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Wandered rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Mon Oct 07, 2013 4:18 pm
Shuffling around, he moved so that he could stuff a few more rune stones in his pants, finding it starting to get a little heavy to swim around with, but he wasn't entirely held down completely, yet.
He could keep going . . .
HP: 17 Stones: 16
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Wandered rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Mon Oct 07, 2013 4:30 pm
Kicking his feet, he moved a little further from where he was located, taking a moment to check his air tank, before deciding that he had just enough time to dive a little deeper, finding a small cove of rocks that glittered the same way as the ones in his collection.
HP: 17 Stones: 16
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Wandered rolled 1 8-sided dice:
8
Total: 8 (1-8)
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Posted: Mon Oct 07, 2013 4:32 pm
Pretty sure we're going to start getting rocks that out weigh you, caraid. Justice murmured in his mind, making him rumble a little in thought. He had 24 rocks by now, and figured that it would be difficult to climb again if he was completely weighed down.
He only had so much air.
Let's go back then, he thought back to her, going to swim away from the shinies
HP: 17 Stones: 24
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Posted: Mon Oct 07, 2013 4:37 pm
Swimming Back Roll 1d6 1: you are safe. 2: you are safe. 3: you are safe. 4: a massive sea creature attacks you. Roll 1d20 to escape its gaping maw. If you roll 10+ you escape it, if you roll below you receive 10 damage and need to try again. 5: a bus-sized sea creature attack you. It has 30 HP and 5 auto damage. You can escape it by rolling 1d20 and getting 13+, failure results in auto damage. 6: a small-sized sea creature attack you. It has 15 HP and 3 auto damage. You can escape it by rolling 1d20 and getting 15+, failure results in auto damage. If your HP drops below 0, you lose half your stones as your body floats back to the surface.
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Wandered rolled 1 6-sided dice:
6
Total: 6 (1-6)
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Posted: Mon Oct 07, 2013 4:37 pm
Swimming back was proving much harder than he expected, his pants weighed down by just being fabric, and also because he was carrying a small fortune of Rune Stones, which were pretty hefty.
It wasn't until he was nudged from the side that he even knew he was being followed, the small sea creature turning back to attack him again. Oh no, you didn't. He was down with getting this s**t done and over with.
He would find a way out of this.
HP: 17 Stones: 24
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Wandered rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Mon Oct 07, 2013 4:44 pm
He tried to just bolt for it, but it didn't take long for the creature to see through his tactics, going to snap at his side with it's teeth.
It hurt, but he'd find a way out.
HP: 14 Stones: 24
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Wandered rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Mon Oct 07, 2013 4:46 pm
Shaking this ******** was like trying to get a desperate whore off your shoulder when all you want is a bed to sleep in.
Unless . . .
HP: 11 Stones: 24
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Wandered rolled 1 20-sided dice:
16
Total: 16 (1-20)
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Posted: Mon Oct 07, 2013 4:47 pm
He took to the rocks, hoping the creature would follow him.
In it's haste, it swung around to attack again, rushing as fast as it could to snap at him. With a feral growl, he pushed off with his feet just at the right point, and watched as it smashed in to the rocks, making it dazed, and now without a hunter lunch.
Swimming as fast as he could, he nearly thrashed out when he broke the water, taking the breathing apparatus out of his mouth and snarling openly at the water, pointing at the creature that may or may not be staring at him.
"AHAH, TON FILS DE PUTE, TAKE THAT." He barked out loud, before turning tail and going to find a quiet place to work on his haul.
HP: 11 Stones: 24
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Posted: Mon Oct 07, 2013 4:56 pm
Crafting Your Stones Find a place where you can reach the most perfect calm and focus possible, and then begin carving Uruz into each of your stones. Think on the purpose of the stone, and meaning of Uruz as you do so. Focus as much of yourself and your actions on the rune and the act of carving. Some people choose to chant out loud or do visual exercises to more perfectly focus on the task, but different methods work best for different people. Once the rune begins to glow, you'll know it's finished. Because this process depends more on people than lab computers and code, it's less consistent and predictable in its results. Roll 1d10 for each rune stone 1-3: failure! The runestone never glows and eventually breaks. 4-8: Regular Rune! The runestone can power small, battery-operated runic devices for up to a week. 9-10: Superior Rune! The runestone can charge your runic weapons. (In and out of battle. If in battle, it will take 5 turns for the weapon to properly charge.)
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Wandered rolled 20 10-sided dice:
4, 8, 9, 10, 1, 2, 8, 5, 6, 1, 7, 7, 4, 1, 9, 8, 6, 4, 5, 9
Total: 114 (20-200)
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Posted: Mon Oct 07, 2013 4:57 pm
Picking up his items, he went to find a nice shady tree to sit under. What he would do to for a bit of music, but beggars could not be choosers.
As he worked, he couldn't help but hum little to himself, songs that easily got stuck in his head, taking the knife to the stone. It was rather relaxing when he saw the little glow flicker to life on the stone, a warming feeling, which lingered a little as he continued.
After about an hour of work, he noticed that his pile of 'not ******** ups' was MUCH larger than his ******** up pile. Hooray!Quote: Stones: 1 to 20 Fail: 4 Regular: 12 Special: 4
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Wandered rolled 4 10-sided dice:
4, 4, 2, 3
Total: 13 (4-40)
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Posted: Mon Oct 07, 2013 5:01 pm
Stones: 21 to 24 Fail: 6 Regular: 14 Special: 4
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