure I am not hit by anything.


Roll (7+1-2=6)

Seeing Raspin gravely wounded, you run over to him. Calling on your healing powers, you first look around to make sure that you won't get hit by anything. Then you focus deeply and cast forth your healing magic onto Raspin's body. When you finish, you step away and Raspin's eyes open.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,

Health: 12/15

Inventory:




Ash Jiervan

Action: Minor : Take Darkling #5's greataxe.
Major : Attack Darkling #3 with my greatsword.

Roll(4+3=7)

Seeing the darkling wielding the axe fall, you quickly grab the weapon before Voltir decides to add another weapon to his collection. Then you turn to the darkling holding on to the spear and decide to finish it off.

Ash Jiervan:d25(+3(Training)+1(Level 2)+1(Strength))
Darkling 3:d20(+3(Training)+2(strength)-3(Impedance)-2(Your armor))

Ash's roll:24
Darkling's roll:1

Damage roll: Greatsword(2d7,x2)=4,1=5

You charge towards the beast, knocking its spear out of way as it jabs towards you. Swinging quickly twice, you knock the darkling back but don't manage to kill it.




Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1), Improve weapons

Health:15 /15

Inventory:

Game event:

Darkling: Same action on darkling 4(Shoot 1 arrow with Oak shortbow )

Migelo's Darkling:d20
Darkling 4:d22(+3(Training)+2(Strength)-3(impedance))

Darkling roll:2
Darkling 4 roll:1

Damage roll: Oak shortbow(1d7,x2)=1

You let loose your arrow but, it only scrapes past the darkling's arm.


Shadow Gerard:Attacks darkling 3

Gerard:25(+3(training)+2(strength))
Darkling 3:22(+3(training)+2(strength)-3(Impedance))

Gerard's roll:4
Darkling's roll:13

Damage roll:Sharpened spear(1d9,x3)=9,x3=27

Gerard's shadow form charges towards the darkling with the spear, but the darkling struck as fast as lightning and the spear was in and out of his neck before he could swing his sword. Gerard fell to his knees, fading away as he hit the stone floor.


Shadow Richard:Attacks darkling 4

Richard:d24(+2(training)+2(strength))
Darkling:d23(+3(training)+2(strength)-3(impedance))

Richard's roll:1
Darkling's roll:17

Damage roll: Longsword(1d8,x2)Short sword(1d6,x2)=2,4=6

Richard charges with his axe, but the darkling slips under his swing and cuts him quickly twice.


Lance: Attacks darkling 3
Lance:d24(+2(training)+2(strength))
Darkling 3:22(+3(training)+2(strength)-3(Impedance))

Lance's roll:11
Darkling's roll:8

Damage roll: Short spear(1d6,x2)=5

Lance charges the spear darkling, though his reach is shorter, he deftly dodges the thrust and plants the spear in the darkling's center, watching as it fades away.


Allies:
Migelo's Darkling:

Shadow Gerard(Soldier Leader):

Shadow Richard:

Lance(Soldier 4):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:25 am

Roll #30

Migelo (Mastery910)

Action: Minor: Pick up scythe
Major: Try to create another darkling.

Roll(7)

Seeing that most of the darkling's are dead, you walk over to the fallen scythe from one of the darklings. Picking it up, you examine the scythe, spinning it around in your hands. yes, this will do nicely. You look up at the sound of a terrible scream and see that it came from the remaining darkling. It must have realized that its survival is hopeless.In response to the scream, the altar in the center of the room begins to glow. The shadows from all across the room begin to move in towards it, even the darkling that let loose the cry, though thankfully your darkling is able to resist being pulled in. As darkling reaches the collection of shadow, its form changes, the shadows shift and roil as they transform. The shadows form into a giant as tall as the ceiling, at least twelve feet high. Staring up at it, you see that it is no ordinary darkling, the usual shapeless blob is shaped like the shadow of a massive, muscled human. Deciding that shadow must combat shadow, you try to summon another darkling. Focusing on the image in your mind, you call it forth. Opening your eyes, you see it standing in front of you. Letting out a breath of relief that it worked, you feel like you are at the edge of what your ability can muster right now. If you summon any more without training, you feel that your mind will begin to strain under the pressure of controlling so many creatures.

Summoning level up(Lv 2)

Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control two summoned creature's without penalties)Shadow healing(level one),Intelligence +1 to magic roll(Lv1)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: If the Darkling already is killed by either players or NPCs (Let me roll last of everyoe this time, plz):

Major- Send out my wind to find anything of use and bring it back, hopefully a note/spellbok/scroll/rune about Earth Magic

If he isn't killed: Major - Mix farts, air and fire around Darkling 4 (Or the one that is alive)
Minor - Search in chests, under loose bricks or anything else that may contain stuff. Hope to find a Earth Magic spellbook/scroll or anything else useful.


Roll(2+1+3=6)

Seeing the darkling transform, you quickly run around the room, trying to find some objects behind loose bricks, but when you are unsuccessful, you see a locked chest at the back, and a key on the altar. Deciding that the giant has to die for you to get in the chest, you call up all your magic in a massive attack. First you let loose your gas, then you fling it toward the enemy and light it on fire.

Foolishballoon:d27(+3(air magic)+1(fire magic)+2(level 3)+1(intelligence))
Shadow Giant:d25(+4(training)+4(Strength)-3(Impedance))

Foolishballoon's roll:8
Shadow giant's roll:18

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=8(x2=16)4=20

Your great cloud of fire almost collides with the giant when it ducks under. You shift it with the wind, but the giant charges toward you and outruns the fire. Slamming his blades into your stomach, you let loose a groan as you slide off the blades into an unconscious state.

Constitution level up!

Unconscious
Will die in 2 turns if not healed


Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 0/16

Inventory:




Raspin Hongu(Saima)

Action: Rest, hoping to dispel this awful pain.

Roll (4-1=3)

Even though you are not in nearly as much pain as before, you decide to rest and recover from your wounds. Laying down on the cold stone floor, you try to get in a comfortable position, but it seems to be impossible on the rough hewn tiles. Giving up on finding a comfortable position, you decide to simply close your eyes and try to go to sleep. Suddenly you hear a terrible scream that forces you awake. You open your eyes and stand up, but the scream left a terrible ringing in your ears. Clamping your hands over them doesn't seem to help, but looking around you see that no one else seems to be affected by the screeching. You notice that the shadows around you are flowing away, so you glance up and see the altar in the center of the room glowing and pulling all of the shadows inward. As the darkling comes closer to the altar, the noise gets louder and more painful, driving you to your knees. As suddenly as it began, it stops, but you feel shaky from the experience and don't think that youll be able to focus well for a while.

Shaking(-1 to mental actions for 2 turns)
In pain(-1)

Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 13/17

Inventory:




Voltir(its_crunchtime)

Action: Major:Throw my daggers at the Darkling
Minor: Snatch up the Sharpened Spear, and retrieve my four thrown short-swords, skirting the Darkling that is still alive as I do so.


Roll (5+2=7)

Making sure to avoid the darkling, you pick up the spear and all your thrown swords. As you unsheathe your daggers to throw them at the darkling, it lets loose a terrible screech, echoing across the room. Turning around, you see the altar in the center of the room alight, drawing all the shadows of the room into it, including the darkling who let loose its cry. You see Raspin grip his head and fall to the ground, clearly in pain somehow. Watching with awe, you see the last of the shadows flow into the ladder. Just as the darkling hits, the shadows pour out and create a giant, bigger than even you. The creation rises to the ceiling and brandishes the darkling's swords with a mighty roar, though in its hands they look like knives. The thought of knives reminds you that you are holding daggers, so while the beast is looking away you let them fly.

Voltir:d24(+2(training)+1(level 2)+1(Dexterity))
Shadow Giant:d22(+4(training)+4(Strength)-3(Impedance)-2(Unaware)-1(your armor)

Voltir's roll:8
Shadow giant's roll:21

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=3,4=7

The giant seems to sense the daggers coming towards it, so it turns around and knocks the dagger out of the air. Then with two massive steps it is in front of you, bringing its swords down upon you. You feel the blades dig into your shoulder, and then pull out as the giant turns away from you. Looking at your injured shoulders, the pain hits you and pushes you to your knees.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-2(In pain))
Health: 5/15

Inventory:




Ash Jiervan

Action: Minor : Give Lance my greataxe.
Major : Charge Darkling #4 with my greatsword.

Roll(4+3=7)

Seeing that lance is still stuck with his spear, you decide that he needs an axe." Lance, here!" you say as you push the great axe into his hands. Suddenly a terrible scream echoes across the room. You spin around and see the altar alight. Drawing your sword, you run past a crying Raspin, with his head in his hands, and a stunned Voltir, simply staring with his mouth open at the spectacle. You reach the altar at the same time as the darkling, and as you raise you sword above your head for a final swing on the darkling it disappears into the altar. Staring at the place it was standing, you warily back up. Just as you take a step back, the altar erupts with the shadows of the room, forming a beast that rises higher and higher, until it resembles that shape of a human, though at least double the size of a normal person, it width as well as height. Deciding that now is the optimum time, you swing your sword at its massive leg.

Ash Jiervan:d25(+3(training)+1(level 2)+1(strength))
Shadow Giant:d21(+4(training)+4(Strength)-3(Impedance)-2(Unaware)-2(your armor))

Ash's roll:20
Shadow giant's roll:11

Damage roll: Great sword(2d7,x2)=2,5=7

Your sword passes through the shadow flesh of the giant, but it doesn't even seem to notice as it spins around and drives Voltir to the ground with its swords. Only after Voltir is on his knees does the giant become aware of the slight pain in its legs, so in anger it spins back towards you.



Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +1(Lv1),Repair-Weapons (Lv 1), Improve weapons

Health:15 /15

Inventory:

Game event:

Good Darkling 1: Hide in the shadows

Hearing your masters command, you run towards the shadows, but as you step towards them, they disappear, all being drawn towards the altar. You feel a slight tug, then stonger, the altar is trying to pull you in but you resist and stand strong. The strange altar creates a massive beast, and in response to that, your master creates another like you.


Good Darkling 2:

Seeing the masters other creation, you run over to it and watch the giant swing its swords.


Shadow Richard: Attack Shadow giant

Richard:d24(+2(training)+2(strength))
Shadow Giant:d25(+4(training)+4(Strength)-3(Impedance))

Richard's roll:4
Shadow giant's roll:16

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=1,4=5

Charging towards the strange beast, it swings its blades and knocks you aside. As you hit the ground, you feel the last of your life-force flowing away as you begin to fade.


Lance: Attack shadow giant

Lance:d24(+2(training)+2(strength))
Shadow Giant:d25(+4(training)+4(Strength)-3(Impedance))

Lance's roll:1
Shadow giant's roll:23

Damage roll: Longsword(1d8,x2)Shortsword(1d6,x2)=6,4=10

Angered at the loss of both your companions, you charge the giant, prepared to dodge its swing when the blades come down from above. You jump backwards, but as the blades come down the giant charges forward and digs the blades into you. As you are crudely shaken off, you fall to the ground and feel yourself fading away.


Allies:
Migelo's Darkling:

Shadow Gerard:

Shadow Richard:

Shadow Lance(Soldier Leader):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:

Shadow Giant:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:26 am

Roll #31

Migelo (Mastery910)

Action: Use shadow healing on Foolish uing my last created darkling.

Roll(8+3=8 )

Seeing Foolish gravely wounded, you think to heal him, but glancing around you see no shadows. Forgetting that you know how to create shadow as well, you instead use you new darkling's shadow to fuel your spell. Holding the shadow in your grasp, you let it flow over Foolish's body, covering his wounds as it passes over. Seeing that his most vicious wounds have been healed, you step away and give him time to rest.


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control two summoned creature's without penalties)Shadow healing(level one),Intelligence +1 to magic roll(Lv1)
Total Bonuses: +1 to melee attack rolls, +1 to ranged attack rolls,+2 to shadow magic

Health:15/15

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Focus on my vitakinesis and heal myself, atleast to conciusness (Spelling??) and then walk away to the corner where Voltir is, begging about help


Roll(7+3=8 )

Forcing your eyes open, you see Migelo walking away from your body, clearly having just healed you.
"Thank you Migelo, if it wasnt for your help I might be dead." you say as you make to stand up.As you try to stand a flash of pain comes from your other wounds, so you lay back on the floor and focus on healing yourself. Focusing on your wounds, you force them to recover you faster. Seeing that you are near to fully recovered afterwards you stand up and think on how close you came to death.



Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 15/16

Inventory:




Raspin Hongu(Saima)

Action:Use my flesh conjuring to heal over my remaining injuries

Roll (8-1=7)

Seeing that you still have a few uncovered wounds, you decide to summon your knowledge of flesh conjuring and fill the voids with new flesh. Forcing your mind through the block it has from the terrible scream, you manage to grasp a firm hold of your magic and create the missing flesh. After you finish healing, you quickly glance over yourself to make sure that you are clear of wounds, finding nothing, you smile at your success.

Shaking(-1 to mental actions for 1 turns)

Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 17/17

Inventory:




Voltir(its_crunchtime)

Action: Hide in a corner and selfishly heal myself!


Roll (7+1-2=6)

Seeing that FoolishBalloon is hurt even worse than you, you decide to run into a corner and, being a selfish person with everything you have, selfishly heal yourself. Focusing on your healing magic, you force it upon your wounds and feel the most serious close shut. You still hurt a bit, but for the most part your healing did its job.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+2 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-1(In pain))
Health: 11/15

Inventory:




Ash Jiervan

Action: Major : Attack the Shadow Giant again with my greatsword.
Minor : None.

Roll(Cool

Seeing that no-one else has taken it upon themselves to take on the giant, instead healing themselves, you charge at the shadow giant from behind while he is warily watching Migelo's darkling.

Ash Jiervan:d27(+3(training)+1(Level 2)+1(strength)+2(Ambushing!))
Shadow Giant:d23(+4(training)+4(Strength)-3(impedance)-2(Unaware))

Ash's roll:18
Giant's roll:12

Damage roll:Greatsword(2d7,x2)=4,2=6

Since the Giant is completely unaware of your presence, you sneak up and slash at his other leg twice. Spinning around in rage, the beast is distracted by and arrow from the darkling.


Strength level up!(Level 2)


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons

Health:15 /15

Inventory:

Game event:

Good Darkling 1: Shoot 1 arrow with oak shortbow

Hearing your masters command, you loose and arrow at the large creature in front of you.

Darkling:d20
Shadow Giant:d25(+4(Training)+4(strength)-3(impedance)

Darkling's roll:9
Shadow giant's roll:12

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=6,6(critx2)=12=18

You fire an arrow at the Giant, but it misses and he spins around, cutting you to pieces of shadow with his sword.


Good Darkling 2: Die

Feeling that you master wants to use your shadow, you surrender your lifeforce with a pang of sadness as you fade away.


Allies:
Migelo's Darkling:
Migelo's 2nd Darkling:

Shadow Gerard:

Shadow Richard:

Shadow Lance(Soldier Leader):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:

Shadow Giant:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:27 am

Roll #32

Migelo (Mastery910)

Action: Shoot the Shadow giant with an arrow from the Yew Longbow

Roll(5+2=7)

Seeing your creation killed for missing its shot, you draw back your bow , getting the perfect aim and swiftly letting the arrow fly.

Migelo: d25(+2(ranged training)+1(Level 2)+2(Good aim))
Shadow Giant:d25(+4(Training)+4(Strength)-3(Impedance))

Migelo's roll:14
Shadow Giant's roll:16

Damage roll:Longsword(1d8,x2)Shortsword(1d6,x2)=5,2=7

Your aim is true when you let your arrow loose, but you didnt count on the speed with which it moved. Dodging away from your shot, it roars and charges you. Backing away from it proves only to anger it more as the beast swings down its swords with a powerful strike. Both blades dug into your left shoulder and you cry out in pain.


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control two summoned creature's without penalties)Shadow healing(level one),Intelligence +1 to magic roll(Lv1)
Total Bonuses: +1 to melee attack rolls, +2 to ranged attack rolls,+2 to shadow magic

Health:8/15
In pain (-2)

Inventory:




FoolishBalloon(FoolishBalloon)

Action: Major - Call upon the power of my Air magic, and use it to blow my Flail, my iron shortsword and (If possible in the game) my iron handaxe at the giant, forming three hands of air that all hits the giant with my weapons, then returning them back to me.
Minor - Light up the room with a firefart, making it easier to find useful things.


Roll(7+3=8 )

You light up the room with one of your fire farts, but then realize that it is already near as light as it can be, since the shadows have all been pulled away by some fell magic. Deciding to force some of the air to turn into hands to hold your Flail and shortsword, you send them towards the giant, the hands moved by your own.

Foolishballoon:d26(+3(Air magic training)+2(Level 3)+1(Intelligence))
Shadow Giant:d24(+4(Training)+4(Strength)-3(Impedance)-1(helmet)

Foolishballoon's roll:17
Shadow Giant's roll:24

Damage roll: Longsword(1d8,x2)Shortsword(1d6,x2)=8(Crit,x2)=16,2=18

As you begin to swing your flail around, the giant sees what is happening and smashes the hands away with his fist, the weapons fly loose and clatter on the floor out of reach. As the giant storms toward you, you reach for your sword, but find the sheath empty as you remember that it is off behind the giant. Meekly looking up at the figure towering above you, you see that it is tired of people coming back as it swings its blades in a scissor at you neck.


You are dead, thanks for playing. Feel free to join the waiting list for another go.

Skills: Vitakinesis,+3 to rolls involving vitakinesis(Level 4,) Expert air manipulation (lv 4,+3 to magic rolls involving air manipulation),melee weapon training (lv 1), Fire magic(Lv2),Level 3,+2 to all combat rolls. Intelligence +1 to magic combat rolls(Lv1),Fart magic
Total bonuses: melee attacks +1,combat rolls +1,air manipulation +3,Combat rolls +1,Magic combat rolls +1,fire magic +1

Health: 0/16

Inventory:




Raspin Hongu(Saima)

Action: Attack the giant with my battleaxe

Roll (2+2=4)

Seeing Foolish beheaded puts you in a rage as you charge the giant with your axe.

Raspin:d26(+2(training)+1(Strength)+1(level 2)+2(Rage!))
Shadow Giant:d24(+4(Training)+4(Strength)-3(Impedance)-1(Shield))

Raspin's roll:1
Shadow giant's roll:20

Damage roll: Longsword(1d8,x2)Shortsword(1d6,x2)=2,1=3

You swing you axe at the giants leg, recalling your trainer's words. Swing just like you're chopping wood.This proves to be wrong, because wood doesn't move. The leg shifted and your swing caught only air. The giant crudely slices down with his weapons and his blades don't cut deep.


Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: If giant is still alive:
Throw two shortswords at it.
Minor: Retrieve them

If the giant is dead:
Major:Examine that creepy altar.
Minor:Take any loose weapons lying around that would be useful for throwing.


Roll (6+2=8 )

Seeing Migelo, Foolish and Raspin fail miserably at killing the giant, you decide to throw your swords at it.

Voltir:d26(+2(training)+1(Level 2)+1(dexterity)+2(Sneak attack))
Shadow Giant:d23(+4(Training)+4(Strength)-3(Impedance)-2(Sneak attack))

Voltir's roll:15
Shadow giant's roll:7

Damage roll:Shortsword(1d6,x2)Shortsword(1d6,x2)=6(crit,x2)=12,6(crit,x2)=12=24

Your swords fly towards the darkling perfectly, digging into its shadow flesh. It lets loose a groan as the shadows begin to disappear, fading away into nothing. Seeing that it is gone, you pick up the swords you just threw and put them back in your armory.


Ranged training level up(Lv 3)

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-1(In pain))
Health: 11/15

Inventory:




Ash Jiervan

Action: If the Shadow Giant is alive....
Major : Attack it again with my greatsword.
Minor : None.

If the Shadow Giant is dead and weapons can be improved multiple times....
Major : Sharpen or otherwise improve my greatsword.
Minor : None.

If the Shadow Giant is dead and weapons can only be improved once....
Major : Try to learn Healing Magic. This party needs more healers, despite the fact that I'm the only non-healer left.
Minor : None.

Roll(1+1=2)

Calmly watching everyone else fail, you heft your greatsword, fully expecting Voltir to miss, but to your surprise his weapons both strike true and kill the beast. Shrugging, you sit down and decide to make your greatsword even more powerful. As you look for any possible flaws on the blade, you accidentally drop the sword on your foot. Thankfully you were wearing boots, so the weapon didn't cut your feet. You get up to walk over to your sword, but somehow manage to trip over your own feet, falling on your sword and cutting yourself. Cursing your clumsiness, you wrap your wound in what's left of your ragged tabard.


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1)

Health:13 /15

Inventory:

Game event: Leaving in 1 turn


Allies:
Migelo's Darkling:
Migelo's 2nd Darkling:

Shadow Gerard:

Shadow Richard:

Shadow Lance(Soldier Leader):


Enemies:
Darkling 1:

Darkling 2:

Darkling 3:
Darkling 4:

Darkling 5:

Shadow Giant:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:28 am

Roll #33

Migelo (Mastery910)
(Last time you are Npc'd,if no action is posted next I will remove you from the game)
Action: Minor: Grab the rest of the loot
Major: Try to heal myself

Roll(2+3-2=3)

Drawing on your training as a ranger, you know that leaving useful items on the ground is quite stupid, so you pick up the items that everyone else neglected to take. First taking FoolishBalloon's Axe, buckler and book, you then move on to Gerard, Richard and Lance, taking respectively a longsword and two great axe's. Then you take back your bow from the shadow you created, along with the remaining arrows and take the longsword from the dead giant. Only then do you notice your wound aching. Drawing on your knowledge of shadow creation, you try to heal yourself, but when the shadow touches your wound, it only ends up injuring you further.


Skills: Melee weapon training (Lv1),Ranged weapon training (Lv2),Expert shadow magic,+3to shadow magic rolls(Lv3),Level 2 +1 to combat rolls,summoning (can control two summoned creature's without penalties)Shadow healing(level one),Intelligence +1 to magic roll(Lv1)
Total Bonuses: +1 to melee attack rolls, +2 to ranged attack rolls,+2 to shadow magic

Health:7/15
In pain (-2)

Inventory:




Raspin Hongu(Saima)

Action: Minor: Take the other half of Foolish's gold, and his helmet.

Major: Conjure up some DELICIOUS pastries for my party, passing them out if I succeed.

Roll (7)
Seeing that Foolish is really dead, a pang of sorrow goes through you briefly until you wonder if he had any good loot. Running over to his corpse, you dig through his pockets and decide to take half his gold. Noticing that seventy-five gold pieces don't half easily, you decide to take the odd coin for yourself, pocketing 38 gold pieces. Examining his helmet, you see that the quality is still fairly good, so you shake the head out and put the helmet on before stepping away. Seeing that all that is done, you notice a gnawing hunger in your stomach as you realize that you haven't eaten for quite some time. Conjuring up your pastries, your mouth waters looking at them and you devour the first in seconds. Passing out the rest to your equally hungry party, they all thank you for your generosity.



Skills: Melee weapon training (level two), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Take half of Foolish's gold, any short swords lying around, as well as Lances short spear. Exclaim "WooT! Pastries!" As I recieve them.

Major: Search the room for rare and powerful items of power!


Roll(2-1=1)

Now that the battle is done, you know that its lootin' time! Running over to where lance died, you pick up his spear, then grab all the short swords you can find. The final sword brings you over to Foolish's corpse, where you decide to loot the rest of his gold. Looking around the empty room, you search the corners for some rare items, but nothing pronounces itself save the altar in the center. Walking over to it, you reach out and touch the stone. As your hand comes in contact with the altar, pain lances up through you arm and knocks you back. Grunting, you force yourself off the ground and look at the altar. You are surprised that the altar is broken, your touch seemed to have been all it took to destroy it. Now that you think about it, the very air feels different without the altar, perhaps now that it is gone, the darkling's hold over the forest is gone.

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-2(In pain))
Health: 8/15

Inventory:




Ash Jiervan

Action:
Minor : Take FoolishBalloon's flail and apologize to him for it. Take one of Saima's pastries and thank him for it.
Major : Try to learn healing magic.


Roll(3)

Watching everyone else take some of Foolishballoon's stuff, you walk over to where his flail fell and pick it up, apologizing to his corpse sincerely as you do so. Thanking Raspin for the pastry, you sit down and try to learn healing magic, now that the main healer is dead, hopefully thinking that your knowledge of air magic may let you replace him. Focusing on the picture of your wounds closing shut in your mind, you feel a slight pain and look down at your wound. Groaning, you find that your wound is slightly bigger than before, clearly you did something wrong.

Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1)

Health:12 /15

Inventory:

Scene change:

"Alright everyone, let's get a move on, we have been in this forest too long already. I for one can't wait any longer to see the sun again." said Ash as he stood up and began to head up the passage.

His companions followed him wordlessly up the stairs and out of the cellar. Reaching the crossroads again, they wasted no time in turning down the other path. In a matter of minutes the dense brush of the forest was rapidly vanishing, giving way to the grassland ahead.

As they finally left the forest behind, night had already closed in around them, so they decided to make camp for the night.

"I for one," began Voltir, as he piled sticks together to start a fire. "Am looking forward to a good meal, we've been stuck in that forest for near to a day eating naught but pastries!"

"Sorry, I didn't know that you hated my pastries so much Voltir,but perhaps next time you won't have anything to eat and you'll be begging me for my pastries." said Raspin.

"Well, at least we are less than a day's walk to the Emperor's castle. Now that we lost Gerard and his men, we have to rely on our tale to get us in. Hopefully they get one look at your armor and let you guys in." said Migelo. "Wait, do you hear something?"

As they looked up, a bedraggled man came out of the shadows and plunked himself down near the fire.

" 'Ello friends, I saw your fire. You have room for another I trust?" said the man.

They all regarded him warily as the light lit up his face, revealing dark hair and shifty looking eyes, with a scar across one of them. All of them were clearly thinking the same thought, that this is not a good man, when more voices sounded.

"Ah, we've finally caught the dirty scum, said a soldier as he came into view with five other men. "And his friends it would seem."

As Ash stood up and began to object, to tell them that this man was no friend of theirs, the captain drew his sword.

"In the name of our Emperor, Cicero, I place you all under arrest. You will come with us back to Camtaer and await judgment in our cells."

Any chance for a peaceful resolution was lost as the man jumped up and threw a knife at one of the guards, embedding it in his throat and killing him.

"Take them dead or alive!" the captain shouted as he drew his sword.

Game event: Nezak joins party; Attacked by Caehid soldiers


Nezak


Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:

Enemies:
Captain:

Soldier 1:

Soldier 2:

Soldier 3:

Soldier 4:

Soldier 5:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:30 am

Roll #34

Migelo (Mastery910)
2 NPC turns used, you will now be removed from the game.

Roll(-)
Before the guards came to the camp, you decided that it would be in your best interest to head back to your forest and continue doing your job as a ranger. You are not a soldier, this is not your fight. You had prepared to leave in the morning back through the woods, but unforeseeable circumstances forced you to leave early. As the guards drew their weapons and charged forth, you slipped into the shadows and fled, heading the long way back to Akadan.




Nezak(Flamelasher)
Action: (Please try to only post one action, if you want to add on to your action, simply edit the previous post. I will go with the second.) Retreat because I was debuffed

Roll(6)

You look around and see that the Bangaa has already fled, making the odds against the party. You decide it is in your best interest to lurk in the shadows for now and wait to see how this plays out.

When the air suddenly thickens around you, you realize that one of these travelers has turned on you, cursing, you draw your sword and head towards the mage, but the air mage's spell proves to be successful at keeping you away.

-4(Impedance)
Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:




Raspin Hongu(Saima)

Action: Minor: Try to slide into the background, hiding behind anything I can find.

Major: Conjure thick cloth bandannas over the eyes of the enemy soldiers. (hopefully blinding them)


Roll (1+2=3)

Not wanting to harm the guards, you decide to cast cloth over their eyes to blind them. To focus on your magic untroubled, you decide to back away from the fight to hide behind something. Too bad that in the darkness, you didn't see the rock jutting out from the ground. You trip over it, making alot of unwanted noise as you do so. Hurriedly getting up, you see that a guard is coming towards you after hearing the clamor.

Raspin Hongu:d21(+2(melee training)+1(strength)+1(level 2)-2(his helmet)-1(His shield)
Soldier 1:d18(-1(your helmet)-1(Your shield))

Raspin's roll:7
Soldier's roll:1

Damage roll: Iron battleaxe(1d8,x3)=7

Seeing the soldier walk over to you, you quickly grab your axe and block his strike, instinctivly swinging back with one of your own and finding his unarmored chest. The soldier cries out in pain as blood begins to pour from the wound. The Soldier drops his sword and runs off, probably fleeing back to where he came from.


Melee training level up!(Lv 3)

Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 2,+1 to all combat rolls, Cloth conjuring,+2(lv 3), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:

Voltir(its_crunchtime)




Action: Throw 2 shortswords at the captain.

Roll(6+3-2=7)

Seeing the guard captian draw his weapon and charge, you don't even think about what it means to attack a Caehidian soldier. Drawing your two swords, you throw them at the captian, who seems to have not noticed.

Voltir:d21(+3(training)+1(dexterity)+1(level 2)+2(Sneak attack)-2(His cuirass)-2(His helmet)-2(His shield))
Captain:d19(-1(your gloves))

Voltir's roll:14
Captain's roll:4

Damage roll:Shortsword(1d6,x2)Shortsword(1d6,x2)=2,6x2=12=14

The swords fly towards the target unimpeded, slam into his leg and his head, you smile at finally facing humans again, who don't shift out of the way. Looking around, you see that the guards are clearly shaken by the loss of their leader and their fleeing companion, if much more happens to their morale, they will break.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-2(In pain))
Health: 8/15

Inventory:

Ash Jiervan




Action: Minor : Stick my greatsword in the ground by the fire, in case it's encumbering me.
Major : Cast Atmospheric Impedance on the Caehid soldiers and the fugitive.

Roll(5+3=Cool

Shoving your heavy sword in the ground, you focus on thickening the air around the soldiers and the fugitive. Drawing deeply on your power, you thicken the air to a level that you haven't reached before, and hearing a curse from the shadows behind you, you know that you managed to catch the fugitive in your spell as well.


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1)

Health:12 /15

Inventory:

Soldier 2: Attacks Ash

Soldier 2:d11(-4(impedance)-2(shaken)-1(your cuirass)-1(your boots)-1(your shield))
Ash Jiervan:d23(+3(training)+2(strength)+1(level 2)-1(his shield)-2(His helm))

Soldier's roll:6
Ash's roll:9

Damage roll:Flail(3d5,x2)=4,4,1=9

Charging towards the one who thickened the air, you fail to notice the flail in his hand until it smashes into your side, then your other side, then falling short on your foot. Crying out you lie on the gound in pain, wanting to escape, but knowing that you won't get far.


Soldier 3 and 4: Look around and flee

The soldiers look at the battlefield and know a fools fight when they see one, not a blow has been landed on the enemy, two soldiers have been brutally injured, and two soldiers lie dead. Glancing at each other, they wordlessly nod and run back the way they came.

Game event: Soldiers fleeing, battle won


Enemies:
Captain:

Soldier 1:

Soldier 2:

Soldier 3:

Soldier 4:

Soldier 5:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:31 am

Roll #35

Nezak(Flamelasher)

Action: Ready a fireball incase the others attack me.

Roll(5+2=7)

Still not sure what to do about the travelers, you ready a fireball to be prepared in case they attack you. Even an idiot could tell that the air cast around him was meant to keep him still, but these travelers can't turn you in now, knowing that they have killed Caehid soldiers. Still, the fireball seems like the best way to ensure your survival.

Prepared fireball(+3 to fire magic roll for one turn)
-4(Impedance)
Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:

Raspin Hongu(Saima)




Action: Repeat Action(Minor: Try to slide into the background, hiding behind anything I can find.

Major: Conjure thick cloth bandannas over the eyes of the enemy soldiers. (hopefully blinding them))


Roll (6+2=8 )

Watching the soldiers run away, you stay in the background, covered by shadow, and focus on blinding the soldiers with cloth. You focus on their heads, watching them grow smaller and smaller as they flee, deciding that covering the whole head is a better idea than just an easy to remove blindfold, you stick with that idea instead.. Focusing on the image on those heads covered by cloth, you cast out the spell towards them, watching as they stumble and fall, grasping at the cloth wrapped completely around their heads.

Your cloth conjuring levels up!(Lv 4)
Level up!(Level 3)


Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:

Voltir(its_crunchtime)




Action: Minor: Loot the Captains Helm and cuirass, retrieve my two shortswords.
Major: Chase after the fleeing guards, throwing my two daggers at one, aiming to cripple his legs/ hamstring him,.

Roll(4+3-2=5)

Watching Ash run after the soldiers, you decide to follow, but then the glint of loot catches your eye. Running over to the captains corpse, you quickly remove his helmet and unlatch the cuirass, then put them on yourself. You put the cuirass on as fast as you could, picking up your swords when you finish, and run after the two surviving soldiers, picking the one that looks to be without injury and aiming to cripple him with your daggers.

Voltir:d25(+3(training)+1(level 2)+1(Level 1))
Soldier 4:d10 (+2(helmet)+1(shield) -5(broken)-4(Impedance)-4(Cloth around head))

Voltir's roll:4
Soldier's roll:9

The soldier deftly jumps away from the daggers path.



Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-2(In pain))
Health: 8/15

Inventory:

Ash Jiervan




Action: Minor : Leave my flail by my greatsword, then take 2 and 5's shortswords and the captain's longsword.1
Major : Pursue the fleeing Caehid soldiers, and shoot shortswords at them with air manipulation.

Roll(4+3=7)

Dropping your flail over by where you left your sword, you pick up one of the dead soldiers shortsword, then walk over to the man still dying. He looks up at you with fear as you wrench the sword from his hand. Then heading to the captains corpse, you pick up his longsword. You then turn as run after the fleeing soldiers, propelling your shortswords towards them with your air manipulation.

Ash Jiervan: d24(+3(training)+1(level))
Soldier 1:d10(+2(helmet)+1(shield)-5(broken)-4(Impedance)-4(Cloth on head))

Ash's roll:22
Soldier's roll:8

Damage roll:Shortsword(1d6,x2)=3

The sword flies into his neck, going right under his helm and brings him crashing to the ground, dead.


Ash Jiervan: d24(+3(training)+1(level))
Soldier 3:d10(+2(helmet)+1(shield))-5(broken)-4(Impedance) -4(Cloth on head)

Ash's roll:6
Soldier's roll:2

Damage roll: Shortsword(1d6,x2)=1

Your sword leaves a gash as it spins across the soldiers arm, but no other wound.


Ash Jiervan: d24(+3(training)+1(level))
Soldier 4:d10 (+2(helmet)+1(shield) -5(broken)-4(Impedance) -4(Cloth on head)

Ash's roll:8
Soldier's roll:9

The soldier hears the others get hit by your swords and manages to evade the one flying towards him.


Intelligence level up!(Lv 1)


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:12 /15

Inventory:

Game event: Scene changes in 1 turn


Enemies:
Captain:

Soldier 1:

Soldier 2:

Soldier 3:

Soldier 4:

Soldier 5:
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Post  Bigkahuna Thu Mar 08, 2012 1:32 am

Roll #36

Nezak(Flamelasher)

Action: Answer any questions but keep the fire. I like it.

Roll(3)

You stand by the campfire and watch the two men return from their chase, the big one limping and leaning on the other man, who walks over to you after leaving the bigger man. "Who are you?"

"I am Nezak, and you are?"

"A soldier, what did you do to have them chase you this far?" says the soldier, who looks as if he doesnt want to know.

A wicked smile lights up your face "Oh, you know, I stole a few things, killed a few people, judging by your equipment, I would say that you have done the same."

"What brought you to kill these people?" asks the soldier, who clearly looks offended at your response.

The smile remains on your face as you speaks "They angered me. It began as a child, when others would insult me. I didn't know what to do, so I endured. Then my wishes came true when my father gave me a sword, he did not know what I would do with it. I slipped into one of the others houses at night, and killed him in his sleep for what he had done to me, then I collected a vial of his blood and stored it in my room. Every night I did this, until they were gone, and whenever another would anger me, they would meet the same fate. Nothing could be traced back to me, save the blood hidden in a chest in my room." Then your smile disappeared "Then I made a mistake, a few days ago, I finally decided on what to do with my collection. I went to a smith that I thought could be trusted and had him melt down my sword and reforge it, though with the blood added to it. He did the job of course, and upon finishing ,my blade was returned to me, the blood had given the blade a fantastic red color. Unfortunately, he then alerted the city watch, who found me. Rather than submit to the axe, I fled and was pursued. Looking back on my mistake, it's no wonder that I was discovered, I should have done the deed myself.

The man is shocked by what you say, his eyes give that away, but he surprises you with his response"Keep your head down as we pass through the gate."

You feel your eyes widen. "You want me to go back there?Are you out of your mind?Well, I suppose it gives me the opportunity to kill the blacksmith..."

"You may be a murderer, but you seem to have some skill with that sword. And when in the town, you will not kill anyone. We saved your meager life, you at least owe us your blade for a time.


Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:

Raspin Hongu(Saima)




Action: Gladly out of the fray, delve into the art of Iron conjuring. Attempt to merge it with my cloth conjuring skills by making a new chestpiece; mostly cloth, but with small iron shields protecting the heart and middle-stomach


Roll (6+3=8 )

Seeing that it is hopeless now to try and catch the last few soldiers, you walk over to the fire and sit down beside it. As you stare into the flames, you are suddenly struck with an idea, If I can conjure cloth, surely I can learn the ability to summon iron.You focus on what you already know of conjuring cloth, picturing a nice shirt, (not quite as spiffy as your current one, but still nice) then envisioning iron shields covering the area over your heart and stomach. Seeing the image clearly in your mind, you attempt to call it forth, pulling your creation into the fabric(Get it?Cloth?Fabric?Haha Cool) of reality. Excited at your success, you put the plated shirt overtop of your own.

You learned Iron conjuring!(Lv 1)

Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:

Voltir(its_crunchtime)




Action: Run down and slay the remaining fleeing soldier (and grab my daggers if I can)

Roll(3-2=1)

Grabbing your daggers off the ground, you sprint after the soldiers that are running, trying to stop them from escaping. Unfortunately, you are running down a hill, in the dark, and did not notice the sharp rock sticking out of the ground. Not only does your foot slam into it, causing you to leave a bloody trail, you are also sent flying over the rock where you begin to roll down the hill. Finally stopping your horrendous ride, you manage to open your eyes and see one of the soldiers throw something as he runs past you. Squinting your eyes, you only just make out the shape of a sword before it digs into your leg. You cry out in pain and yell for help.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
(-3(In pain))
Health: 5/15

Inventory:

Ash Jiervan




Action: If some Caehid soldiers are still fleeing....
Major : Grab several of Voltir's shortswords and shoot them at the Caehid soldiers.
Minor : Return to camp. Leave the captain's longsword in Caehid Soldier #2. Reclaim my flail and greatsword. Dismiss the Atmospheric Impedance on the fugitive, then ask who he is, what he did, etc.
Else....
Minor : Return to camp. Leave the captain's longsword in Caehid Soldier #2. Reclaim my flail and greatsword. Dismiss the Atmospheric Impedance on the fugitive, then ask who he is, what he did, etc.
Major : Attempt to learn healing magic.

Roll(4+3=7)

"Voltir, can i borrow a few shortswords?" you ask as both of you are heading towards where his daggers landed.

"Sure, here." he says, as he quickly unsheathes two swords and hands them to you. Just after you find his daggers, you both begin to run. Him in front, you behind, charging down the hill. Suddenly you see the shape of Voltir disappear as he lets loose a cry and begins to roll down the hill. You stop running and move cautiously forward, feeling a jagged rock push lightly against your foot. You step around it and continue down the hill, though more slowly than before for fear of falling. You hear a cry of pain close in front of you and wrap air around your swords, ready to propel them off at a moment's notice. You hear Voltir yell for help and run over to where he lays, seeing a sword in his leg. Your eyes lock on to one of the fleeing soldiers as you send both your swords flying towards him.

Ash Jiervan:d22(+3(Training)+1(Intelligence)+1(Level 2)-2(soldiers helmet)-1(soldiers shield))
Soldier 3:d7(-5(broken)-4(Impedance)-4(cloth on head))

Ash's roll:12
Soldier 3's roll:4

Damage roll: Shortsword(1d6,x2)Shortsword(1d6,x2)=4,5=9

The blades fly toward the soldier and dig into his back, driving him to the ground and killing him. Looking around for the other, you curse under your breath at seeing him nowhere, and return to Voltir. Pulling the sword out from his leg, you have him lean on your shoulder as you begin the long trek back up the hill.

Finally reaching the top, you leave the captains longsword by one of the soldiers corpses, then pick up your flail and greatsword from where you left them. Walking over to the fugitive, you clear away the impedance and begin to question him.

"Who are you?"

"I am Nezak, and you are?"

"A soldier, what did you do to have them chase you this far?"

A wicked smile lights up Nezak's face "Oh, you know, I stole a few things, killed a few people, judging by your equipment, I would say that you have done the same."

Alarm bells go off in your head as Nezak speaks, reassuring you that this is a very evil man. " What brought you to kill these people?"

The smile remains on his face as he speaks "They angered me. It began as a child, when others would insult me. I didn't know what to do, so I endured. Then my wishes came true when my father gave me a sword, he did not know what I would do with it. I slipped into one of the others houses at night, and killed him in his sleep for what he had done to me, then I collected a vial of his blood and stored it in my room. Every night I did this, until they were gone, and whenever another would anger me, they would meet the same fate. Nothing could be traced back to me, save the blood hidden in a chest in my room." Then Nezaks smile disappeared "then I made a mistake, a few days ago, I finally decided on what to do with my collection. I went to a smith that I thought could be trusted and had him melt down my sword and reforge it, though with the blood added to it. He did the job of course, and upon finishing my blade was returned to me, the blood had given the blade a fantastic red color. Unfortunately, he then alerted the city watch, who found me. Rather than submit to the axe, I fled and was pursued. Looking back on my mistake, it's no wonder that I was discovered, I should have done the deed myself.

You stare at him in disbelief, words going through your head all telling him to leave, but your mouth disagrees as you hear yourself speak. "Keep your head down as we pass through the gate."

Nezak's eyes widen. "You want me to go back there?Are you out of your mind?Well, I suppose it gives me the opportunity to kill the blacksmith..."

"You may be a murderer, but you seem to have some skill with that sword. And when in the town, you will not kill anyone. We saved your meager life, you at least owe us your blade for a time.


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:12 /15

Inventory:

Game event: Scene change

Scene change: Perspective of Nezak

Morning comes too soon as you roughly force yourself off the ground, knowing that all of what lays ahead of you today is returning to the place of your crimes. As everyone packs up and prepares to leave, Raspin turns to you.

"You should lose the fire, it will probably attract unnecessary attention in the city."

"I know that" you spit back angrily, but inside, you regret that you actually had forgot about the fire.

You walk across the plains to the city in the distance, all manner of scenarios going through your head. What it the guard who fled has warned the city about these soldiers? What if the gate guard recognizes me? This proves to work up your fear, but also passes the time, as before your know it, you're are staring up at the gates, mixed in with a long line of travelers and merchants waiting to get inside the city. As you pass under them, the guards only give you a passing glance, though they stop Voltir and Ash, who are still wearing their ragged soldiers clothes. Knowing that you have to keep moving to avoid suspicion, you don't wait for them until you get inside, stepping out of the crowd for a moment and scanning for them. You briefly entertain the thought of leaving, but some thought in the back of your mind keeps you standing there. You spot Voltir towering above the crowd and wave him over.
"Ok guys, I have one friend in this town, she probably is at the flying goose right now, it's the tavern just up there. I'm sure she's willing to join us."

"Very well, but no funny business." says Voltir gruffly

You walk into the tavern and see her, standing over by the counter. A few people were glancing at her, as they might, she was half dragon. A human in shape, but with navy colored scales covering her body.

"Amina!" you call out, and she runs over to you.

"Nezak! I heard terrible things, I thought you were gone, but you're back! Who are your friends?"

"They are Akadan soldiers, coming to the emperor for help in their war." Seeing the soldiers look at you in disbelief, you tell them "Hey, I'm a people person. It helps that you are wearing an Akadan soldiers garb, even though it is terribly torn." Turning back to Amina" I'm thinking that we should stop by the market, these people have quite a few items that they could sell, then we'll head on to the palace, do you want to join us?"

"Well, I have always wanted to go on an adventure, and this definitely seems like one, so yes, i'll go."

"Great, now let's head to the market."

Walking through the crowded streets, you eventually come to the market. "Alright, you can buy and sell what you want here, and when you're done, we will move on to emperors palace."


New Party member: Amina
Skills:Water magic +3(Lv 4)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1)
Total bonuses: Level 2(+1),

Health 17/17

Inventory:

In the Market: No major actions, only minor(Buying and selling, asking questions,etc)

Items resell for half their value, you can sell unwanted items to the merchant. Weapons and shields available are on the front page

Light Armor Cuirass(Lbs) Greaves(Lbs) Boots(lbs)Gloves(Lbs) Helmet(lbs) Cost(each piece)
Leather +1 5 4 2 2 2 10g
Studded Leather +2 6 5 3 3 3 25g
Chainmail +3 7 6 4 4 4100g
Medium
Iron armor +2 7 6 4 4 4 15g
Scalemail +3 8 7 5 5 5 50g
Special weapons: Only one of each item is available for sale
Name Damage/armor Critical Weight Cost
Greataxe of Brawn(+1 to strength) 1d12 x3 12 60
Masterwork Greatsword 2d8 x2 6 80
Longsword of health(Health +1) 1d9 x2 4 50
Wicked dagger(Causes bleeding for 2 turns(1 damage per turn)on strike) 1d5 x2 1 40
Strong boots(+1 to strength) 1 -- 2 20
Healthy Helmet(+1 to health) 1 -- 220
Agile pants(+1 to dexterity) 1 -- 4 20
Strong Iron cuirass(+1 to strength) 3 -- 8 50
There is a doctor in the marketplace who will heal you for 10-20 gold depending on the severity of the injury.
Leaving in one turn.
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:34 am

Market

Amina(Malregima)

Action: minor: buy agile pants, start asking Nezak about what he was up to (read most of the story but my character dont know it )

Roll: (--)

You stand at the entrance of the market, scanning through the stalls and trying to separate the loud voices for something useful. You hear an all manner of sure fire cures for various ailments, tools to ease your daily lives, weapons, armor and finally one specific voice catches your attention.

“Agile pants! They are a must have! Only one pair left, created through magical means to enhance your skill! Buy these Agile pants now, while you still can!”

Focusing on where the voice is coming from, you see a short, stout red-faced man calling out about the pants. You walk over to the man, inquiring about these curious pants.
“Excuse me, kind sir, but may I find out more about these pants?”

“Of course, of course. I have … contacts who sell me magical items, these items are imbued with magic to enhance the wearers ability’s. These pants in particular will help your agility, and for only the low price of thirty gold coins, they can be yours!

“But, how do they work?”

“Magical means, of course. Unless you mean how they affect you, which works through you simply putting them on! Just give me thirty-five coins and it will be yours!” the man laughs heartily

“But you said only thirty before; I’ll give you fifteen coins for the pants.”

The man looks taken aback, the smile falling off his face.”F-f-fifteen? Fifteen coins for these fine pants? I won’t go lower than twenty five!”

“Fine, I suppose I don’t really need the pants” you say, feining disinterest, and you begin to walk away.

“Wait!Come back! Twenty coins, that’s as low as I will go!” says the man pleadingly

“I suppose twenty coins is reasonable.” You say as you nearly empty your coinpurse to pay for the pants. Putting the purse back, you can’t help but feel sad knowing that the only money you have left is a measly ten coins. You glance around and see Nezak with a new studded leather cuirass on, though more importantly; he is glaring at a shopkeeper. You run over to Nezak, making him forget about his thoughts of killing yet another man.

“Hey Nezak, what have you been up to since we last saw each other?”

“Well, I bought this new armor.” He says with a laugh. “Unless you mean since I left town. I told you about my sword, but it turns out that the blacksmith wasn’t as trustworthy as I thought. He alerted the guards, and the next thing you know, I’m running out of town with six lightly armored men on my tail. I kept trying to lose them, but it’s fairly hard when you are on a plain with nothing but hills. I finally saw a fire and decided to head up there, knowing I was too tired to run any longer, and I wasn’t about to go through the woods. I sat down and hoped that the people would help me, but the guards helped that by attacking them before they could make a decision. Then they asked me to come with them here to show them around town.”

Just as you begin to walk away to look around the market some more, one of the soldiers runs up to you.
“Hello, we never properly met. I’m Ash Jiervan, a soldier of what’s left of Akadan.So how do you know Nezak?”

“Oh, well, our parents are friends.” You say, still not comfortable about this man.

“What are you skilled in? and Nezak as well, if he has any other than fire magic and killing sleeping people.

“Um, I know water magic and am pretty good in a fight up close. Nezak also knows earth magic, but he didn’t always kill sleeping people, most of the time they were awake when he snuck up behind them.” Still unsure about telling this man everything, you hesitate slightly.”I try to stop him when I can, but that’s just a problem of his.”


Skills:Water magic +3(Lv 4)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1)
Total bonuses: Level 2(+1),

Health 17/17


Inventory:




Nezak(Flamelasher)

Action: Buy the Studded Leather Currias

Roll(--)

Walking into the market, you go without hesitation towards a stall selling armor, where you've been a few times before. You examine the studded leather armor on display and politely inquire about its price.

"How much would you ask for the cuirass,Karl? Twenty coins?"

Twenty coins and your bloody hide, Nezak!" the shopkeeper says with a laugh. "Where have you been?" Karl asks."Twenty five coins for the cuirass, that price is final. Do you know how many children slaved away to make this fine piece?" Karl says again with a hearty laugh. "Kidding of course, not about the price though, twenty five coins."

"You sure you can't go any lower? My coinpurse feels terribly light at the moment."

" 'Fraid not, Nezak. I only get these in for twenty two coins, twenty five is the best offer I can give you. It only gives me a small profit, but if I go any higher, all my customers will go over to that other stall"

Handing Karl twenty five coins, you look at the shopkeeper that Karl pointed at and your brow draws down upon realizing that it's the blacksmith. You debate whether to kill him now, or hide from his sight, when Amina runs up.
“Hey Nezak, what have you been up to since we last saw each other?”

“Well, I bought this new armor.” You say with a laugh. “Unless you mean since I left town. I told you about my sword, but it turns out that the blacksmith wasn’t as trustworthy as I thought. He alerted the guards, and the next thing you know, I’m running out of town with six lightly armored men on my tail. I kept trying to lose them, but it’s fairly hard when you are on a plain with nothing but hills. I finally saw a fire and decided to head up there, knowing I was too tired to run any longer, and I wasn’t about to go through the woods. I sat down and hoped that the people would help me, but the guards helped that by attacking them before they could make a decision. Then they asked me to come with them here to show them around town.”

Amina looks satisfied by your answer and turns to walk away when Ash runs up and begins questioning her. You decide to look around the market some more, but don't find anything that stands out.



Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:




Raspin Hongu(Saima)

Action: Sell and buy the following items


Roll (-- )

Walking up to a nearby merchant, you offer to sell your heavy mace, battleaxe, short sword and dagger.

After he inspects the items, he offers up prices "I'll give you twelve gold for this mace,ten for the battleaxe,ten for the short sword and two for the dagger. That's the only offer I'll give, take it or leave it."

You agree and take the coins, heading off to a stall displaying a fantastic looking sword, and ask about its price.

"Ah, this fine piece is a remarkable creation, and its only eighty gold coins."

You nearly stagger back at the price, but you know you have enough. Staring at the sword, with the light glinting off it, you can't help but be lured in. You hand over eighty coins without argument and walk away with your sword. You sit on the ground at the place where you all planned to meet when you were finished and draw the sword out of the sheath. You lose yourself examining every part of the finest blade you have ever laid your eyes upon. This sword would have even left General Tarrn's fine weapon looking like a shoddy scrap of metal next to this. Though you cannot help but wonder why such a fantastic sword would have fallen into your hands for only eighty coins. A weapon like this could easily get three times as much.

Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1)
Total Bonuses: +2 to melee rolls, +1 to combat rolls,Iron Conjuring (lv 1)

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Sell: both of my spears, all of my shortswords (except for my sharpened one), one of my longswords, all of my axes, both of my daggers, and my wooden shield.

Buy: the Strong Iron cuirass, and (if I can afford it) the Longsword of Health. On top of that, if I can still afford it, get healed at the doctor.

Ask a nice looking peasant about the war that is going on.

Roll(--)

Seeing Raspin unload alot of weapons at a merchant's stall, you decide to follow suit. "I was wondering if I could sell you some items? I saw you take some of my companions wares off his hands."

The man's brow lowers at the question. "What did you have in mind?"

"Mostly weapons, but also an old shield of mine."

" Of course, show me what you have and I'll give you a price."

You pull out all the items you want to sell and he examines each carefully before steeping away.

"I'll give you five gold for the sharp spear, two gold for the short spear,ten gold for each short sword, fifteen for the longsword, six for each hand axe, three for the sharp dagger and one for the other one. I'll also give you twelve coins for the shield and eight for the cuirass."

As you walk away from the stall, feeling heavy of purse and light of heart, a cuirass catches your eye. Running over to the object, the blacksmith standing beside it stops you.

"No touching unless you mean to buy it." the blacksmith says in a grim tone.

"It looks good quality, did you forge it yourself?"

"Aye, I've been crafting weapons since I was a boy. This cuirass is mine, as is the sword on display, have no doubts about my skill, I have even mastered the art of recoloring metal. But dont think to buy this piece with words, its fifty gold, nothing less.

"I'll take it then." you say as you take fifty coins out of your coinpurse.

The blacksmith raises his eyebrows "You have fifty gold? I'll be the judge of that." he says as he meticulously looks at every individual coin. "Well, i must say, i am surprised. You don't look rich after all, but take the cuirass, it's yours now, put it to good use."

"That sword of yours also caught my eye, how much is that?"

"It's fifty gold as well."

"Then here's fifty more gold."

"How much money do you have man?" the blacksmith says in shock. "Are you some noble in tatters? A great mercenary?"

"Just a soldier." you reply gruffly.

As you leave the stall, you spot a healer calling out his skills,
"Healing remedies for all your wounds and sicknesses!"

Suddenly recalling your injuries, you walk over to the man and ask about prices.

"Hmm, your wounds look serious, but not life threatening, give me fifteen coins and ill bring you back to shape."

"Very well" you say as you dig out fifteen coins and place them into his hands.

The man steps back to a cabinet in his stall, unlocking it and pulling out a few potions. He mixes them together in a bowl and spreads the contents over your wounds.

"Can you not use magic?" you ask.

"Oh, I can and will, but i was just preparing you for the pain."

"Pain?" you say, and then you are suddenly struck by a terrible pain accompanied by the crack of bones. Your eyes refocus and you stand up off the chair, feeling in perfect condition. "Thank you." you say as you walk away, still questioning the odd form of healing.


Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 16/16

Inventory:




Ash Jiervan

Action: Minor : Buy the Healthy Helmet. Ask Amina how she knows Nezak, what skills she has, and what skills he has (if any) besides fire magic and killing sleeping people (I don't know that she doesn't know about the latter).

Roll(--)

Seeing a leather helmet of fantastic make on display in a stall, you walk over to ask its price.

"Ah this fine piece is quite a deal, for only twenty coins, and for another ten, I can throw in a return guarantee, if the magic doesn't work, you can replace it with a new helmet!"

"Just the helmet, here's twenty coins." you say as you did the money out of your coinpurse.

"Pity, no one ever wants the guarantee. Very well, here is your helmet, may it protect you well."

You thank the merchant and head over to Amina, deciding to question her on a few choice subjects.

“Hello, we never properly met. I’m Ash Jiervan, a soldier of what’s left of Akadan." you say." So how do you know Nezak?” you ask, hoping to learn more about the man.

“Oh, well, our parents are friends.” she says, as if holding something back.

“What are you skilled in? and Nezak as well, if he has any other than fire magic and killing sleeping people.

“Um, I know water magic and am pretty good in a fight up close. Nezak also knows earth magic, but he didn’t always kill sleeping people, most of the time they were awake when he snuck up behind them.” She says, slightly hesitantly.”I try to stop him when I can, but that’s just a problem of his.”

"Ah, it seems we should head to the palace now, everyone appears to be finished their business.


Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:12 /16

Inventory:

Game event: Scene change

Scene change: Perspective of Amina

As Voltir finishes up his business with the blacksmith that Nezak was glaring at, you all have finished what you needed to do in the city.

"Alright everyone, the palace is just up the hill, hopefully they will let you see the emperor just on your claim. Lets move out." says Nezak, as he turns and begins to head uphill.

You can't help but feel nervous as you approach the gate, having never been up this close to the palace in all the time you've lived here. The palace guards look fantastic with the light of midday glinting off their gilded steel armor. They stand in front of you, blocking your path and you make sure to stand back so as not to speak.

"Halt, what business have you in the emperors palace?" one of the guards asks, in the cold voice of duty.

Nezak steps aside from his lead and allows Ash to speak.
"Three of us are soldiers of Akadan, we are the few survivors here as a testament of proof to the Daedalian aggression towards the other nations, we have come to speak with your leader, hoping to assemble the powers of our realm to defeat Daedalia." Ash says in a powerful voice.

The guard who spoke looks to the other, who nods. "Very well, I will escort you to the Emperor himself. If this really is the threat you say, he will want to hear it from you in person.

They guard turns on his heel and walks through the gates, clearly wanting you to follow. Ash keeps the lead for the walk as you pass under great marble arches on the path to the grand palace. Passing through its doors leaves you in awe as you gape at the exquisite stone sculptures and paintings that adorn the walls. After passing through long hallways, you come to a great pair of golden doors that swing open in front of you. A grand carpet leads to the emperor, in all his grandeur, sitting atop his throne. It was quite a walk from the doors to the foot of the throne, most like to intimidate those come to meet him. The emperor was a large man, but the crown atop his head made him seem even larger yet.

The emperor greets you politely, stepping off his throne and heading down to personally shake your hands. "Akadan soldiers, your skill in battle precedes you, but these are dark times indeed for you to come to my hall in this state." says the emperor, gesturing towards Ash's tattered garb. "If the tales are true, your country has fallen. I had hoped these rumors were false, but your appearance lends weight to the other side. What is it you have come for?"

"Your grace, I come before you humbly to request aid in the fight against the Daedalian menace. Me and my companions have taken it upon ourselves to recruit aid and hopefully unite the powers of the land together against daedalia. We are survivors of a firsthand attack by Daedalia, we were prepared, yet still they swept over us as if we were nothing but straw. They are led by a terrible witch atop a massive dragon, and if nothing is done, they will claim the otherland for themselves alone. I beg, no implore you to join forces with the other powers." says Ash with a passionate air about him.

"And you will have the aid of Caehid, i will send riders to the other countries, giving them a call to arms, hopefully this will bring them and we united can crush the daedalians on the field of battle. Steward, escort these men to the guest chambers and prove them with every luxury they desire. You may stay here as long as you want, just tell the door guard what you would like and if in our power it will be brought to you."

You are guided away through yet more extravagant halls until you are brought to a room with a fairly small door, though in all fairness it is still slightly bigger than the doors in your own home, but the massive scale of everything else makes it diminutive in comparison. Entering the room, you find yourself in a grand atrium, looking up through a domed glass ceiling to the setting sun above. Many different rooms are off to the sides, this seems a place where you could stay for days before knowing your way around the whole of it.
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:36 am

Scene Change

Perspective of Raspin:

"If you would happen to need anything, just tell the guard outside and he will send for it." says the steward with a bow as he exits the room.

Idly thanking the man, you step deeper into the room. "Was this place built with the aid of giants?" you murmur under your breath, staring far above at the great glass ceiling far above your head." We could walk around for days and still have things to see, I do not like this. Give me a tent in a quiet forest any day over this extravagance."

"That may be so." says Ash. "But their emperor has been gracious with his hospitality, we should not throw it in his face by leaving so soon, we should at least find out what awaits us in here." he says, gesturing to the many doors in the grand, circular room.

As you step through the first door, you find yourselves in a smaller, but still fairly large atrium, built in the same style as the main one. You groan upon entering "How can people live like this, rooms, that lead to rooms, which lead to yet more rooms!"

Hearing a door close behind you, you turn around and see the steward.
"His grace requests your presence in the throne room, follow me." he says, lacking the friendliness of before.

All of your companions step outside with you, just as you do, guards close in on your sides and begin to march, following the steward back to the throne room.

Entering the throne room, you are all guided down the carpet to the front of the emperors thrones. Many soldiers stand around the throne this time, two standing just out of your way before it. The smiling face of the emperor was gone, replaced by an angry scowl that did not sit well upon his face. As you stop in front of him, he shows no signs of getting up off his throne.

"You have vile crimes to answer for." said the emperor in a tone as dark as his scowl."You came beneath my roof seeking shelter, but not a day before did you slay my guardsman, men sent to apprehend a criminal. Is this not true?"

Ash went to one knee before the emperor. "Your grace, that may be so, but the order of these events seem to have eluded you. We were attacked by your guardsman first, after a criminal wandered up to our campfire. The captain saw him and drew his sword on us."

"Lies!" cried one of the two soldiers standing before the throne, who you vaguely recognized as one of the soldiers who escaped. "Your friend attacked our commander, then you began to slaughter us by some vile witchcraft!"

"He was not our friend, and his attack had nothing to do with us!" replied Ash angrily

"Enough! Guards, throw these murderers in the dungeon, tomorrow they will hang." roared the emperor.

The guards drew their blades, and you drew yours, along with Voltir, Ash and Nezak. Amina on the other hand simply stood closer to Nezak. As the guards closed in, steel clashed on steel. Then it ended, with everyone in the fight locked in position, the emperors mage stepped forward, on old man in a simple grey robe.

"Your grace, I will send them to the dungeons myself." he said as he cast out his hands.


The world began to spin, colors all around you ran together until they became indistinguishable, running away and becoming grey, then you began to slow. You found yourselves in a prison cell, old grey stone on either side. Looking around, you found that everyone had been cleared of their weapons and armor, instead garbed in the dirty rags of a prisoner.

"Arrgh!" yelled Voltir. "I didnt even get the chance to fight!" kicking madly at the iron bars.

"So is this it then?" you ask. "The end of our quest, rotting in a prison cell to be hanged the next day?"

No one answered but they clearly heard you. You sat down in one corner and are quickly joined by Voltir and Ash, while Amina and Nezak sit in another. The cell was silent until Voltir suddenly rose, a look of rage on his face."This is all his fault!" he roared, pointing at nezak "If he hadn't come along, we would have been fine! I'm going to tear him apart!" as he lunged towards Nezak, Ash stepped in front.

"What's done is done Voltir, you can't change it, and beating him to death won't solve anything."

"As if he could!" Nezak says sharply, earning another grunt from Voltir, though this time he sits back down.

After that, the silence came back, broken only by a faint sound of water dripping in the distance.


Guards showed up once, if only to spit on them. But finally someone came to help. The old man stepped into view, though still behind the bars, and pushed all your belongings through them. "Put these on and hurry, I will explain while you redress." Seeing everyone scramble and begin sifting out their belongings, he begins to speak. "It saddens me to see that you have lost two since I last saw you."

At that, Ash stops what he was doing. "I knew I recognized you, you were Migelo's master! Before he left, that is, we never should have trusted a Bangaa."

"Do not be too hard on yourself, I was blind to this betrayal as well, but I came to help you. The Emperor has be true to his word, he did send letters calling the other country's to battle, though I fear only the south will heed him, you must go north. The nations of Logellar and Nilne has long been at war with each other, both powerful countries, but held back from greatness by their rivalry. You must go and unite them for the coming battle.

"As much as I would like to help, their feud goes back since our people settled these lands, unless you are going with us, I cant see how we will be successful." says Ash

"Alas I cannot, i must stay behind and conceal your escape, but my friend, Ragnar, will guide you there." he said, stepping aside to let a man through. Ragnar was massive, taller than even Voltir, at least seven feet, with powerful looking arms.
"Follow me." he said as he opened the door with a key he somehow managed to get, best leave that thought alone.

"I hope to see you again, if not in any of the city's, I am sure that we will be at the great battle together." said the old man as he headed back up the steps out of the dungeon.

"There is a passage behind here." said Ragnar as he pulled a torch down. There was a loud clacking noise, and Ragnar pushed his shoulder against the wall as he forced the door inwards. After all of you stepped through, he pulled the door back. As it came back into place, another opened at the end of the passage, revealing the dark of night beyond.

You all follow Ragnar without a word as he pushed past the bush hiding the entrance, revealing the vast plain before you. "No lights, we have to reach that forest before dawn"


Finally after hours of walking, you reach the forest. Going a bit deeper in, Ragnar drops his pack and pulls out some hard bread, he tears it apart and hands all of you a piece." Do what you will, so long as it doesn't involve fire, I'm going to sleep."

You look around the small glade, seeing some mushrooms growing beneath the trees, an old fallen tree, and dense brush in the forest beyond. this is the life you think to yourself.
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:38 am

Roll #37

Amina(Malregima)

Action: major: meditate/sleep to review her spells.

Roll: ( 8 )

Setting your pack down, you lay your head on it and try to fall asleep, but find your mind racing over the happenings of the day. Deciding that you can't get to sleep at this time, you sit up and close your eyes, this time meditating on improving aspects of your spells, as you clearly need to be at your best with this group of soldiers. Focusing on your fairly advanced knowledge of controlling water, for the first time in your life, you realize that you magic is not very useful here. You only know how to shape it to your will and move it, you have no clue how to create water. Deciding that this is the best course of action, you deepen your meditation, focusing on a stream of flowing water in your mind, which was how you started your training in water manipulation. You make a few changes to the picture, mainly removing the stream, so you can place it in yourself. Seeing the picture as complete as you want it to be, you draw your mind into it, and for a moment everything is gone.

Suddenly you are standing in a lush field, with green grass and rolling hills, with a few scattered trees throughout. Looking more carefully, you see an empty riverbed. This oddity causes you to examine the area ore carefully. You notice that the edges of the plain that you can see are turning brown. Then you look to the trees and find that they are dying, which brings you to realize that these plants must have lived off the stream. Suddenly you feel your skin begin to burn, to which you jump in fright. A strange idea hits you, what if you are somehow attached to the stream as well. To say it, it sounds like an idea one would laugh at, but as the words went through your mind, it seemed much more believeable. I have to get this stream flowing again.Deciding that you don't have time to check off in the distance for some sort of blockade, you take it upon yourself to try and create the water. You focus on various pictures, a waterfall, a river, a stream, but nothing works. Finally you try a simple ball of water,Now this feels right you think, as you cast the image out through your hands and water begins to pour out of them. Only a little at first, but your need forces more and more out, filling up the river faster than you thought possible. Smiling at your success, you fall back onto the soft grass and close your eyes.

Then you open your eyes and find yourself back at the campsite, breathing out heavily, you smile at having survived that place again. Your teacher had told you that it was a dangerous place, you forget everything, and if you do not complete what you sent yourself to do soon enough, than you die. It is a good place to learn magic, where else than a place where your need is desperate, but still, it is a risky Endeavour, and know you have survived it twice.

Learned create water(Lv 1)

Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1)
Total bonuses: Level 2(+1),

Health 17/17


Inventory:




Nezak(Flamelasher)

Action: Use my Earth Magic to make some jagged rock daggers. And shout: "I WANT MAH SWORD BAKK!!"

Roll( 5+1=6 )

As you finally come to a stop in this place, a sudden rage overtakes you. "I WANT MAH SWORD BAKK!!" you roar, earning an angry look from Ragnar, a confused look from Amina, and sharp words from Ash.

"It's right there in your sheath." he says, pointing.

"Oh, i guess.. i..uh..ill be over here" you say, now angry at yourself for sounding like a fool, you go stand by the trees on the edge and decide to seek the comfort of the earth. You step a bit more out into the forest, looking for some sort of rock, when your boot hits something hard and causes you to trip. You angrily turn to the cause, and find a nice sized rock. "Ah ha!" you shout, as you grip your earth magic, focus on the rock and tear three good sized daggers of rock out of it. Examining them, you find that only one is as effective as a regular dagger, and the other two fall short. You march back to the camp with conflicting feelings, angry that you only made one, but happy that you found a rock.


Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 17/17

Inventory:




Raspin Hongu(Saima)

Action: Major: Conjure up a set of iron gauntlets

Minor: "We must not be distracted from our quest. The evil first witnessed in those barbarians back at our cave shelter is still present in the land.


Roll (8 )

As you sit down, you recall your first encounter with bandits in the cave. "We must not be distracted from our quest. The evil first witnessed in these barbarians back at our cave shelter are still present in this land."

"Not bloody likely." rebukes Ragnar. "The mage told me that they were in the service of Daedalia, wreaking havoc through lands that their army has passed through. The Daedalians may be strong, but they certainly aren't stupid. If every bandit in the land was given one of those notes, it would confirm the rumors of war if one was killed. Either way, don't bother with thoughts of bandits in this forest, they wouldn't dare come near here, and neither will the city watch. Goblins and Gnomes dwell here, always fighting each other. And these aren't your regular dumb goblins, these creatures are smart, with technology that would surprise you, and the Gnomes are small, with little weapons, but they know where to hit you, and with that they hit hard."

"What would they be doing in a forest this close to the city?" you ask

"Ha! This ain't your Akadan Empire, the forests hold many creatures. You've no doubt heard of the Darkling woods?" seeing three of you nod, he continues. "The emperor of this land has always wanted to take control o' these forests, but moving the army in only serves to get more men killed. Once, one emperor thought he was clever, having soldiers through torches into the forest, the fire would take hold and burn it to the ground, better farm land than no land he had thought. The bloody idiot didn't think they would be able to put the fires out, next thing you know, goblins and gnomes start killing any guards close enough from under the cover of the forest, with more joining every moment. I hear that a thousand men were killed that day, probably helped by the fact that the fleeing soldiers didn't bother to drag the wounded away. Chances are good that we'll run into both of them before the we find the other end."

After Ragnar's tale, everyone is silent, and you look nervously around the edges. Suddenly you jump when a shout is heard.

"Ah Ha!"

"Was that a goblin, or a gnome?" asks Voltir.

"Neither, it was Nezak, i'd know his voice anywhere." says Malregima

Breathing out in relief, you notice that your hands are dreadfully unprotected, so you set out to create iron gauntlets, similar to how you made an iron shirt. You focus on a picture of an cloth glove, then place iron plates over top of it in your head. You call the object forth and there it sits in your lap. Putting it on, you feel more protected, but oddly, you feel more protected there than anywhere else.

Iron conjuring(Lv 2)
Intelligence(lv 1)
Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Continue to hone my throwing skills

Chat amiably with my companions, trying to keep spirits up despite the fact that a stranger who we most certainly do not trust is guiding us through unknown lands.

Roll(3+3=6)

As Nezak runs off into the forest, you spot a tree that is perfect for practicing your throwing skills, so you use your conjuring to summon up daggers, throwing them and focusing just enough for them to hit the target before letting them disappear. While you throw, you decide to lighten the spirits with a little amiable chatter."So, this turned into some adventure, eh guys?" you say, clearly directing your questions toward your two fellow soldiers, though you notice that they are too engrossed in what Ragnar is telling them. It's not like they need to focus that much, Goblins and gnomes, alright, lets kill them if the attack us
Deciding that you've had enough, you sit down and close your eyes.

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 16/16

Inventory:




Ash Jiervan

Action: Major : Try to learn healing magic.
Minor : None.
Roll(3)

Seeing that you have a few cuts from the last battle that still pain you, you decide to try and heal yourself, and why not? Foolishballoon and Voltir taught themselves, why shouldn't you be able to? You focus on your wounds and imagine them closing up when you feel a sudden pain. Opening your eyes, you glance down and find that one of your cuts has opened even further.

Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:11 /16

Inventory:

Game event: Scene change

Perspective of Voltir:

"Wake up, you lot. We have to reach the bridge today, get up and get moving." shouts Ragnar.

Grumbling at being awoken so rudely, you slowly wrap up your bedroll. "Is it far?" you ask.

"Depends. We might run into Goblins or Gnomes, and that will slow the trip. If we dont however, it shouldn't be long. There's a good sized clearing at the old bridge, still there from when men used to walk through the forest." he answers. "Is that seriously how you tie a bedroll? Don't they teach you soldiers anything? Give it here."

"They taught me to do it this way, if you're so smart, then show me how you do it." you say, thrusting the bedroll at him.

A few quick twists and he packed it up neatly, handing it back to you. "Here, and close your mouth, it's pretty basic knowledge where I come from. Come on, let's get moving!" he calls, beginning to walk before checking to see if anyone was following.

Forging through the bushes at the speedy pace that Ragnar set definitely gave no time for your mind to wander, always having to focus on keeping up and dodging thorned branches. Suddenly a strange cry was heard just to the side.

Ragnar drew his sword and steps into the bushes, closely followed by you.

"What was that?" you whisper.

"A goblin, what's confusing is that they didn't attack yet, meaning they must be fighting something else. Gnomes perhaps.There!" yells Ragnar, pointing at a bush

You look at him oddly until you see a small little green creature dart out from under it, charging off towards what must be a gnome. A small creature not even half your height dressed in clothes that would be seen in any town, except smaller.

"Remember, they are both our enemies, but they stand against each other as well." calls Ragnar as he runs in to the fray.


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Faction 1: Goblins
Goblin Captain:

Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Grunt 4:

Faction 2: Gnomes
Gnome Captain:

Gnome 1:
Gnome 2:

Gnome 3:
Gnome 4:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:39 am

Roll #38

Amina(Malregima)

Action: minor: fall back behind Nezak
Major: summon very basic water shield for everyone.

Roll: ( 4+1(Staff) )

Bursting through the bush with Nezak as you followed Ragnar and Voltir, you notice many creatures moving throughout the trees.

"The goblins and gnomes are fighting each other." says Ragnar" But that doesn't mean they will ignore us, keep your guard up, they are both our enemies."

Taking keep your guard up fairly literally, you decide to create a shield of water around everyone in your group, hopefully providing some small protection from the enemies. You focus on the image of a ball of water, as you did in your mind before, casting it out in front of you. The water begins pouring out of the ball and forming into a small shield orbiting around all of your companions, as if it knew your will.

Having finished creating the shield, you move behind Nezak, but just as you do, he bursts out of your shield into the fray.


Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1)
Total bonuses: Level 2(+1),

Health 17/17


Inventory:




Nezak(Flamelasher)

Action: Leap out of the water shield, throw my dagger after setting it alight, and jump back into the water shield.

Roll( 5 )

Watching Amina carefully create a shield, you ready one of your daggers and wait for her to finish. As soon as she finishes and moves behind, you dart out past the shield that was floating around you, using your fire magic to set your dagger alight, then throw it at the first enemy you see.

1d10=8,Gnome 2

As a gnome with a dagger runs by, you throw your own at him, then jump back in the shield.

Nezak: d22(+1(earth magic)+1(level 2)+2(fire magic)-2 (Gnome armor))
Gnome 2:d19(+3(melee training)-4(your armor)-4(Impedance))

Nezak's roll: 15
Gnome's roll: 1

Damage roll: Flaming Rock dagger (1d5,x2(Causes burning damage for two turns on hit))=5,x2=10

You watch from behind the floating shield as your dagger hits its mark, slamming into the gnomes head and killing him.


Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 15/17

Inventory:




Raspin Hongu(Saima)

Action: Minor: Sneak behind any cover I can find

Major: Quietly use my Minor Persuasion to implant the idea "Trust" into Ragnar's mind



Roll ( 6 )

As the fight erupts around you, you decide to find some cover to use your magic. You spot a nice sized tree surrounded by bushes and head over to it, crouching down and hiding as you focus on Ragnar. Using your persuasion skills, you focus on an idea out it your mind. trust. you think, as you send the thought out towards him. Your skills are a bit rusty, having not been used for some time, but it seems like you were successful.


Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 1), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Stay out out of the fray and throw my NORMAL longsword at the goblin captain, as well as a summoned blade.
Roll( 3+2=5 )

Deciding to get out of the battle right away, you see Raspin turn to a tree and hide in the bushes beneath it.He's no coward, but what could he possibly be doing beneath that tree.Leaving that thought alone, you find some mild cover in the trees behind you. Satisfied with the location, you draw your NORMAL longsword, making sure specifically that it is not your longsword of health, as well as conjure up a dagger. You stare intently at the foes until you spot the clear leader of the goblins, deciding that he will be your target, you throw your weapons towards him.

Voltir: d21((+1(summon blade)+3(Ranged weapon training)+1(Level 2)+1(Dexterity)-5(Goblin armor)
Goblin Captain:d14(+3(ranged weapon training)+2(Dexterity)-6(your armor)-1(weak water shield)-4(impedance)

Voltir's roll:11
Goblin captain's roll:14

Damage Roll: Primitive grenade(1d10,x2)=2

The goblin captain turns in your direction just as the blades fly from your fingers, he quickly spots the weapons and throws himself to the ground. Unfortunately for you, you did not spot the weapon that flew from the goblins fingers until it was too late. You hear a faint hissing sound near your feet and suddenly a blast hits you from below. At first you feared that you would be blown away, but afterwards you see that it only singed your feet, not even so far as to have caused any real damage.

Skills: Melee weapon training,+2 to melee actions (Lv2),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 14/16

Inventory:




Ash Jiervan

Action: Major : Cast Atmospheric Impedance on the goblins and gnomes. Impede their attacks only when said attacks are directed at us. Impede their defenses universally.
Minor : Try to stay out of melee for now.

Roll( 6+3=8 )

Noticing both Raspin and voltir heading just out of the battle area to hide among the trees, you decide to do the same as you prepare to cast your signature spell. Crouching down near to where Raspin has hidden, you are about to impede the enemies when an idea hits you to slow the attacks of the enemies against your companions, but not the others, though slowing both goblins and gnomes in their defensive attempts. You go with this idea, thickening the air and feeling it respond better than before.

Skills: Melee weapon training (lv 3)
Total bonuses: +3 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv1),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:11 /16

Inventory:

Game event:

Allied attacks:

Ragnar:1d10=5(goblin grunt 4)

Ragnar: d27(+4(melee training)+4(strength)+3(Level 4)-4(goblin's armor))
Goblin Grunt 4:d3(+3(melee training)-15(Ragnar's armor)-4(Impedance)-1(Water Shield))

Ragnar's roll:12
Goblin's roll: 2

Damage roll: Claymore (2d8,x2)=4,6=10


Enemy Attacks:

Goblin Grunt 1: 1d6=1(Nezak)

Goblin Grunt:d14(+3(melee training)-4(Impedance)-1(weak water shield)-4(Nezak's armor))
Nezak:d19(+3(Melee training)-4(goblin armor))

Goblin's roll:5
Nezak's roll:4

Damage roll: Goblin Shortsword(1d8,x1)=2


Goblin Grunt 2: 1d6=2(Ragnar)

Goblin Grunt:d3(+3(melee training) -15(Ragnar's armor)-4(Impedance)-1(Water Shield))
Ragnar: d27(+4(melee training)+4(strength)+3(Level 4)-4(goblin's armor))

Goblin's roll:1
Ragnar's roll:8

Damage roll: Claymore(2d8,x2)=5,5=10


Goblin Grunt 3:1d6=5

Goblin Grunt:d19(+3(melee training)-2(gnome armor-2(impedance))
Gnome:d17(+3(melee training)-4(Goblin armor)-2(impedance)

Goblin's roll:14
Gnome's roll:15

Damage roll:Gnome axe(1d4,x3)=2


Gnome Captain:1d5=3, Goblin Captain

Gnome Captain:d17(+4(melee training)-5(Goblin Armor)-2(impedance))
Goblin Captain:d20(+3(ranged training)+2(dexterity)-3(gnome armor)-2(impedance))

Gnome's roll:11
Goblin's roll:18

Damage roll: Gnome shortsword(1d4,x4)=4,x4=16


Gnome 1:1d4=2,Ragnar

Gnome 1:d5(+3(melee training)-2(impedance)-1(water shield)-15(Ragnar's armor))
Ragnar: d29(+4(melee training)+4(strength)+3(Level 4)-2(gnome's armor))

Gnome's roll:5
Ragnar's roll:13

Damage roll:Claymore(2d8,x2)=2,2=4


Gnome 4:1d4=3,Goblin grunt 1

Gnome 4:17(+3(ranged training)-2(impedance)-4(Goblin Armor))
Goblin 1:19(+3(melee training)-2(impedance)-2(Gnome armor))

Gnome's roll:17
Goblin's roll:12

Damage roll:Gnome Bow(1d4,x4)=2


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Faction 1: Goblins
Goblin Captain:

Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Grunt 4:

Faction 2: Gnomes

Gnome Captain:

Gnome 1:
Gnome 2:

Gnome 3:
Gnome 4:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:41 am

Roll #39

Amina(Malregima)

Action: minor: watches everyone to see if the shield did it's job and restore shield if necessary, except wondering if her shield is more of annoyance to Nezak since he uses fire.
Major: "drown" a nearest enemy (gnome1) by summoning ball of water around its face

Roll: ( 6+1(Staff)=7 )

You glace around to your companions, watching your shield deflect most of the blows that are directed to them. You see Nezak go through your shield to fight, showing that it is more an annoyance than an aid, but decide not to take it away just yet, maybe waiting until he asks you. Your glance switches to Voltir, where your shield failed to stop one of those strange devices that one of the goblins is throwing. Then you see Ragnar, who did not even need your shield, easily crushing the skulls of goblins and gnomes alike with his claymore. Mesmerized by his fighting, you only notice the gnome charging at you just in time, throwing up a ball of water and wrapping it around the gnomes face. For a moment the gnome looks confused, but then rage crosses it's face as it realizes what you have done. Knowing that all you have to do is survive this fight to win, you ready your staff.

Amina:d21(+3(training)-2(gnome armor)+1(level 2)
Gnome 1:d15(+3(training)-3(Your armor)-1(Your water shield)-4(Impedance))

Amina's roll:8
Gnome's roll:11

Damage roll: Gnome dagger(2d2,x3)=2(x3=6),1=7

The gnome charges at you and you swing your staff at its head, but the creature proves to be quicker than you expected, it jumped and grabbed onto the end of your staff, but before you realize what it had done, the gnome jumped off the staff and at your torso. As the sharp pain of the dagger drives into you, you are sadden to find that your scales offer no more protection than human skin in the face of blades. Grabbing the gnome and throwing him off, you see him struggling to get up, clearly for lack of air.



Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1)
Total bonuses: Level 2(+1),

Health 9/17


Inventory:




Nezak(Flamelasher)

Action: Repeat my previous move but target the Gnome Captain and use 2 Flame Daggers.

Roll( 1+2+1=4)

Pulling out your remaining stone daggers, you use your fire magic to light them ablaze, then your spot the gnome leader, and throw, your aim was not perfect, but it looks as if they will at least hit him, if not kill him.

Nezak:d21(+2(Fire magic)+1(Earth magic)+1(Level 2)-3(Gnome's armor))
Gnome Captain:d16(+4(Melee training)-4(Impedance)-4(Your armor))

Nezak's roll:8
Gnome Captain's roll:1

Damage roll: Flaming Rock dagger(1d4,x2, burning for 2 turns on hit),Flaming Rock dagger(1d3,x2 burning for 2 turns on hit)=4(x2=Cool,1=9

The gnome turns towards you and begins to charge, all the better, for because of the sudden turn one of your daggers found a weak point in the gnomes armor, and brought the creature to the ground. As the Gnome pulls your daggers out, the wounds begin to burn.



Skills: Fire Magic(Lv 3),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 3(+2),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 15/17

Inventory:




Raspin Hongu(Saima)

Action: Use my Flesh Conjuring to heal shut Voltir's wounds as they open.


Roll ( 7 )

You prepare your flesh conjuring to close Voltirs wounds as they open, completely expecting him daggers to miss, but it happened that they didn't, in fact, the goblin died on the spot with two blades in his skull. Healing the small wounds he has anyways, you replace a the thin layer of singed flesh on his feet with new.

Flesh conjuring level up (Level 2)

Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Take out GG #3 with two conjured daggers.

Roll(2+3=5 )

Deciding to take down one of the goblin grunts with your daggers, you lock your eyes on one with a double bladed axe.

Voltir:d22(+1(Summon blade)+3(training)+1(Level 2)+1(dexterity)-4(Goblin armor))
Goblin grunt 3:d12(+3(Training)-1(Water shield)-4(Impedance)-6(Your armor))

Voltir's roll:3
Goblin grunt's roll:2

Damage roll: Dagger(1d4,x2)Dagger(1d4,x2)=3,4(x2=8 )=11

Your daggers meet the target head on, quite literally, for they imbedded themselves into the poor creatures head, killing it on the spot.


Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 14/16

Inventory:




Ash Jiervan

Action: Major : Attack Goblin Grunt #1 with my flail.
Minor : None.

Roll(8 )

Lashing out with your flail at the nearest goblin, you find it to be one with a shortsword,

Ash:d24(+3(Training)+1(Level 2)+2(strength)-4(Armor)+2(Unaware target)
Goblin Grunt:d13(+3(training)-3(armor)-1(Water shield)-4(Impedance)-2(Unaware))

Ash's roll:21
Goblin's roll:3

Damage roll:Flail(3d5,x2)=4,2,3=9

Your flail crashes into the goblin, sending him sprawling over the ground,dead.


Melee training level up!(4)
Skills: Melee weapon training (lv 3)
Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:11 /16

Inventory:

Game event:

Allied attacks:

Ragnar:1d4=4(Gnome 4)

Ragnar: d25(+4(melee training)+4(strength)+3(Level 4)-2(armor)
Gnome 4:d3(+3(training)-1(shield)-4(impedance)-15(armor))

Ragnar's roll:4
Gnome's roll:2

Damage roll:Claymore(2d8,x2)=1,6=7


Enemy Attacks:

Gnome Captain:1d6=1, Amina

Gnome Captain:d13(+4(melee training)-3(armor)-1(shield)-4(impedance)-3(weak))
Amina:d22(+3(Water magic)+1(intelligence)+1(level 2)-3(Armor))

Gnome captain's roll:7
Amina's roll:4

Damage roll: Gnome Shortsword(1d4,x4)=1


Gnome 3:1d6=6,Ragnar

Gnome 1:d5(+3(melee training)-2(impedance)-1(water shield)-15(Ragnar's armor))
Ragnar: d29(+4(melee training)+4(strength)+3(Level 4)-2(gnome's armor))

Gnome's roll:2
Ragnar's roll:5

Damage roll:Claymore(2d8,x2)=1,1=2


Gnome 4:1d6=4,Voltir

Gnome 4:d14(+3(ranged training)-2(impedance)-1(Shield)-6( Armor))
Voltir:d22(+2(training)+1(level 2)+1(strength)-2(Gnome armor))

Gnome's roll:3
Voltir's roll:14

Damage roll: Longsword of Health(1d9,x2)Sharpened short sword(1d7,x2)=6,6=12

Melee training level up (3)
Strength level up (1)


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Faction 1: Goblins
Goblin Captain:

Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Grunt 4:

[b]Faction 2:[/b Gnomes

Gnome Captain:

Gnome 1:
Gnome 2:

Gnome 3:
Gnome 4:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:43 am

Roll #40

Amina(Malregima)

Action: minor: wary watches the drowning gnome if it makes other movement
major: conjure up healing water to close the wound.

Roll: (7)

Warily watching the drowning goblin convulsing on the ground in front of you, you attempt to imbue your water with healing powers. Focusing on what you know of water magic, you create some water and place it over your would, all the while imagining your wound closing shut under the thin watery film. Examining your handiwork, you see only smooth unbroken skin where there were cuts.

Learned Healing water!(lv 1)

Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action:(NPC'd on request) Set my longsword on fire and attack Gnome 3 (*Edit: I had already NPC'd your action before you posted, if you want I can reroll your action, sorry.I did give you the grenades though.)

Roll(7)

Drawing your longsword, you call forth flames to engulf its blade as you charge toward the axe wielding gnome.

Nezak:d24(+2(fire magic)+3(Melee Training)+1(level 2)-2(Gnome armor))
Gnome 3:d19(+3(Melee training)-4(your armor))

Nezak's roll:17
Gnomes roll:12

Damage roll: Nezak's flaming longsword(1d11,x2. Burns for 2 turns on hit.)=10

The gnome tries to dodge your charge, but cannot move in time and is hit by a near perfect strike, killing the poor creature on the spot.

Fire magic level up!(Lv 4)


Skills: Fire Magic(Lv 4),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 15/17

Inventory:




Raspin Hongu(Saima)

Action: Shout out "No problem. Just remember me in turn next time."

Conjure a thick, heavily stitched piece of fabric over the head of the Gnome Captian. Attempt to drop it on him like a net.


Roll (7)

Responding to Voltir's thanks, you yell out. "No problem. Just remember me in turn next time." Spotting the Gnome captain closeby, you think about engaging in combat on seeing how weak he looks, but think better of it. Instead you conjure a large piece of fabric over top of him, hoping to suffocate him as well, or at least immobilize him. It falls perfectly into place, trapping the creature under fabric too heavy for him to lift out of.


Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 14/17

Inventory:




Voltir(its_crunchtime)

Action: Repeat previous action on the gnome that isn't drowning, while calling out:
"Thanks Raspin!"

Roll(7)

"Thanks Raspin!" you call out, to which he responds "No problem. Just remember me in turn next time."

Turning to face the last standing Gnome, you find him impaled on Nezak's Longsword. You instead settle with (1d2=2,Gnome 1) finishing off the drowning gnome. Conjuring two daggers, because for some reason you don't want to face the drowning gnome up close, you throw them at the beast.

Voltir:d24(+1(summon blade skill)+3(ranged training)+1(level 2)+1(Dexterity)-2(Gnome armor))
Gnome 1:d12(+3(melee training)-5(drowning)-6(your armor))

Voltir's roll:1
Gnome's roll:4

Damage roll:Gnome Dagger (2d2,x3)=2(x3=6),2(x3=6)=12

By some fluke, you miss both your throws, causing the gnome to give one last fighting attempt. So surprised are you by this that he manages to get two perfect stabs.

Constitution level up(2)

Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +1 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 2/17

Inventory:




Ash Jiervan

Action: If there are any live enemies:
——Major : Smash another one.
——Minor : None.
Else:
——If we stop to rest:
————Major : Try to learn healing magic.
————Minor : None.
——Else:
————Major : Train myself to pay closer attention to my surroundings.
————Minor : None.

Roll( 6)

Seeing two enemies left, you decide to go for the captain. Charging towards the gnome captain trapped under Raspin's fabric with your flail, you swing it towards the bundle.

Ash Jiervan:d28(+4(melee training)+1(level 2)+2(strength)-3(gnome armor)+4(Trapped target))
Gnome Captain:d8(+4(melee training)-3(Weakened)-3(Burning)-10(Immobilized))

Ash's roll:14
Gnome's roll: 4

Damage roll: Flail(3d5,x2)=2,5(x2=10),1=13

You slam your flail into the bundle that is the gnome, then pull back and smash the gnome again, this time hearing the satisfying crunch of bones, letting you know he is no longer among the living. Then you hit the bundle once more for good measure.


Skills: Melee weapon training (lv 3)
Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:11 /16

Inventory:

Game event:

Allied attacks:

Ragnar:Attacks Gnome 1

Ragnar:d29(+4(melee training)+4(strength)+3(Level 4)-2(armor)
Gnome 1: d3(+3(melee training)-5(drowning)-15 (your armor))

Ragnar's roll:22
Gnome's roll:3

Damage roll:Claymore(2d8,x2)=1,7=8


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Enemies:

Faction 1: Goblins
Goblin Captain:

Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Grunt 4:

Faction 2: Gnomes

Gnome Captain:

Gnome 1:
Gnome 2:

Gnome 3:
Gnome 4:

Scene Change: Perspective of Ash

Now that the battle has been won, you all begin to go through the usual looting of the battlefield. Reaching for a gnome's dagger to examine it, you hear Ragnar's voice.

"You won't want to be keeping that, the gnomes and goblins in this place make weapons specifically for their size, in anyone else's hands, they are useless. Let's get a move on, this battle took long enough."

Falling in behind Ragnar, you begin to trudge through the forest behind him.

You all walk for some time, managing to avoid contact with any other gnomes or goblins until you finally came upon the bridge.

"And here we will cross the river." said Ragnar as he walked to the bridge, suddenly stopping. Then he turned around and knelt to the ground, examining something. "There has to be a grotto nearby, perhaps it will go under the river." he muttered to himself.

"What are you doing, Ragnar? Can we not simply cross the bridge?" you ask.

"The bridge is out, we have to find another way." Ragnar responds sharply.

Walking over the where it stand, you see for yourself that it is true, the wood had clearly rotted and fallen through some time ago. "You said there might be a grotto nearby, do you happen to mean where the goblins live?"

"Aye, they're scattered all over this forest, the goblins burrow underground and the Gnomes dwell in the trees. If we are lucky, the one nearby goes under the river and out the other side. Follow me." he says, clearly having got a lead from the footprints.

It isn't long before you are all looking out at a hollow stump, unremarkable but for the fact that two goblins stand guard. Without a word of warning, Ragnar charges out of the brush and slays the creatures before they can move to defend themselves. "It's right here." he says, pointing with his claymore into the stump, where a metal ladder descends into the earth.

Climbing down after Ragnar, you find yourself in a room with a metal roof, floor and walls, with a closed door on each of the walls. Ragnar mutters something incomprehinsible and quickly climbs back up, finding that odd, you follow him back.

Emerging from the stump your find Ragnar furiously searching the two goblins corpses. Finding the strips of paper that he seemed to be looking for he heads back down.

"What's that supposed be?" you ask.

"A map. Clever little creatures these goblins, the place under there is a maze. Clearly they assign sections to the guards to patrol." he says, waving the paper in his hand.

Re-entering the room, you notice a wooden desk in the center that your gaze seems to have skipped over before. Ragnar rushes up and puts the two scraps of paper on the desk. "It looks like the goblins each patrol three different areas, we are going to need to find more maps to help us get out."

*You can split up, but try to stay in groups of three (Ragnar can follow the smaller group)
*You can move through three rooms per turn, with a minor in each room.(Combat ends your movement)

Map so far:

_________________| |________________
|----\----\----\---Entry--/----/----/----|
|_--_|_--_|_--_|___--__|_--_|_--_|_--_|

(Yes those are rooms)
Legend:
| = Side Wall
_ = Top and Bottom wall

-- = Upper and Lower Door

/ \ = Side Door

---- = Mapped and Unexplored Room
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:44 am

Roll #41

"We could split up to cover ground faster." suggests Ragnar.

"And if we run into more goblins than a small group can handle, what then Ragnar?" says Raspin as he examines the map."I think left is the best course of action for us."

"Left seems good to me." Voltir says simply.

"But if we split up," says Amina, pointing at the map as if to emphasize her point."We can get through faster, and possible find some good loot. I do want to go left though."

"I'm all for finding more loot." says Nezak with a wicked grin. "I'll go with the smaller group."

"Then I suppose we are splitting up, I will go with Nezak to the rooms on the right." says Ash.

"Very well, I will go right then." says Ragnar, heading off to the door.


Left group roll(Determines what you will find, higher rolls tend towards loot and lower rolls tend towards enemies. Your main roll will determine how your character reacts.): - 8,7,3 -
Right group roll: -6,8,7 -




Amina(Malregima)
Action:I wanna go left too.

Roll: (7)

You step through the first door on the right, and to your surprise you see a few piles of coins, and some items clearly taken from adventurers. You take one of the coin piles, which looks to be about fifty coins worth. Then you see a cloth robe, which seems to have some magical properties, your put it on for the time being and feel your magical abilities strengthened.

Pleased with your success, you rush on to the next room, and find some more coins, though less then before. "How many have died to fill these halls with so much gold." you wonder aloud as you stuff yet more gold into your purse. Beside the pile you notice a white stone, similar, but different to the one you saw Raspin pick up, you put it in your pocket for safekeeping until you can find out more.


Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action: I go with the smaller group.

Roll(7)

Taking the initiative, you head through the door on the right. Inside you are delighted to find some coin piles. You, being who you are, take the largest pile for yourself and move on to the next room.

Seeing the torchlight flicker off the glint of more coin, you once again run to the largest pile and stuff it in your coinpurse. Then your eyes pass over a dagger that looks like it would work well paired with your blade, you quickly strap it on to your belt and once again head into the next room.

A smile creeps onto your face as you see more coins, less than before but more than the first, you charge into the room, laughing as you take more coins with you.

Skills: Fire Magic(Lv 4),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 15/17

Inventory:




Raspin Hongu(Saima)

Action:Vote to go to the room on the left

Roll (2)

You step into the room behind Amina and see her already rush in to pull coins off one of the tables, and grab a robe. Following her example with the coins, you take a pile yourself, though it looks a bit lighter than hers, perhaps only 30 coins. Most of the remaining items in the room don't look particularly useful, though you see an odd looking rock, something that you may be able to examine in full later, and put it in your pocket.

Following Amina into the next room, this one seems emptier than the last, without other objects, only small piles of coin, you take one, again feeling cheated by its weight before moving on to the next room.

This time you step into the room first, hoping to get your hands on some more treasure, instead you find a short little wrinkled green creature behind a table, bent over its work, who looks up at you blankly for a second before reacting. It grabs a strange looking weapon, a handheld object that looks to be crafted of mostly coils of wire to your eyes, and fires a blast from the weapon.

Raspin Hongu: d24 (+3(training)+1(strength)+2(level 3)-2(facing unknown technology))
Goblin Inventor:d16(+2(Using own creation)-6(Your armor))

Raspin's roll:1
Goblin's roll:8

Damage roll: Lightning Gun(1d5,+5)=5,+5=10

You try to charge towards the goblin, but its reflexes prove too quick, and a blast from its weapon sends you reeling back against a wall.


Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 4/17

Inventory:




Voltir(its_crunchtime)
Action: I'll go left as well.

Roll(4)

You follow Raspin into the room, then, seeing both of your companions filling their coin purses, you take the last pile for your own, and it looks to be the middle ground between the two piles, perhaps forty coins. You then find a pair of leather gloves, and testing how they feel compared to your previous gloves, you find that your aim is improved with them on, although your healing powers feel diminished.

Trailing behind Raspin again as you step into the next room, you see a simply table with one pile of coins on it, the others clearly already taken by your gold hungry friends.

As you follow them into the next room your hear noises.
Being behind Raspin, you see him get flung out of the way by a blast from a strange weapon. Your eyes lock on to the goblin and you charge. As it looks at you, its eyes widen as it furiously spins a crank on its weapon. You attack while it seems unarmed.

Voltir:d27(+3(training)+1(summon blade skill)+1(level 2)+2(dexterity))
Goblin inventor:d14(+2(using own creation)-6(Your armor)-2(Surprised by a second person)

Voltir's roll:23
Goblin's roll:1

Damage roll: Summoned Dagger(1d4,x2),Summoned Dagger(1d4,x2)=4x2=8,1=9

Your daggers meet their mark, the goblins head. You run over to make sure Raspin is alright while Amina checks the goblins corpse. "Aha!" she yells. "I found another map piece!"

Dexterity level up(2)
Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +2 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 2/17

Inventory:




Ash Jiervan
Action: If we stay together, I'll follow the others. If we split up, I'll go with the smallest group.

Roll(4)

Following behind Nezak, you see him take the largest pile of gold, leaving the two smaller ones for yourself and Ragnar. "Which pile do you want?" you ask, as he walks in behind you.

"I have no need for coin, nor whatever scraps these goblins hold here." he says simply.

"What man needs no coin?" you say with a laugh, but when you only get a blank stare from Ragnar, you turn away and take the coin piles. Then follow Nezak into the Next room.


Your mouth falls open of its own accord as you see yet more gold. "How much gold do these creatures have?" you wonder aloud. "There is more treasure than goblins down here."

"I wouldn't be so quick to judge." says Ragnar in response to your thoughts. "It is a long way from the entrance to the exit, and a lot can happen in that time. Your eapons will taste more than thier fill of goblin blood before we are done here."

In such a hurry are you to keep up with Nezak, you quickly grab the coins and move on, stopping when you hear Ragnar.

"Nice work Goldeneyes." he calls out. "There was a piece of the map here that you both missed, even though it was here in plain sight.

Stepping into the next room, you almost groan when you see more coins piled on a table.

"Why the sour look?" Ragnar asks. "Better gold than goblins. You won't be running into times like this often down here."

Nodding in agreement you take more coins off the table and take a look at the map piece Ragnar holds.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1)

Health:11 /16

Inventory:


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Map:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:45 am

Roll #42

Left group roll:- Not moving -

Right group roll: -1,4,7 - Only one room, first room is an enemy encounter

Amina(Malregima)

Action: minor: confirming that the map is safely pocketed, I walk over to Raspin Hongu to check his wound
major: conjure up healing water.

Roll: (5+3)

As you walk over to Raspin to see if he is alright, you double check the maps location to make sure you took it. Finding that he is injured severely, you conjure up water and imbue it with healing properties, laying it over the wound. As you move it back and forth over Raspin's injuries, most of them begin to close shut. He may not be in perfect condition, but he can easily stand and fight.


Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action: Head into the next room

Roll(4)

Driven by your desire to find more treasure, you head back into the middle room and go through the door in the front. Rushing into the room, you expected to see the glint of gold, but instead find three green creatures who lift their heads as you come in. Yelling in their high pitched voices, they draw their swords. You attack the first one that comes at you.

Nezak: d20(+3(melee training)+1(Level 2)-4(goblin armor))
Goblin Grunt: d18(+2(melee training)-4(your armor))

Nezak's roll:16
Goblin's roll:14

Damage roll: Nezak's Longsword(1d10,x2) Fine Dagger(1d6,2)=2,4=6

Quickly responding to the charger, you block the goblins swing and turn it into an attack of your own. Your longsword doesnt leave a deep wound, but the dagger you brought out manages to pierce his armor.


Skills: Fire Magic(Lv 4),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 15/17

Inventory:




Raspin Hongu(Saima)

Action: Minor: (If noone has already taken it) Take the goblin's lightning gun.

Follow behind the others closely, this taking precedence over my Major if I cannot focus on both.

Major: Flesh Conjure over my wounds, and shout out "Thanks for helping, Amina..."

Roll (5)

Laying down, you see Amina come up to you and begin to heal most of your wounds.

"Thanks for helping Amina." you manage, while the soothing water closes over your wounds.

She then gets up, leaving you healed, for the most part, but you close over your remaining wounds with flesh conjuring. You then stand up and walk over to the Goblin's corpse, examining the curious contraption and pocketing it in time to see Voltir fall to the ground.


Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 17/17

Inventory:




Voltir(its_crunchtime)
Action: Let out a deafening roar of victory and charge towards the goblin's corpse, overturning the table before kicking the corpse. "Your magic gun cannot stand against the plain fact that IS Voltir!"

Put my new gloves on and continue in the same direction. (It would be nice to know what room we are in on the map.)

Roll(1)

You let out a roar, announcing to all around of your victory. You charge towards the corpse, meaning to kick it, while yelling. "Your magic gun cannot stand against the plain fact that IS Voltir!" On your way to teh corpse, you try to overturn the table, but are frustrated at finding it bolted to the ground. Deciding to make a show of your manliness, you decide to tear it out anyway, you grip onto it and pull. You are shocked, quite literally, when you discover that the table seems to have a defensive electric change running through it. The shock knocks you back and fazes you for a moment. Amina is looking at you as if you've gone mad, but you brush it off and decide to move onto the next room, Not realizing through your adrenaline rush that your body is failing you. You fall over and lay on the cold metal floor, unable to move.

Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +2 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 0/17

Inventory:




Ash Jiervan

Action: Minor : Follow Ragnar. Take ~42% (rounded average of 50 and 33.3...) of any treasure we find.
Major : If we encounter enemies, attack with my flail. Else, try to learn healing magic. For the whateverth time.

Roll(6)

Following Nezak into the room, you find three goblins awaiting you. Nezak begins to fight the first one to change and you get out your flail to deal with the second.

Ash Jiervan: d25(+4(melee training)+1(Level 2)+2(Strength)+2(Roll Bonus)-4(Goblin armor))
Goblin Grunt 2:d19(+2(Melee training)-3(Your armor))

Ash's roll:5
Goblin's roll:14

Damage roll: Goblin Short sword(1d8,x1)=3

Your swing of the fail misses the goblin, giving him the chance to slip by. He jumps past and stabs you.


Constitution level up(1) Health +1

Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:


Ragnar: Attacking goblin grunt 3

Ragnar:d27(+4(Melee training)+4(Strength)+3(Level 4)-4(Goblin Armor)
Goblin Grunt 3: d7(+2(Melee training)-15(Ragnar's armor)

Ragnar' roll:18
Goblin Grunt's roll:6

Damage roll: Claymore(2d8,x2)=1,3=4


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Enemies:
Left Group: -

Right Group:
Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Map:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:47 am

Roll #43

Left group roll:-Companion injured, only moving one room.- 4 -

Right group roll:-Not moving, battle.-

Amina(Malregima)

Action: minor: "... uh... did Voltir just die?" I was absolutely confused as to what just happened. "I think we need to move on... before anything happens." When I check him, he was only unconscious.
major: Heal Voltir

Roll: (6)

"...uh... did Voltir just die?" you say to Raspin as he stands up off the ground. "I think we need to move on." you say, confused as to what just happened. "Before anything else happens." You walk over and check on Voltir, finding him only unconscious, you decide to heal him. Examining his armor, you see quite a few gashes and remove it, finding him terribly wounded beneath. "Why didn't he mention this." you mutter while conjuring up water to heal him with.

Successfully healing Voltir, he opens his eyes and roughly tries to get up off the ground. "Thanks." he says, as he tries to walk, only succeeding in stumbling and falling to the ground.

"I think you need to rest a little longer, but after that we need to go." you tell him, as he grumbles and sits down.

After some time, Voltir gets up and walks toward the door behind the goblins desk.

With you and Raspin following closely behind, you enter an empty room, with nothing good and nothing bad. At least there aren't any goblins in the room. you think to yourself, trying to make positive light of the situation.


Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action: Set my blades on fire and slash.

Roll(4)

Nezak: d20(+3(melee training)+1(Level 2)-4(goblin armor))
Goblin Grunt: d18(+2(melee training)-4(your armor))

Nezak's roll:3
Goblin's roll:18

Damage roll: Goblin short sword(1d8,x1)=5

Having wasted time trying to turn your sword aflame, the goblin attacks through your defenses before you can even bring up your sword. The goblin's sword runs through your arm, but luckily not your sword arm.


Skills: Fire Magic(Lv 4),Melee training(Lv 3),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health)

Health 10/17

Inventory:




Raspin Hongu(Saima)

Action: -- (No action)

Roll (4)

Confused as to what just happened to Voltir, Amina quietly says something that you can't quite catch, then walks over to Voltir.
You wonder to yourself if he just died, but when Amina begins to heal him, you know he survived. You watch him get up and try to walk, only to stumble and fall.

"Great, we have to wait in this room even longer." you mutter, not feeling in the mood to do anything at all.

Finally Voltir gets up and walks into the next room, with you following closely behind. You look past him into the room and find nothing. The place is empty.

"What kind of useless room is this?" Voltir yells.

"Maybe its trapped." you say, half jokingly, but you notice him walking cautiously walking around the room, not walking to get caught by another one of the goblins tricks.



Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 17/17

Inventory:




Voltir(its_crunchtime)
Action: --
Roll(--)

Opening your eyes, you see Amina sitting above you. What is she doing? you think, them look down and see how terribly wounded you are. How did I not notice that?

"Thanks" you mutter when she finishes, trying to stand up. You can but the pain is difficult to bear, and adding a few more steps to the mix proves too much to handle when you fall down. You somehow manage to find comfort resting on the hard floor, finding it much nicer than standing.

You get up after a time, feeling much better and deciding that you can move on to the next room. You roughly push the door open and step into the next room, finding nothing but a doorway across the room. "What kind of useless room is this?" you yell.

"Maybe its trapped." says Raspin.

Those words make you look warily around, not walking to get another blast of whatever was running through that desk.




Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +2 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 7/17

Inventory:




Ash Jiervan

Action: Major : Retaliate with flail.
Minor : If the goblins are dead, continue on, staying behind Ragnar and Nezak.

Roll( 8 )

Following Nezak into the room, you find three goblins awaiting you. Nezak begins to fight the first one to change and you get out your flail to deal with the second.

Ash Jiervan: d26(+4(melee training)+1(Level 2)+2(Strength)+3(Roll Bonus)-4(Goblin armor))
Goblin Grunt 2:d19(+2(Melee training)-3(Your armor))

Ash's roll:21
Goblin's roll:13

Damage roll: Flail (3d5,x2)=4,3,5(x2=10)=17

Your swing of the flail knocks the goblin down this time, giving you time for you second swing, leaving him stunned as you come around for the final blow, which crashes into the creatures head. You hear the crack of bones and the goblins drops to the ground without so much as a sound.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:


Ragnar: Attacking goblin grunt 3

Ragnar:d27(+4(Melee training)+4(Strength)+3(Level 4)-4(Goblin Armor)
Goblin Grunt 3: d7(+2(Melee training)-15(Ragnar's armor)

Ragnar' roll:19
Goblin Grunt's roll:4

Damage roll: Claymore(2d8,x2)=2,8=10

Continuing your assault on the creature, you slice one of its hands off, then come around and remove its head, turning to your companions, you see Nezak engaged in a fight, but notice that Ash has already finished with his. "This shouldn't be much longer." you say to him.


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Enemies:
Left Group: -

Right Group:
Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Map:
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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:48 am

Roll #44

Left group roll:-6,5-(Still slightly wounded companion.)

Right group roll:-3,8-

Amina(Malregima)

Action: minor: check voltir again to see if the wounds are getting better
major: If the wound need more heal, heal
If the wound is healing okay by itself, create another water shield for everyone.

Roll: ( 5 )

Seeing Voltir leaning against a wall, you ask to check his wound. He grunts, which you can only assume meant "Go ahead." Deciding that it needs more healing, you conjure up water and imbue it with healing properties. It floats back and forth over his wounds, closing the worst of the bunch up. "That's all I can do for now." you say, stepping away and letting him go into the next room.

Following behind Raspin, who was behind Voltir, you find a room without any special items, but with a bit of gold. You manage to work out that everyone will get about twenty coins and then move on.

You enter the next room and find a prison cell holding three people captive. One of them is unmoving in the corner, but the other two look up at your entry. The room has a few dim candles in it but otherwise nothing of note. You cannot even seem to spot a keyhole or a padlock anywhere.

Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action: Kick the Goblin in the face then stab it

Roll(7)

Nezak: d23(+3(melee training)+1(Level 2)-4(goblin armor)+3(Roll bonus))
Goblin Grunt: d18(+2(melee training)-4(your armor))

Nezak's roll: 8
Goblin's roll: 3

Damage roll: Nezak's Longsword(1d10,x2),Fine Dagger (1d6,x2)=5,4= 9

Fueled by rage from what the goblin did to your arm, you rip through his defenses and kick him to the ground. As the creatures stares up at you, you drive your sword down into its chest, but to you surprise the creatures seems to still be breathing, if barely. You cut his throat with your dagger and pull yourself up. "Let's get moving." you grumble as you head through the door to your left.

You enter the door and see a single skinny goblin bent over an object that it clearly created on its own. You charge the goblin, ready to kick it down like you did with the last goblin. The creature turns around, shocked at seeing humans in the grotto, and is shocked for a moment, but that quickly wears off and the creature brandishes its weapon. It looks similar to your Grenades that you took from the goblin commander, but some features are different. It seems larger and has a handle.

Nezak: d27(+3(melee training)+1(Level 2)+3(Roll bonus))
Goblin Inventor: d20 (+4(Using own creation)-4(Your Armor))

Nezak's roll:13
Goblin's roll:9

Damage roll: Nezak's Longsword(1d10,x2),Fine Dagger (1d6,x2)=6,5=11

The Goblin rolls his firebomb across the floor, but he didn't count on your agility. You evade the bomb and it rolls past you, thankfully crashing into a wall and not your companions. The Bomb explodes in a blast, melting through some of the iron wall behind you. The goblin runs off to grab another one of his two remaining from the corner, but you manage to cut him off, and his head as well. "I'm sick of running into these beasts. Someone else can go first." you mutter angrily.

Ash takes your offer, heading down the next door into a room. You follow behind see the glint of gold once again, you and Ash split the coins, and then move on to the item you spotted. A very nice looking dagger sits on one of the tables. You walk over and take it, noticing the leather grip and the fine quality of the blade, you take it for yourself. Glancing around, you notice that there are no doors in this room, and Ragnar seems to have spotted it as well.

"We'll have to go back." He says, to which you and Ash agree.

Level up( Melee training, Lv 4)
Level up(Strength,Lv 1)

Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Raspin Hongu(Saima)

Action: -- (2nd turn'd, if you don't post next time, you will be removed.)

Roll ( 3 )

You watch Amina heal Voltirs wounds once more. When she finishes, Voltir quickly moves on to the next room, and you follow up closely behind.

Entering the room, you find a nice pile of gold awaiting you. You quickly take it and move on.

You stumble into the dim room and trip, falling on top of the table and giving your head a good knock. You get up and jump back at seeing three people trapped behind a set of iron bars, with no noticeable exit. At first, with the shadows playing tricks, you feared that they were Nezak, Ash and Ragnar, but these people look nothing like your companions.



Skills: Melee weapon training (level three), Minor Persuasion(Level 1),Strength(level 1), Basic Pastry Conjuring(Lv 1),Level 3,+2 to all combat rolls, Cloth conjuring,+3(lv 4), Mind controlling pastry dance,+1(Lv 2),Flesh conjuring(Lv 2), Intelligence +1 (Lv 1),Iron conjuring,+1(lv 2)
Total Bonuses: +2 to melee rolls, +1 to combat rolls

Health: 16/17

Inventory:




Voltir(its_crunchtime)
Action: --(2nd turn NPC'd, if you don't post next time, you will be removed.)
Roll(4 )

The pain of your leg has you leaning against a wall, and it seems Amina notices, because she came running over.

"Would you like me to look at your leg?" she asks.

"Sure, go ahead." you reply, soon feeling the cool touch of water over your wounds.

As soon as it finishes, you get up and move through the next door, coming to a room stacked with even piles of gold and nothing else. You take one set of coins, and continue on to the next room.

There are a few candles lit in the room, but the main thing you notice are the thick iron bars, holding three people behind them.



Skills: Melee weapon training,+3 to melee actions (Lv3),Summon Blade,+1 to actions involving summon blade(Lv2),ranged weapon training,+3 to ranged rolls, Level 2 +1 to combat rolls, Healing magic(Lv2),Dexterity +2 to ranged combat rolls(lv 2),Strength,+1(lv 1)
Total Bonuses: +2 to melee attack rolls,
Health: 12/17

Inventory:




Ash Jiervan

Action: Major : Attack Goblin Grunt #1 if it yet lives.
Minor : If Goblin Grunt #1 is dead, proceed.
Roll( 5 )

You turn to Nezak and see his goblin still fighting, but just as you are about to help, Nezak delivers a powerful kick to the goblin's face. Not leaving much time in between, he quickly kills the creature and moves on to the next room.

Again you seem to miss a fight, as you and Ragnar enter, Nezak jumps out of the way of a rolling black ball that comes too close for comfort to you and explodes in fire. You look in shock at what the ball did to the iron wall, and when you turn back Nezak has killed another goblin.

"I'm sick of running into these beasts. Someone else can go first." he mutters, sounding understandably angry, the beasts are all over this place.

You take that opportunity to go in ahead of Nezak and find another room with gold. Calculating the rounded average percent of 50 and 33.3, you get the number 42. Then you take 42% of the gold in this room, which turns out to be an easy 42 coins. You spot a pair of leather gloves, with some iron scales attached to parts. Remembering that you don't have any gloves, you take these.

Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:

Ragnar: Follows Group

Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Enemies:
Left Group: -

Right Group:
Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Inventor:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

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[Archive]R2D: Guardians of the Otherland - Page 2 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:49 am

Roll #45 (Player Introductions)

Left group roll:- People Joining -

Right group roll:-Backtracking, Only one room to explore this turn.-6-

Amina(Malregima)

Action: minor: examine the prisoners
major: if they look hostile, ignore and continue to examine the room for anything useful
if they look harmless, try to find the key to free them
if they look harmless and cannot find key, try to use water to erode the bars' hinges.

Roll: ( - )

You walk up to examine the strange prisoners through the bars, unable to fully examine them in the darkness near the back of the cell where they dwell. You think there is a man and a woman, but the unmoving one in the corner is too well hidden to make a good guess.

Voltir steps up the bars and quickly stretches his muscles. "Raspin, help me pull these open with some of your iron magic."

"Are you sure you want to do that?" you ask. "Last time you touched something the goblins made, you almost died."

Voltir laughs heartily. "There is already no lock, what more protection do goblins need for prisoners?" He grabs hold of the bars as Raspin tries to make the connection from Iron conjuring to Iron manipulation. Yanking on it with all his strength, the bar snaps of and Voltir flies back, through his own force this time, and not some goblin creation. "Haha, what did I tell you?" he says, holding the bar triumphantly.

You notice movement in the cell as the two people within slip through the space left by the broken bar.

"Thank you," says the woman, taking off the hood of her cloak and revealing and elf with tan skin,blue eyes and long red hair. "I don't know why you sacrificed yourselves for us, but thank you."

"Sacrifice?" asks Voltir, eyes widening. He lets go of his hold on the bar. "I didn't sacrifice anything, I just broke the bar."

Now the man spoke, also removing his hood and revealing a human face with sparse freckles dotting it, along with brown eyes, wavy red hair."You didn't know then? I'm sorry for you." After receiving questioning looks from Amina, Raspin and Voltir, he continued. "The prisoners trapped inside can be freed, but breaking the bars binds you to the prison. We made that mistake nearly a month ago now. The goblins will feed you, if only to let others be trapped."

"Why didn't you warn us!" Yelled Raspin.

"Because I wanted to be free." The man answered simply.

"So we're all just stuck here until someone wanders along?" you ask. "We don't seem to be stuck."

"You aren't, they are." said the woman, "They won't be able to get through the doors, and when they step into the prison it will shut behind them."

"But what about your friend?" You ask, gesturing to the man still in the cell.

The man casts a wary glance back at him. "I think he's dead. He hasn't moved in all the time we've been here."

"Alright then." said Voltir, Drawing his sword. "If you don't leave, then we should go free."

The man backed away to the door. "That won't work, you'll only hurt yourself. And you might want to step in through the bars, or the food won't be sent." He turned away and opened the door. "Come on, Aenkidu."

Voltir rushed after them, but open door would not let him pass through some strange force. Voltir's face contorted with rage at being helpless, but then the look faded and he lowered his head, walking through the bars, followed shortly by Raspin.

Raspin turned back to you. "Well? Get going Amina. You can't just wait here for someone else to come along. Find the others, maybe you can journey with those two for a time. We know where you're headed, as soon as we get out we will try to catch up."

You still waited for a moment, hesitant at leaving these people after only learning to trust them a short time ago, but Raspins voice sent you on your way as you rushed to catch up to the two who had escaped.

They were still in the next room, gathering up their lost possessions it would seem.
"So you decided to follow us." said the elf, Aenkidu.

"I don't really have much choice, there's strength in numbers." you say, wanting to get out as much as these people clearly do.

The man walks over and offers his hand. "Well then, I'm Rulyon." he says with a charming, slightly lopsided smile. "And thats Aenkidu."

You hesitantly shake Rulyon's hand. "I have friends that went the other way, when we join up perhaps we could work together to get out of here.

"Sounds great to me," shouts Aenkidu from across the room. "But we've got to get moving, I don't want to spend any more time in this pit."


Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 16/17


Inventory:




Nezak(Flamelasher)

Action: Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 2 )

"Alright Ragnar, you can lead." you say, following close behind as he heads back .

Ragnar heads through the door first and you run through behind, hoping to find more treasure. There is gold in the room, but alas, it is only about ten coins worth. You head over and take half of the amount that you now see as measly.

Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: -Joining-

Roll ( - )

Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)
Action: -Joining-
Roll(- )

Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.
Roll( 5 )

You follow slowly behind Nezak, collecting the remaining coins and spotting a leather sack beside it. Curious . You open the sack and dust flies up, landing on your wounds and healing many of them. You feel a sense of calm come over you, but as you look into the sack again, you find it empty.

Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:15 /17

Inventory:

Ragnar:Follows Group

Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Enemies:
Left Group: -

Right Group:
Goblin Grunt 1:

Goblin Grunt 2:

Goblin Grunt 3:

Goblin Inventor:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

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