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Posted: Tue Nov 08, 2011 7:16 pm
Elder Scrolls Skyrim CHOOSE YOUR OWN ADVENTUREA Silly Forum Game by BraxThis is really all very, very simple. You are one member of an adventuring party who has entered a dungeon colloquially called the Frostwarren. Your companions may come and go, but in general you've been commanded to stay together. (In other words, don't wander off on your own and make this more difficult for Abraxia to manage! Solo exploration leads to a lonely grave if you catch my drift!) What truly lies within is a mystery you will be paid to endure. You can keep any treasure you come across within the Frostwarren, all save the Tome of Eternal Winter--a book of powerful spells lost ages ago within the dungeon. Your patron is specifically paying you to investigate the Frostwarren, find the Tome, and return it to her. Where it is within the dungeon, and how long it may take to find, well... no one is quite honestly sure.
Should be easy enough, right? Yeah, well... tell that to the frost-limned skeletons heaped by the entrance.
NOTE: NO OOC CHATTER IN HERE, PLEASE. Keep it to your "in-game" posts. If we're chatting about this too much in the Three Kings, then I'll make us our own OOC section and link it. This thread is strictly for in-game fun, though.RULES● Follow post order. Check the "Post Order" section below. It will essentially be determined by the order in which people post with a completed character profile. (There is no approval process.) Those who get in first get to act first. However, if a player fails to post within a few days, then I will inform the next person in line, and the one who failed to post will simply miss out on that turn. Moral of the story? Keep it movin'!
● Be able to keep up! I'm hoping for a semi-fast pace for Skyrim CYOA--if you can post two or three times a week, that would be ideal. If you need to drop out, just let me know and I'll put your character somewhere safe.
● Don't delete your posts! Don't do it! I have ways of checking. If you made a bad choice or missed something... well, sorry! I guess you have to live with it (or... not), or try again.
● Be a good sport. This is just a silly forum game where you run around a dungeon fighting monsters and finding treasure. Sure, you can get hurt, and maybe even die... but you can always bring in someone new. Be chill. Try to enjoy yourself. (:
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Posted: Tue Nov 08, 2011 7:17 pm
INSTRUCTIONS Actions You may take two of three "Acts" on each Turn. You may not take two of any one Action twice in one Turn. These three Acts are defined as follows.
Free Action ● A Free Action constitutes an act that doesn't expend much concentration or energy, or take much time to complete. Saying a short sentence in the midst of combat to an ally, for example, would be a Free Action.
Minor Actions ● Trading of items between characters who are in touch range of each other (amount of items traded is limitless). You only use a Minor Action if you GIVE an item (or any number of items) to another character. Receiving an item is a Free Action. ● Picking up one item (or a number of items that are very close together) from the floor or other area within your character's reach. ● Looting one item from a kill that just occurred. (Note: First pick on loot goes to those characters involved in the fight. The first "first picker" to claim it gets the item. "First pick" applies to only ONE item per Turn. If everyone passes, whoever's first on cleanup gets it. Otherwise it falls to the floor.) ● Inspecting the environment for further details. I will tell you more information about something you look at if you do this. ● Moving to an adjacent room that you have already discovered. ● Talking to a creature. ● Using a potion, poison or oil from your inventory. Most consumables are considered Minor Actions, unless otherwise stated. ● When wearing Heavy Armour, Minor actions are considered Major actions.
Move Actions ● Quite simply, you can move from your current room (rooms include hallways and other spaces) to another adjacent one. Your Move Action (unlike your Minor Actions) also allows you to move to room you have yet to discover. ● Moving to another part of the same room is almost always a Free Action. If the terrain is specifically difficult or your character must climb/swim, it will likely count as a Move Action.
Major Actions ● Attacking a creature counts as a Major Action. Once you engage a creature, it will takes up all your time (in other words, attacking ends your Turn). ● Interacting with the environment (i.e. flipping a switch, pushing a table, opening a door). ● Using activated Skills, such as Lockpick, Sneak or a Spell. If you're unsure if something counts as a Minor or Major Action, ask first. (To note, Skills such as Block, Heavy Armour, etc. are passive and do not require an Act to use.) ● If you open a container, you automatically loot anything from it. Opening and looting from that container counts as one Major Action.
Note While you can generally take these actions in whichever order you wish, if you choose to attack a creature then your Turn ends there! You must structure your Minor Action or Move Action to happen before you attack if you want it to count! The same applies with Moving to an undiscovered room--you don't know what's in there, so you can't be expected to act on the same Turn.
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Posted: Tue Nov 08, 2011 7:18 pm
CHARACTER CREATIONProfile With every post you make, keep an updated copy of your character profile at the bottom. Copy-paste the following, fill it out, and remember to always include it at the end of your posts! You may fancy it up as you please.
Adventurer Title & Name: Age, Race & Gender: HP: 00/00 | ATK: 00 | MAG: 00 | DEF: 00 Skill: Armour: Name [+0 DEF] | Weapons: Name [+0 ATK] | Other: Shield/Helm [Bonus] Inventory: List items and amounts[b]Adventurer Title & Name:[/b] [b]Age, Race & Gender:[/b] [b]HP:[/b] 00/00 | [b]ATK:[/b] 00 | [b]MAG:[/b] 00 | [b]DEF:[/b] 00 [b]Skill:[/b] [b]Armour:[/b] Name [+0 DEF] | [b]Weapons:[/b] Name [+0 ATK] | [b]Other:[/b] Shield/Helm [Bonus] [b]Inventory:[/b] List items and amounts Stats HP (Hit Points) indicates how hurt you are. If your Hit Points drop to 0 or below, you are unconscious. If you are take damage while you are unconscious, you are dead. You can be revived at any time with a spell or potion that heals damage.
ATK (Attack) is how much damage you deal in melee combat (with swords, axes, bows, etc). ATK works against the opponent's DEF and Hit Points. (Example: an ATK of 3 on a creature with 2 DEF and 5/5 Hit Points would pierce the DEF and take away 1 Hit Point.) If DEF is equal to or greater than ATK, the attack deals 0.5 Hit Points of damage.
MAG (Magic) is how much damage you deal in magical combat (with spells and staffs). MAG is applied the same at ATK. Staves and spells may cause more damage, but each spell will use up a certain amount of Magicka and each staff will have limited charges. All players have as much Magicka as they have MAG times 2. (Example: 2 MAG means 4 Magicka.)
DEF (Defense) means how much damage you can absorb on each Turn.
Abilities are either Passive or Activated. Passive means that the ability is always on. Activated means that you choose when to use the ability. You are limited to 1 use of an Activated ability per fight.Oh--and "damage types" do matter! Fire, Electric, Frost are the basic damage types, but Poison and Disease will pop up. Furthermore, some creatures may have physical or magical resistances. So, when it comes to your assaults and your protection, keep this in mind when you're considering your character and their gear.Starting Character Stats by Race Altmer: 8/8 Hit Points; 4 ATK; 4 MAG; 1 DEF tabPassive Ability: +1 Magicka.
Argonian: 12/12 Hit Points; 4 ATK; 1 MAG; 2 DEF tabPassive Ability: Poison Immunity.
Bosmer: 12/12 Hit Points; 5 ATK; 1 MAG; 1 DEF tabPassive Ability: Disease Immunity.
Breton: 10/10 Hit Points; 4 ATK; 3 MAG; 1 DEF tabActivated Ability: Dragonskin: Used as a Minor Action. +1 DEF for 1 Turn.
Dunmer: 10/10 Hit Points; 5 ATK; 3 MAG; 0 DEF tabPassive Ability: Fire Resistance: +1 DEF against Fire damage.
Imperial: 12/12 Hit Points; 4 ATK; 2 MAG; 1 DEF tabActivated Ability: Voice of the Emperor: Used as a Major Action. All hostile creatures cannot attack you for 1 Turn.
Khajit: 10/10 Hit Points; 5 ATK; 2 MAG; 1 DEF tabPassive Ability: Claw Attack: +1 ATK when unarmed; counts as a Dagger for backstab.
Nord: 14/14 Hit Points; 4 ATK; 2 MAG; 0 DEF tabPassive Ability: Frost Resistance: +1 DEF against Frost damage.
Orsimer: 14/14 Hit Points; 4 ATK; 1 MAG; 1 DEF tabActivated Ability: Beserk: Used as a Major Action. +3 ATK for 1 Turn.
Redguard: 12/12 Hit Points; 5 ATK; 1 MAG; 1 DEF tabActivated Ability: Adrenaline Rush: Lose both Minor or Movement Actions this Turn in order to perform two attacks, one at full ATK, the second at -1 ATK.
Racial Stat Notes: Reduce Hit Points by 8, then divide by 2. Add this result to ATK, DEF, and MAG. This should equal 9 points.
Skills At creation, all characters may select one of the following Skills. Throughout the course of the game, surviving adventurers may earn the opportunity to select a second Skill, and possibly more. There is no set-in-stone experience system--but your travails won't go unrewarded!
Archery, One-Handed, or Two-Handed: Pick one. Gain +1 ATK when you use a weapon of your "specialization." (So you gain +1 ATK when using a Bow if you have Archery Skill, for example. You would not gain this bonus if you were to use a Longsword.)
Alteration - Lesser Shield : It costs 1 Magicka to cast and provides +1 DEF for 6 Turns.
Armour, Heavy: You gain a +2 DEF bonus when wearing Heavy Armour instead of a +1 DEF bonus. This Skill does not negate Heavy Armour's Minor Actions penalty (see Instructions section).
Armour, Light: You gain a +1 DEF bonus when wearing Light Armour instead of no DEF bonus.
Block: +1 DEF if wielding a shield. Cannot be used if using a two-handed weapon.
Destruction - Flames: It costs 1 Magicka to cast and provides +2 MAG in addition to the caster's MAG stat against 1 target. A target that is already on fire will take 1 extra point of damage.
Illusion - Starlight: It costs 1 Magicka to casts and provides a green-tinged illumination in a 10-foot radius around the caster for approximately an hour or so.
Lockpicking: You can open locked chests and doors.
Restoration - Heal Minor Wounds: It costs 1 Magicka to cast and restores 2 points of damage in addition to the caster's MAG stat to one target.
Sneak: You are able to pass by monsters unseen so long as the environment is sufficient. (A well-lit room with no cover, for example, and a monster watching the entrance will not permit one to sneak by.) This Skill is compounded if you wear Heavy Armour, and you cannot go into Sneak mode if you are already engaged in combat. The moment you attack something everyone and everything will know of your presence. Attacking a creature from Sneak mode grants a +2 ATK "backstab" bonus if you are using a dagger (and only counts for daggers).EQUIPMENTYou may cart about an infinite amount of gear. Consider yourselves outfitted with Snazzy Backpacks of Everholding! There will be no problems with encumbrance.
You may only wear a limited amount, of course. On your person, you may don maximum 1 suit of armour or a robe and up to 3 accessories (these include amulets, rings, helmets, boots, and gloves). You may wield 1 to 2 weapons and a shield. Two-handed weapons, such as claymores and staves, cannot be wielded if you are using a shield. You may duel-wield, but there is no mechanical benefits: you pick the higher weapons ATK bonus and use it.
You get your basic gear for free! There are some restrictions: limit 1 suit of armour/robe, 2 weapons, 4 potions. The Fur-Lined Cloak counts as 1 Accessory, not as armour/robes. General Gear you can list as you please, and you may make up further gear ideas if you wish. You don't have to worry about food, I'm not going to be that hardcore about this.
Armour - Armour can be enchanted, remember, including robes! Armour sets come with helms, boots, gloves, etc for description purposes. Simple Robe - +0 DEF Leather Armour - Light Armour; +0 DEF--becomes a +1 DEF if Light Armour Skill is taken Iron Breastplate - Heavy Armour; +1 DEF--becomes a +2 DEF if Heavy Armour Skill is taken Steel Shield - Shield; +0 DEF--becomes a +1 DEF if Block Skill is taken Fur-Lined Cloak - Accessory; +1 DEF against Frost damage only
Weapons - You may fight unarmed, but you only use your base ATK. Weapons add bonuses. Steel Bow & x20 Arrow Set - +1 ATK; Ranged; Two-handed Steel Dagger - +0 ATK; Melee; Single-handed Steel Longsword or Axe - +1 ATK; Melee; Single-handed Steel Claymore or Battleaxe - +2 ATK; Melee; Two-handed Ember Staff - +1 MAG; casts Flare (uses MAG instead of ATK); Ranged; Two-handed; 1 charge/use, has 12 charges total Spark Staff - +1 MAG; casts Spark (uses MAG instead of ATK); Ranged; Two-handed; 1 charge/use, has 12 charges total Soothing Staff - casts Serenity (target creature cannot attack this Turn); Ranged; Two-handed; 1 charge/use, has 12 charges total
Potions Potion of Restore Health - restores 3 points of Health Potion of Restore Magicka - restores 3 points of Magicka Potion of Antidote - cures poisons Potion of Cleansing - cures diseases Potion of Blur - provides Invisibility for 2 Turns Potion of Swiftness - provides 1 extra Minor Action for the next 3 Turns
Poisons Poison of Sickness - target takes 1 damage per Turn for 5 Turns or until the poison is cured; can coat a melee weapon (sword, axe) twice, or up to five arrows (must be used on one or the other) Poison of Weariness - target will go to sleep if afflicted with this poison; can coat a melee weapon (sword, axe) once, or up to three arrows Poison of Wrath - target goes berserk with rage, and will attack its allies instead for 5 Turns or until the poison is cured; can coat a melee weapon (sword, axe) once, or up to three arrows
Oils Flaming Oil - +2 ATK if thrown at single target, +1 ATK if painted onto weapon (will last up to 3 attacks); targets truck by flaming oil or by a flaming weapon will catch on fire, and this will last until they put it out
General Gear Torch - for illumination! Counts as a single-handed weapon, but offers no ATK bonus Rope - might be handy... Chalk - useful for writing on stone
Anything else you can suggest, let me know and I'll add it to this list.
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Posted: Tue Nov 08, 2011 7:20 pm
POST ORDER This is where the post order is kept track of.
01. Selene [Confused Insanity] - Female Dunmer armed with a Bow, and skilled with Light Armour. 02. Lashker [EduardoMahl] - Male Argonian armed with Sword & Shield, and skilled at Lockpicking. 03. Kara [Jaydine] - Female Nord armed with a Steel Claymore & Soothing Staff, and skilled with Light Armour. 04. 05. 06.
MONSTERS TURN. Yes, they all go as a group. Prepare yourself accordingly and use some strategy to help yourself survive!
BESTIARY Stats/info for creatures will go here, and in time those beasts which the party encounters and defeats will be added.
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Posted: Tue Nov 08, 2011 7:26 pm
RESERVED One never knows when a spare post will come in handy.
Alright. You may begin play, dear friends! No approval system needed so long as your character obviously is built with the above rulings in mind. Here, why don't I start you off?
It was cold outside of the Frostwarren's entrance, which was found on a mountainside within Skyrim's wilderness. An even deeper glacial chill emanated from the dungeon, however, prickling the nose and smarting bare fingertips. A massive, lightless maw opened before the adventurers, lined on both sides with great pillars of stone carved with snarling dragons. Strangely, snow and other debris did not litter the entryway, but stopped at a precise line beneath the opening's rocky overhang. The current vantage did not allow those clustered about the ledge to see within, or to gauge what awaited them.
Dare you enter?
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Posted: Wed Nov 09, 2011 2:28 pm
~ Selene ~
__________________________
Selene looked into the maw of the abyss with an expectant smile that turned her beautiful features maniacal. She was a little uncomfortable in the chill Skyrim air even with her thick leather armor that had patches of fur around all the openings for added warmth. It probably didn't help that she insisted on tailoring a hole in the middle of her chest piece that showed off the ample curve of her dark breasts (such decisions she would never regret, however.) This weather was so much different from where she grew up. She wondered how Nords managed to keep themselves alive in these horrid conditions. It was a good thing that she was excited about the wonderful loot that supposedly was present in these caves, otherwise Selene's mood would be suffering then.
The wind pulled at her wavy white hair, causing her to have to toss her head to get the shimmering locks away from her deep crimson eyes. Her hair had been white since her birth, and obviously had nothing to do with her age. Though she would be considered old is she was some lame race like Nords, she was still quite in her prime for a mer, and would be for quite some time. Any uninformed lesser race would think she was in her mid-twenties, though she was twice that. Lesser race... she thought in those terms out of pure racial conditioning. In her opinion, Imperials, Redguards, Nords, and Bretons were allright in her book. She hadn't thought twice when bedding any of them. Argonian and Khajit... they were a bit too strange. And not in any way desirable.
She checked her equipment for probably the tenth time. When she was sure that all her potions and poisons were in place and safe from shattering, her bow came out along with an arrow she notched. She was ready - so ready - to go in and kill some monsters, but there was a feeling of hesitation she also had to deal with. There were untold dangers ahead. She felt she needed a push to walk forward. Once she got up her momentum she could go forward with all the bravery and confidence she usually displayed. She grinned at herself, at her moment of cowardice. She could do this. She would own this. She was Selene; the sexiest Dunmer in the world, the deadliest archer of all.
"What are you people waiting for?" She asked with a grin, taking a quick glance at her companions. Then she stepped forward into the chill.
__________________________
Adventurer Title & Name:Selene Age, Race & Gender: 43, Dunmer, Female HP: 10/10 | ATK: 6 | MAG: 3 | DEF: 1 Skill: Armour, Light Armour: Leather Armor [+1 DEF] | Weapons: Steel Bow [+1 ATK] | Other: --- [---] Inventory: x20 Arrows | x2 Potion of Restore Health | x1 Potion of Antidote | x1 Poison of Wrath
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Posted: Thu Nov 10, 2011 7:46 am
> Lashker <
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The freezing wind roared as the adventurer arrived at the maw of the abyss, as if something was waiting for them to arrive. Lashker, a quiet and rough Argonian, smiled rising his head slightly with the eyes closed, enjoying the deadly breeze of the Mountains. His land had no wind as furious as these, no wind with such power imbued and no wind as strangely pleasant as this. Lashker got his head back down, now glaring at the entrance, preparing his mind to endure the horrors that he may witness inside.
The Argonian opened his hands widely, causing the thin layer of ice which was formed on his fingers to collapse falling like small crystals in the air and disappearing as they sank into the deep snow. Nothing would stop his swift and deadly blade from sating from the blood of his enemies now that he was determined. He placed his hand to the belt, reaching a small flask of some yellow liquid substance and began stirring it while analyzing it's content, searching for impurities and checking it's consistence, then placed it back on the belt as carefully as the took it and began checking the rest of the equipment. Wielded this sword and walked into the dark passage leading to the dangerous halls of the abyss.
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Adventurer Title & Name: Lashker Age, Race & Gender: 30, Argonian, Male. HP: 12/12 | ATK: 04 | MAG: 01 | DEF: 02 Skill: Lockpicking Armour: Leather Armour [+0 DEF] | Weapons: Steel Longsword [+1 ATK] | Other: Steel Shield [+0 ATK], Fur-Lined Cloak. [+1 DEF against Frost damage] Inventory: x5 Chalk, x2 Rope, x2 Potion of Restore Health, x2 Potion of Blur.
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Posted: Thu Nov 10, 2011 9:11 am
Kara


The cold mountain air bit into Kara's fair skin with vigorous persistence, the breeze blowing her blond Nord hair every which way, but despite all of this, Kara breathed in deeply, loving every second. Her sharp blue eyes scanned the horizon, taking in the breathtaking beauty and pristine white snow caps. This was her home, Skryim. She wouldn't want to live anywhere else. She was no cold blooded Argonian, but she was a Nord and she loved the cold weather more then anything. She glanced away from the beauty of her homeland to do a once over again quick check of her inventory. Weapons, check. Leaning on her claymore gave her a sense of stability against the ferocity of the wind, while her staff remained strapped to her back for the time being. Her leather armor was a flawless white, custom made, and hardly contrasted with her fair features and the snowy backdrop behind her. That was the point of white leather armor in Skryim, to blend in. Unfortunately it might not have been the best of choice for her cave crawl. Over her white armor was a white fur cloak that helped keep the cold at bay. Strapped to her back was small backpack, magically enhanced to carry a limitless amount of weight. Inside were a few miscellaneous items; it was within the cave that she hoped to add untold treasures to it. Satisfied she was ready for her adventure, the Nord woman nodded to her comrades and stepped into the unknown.....
Adventurer Title & Name: Kara Age, Race & Gender: 28, Nord, Female HP:14/14 | ATK: 04 | MAG: 02 | DEF: 02 Skill: Light Armor Armour: Leather Armor [+1 DEF] | Weapons: Steel Claymore, Soothing Staff [+0 ATK] | Other: Fur-lined Cloak [+01 DEF against FROST] Inventory: Chalk x3, Rope x2, Torch x1, Potion of Swiftness x1, Potion of Restore Health x1, Potion of Restore Magicka x1, Potion of Blur,
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Posted: Thu Nov 10, 2011 12:41 pm
PLEASE NOTE: players can come and go as they please, we'll find a way to make it work! So if you didn't post above you can still join in any time in the future! Also, since Skyrim IS launching tomorrow, I understand if people disappear for a few days. (:
The Frostwarren's entrance opened into an ten-foot wide, extremely long hallway--there was no light at the end, no way of telling how far it stretched into the mountain. The walls of uncarven stone rose to ceilings anywhere between seven to fifteen feet high, with stalactites of granite and ice casting eerie shadows. In some areas of the tunnel's walls, great chunks of unmelted jade green or azure ice were blended in with the stone; the smoother facets of the ice acted like a mirror, giving the adventurers a distorted view of themselves as they walked.
The rocky floor had a moderate downward slope, and was clear of loose debris. After the first thirty or so feet, daylight from the outside world began to fade, and a torch would be necessary to continue in the inky darkness of the tunnel.
[So, I would suggest you get a portable light-source going, unless you wish to stumble around sightless!]
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Posted: Thu Nov 10, 2011 10:40 pm
~ Selene ~
__________________________
Selene squinted in the darkness of the caverns, seeing that it only got darker as it shot straight into the mountain. She realized then that it would have probably been a good idea to take torches with her. Though she usually did have fairly good vision in the dark, there was no piercing through the almost true darkness of the insides of mountains. Normally she thought of that sort of thing. In her circle of friends she was the one who thought of everything. Of course, that might not have been so hard considering the people whose company she kept. Well, her companions probably had a torch. In fact, she seemed to remember seeing one in Kara's possession. She hoped it wasn't just wishful thinking.
"Hey Kara, have a torch?" She asked, turning to the beautiful Nord. Her eyes fell once again on that wondrous armor of hers and, of course, the body that was under it. She mentally shook herself; now was not the time to be thinking about that. "I love your armor by the way. Where did you get it crafted?" She asked in an offhand manner, matching her stride with the other woman. Her voice was lower than it usually was; the awe of such a grand cave usually makes a person want to speak quietly in an odd and inexplicable reverence. She did seem to notice her voice. She was only thinking that one of these days she would have to get armor that matched the snows of Skyrim. That is, if she didn't end up having her fill of it after these caverns had been ransacked.
She wasn't being entirely oblivious to the cave around them and the dangers that could lurk there, of course. Selene was not a stupid woman, even though she forgot to bring a torch on the expedition. Her sharp red eyes shifted almost casually toward suspicious shadows and shapes around the hall that were generally cast by stalactites and stalagmites, though she was much more furtive than she seemed outwardly. After all, it was her own skin she could be saving. She did so very much love her skin.
__________________________
Adventurer Title & Name: Selene Age, Race & Gender: 43, Dunmer, Female HP: 10/10 | ATK: 6 | MAG: 3 | DEF: 1 Skill: Armour, Light Armour: Leather Armor [+1 DEF] | Weapons: Steel Bow [+1 ATK] | Other: --- [---] Inventory: x20 Arrows | x2 Potion of Restore Health | x1 Potion of Antidote | x1 Poison of Wrath
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Posted: Fri Nov 11, 2011 7:17 am
> Lashker <
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As the adventurers entered the cave, a thick darkness involved them, leaving their eyes nearly blind, Lashker stopped and while gripping his weapon even more firmly than before the closed his eyes and directed all his attention to his hearing, in hope of detecting living creatures that could be preparing themselves to attack a group of unaware visitors.
That's when he heard his group partner asking Kara for a torch, which caused Lashker to curse himself mentally for not remembering such simple detail. Trying to conform himself with his flaw he decided that it was Skyrim's fault, which "whiteness and bright" never asked him to lit a single light since he arrived in the land.
He noticed how much he was wandering and tried focusing once again when he heard the friend, this time about clothing. "Typical..." thought him sighing. he opened his eyes cautiously, habit acquired from traveling his way up the mountain under such bad climate and turned towards Selene saying "Focus, There may be creatures waiting for us to ignore the darkness. I have a plan, since carrying a torch makes combat much harder and your bow may not be as efficient as it can be with such small area of sight, you could carry it. We will scout you. when the fighting begin, You supports the torch in some hole on the ground and get your bow. What you say?" finished him turning his face back to the darkness.
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Adventurer Title & Name: Lashker Age, Race & Gender: 30, Argonian, Male. HP: 12/12 | ATK: 04 | MAG: 01 | DEF: 02 Skill: Lockpicking Armour: Leather Armour [+0 DEF] | Weapons: Steel Longsword [+1 ATK] | Other: Steel Shield [+0 ATK], Fur-Lined Cloak. [+1 DEF against Frost damage] Inventory: x5 Chalk, x2 Rope, x2 Potion of Restore Health, x2 Potion of Blur.
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Posted: Sat Nov 12, 2011 4:38 pm
Kara


The blue-eyed blond stepped forward with anticipation as the entrance into the mountain opened. As she and her companions entered they were immediately swallowed up in the suffocating darkness of the cave. One of the other adventurers, a Dunmer woman by the name of Selene inquired as to whether the female Nord had a torch. Coincidentally Kara was getting ready to pull her torch out of her pack. It took only a moment to light it on fire ( is this a minor action?) and then she held it up to give them all light. Their shadows danced across the walls and eerie distorted reflections gazed back at them.
In response to Selene's other question, Kara shrugged nonchalantly. It wouldn't be the first time someone had admired her white leather armor. Or the body underneath it for that matter. Kara was well aware that the tight fitting leather formed around every one of her voluptuous curves and left very little to the imagination. "A private crafter," she said vaguely. Her attention was focused on the dark place they found themselves in, the light from the opening behind them allowing her to see a bit better then she likely would once they ventured further.
Kara's attention drifted slightly when the Argonian spoke. His words made sense and she looked to the dark skinned elf to see what she thought. Honestly, both of Kara's weapons were two handed so it would be reasonably difficult to carry a torch and then reach for and fight with a two handed weapon. It was likely they would end up in the pitch dark which could be considered suicide....."Makes' sense to me," she held the torch out to the other woman and waited to see if she would take it. [minor action]
Adventurer Title & Name: Kara Age, Race & Gender: 28, Nord, Female HP:14/14 | ATK: 04 | MAG: 02 | DEF: 02 Skill: Light Armor Armour: Leather Armor [+1 DEF] | Weapons: Steel Claymore, Soothing Staff [+0 ATK] | Other: Fur-lined Cloak [+01 DEF against FROST] Inventory: Chalk x3, Rope x2, Torch x1, Potion of Swiftness x1, Potion of Restore Health x1, Potion of Restore Magicka x1, Potion of Blur,
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Posted: Wed Nov 16, 2011 7:44 pm
The torch passed over to the Dunmer's hand provided an adequate amount of light within the depths of the tunnel, and the trio was able to proceed without risk of tripping or encountering somewhat in the darkness. The distance into the mountain was nothing to scoff at--the adventurers traveled nearly eighty feet total before the sound of human voices echoed back to them.
Ahead, and around a bend, was a faint illumination that reflected back in a red-gold sheen from the icy portions of the walls.
Should one move up closer, the source of the light revealed itself: a guttering central firepit surrounded by no less than three humans (two Nords and an Imperial) and an Argonian. It was evident at a glance that the four were brigands, from the rough ways in which they argued amongst themselves and the trappings they wore.The bandits were immersed in their bickering. "We need more firewood!" the iron-clad man stated, not for the first time. "Someone has to go out and get it. Jergen and Vadhi, you should be the ones to go this time, Three-Spike and I went last time!"
The woman threw up her hands and made to rise, accompanied by the man named Jergen. It seemed likely that their steps would lead them to the tunnel, but first Jergen stepped to where the woodcutting axe lay on the floor...
[Sorry for the silence--Skyrim really took me away there, hahah! Below is your enemies scores and info. To note: they don't count as "heroes," so they have 4 less HP than your characters and 1 less ATK.]
Brigand Archer Vadhi - HP: 08/08 | ATK: 05 | MAG: 02 | DEF: 01 SKILL: Archery GEAR: Hunter's Bow [+2 ATK; Ranged], x10 Iron Arrows, Iron Dagger [+0 ATK], Fur Armour Set [+0 DEF]
Brigand Fighter Jergen - HP: 10/10 | ATK: 04 | MAG: 02 | DEF: 00/01 in Melee only SKILL: Block GEAR: Iron Axe [+1 ATK; Melee], Hide Shield [+1 DEF in Melee], Fur Armour Set [+0 DEF]
Brigand Caster Three-Spike - HP: 08/08 | ATK: 03 | MAG: 01/03 [Frostbite only] | DEF: 02 | MAGICKA: 02/02 SKILL: Destruction - Frostbite: It costs 1 Magicka to cast and provides +2 MAG in addition to the caster's MAG stat against 1 target. Targets struck by Frostbite cannot make a Move Action the following Turn. GEAR: Iron Dagger [+0 ATK], Fur Armour Set [+0 DEF], Potion of Restore Magicka
Brigand Leader Rolaf - HP: 10/10 | ATK: 05 | MAG: 01 | DEF: 02 SKILL: Heavy Armour GEAR: Steel Battleaxe [+2 ATK], Iron Armour [+2 DEF], Potion of Restore Health, Chest Key
Oh--and when you use an Action (be it Move, Minor or Major) in combat, be sure to label it as "X ACTION" before the action so I can find it easily, and include any system outcome of what you do. EXAMPLE: "MAJOR ACTION Lashker moved to engage the bandit warrior Jergen, and swiped at him with his sword. [4 ATK - 1 DEF = 3 HP damage to Jergen.]
Or "MINOR ACTION Kara glared at her opponent, sheathed her sword in a fluid motion as she backed up, and withdrew instead the Soothing Staff. [Weapon Swap.]"
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Posted: Mon Nov 21, 2011 1:51 pm
~ Selene ~
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Selene snorted quietly when the Argonian ordered her to focus. She was focusing. She could talk about clothes and make sure they weren't about to be ambushed at the same time. Not that Kara's reply was very helpful to her after all. Selene would have to take up leather working. Then she wouldn't have to pay so damn much to have armor that was functional AND showed off her curves. Or maybe just get and amulet enchanted with protection and wear whatever she pleased. With all the praise she heard about the loot she would get from this adventure, she thought she might be able to afford such an item. The thought made her grin, showing her vibrant white teeth that almost matched her silver hair.
The Dark Elf didn't care so much for being the one who held the torch. She liked shadows. Shadows were nice. But now she was the brightest one in the party. The Drow did it anyway, of course, holding the torch in one hand and her bow in the other. If something came up, she swore, she would chuck the stupid thing at the face of whomever was attacking her. Her mind was distracted from the grumbling of being the only one who could hold the torch when she saw the orange glow of firelight reflecting off the cave walls. Her mind instantly jumped to bandits or some similar disreputable people. The type that would attack the party on sight. She knew just how to deal with these people. She dropped her torch in a spot that, at a passing glance, looked relatively dry, [MINOR] pulled out the stopper of her poison of wrath, and dipped an arrow into it. "I'm going to frenzy that big armored guy" Selene informed her companions quietly. That guy would probably power through one or two of the other bandits before he either died or calmed down. He would probably get killed, though, knowing the general cohesiveness of any party of brigands was tenuous at best.
This would have to go quickly if they were going to surprise the brigands, as there were two coming their way and about to discover the party's whereabouts. Hoping that the party listened to her and knew not to charge directly in front of her while she was trying the shoot, [MAJOR] Selene aimed and fired at the guy in Iron armor.
(Here I'm assuming that our party has already been moved up by the GM and that that doesn't count as a move action on our behalf. If not, nix the last sentence of mine resolved)
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Adventurer Title & Name:Selene Age, Race & Gender: 43, Dunmer, Female HP: 10/10 | ATK: 6 | MAG: 3 | DEF: 1 Skill: Armour, Light Armour: Leather Armor [+1 DEF] | Weapons: Steel Bow [+1 ATK] | Other: --- [---] Inventory: x19 Arrows | x2 Potion of Restore Health | x1 Potion of Antidote | x1 Poison of Wrath (two arrow uses left)
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