Everything posted by Nexaduro
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Reanimated
You are inside the barracks, and should not leave. The Troll dropped no loot. Ares - See above Grim - You pick up the sword, and stride to the door at the end of the hall. Earth - No, it's not Abhorsen's sword. You grab a longsword. You spend the next two rolls practicing. +0.4 Nature Magic.
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Reanimated
Earth - You slip on a pool of acid. Grim - You find yourself in a luxurious, well lit hall with portraits of heros past lining the walls. At the end of the hall, there is another doorway. leaning against the wall halfway down is a glittering sword.
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Reanimated
Sure. For a few minutes, at least.
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Reanimated
Grim - Tunnel...? Ares - You wake up, and seeing a glowing path going between you and the Bunker. Your Medium Helm is heavily dented, but you manage to remove it and carry it with you as you go back inside. The sky is pitch black, and countless undead of all sorts crowd outside the path, glaring at you. You are safe, however, because any undead who attempts to cross the boundary of the path promptly disintegrates. You see Jen practicing inside, and go grab a healing potion from supplies. You think going hunting now would be a bad idea. Jen - The armour provides ease of movement and seems as light as a feather. You examine the arrows, but can determine nothing of their properties. I have to go for now, I'll be back in an hour or two.
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Reanimated
You get the sense that it wouldn't be appreciated to dismantle the weaponry. However, when you walk back into the main room, you see a set of masterfully crafted samurai armour you hadn't noticed before. (Another 20...)
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Reanimated
Sorry. You find a simple katana, but cannot find any kind of armour. Also, a message to all, I keep the front page stats up-to-date, incase you want to know something.
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Reanimated
Internet crashed, sorry. There are no shields, only weaponry, sorry. Hakon got one as a starting advantage. You walk outside and illuminate the darkness, just in time to see several arrows, a boulder, various spells, and some sort of acid fly in your direction. You quickly dodge back inside, but hear no impact. You have no inclination to leave again
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Reanimated
- Reanimated
The Armoury is a rather large room, with weaponry racks that seem to hold one of every weapon imaginable, along with several crates of ammo for various weaponry. There are no longer any arbalests, bows, bucklers, bolts, or arrows. There are also 4 suits of light chainmail.- Reanimated
Grim - You see no undead nearby. Jen - You fail to make any arrows. The horse allows you to mount it, though it wanders around the shore of the Bunker without following your commands. You shoot a few arrows at trees, but mostly miss. - 5 arrows, +0.3 Archery, +0.1 Riding. The sun begins to set, and you wander into the Bunker. (The session isn't over, but now all actions will be done inside the Bunker itself. There are five doors: Supplies Armoury Quarters Archives Unmarked (this door is larger than the others)- Reanimated
Your enchantment seems to have no effect. However, as you let fly the arrows they turn into spears of ice which impale the Troll through the head and chest. Two more identical arrows, cold to the touch, appear in your quiver. (You rolled a 20 when you first got them, and you just rolled a 21) +0.6 to Ice Magic, +0.1 to Archery. Hakon/Grim - The Troll is now dead, so you decide not to attack. The Trolls in this game are sensitive to light and fire, have tough skin, are very strong, and don't rot from being undead unless subjected to Life Drain. They still regenerate wounds slowly when undead, however. Individual pieces will form new Trolls, but not when undead.- Reanimated
Jen - The horse seems mostly to ignore you, and will follow you but not allow you to ride it for now. Grim - The jewel appears to be a focus of sorts. You fire a beam of light which blinds the Troll and sears its skin. + 0.5 to light magic Hakon - Your bolt lands between the Troll's legs, missing the intended target. You get the sense it wouldn't have done much anyways.- Reanimated
That too. Love those books. Hakon - Your bolt embeds itself in the partially-healed shouler wound you inflicted earlier, causing the Troll to bellow in pain, but doing little other than delaying it from standing up.- Reanimated
Grim - You open the box and find a small, golden jewel. It seems to pulse in your hand. You sprint outside, and fire a bolt of light magic which hits the troll, knocking it over. Jen - A horse wanders out of the trees. It seems to have somehow escaped the plague of undeath. It spots you and walks slowly in your direction. And Hakon, I'm sorry, you've just gotten a LOT of bad rolls. Just unlucky, I guess.- Reanimated
The dice rule over all. You rolled a 2. The bolt misses.- Reanimated
Haha, but you overestimate my knowledge of medeival weaponry! Also, your skill is currently 0. :rolleyes: Your bolt strikes the Troll in the back, distracting it from Ares and dealing moderate damage. + 0.2 to Crossbows- Reanimated
Hakon - your bolt scrapes the Troll's shoulder, causing it to turn towards you. Ares - The troll turns again, picks you up, and smashes your head against a tree. You are badly injured, and unconscious. (rolled a 1, teehee!)- Reanimated
You wake up. Other than some bones and rotting flesh, you find no loot. Suddenly you hear a deep growl behind you, and turn to face what appears to be a Troll. It hasn't decomposed, despite being undead, due to its natural regenerative properties. It is about seven feet tall, heavily muscled, and evidently intends to devour you. Hakon, the Bunker is surrounded by a waist-deep moat and a rather sparse, though still shady forest.- Reanimated
You fail to wake up, but as the horse charges you once more you unconsciously leap up and cleave it in half with your scythe! +1.0 to Reflexive Combat +0.2 to Scythe Combat- Reanimated
Hm, I suppose that's an acceptable starting advantage. But you'll have to settle for light chainmail. Session resuming.- Reanimated
You pick up your scythe, trip, and get knocked out when the horse's hoof hits your forehead. Gotta go for breakfast, BRB.- Reanimated
You enchant the Bracers (Archery +1). The horse spots you, and begins to gallop towards you. You enchant your arrows with minor tranquilizing magic and fire 2, 1 of which hits the horse in it's chest, which slows it down. You nimbly dodge out of the way and avoid being trampled.- Reanimated
You need to pick up your scythe. And is that really being nice to Jen? He just wanted to train it =b- Reanimated
Ok, moving on. Jen - You shoot 2 more flaming arrows, which scissor into the Revenant's eye sockets. Its head bursts into flames, and it falls, dead once more. You look through the remains of the Revenants, and find a bracer that seems to have survived the flames. You also pick up the arrow you attempted to stab the Revenant with. In the distance, you see a horse with rotting flesh. For the fight: +0.6 Archery exp, - 7 Basic Arrows, 1 Metal Bracer. Ares - Your scythe flies into the flaming corpse of one Revenant. + 0.1 to Weapon Throw.- Reanimated
We'll wait 2 more minutes for Ares, then I'll roll for you. - Reanimated
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