@kaoz42 I spend each stats 10 as minimum require which is 60 total. Leaves me only remaining 50, I divided 50 by 4 into four 12 plus 2.
I put 12 plus 2 to charisma. (10 + 14 = 24) I put 12 to insight (10 + 12 = 22) I put 12 to intelligence (10 + 12 = 22) I put last 12 to agility (10 + 12)
All of these including strength and endurance sums to 110. Are you saying that I have extra 12?
This looks like its getting complicated with that point system, so i'm out. The Ancient Sentinel will stay at the Windmill ruins and explore them and the area around them further.
Fire Magic ~ Above average for citizens of Aeyinas; used for self-defense & performances.
Emotion Magic ~ Can inflame/suppress emotions to a minor degree.
Everyday Magic ~ Spells learned by most citizens of Aeyinas, as described previously.
Curious as to what these 'special skills' might be, Enbu agrees to investigate the state of magic at the northern border. Before leaving town, he purchases some new clothes to better blend in with the locals.
During the journey north, Enbu makes sure to visit at least one tavern in every city/town he passes through, playing the part of the innocent/careless traveling bard while keeping his ears open for any other useful tidbits of information.
Gorrik drops his half-eaten meal and leaps to his feet, his emberstone flaring to life in his grip. His instincts scream at him to run—kobolds are survivors first and warriors second—but his blood burns with the need to prove himself.
With a sharp grin, he draws his Emberfang Dagger, the blade igniting in a flickering orange glow.
Action: Gorrik dashes toward the nearest spirit, weaving between fleeing patrons. As he closes in, he lunges low, slashing upwards with his dagger in an attempt to carve through the ghostly form.
Bonus Action (if available): If his blade fails to strike true, Gorrik will jump onto a nearby table, using the height advantage to reposition and prepare for a second strike.
Dialogue (if possible):"Hah! You think you're scary? I’ve seen worse in the dunes! Come on then, let’s dance!"
His tail flicks behind him as he steadies his stance, eyes locked on the spirits, prepared for their retaliation.
K and Z, unable to speak or understand any other language than construct language, simply sit down in the middle of the encampment and look at the catfolk, very confused at what in the world is happening.
@FireOfGolden You sniff multiple people, and you hear voices emanating from the far end of the hall. What would you like to do now?
@LvB Okayyyy... But when combat happens, I'm going to have to invest points for you. Anyway, from exploring the area you see some charred wood, some charred trees, burned logs, and signs of magic residue in the area. At one point the residue seems so bright that you even feel heat emanating from it, but it is not hot enough to even cause you displeasure at any level. What would you like to do now?
@Mellow_MC After waiting a few minutes for your response, the catfolk repeats himself, then motions to the other catfolk, who draw their swords all at once and begin slowly moving towards you along with the one who spoke, also moving towards you with sword drawn. They form a loose circle around you, but do not raise their blades yet tense as if ready to strike at any time. What would you like to do now?
@cadstar369 Nothing particularly eventful occurs except that in one tavern, a few brigands attempt to rob you but are run for their lives as soon as they realize you can use magic. When you reach the northern border, you indeed see signs of the magic, as trees twist in naturally impossible contortions and seem to be grasping towards the road, the same effect on grass and other plants, and berries are the color wheel opposite of what they normally would be and glow with a faint aura. In the distance, you hear sounds of combat, shouting and percussion of weapons. What would you like to do now?
@jpastor Your initial attack fails miserably as the spirit glides out of the way and deals a chilling attack to your chest, bruising it badly. Your second attempt incinerates two of the spirits, but the remaining spirit grabs a knife and slashes a deep cut in your shoulder, then flees only to be cut down by your blade. Victory! You have bested your foes, at the expense of two wounds, one bleeding badly. What would you like to do now? Try to find someone to heal your wounds or try to tough them out for a while and do something else hoping that your blood loss does not kill you.
Z will attempt to raise his arms in a gesture of peace, while K attempts to reason with them in construct-speak. They will not fight unless attacked, and want nothing but peace and respite.
@kaoz42 Sensing that the people are getting closer and closer, Selene will open the door she just took a peek in then close silently behind her. She will quickly scan the room to determine where is best place to hide and stay low until she is alone or voices quiets down.
Gorrik snarls through gritted teeth, clutching his wounded shoulder. Blood runs hot down his arm, staining his tattered cloak. He lets out a breath, forcing his heartbeat to slow—panicking won’t stop the bleeding.
Choice:Find a healer
As much as he’d like to prove his endurance, Gorrik knows he won’t get far if he keels over from blood loss. He sheathes his Emberfang Dagger and stumbles toward the nearest exit, scanning the streets for any sign of a healer, temple, or even a street shaman who might be able to patch him up.
If no healer is immediately visible, Gorrik will grit his teeth and seek out a tavern or marketplace, figuring that someone must know where he can find medical aid. His pride stings nearly as much as his wounds, but survival comes first.
Dialogue (if speaking to someone):"Oi… don’t suppose you know a healer, do ya? Preferably one that won’t rob me blind for a bandage?"
Enbu will prioritize investigation of the area he's already reached. If there's a relatively safe place to observe from (e.g. a hill), he'll take a brief look at whatever sort of combat seems to be transpiring afterward.
@kaoz42 LvB quit the rpg since the stat point system seemed to be a herald of increasing complexity. (Unless I'm completely misunderstanding their last post.)
@FireOfGolden The best place to hide that you find is under the blanket in the bed, where a lump is least likely to be noticed. The voices keep getting closer, then pass your room and get farther away again, but you hear a shout of "The window is broken! We must inform the mistress that there is an intruder in her home!" What would you like to do now?
@Mellow_MC The catfolk do not appear to understand and continue getting closer, circling you, but they sheathe their blades, seeming to understand that you do not speak Common or their native language. What would you like to do now?
@jpastor After some searching you find nothing, and when you head to a tavern to seek help, your vision swims and you nearly buckle over from blood loss. After you recover and manage to ask for help, the barkeep is able to get an elf medic to tend to your injuries, bandaging them and applying ointment and a sprinkle of healing magic, charging a reasonable price and advising you seek out a more advanced healer after sufficient rest. After that is over and done with, the patrons crowd around, interested in how you got so grievous an injury. What would you like to do now?
@cadstar369 As you start climbing atop a nearby hill, the grass starts grabbing your feet and attempting to snare it, recoiling from your fire magic, but continously attempting to grab you. After you finally reach the top after burning a large patch of grass, you are able to observe ranks of Qamon soldiers with a flagbearer, footsoldiers armed with spear and swords, and a few cavalry soldiers clashing with faeries casting dangerous magic and spirits weaving in their ranks and attacking them with ensorcelled blades. They appear to be losing, and no reinforcements seem to be coming. What would you like to do now?
Gorrik exhales sharply as the elf medic finishes tending to his wounds. The sting of ointment is nothing compared to the throbbing pain in his shoulder, but at least he isn’t about to drop dead in the middle of the tavern. He grumbles a thanks, hands over the payment, and rolls his shoulder experimentally. Sore, but manageable.
Then, he notices the gathered patrons, eyes glinting with curiosity. Some are leaning in, waiting for a tale. Others watch from the corners of the room, drinking in his disheveled state. Gorrik knows this type—half of them just want a good story, the other half want to know if he’s weak enough to rob blind in an alley.
He narrows his eyes, then lets out a dry chuckle.
Option 1: Spin a grand tale
He straightens in his chair, smirking despite himself. If they want a story, he’ll give them one.
"Ah, you lot wouldn’t believe it. I was ambushed in the old district—spectral fiends, the lot of ‘em, rising from the shadows like a cursed tide. Took two down in a blaze of glory, but the last slippery bastard got in a lucky shot before I could finish the job."
He gestures dramatically to his bandaged wounds. "But as you can see, I’m still breathing. Ain’t no spirit taking me down so easily."
Option 2: Keep it vague, play it cool
Gorrik leans back, arms crossed, his expression unreadable.
"Just had a little run-in with something unfriendly. It’s dealt with."
He scans the crowd, watching reactions. If someone knows more than they should—if they expected him to face those spirits—he wants to catch it.
Option 3: Shift the focus, gather information
He raises an eyebrow, looking at the nearest patron.
"Strange thing, though. These spirits weren’t just wandering about. Something had ‘em riled up. Anyone else seen or heard of ghostly trouble lately?"
This way, he might just learn something useful about what he walked into.
@kaoz42 Selene will inhale the air to determine if there are still people close by. If not, then she will carefully peek out of the door then move to different unexplored room.
I haven't left, I just don't check the forums often (and the email notifications have long since been broken).
Since combat isn't part of the mission (not that Enbu could do much on his own anyway), Enbu will head back down to collect some samples of the local flora for further study, then withdraw from the area.
Thing ist, is dont have that much time for this RPG, Neverend and my own RPG and that newly introduced point system makes things more complicated. Maybe in the future i will come back to this RPG. Until then the sentinel could "haunt" the windmill it is exploring or so.
Comments
That leaves you with 12 extra points to spend.
I spend each stats 10 as minimum require which is 60 total. Leaves me only remaining 50, I divided 50 by 4 into four 12 plus 2.
I put 12 plus 2 to charisma. (10 + 14 = 24)
I put 12 to insight (10 + 12 = 22)
I put 12 to intelligence (10 + 12 = 22)
I put last 12 to agility (10 + 12)
All of these including strength and endurance sums to 110. Are you saying that I have extra 12?
My bad. I got confused. I realized my mistake, but it was too late.
All good.
Strength - 15 (+5)
Agility - 30 (+20)
Intelligence - 25 (+15)
Insight - 10
Charisma - 10
Endurance - 20 (+10)
May all your saga dreams come true.
10 Strength, 25 Agility, 18 Endurance
20 Intelligence, 17 Insight, 20 Charisma
Abilities:
Curious as to what these 'special skills' might be, Enbu agrees to investigate the state of magic at the northern border. Before leaving town, he purchases some new clothes to better blend in with the locals.
During the journey north, Enbu makes sure to visit at least one tavern in every city/town he passes through, playing the part of the innocent/careless traveling bard while keeping his ears open for any other useful tidbits of information.
Gorrik, the Emberfang – Combat Action
Gorrik drops his half-eaten meal and leaps to his feet, his emberstone flaring to life in his grip. His instincts scream at him to run—kobolds are survivors first and warriors second—but his blood burns with the need to prove himself.
With a sharp grin, he draws his Emberfang Dagger, the blade igniting in a flickering orange glow.
Action: Gorrik dashes toward the nearest spirit, weaving between fleeing patrons. As he closes in, he lunges low, slashing upwards with his dagger in an attempt to carve through the ghostly form.
Bonus Action (if available): If his blade fails to strike true, Gorrik will jump onto a nearby table, using the height advantage to reposition and prepare for a second strike.
Dialogue (if possible): "Hah! You think you're scary? I’ve seen worse in the dunes! Come on then, let’s dance!"
His tail flicks behind him as he steadies his stance, eyes locked on the spirits, prepared for their retaliation.
You sniff multiple people, and you hear voices emanating from the far end of the hall.
What would you like to do now?
@LvB
Okayyyy... But when combat happens, I'm going to have to invest points for you. Anyway, from exploring the area you see some charred wood, some charred trees, burned logs, and signs of magic residue in the area. At one point the residue seems so bright that you even feel heat emanating from it, but it is not hot enough to even cause you displeasure at any level. What would you like to do now?
@Mellow_MC
After waiting a few minutes for your response, the catfolk repeats himself, then motions to the other catfolk, who draw their swords all at once and begin slowly moving towards you along with the one who spoke, also moving towards you with sword drawn. They form a loose circle around you, but do not raise their blades yet tense as if ready to strike at any time. What would you like to do now?
@cadstar369
Nothing particularly eventful occurs except that in one tavern, a few brigands attempt to rob you but are run for their lives as soon as they realize you can use magic. When you reach the northern border, you indeed see signs of the magic, as trees twist in naturally impossible contortions and seem to be grasping towards the road, the same effect on grass and other plants, and berries are the color wheel opposite of what they normally would be and glow with a faint aura. In the distance, you hear sounds of combat, shouting and percussion of weapons. What would you like to do now?
@jpastor
Your initial attack fails miserably as the spirit glides out of the way and deals a chilling attack to your chest, bruising it badly. Your second attempt incinerates two of the spirits, but the remaining spirit grabs a knife and slashes a deep cut in your shoulder, then flees only to be cut down by your blade. Victory! You have bested your foes, at the expense of two wounds, one bleeding badly. What would you like to do now? Try to find someone to heal your wounds or try to tough them out for a while and do something else hoping that your blood loss does not kill you.
Z will attempt to raise his arms in a gesture of peace, while K attempts to reason with them in construct-speak. They will not fight unless attacked, and want nothing but peace and respite.
Sensing that the people are getting closer and closer, Selene will open the door she just took a peek in then close silently behind her. She will quickly scan the room to determine where is best place to hide and stay low until she is alone or voices quiets down.
Gorrik snarls through gritted teeth, clutching his wounded shoulder. Blood runs hot down his arm, staining his tattered cloak. He lets out a breath, forcing his heartbeat to slow—panicking won’t stop the bleeding.
Choice: Find a healer
As much as he’d like to prove his endurance, Gorrik knows he won’t get far if he keels over from blood loss. He sheathes his Emberfang Dagger and stumbles toward the nearest exit, scanning the streets for any sign of a healer, temple, or even a street shaman who might be able to patch him up.
If no healer is immediately visible, Gorrik will grit his teeth and seek out a tavern or marketplace, figuring that someone must know where he can find medical aid. His pride stings nearly as much as his wounds, but survival comes first.
Dialogue (if speaking to someone): "Oi… don’t suppose you know a healer, do ya? Preferably one that won’t rob me blind for a bandage?"
EDIT: I'll post an update today anyway.
The best place to hide that you find is under the blanket in the bed, where a lump is least likely to be noticed. The voices keep getting closer, then pass your room and get farther away again, but you hear a shout of "The window is broken! We must inform the mistress that there is an intruder in her home!" What would you like to do now?
@Mellow_MC
The catfolk do not appear to understand and continue getting closer, circling you, but they sheathe their blades, seeming to understand that you do not speak Common or their native language. What would you like to do now?
@jpastor
After some searching you find nothing, and when you head to a tavern to seek help, your vision swims and you nearly buckle over from blood loss. After you recover and manage to ask for help, the barkeep is able to get an elf medic to tend to your injuries, bandaging them and applying ointment and a sprinkle of healing magic, charging a reasonable price and advising you seek out a more advanced healer after sufficient rest. After that is over and done with, the patrons crowd around, interested in how you got so grievous an injury. What would you like to do now?
@cadstar369
As you start climbing atop a nearby hill, the grass starts grabbing your feet and attempting to snare it, recoiling from your fire magic, but continously attempting to grab you. After you finally reach the top after burning a large patch of grass, you are able to observe ranks of Qamon soldiers with a flagbearer, footsoldiers armed with spear and swords, and a few cavalry soldiers clashing with faeries casting dangerous magic and spirits weaving in their ranks and attacking them with ensorcelled blades. They appear to be losing, and no reinforcements seem to be coming. What would you like to do now?
@LvB
Could o
Gorrik exhales sharply as the elf medic finishes tending to his wounds. The sting of ointment is nothing compared to the throbbing pain in his shoulder, but at least he isn’t about to drop dead in the middle of the tavern. He grumbles a thanks, hands over the payment, and rolls his shoulder experimentally. Sore, but manageable.
Then, he notices the gathered patrons, eyes glinting with curiosity. Some are leaning in, waiting for a tale. Others watch from the corners of the room, drinking in his disheveled state. Gorrik knows this type—half of them just want a good story, the other half want to know if he’s weak enough to rob blind in an alley.
He narrows his eyes, then lets out a dry chuckle.
Option 1: Spin a grand tale
He straightens in his chair, smirking despite himself. If they want a story, he’ll give them one.
"Ah, you lot wouldn’t believe it. I was ambushed in the old district—spectral fiends, the lot of ‘em, rising from the shadows like a cursed tide. Took two down in a blaze of glory, but the last slippery bastard got in a lucky shot before I could finish the job."
He gestures dramatically to his bandaged wounds. "But as you can see, I’m still breathing. Ain’t no spirit taking me down so easily."
Option 2: Keep it vague, play it cool
Gorrik leans back, arms crossed, his expression unreadable.
"Just had a little run-in with something unfriendly. It’s dealt with."
He scans the crowd, watching reactions. If someone knows more than they should—if they expected him to face those spirits—he wants to catch it.
Option 3: Shift the focus, gather information
He raises an eyebrow, looking at the nearest patron.
"Strange thing, though. These spirits weren’t just wandering about. Something had ‘em riled up. Anyone else seen or heard of ghostly trouble lately?"
This way, he might just learn something useful about what he walked into.
Selene will inhale the air to determine if there are still people close by. If not, then she will carefully peek out of the door then move to different unexplored room.
Since combat isn't part of the mission (not that Enbu could do much on his own anyway), Enbu will head back down to collect some samples of the local flora for further study, then withdraw from the area.
The leaving part was meant for LvB only.