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  #1  
Old Mar 15th, 2017, 07:34 AM
Captain Devonin's Avatar
Captain Devonin Captain Devonin is offline
"Not just a pretty face."
Good People
 
Tools
User Statistics
Last Visit: Sep 13th, 2021
RPXP: 16530
Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin
Posts: 18,006
[WIP] Post Area

My PS3 has limitations in how much text it can have, so I write my posts here in parts before merging them together and posting it wherever needed.

Lydia GrimoirePegasus Knight
HP0 / 0Lv.1 [0 / 100 XP]
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
----------
----------
----------
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP
---
---
---
---

================================================== =
================================================== =


Lydia GrimoirePegasus Knight
HP0 / 0Lv.1 [0 / 100 XP]
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP 


================================================== ===
================================================== ===
================================================== ===

Lydia GrimoirePegasus Knight
HP0 / 0Lv.1 [0 / 100 XP]
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP 
Lydia GrimoirePegasus Knight
HP0 / 0Lv.1 [0 / 100 XP]
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP 

================================================== =======
================================================== =======

Lydia GrimoirePegasus Knight
HP0 / 0Lv.1 [0 / 100 XP]
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Equipment & Inventory
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
----------
----------
----------
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP
---
---
---
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-

================================================== =======
================================================== =======

Lydia GrimoirePegasus Knight
HP0 / 0Lv.1
Mov / Con5 / 6Qualities & ConditionsQu & CoMounted, Flying, Silence
AmtStatGrow
0Str10%
0Mag10%
0Skl10%
0Spd10%
0Lck10%
0Def10%
0Res10%
SwordSpear
A (0%)B (0%)
Skills
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Skill DescSkill
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Equipment & Inventory
XP0 /100Gold5000
WeaponRaMtHitCritRngWtEffectwXPUses
Bronze SwordE690016-150 / 50
----------
----------
ItemUsesEffect
Vulnerary3 / 3Restores 10 HP
---
---
---
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
Weapon:Weapon Name
(SKL*2) + LCK + HITAccuracy-
STR or MAG + MTDamage-
(SKL/2) + CRITCritical-
SPD - (WT - STR)Speed-
(SPD*2) + LCKDodge-
LUKCrit Avoid-
__________________
Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

Last edited by Captain Devonin; Apr 13th, 2019 at 02:56 PM.
Reply With Quote
  #2  
Old Jul 5th, 2017, 05:28 PM
Captain Devonin's Avatar
Captain Devonin Captain Devonin is offline
"Not just a pretty face."
Good People
 
Tools
User Statistics
Last Visit: Sep 13th, 2021
RPXP: 16530
Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin
Posts: 18,006
Killing Cows -- Tanning Hide (or Buying - Tanning)
Telegrab Wines in Wilderness or north Falador (500l.
Telegrabbing Nature Runes
Buying and selling arrows and death runes.
Smelting Bronze, Iron.
Mining Copper, Iron, Coal, Gold.
Crafting Gold Jewlery
Beat dragon slayer anti dragon shields
PvM Hill Giants, Moss Giants, Ogresses
Clay and soft clay.
Shop selling
GE flipping chocolate arrows pizza

Look up magic trai ing


Train Runexrafting, Woodcutting, Firemaking, Fishing, Cooking (Pizza). 500 for Zammy wines.

Woodcutting 1-15 Reg, 15-30 oak, 30-99 willow
Firemaking as woodcutting until maple 45+
Runemaking 1-9 air, 9-14 earth, 14-20 fire
__________________
Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

Last edited by Captain Devonin; Jul 12th, 2019 at 01:26 PM.
Reply With Quote
  #3  
Old Jul 5th, 2017, 06:18 PM
Captain Devonin's Avatar
Captain Devonin Captain Devonin is offline
"Not just a pretty face."
Good People
 
Tools
User Statistics
Last Visit: Sep 13th, 2021
RPXP: 16530
Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin Captain Devonin
Posts: 18,006
Table 4–1: Abilities and aBility Specialties SPeCialtieS Language Language is the ability to communicate through speech or, among the best educated, through the written word. The starting rank you have in this ability applies to your knowledge of the Common Tongue spoken throughout Westeros. When you improve this ability, you may improve your ability with the Common Tongue or choose to speak other languages. Agility Animal Handling Athletics Awareness Cunning Acrobatics, Balance, Contortions, Dodge, Quickness Charm, Drive, Ride, Train Climb, Jump, Run, Strength, Swim, Throw Empathy, Notice Decipher, Logic, Memory Deception Endurance Marksmanship Marksmanship represents your skill with ranged weapons, to use them appropriately and accurately in combat. Any time you make an attack using a ranged weapon, you test Marksmanship. Persuasion Persuasion is the ability to manipulate the emotions and beliefs of others. With this ability, you can modify how others see you, shape their attitudes towards others, convince them of things they might not otherwise agree to, and more. Status Status describes the circumstances of your birth and the knowledge those circumstances grant you. The higher your rank, the more likely Fighting Healing Knowledge Language Marksmanship Persuasion Status Stealth Survival Thievery Warfare Act, Bluff, Cheat, Disguise Resilience, Stamina Axes, Bludgeons, Brawling, Fencing, Long Blades, Pole-Arms, Shields, Short Blades, Spears Diagnose, Treat Ailment, Treat Injury Education, Research, Streetwise — Bows, Crossbows, Siege, Thrown Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt Breeding, Reputation, Stewardship, Tournaments Blend In, Sneak Forage, Hunt, Orientation, Track Pick Lock, Sleight of Hand, Steal Command, Strategy, Tactics Will Courage, Coordinate, Dedication





‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Grand Company Caravan
_________________________
Statistics
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Population 20 / 23 [17 medium, 1 small, 2 large]
Morale +0
Security +0
Consumption 22
_________________________
Resources
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Materials 0 / 20
Goods 0 / 40
Food 0 / 50
Magic 0
Influence 0
Labour: 0 / 20
_________________________
Caravan & NPCs
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Happiness +0
Supply Wagon [Lv 1; Ulric Premit]
_________________________
Marketplace
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Price 0%
Simple & Martial Weapons
_________________________

Caravan Descriptions
NameOther
Blacksmith's Wagon-
Healer's Cart-
Scribe's Carriage-
Innkeeper's Wain-
Alchemist's Coach-
Arcanist's Vardo-
Temple Carriage-

Blacksmith's Wagon
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Consisting of a small furnace, a forge, metal and leatherworking tools, and a fold-out storefront, a blacksmith's wagon allows for the creation of simple and martial weaponry, as well as light and medium armour plus light shields. Additionally, it provides a +2 circumstance bonus to any Craft checks involving weapons, armour, or general metalworking.
Skilled Craftsman Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Further training of the blacksmith's core skill allows him to create exotic weapons, heavy armour, heavy and tower shields, as well as create masterwork equipment. Additionally, this upgrade increases the circumstance bonus to any Craft checks involving metalworking by +1.

Special Training Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Special training teaches the smith how to work and weave special materials into his weapons and armour, and a better forge for helping to refine these materials increases the circumstance bonus to any Craft checks involving metalworking by +1.


Healer's Cart
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Smaller than the average cart, the inside contains many places for storing delicate and essential vials and tools used by healers, as well as offering space for up to three people to be treated. Easy access to this equipment provides a +2 circumstance bonus to all Heal checks made, and the healer will occasionally sell basic healing potions.
Healing Magic I Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Dedicated training and focus on the healing arts grants the resident Healer the ability to cast 1st-level spells with the [Healing] descriptor, as well as any other spell that would be in the same general category (restorative). These services are offered at a reduced price compared to major cities or temples, and offered for free initially to the critically injured.

Healing Magic II Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Through proper study and effort, the resident Healer has improved to the point where they can now cast 2nd and 3rd-level [Healing] spells, as well as spells without the descriptor that would also fall under their restorative umbrella.


Scribe's Carriage
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Fitted with many bookshelves, and stablised areas for writing while on the move, a scribe's carriage can otherwise be considered a library of sorts, containing books collected, and written by the scribe on a variety of topics. When you construct a scribe's carriage, select one Knowledge skill, this carriage provides a +2 circumstance bonus to that Knowledge checks of that type when used during research.
Scrollmaker Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
After some time and study, the scribe learns how to craft magical scrolls. They gain Scribe Scroll as a bonus feat, allowing for the creation, and sale of, scrolls. Additionally, some further space is alotted toward the library, allowing the selection of a second Knowledge skill to gain the +2 circumstance bonus during research.

Tattooist Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Not quite what they had intended to use their talent for, a section of the scribe's carriage can be fashioned into a place for inscribing magical tattoos. The scribe gains Inscribe Magical Tattoo as a bonus feat, allowing them to offer these services to the carvan for a price.


Innkeeper's Wain
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Larger and bulkier than most of its competion, it needs to be to offer sleeping space for travelers who come upon the caravan and wish to join temporarily--or for anyone else who needs a place to stay while a more dedicated home is constructed. An Innkeeper's Wain offers two beds for travelers, allowing up to two followers or temporary guests. These rooms are the equivalent of an inn stay, common.
Additional Rooms Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
An extra level is added to the Inn, making it larger, and bulkier than ever before, it allowing space for up to two more (for a total of four) people to stay, thus granting up to four followers or other temporary guests.

Better Beds Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Fine silks and more robust frames replace the normal beds, providing a far more restful night's sleep. All those who stay at the inn recover 2 hit points per character level for a night of rest, the same as someone who spends all day resting elsewhere. No additional benefit is granted for a full night's rest. These rooms are the equivalent of an inn stay, good.


Alchemist's Coach
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Strange smoke and awful smells follow this coach as it is tugged on down

the road--the telltale mark of an alchemist. It is the go-to place for any

kind of alchemic needs, potions, or poisons. A basic alchemist will allow for the crafting and sale of various alchemic weapons, reagents and tools, and it provides a +2 circumstance bonus to any Craft (alchemy) checks.
Potionmaker Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
The alchemist furthers their training, gaining Brew Potion as a bonus feat, allowing for the creation and sale of various potions.

Poisonsmith Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Through careful study, the alchemist learns how to handle poisons, allowing them to harvest, craft, and sell various poisons for interested parties. Additionally, gains the ability to store up to one medium, or two small creatures for poison harvesting.


Arcanist's Vardo
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Fitted with strange-looking orbs and often having unnatural lights visible through the windows at all hours, this vardo contains everything a budding arcanist may need to practice and hone their craft. A basic Arcanist's Vardo allows for magical items to be identified by the owner for a small fee, and provides a +2 circumstance bonus to Spellcraft checks when utilised.
Expanded Knowledge I Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Additional tools are added to aid with magic item identification, allowing the arcanist to focus elsewhere and expand his knowledge, now able to cast 1st-level arcane spells. These spells as a service are offered at a slightly reduced price that most cities would offer the equivalent.

Expanded Knowledge II Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
More knowledge is more power, and the arcanist has acquired more of both. This enables them to cast arcane spells up to 3rd-level, and thus, provide those services to interested parties.


Temple Carriage
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Those who seek solace in the gods often find security and comfort. A temple carriage provides a +1 bonus to Security and Happiness. When you create a Temple Carriage, select a diety. This becomes a temple to that diety, and grants the owner the ability to use domain powers from one of that diety's domains. Additionally, this counts as an altar of that diety for the sake of various divine spells.
Prayers to the Gods I Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Enough prayer and dedication to the chosen diety has allowed the owner to gain access to a small collection of divine magic. They gain access to a second domain's granted powers, as well as 1st-level divine spells, expanding the repitoire of services they are able to offer.

Prayers to the Gods II Enhancement
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
The blessing of their chosen diety has expanded their knowledge to greater heights. Now up to 3rd-level divine spells can be cast, allowing for an even greater variety of services to be offered.


Trader's Wagon
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Although having specific goods and traders on-hand is a fine plan, occasionally, there's something specific that you need that you just don't have access to--this is where general traders come in. A Trader's Wagon stocks and allows for the purchase of various kinds of adventuring gear, tool kits, and so on, and even occasionally may get their hands on a magical item.
Expanded Storage Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
Additional boxes, and crates are added along with a reinforcements for carrying even more weight. Double the maximum capacity of all three goods carried by this particular wagon.

Hoarder Upgrade
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc


name
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
base
upgr1
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc

upgr2
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Cost:
desc
__________________
Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

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Lighting the Beacons
╔════════════════════════════════════╗
LIGHTING THE BEACONS
Introduction & Setting

╚════════════════════════════════════╝
Lighting the Beacons is a solo adventure for Pathfinder, designed for a 1st-level character. You take on the role of both the main character, and the DM, where appropriate, as you make your way through this game-book style narrative. This adventure assumes you have some level of familiarity with the system, but for those that are new, there are some helpful links below to hopefully help you get started.

Although you may feel free to create your character using whatever methods, race, and class combination you wish, it is recommended that you use the following character creation rules for thematic reasons to the setting, availability of choice options, and for encounter balance purposes. The setting is described after the horizontal line below.

A few things to note: it will be indicated when you are free to shop and make purchases/sell things, when you have a moment to rest and level up should you accumulate enough experience to do so, and while you may take 10 on rolls, the adventure is written expecting all checks to be rolled. Any moment where taking 10 is explicitly not allowed, however, will be noted regardless. You may wish to skip such rolls and just pretend you always pass, but there may be some routes only available should you fail, so you may not necessarily have more fun doing so.

Level: 1st
Abilities: Array (15, 14, 13, 12, 11 and 9) or 15 PB.
Race: Any standard, but other races work fine.
Class: Barbarian, Cleric (Desna), Druid, Fighter,
Hunter, Ranger, and Sorcerer.
Equipment: Start with Fur Clothes, and 50gp.

Additionally, there are no special choice options based on having specific feats, and the following list of skills have no specific use within the adventure: (list)




Hero. A word now spoken with some disdain. Once upon a time, it had meant something. People cherished those with that title. However, people turned on them as soon as heroes let them down. They became as cold and bitter as the world in which they now live. Where good and evil often no longer matter--merely survival.

Generations ago, the world was threatened. It hadn't been the first time, and like every time before it, people calling themselves heroes rose up to fight. The people rallied behind them, they had the support of many kings and queens, but in the end... they failed. Magical rituals were completed, the fabric of reality was torn, and in a few short years ice and snow covered everything. People died, creatures died, and many things once common became extinct or extremely rare.

Life, though, persevered. In small pockets, here and there, the residents of the lands endured and adapted to their new surroundings. Homes dug into the soil that were far easier to keep warm, hidden from the snowbeasts that now roamed, and built strong to endure the weather which was heightened and twisted by magic.

It is into this world that you were born, forced from the warmth and comfort of your mother and dragged kicking and screaming into a harsh, unforgiving, and near inhospitable land. Where good and evil are less relevant than survival, hero is considered an insult, and where you must mark your claim--welcome to the Frostmark.



Once your character is complete and you are ready to start, go to 10.
__________________
Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

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Chapter 1
~~~~~~~~~~
1
~~~~~~~~~~
After a moment, a stool beside you creaked and alerted you to the fact you had been joined at the fire. Garron had moved from one of the tables and benches elsewhere in the room to take a seat nearby. He was one of the eldest Beastbreakers, with cropped graying hair, a face full of scars and wrinkles, and blue eyes that often looked sad and distant. He was dressed in simple furs and pelts, as you and others were--though the dwelling and fire left it quite warm nothing could forever stave off the cold.

"Mmm... " Garron began, "We'll be leaving on a patrol within the hour. I'm afraid it best if you remain here. We haven't quite finished your training. Don't worry, don't worry. Your time will come that you take your first pelt. Do you think you'll be able to handle things here while we're gone?"

It's a ceremony for the Breastbreakers, taking one's first pelt. Never more than one rookie is brought on a hunt, and if they survive, and help, they're granted the honour of skinning the beast and turning its hide into their first set of armour, or robes.
If you agree to remain behind, go to 21.
To insist you go with them, go to 11.

~~~~~~~~~~
2
~~~~~~~~~~
It wasn't long after Garron departed that the food was ready, allowing you to fill your belly. It wasn't terrible, the scarcity of food often had you eating worse than tough and stringy meat, but it wasn't great either. It was still early, so you had a moment to rest before you started training for the day.

About a half hour after you'd finished your meal, those who were going on the hunt came out of the armoury, geared in armour and wielding various spears, crossbows and short blades. Garron was amongst them. Just like that group, your village was primarily made up of humans, with the odd rare other race thrown in here and there.

"Don't forget," Garron called to you just before he and the other hunters left, "If there is trouble, light the beacon."

The Beacon was a massive pyre in the center of town. A bit of magic shielded it from the elements so that it could always be lit at a moment's notice--creating a brilliant red flame. It was a signal to the villages' hunters that there was something wrong and they should stay away, while a signal to the Beastbreakers to return.

It had only been lit a dozen times in your lifetime, but each time it had shone so brilliantly it could be seen even amid the fiercest storm from anywhere within, or just outside the village.

After seeing the others off, it was time to return to your training. You couldn't sit on your butt all day even if it would be nice at times--only the very young, and the eldery had that right. You get up, and make for the person you had been training with recently.
For physical training with Endrik, proceed to 12.
For magical training under Dorika, proceed to 22.

~~~~~~~~~~
3
~~~~~~~~~~
"Were you out late last night?" you ask Endrik, who lifts his head to peer irritatedly at you for a moment before flopping back down onto his pillow and answering: "Later than we wanted to be. There were some... foot things... "

"Tracks?" you ask, and Endrik gestures at you with his hand.

"Tracks. Some we haven't seen before. We chased them pretty far but lost the trail. They were deep, it was either something really big... or just really, really fat. One of those scares me, the other one just sounds like good eating." After a chuckle, he rolled over and pushed himself up to his knees.

He gave you a look with a big grin, then it faded some. "If you head outside today... keep an eye out. We first found the tracks pretty close to the village." You thank him for the warning, then he motions for the two of you to go ahead and get to that training.
Make a note on your sheet: Endrik's Warning.
It is time to get to the training, conitnue to 23.

~~~~~~~~~~
4
~~~~~~~~~~
You had spent some time practicing after the lesson, and now had the gestures down--performing them flawlessly much to Dorika's approval. In fact, she even claps her hands together a few times. "Good, good. You've been practicing, haven't you?" she asked, rhetorically, as she dragged her old bones from her chair near the fire.

The woman made her way over to one of the bookshelves in her small hovel, pulling a few down and stacking them in her arms. "Let's try a few others now, and see how quickly you can pick those up."
Continue with your training at 17.

~~~~~~~~~~
5
~~~~~~~~~~
"I'll take care of the window, Endrik," you offered.

Endrik nodded, and headed for the door while you went into the backroom. Unfortunately, after a cursory glance over everything there, it didn't appear as though there was anything to repair the window with. You'd have to make down the street to see Osric, the village's carpenter. Endrik doesn't seem surprised when he noticed you exit the backroom without anything in your hands.

"It looks like you're going for a walk, then. Hold on, come here," Endrik said before motioing you to follow him to the armoury. "Take a weapon with you. I'm not saying you'll need it, but, better you have one and not need it." Thanking him, you pick out the weapon you've had the most success with and then make for the door to dress in some thicker furs.

Once you were ready, you stepped out the door and climbed the stair into the street. Visibility was poor, the end of the street couldn't be seen. Fortunately, the markers spaced evenly down the street made it possible to navigate without wandering too far off track. Bundling up a bit more and covering your face--you set off for Osric's amid the wind and cold, the combination of the two quickly piercing your clothing and allowing the frost to nip at your skin.

A little over half-way there, you spy something amid the snow. Two sets of tracks, neither of which were human, as well as a few drops of blood. You follow the tracks with your eyes, and it appears to head off the road somewhere.
Add 1 simple or martial weapon of your choice to your sheet.
Ignore the tracks, and continue to the carpenter, go to 35.
Identifying the tracks requires a Knowledge: Nature check versus DC15.
If you succeed, see: 42.
Following the tracks requires a Survival check versus DC7, or an animal companion.
If you succeed or have a companion, go to 19.
If you try and fail, go to 16.

~~~~~~~~~~
9
~~~~~~~~~~
At the moment the window broke, you glanced over and had spotted a figure retreating into the snowstorm. It may not have been pure happenstance that the window broke, it may have been broken by someone. When you share this fact with Endrik, he seemed rather surprised. "So someone... or something might have broke it? Huh...alright. There's two of us, do you want to take care of the window repairs or try to track down our culprit?"
To repair the window, go to 5.
To trail the culprit, go to 14.

~~~~~~~~~~
10
~~~~~~~~~~
Fire crackled and popped in the pit at the center of the lodge, and it filled the moderately-sized space with an all too familiar and pleasant aroma of burning wood. Every so often, you were even able to catch a whiff of the meat cooking in the pot over the fire, as pleasant a thing to your stomach as music was to your ears.

You sat by the fire, though you weren't alone. A good six or seven others--some were moving between rooms--were inside with you at any given time. Some joined near the fire pit, others practiced with blade on the combat dummies, or shot arrows into targets. Despite this, you could still hear the howling winds outside, and could see the raging snowstorm beyond the high windows of the mostly underground dwelling.

You were still, as of yet, one of the youngest present, as someone who had just recently joined the Breastbrakers.

Unlike the guard for your village, the Beastbreakers were a group dedicated to going out into the lands of winter to take a more proactive role in protecting it from beasts and other threats. You had just recently started your training, and thus far it was going well.
Continue to 1.

~~~~~~~~~~
11
~~~~~~~~~~
Garron took a heavy breath at your insistance on joining the hunt, and shook his head. "We need someone here, to light the beacon should the need arise. More, you need to train, seek out Dorika if you wish to practice your magic, and Endrik will be remaining behind. Once he wakes from his rest, I'm sure he'll help you with blade or bow. If you must join us, do so in spirit, and in your mind, we-"

"Garron? We need your help over here." A dark-haired head popped in from the armoury room off to the side, and waved over by the fire. Garron gave a wave back, and rose to his feet. A few others came from the bunkroom, making for the armoury, mostly humans, though one was a dwarf that had stumbled into town one day, drunk, and screaming about skysharks. Whatever that was supposed to mean.

"Take this." Garron reached into his pocket, and produced a small agate gemstone. "If you encounter a dangerous situation, clasp this stone to your chest, have your options in mind and say: 'Desna, guide me.' Take care." With that, he headed to join the others in the armoury.
Make a note on your sheet: Garron's Stone.
Continue to 2.

~~~~~~~~~~
12
~~~~~~~~~~
You were ready to begin, but Endrik wasn't yet awake. You gave him a bit longer, but twenty minutes after he was supposed to be up, you headed into the bunkrooms to rouse him from his slumber. Endrik, a middle-aged human man was tall, broad-shouldered, and with a chiseled jaw. Of all those in the Beastbreaker lodge, he was likely the strongest.

For that reason--the slug he gave you thigh with his fist when you shook him awake was rather painful. Grumbling, the dark haired man rose up from his bedroll after. "Agh, can a man not get some sleep around these parts? Oh. Right. We had a thing. Ugh... fine, fine, go... go stand over near the... things, the sharp things! I'll be there in a few minutes." He sounded as a groggy as he looked as he waved you off.
Make some small talk with Endrik as he wakes, go to 3.
Just jump straight into training, go to 23

~~~~~~~~~~
13
~~~~~~~~~~
"No, no, no!" Dorika hisses at you, slapping your hands down as you attempt to perform the gestures. Breathing a heavy sigh, the woman turns to face you and raises her hands. "Watch me, closely." With that, she proceeds to make the same gestures you had been attempting, and then does so once more, and finally a third time before she turned her attention back to you.

"Now, now, follow my movements." Dorika spends some time having you repeat the gestures until, finally, she nods with satisfaction at one of your attempts. She gave a warm smile. "Good. That's better. Here, I've got something that should help you."

The old woman rose from her seat and moved to the bookshelf against the wall, taking down several books and piling them in her arms. From inside one, she produced a scrap of parchment, and handed it to you as she came back over. It showed several different series of hand motions and gestures. "You haven't been practicing as much in that lodge of yours. Practice more. Get all those down, and I'll... find some suitable reward. Now, let's move on to some other things and see how well you pick those up."
Make a note on your sheet: Dorika's Homework.
Continue your training at 17.

~~~~~~~~~~
21
~~~~~~~~~~
Garron smiled and nodded his head. "You should train while we are away. Seek out Dorika to work on your magic, and I believe Endrik will be awake soon to help you with blade or bow. Light the beacon should you need to call us back to the village. We-"

"Garron? We need your help over here." A dark-haired head popped in from the armoury room off to the side, and waved over by the fire. Garron gave a wave back, and rose to his feet. A few others came from the bunkroom, making for the armoury, mostly humans, though one was a dwarf that had stumbled into town one day, drunk, and screaming about skysharks. Whatever that was supposed to mean.

"... If there is an emergency while we are gone, here." Garron reached into his pocket and produced a small key, handing it to you; it was a plain copper key. "It opens a case in the armoury. Use what is there if the need arises."

"Garron!" The voice shouted through the wall.

With pursed lips, he gave a quiet farewell and headed to join the others.
Make a note on your sheet: Garron's Key.
Continue to 2.

~~~~~~~~~~
22
~~~~~~~~~~
Dorika didn't stay in the Beastbreaker lodge, in fact, she wasn't a member of the group. She was the town's healer, oracle, soothsayer, or whatever else you wished to call her.

That forced you to head outside and into the cold, and biting winds which seemed to pierce all the way through your furs, despite the fact you were bundled from head to toe. Worse, visibility was minimal, but markers helped keep you on the correct path until you arrived at the old woman's small home. Beads dangled from the ceiling of the circular room, there was a small kitchen, a fireplace and hearth, a bed, and several images of wooden butterflies on the wall as well as a silver holy symbol of a butterfly on one of the bedposts.

"Close it, close it!" she hissed as you entered, a gust of wind and snow coming in with you. Sat by the fire, combing her long, white hair, the scrawny and wrinkled woman turned to watch you kick off the snow from your short walk and dump off your heavy jacket. "Let's see, let's see... what lessons do I have for you today... hmm... Ah. Yes. Let's practice your somatic gestures. They had been sloppy last time, and that simply will not do, will not do at all."

You're motioned over to stand next to the old woman, and she gives you a stern look. "The gestures for the spell we were working on yesterday. Go on, do them, do them now."
Make a Sleight of Hand or Dexterity check versus DC 10.
On a success, continue to 4.
For a failure, instead continue to 13.

~~~~~~~~~~
23
~~~~~~~~~~
Back in the main part of the lodge, Endrik goes over some basic weapon drills with you. Strikes, and parries, and some practice on the combat dummies. After, he moved on to some ranged weapon training--refining your arm with a bow and pushing you to reload a crossbow as quickly as you could.

His methods are... a little rough. A swat upside the head here and there, a punch to a soldier, and even some swats with the flat of his blade during melee drills. You don't walk away from training unscathed, but a few bruises were no real harm. As things were winding down some hours after you had began, some of the windows rattled in answer to a few hefty breezes, and a moment later--SMASH!

One of the windows suddenly smashed inward, sending small pieces of glass scattering all over the floor near the lodge's entrance. Endrik brought a hand to his face, and slowly rubbed while grumbling under his breath. "And that marks the end of training for the day... as now I've got a window to board up until we can replace it," he muttered in irritation.
You are dealt 1 nonlethal damage.
Make a Perception check versus DC10, advance to 9 on success.
Offer to repair the window, go to 5.
Tell Endrik you'll hold down the fort, go to 15.

~~~~~~~~~~
42
~~~~~~~~~~
After spending a few minutes examing the tracks, you become pretty certain that one set of tracks belongs to that of a wolfpup--some people of your village have a wolf for a pet, and the hunters of the village make frequent use of them. The other tracks appear to be that of an ice mite--a fey of about two feet, and often seen more of a nuisance than a threat. They have been known to attack small animals and pets, and when desperate, even lone children or adults though they tend to only come out at night or during storms. From the looks of things, the wolfpup, and two or three frost mites, went in the same direction.

Knowing what they are gives you a slight edge if you decide to pursue.
If you follow and engage the mites, +4 to initiative for that encounter.
Ignore the tracks, and continue to the carpenter, go to 35.
Following the tracks requires a Survival check versus DC5, or an animal companion.
If you succeed or have a companion, go to 19.
If you try and fail, go to 16.
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Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

Last edited by Captain Devonin; Jun 2nd, 2019 at 08:00 PM.
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Old Jun 10th, 2019, 02:13 PM
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Captain Devonin Captain Devonin is offline
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Game Details
System: D&D 5e [SRD]
Theme: Shadow of the Colossus meets Kong: Skull Island.
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Danke to the kind soul who provided a CS membership!
=<[ Cap's NPSGs ]>=--=<[ Distorted Keep ]>=--=<[ Pokemon: FS ]>=
=<[ 100 Themes [Oct 19] ]>=

Last edited by Captain Devonin; Jun 22nd, 2019 at 06:43 AM.
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