RolePlay onLine RPoL Logo

, welcome to Adventures in Allansia [Advanced Fighting Fantasy]

04:42, 9th May 2024 (GMT+0)

The Fall of Skelo, Scene 2: The Badlands.

Posted by The DirectorFor group archive Z
The Director
GM, 444 posts
Mon 17 Dec 2018
at 00:50
  • msg #1

The Fall of Skelo, Scene 2: The Badlands

[OOC: suggested soundtracks:
My Sleeping Karma by Satya
Here Be Dragons by The Kilimandjaro Darkjazz Ensamble
The Iron Horse by The Sound Defects
Sunset Mission by Bohren & Der Club Of Gore]


You don’t know that much about the Badlands. You know just that they are a vast, barbaric steppe region, dotted by occasional stunted groves and bordered eastwards by a gaunt woodland. The Badlands are inhabited by superstitious folk that don’t recognize any authority from external lands, including Baron Tyntern. The people of these lands dwell in sparse villages, apart from the Kugic nomads who wander this land hunting and occasionally trading their exceptional horses. Ignorance, suspicion and cruelty reign here, just as if a dark blight had been cast upon the land. For sure, crossing the Badlands will be a harsh trek for you.

It is mid-day and the path splits in three: one road goes straight north, another one goes west and the last one goes east.
In the center of this broad crossroad there is a tall wooden obelisk, decorated with antic and scorning faces of demons and humans alike. It’s very windy here, and small whirls of dust chase each other relentlessly.
This message was last edited by the GM at 03:42, Sat 22 Dec 2018.
Garl Ligoosh
player, 212 posts
Turn that ofal down!
Mon 17 Dec 2018
at 07:11
  • msg #2

The Fall of Skelo, Scene 2: The Badlands

Garl’s head still aches from the intense effort of learning three new spells from the tome, which was destroyed in the process.  He is grateful for the opportunity, of course, but he also wishes that learning was less painful.

He carefully explains that if he shouts FORK, he means that they must immediately shut their eyes, since that will mean that he is casting a spell which can blind anyone who fails to do so.

After doing this, he suggests travelling west, for no particular reason.
This message was last edited by the player at 07:11, Mon 17 Dec 2018.
Stormrider Sureheart
player, 74 posts
Mon 17 Dec 2018
at 07:44
  • msg #3

The Fall of Skelo, Scene 2: The Badlands

Storm congratulates the Mage for mastering the spell. He is fine any direction and remembers the words of his Mage:
Garl Ligoosh
player, 213 posts
Turn that ofal down!
Sat 22 Dec 2018
at 01:42
  • msg #4

The Fall of Skelo, Scene 2: The Badlands

If there are no objections (and there won’t be any from Horace Greeley), we’ll go west.
This message was last edited by the player at 01:43, Sat 22 Dec 2018.
The Director
GM, 446 posts
Sat 22 Dec 2018
at 03:39
  • msg #5

The Fall of Skelo, Scene 2: The Badlands

After a half day march, without meeting anyone, the road splits: you can carry on west or you can take a new road going north.
It is now sunset and you are hungry.
Stormrider Sureheart
player, 75 posts
Sat 22 Dec 2018
at 07:44
  • msg #6

The Fall of Skelo, Scene 2: The Badlands

Storm suggests stopping to take a break before continuing. He will refer to the map to see where to head.
The Director
GM, 447 posts
Sat 22 Dec 2018
at 21:25
  • msg #7

The Fall of Skelo, Scene 2: The Badlands

[OOC: the Elves didn't give you a map.]
Robustous Clovetrue
player, 73 posts
Sat 22 Dec 2018
at 21:52
  • msg #8

The Fall of Skelo, Scene 2: The Badlands


Robustous is happy to go what ever way the group chooses. He adds a ball of tobacco to his pipe and then  shrouds himself in the resulting smoke.

-
Stormrider Sureheart
player, 76 posts
Tue 25 Dec 2018
at 04:12
  • msg #9

The Fall of Skelo, Scene 2: The Badlands

If tuebelves have given direction, Storm follows the advice. If not, he will determine a direction randomly.
The Director
GM, 449 posts
Tue 25 Dec 2018
at 17:31
  • msg #10

The Fall of Skelo, Scene 2: The Badlands

Are you making camp for the night or are you carrying on?
This message was last edited by the GM at 17:31, Tue 25 Dec 2018.
Stormrider Sureheart
player, 77 posts
Wed 26 Dec 2018
at 00:16
  • msg #11

The Fall of Skelo, Scene 2: The Badlands

Storm suggests camping for the night.
The Director
GM, 450 posts
Thu 27 Dec 2018
at 00:03
  • msg #12

The Fall of Skelo, Scene 2: The Badlands

Who has a bedroll? Who has a tent?

[OOC: please update your character sheets: you passed one full week with the Elves and this night meal. In total they are 15 meals that you have to deduct from what you carried from the Hellwinter Tower.]
This message was last edited by the GM at 00:04, Thu 27 Dec 2018.
Garl Ligoosh
player, 214 posts
Turn that ofal down!
Thu 27 Dec 2018
at 06:39
  • msg #13

The Fall of Skelo, Scene 2: The Badlands

Garl only had ten in his saddlebags and four in his backpack, not including the waybread.  We didn’t get/purchase any additional food from the elves?
Stormrider Sureheart
player, 78 posts
Thu 27 Dec 2018
at 14:23
  • msg #14

The Fall of Skelo, Scene 2: The Badlands

Storm has a bedroll. If possible he will buy food on the way to augment his rations. Failing that, he will hunt for food.
The Director
GM, 451 posts
Thu 27 Dec 2018
at 15:08
  • msg #15

The Fall of Skelo, Scene 2: The Badlands

No, you didn't purchase anything from the Elves (and so far you didn't meet anybody else), but they gave you the Waybread.
Stormrider Sureheart
player, 79 posts
Thu 27 Dec 2018
at 22:33
  • msg #16

The Fall of Skelo, Scene 2: The Badlands

Can we hunt on the road? Storm has enough meals but he don't mind hunting or foraging.
The Director
GM, 452 posts
Fri 28 Dec 2018
at 02:07
  • msg #17

The Fall of Skelo, Scene 2: The Badlands

Of course you can hunt on the road, although it will make yu much slower.
Garl Ligoosh
player, 215 posts
Turn that ofal down!
Sat 29 Dec 2018
at 01:10
  • msg #18

The Fall of Skelo, Scene 2: The Badlands

If we were running low on rations, I think we would have already been hunting while traveling.  I’d hate to have to use waybread before it’s necessary... but like I said, I only had room for fourteen rations.
The Director
GM, 453 posts
Sat 29 Dec 2018
at 03:56
  • msg #19

The Fall of Skelo, Scene 2: The Badlands

During the trip with the Elves you din't have time to hunt: you were trained by the Elves, as mentioned, and a week travelling and training goes by quickly.
You can try hunting this evening (not much time, but...) or some companion may share his evening meal.
Stormrider Sureheart
player, 80 posts
Sat 29 Dec 2018
at 09:38
  • msg #20

The Fall of Skelo, Scene 2: The Badlands

Storm shares a ration with his friend.

OOC: we need deduct 15 rations?
The Director
GM, 454 posts
Sun 30 Dec 2018
at 00:01
  • msg #21

The Fall of Skelo, Scene 2: The Badlands

[OOC: one week (two rations a day) + this evening = 15 rations]

Are you camping tonight? Bedrolls? Tents? Anybody taking turns?
Stormrider Sureheart
player, 81 posts
Sun 30 Dec 2018
at 00:54
  • msg #22

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 21):

Storm offers to take the first watch. He shares his food with the mage.
Garl Ligoosh
player, 216 posts
Turn that ofal down!
Mon 31 Dec 2018
at 08:37
  • msg #23

The Fall of Skelo, Scene 2: The Badlands

Should I cast Sentry?  And is the location such that I can cover us with less than four castings?
The Director
GM, 455 posts
Mon 31 Dec 2018
at 15:35
  • msg #24

The Fall of Skelo, Scene 2: The Badlands

[OOC: The area of the Badlands is a kind of highland prairie, cold and dry, swept by the wind. Imagine some part of Central Asia.]
Garl Ligoosh
player, 217 posts
Turn that ofal down!
Mon 31 Dec 2018
at 19:12
  • msg #25

The Fall of Skelo, Scene 2: The Badlands

Garl offers to cast four sentry spells.  This will guarantee that the party will warned if an undesireable creature approaches.  However, if he does this, he will need an uninterrupted night’s sleep to regain his spell points.

Shall he do this, or no?
Robustous Clovetrue
player, 74 posts
Mon 31 Dec 2018
at 21:34
  • msg #26

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 25):

Yes go ahead.
The Director
GM, 456 posts
Wed 2 Jan 2019
at 01:15
  • msg #27

The Fall of Skelo, Scene 2: The Badlands

The night is cold, but not freezing as you were worried. At dawn you wake up and you still can't see anything around.
You can go back east, carry on west or move north along the path.
Garl Ligoosh
player, 218 posts
Turn that ofal down!
Wed 2 Jan 2019
at 08:23
  • msg #28

The Fall of Skelo, Scene 2: The Badlands

Shall we continue west?
Robustous Clovetrue
player, 75 posts
Wed 2 Jan 2019
at 08:28
  • msg #29

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 28):

Yes.
Stormrider Sureheart
player, 82 posts
Wed 2 Jan 2019
at 09:26
  • msg #30

The Fall of Skelo, Scene 2: The Badlands

Storm concurs
The Director
GM, 457 posts
Thu 3 Jan 2019
at 02:17
  • msg #31

The Fall of Skelo, Scene 2: The Badlands

Do you want to march on at normal speed or you prefer going much slower, but hunting on the way?
Stormrider Sureheart
player, 83 posts
Thu 3 Jan 2019
at 12:50
  • msg #32

The Fall of Skelo, Scene 2: The Badlands

Hunt along the way coz we don't have much rations left
Garl Ligoosh
player, 219 posts
Turn that ofal down!
Thu 3 Jan 2019
at 22:56
  • msg #33

The Fall of Skelo, Scene 2: The Badlands

I vote for hunt on the way.
The Director
GM, 459 posts
Fri 4 Jan 2019
at 03:27
  • msg #34

The Fall of Skelo, Scene 2: The Badlands

[OOC: please you all roll 2d6 and let me know if you are using just SKILL or if you have specific Special Skills (or, better, Talents) that you can use.]
Garl Ligoosh
player, 220 posts
Turn that ofal down!
Fri 4 Jan 2019
at 07:44
  • msg #35

The Fall of Skelo, Scene 2: The Badlands

The only talent Garl has which could be applicable is Dark Seeing.

02:43, Today: Secret Roll: Garl Ligoosh rolled 4 using 2d6.  Hunting.
Stormrider Sureheart
player, 84 posts
Fri 4 Jan 2019
at 14:53
  • msg #36

The Fall of Skelo, Scene 2: The Badlands

Storm doesn't have any skill in hunthing having come from a farming background.

OOC:15:56, Today: Secret Roll: Stormrider Sureheart rolled 10 using 2d6.  Hunting
Not sure if awareness and trap knowledge can help?
.
This message was last edited by the player at 14:54, Fri 04 Jan 2019.
Robustous Clovetrue
player, 77 posts
Wed 9 Jan 2019
at 02:01
  • msg #37

The Fall of Skelo, Scene 2: The Badlands

[OOC: 20:00, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 7 using 2d6.  hunting.]
The Director
GM, 460 posts
Wed 9 Jan 2019
at 02:04
  • msg #38

The Fall of Skelo, Scene 2: The Badlands

You carry on west while hunting and Garl, surprisingly, is the only one able to get a catch (some birds), so you manage to proceed for a day without having to eat your rations.
You can't find any junction and it's sunset again.
Stormrider Sureheart
player, 85 posts
Wed 9 Jan 2019
at 03:19
  • msg #39

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 38):

Storm suggests resting for the night.
The Director
GM, 461 posts
Thu 10 Jan 2019
at 02:09
  • msg #40

The Fall of Skelo, Scene 2: The Badlands

[OOC: Are you keeping doing the Sentry routine as previously?]
Stormrider Sureheart
player, 86 posts
Thu 10 Jan 2019
at 12:45
  • msg #41

The Fall of Skelo, Scene 2: The Badlands

I am ok with that
The Director
GM, 462 posts
Fri 11 Jan 2019
at 02:27
  • msg #42

The Fall of Skelo, Scene 2: The Badlands

Another night passes uneventfully and, while cold, it is not unbearable for the ones of you without a bedroll and a tent.
As you wake up, you carry on along the path, still hunting on the way.
[OOC: please roll to know the outcomes of your hunting]
Garl Ligoosh
player, 221 posts
Turn that ofal down!
Sun 13 Jan 2019
at 07:09
  • msg #43

The Fall of Skelo, Scene 2: The Badlands

Garl will continue casting sentries covering all four directions on a nightly basis.

02:08, Today: Secret Roll: Garl Ligoosh rolled 7 using 2d6.  Hunting.
Robustous Clovetrue
player, 78 posts
Sun 13 Jan 2019
at 22:43
  • msg #44

The Fall of Skelo, Scene 2: The Badlands


Robustous trudges on with the others keeping the edge of his axe sharp and his pipe lit. His eyes are always on the surrounding terrain both to help with hunting and to keep an eye out for danger.


-
Stormrider Sureheart
player, 87 posts
Mon 14 Jan 2019
at 00:46
  • msg #45

The Fall of Skelo, Scene 2: The Badlands

Storm continues to do his best to hunt for more provision for the party.

OOC:
17:45, Fri 11 Jan: Secret Roll: Stormrider Sureheart rolled 6 using 2d6.  Hunting.

The Director
GM, 463 posts
Mon 14 Jan 2019
at 00:52
  • msg #46

The Fall of Skelo, Scene 2: The Badlands

This time you are a bit less lucky with hunting and you manage to get just a pigeon, that is enough for one day of march of one of you. You will have to decide if you want to eat more provisions or if you accept losing some STAMINA due to hunger.
At the end of the day you reach another junction: the path that you followed so far leads north west, while the other path goes north east.
Stormrider Sureheart
player, 88 posts
Tue 15 Jan 2019
at 01:45
  • msg #47

The Fall of Skelo, Scene 2: The Badlands

Storm eats one of his meals.
Garl Ligoosh
player, 222 posts
Turn that ofal down!
Tue 15 Jan 2019
at 07:59
  • msg #48

The Fall of Skelo, Scene 2: The Badlands

If we skip meals, do we recover lost stamina while sleeping?
The Director
GM, 464 posts
Wed 16 Jan 2019
at 02:31
  • msg #49

The Fall of Skelo, Scene 2: The Badlands

[OOC: You can recover lost STAMINA if you sleep in a bedroll in a tent, otherwise you just hold on, hoping the night is not exceedingly freezing.]
Garl Ligoosh
player, 223 posts
Turn that ofal down!
Tue 22 Jan 2019
at 07:28
  • msg #50

The Fall of Skelo, Scene 2: The Badlands

Does anybody have a meal to spare?  If not, I’ll have to eat an elven waybread.
Stormrider Sureheart
player, 89 posts
Tue 22 Jan 2019
at 09:40
  • msg #51

The Fall of Skelo, Scene 2: The Badlands

I have one last meal only. You can have it.
The Director
GM, 465 posts
Wed 23 Jan 2019
at 03:36
  • msg #52

The Fall of Skelo, Scene 2: The Badlands

[OOC: OK, ready to sleep?]
Stormrider Sureheart
player, 90 posts
Wed 23 Jan 2019
at 03:47
  • msg #53

The Fall of Skelo, Scene 2: The Badlands

Storm suggests a watch. He offers to take the first watch.
The Director
GM, 466 posts
Sat 26 Jan 2019
at 03:22
  • msg #54

The Fall of Skelo, Scene 2: The Badlands

The night passes swiftly and it is cold, but not freezing, luckily.
During the first watch a few wolves pass by, but the fire and the watch are enough to keep them at distance and eventually they go away.
The morning after is cloudy and windy, but there is no rain.
How do you want to proceed?
Stormrider Sureheart
player, 91 posts
Sat 26 Jan 2019
at 09:47
  • msg #55

The Fall of Skelo, Scene 2: The Badlands

Storm suggests continuing forward and hunting for food.
The Director
GM, 468 posts
Sat 26 Jan 2019
at 16:00
  • msg #56

Re: The Fall of Skelo, Scene 2: The Badlands

The Director:
At the end of the day you reach another junction: the path that you followed so far leads north west, while the other path goes north east.

So you carry on north west?
Robustous Clovetrue
player, 79 posts
Sat 26 Jan 2019
at 20:40
  • msg #57

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 55):

"Agreed and lets be quick about it I did not like the wolves sniffing around our camp last night.."


-
The Director
GM, 469 posts
Sat 26 Jan 2019
at 20:53
  • msg #58

The Fall of Skelo, Scene 2: The Badlands

[OOC: Please roll for hunting as previously]
Stormrider Sureheart
player, 92 posts
Sun 27 Jan 2019
at 11:59
  • msg #59

The Fall of Skelo, Scene 2: The Badlands

Storm does his best to hunt.

OOC:19:58, Today: Secret Roll: Stormrider Sureheart rolled 10 using 2d6.  hunting.
19:58, Today: Secret Roll: Stormrider Sureheart rolled 11 using 2d6.  hunting
.
Garl Ligoosh
player, 224 posts
Turn that ofal down!
Mon 28 Jan 2019
at 23:15
  • msg #60

The Fall of Skelo, Scene 2: The Badlands

18:14, Today: Secret Roll: Garl Ligoosh rolled 9 using 2d6.  Hunting.
The Director
GM, 471 posts
Tue 29 Jan 2019
at 02:23
  • msg #61

The Fall of Skelo, Scene 2: The Badlands

[OOC: 20:20, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 5 using 2d6.  hunting.]

Robustus catches a skinny hare and that's just enough for the three of you.
You keep looking around, but can't see anything worth noting.
The Director
GM, 472 posts
Tue 29 Jan 2019
at 02:24
  • msg #62

The Fall of Skelo, Scene 2: The Badlands

It is evening again.
[OOC: shall I go with automatic rolls and sentries until something different happens?]
Stormrider Sureheart
player, 93 posts
Tue 29 Jan 2019
at 05:42
  • msg #63

The Fall of Skelo, Scene 2: The Badlands

OOC: yes please :) this is taking forever lol
The Director
GM, 473 posts
Tue 29 Jan 2019
at 13:51
  • msg #64

The Fall of Skelo, Scene 2: The Badlands

The night passes without any issue and it is not too cold.
You follow the path as it bends north, towards a group of hills, and manage to find enough game on the way.
You camp just at the foot of the hills, where a side path goes west and then turns north towards the hills as well.

[OOC: on one hand you have been a bit unlucky at missing more interesting encounters, on the other hand having to hunt makes progress slower. Hopefully, as I can make more rolls, the story will progress a bit more smoothly]
This message was last edited by the GM at 13:56, Tue 29 Jan 2019.
The Director
GM, 474 posts
Tue 29 Jan 2019
at 13:54
  • msg #65

The Fall of Skelo, Scene 2: The Badlands

Once again you are visited by wolves, but the campfire and the sentry are enough to keep them at distance. During the night, the temperature is slightly colder than the nights before and there is a light rain, but it is not too bad, even if some of you don't have bedrolls and you don't have tents.
The Director
GM, 475 posts
Tue 29 Jan 2019
at 13:55
  • msg #66

The Fall of Skelo, Scene 2: The Badlands

It is dawn again and yo have to decide if you want to proceed straight north into the hills or take the side path that goes west and then turns north as well.
Robustous Clovetrue
player, 81 posts
Tue 29 Jan 2019
at 22:02
  • msg #67

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 66):

"Shall we skirt the hills ?" Robustous asks as he works to pack up their camp.

-
Stormrider Sureheart
player, 94 posts
Wed 30 Jan 2019
at 06:54
  • msg #68

The Fall of Skelo, Scene 2: The Badlands

Storm is agreeable to the suggestion and says so.
The Director
GM, 476 posts
Wed 30 Jan 2019
at 14:08
  • msg #69

The Fall of Skelo, Scene 2: The Badlands

The sidepath leads you to a gloomy cave, where the path ends. You can see it three or four hundred steps forward.
Stormrider Sureheart
player, 95 posts
Thu 31 Jan 2019
at 01:18
  • msg #70

The Fall of Skelo, Scene 2: The Badlands

Storm suggests exploring the cave.
Garl Ligoosh
player, 225 posts
Turn that ofal down!
Sat 2 Feb 2019
at 22:48
  • msg #71

The Fall of Skelo, Scene 2: The Badlands

Are there any tracks, or other tell-tale signs that this place is inhabited?
This message was last edited by the player at 22:48, Sat 02 Feb 2019.
Robustous Clovetrue
player, 82 posts
Sat 2 Feb 2019
at 22:49
  • msg #72

The Fall of Skelo, Scene 2: The Badlands


"Either we find something to further our quest or we have some shelter, either way I say we enter the cave."


-
The Director
GM, 477 posts
Sun 3 Feb 2019
at 00:30
  • msg #73

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 71):

[OOC: please roll 2d6 for looking for tracks (Awareness roll)]
Garl Ligoosh
player, 226 posts
Turn that ofal down!
Mon 11 Feb 2019
at 08:22
  • msg #74

The Fall of Skelo, Scene 2: The Badlands

03:21, Today: Secret Roll: Garl Ligoosh rolled 4 using 2d6.  Awareness.
The Director
GM, 478 posts
Mon 11 Feb 2019
at 14:14
  • msg #75

The Fall of Skelo, Scene 2: The Badlands

You notice big, clawed tracks going in and out of the cave and you can spot some scale that must have fallen from a big wurm. There is also some sulphuric smell coming out of it.
Stormrider Sureheart
player, 96 posts
Tue 12 Feb 2019
at 11:54
  • msg #76

The Fall of Skelo, Scene 2: The Badlands

Storm wonders if it's a dragon.
Garl Ligoosh
player, 227 posts
Turn that ofal down!
Wed 13 Feb 2019
at 07:43
  • msg #77

The Fall of Skelo, Scene 2: The Badlands

Garl quietly informs his comrades about his discoveries, and then suggests that one of them... preferably the sneakiest... enter the cave and scout it out.

However, he cautions them that the cave may be trapped, or have an alarm of some kind.
Stormrider Sureheart
player, 97 posts
Wed 13 Feb 2019
at 08:31
  • msg #78

The Fall of Skelo, Scene 2: The Badlands

Storm waits to see if anyone volunteers.
Robustous Clovetrue
player, 83 posts
Wed 13 Feb 2019
at 21:11
  • msg #79

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 77):

"Sorry sneaking around really is not my thing and if this is a dragon, best we leave it alone."


-
Garl Ligoosh
player, 228 posts
Turn that ofal down!
Thu 14 Feb 2019
at 08:31
  • msg #80

The Fall of Skelo, Scene 2: The Badlands

Garl smirks.  “Must I do everything myself?  And you call yourselves adventurers.”
This message was last edited by the player at 08:32, Thu 14 Feb 2019.
Stormrider Sureheart
player, 98 posts
Thu 14 Feb 2019
at 14:02
  • msg #81

The Fall of Skelo, Scene 2: The Badlands

"I'll do it! I have some training in sneaking and trap knowledge," storm says.
With that he carefully sneaks into the cave.
The Director
GM, 479 posts
Thu 14 Feb 2019
at 14:29
  • msg #82

The Fall of Skelo, Scene 2: The Badlands

[OOC: please make a Sneaking roll]
Stormrider Sureheart
player, 99 posts
Thu 14 Feb 2019
at 22:30
  • msg #83

The Fall of Skelo, Scene 2: The Badlands

I rolled a 7 but my skill is 8 and I got one point in sneak.
Robustous Clovetrue
player, 84 posts
Fri 15 Feb 2019
at 00:27
  • msg #84

The Fall of Skelo, Scene 2: The Badlands


As storm enters the cave Andor found somewhere to hide.

Robustous Clovetrue rolled 7 using 2d6.  Hide.


-
Garl Ligoosh
player, 229 posts
Turn that ofal down!
Fri 15 Feb 2019
at 11:10
  • msg #85

The Fall of Skelo, Scene 2: The Badlands

Garl also attempts to hide, as he awaits their scout’s return.

06:10, Today: Secret Roll: Garl Ligoosh rolled 4 using 2d6.  Hide
This message was last edited by the player at 11:11, Fri 15 Feb 2019.
The Director
GM, 480 posts
Fri 15 Feb 2019
at 18:12
  • msg #86

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 83):

The gloomy cave goes straight into the side of the hillwith no side passages. Quite soon, when still some light from outside can penetrate the darkness, you see a terrifying creature: it has a fat-bodied snake, with four large heads on long necks connected to the single main body. The nightmarish beast is seven meters long and is covered in green-brown scales which drips mud and slime. Right now it doesn't seem to move.
Stormrider Sureheart
player, 100 posts
Fri 15 Feb 2019
at 22:50
  • msg #87

The Fall of Skelo, Scene 2: The Badlands

Storm retreats carefully from the cave and finds his companions, informing them that he has found what seems to be a 4- headed hydra. He thinks the globe might be useful against it
Garl Ligoosh
player, 231 posts
Turn that ofal down!
Sat 16 Feb 2019
at 10:47
  • msg #88

The Fall of Skelo, Scene 2: The Badlands

Garl asks Storm if he saw any treasure.  Not much point to slaying this beast for free, afterall.
Stormrider Sureheart
player, 101 posts
Sat 16 Feb 2019
at 12:21
  • msg #89

The Fall of Skelo, Scene 2: The Badlands

OOC: do I see treasure? Roll 5 for awareness.
This message was last edited by the player at 12:22, Sat 16 Feb 2019.
The Director
GM, 481 posts
Sun 17 Feb 2019
at 00:23
  • msg #90

The Fall of Skelo, Scene 2: The Badlands

Storm didn't see any treasure, but it could be deeper in the cave or hidden somewhere out of sight.
Garl Ligoosh
player, 232 posts
Turn that ofal down!
Fri 22 Feb 2019
at 11:18
  • msg #91

The Fall of Skelo, Scene 2: The Badlands

Garl taps his foot.
Stormrider Sureheart
player, 103 posts
Sat 23 Feb 2019
at 00:23
  • msg #92

The Fall of Skelo, Scene 2: The Badlands

Storm asks if they should kill the hydra. "Perhaps that's our quest. We are bra every knights," he whispers.
The Director
GM, 483 posts
Sat 23 Feb 2019
at 03:10
  • msg #93

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 91):

You hear some soft, hissing noises coming from the cave.
Garl Ligoosh
player, 233 posts
Turn that ofal down!
Sun 24 Feb 2019
at 07:53
  • msg #94

The Fall of Skelo, Scene 2: The Badlands

Is there anything Garl can use for cover, besides the warm bodies of his companions?
Stormrider Sureheart
player, 104 posts
Sun 24 Feb 2019
at 13:39
  • msg #95

The Fall of Skelo, Scene 2: The Badlands

Storm asks if they could lure it out and ambush the beast.
The Director
GM, 484 posts
Sun 24 Feb 2019
at 17:57
  • msg #96

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 94):

Being a cave, there are several rocks around that can be used for cover.
Garl Ligoosh
player, 234 posts
Turn that ofal down!
Tue 26 Feb 2019
at 05:38
  • msg #97

The Fall of Skelo, Scene 2: The Badlands

Garl finds a big one and crouches behind it while continuing to oberve the mouth of the cave.
The Director
GM, 485 posts
Wed 27 Feb 2019
at 00:03
  • msg #98

The Fall of Skelo, Scene 2: The Badlands

Right now Garl can't see anything in particular, but he can hear hisses and sighs.
Garl Ligoosh
player, 235 posts
Turn that ofal down!
Wed 27 Feb 2019
at 01:38
  • msg #99

The Fall of Skelo, Scene 2: The Badlands

Garl casts Mirror Selves.  Then he warns his companions that he intends to cast Flash! as soon as the hydra emerges.
Stormrider Sureheart
player, 105 posts
Thu 28 Feb 2019
at 01:13
  • msg #100

The Fall of Skelo, Scene 2: The Badlands

Storm hides behind a rock if any and taps his sword against the rock to lure the hydra out.
The Director
GM, 486 posts
Thu 28 Feb 2019
at 01:31
  • msg #101

The Fall of Skelo, Scene 2: The Badlands

You hear a massive noise from the cave and, in the shades inside it, you realize that something is moving.
Stormrider Sureheart
player, 106 posts
Thu 28 Feb 2019
at 03:38
  • msg #102

The Fall of Skelo, Scene 2: The Badlands

Storm continues to tap for awhile before getting ready to fight with his twin blades. He will prepare a flaming torch if there is ample time.
The Director
GM, 487 posts
Thu 28 Feb 2019
at 03:51
  • msg #103

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 102):

You can prepare the flaming torch.
The Director
GM, 488 posts
Thu 28 Feb 2019
at 03:53
  • msg #104

The Fall of Skelo, Scene 2: The Badlands

The HYDRA resembles a fat-bodied snake, with four large heads rising on long necks from the body. The nightmarish beast is seven meters long and is covered in green-brown scales which drips mud and slime. Each of its heads makes a separate attack.
[Private to GM: HYDRA'S BODY 0 9 -
First HEAD 9 5(0) 1
Second HEAD 8 5 1
Third HEAD 7 6 1
Fourth HEAD 9 5 1
Fangs 3 3 3 3 4 4 5
]
This message was last edited by the GM at 00:53, Mon 04 Mar 2019.
Stormrider Sureheart
player, 107 posts
Thu 28 Feb 2019
at 04:29
  • msg #105

The Fall of Skelo, Scene 2: The Badlands

Do we get a sneak attack on it? Storm will use a blade to strike and his torch to seal the wound.
The Director
GM, 489 posts
Thu 28 Feb 2019
at 04:48
  • msg #106

The Fall of Skelo, Scene 2: The Badlands

You attack from hidden spots, so you have surprise attack.
Stormrider Sureheart
player, 108 posts
Thu 28 Feb 2019
at 05:58
  • msg #107

The Fall of Skelo, Scene 2: The Badlands

20:25, Today: Secret Roll: The Director, on behalf of Stormrider Sureheart, rolled 1 using 1d6.  damage 2.
20:25, Today: Secret Roll: The Director, on behalf of Stormrider Sureheart, rolled 3 using 1d6.  damage 1.
20:25, Today: Secret Roll: The Director, on behalf of Stormrider Sureheart, rolled 21 using 2d6+10.  attack 2.
20:25, Today: Secret Roll: The Director, on behalf of Stormrider Sureheart, rolled 15 using 2d6+10.  attack 1.

This message was last edited by the GM at 02:26, Fri 01 Mar 2019.
Garl Ligoosh
player, 236 posts
Turn that ofal down!
Thu 28 Feb 2019
at 10:13
  • msg #108

The Fall of Skelo, Scene 2: The Badlands

Garl shouts a final warning (both to caution his comrades and to draw the attention of all the hydra heads) and then casts Flash!
The Director
GM, 491 posts
Mon 4 Mar 2019
at 00:19
  • msg #109

The Fall of Skelo, Scene 2: The Badlands

[Private to GM: 18:17, Today: Secret Roll: The Director rolled 8 using 2d6.  Hydra LUCK 9.
18:17, Today: Secret Roll: The Director rolled 7 using 2d6.  Hydra LUCK 7.
18:17, Today: Secret Roll: The Director rolled 12 using 2d6.  Hydra LUCK 8.
18:16, Today: Secret Roll: The Director rolled 4 using 2d6.  Hydra LUCK 9.
]
As casts Flash!, the four Hydra's heads are invested by a powerful light and the third head is clearly blinded by it!
This message was last edited by the GM at 00:40, Mon 04 Mar 2019.
The Director
GM, 492 posts
Mon 4 Mar 2019
at 00:23
  • msg #110

The Fall of Skelo, Scene 2: The Badlands

OOC: 18:20, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 8 using 2d6.  LUCK roll.]
While Garl and Storm close their eyes on time when Flash! is cast, Robustous forgot the signal and was just lucky to avoid getting temporarily blinded!
Robustous Clovetrue
player, 85 posts
Mon 4 Mar 2019
at 00:39
  • msg #111

The Fall of Skelo, Scene 2: The Badlands

[OOC: 18:24, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 12 using 2d6+10.  attack hydra.
18:24, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 1 using 1d6.  damage/armor.
18:24, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 4 using 1d6.  fumble.]


Robustous attacks clumsily and leaves himself open to the Hydra's attack.
The Director
GM, 493 posts
Mon 4 Mar 2019
at 00:47
  • msg #112

The Fall of Skelo, Scene 2: The Badlands

[Private to GM: 18:43, Today: Secret Roll: The Director rolled 6 using 1d6.  Hydra damage 4.
18:43, Today: Secret Roll: The Director rolled 5 using 1d6.  Hydra damage 3.
18:43, Today: Secret Roll: The Director rolled 3 using 1d6.  Hydra damage 2.
18:43, Today: Secret Roll: The Director rolled 1 using 1d6.  Hydra damage 1.
18:42, Today: Secret Roll: The Director rolled 18 using 2d6+9.  Hydra attack 4.
18:42, Today: Secret Roll: The Director rolled 15 using 2d6+4.  Hydra attack 3.
18:42, Today: Secret Roll: The Director rolled 14 using 2d6+8.  Hydra attack 2.
18:42, Today: Secret Roll: The Director rolled 13 using 2d6+9.  Hydra attack 1.
]
Storm hits twice the first head of the Hydra, chopping it off at once!
The second and third (blind) heads of the Hydra go for Garl, but they are puzzled by the spell that makes Garl appear to be in many places at the same time and can't cause any harm to him.
The fourth head of the Hydra bites Robustous, causing him serious damage!
This message was last edited by the GM at 00:53, Mon 04 Mar 2019.
The Director
GM, 494 posts
Mon 4 Mar 2019
at 00:51
  • msg #113

The Fall of Skelo, Scene 2: The Badlands

Robustous' body has deep bite injuries and he falls back as he is overwhelmed by pain! [Private to Robustous Clovetrue: You just lost 10 points of STAMINA and one point of SKILL!]]
Not many people would have survived such devastating injuries!
Stormrider Sureheart
player, 109 posts
Mon 4 Mar 2019
at 01:13
  • msg #114

The Fall of Skelo, Scene 2: The Badlands

Storm continues to strike at head.

OOC:09:12, Today: Secret Roll: Stormrider Sureheart rolled 4 using 1d6.
09:12, Today: Secret Roll: Stormrider Sureheart rolled 2 using 1d6.
09:12, Today: Secret Roll: Stormrider Sureheart rolled 16 using 2d6+10.
09:12, Today: Secret Roll: Stormrider Sureheart rolled 18 using 2d6+11.

This message was last edited by the player at 03:50, Mon 04 Mar 2019.
Robustous Clovetrue
player, 86 posts
Mon 4 Mar 2019
at 01:24
  • msg #115

The Fall of Skelo, Scene 2: The Badlands


Robustous falls back out of range of the monster as he tries to stop his guts falling onto his shoes. He readies his spear and throws it at the monster.

Robustous Clovetrue rolled 15 using 2d6+10.  Attack.
Robustous Clovetrue rolled 1 using 1d6.  Damage.



-
The Director
GM, 495 posts
Mon 4 Mar 2019
at 01:37
  • msg #116

The Fall of Skelo, Scene 2: The Badlands

[OOC: if possible, I'd appreciate if you let me know what "head" you are targeting (or you can target the "body" instead). Otherwise I'll assume you attack the head that is attacking you, just to keep it simple (as long as we have at least as many heads as characters!)]
This message was last edited by the GM at 01:37, Mon 04 Mar 2019.
Garl Ligoosh
player, 237 posts
Turn that ofal down!
Mon 4 Mar 2019
at 02:52
  • msg #117

The Fall of Skelo, Scene 2: The Badlands

Garl takes a few steps back, and then casts Lightning Blast at the body of the hydra (taking care that none of his companions are in the way).

21:53, Today: Secret Roll: Garl Ligoosh rolled 9 using 2d6+2.  Damage.
21:52, Today: Secret Roll: Garl Ligoosh rolled 6 using 2d6.  Cast Lightning Blast.

This message was last edited by the player at 02:53, Mon 04 Mar 2019.
The Director
GM, 496 posts
Mon 18 Mar 2019
at 18:45
  • msg #118

The Fall of Skelo, Scene 2: The Badlands

[Private to GM: 12:43, Today: Secret Roll: The Director rolled 14 using 2d6+9.  Hydra attack head 4.
12:42, Today: Secret Roll: The Director rolled 15 using 2d6+8.  Hydra attack head 3.
12:42, Today: Secret Roll: The Director rolled 8 using 2d6+4.  Hydra attack head 2.
]
The Hydra attacks with three heads, but you manage to avoid all her attacks!
On the other hand, you all strike and, while Storm chops off another head, the combined attack of Garl and Robustous on the soft underbelly of the horrible beast kills it at once!
Garl Ligoosh
player, 238 posts
Turn that ofal down!
Mon 18 Mar 2019
at 19:11
  • msg #119

The Fall of Skelo, Scene 2: The Badlands

Garl examines the beast carefully, knowing that great wyrms sometimes have jewels or other precious items embedded in their flesh.
Stormrider Sureheart
player, 111 posts
Mon 18 Mar 2019
at 23:17
  • msg #120

The Fall of Skelo, Scene 2: The Badlands

Storm searches the cave for loot, doing so carefully.
Robustous Clovetrue
player, 87 posts
Tue 19 Mar 2019
at 00:11
  • msg #121

The Fall of Skelo, Scene 2: The Badlands


Robustous checks out the cave to make sure there is not another hiding at the back.

-
The Director
GM, 497 posts
Tue 19 Mar 2019
at 00:35
  • msg #122

The Fall of Skelo, Scene 2: The Badlands

The loot is indeed rich!
You find:
- a leather pouch with a small parchment saying that it contains one portion of Dust of Transformation (Horse)
- 150 Gold Crowns
- a Ring of Negation (one charge: protects from one curse, one spell or magic effect and then becomes a normal gold ring worth 3 Gold Crowns)

How will you split this loot between yourselves?
Garl Ligoosh
player, 239 posts
Turn that ofal down!
Tue 19 Mar 2019
at 04:37
  • msg #123

The Fall of Skelo, Scene 2: The Badlands

I’ll pass on the ring.  After all, I did just learn Counterspell.

Nor do I particularly want anyone riding me.
This message was last edited by the player at 05:01, Tue 19 Mar 2019.
Robustous Clovetrue
player, 88 posts
Tue 19 Mar 2019
at 05:35
  • msg #124

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 123):

Same I'll pass on both the magical items.


-
Stormrider Sureheart
player, 112 posts
Tue 19 Mar 2019
at 09:57
  • msg #125

The Fall of Skelo, Scene 2: The Badlands

same I have no interest in the items too.. haha we can feed the hydra w the potion n chop it up into horse meat for food
Garl Ligoosh
player, 240 posts
Turn that ofal down!
Tue 19 Mar 2019
at 10:26
  • msg #126

The Fall of Skelo, Scene 2: The Badlands

Surely somebody wants the items.  That ring might turn out to be a life saver.
Stormrider Sureheart
player, 113 posts
Tue 19 Mar 2019
at 14:23
  • msg #127

The Fall of Skelo, Scene 2: The Badlands

Haha maybe we waiting for a more powerful item? Like you got ur staff, I am wafting for a sword co I am a melee guy
Garl Ligoosh
player, 241 posts
Turn that ofal down!
Tue 19 Mar 2019
at 19:20
  • msg #128

The Fall of Skelo, Scene 2: The Badlands

Sure, but more importantly, I already know Counterspell.  This ring is for repelling curses; therefore, it's probably better for someone else to have it.

If nobody else wants the Dust of Transformation, I'll take that.  (No horsie rides, though.)
This message was last edited by the player at 19:20, Tue 19 Mar 2019.
Stormrider Sureheart
player, 114 posts
Wed 20 Mar 2019
at 14:03
  • msg #129

The Fall of Skelo, Scene 2: The Badlands

Storm takes the ring, having given up the magical dagger once.
The Director
GM, 498 posts
Wed 20 Mar 2019
at 16:20
  • msg #130

The Fall of Skelo, Scene 2: The Badlands

How do you split the gold?
Garl Ligoosh
player, 242 posts
Turn that ofal down!
Wed 20 Mar 2019
at 19:53
  • msg #131

The Fall of Skelo, Scene 2: The Badlands

I'd be okay with letting Robustous have it.
This message was last edited by the player at 19:53, Wed 20 Mar 2019.
Stormrider Sureheart
player, 115 posts
Thu 21 Mar 2019
at 01:16
  • msg #132

The Fall of Skelo, Scene 2: The Badlands

Sae. Ihave 100 crowns now. SHall we continue?
The Director
GM, 499 posts
Thu 21 Mar 2019
at 04:10
  • msg #133

The Fall of Skelo, Scene 2: The Badlands

You go back to the main path and cross the norther hills while still hunting and foraging. It takes you four days, but the weather never becomes so bad that your bedroll is not enough to protect you from the cold and you manage to hunt just enough to keep going.
During the second and third nights you are visited again by wolves, but the campfire and the watch are enough to keep them at bay.

Finally, the path splits in front of you, as you approach a big body of water: going still north, after crossing the stream, will take you to some stone buildings that you can see in the distance, near the water, while a longer path to the east seems to lead to some kind of stone jetty on the same water.
Garl Ligoosh
player, 243 posts
Turn that ofal down!
Thu 21 Mar 2019
at 06:05
  • msg #134

The Fall of Skelo, Scene 2: The Badlands

Maybe try the East?  I have a weakness for stone jetties.
This message was last edited by the player at 06:06, Thu 21 Mar 2019.
Robustous Clovetrue
player, 89 posts
Thu 21 Mar 2019
at 06:09
  • msg #135

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 133):

"Lets try and see if there is anyone in those buildings who can tell use where we are. I also need to rest some more in shelter to regain my strength."

OOC: Were we able to recover any HP ?


-
The Director
GM, 500 posts
Thu 21 Mar 2019
at 14:28
  • msg #136

The Fall of Skelo, Scene 2: The Badlands

[OOC: during last four days travelling you recovered one point of STAMINA a day. Sorry for forgetting this detail]
The Director
GM, 501 posts
Thu 21 Mar 2019
at 14:29
  • msg #137

The Fall of Skelo, Scene 2: The Badlands

[OOC: I guess Storm's decision will dictate the direction... ;) ]
Garl Ligoosh
player, 244 posts
Turn that ofal down!
Thu 21 Mar 2019
at 19:10
  • msg #138

The Fall of Skelo, Scene 2: The Badlands

I’m down with investigating the buildings first.  The stone jetty can wait.
Stormrider Sureheart
player, 116 posts
Fri 22 Mar 2019
at 00:01
  • msg #139

The Fall of Skelo, Scene 2: The Badlands

Lets do it we investigate te buildings.
The Director
GM, 502 posts
Fri 22 Mar 2019
at 04:30
  • msg #140

The Fall of Skelo, Scene 2: The Badlands

You arrive at night at Kranoc, an abandoned ferry station on the Lake Okranoc (at least, these are the names that you can read on some indications). The station consists of a wooden pier and of a big stone building which probably was - decades ago - a tavern with some rooms upstairs.
A cold wind blows from the lake, and it dangles a boat bell somewhere around.
Robustous Clovetrue
player, 90 posts
Fri 22 Mar 2019
at 04:36
  • msg #141

The Fall of Skelo, Scene 2: The Badlands


Robustous begin a systematic search of the buildings to make sure they are truly alone. Once he either finds something or not he will then look to find some shelter from the wind and perhaps start a fire.


-
The Director
GM, 503 posts
Fri 22 Mar 2019
at 14:02
  • msg #142

The Fall of Skelo, Scene 2: The Badlands

Do the other companions follow Robustus or do they leave him searching alone?
Garl Ligoosh
player, 245 posts
Turn that ofal down!
Fri 22 Mar 2019
at 22:51
  • msg #143

The Fall of Skelo, Scene 2: The Badlands

I accompany him into the building, keeping a wary eye on our surroundings.
The Director
GM, 504 posts
Sat 23 Mar 2019
at 16:02
  • msg #144

The Fall of Skelo, Scene 2: The Badlands

As you enter the "tavern", you see a dark-robed figure sitting on a rotten table in the middle of the room. Another empty chair stands in front of him. The mysterious figure is casually playing with some silver coins. When the last of you has entered the room, all the doors suddenly slam shut.
The Director
GM, 505 posts
Sat 23 Mar 2019
at 16:03
  • msg #145

The Fall of Skelo, Scene 2: The Badlands

Then, the figure speaks: "I am a Krimer, a Servant of the Void, and what I am about to tell you is everything you are allowed to know. A game of chance, one on one, must be played in order to quell my dark urges. Here there are eleven gold coins on the table. Our game’s purpose will be to leave the opponent with just one coin on the table. In his turn, each player must draw out from the pile of coins one to three coins. Then it will be the opponent’s turn. If I will be able to defeat all of you, then you will owe me something that belongs to you. If even one of you defeats me, I will give you a gift and I’ll let you pass. You may draw first, if you like..."
This message was last edited by the GM at 17:15, Sun 24 Mar 2019.
Garl Ligoosh
player, 246 posts
Turn that ofal down!
Sat 23 Mar 2019
at 19:28
  • msg #146

The Fall of Skelo, Scene 2: The Badlands

Do I know anything of this Krimer, or of Servants of the Void?

15:32, Today: Secret Roll: Garl Ligoosh rolled 6 using 2d6.  Magic Lore.
This message was last edited by the player at 19:33, Sat 23 Mar 2019.
Robustous Clovetrue
player, 91 posts
Sat 23 Mar 2019
at 20:51
  • msg #147

The Fall of Skelo, Scene 2: The Badlands


"I will take two." Robustous answer looking at the coins as he spoke.


-
The Director
GM, 506 posts
Sun 24 Mar 2019
at 01:48
  • msg #148

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 146):

You know nothing about Krimer, but you know that the Servants of the Void are some kind of Demons looking forward to harvest souls by proposing "deals" to mortals, but they are also very trustworthy and they stick to their "deals".
The risk of losing your soul, however, is high.
The Director
GM, 507 posts
Sun 24 Mar 2019
at 01:51
  • msg #149

The Fall of Skelo, Scene 2: The Badlands

Krimer seems satisfied that Robustous sit at his table and started a game.

From eleven coins, Robustous took two and left nine.
From the nine coins left by Robustous, Krimer takes one and leaves eight.
Stormrider Sureheart
player, 117 posts
Sun 24 Mar 2019
at 02:36
  • msg #150

The Fall of Skelo, Scene 2: The Badlands

OOC:: so he will play with each of us individually?
The Director
GM, 508 posts
Sun 24 Mar 2019
at 04:09
  • msg #151

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 150):

[OOC: it looks like that]
Robustous Clovetrue
player, 92 posts
Sun 24 Mar 2019
at 04:20
  • msg #152

The Fall of Skelo, Scene 2: The Badlands


"I take three."

-
Garl Ligoosh
player, 247 posts
Turn that ofal down!
Sun 24 Mar 2019
at 06:16
  • msg #153

The Fall of Skelo, Scene 2: The Badlands

Garl watches the game with profound concern.  The stakes are much higher than his companions realize!
Stormrider Sureheart
player, 118 posts
Sun 24 Mar 2019
at 08:37
  • msg #154

The Fall of Skelo, Scene 2: The Badlands

"I'll take 3 as well."
The Director
GM, 509 posts
Sun 24 Mar 2019
at 09:03
  • msg #155

The Fall of Skelo, Scene 2: The Badlands

Krimer turns to Storm: "One at the time, please."
Garl Ligoosh
player, 248 posts
Turn that ofal down!
Sun 24 Mar 2019
at 09:57
  • msg #156

The Fall of Skelo, Scene 2: The Badlands

Garl tries not to look into Krimer's soul-hungry eyes.  Instead, he focuses on the coins.  He thinks Robustous has the right idea...
This message was last edited by the player at 09:58, Sun 24 Mar 2019.
Stormrider Sureheart
player, 119 posts
Sun 24 Mar 2019
at 10:16
  • msg #157

The Fall of Skelo, Scene 2: The Badlands

Storm looks away ashen faced.
Garl Ligoosh
player, 249 posts
Turn that ofal down!
Mon 25 Mar 2019
at 08:42
  • msg #158

The Fall of Skelo, Scene 2: The Badlands

"Perhaps I should have the next game," Garl says quietly.
The Director
GM, 510 posts
Mon 25 Mar 2019
at 10:26
  • msg #159

The Fall of Skelo, Scene 2: The Badlands

From the eight coins, Robustous takes three and five are left.
From the five coins, Krimer takes one and four are left.
This message was last edited by the GM at 12:41, Thu 28 Mar 2019.
The Director
GM, 511 posts
Mon 25 Mar 2019
at 10:27
  • msg #160

The Fall of Skelo, Scene 2: The Badlands

In reply to Robustous Clovetrue (msg # 152):

[OOC: sorry, I initially missed this post... :S ]
Robustous Clovetrue
player, 93 posts
Mon 25 Mar 2019
at 21:01
  • msg #161

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 159):

Robustous takes three, leaving the demon with the last coin. He places the coins he took back on the table in front of him should they be needed for the next game.

There is no emotion in his face, but perhaps a fleeting look of relief, or maybe not.


-
Garl Ligoosh
player, 250 posts
Turn that ofal down!
Mon 25 Mar 2019
at 22:42
  • msg #162

The Fall of Skelo, Scene 2: The Badlands

Garl looks Krimer in the face and tries to gauge his reaction.
The Director
GM, 513 posts
Tue 26 Mar 2019
at 04:39
  • msg #163

The Fall of Skelo, Scene 2: The Badlands

Krimer nods and waves his hand without showing any feeling.
On Robustous' left wrist suddenly appears a strange symbol, a kind of sigil.

Suddenly the doors, that slammed shut before, open.
"If you want, you can all go. If some other of you want to challenge me, you are free to take a sit."
Garl Ligoosh
player, 251 posts
Turn that ofal down!
Tue 26 Mar 2019
at 05:44
  • msg #164

The Fall of Skelo, Scene 2: The Badlands

Garl sits, but not without some trepidation.  He thinks he knows how to beat Klimer.  Robustous has done so already.

He continues telling himself this...
Robustous Clovetrue
player, 94 posts
Tue 26 Mar 2019
at 06:17
  • msg #165

The Fall of Skelo, Scene 2: The Badlands


Robustous rubs his hand before asking "So can you explain your "Gift" ?"  He sets to preparing his pipe, stuffing it with tobacco and then lighting it with a match.

As he exhales a large cloud of smoke that seems to cling to him as Robustous then asks another question. "You said you would tell us all we are allowed to know ?"


-
Stormrider Sureheart
player, 120 posts
Tue 26 Mar 2019
at 07:52
  • msg #166

The Fall of Skelo, Scene 2: The Badlands

Storm waits for his turn.
Garl Ligoosh
player, 252 posts
Turn that ofal down!
Tue 26 Mar 2019
at 10:25
  • msg #167

The Fall of Skelo, Scene 2: The Badlands

Garl begins by taking two coins.
The Director
GM, 514 posts
Thu 28 Mar 2019
at 12:38
  • msg #168

The Fall of Skelo, Scene 2: The Badlands

In reply to Robustous Clovetrue (msg # 165):

"That's the Sigil of Death and it will once protect you from the Grim Reaper."
The Director
GM, 515 posts
Thu 28 Mar 2019
at 12:40
  • msg #169

The Fall of Skelo, Scene 2: The Badlands

There are eleven coins on the table.
Garl takes two, so nine are left.
Krimer takes three, so six are left.
Robustous Clovetrue
player, 95 posts
Thu 28 Mar 2019
at 20:31
  • msg #170

The Fall of Skelo, Scene 2: The Badlands


Robustous leans against the wall enjoying his pipe while watching the game unfolding before him. Another stream of smoke exits his mouth and envelops him, the smell seems to be a heavy mixture of spices to those close by.


-
Garl Ligoosh
player, 253 posts
Turn that ofal down!
Fri 29 Mar 2019
at 10:51
  • msg #171

The Fall of Skelo, Scene 2: The Badlands

Garl takes one.
The Director
GM, 516 posts
Sun 31 Mar 2019
at 13:32
  • msg #172

The Fall of Skelo, Scene 2: The Badlands

Girl takes one, so five are left.
Kramer takes one, so four are left.
Garl Ligoosh
player, 254 posts
Turn that ofal down!
Sun 31 Mar 2019
at 18:29
  • msg #173

The Fall of Skelo, Scene 2: The Badlands

Garl takes three, and folds his hands.
The Director
GM, 519 posts
Wed 3 Apr 2019
at 13:38
  • msg #174

The Fall of Skelo, Scene 2: The Badlands

Once again, Krimer nods and waves his hand without showing any feeling.
On Garl's left wrist suddenly appears the Sigil of Death as well.
Stormrider Sureheart
player, 121 posts
Wed 3 Apr 2019
at 13:52
  • msg #175

The Fall of Skelo, Scene 2: The Badlands

Storm sits down. He will take two coins when he's allowed to start.
The Director
GM, 520 posts
Wed 3 Apr 2019
at 13:55
  • msg #176

The Fall of Skelo, Scene 2: The Badlands

From eleven coins, Storm takes two coins, leaving nine coins on the table.
From the remaining nine coins, Krimer takes one coin, leaving eight coins on the table.
The Director
GM, 521 posts
Mon 8 Apr 2019
at 12:58
  • msg #177

The Fall of Skelo, Scene 2: The Badlands

[OOC: what is your next move?]
Stormrider Sureheart
player, 122 posts
Tue 9 Apr 2019
at 06:00
  • msg #178

The Fall of Skelo, Scene 2: The Badlands

Storm takes three coins.
This message was last edited by the player at 06:01, Tue 09 Apr 2019.
The Director
GM, 522 posts
Tue 9 Apr 2019
at 12:54
  • msg #179

The Fall of Skelo, Scene 2: The Badlands

From eight coins, Storm takes three coins, leaving five coins.
From five coins, Krimer takes one coin, leaving four coins.
Stormrider Sureheart
player, 123 posts
Tue 9 Apr 2019
at 14:01
  • msg #180

The Fall of Skelo, Scene 2: The Badlands

Storm takes 3 coins, leaving one and rests his arms on the table
Garl Ligoosh
player, 256 posts
Turn that ofal down!
Tue 9 Apr 2019
at 22:35
  • msg #181

The Fall of Skelo, Scene 2: The Badlands

So far, so good, Garl thinks.
The Director
GM, 523 posts
Wed 10 Apr 2019
at 12:21
  • msg #182

The Fall of Skelo, Scene 2: The Badlands

Once again, Krimer nods and waves his hand without showing any feeling.
On Storm's left wrist suddenly appears the Sigil of Death as well.
The Director
GM, 524 posts
Wed 10 Apr 2019
at 12:25
  • msg #183

The Fall of Skelo, Scene 2: The Badlands

"Now you can go" he says. He sits down again and carries on playing with his infernal coins on his own!
Stormrider Sureheart
player, 124 posts
Wed 10 Apr 2019
at 12:30
  • msg #184

The Fall of Skelo, Scene 2: The Badlands

Storm wonders what these sigils do.
The Director
GM, 525 posts
Wed 10 Apr 2019
at 12:38
  • msg #185

The Fall of Skelo, Scene 2: The Badlands

Garl may make a Magic Lore roll to figure it out...
Garl Ligoosh
player, 257 posts
Turn that ofal down!
Wed 10 Apr 2019
at 18:04
  • msg #186

The Fall of Skelo, Scene 2: The Badlands

14:04, Today: Secret Roll: Garl Ligoosh rolled 12 using 2d6.  Magic lore.
The Director
GM, 526 posts
Thu 11 Apr 2019
at 13:20
  • msg #187

The Fall of Skelo, Scene 2: The Badlands

Garl thinks about these sigils for a long while, but can't remember what are their meaning and actions.
Stormrider Sureheart
player, 125 posts
Thu 11 Apr 2019
at 13:48
  • msg #188

The Fall of Skelo, Scene 2: The Badlands

Storm asks Krimmer if he could tell them more about his gift and how they may use it.
The Director
GM, 527 posts
Fri 12 Apr 2019
at 13:13
  • msg #189

The Fall of Skelo, Scene 2: The Badlands

Trimmer seems displeased to be disturbed, but anyway stares a you for a while and then says, grimly: "You will know when you die!!!" and then he laughs wildly. You feel your skin crawl.
Stormrider Sureheart
player, 126 posts
Fri 12 Apr 2019
at 14:26
  • msg #190

The Fall of Skelo, Scene 2: The Badlands

Thankig him, Storm scurries away.
The Director
GM, 528 posts
Fri 12 Apr 2019
at 15:33
  • msg #191

The Fall of Skelo, Scene 2: The Badlands

As you go out of the building, you realise that it is dawn and you haven't slept all night, but you don't feel particularly tired, nor hungry. Just strange.
In front of you there is a lake and you remember that there was a road following the south coast of the lake to a stone pier. If you want to abandon this place, you can either go back from where you came or continue towards the pier.
Robustous Clovetrue
player, 96 posts
Fri 12 Apr 2019
at 23:02
  • msg #192

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 191):

"Lets us look at the pier before deciding where we go next. I hoped the demon might give us some guidance on that fact as he promised." His pipe in his mouth Robustous set off with a trail of pipe smoke behind him.


-
Stormrider Sureheart
player, 127 posts
Sat 13 Apr 2019
at 00:59
  • msg #193

The Fall of Skelo, Scene 2: The Badlands

Storm agrees with the suggestion and moves towards the pier, weapons ready.
Garl Ligoosh
player, 258 posts
Turn that ofal down!
Sat 13 Apr 2019
at 01:02
  • msg #194

The Fall of Skelo, Scene 2: The Badlands

Garl agrees, and heads to the pier with them, staff and spells at the ready.
The Director
GM, 529 posts
Sat 13 Apr 2019
at 01:36
  • msg #195

The Fall of Skelo, Scene 2: The Badlands

By the time you reach the pier it is early afternoon, but you are lucky and can catch some fish in the lake for lunch, so you are not hungry.
This stone pier seems long-abandoned, but a vey slim man with a black hood approaches you as soon as you reach the pier. He says he's the ferryman and offers to transport you with his agile, flat-keel boat anywhere you want on Lake Okranog for only two Crowns each and three Crowns for horses.
Stormrider Sureheart
player, 128 posts
Sat 13 Apr 2019
at 03:07
  • msg #196

The Fall of Skelo, Scene 2: The Badlands

How does the man look like? Storm is ok to travel if his friends are.
Robustous Clovetrue
player, 97 posts
Sat 13 Apr 2019
at 04:05
  • msg #197

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 196):

"Where to ?"

-
Stormrider Sureheart
player, 129 posts
Sat 13 Apr 2019
at 07:41
  • msg #198

The Fall of Skelo, Scene 2: The Badlands

Just to explore? Get loot kill monsters
Robustous Clovetrue
player, 98 posts
Sat 13 Apr 2019
at 07:51
  • msg #199

The Fall of Skelo, Scene 2: The Badlands


Turning to the boatman Robustous asks "What are some destinations on Lake Okranog boatman ?"


-
The Director
GM, 531 posts
Sat 13 Apr 2019
at 15:27
  • msg #200

The Fall of Skelo, Scene 2: The Badlands

The ferryman is short and very slim. His hood doesn't let you see his face very well.
The Director
GM, 532 posts
Sat 13 Apr 2019
at 15:32
  • msg #201

The Fall of Skelo, Scene 2: The Badlands

"Across the lake there is an ancient Elven settlement." says the ferryman.
Robustous Clovetrue
player, 99 posts
Sat 13 Apr 2019
at 19:58
  • msg #202

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 201):

"That sounds like us." Robustous hands the man two coins and then asks "Have you ferried anyone else to these ruins recently ?"


-
Garl Ligoosh
player, 260 posts
Turn that ofal down!
Sat 13 Apr 2019
at 21:55
  • msg #203

The Fall of Skelo, Scene 2: The Badlands

Garl's pointed ears perk up at the mention of the settlement.  Ancient Elven ruins can be good places to find magical treasures.  "Did this settlement have a name?"
Stormrider Sureheart
player, 130 posts
Sat 13 Apr 2019
at 23:05
  • msg #204

The Fall of Skelo, Scene 2: The Badlands

Storm hopes to find another magic blade or armour to make him tougher.
The Director
GM, 533 posts
Sun 14 Apr 2019
at 02:29
  • msg #205

The Fall of Skelo, Scene 2: The Badlands

In reply to Robustous Clovetrue (msg # 202):

"Sorry, but I'm a professional and I don't talk about my previous clients with other people. I think you'll appreciate this as well..."
The Director
GM, 534 posts
Sun 14 Apr 2019
at 02:46
  • msg #206

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 203):

"We don't know the ancient name of that ruins, but we call them just The Elven Town."
Robustous Clovetrue
player, 100 posts
Sun 14 Apr 2019
at 02:53
  • msg #207

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 205):

Robustous gives a shrug and takes a seat in the boat. He looks out across the lake trying to pick out their destination.

-
Stormrider Sureheart
player, 131 posts
Sun 14 Apr 2019
at 03:00
  • msg #208

The Fall of Skelo, Scene 2: The Badlands

Storm pays and boards the boat.
The Director
GM, 535 posts
Mon 15 Apr 2019
at 14:04
  • msg #209

The Fall of Skelo, Scene 2: The Badlands

You all pay and embark.
The ferry proceeds slowly towards the Elven ruins, that are almost exactly on the other side of the lake (on its north-eastern shore): you can see them even if they are still quite distant.
[OOC: please make an Awareness test]
Garl Ligoosh
player, 261 posts
Turn that ofal down!
Mon 15 Apr 2019
at 16:29
  • msg #210

The Fall of Skelo, Scene 2: The Badlands

12:28, Today: Secret Roll: Garl Ligoosh rolled 11 using 2d6.  Awareness check.
Robustous Clovetrue
player, 101 posts
Mon 15 Apr 2019
at 21:29
  • msg #211

The Fall of Skelo, Scene 2: The Badlands


"Anyone see anything ?"

Robustous Clovetrue rolled 4 using 2d6.  Awareness check.


-
The Director
GM, 536 posts
Tue 16 Apr 2019
at 14:43
  • msg #212

The Fall of Skelo, Scene 2: The Badlands

22:42, Today: Secret Roll: The Director, on behalf of Stormrider Sureheart, rolled 6 using 2d6.  Awareness roll.
The Director
GM, 537 posts
Tue 16 Apr 2019
at 14:45
  • msg #213

The Fall of Skelo, Scene 2: The Badlands

While you are all looking far away, the ferryman sneakily takes off a knife and tries backstabbing Garl! He is taken by surprise!
{OOC: Garl, please roll 2d6 for your defence]
Robustous notices that something unexpected and dangerous is happening to Garl.
This message was last edited by the GM at 13:12, Thu 18 Apr 2019.
Garl Ligoosh
player, 262 posts
Turn that ofal down!
Tue 16 Apr 2019
at 21:19
  • msg #214

The Fall of Skelo, Scene 2: The Badlands

17:18, Today: Secret Roll: Garl Ligoosh rolled 8 using 2d6.  Defense.
The Director
GM, 538 posts
Wed 17 Apr 2019
at 14:58
  • msg #215

The Fall of Skelo, Scene 2: The Badlands

Garl feels a terrible pain as he is backstabbed!
[Private to Garl Ligoosh: You lose 8 points of STAMINA and one point of SKILL!!! You feel the injury burning like hell!]
Robustious is too late to prevent the backstabbing, but he is reactive enough to be at melee distance for next round, while Storm didn't notice what was expecting and is just startled by Garl's agonising scream, with no chances of intervening at melee range on next round.
Stormrider Sureheart
player, 133 posts
Thu 18 Apr 2019
at 01:29
  • msg #216

The Fall of Skelo, Scene 2: The Badlands

Storm moves toowards the ferryman.
Garl Ligoosh
player, 264 posts
Turn that ofal down!
Thu 18 Apr 2019
at 04:14
  • msg #217

The Fall of Skelo, Scene 2: The Badlands

His face ashen with pain and shock, Garl backs away and casts Mirror Image.  He can't believe what just happened!

00:13, Today: Secret Roll: Garl Ligoosh rolled 5 using 2d6.  Cast Mirror Image.
The Director
GM, 540 posts
Thu 18 Apr 2019
at 13:11
  • msg #218

The Fall of Skelo, Scene 2: The Badlands

The ferryman, perhaps surprised by Garl's spell, this time attacks Robustous, while Storm approaches.
This message was last edited by the GM at 13:01, Fri 19 Apr 2019.
Garl Ligoosh
player, 265 posts
Turn that ofal down!
Fri 19 Apr 2019
at 06:43
  • msg #219

The Fall of Skelo, Scene 2: The Badlands

Garl drinks his Phial of Antidote.
Robustous Clovetrue
player, 102 posts
Fri 19 Apr 2019
at 13:05
  • msg #220

The Fall of Skelo, Scene 2: The Badlands

Robustous swings his axe at the ferryman.

[OOC: 21:03, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 2 using 1d6.  axe damage.
21:03, Today: Secret Roll: The Director, on behalf of Robustous Clovetrue, rolled 20 using 2d6+9.  axe attack.]

The Director
GM, 541 posts
Fri 19 Apr 2019
at 13:09
  • msg #221

The Fall of Skelo, Scene 2: The Badlands

[Private to GM: 21:05, Today: Secret Roll: The Director rolled 5 using 2d6.  ferryman attack.]
Robustous hits the ferryman hard while Storm comes to melee range and Garl (with his two mirror images) drinks a potion. [Private to Garl Ligoosh: You recover the point of SKILL that you have just lost.]
The ferryman, seeing that the situation is becoming bad, suddenly jumps in the lake!
Garl Ligoosh
player, 266 posts
Turn that ofal down!
Fri 19 Apr 2019
at 17:17
  • msg #222

The Fall of Skelo, Scene 2: The Badlands

Garl tries to catch him with Lightning Blast before he escapes.

13:17, Today: Secret Roll: Garl Ligoosh rolled 8 using 2d6+2.  damage.

13:17, Today: Secret Roll: Garl Ligoosh rolled 6 using 2d6.  cast Lightning Blast.

This message was last edited by the player at 17:18, Fri 19 Apr 2019.
The Director
GM, 543 posts
Sat 20 Apr 2019
at 02:42
  • msg #223

The Fall of Skelo, Scene 2: The Badlands

The spell reaches out from you hands towards the ferryman, that doesn't appear on the surface anymore. Only his hooded jacket floats momentarily on the lake.
Stormrider Sureheart
player, 134 posts
Sat 20 Apr 2019
at 02:59
  • msg #224

The Fall of Skelo, Scene 2: The Badlands

OOC: seven serpent Air serpent?
Garl Ligoosh
player, 268 posts
Turn that ofal down!
Sun 21 Apr 2019
at 07:45
  • msg #225

The Fall of Skelo, Scene 2: The Badlands

Garl suggests they find a good place to rest and have a meal.
Stormrider Sureheart
player, 135 posts
Sun 21 Apr 2019
at 08:01
  • msg #226

The Fall of Skelo, Scene 2: The Badlands

Storm searches the boat
The Director
GM, 544 posts
Sun 21 Apr 2019
at 13:58
  • msg #227

The Fall of Skelo, Scene 2: The Badlands

You find just a message written in the crude Runes of the Dark Elves, which can be translated by Garl.
[OOC: Click on the link to see the message:
https://drive.google.com/open?...DlEw-5P-IgwSKzKOJbOU ]

This message was last edited by the GM at 13:59, Sun 21 Apr 2019.
Garl Ligoosh
player, 269 posts
Turn that ofal down!
Mon 22 Apr 2019
at 08:10
  • msg #228

The Fall of Skelo, Scene 2: The Badlands

“It’s a message.  It speaks of us... a fellowship of knights from Hellwinter, in possession of an important staff.  It speaks of one who has failed his task, and the writer also admits to having failed.

“No doubt the item referred to is the Staff of Hammaskar, which I wield.  Somebody wants it back quite badly.”

Stormrider Sureheart
player, 136 posts
Mon 22 Apr 2019
at 22:50
  • msg #229

The Fall of Skelo, Scene 2: The Badlands

"Ah we must be careful then. This staff is indeed powerful and is necessary to open the library. Let's explore the elven settlement," storm says.
Garl Ligoosh
player, 270 posts
Turn that ofal down!
Tue 23 Apr 2019
at 08:18
  • msg #230

The Fall of Skelo, Scene 2: The Badlands

“How do we even know it exists?  It could be a lie.”
Stormrider Sureheart
player, 137 posts
Tue 23 Apr 2019
at 10:28
  • msg #231

The Fall of Skelo, Scene 2: The Badlands

"Possible may be a trap but shall we explore a bit?" He asks
Garl Ligoosh
player, 271 posts
Turn that ofal down!
Wed 24 Apr 2019
at 09:05
  • msg #232

The Fall of Skelo, Scene 2: The Badlands

He smiles.  “I must admit that the temptation is too great to resist, even though these ruins may turn out to be nothing more than the feeble lie of a fiend’s minion.  Let’s do as you say.”
The Director
GM, 545 posts
Wed 24 Apr 2019
at 12:56
  • msg #233

The Fall of Skelo, Scene 2: The Badlands

It takes a while for you to learn how to handle the boat and finally you land where you saw the ruins across the lake, but it is now late evening and you feel very hungry.
From the little that you can see, you have arrived at an ancient and long-abandoned Elven site and the ruins have unreal aura that permeates the site.
Garl Ligoosh
player, 272 posts
Turn that ofal down!
Fri 26 Apr 2019
at 07:13
  • msg #234

The Fall of Skelo, Scene 2: The Badlands

“We must eat and rest.”  Garl tries to find a good, defensible spot, and when they are ready, he casts Sentry spells.
Robustous Clovetrue
player, 103 posts
Fri 26 Apr 2019
at 07:19
  • msg #235

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 234):

"Agreed, does anyone see somewhere suitable ?"


-
Stormrider Sureheart
player, 138 posts
Fri 26 Apr 2019
at 07:46
  • msg #236

The Fall of Skelo, Scene 2: The Badlands

Let's find some shade to eat
The Director
GM, 546 posts
Fri 26 Apr 2019
at 13:22
  • msg #237

The Fall of Skelo, Scene 2: The Badlands

The ruins are a bit scary in the night, but they should provide a good protection from the wind.
Are you planning to sleep near the edges or in the middle of the ruins? or maybe on the boat? are you hunting / fishing or consuming rations?
Robustous Clovetrue
player, 104 posts
Fri 26 Apr 2019
at 22:02
  • msg #238

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 237):

Sleep on the boat using the anchor to stay off the lake edge if we can. Both hunting and fishing if we are able.
Garl Ligoosh
player, 273 posts
Turn that ofal down!
Fri 26 Apr 2019
at 22:09
  • msg #239

The Fall of Skelo, Scene 2: The Badlands

Let's do some fishing before we rest.  But when we do rest, let's not do it in the middle of the ruins.  We should find a defensible spot, where I can cast Sentry spells effectively.
This message was last edited by the player at 22:09, Fri 26 Apr 2019.
The Director
GM, 547 posts
Sat 27 Apr 2019
at 03:20
  • msg #240

The Fall of Skelo, Scene 2: The Badlands

You are particularly lucky with fishing, this time, as your catch is good, but you have to decide where you want to cook it, as on the boat there is no obvious facility and a fire may burn it.
Stormrider Sureheart
player, 139 posts
Sun 28 Apr 2019
at 01:03
  • msg #241

The Fall of Skelo, Scene 2: The Badlands

Let us go inland to set up camp.
The Director
GM, 548 posts
Sun 28 Apr 2019
at 02:31
  • msg #242

The Fall of Skelo, Scene 2: The Badlands

You set up camp inland, at some distance from the ruins. It is now dark, but the night is warmer than usual and there is no rain. The meal that you eat is perhaps the most abundant since you started this adventure and each of you recovers 2 points of STAMINA.
The night passes with no incident and dawn comes swiftly.
Stormrider Sureheart
player, 140 posts
Sun 28 Apr 2019
at 02:56
  • msg #243

The Fall of Skelo, Scene 2: The Badlands

Storm suggests searching the settlement
The Director
GM, 549 posts
Sun 28 Apr 2019
at 09:59
  • msg #244

The Fall of Skelo, Scene 2: The Badlands

Under the light of the day, it seems not much is left of the ancient Elvish settlement: just broken walls and rubble.

[OOC: if you want to do a more in depth search, hoping to get a stroke of luck, you'll have to make a LUCK roll]
Stormrider Sureheart
player, 141 posts
Sun 28 Apr 2019
at 11:50
  • msg #245

The Fall of Skelo, Scene 2: The Badlands

Storm searches

OOC:19:50, Today: Secret Roll: Stormrider Sureheart rolled 11 using 2d6.  luck.luck=12
Garl Ligoosh
player, 274 posts
Turn that ofal down!
Mon 29 Apr 2019
at 08:58
  • msg #246

The Fall of Skelo, Scene 2: The Badlands

Do we see any inscriptions, symbols, etc. that Garl would recognize?
The Director
GM, 550 posts
Mon 29 Apr 2019
at 12:59
  • msg #247

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 246):

Yes, you can see several Elven inscriptions, symbols etc. that are very faded and partially destroyed. They are too fragmentary to get a decent clue or indication from them. The ruins appear to be in fairly poor shape, at first sight.
The Director
GM, 551 posts
Mon 29 Apr 2019
at 13:02
  • msg #248

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 245):

Storm luckily finds some lost underground room under a slab of stone. It looks well preserved, if not untouched, unlike the other ruins around you, that are in poor conditions.
Stormrider Sureheart
player, 142 posts
Mon 29 Apr 2019
at 14:11
  • msg #249

The Fall of Skelo, Scene 2: The Badlands

Storm opens the slab with his friends.
Robustous Clovetrue
player, 105 posts
Mon 29 Apr 2019
at 21:52
  • msg #250

The Fall of Skelo, Scene 2: The Badlands


Robustous also lends a hand with the stone block should it be needed.


-
The Director
GM, 552 posts
Tue 30 Apr 2019
at 13:42
  • msg #251

The Fall of Skelo, Scene 2: The Badlands

You realise that you found access to a small chamber still untouched by the general decay, if not destruction, of the ruined Elven village! [OOC: each of you recovers one point of LUCK for this fortunate discovery]
This is an ancient Elven Alchemy Chamber, a secret cache for potions and magical remedies. However, none of the labels on the bottles are still readable.
This message was last edited by the GM at 02:35, Wed 01 May 2019.
Stormrider Sureheart
player, 143 posts
Tue 30 Apr 2019
at 23:52
  • msg #252

The Fall of Skelo, Scene 2: The Badlands

How many potions are there? Is there a recipe book that Garl can use to try to identify the potions?
Garl Ligoosh
player, 276 posts
Turn that ofal down!
Wed 1 May 2019
at 01:11
  • msg #253

The Fall of Skelo, Scene 2: The Badlands

Is there a way to test the potions without tasting them and risking poison?
The Director
GM, 554 posts
Wed 1 May 2019
at 02:40
  • msg #254

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 252):

There are many bottles that are empty or open or broken, but nine of them appear still sealed and with liquid inside. You can't see any book around, right now.
The Director
GM, 555 posts
Wed 1 May 2019
at 02:41
  • msg #255

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 253):

[OOC: who are you asking this question to?]
Garl Ligoosh
player, 277 posts
Turn that ofal down!
Fri 3 May 2019
at 06:08
  • msg #256

The Fall of Skelo, Scene 2: The Badlands

OOC: you.
The Director
GM, 556 posts
Fri 3 May 2019
at 14:50
  • msg #257

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 256):

[OOC: actually, this question is not for me, but for yourself.
Of course, if you can't think of any other suitable way of determining what the effect of a potion (with a label so faded that it can't be read) is, the only alternative is drinking it.]

This message was last edited by the GM at 14:51, Fri 03 May 2019.
Stormrider Sureheart
player, 144 posts
Sat 4 May 2019
at 23:34
  • msg #258

The Fall of Skelo, Scene 2: The Badlands

Storm asks if his friend can identify the potions. If not they can bring the potions along. He searches the room further.
The Director
GM, 557 posts
Sun 5 May 2019
at 02:25
  • msg #259

The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 258):

[OOC: please roll 2d6]
Garl Ligoosh
player, 278 posts
Turn that ofal down!
Sun 5 May 2019
at 07:39
  • msg #260

The Fall of Skelo, Scene 2: The Badlands

Garl informs Storm that he is unable to identify potions, unfortunately.
Stormrider Sureheart
player, 145 posts
Sun 5 May 2019
at 11:22
  • msg #261

The Fall of Skelo, Scene 2: The Badlands

Ooc: rolls a 9
The Director
GM, 558 posts
Sun 5 May 2019
at 14:16
  • msg #262

The Fall of Skelo, Scene 2: The Badlands

Storm can't find anything else of use in the secret room.
Stormrider Sureheart
player, 146 posts
Sun 5 May 2019
at 14:24
  • msg #263

The Fall of Skelo, Scene 2: The Badlands

Storm asks his friends to search.
Garl Ligoosh
player, 279 posts
Turn that ofal down!
Tue 7 May 2019
at 01:16
  • msg #264

The Fall of Skelo, Scene 2: The Badlands

Garl searches.

21:16, Today: Secret Roll: Garl Ligoosh rolled 8 using 2d6.  Search.
This message was last edited by the player at 01:17, Tue 07 May 2019.
Robustous Clovetrue
player, 106 posts
Tue 7 May 2019
at 01:27
  • msg #265

The Fall of Skelo, Scene 2: The Badlands

Robustous Clovetrue rolled 11 using 2d6.
The Director
GM, 559 posts
Tue 7 May 2019
at 14:09
  • msg #266

The Fall of Skelo, Scene 2: The Badlands

None of you finds anything worth mentioning.
Garl Ligoosh
player, 280 posts
Turn that ofal down!
Wed 8 May 2019
at 03:53
  • msg #267

The Fall of Skelo, Scene 2: The Badlands

“So we’ve found nothing, and unless we can find some poor villager to test these potions, there is nothing we can do with them until we return to civilization.  Now what?”
The Director
GM, 560 posts
Wed 8 May 2019
at 13:54
  • msg #268

The Fall of Skelo, Scene 2: The Badlands

[OOC: now what?]
Robustous Clovetrue
player, 107 posts
Wed 8 May 2019
at 21:06
  • msg #269

The Fall of Skelo, Scene 2: The Badlands


"Let us continue with the search of the ruins." Robustous hefts his axe onto his shoulder and prepares to have a good look around.


-
Garl Ligoosh
player, 281 posts
Turn that ofal down!
Thu 9 May 2019
at 07:25
  • msg #270

The Fall of Skelo, Scene 2: The Badlands

Garl can think of nothing better, so he follows.  Besides... they did discover the potions.  It wasn’t as though they had achieved nothing.
Stormrider Sureheart
player, 147 posts
Thu 9 May 2019
at 10:36
  • msg #271

The Fall of Skelo, Scene 2: The Badlands

Storm follpwsmtpo.
The Director
GM, 562 posts
Thu 9 May 2019
at 14:21
  • msg #272

The Fall of Skelo, Scene 2: The Badlands

You can't find anything else relevant: just crumbled walls and broken stones.
Stormrider Sureheart
player, 148 posts
Fri 10 May 2019
at 01:04
  • msg #273

The Fall of Skelo, Scene 2: The Badlands

Storm looks around, for nother place to explroe. Perhaps there is a tunnel or something.
The Director
GM, 563 posts
Fri 10 May 2019
at 16:44
  • msg #274

The Fall of Skelo, Scene 2: The Badlands

Time passes and you keep exploring the Elven ruins, but you can't find anything else apart from crumbled walls and broken stones.
Stormrider Sureheart
player, 149 posts
Sat 11 May 2019
at 00:19
  • msg #275

The Fall of Skelo, Scene 2: The Badlands

Storm asks if they should go back to the main land or explore further inland.

OOc: what's our objective this scene?
The Director
GM, 564 posts
Sat 11 May 2019
at 04:16
  • msg #276

The Fall of Skelo, Scene 2: The Badlands

The cold night is falling again. Will you moving further inland without food and rest?
You find a road going out of the Elven ruins to east, north-east.
Robustous Clovetrue
player, 108 posts
Sat 11 May 2019
at 04:21
  • msg #277

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 276):

We will bed down for the night in the room we found.
The Director
GM, 565 posts
Sat 11 May 2019
at 04:25
  • msg #278

The Fall of Skelo, Scene 2: The Badlands

You are a bit scared about sleeping in an unknown ruined town, but the night passes with no problem.
The underground room is nice and warm, but you have to eat one ration.

[OOC: each of you recovers up to 6 points of STAMINA due to a sheltered night of sleep after so many days]
This message was last edited by the GM at 04:28, Sat 11 May 2019.
Garl Ligoosh
player, 283 posts
Turn that ofal down!
Sat 11 May 2019
at 06:02
  • msg #279

The Fall of Skelo, Scene 2: The Badlands

“Where shall we travel next, friends?  For my part, I suggest we follow the road to the northeast.” He rubs his cold fingers together.
This message was last edited by the player at 06:02, Sat 11 May 2019.
Robustous Clovetrue
player, 109 posts
Sat 11 May 2019
at 06:05
  • msg #280

The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 279):

Agreed it seems to be our only option at this point."


-
Stormrider Sureheart
player, 150 posts
Sat 11 May 2019
at 06:13
  • msg #281

The Fall of Skelo, Scene 2: The Badlands

Storm agrees and leaves for the direction with his friends
The Director
GM, 566 posts
Sat 11 May 2019
at 12:56
  • msg #282

The Fall of Skelo, Scene 2: The Badlands

Around mid-day you find our that the road splits in two: one way goes north, to a wild rocky area, the other goes east, where you can see the smoke of a small settlement.
Robustous Clovetrue
player, 110 posts
Sat 11 May 2019
at 21:43
  • msg #283

The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 282):

"Settlement ? They might be able to aid us ?"


-
Stormrider Sureheart
player, 151 posts
Sun 12 May 2019
at 01:12
  • msg #284

The Fall of Skelo, Scene 2: The Badlands

Storm suggests walking towards the settlement
The Director
GM, 567 posts
Sun 12 May 2019
at 01:59
  • msg #285

The Fall of Skelo, Scene 2: The Badlands

You reach the settlement on the morning after, rested and in good mood after a good, although cold, night outdoors.
Udran is a small village of no more than thirty houses, but is nevertheless the biggest settlement for hundreds of miles and its inhabitants are welcoming people, keen on talking with all well-behaving strangers. They say that Udran is a small pilgrimage site as well as it hosts the Fountain of Saint Zenus. A small offering of 1 Gold Crowns is asked by the village’s Headman in order to accede to the fountain.
Stormrider Sureheart
player, 152 posts
Sun 12 May 2019
at 04:38
  • msg #286

The Fall of Skelo, Scene 2: The Badlands

Storm suggests going there and buying lots of food.
The Director
GM, 568 posts
Sun 12 May 2019
at 14:03
  • msg #287

The Fall of Skelo, Scene 2: The Badlands

One fresh meal costs 8 silver coins and one preserved meal costs 17 silver coins.
Stormrider Sureheart
player, 153 posts
Sun 12 May 2019
at 14:54
  • msg #288

The Fall of Skelo, Scene 2: The Badlands

10 Silver= 1 gold?

Storm will buy the maximum number of preserved meals and one fresh meal to eat now.
The Director
GM, 569 posts
Sun 12 May 2019
at 15:24
  • msg #289

The Fall of Skelo, Scene 2: The Badlands

[OOC: yes, 10 silver = 1 gold.
One ration, one place in the backpack.
As you can eat in abundance and in a warm and comfortable place, you can restore 2 points of STAMINA]

Stormrider Sureheart
player, 154 posts
Mon 13 May 2019
at 00:10
  • msg #290

The Fall of Skelo, Scene 2: The Badlands

OOC:I can carry a maxium of 20 items still?
The Director
GM, 570 posts
Mon 13 May 2019
at 13:04
  • msg #291

The Fall of Skelo, Scene 2: The Badlands

[OOC: just like at the beginning of the adventure...]
Robustous Clovetrue
player, 111 posts
Mon 13 May 2019
at 21:59
  • msg #292

The Fall of Skelo, Scene 2: The Badlands


"Let us find and tavern and gauge the lay of the land as it were. We can get a meal and a drink."


-
Stormrider Sureheart
player, 155 posts
Tue 14 May 2019
at 00:18
  • msg #293

The Fall of Skelo, Scene 2: The Badlands

Storm will buy the maximum meals he can carry and asks his friends to do so too.
Garl Ligoosh
player, 284 posts
Turn that ofal down!
Tue 14 May 2019
at 02:47
  • msg #294

The Fall of Skelo, Scene 2: The Badlands

Garl purchases three preserved rations, which is the most he has room for.  (I’m assuming we can’t get horses, or the like.)

Do I know anything about Saint Zenus?
This message was last edited by the player at 02:48, Tue 14 May 2019.
The Director
GM, 571 posts
Tue 14 May 2019
at 14:05
  • msg #295

The Fall of Skelo, Scene 2: The Badlands

Two days from now a tribe of Kufic nomads will stop at the village and they usually offer, among other stuff, some of the finest horses of the region, although they are not exceedingly cheap.
For 2 Crowns each you may have a decent meal and sleep in the only tavern in Udran, the Steppe’s Sailor. The innkeeper will be very glad to offer a special stabling for your horses for 3 Silver Schillings each, once you will have horses.
The Director
GM, 572 posts
Tue 14 May 2019
at 14:06
  • msg #296

Re: The Fall of Skelo, Scene 2: The Badlands

Garl Ligoosh:
Do I know anything about Saint Zenus?


[OOC: please roll 2d6 and note down whatever Special Skill you think may help]
Stormrider Sureheart
player, 156 posts
Tue 14 May 2019
at 15:15
  • msg #297

Re: The Fall of Skelo, Scene 2: The Badlands

How much is a horse?
Robustous Clovetrue
player, 112 posts
Tue 14 May 2019
at 21:06
  • msg #298

Re: The Fall of Skelo, Scene 2: The Badlands


Robustous finds a table or preferably a booth close to the hearth and orders a meal. While he waits he looks around at the other patrons looking for anyone who may be able to help them or who might have some news.


-
The Director
GM, 573 posts
Wed 15 May 2019
at 12:46
  • msg #299

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 297):

[OOC: who are you asking to? Right now there is no seller in the village, they will come in a couple of days.]
The Director
GM, 574 posts
Wed 15 May 2019
at 12:48
  • msg #300

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Robustous Clovetrue (msg # 298):

The village is small and there isn't a lot to choose. The Village Header suggested you should go at the fountain of Saint Zenus and nobody else volunteered other suggestions.
Stormrider Sureheart
player, 157 posts
Wed 15 May 2019
at 13:35
  • msg #301

Re: The Fall of Skelo, Scene 2: The Badlands

Without a horse how many items can i carry?
Garl Ligoosh
player, 285 posts
Turn that ofal down!
Thu 16 May 2019
at 05:07
  • msg #302

Re: The Fall of Skelo, Scene 2: The Badlands

01:06, Today: Secret Roll: Garl Ligoosh rolled 7 using 2d6.  Magical Lore.
The Director
GM, 575 posts
Thu 16 May 2019
at 14:07
  • msg #303

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 301):

[OOC: a backpack can carry ten items, with a saddlebag (on a horse) you can carry twice as much)]
The Director
GM, 576 posts
Thu 16 May 2019
at 14:09
  • msg #304

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Garl Ligoosh (msg # 302):

Garl remembers just that Saint Zenus was some kind of ascetic miracle worker of the past.
Stormrider Sureheart
player, 158 posts
Fri 17 May 2019
at 00:38
  • msg #305

Re: The Fall of Skelo, Scene 2: The Badlands

OOC: The 10 items exclude weapons and armour right?
The Director
GM, 577 posts
Fri 17 May 2019
at 13:04
  • msg #306

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 305):

[OOC: the ten items are the items in your backpack, excluding what you wear (for example the armor) and what you have in hand, like a weapon). AFF2 doesn't goo too much into encumbrance calculations of each single, but prefer staying pretty light on this issue]
Stormrider Sureheart
player, 159 posts
Fri 17 May 2019
at 16:04
  • msg #307

Re: The Fall of Skelo, Scene 2: The Badlands

OOC: means I can basically put 10 meals in backpack if my rope is slung on my belt and my bedroll is placed on top of the backpack?
Robustous Clovetrue
player, 113 posts
Fri 17 May 2019
at 20:27
  • msg #308

Re: The Fall of Skelo, Scene 2: The Badlands


"Perhaps the nomad horsemen will be able to help us once they arrive, they may know more of these lands ?" His beer arrives and Robustous drank it down deeply, ordering another before the waitress left.



-
The Director
GM, 578 posts
Sat 18 May 2019
at 02:53
  • msg #309

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 307):

[OOC: no, that's cheating ;) Let's stay realistic.]
This message was last edited by the GM at 02:53, Sat 18 May 2019.
Stormrider Sureheart
player, 160 posts
Sat 18 May 2019
at 03:11
  • msg #310

Re: The Fall of Skelo, Scene 2: The Badlands

Thats how we go on hikes... hahahaha
okie 9 meals for me... I have no rope..
Thats 8 due to the elven rations.
The Director
GM, 579 posts
Sat 18 May 2019
at 03:56
  • msg #311

Re: The Fall of Skelo, Scene 2: The Badlands

[OOC: if you manage to buy a horse, you can easily carry twice as much]
Stormrider Sureheart
player, 161 posts
Sat 18 May 2019
at 04:12
  • msg #312

Re: The Fall of Skelo, Scene 2: The Badlands

Storm buys 8meals first and stores them in his pack

How much does he pay?
The Director
GM, 580 posts
Sat 18 May 2019
at 13:30
  • msg #313

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 312):

You can pay the packed meals 5 Silver Schilling each.
Stormrider Sureheart
player, 162 posts
Sat 18 May 2019
at 13:42
  • msg #314

Re: The Fall of Skelo, Scene 2: The Badlands

Storm pays 4 crowns and stows the items in his pack.
The Director
GM, 581 posts
Sat 18 May 2019
at 14:35
  • msg #315

Re: The Fall of Skelo, Scene 2: The Badlands

Will you wait for the nomads selling horses or will you go before? If you go, where will you head to?
Robustous Clovetrue
player, 114 posts
Sat 18 May 2019
at 22:09
  • msg #316

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 315):

I think we wait for the nomads as I have no idea where to go.
Stormrider Sureheart
player, 163 posts
Sat 18 May 2019
at 23:39
  • msg #317

Re: The Fall of Skelo, Scene 2: The Badlands

Let's wait ;)
I have only 96 crowns left. Hopefully horses are 50 crowns
Garl Ligoosh
player, 286 posts
Turn that ofal down!
Sun 19 May 2019
at 07:26
  • msg #318

Re: The Fall of Skelo, Scene 2: The Badlands

Waiting seems sensible to me.  Besides, there is little room in my backpack, so I’d like to remain near the food for a while.
The Director
GM, 582 posts
Sun 19 May 2019
at 13:28
  • msg #319

Re: The Fall of Skelo, Scene 2: The Badlands

Two days pass swiftly, and you recover from the hardness and the injuries of your adventure [OOC: you recover up to 12 points of STAMINA and one point of LUCK, but you spend two gold coins a day at the local inn] then you wake up in the morning and find out that there are a few more guests at the Inn, coming from nearby settlements and that that some sort of horse fair is taking place at the crossroad in the centre of the village. A group of about twenty nomadic Kugic horsemen have temporarily settled here with their yurts and are selling their superb horses.

These horses are trained to perfection and all have special features that make them unique and precious allies when fighting or travelling. You may try to buy some horses, despite the rather high prices demanded by the nomads. However, the Kugic will accept any magical artefact (except for Potions and alchemical components) in exchange for a horse. The horses for sale are:

Horse          Horse’s Features                                                             GC
KHARAL     +1 Attack Strength                                                           210
ULAAN       May run at blazing speed, but only for a limited time    180
DORNOD   -1 on foes Damage Table when the PC is hit                  200
TEMUGI    +1 Damage with the lance                                                160
TUVA        +2 Attacks                                                                         165

If you can't afford their best stock or anyway don't want to spend so much, you can always buy some more common war horse at 120 GC or a draft horse at 50 GC.

The villagers suggest you should also buy a tent to protect you from the cold nights of the north and a tent big enough for a single person comes at 4 GC (4 places in a backpack), while for two is at 6 GC (6 places in a backpack). They don't have bigger ones at the moment, unless you want to ask for Kugics' yurts that can easily accommodate for all of you (and more), but need a draft horse dedicated to carrying them. [OOC: in the warmth of a tent you can remove STAMINA while resting during the night]

Once you have taken your decisions and done your trade, please let me know where you want to go. From Udram you can go back west from where you came and take the road north or you can go south.
Stormrider Sureheart
player, 164 posts
Mon 20 May 2019
at 14:41
  • msg #320

Re: The Fall of Skelo, Scene 2: The Badlands

Storm buys a tent for two and a draft horse and 4 provisions.

60 crowns should cover?
Robustous Clovetrue
player, 115 posts
Mon 20 May 2019
at 22:27
  • msg #321

Re: The Fall of Skelo, Scene 2: The Badlands

Robustous will ask for news from the Kugics.


-
The Director
GM, 583 posts
Tue 21 May 2019
at 12:43
  • msg #322

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 320):

Storm buys what he wanted with no problem.
The Director
GM, 584 posts
Tue 21 May 2019
at 12:48
  • msg #323

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Robustous Clovetrue (msg # 321):

The Kugics obviously don't like talking with strangers, but you understand that they are worried about black magic becoming stronger and stronger over this region, but they don't know what to do about it. They very seldom go north beyond this village.
Garl Ligoosh
player, 287 posts
Turn that ofal down!
Tue 21 May 2019
at 22:45
  • msg #324

Re: The Fall of Skelo, Scene 2: The Badlands

I’ll save my money.  Not that I have enough to meet those prices, anyhow.
Stormrider Sureheart
player, 165 posts
Wed 22 May 2019
at 13:26
  • msg #325

Re: The Fall of Skelo, Scene 2: The Badlands

I guess it means we go north? Shall we?
Robustous Clovetrue
player, 116 posts
Wed 22 May 2019
at 22:59
  • msg #326

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to Stormrider Sureheart (msg # 325):

"Yes lets go North."


-
The Director
GM, 585 posts
Thu 23 May 2019
at 13:04
  • msg #327

Re: The Fall of Skelo, Scene 2: The Badlands

Will you go north as you went so far, moving half speed but hunting on the way? Who will sleep in the tent? This will allow recovering STAMINA during the cold, northern nights.
Stormrider Sureheart
player, 166 posts
Thu 23 May 2019
at 13:57
  • msg #328

Re: The Fall of Skelo, Scene 2: The Badlands

Yes and will save us rations
Robustous Clovetrue
player, 117 posts
Thu 23 May 2019
at 21:44
  • msg #329

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 327):

Hunting as we go and Robustous will buy a one person tent as well as rations.

-
Garl Ligoosh
player, 288 posts
Turn that ofal down!
Fri 24 May 2019
at 01:35
  • msg #330

Re: The Fall of Skelo, Scene 2: The Badlands

I didn’t pay for the tent, so I don’t expect to sleep in it.  Hunting as we go sounds good to me, however.
Stormrider Sureheart
player, 167 posts
Fri 24 May 2019
at 01:36
  • msg #331

Re: The Fall of Skelo, Scene 2: The Badlands

I have a 2 man tent, u can share mine.
The Director
GM, 586 posts
Fri 24 May 2019
at 16:49
  • msg #332

Re: The Fall of Skelo, Scene 2: The Badlands

You follow the road west and, finally, north, always hunting, resting in tents and eating Sentry during the night. After almost a week you reach what you immediately call the Sea of Dust.
These freezing, sandy plains are eternally battered by piercing winds which blow fiercely from the northern mountain rage. There are no landmarks and you imagine that yo can navigate this Sea of Dust only by relying on the stars, when there are no dust tempest and you can actually see the night sky and its stars.
You stare at the cold, sandy surfaces in awe.

[OOC: just remember that one night of good sleep in a warm tent allows you to recover STAMINA]
Stormrider Sureheart
player, 168 posts
Sat 25 May 2019
at 00:56
  • msg #333

Re: The Fall of Skelo, Scene 2: The Badlands

Storm suggests continuing in the direction
Garl Ligoosh
player, 289 posts
Turn that ofal down!
Sat 25 May 2019
at 19:55
  • msg #334

Re: The Fall of Skelo, Scene 2: The Badlands

Garl isn’t so sure this is a good idea.  With no landmarks, it would be easy to get lost, and there is no natural shelter.  Conditions are very harsh.  And there may be other perils on top of that.
Stormrider Sureheart
player, 169 posts
Sat 25 May 2019
at 23:09
  • msg #335

Re: The Fall of Skelo, Scene 2: The Badlands

Storm asks Garl for suggestion.
Robustous Clovetrue
player, 118 posts
Sat 25 May 2019
at 23:44
  • msg #336

Re: The Fall of Skelo, Scene 2: The Badlands



Andor looks out over the plain before them. "That looks like a hard road." HE says to the others. "But I don't see any alternative...."


-
The Director
GM, 587 posts
Mon 27 May 2019
at 15:09
  • msg #337

Re: The Fall of Skelo, Scene 2: The Badlands

[OOC: so?...]
Robustous Clovetrue
player, 119 posts
Mon 27 May 2019
at 21:33
  • msg #338

Re: The Fall of Skelo, Scene 2: The Badlands

In reply to The Director (msg # 337):

OOC: Robustous is happy to go if that is the group decision.


-
Stormrider Sureheart
player, 170 posts
Mon 27 May 2019
at 22:40
  • msg #339

Re: The Fall of Skelo, Scene 2: The Badlands

Storm advises going north.
The Director
GM, 588 posts
Wed 29 May 2019
at 15:17
  • msg #340

Re: The Fall of Skelo, Scene 2: The Badlands

Eventually you decide to go north.
On the first day you can't find anything to hunt [OOC: please eat two rations or lose two points of STAMINA for each meal missed] but you can make some progress against the strong winds. You have a good night under your tents, that protect you against the cols gales and the Sentry spell ensures you can enjoy a full night of rest.
When you wake up, you realise there are no landmarks and you have only the sun and the stars for orientation [OOC: please roll SKILL+Navigation+Astrology to see how well you can navigate this hostile environment - not all of you need necessarily to lead the group, if you want you can just follow]
This message was last edited by the GM at 15:19, Wed 29 May 2019.
Stormrider Sureheart
player, 171 posts
Thu 30 May 2019
at 11:26
  • msg #341

Re: The Fall of Skelo, Scene 2: The Badlands

Stom tries to find the way.

OOC:19:25, Today: Secret Roll: Stormrider Sureheart rolled 6 using 2d6.

Robustous Clovetrue
player, 120 posts
Thu 30 May 2019
at 20:55
  • msg #342

Re: The Fall of Skelo, Scene 2: The Badlands

Robustous will add his skill to the way finding.

Robustous Clovetrue rolled 3 using 2d6.


-
The Director
GM, 590 posts
Thu 30 May 2019
at 22:46
  • msg #343

Re: The Fall of Skelo, Scene 2: The Badlands

You are convinced that you made some progress, but it is difficult to say, as the land is still without any landmark and you still can't find anything to hunt. [OOC: deduct two meals from your backpack or two points from your STAMINA for each meal missed]
Once again it is evening and you pass a very cold night, but the warm tents protect you from frostbite.
At dawn, you have the problem of having to find the way again.
Garl Ligoosh
player, 290 posts
Turn that ofal down!
Thu 30 May 2019
at 23:26
  • msg #344

Re: The Fall of Skelo, Scene 2: The Badlands

Garl suggests trying to turn back.  He’s running out of rations, and sees no particular reason why they should expect to find game any time soon.  Death seems probable, if they continue.
Stormrider Sureheart
player, 172 posts
meals 8
Thu 30 May 2019
at 23:48
  • msg #345

Re: The Fall of Skelo, Scene 2: The Badlands

Sorm suggests pooling rations. He has 8 left.
Robustous Clovetrue
player, 121 posts
Fri 31 May 2019
at 00:28
  • msg #346

Re: The Fall of Skelo, Scene 2: The Badlands

Andor has 4.
Garl Ligoosh
player, 291 posts
Turn that ofal down!
Sat 1 Jun 2019
at 23:47
  • msg #347

Re: The Fall of Skelo, Scene 2: The Badlands

“So you both want to push onwards?  I’m willing, although I fear that ill fortune awaits us.”

Garl is more than willing to pay some gold in exchange for rations.
This message was last edited by the player at 23:48, Sat 01 June 2019.
The Director
GM, 591 posts
Sun 2 Jun 2019
at 03:55
  • msg #348

Re: The Fall of Skelo, Scene 2: The Badlands

This time you give up hunting and, at the end of the following day going north, you see in the distance the ruins of an ancient settlement!
Stormrider Sureheart
player, 173 posts
meals 8
Sun 2 Jun 2019
at 04:11
  • msg #349

Re: The Fall of Skelo, Scene 2: The Badlands

Storm suggests moving forward to the settlement
He tells garl no need to pay for food though he wonders why the Mage doesn't not buy food
The Director
GM, 593 posts
Sun 2 Jun 2019
at 14:07
  • msg #350

Re: The Fall of Skelo, Scene 2: The Badlands

Your adventure continues here: link to a message in this game
Sign In