|
|
|
|
AstoriaFallen rolled 1 8-sided dice:
5
Total: 5 (1-8)
|
|
Posted: Sun Apr 16, 2017 8:12 am
Quote: Roll 1d8 and compare your result to the table below. You'll be aiming to collect three clues about the injury - they can be either physical symptoms or evidence in the environment around you, but you'll need to describe them as you identify them. Once you have collected the required amount of clues and identified the injury, you must move forward. Make sure to describe or identify the injury in a RP post! 1. You take a step back, careful not to spook the animal. Stepping away, surprisingly, actually helps you get a better idea of the full situation. +1 clue 2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust 3. You're careful to keep your bribe in full view of the animal as you make your approach. It seems pleased with you, but you can't tell what's wrong. +1 trust 4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust 5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP 6. Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP 7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust 8. You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust Going to look at the wing the swan snapped at him. Okay, so clearly this was the area of the injury. OOC Footnote Current HP: 21/30 Current Trust: 16 Section notes: 2/3; +1 Clue, -3HP
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 8-sided dice:
1
Total: 1 (1-8)
|
Posted: Sun Apr 16, 2017 8:20 am
Quote: Roll 1d8 and compare your result to the table below. You'll be aiming to collect three clues about the injury - they can be either physical symptoms or evidence in the environment around you, but you'll need to describe them as you identify them. Once you have collected the required amount of clues and identified the injury, you must move forward. Make sure to describe or identify the injury in a RP post! 1. You take a step back, careful not to spook the animal. Stepping away, surprisingly, actually helps you get a better idea of the full situation. +1 clue 2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust 3. You're careful to keep your bribe in full view of the animal as you make your approach. It seems pleased with you, but you can't tell what's wrong. +1 trust 4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust 5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP 6. Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP 7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust 8. You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust As he took a step back away from the swan he realized that the way it was holding it's wing was all wrong. That has to be the issue, he wondered what had caused it to be like that? At any rate he knew what the problem was and could now try and do something about it. OOC Footnote Current HP: 21/30 Current Trust: 16 Section notes: 3/3; +1 Clue- MOVING ON
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 8-sided dice:
3
Total: 3 (1-8)
|
|
Posted: Sun Apr 16, 2017 8:25 am
Quote: The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it. Bite attack: 1d8 damage dealt. You will take more damage yourself, sticking your face into danger like that! Kick attack: 1d4 damage dealt. The weaker but safer option. Suddenly a wildcat came out of nowhere lunging towards the swan, reacting as quickly as he could he bit at the creature, pulling it away from the bird. However his actions had consequences and the claws latched onto one of his legs. OUCH OOC Footnote Current HP: 18/30 Current Trust: 16 Section notes: 7/10; +3 Damage, -3HP
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 8-sided dice:
8
Total: 8 (1-8)
|
Posted: Sun Apr 16, 2017 9:50 am
Quote: The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it. Bite attack: 1d8 damage dealt. You will take more damage yourself, sticking your face into danger like that! Kick attack: 1d4 damage dealt. The weaker but safer option. The creature lunged at the swan once more but he tore into it with his death and the creature lashed back, clawing at his chest but it seemed the attempt was futile for it poofed into a cloud of smoke. How strange. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 0/10; +8Damage, -3HP ; MOVING ON
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
18
Total: 18 (1-20)
|
|
Posted: Sun Apr 16, 2017 9:53 am
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. The swan seemed reluctant to travel with him now and this pleased him, the two went on their way but it seemed to be the path they had choose wasn't exactly a good one. With the the pair turned back and tried a different route. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 0/20; 0 units moved
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
8
Total: 8 (1-20)
|
Posted: Sun Apr 16, 2017 9:55 am
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. It seemed to be the way they were going was a good route because they were making some fairly decent progress. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 5/20; +5 Units
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
1
Total: 1 (1-20)
|
|
Posted: Sun Apr 16, 2017 9:58 am
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. Something about that last encounter had him slightly wary and he shook his head. They should go back. So they turned around to find another path. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 2/20; -3Units
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
15
Total: 15 (1-20)
|
Posted: Sun Apr 16, 2017 7:50 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. It would seem backtracking was a bad idea! Time to find another path since this one seemed taken. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 0/20; -3Units
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
16
Total: 16 (1-20)
|
|
Posted: Sun Apr 16, 2017 7:51 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. clearly his sense of direction just sucked! they were getting nowhere since he kept seeming to choose occupied paths. OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 0/20; going nowhere
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
6
Total: 6 (1-20)
|
Posted: Sun Apr 16, 2017 7:52 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. The swan seemed to want him to go a certain direction and he went it. Thank goodness for that, because the path was clear and now they were getting somewhere! OOC Footnote Current HP: 15/30 Current Trust: 16 Section notes: 5/20; +5 Units
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
10
Total: 10 (1-20)
|
|
Posted: Sun Apr 16, 2017 7:53 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. The swan looked tired and rather beat down so he laid down so it could hitch a ride on his back. It seemed to like it's new found height and the pair of them carried on. OOC Footnote Current HP: 15/30 Current Trust: 19 Section notes: 10/20; +5 Units, +3 Trust
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
15
Total: 15 (1-20)
|
Posted: Sun Apr 16, 2017 7:55 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. YET AGAIN, another bad path choice by roses and the two of them backtracked. OOC Footnote Current HP: 15/30 Current Trust: 19 Section notes: 7/20; -3 Units
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
6
Total: 6 (1-20)
|
|
Posted: Sun Apr 16, 2017 7:56 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. Finally finding one that looked way better than the rest had the two of them continued on. OOC Footnote Current HP: 15/30 Current Trust: 19 Section notes: 12/20; +5 units
|
 |
 |
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
11
Total: 11 (1-20)
|
Posted: Sun Apr 16, 2017 7:57 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. Making sure the swan was comfortable the two of them continued on their way. OOC Footnote Current HP: 15/30 Current Trust: 22 Section notes: 17/20; +5 units, +3 trust
|
 |
 |
|
|
|
|
|
|
|
|
AstoriaFallen rolled 1 20-sided dice:
12
Total: 12 (1-20)
|
|
Posted: Sun Apr 16, 2017 7:59 pm
Quote: 1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead. 2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust 6-8: You and your charge move forwards 5 units. 9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust. 15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead. 19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP. 20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed. It would seem him helping carry the swan was well worth it. They were making pretty good progress so far! OOC Footnote Current HP: 15/30 Current Trust: 25 Section notes: 22/20; +5 units, +3 trust
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|