Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Nexaduro

Members
  • Joined

  • Last visited

Everything posted by Nexaduro

  1. Once again, not a tavern.
  2. No need to delete the post, lol. As for chairs? Well, chairs are a bit expensive and too clunky to steal. Orphans can't afford them alone, and why waste money on something that you don't completely own?
  3. Haha, nice to meet you. Sorry, the session hasn't started yet, though it might in a moment or two. Just a few things: One, the starting area is an old storage building filled with (now dark, though still burning) fires and a number of urchins, beggars, and general scavengers. Two, no-one has seen a chair as of yet. Three, Iey's character is in a far corner of the storage building, which is for all purposes completely dark. And why is it that poor scavengers have immaculate white coats and arsenals befitting Kylar Stern?
  4. We ever going to play this again? :blink:
  5. I need to work on some overdue stuff, and I'm going to have specific sessions rather than all-day replies. I like it better that way.
  6. I assumed it was a sickle-chain-round weight kusari-gama. You didn't necessarily kill them, just knock them out.
  7. We're supposed to destroy it. It's the source of The One's power.
  8. Well, we [bleep]ed up the world so it's not like we're going to up and take off without fixing it. Onwards to victory! Oh, did you hear about Rocco destroying Ikana's last and best defence, the Sun Tower, because a mysterious man in a tavern told him to and how he is now flying away to what is most certainly not a reenactment of the 1812 overture?
  9. Pail - As you sneak through the darkness, you step in a darkened fire and yelp in pain. You manage to put the fire out quickly, and then step on something cold. It seems to be some sort of knife, perhaps a kunai. You cannot find Charles through the din and darkness, however. Silens - You put out the only remaining lightsource in the area, Charles' light sphere. + 0.2 Shadow Magic Kemios - You stumble into the darkness of the warehouse and by the light of your orb see a strange looking fire near the door. You try to make it flare up, and it suddenly becomes bright once more and flares up to twice its size, illuminating the area near the doorway and triggering a tide of frightened people trying to escape. Nighleena - You stumble in the darkness, but detect a group of yelling early-teenagers. You swing the weight on your kusari-gama and hear it crack against several heads. It seems a good deal quieter now. + 0.3 chain weaponry Perses - You are caught up in the tide of people heading out the door, and find yourself in the fenced-in yard. Charles - You fail. Epically. Suddenly, and completely unrelated to your failure, the orb of light goes out.
  10. Moderator error =b Anwho, sorry 'bout that, continuing or at least wrapping it up for the day.
  11. Silens - The man nods warily, seeming just as confused as before. You attune one eye to the darkness, and can now see as far in that eye as you would be able to in daylight. + 0.3 Shadow Magic Nighleena - The sounds around you are of numerous rather annoyed orphans and a pair of sentries yelling for a healer. You fail to reach a meditative trance. Charles - You manage to lessen Earth's suffering and heal some of his wounds, but there are still small amounts of poison in his system. You make an orb of light which gives off a bright and steady glow, at the cost of stealing all other light in the room. You hear yelling and screaming as the building's residents stumble through the darkness and into the fires, which are still burning despite not giving off any light. + 0.3 light magic Kemios - You fail. Also, I type a bit slow and roll using the wizards of the coast online dice roller. Pail - As the lights go out you thrust your hand forward, catching the shishkebab the boy you had stealthily been following drops in surprise. + 0.2 stealth Ross - You stomp out the fire on your coat, then nearly fall into the fire when the lights go out. You decide that you're too exhausted to try teleporting again, and that it would be a bad idea if you can't see where you're going.
  12. Charles - You begin walking towards the exit, and gather some of the nearby light from the fires to yourself, and several urchins passing between fires cry out as they are caught in darkness. + 0.1 light magic Silens - You fail. The man who was talking to seems to have regained his composure, and is looking straight at you. "Quite a trick there, Silens. You surprised me. Now, how the hell did you do that!? Earth - You succeed in making a rather noxious orb in front of your face. You promptly pass out from the fumes, and it splatters onto your face. You gag and begin writhing on the ground, awakening the sentries who pull you back inside and wipe your face off while calling for help. + 0.1 poisons Kemios - You leave the building as Earth is dragged inside, gagging on a viscous, green-brown liquid. You see that there is a small courtyard outside with a low wooden fence. There are a number of grapevines growing on the fence and on poles in the yard. Perses - You stand in front of the fire, trying to teleport through. Just as you begin to think that nothing is going to happen, there is a flash and you find yourself several inches from your last location. The corner of your coat catches fire.
  13. Perses - You attempt to teleport yourself, and receive only a headache for your efforts. You manage to step around the fire and on the foot of an urchin, who knocks away your hand as you try to toss a kunai. The kunai flies away into the darkness (you have nine left). Kemios - There is a small flash, and a fireball appears mid-air. Out of instinct, you catch it. The fireball feels glasslike, and doesn't burn you despite it's heat. You try to toss it to your other hand, and it stays in the air in front of your face. + 0.3 fire magic Charles - You make another small flash in front of your face, hurting your eyes. You ask what is outside the firelight, and a rather agitated urchin replies: "Nothing, stupid! You didn't have to blind us to figure that out. The exit is right over there!" He points down the line of fires, and you see an open doorway illuminated by two fires on either side and guarded by two napping sentries holding clubs. Earth - You walk outside, and notice a grapevine growing on a fence nearby. Silens - The man seems confused by your statement. "Hey, did you get hit in the head too? What are you talking about?" He then flinches back and grabs for his dagger as you fade back into the darkness and all but disappear. + 0.3 shadow magic
  14. Silens - Two orphans sitting around a fire glare at you as you try to take some of the fuel, which you realize is mostly dung. You feel a hand clap you on the shoulder and nearly stab the arm it's attached to, before realizing that the man is laughing. "Good to see you're up and about! You took quite a nasty hit there. Any chance you could tell us who it was that managed to pierce all of you through the heart without any resistance whatsoever?" Charles - You can't seem to make out much outside of the fires, but you feel a tingle and your hand briefly lights up, illuminating the empty corners of the building and earning strange looks from a number of its residents. +0.2 light magic Perses - You attention is drawn to a patch of darkness that seems to be moving, before realizing that it's one of your fellow unfortunates. Suddenly, the man's hand lets out a flash that half-blinds you, and you stumble back towards the fires. Kemios - You begin running around, failing to attract the attention of the numerous people in the building, as they are looking with gaping mouths at the man who looks to have detonated a few pounds of flash powder in his hands. You do, however, trip and fall at the feet of Silens and the man he is conversing with.
  15. Gotcha. Now, your weapons won't be very high quality, so don't expect too much out of them.
  16. FFS... OK, let me make this clear. NO SPECIALIZATIONS. You have to work to get those. Grim, I assume you would like something along the lines of a quarterstaff. ICU, I'll give you a sword if that's what you want. Pie, do you want a full-sized spear or one shortened for conventional combat? Ross, would you like the kunai or the sword? I'm just going to ignore any past and future posts about magic specialization as an intro post. Everyone - You find yourselves in a large, dark room. Orphans, beggars, and scavengers huddle in groups around several fires.
  17. Yeah, Pie? Tech? Iey? Any of you going to join? I can't do a session right now, but I will be able to a bit later. Grim, ICU, I meant physical descriptions and not specializations. The specializations will have effects, but are formed through actions and you don't start out with them.
  18. Can you explain what you mean by that, Iey?
  19. Not really. Simple description is best, though it's your choice.
  20. Ok, we can have a session if you guys want.
  21. Well, the game is beginning as we speak. I have some ideas.
  22. Nexaduro replied to paul191600's topic in Falador Tavern
    Noooooo!
  23. A group of orhpans, wide eyed, watch from the shadows as a raven-haired man surveys the city of Rimerose from the roof of their hideout. He man shakes his head, then looks up at the great Rimerose clocktower. "Ah, Galleus, only you and I remember the old days. Back when mankind knew their potential, knew of us. But nostalgia gets nothing done, old friend. It is past time for me to be off. I will leave this world in your care, and my sacrifice will bring a new generation of magi and magae. Make sure they're ready for the tasks ahead. See you in the next world, Galleus!" The clock bells toll as the hour hand reaches midnight, and the man begins to glow. He raises his arms to the sky and the light spreads out over the city. He then turns toward the orphans who are scrambling for cover as the shadows disappear, smiles, and bursts into sparkling shards of glass. As each piece pierces the heart of an orphan, they disappear with a flash. A drunk and beaten up man, having watched the scene from where he was laying half conscious in a gutter after being tossed out of a rather loud and roudy tavern, is the only one to hear the words among the pealing clocktower bells: "Goodbye, Cerentis, may you finally find peace and once more be with your beloved Dyentessa." For your first action, choose your character name and traits, y'know, the basics. The starting location is an old storage building where you are recovering from your injuries among your fellow orphans and scavengers.
  24. What does that mean?
  25. Well, it's not as apocalyptic, and it has a fantasy-medeival setting... I'm basically combining the beginnings of "The Sword of Bedwyr," "Mistborn," and "The Way of Shadows" to make the beginning town. Honestly, I wasn't going to make it anything like what I've seen from SoN so far.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.