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Just a Day of Fun in the Battlepits - Let's Play Blood Sword I

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  #1  
Old 02-23-2014, 02:19 PM
Loki Loki is offline
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Default Just a Day of Fun in the Battlepits - Let's Play Blood Sword I


Blood Sword is a highly regarded series of five gamebooks released in the late 80s. Unlike other gamebooks, Blood Sword was designed for multiple players to read together and encouraged teamwork and cooperation. It plays out a bit like a simplified D&D, complete with map-based encounters, experience points, and plenty of dice rolls.


The first book, The Battlepits of Krarth, is a stand-alone dungeon-crawl that establishes the setting and characters before the real quest beings proper.


Normally, there can't be more than 4 players, one for each class, but I don't want to limit this LP so. Therefore, each class will be played by a team. If you'd like to sign-up as one of the 4 classes make a post with which in bold. Anyone can participate in normal gamebooky-choices that affect the group as a whole, but when it's time for a character specific action the choice will cycle through that classes participants. Also, at points a class will be privy to private information. I will PM those details to that classes participants. Then they can choose to share it with the thread if they wish.

So if you'd like to play post which class you'd like to be part of (also, suggest a name for the character). Once we have at least one of each we can start the game.

The classes are:

Insterid the Warrior - A master of the fighting arts. More skilled at weapon combat than the other classes and can take a hit or two. However, this class does not have any special skills. Also, the Warrior must follow a code of chivalry. This might result in an experience point penalty if the Warrior behaves in a dishonorable, cowardly, or uncouth manner.

Players: Gerad, kaisel

Heortarl the Trickster - A rogue that, while still a decent fighter, survives by cunning and wits. The Trickster is quick and difficult to hit, and once in each combat encounter can choose to act twice in a single round.

Players: aturtledoesbite, MrChris

Wheat the Sage - A spartan monk with an emphasis on support. The Sage can choose to perform more difficult moves in combat that are less likely to hit but do more damage. The Sage also has psionic powers that can be used for healing, reading thoughts, or even levitation.

Players: Kalir, Mr Bean

The Magnificent the Enchanter - The spellslinger. Physically weak, but has access to a range of devastating direct-damage magic.

Players: Nodal

Last edited by Loki; 03-07-2014 at 12:18 AM.
  #2  
Old 02-23-2014, 02:21 PM
Loki Loki is offline
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Rules of Play

Because Blood Sword is more complicated than a normal gamebook, this section will get a little wordy. My apologies. Most of it is pretty straightforward, but combat has a few specifics that will be important when playing.

Quote:
TERMINOLOGY

The usual role-playing abbreviation is used to indicate different Dice rolls. This uses the basic format of

X Dice+Y

meaning that X Dice are rolled and Y is added to the total.

As an example, 2 Dice+3 means 'roll two Dice and add three' - giving a number from five to fifteen. Taking another case, 1 Die - 1 means 'roll one Die and subtract one' - negative numbers count as zero unless otherwise stated, so this would give a score from zero to five.

FIGHTING PROWESS, etc.

Each character is described by four attributes. [So why didn't you entitle this section 'Attributes', rather than ...? Never mind.] These are:

Fighting Prowess a measure of how powerful a fighter the character is;
Psychic Ability an indicator of the character's resistance to attack spells and (in the case of an Enchanter) his or her aptitude for magic;
Awareness a difficult concept, as it encompasses quickness of thought, dexterity and general nous;
Endurance the attribute measuring the character's state of health; wounds are deducted from Endurance, and if it reaches zero then the character dies.


COMBAT

Combat takes place in Rounds, each of which represents about ten seconds of action. Each Round, everyone who is taking part in the combat gets the opportunity to perform one action if he or she wishes: to attack, cast a spell, or whatever. Actions are taken in sequence based on each combatant's Awareness score. The combatant with the highest Awareness acts first, then ... [We get the idea.] Combatants with equal Awareness scores act simultaneously. A combatant who is killed (reduced to zero Endurance) before his turn does not get to act!

These are the possible combat options and the circumstances in which they may be used. A character may choose any option for which he or she is eligible as his or her action for the Round:

MOVE

This action allows the character to close and fight an enemy, or to move to an exit (if any). If you take the move option while an opponent is fighting you, then (unless your Awareness is higher than the opponent's) you take an automatic wound. Once all surviving characters in the party have moved to an exit, the party may flee at the start of the next Round.

FIGHT

The character must have previously chosen the move option in order to be close enough to an opponent to fight. (But there are exceptions to this rule; sometimes the tactical maps [!] in the text will show that your opponents are directly adjacent to you at the start of the combat, in which case an immediate attack is possible.)

DEFEND

You cannot attack in the Round in which you choose this option, but it has the advantage of making you harder to hit. This is explained more fully below.

SHOOT

This is an option for Sages and Tricksters only. You fire an arrow at any one opponent. Unlike the fight option, you do not have to move first because (of course) arrows are long-range weapons. You cannot choose to shoot if an opponent is striking at you in the same Round - that is, you must dispose of any opponents who have closed to attack you before picking off others with your bow.

FLEE

Sometimes the text will give your party the option to flee from a fight. All surviving Adventurers must have made a move before the party can flee. When this option is taken, the entire party flees at the start of the Round, so their opponents get no chance to hack at them or cast spells as they run off.

CALL A SPELL TO MIND/CAST A SPELL IN MIND

These are options for Enchanters only. They are explained in the special section on Enchanters.

You can perform one of these actions in each Round. (Tricksters sometimes get the opportunity for two actions in a Round though, as explained later in their special rules.)

The rules for combat are designed for ease of play [ha!] but require a short explanation. When striking at an opponent (that is, when you take the fight option for a Round), you roll two Dice. A score of equal to or lower than your Fighting Prowess means that your blow has hit. If you hit, you roll a damge Die (or Dice, at higher ranks) to see how much of an Endurance loss you have inflicted. If your opponent has an Armour Rating, you must reduce your Die roll for damage by this amount, and the result (if greater than zero) is deducted from the opponent's Endurance.

Take an example. You have a Fighting Prowess of seven and a damage roll of one Die. You are attacking a Troll whose Fighting Prowess is six and which also rolls one Die for damage. You have the higher Awareness, so you get the first blow. Rolling two Dice, you score a three; this is less than your Fighting Prowess score, so you have succeeded in hitting it. Next you roll one Die for the damage your blow inflicts. You get a six, but the Troll has an Armour Rating of two so only four points are deducted from its Endurance. If still alive, the Troll now gets to hack back at you. It rolls six on two dice - equal to its Fighting Prowess, so good enough to hit you (though only just!). For its damage Die roll it scores a one; because you have an Armour Rating of two this means that you lose no Endurance. The Troll's claws hit you, but scrape harmlessly off your studded leather jerkin. [Note for future reference: this world's Trolls suck.] The battle rages on for another Round ...

Two others factors need to be considered. If you defend, then your opponent must roll equal to or less than his Fighting Prowess on three Dice in order to hit you. You do not get to strike a blow yourself in the Round you are defending.

The other point concerns the move option. If you have a high Awareness and can move away from an opponent before that opponent gets his or her action for that Round, all well and good. If you try to move away from an opponent who has already attacked you earlier in the Round, however, then he or she immediately gets a second strike at you - and this is an automatic hit. For this reason, it is usually best to dispose of one opponent before you move to engage another.

ARMOUR

You will start your adventure with a suit of armour. This gives an Armour Rating of three if you are a Warrior or of two if you belong to one of the other adventuring types.

You cannot wear two suits of armour in combination.

WEAPONS

If you lose your weapon, you must reduce your Fighting Prowess and damage Dice rolls by two until you find a replacement.


SPECIAL CHARACTER OPTIONS

Sometimes there will be the option for a character of a given class to act - for example, 'If there is a Trickster in the party, turn to ...'. If such an option is taken, only the player concerned looks at the appropriate section. He or she will usually read out the section to the other players, but sometimes part of a section will be 'restricted' and printed in [bracketed italics]. This means that the player can, if he or she wishes, keep that part of the information withheld from the other players. For instance, there might be the option for a Sage to read an ancient piece of parchment. The book passes to the Sage player, who reads in his 'restricted' section:

'(SAGE) You decipher the faded runes on the parchment.
[It tells you that the safe route to the Emblem of Victory lies beyond the gold door.]
Turn to 559.'
Again, I will be PMing this information to a classes participants.

Quote:
The player must tell his or her companions that he or she is reading the parchment, but he or she is not obliged to tell them what it says.

In a situation where two or more players are both given the chance for individual action (say, the Sage could speak to a demon or the Trickster could shoot it with an arrow), the players roll Dice and highest score decides who acts.

ENCOUNTERS

At all times players must specify their battle order. Battle order may be changed at any time except when in combat.

Generally (but not always!) the first player, being at the front, will be the one to get to hit by surprise attacks and so on. If players cannot agree on a battle order then they must adopt the following standard arrangement: first Warrior, then Sage, then Enchanter, then Trickster.

Encounters are almost always played out on a tactical display of the room, corridor or what-have-you. An example is shown here:


The numbers on this tactical map show where the Adventurers are standing when the combat starts. The Ms refer to the monster's starting locations.

It is possible to fight a monster only in an adjacent square, not across a diagonal, and it is not possible to move onto a square already occupied by a monster or another player. When a monster or character is slain, remove them from the map; in other words, you can step over or even stand on a fallen foe. You cannot move where there are no squares, nor on to a blacked-out square, which represents an obstacle such as (in the map above) a pillar or a large statue. Shaded squares can be moved through by monsters but not by players. In the map above, for instance, the shaded squares indicate a bed of coals which the monsters are immune to.

ENCUMBRANCE

There is a limit to how much you can carry. As shown on the Character Sheets, you can usually have ten items at a time. If you are fully encumbered and find another item you want, you must discard one of the items you're already carrying (or give it to another player) in order to make space for it in your backpack.

Two special points need to be made. A quiver (available to Sages and Tricksters) will hold up to six arrows. The quiver counts as one item for encumbrance purposes regardless of the number of arrows it contains. That is, if you have a quiver containing six arrows then it still counts as only one item and not as seven items.

Your money pouch counts as one item too. As with the quiver, the contents are not relevant. The money pouch will hold a maximum of a hundred coins (of any type), but whether it is full or empty it counts as only one item.


MAGIC

Magic is the special province of Enchanters and, to a much lesser extent, Sages. The way in which magic functions for these classes is fully set out in their special sections, but there is one thing that every Adventurer must know about magic.

There are two types of magic. BLASTING spells simply inflict damage when they are cast, and if you happen to be the target there is not much you can do about it! You deduct the damage the spell does (less your Armour Rating) from your Endurance score. The other sort of spells are PSYCHIC spells, and these you can try to resist. To resist a PSYCHIC spell you must roll two Dice and obtain a score equal to or less than your Psychic Ability score. If you make this roll, the spell fails to work against you.

You will always be told whether a spell is of the Psychic or Blasting variety.


EXPERIENCE POINTS

Experience points are a measure of a character's skill and power. If you complete The Battlepits of Krarth successfully, you will be awarded a number of experience points to be divided among all your surviving characters. At the same time you add up any special bonus awards (or penalties) you were given during the adventure. The total experience points a character accumulates will enable him or her to rise in rank.


You start the adventure with the base level experience points required for your rank - 250 if you are second rank, etc. If you play through the adventure with a single (eighth rank) character and receive an award of 1000 experience points, for example, then you will advance to twelfth rank. If you had had the same award as a party of four second rank characters, each character would advance to third rank.

After successfully completing the adventure and totting up your experience points, keep the Character Sheet. Characters who emerge alive from the Battlepits are eligible for Blood Sword 2: The Kingdom of Wyrd.
A special note here. Experience is generally awarded at the end of the book or for completing special quests. Because these books can be tough, and death can come quickly, I'm revising the rules. If a class is killed, they'll be revised after combat with half their Endurance. If the whole party dies the combat starts over. When points are awarded, the class that died the least amount of times will win an additional 50% Experience.

Last edited by Loki; 02-23-2014 at 02:52 PM.
  #3  
Old 02-23-2014, 02:22 PM
Loki Loki is offline
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Class Details

Because we're playing with a team of 4, each class starts as Rank Two.

Quote:
The Warrior

Fighting Prowess: 8
Damage: 1 Die+1
Psychic Ability: 6
Awareness: 6
Endurance:12

The Warrior starts with a sword, chainmail armor (Armor Rating 3), and a money pouch containing 10 gold pieces.

The Warrior doesn't get any special skills.

The Trickster

Fighting Prowess: 7
Damage: 1 Die
Psychic Ability: 6
Awareness: 8
Endurance:12

The Trickster starts with a sword, studded leather armor (Armor Rating 2), a money pouch containing 10 gold pieces, a bow, and a quiver with 6 arrows.

Dodging Technique
The Trickster is very adept at evading attacks. When an opponent makes a fight roll, he or she (or it) must roll 2 Dice+1 instead of the usual 2 Dice.

Archery
As long as The Trickster has a bow and arrows, the shoot option is available in combat. The Trickster does not have to be in an adjacent square to the opponent to shoot. A shoot roll is just like a fight roll - that is, to hit a roll must equal or be under the Fighting Prowess on two dice.

Regardless of rank, arrows inflict only one Die Endurance damage (less Armor Rating) on the target.

Quick Thinking
Once in each combat the Trickster can use this ability to take two actions in the same Round. The first action happens at the point in the Round when the Trickster would normally act. The second comes at the end of the Round when everyone else has had a chance to do something.

The Sage

Fighting Prowess: 7
Damage: 1 Die
Psychic Ability: 7
Awareness: 6
Endurance:10

The Sage starts with a quarterstaff, ringmail armor (Armor Rating 2), a money pouch containing 10 gold pieces, a bow, and a quiver with 6 arrows.

Archery
As long as The Sage has a bow and arrows, the shoot option is available in combat. The Sage does not have to be in an adjacent square to the opponent to shoot. A shoot roll is just like a fight roll - that is, to hit a roll must equal or be under the Fighting Prowess on two dice.

Regardless of rank, arrows inflict only one Die Endurance damage (less Armor Rating) on the target.

Quarterstaff technique
The Sage's expertise in quarterstaff fighting includes a knowledge of critical nerve points. When attacking with the staff, The Sage can elect to make the fight roll on three Dice instead of two. This is obviously more difficult, but it means that if the strike does hit it inflicts an extra one Die damage and knocks the foe off-balance, causing him to take his action at the end of the following Round (that is, as if he had an Awareness score of one).

Healing
The Sage can use this psionic ability at any time except during a combat. When attempting to Heal, you decide how many points of Endurance you are going to use. Deduct these from your Endurance, then roll 1 Die-2 and multiply this by the number of points you expended. The result is the Healing energy (in the form of Endurance points) that you are able to draw from the Cosmic Flux. These points may be distributed as wished among the players (including The Sage). No player can increase his or her Endurance above its initial score, of course.

An example will show how this works. Alfric is a Sage who decides to expend five Endurance in a Healing attempt. He thus rolls 1 Die-2 and multiplies the figure by five - rolling four on the Die, say, and thus getting a total of ten Endurance points. He could restore his own Endurance to what it was before he tried the Healing, and this would still leave him with five points to distribute to himself or his companions as he wishes.

Negative results on the 1 Die-2 roll are counted as zero, as mentioned earlier. Your power of Healing is always a gamble, though, because you might roll one or two on the Die and thus get back no points from the Cosmic Flux.

Other psionic powers
The Sage's other psionic powers will be explained in situations where necessary. They include:

ESP the ability to detect thoughts;
Paranormal Sight the ability to see through soft materials such as curtains, fog or water (not stone or metal);
Levitation the ability to negate the force of gravity on the Sage's body, allowing to rise vertically into the air;
Exorcism the ability to dispel ghosts and other wraiths by stifling the paranormal energies that sustain them.

The Enchanter

Fighting Prowess: 6
Damage: 1 Die-1
Psychic Ability: 8
Awareness: 6
Endurance:10

The Enchanter starts with a sword, silver armor (Armor rating 2), and a money pouch containing 10 gold pieces.

The Enchanter's special skills are more involved than those available to any other character because The Enchanter has a host of useful and deadly spells at command. The procedure for spellcasting is quite involved, so read the following stages carefully.

1 Before you can cast a spell, you must call it to mind. If done during a combat, this takes one Round. You can call spells to mind at any time - and keep them in mind without effort - so you may wish to have a few ready before encountering an enemy - rather like having a cocked and loaded crossbow.

However, each spell that you have in mind temporarily reduces your Psychic Ability by one until it is cast. If you keep several spells in mind at all times, you will therefore be adventuring with quite a low current Psychic Ability, and this makes you vulnerable to psychic attacks.

2 The attempt to cast a spell takes one Round. It does not happen automatically. In order to cast a spell successfully, you must roll equal or less than your Psychic Ability on two Dice. You must add the Complexity Level of the spell to the Dice roll. If you fail to cast it, you can try again the next Round; this time the roll is easier, as you subtract one from the two-Dice-plus-Complexity roll. If you fail again, you subtract two from your roll on the next Round. If the spellcasting process is interrupted (for example, you take a Round out to dodge or fight) then you have to go back to stage one.

An example will show how this works. Ragnarok is an Enchanter with a Psychic Ability of nine. He has called two spells into mind in case of trouble, so he currently has a reduced Psychic Ability score of seven. In an encounter with three hobgoblins he decides to use his Sheet Lightning spell. This is a Complexity Level four spell, so the first round he tries to cast it he must roll seven or less on 2 Dice+4. He fails this difficult roll but continues trying on the next Round, this time making 2 Dice+3. He fails again, so on the third round he needs to make his roll of seven or less on 2 Dice+2. This time he succeeds, and a crackling bolt scatters the hobgoblins. If Ragnarok had stopped trying to cast the spell in order to fight, and then started trying again the Round after that, he would have had to start with a 2 Dice+4 roll again.

The combat spells available are as follows:

Volcano Spray Complexity Level one
Causes all enemies in the vicinity to lose one Die Endurance. This is a Blasting spell, so it cannot be resisted. The enemies' Armour Rating, if any, is deducted from the damage Die roll.

Nighthowl Complexity Level one
A Psychic spell that affects a single opponent. If the opponent fails to resist, he/she/it [even more inclusive than usual!] must make fight or shoot rolls using one Die more than usual (that is, on three Dice rather than two Dice) for the next four Rounds.

White Fire Complexity Level one
This Blasting spell strikes one opponent, causing the loss of 2 Dice+2 Endurance (less Armour Rating).

Swordthrust Complexity Level two
A Blasting spell affecting one enemy, who loses 3 Dice+3 Endurance; armour reduces the damage in the usual way.

Eye of the Tiger Complexity Level two
When this spell is cast, you can either add two to your Fighting Prowess and damage rolls or add one to the Fighting Prowess and damage rolls of everyone in the party including yourself. This lasts for four Rounds of combat.

Immediate Deliverance Complexity Level two
Used during a combat from which you wish to flee, this spell Teleports everyone in the party to the exit (if there is one). You are then ready to beat a retreat in the next Round.

Mists of Death Complexity Level three
All enemies in the vicinity lose two Dice Endurance if they fail to resist this Psychic spell. Armour gives no protection.

The Vampire Spell Complexity Level three
This Psychic spell can be directed against a single foe, who loses four Dice Endurance if he fails to resist it. Some of the vital energy he loses is channelled into you: your own Endurance is increased by half the amount he loses (rounded down). Of course, your Endurance still cannot exceed its initial score.

Sheet Lightning Complexity Level four
A powerful Blasting spell that inflicts 2 Dice+2 damage to all opponents in the vicinity. Armour protects from this as usual.

Ghastly Touch Complexity Level four
This is the only spell that requires you to be in an adjacent square to your intended victim. It is a Psychic spell that affects one opponent, who loses seven Dice Endurance if he fails to resist it - and two Dice even if he does resist it. Armour gives no protection.

Nemesis Bolt Complexity Level five
This highly focused bolt of energy strikes one foe, who loses 7 Dice+7 Endurance. It is a Blasting spell, so armour will reduce the damage.

Servile Enthralment Complexity Level five
This Psychic spell affects one enemy. If not resisted, it brings the enemy under your control. He/she/it simply stops moving and in non-combat situations may respond to your questions. If you order an Enthralled foe to fight for you (that is, against his own former companions), you must roll one Die: on a six he recovers his wits and attacks you. Enthralment lasts long enough for you to leave the vicinity, so you proceed as though you had slain the opponent in question.

You also have a number of non-combat spells. These include Summon Faltyn, which calls a sly, faerie creature to serve you for a time; Prediction, which grants a glimpse into possible futures; and Detect Spells, which informs you when magic is operating nearby. There is no need to make Dice rolls to cast such spells because it will not usually matter whether it takes several attempts to get them to work.
I made a Spreadsheet to keep track of stats and items, and who's signed-up to play which class.

Last edited by Loki; 02-23-2014 at 03:29 PM.
  #4  
Old 02-23-2014, 04:46 PM
Loki Loki is offline
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Quote:
Glossary

the Battlepits -- The name of a large underground complex of tunnels and chambers, located beneath the plains of Krarth. Also used as the name of the contest staged by the Magi of Krarth every thirteen lunar months, wherein a group of champions are sent down into the Battlepits to vie with each other. The aim of the contest is to get through a succession of magical opponents and problems to the Emblem of Victory. The magi bet among themselves on the outcome, of course, and sometimes a Magus will intervene covertly to assist his champions or hinder the progress of those sponsored by a rival.

the Blasting -- The demon-spawned disaster in which Spyte (qv) was laid to ruin and the True Magi were killed. After this holocaust, which lasted for three days and nights, Spyte was left isolated by a deep chasm which many believe goes right down to the fires of Hell.

the Cauldron -- The name by which peasants and travellers know the deep gorge surrounding the ruins of Spyte. Steam rises in sulphurous clouds from this, thickening in the chill air so that the ruins are rarely visible. The only way across is by flying, as the Cauldron is too wide even for spells such as Immediate Deliverance.

the Coradian -- The sea around whose shores are located the richest ports and cities of the world. Also used as a collective adjective for the countries of the True Faith - Algandy, Chaubrette, Kurland, the New Selentine Empire, Asmuly and Emphidor - surrounding this sea.

Krarth -- A large country in the far north of Legend, divided into several dozen separate states each of which is ruled over by a Magus. It is divided from the civilised lands around the Coradian Sea by a deep rift valley which cuts through the Coradian continent from eastern to western shore. A cold, inhospitable country full of ancient and xenophobic traditions, Krarth is avoided by most merchants from the southern lands.

Legend -- The mortal world; Midgard, or Middle-Earth.

the Magi -- The lords of Krarth. There are some thirty magi, each essentially a local despot with absolute dominion over his territories. Since the country cannot support a standing army of any size, disputes are settled by means of the Battlepits contest (qv) - and sometimes by assassination.

Selentium -- The capital of the Old Selentine Empire which once took in most of the western world. After the fall of the Old Empire seven hundred years ago, Selentium has risen to a new importance as the centre of the True Faith.

Spyte -- The "holy city" of the True Magi, who convened there every seven years in order to commune with the gods of Krarth. Today it stands in ruin, atop a pinnacle of rock in the middle of a vast rift in the earth ("the Cauldron").

the True Faith -- The principal religion of modern Legend.

the True Magi -- The original rulers of Krarth, wizards of unimaginable power, who were all slain in the Blasting of Spyte centuries ago. The present magi are for the most part the descendants of seneschals or apprentices who seized power in the ensuing confusion.
  #5  
Old 02-23-2014, 06:14 PM
Kalir Kalir is offline
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Eh, why not. Put me down for Sage.
  #6  
Old 02-23-2014, 06:22 PM
Nodal Nodal is offline
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i will be a mighty wizard
  #7  
Old 02-23-2014, 07:48 PM
aturtledoesbite aturtledoesbite is offline
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I'll take a Trickster.
  #8  
Old 02-23-2014, 07:51 PM
Gerad Gerad is offline
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I'll join Team Warrior.
  #9  
Old 02-23-2014, 09:53 PM
Loki Loki is offline
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Great! That's enough to start. Anyone can still join at any time, and you don't have to belong to a class to vote for general choices.

Our team of Warrior, Trickster, Sage, and Enchanter have traveled to the capital city of Krarth to participate in the Battlepits. This yearly trial pits champions of the local nobility against each other to allocate power and settle disputes. Of course, promise of great treasure and fame ensures there's plenty of champions to go around.




  #10  
Old 02-23-2014, 10:07 PM
aturtledoesbite aturtledoesbite is offline
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Sure, let's see what I can try.
  #11  
Old 02-23-2014, 11:02 PM
Nodal Nodal is offline
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What kind of magics can I do? Also, I want to keep Eye of the Tiger in memory.
  #12  
Old 02-24-2014, 09:27 AM
Loki Loki is offline
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Okay Nodal, you've done your time and took your chances, and queued up Eye of the Tiger.

If you want to cast a spell here are you're choices.



A Faltyn is a kind of fae spirit that only you can see and hear. And turtle, you notice an opportunity to nab some swag.



You guys should chose which course of action to take. Staying with the spirit of the book, you can't both act at the same time. Nodal, being the only Enchanter right now, gets to decide which spell to cast, if you go that route.

Or you can do one of the other choices as well.
  #13  
Old 02-24-2014, 10:16 AM
aturtledoesbite aturtledoesbite is offline
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I've got over a 70% chance to succeed.

I'll let you pick, Nodal.
  #14  
Old 02-24-2014, 11:47 AM
Mogri Mogri is online now
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I'm not sure how well it works, but Prediction sounds useful.
  #15  
Old 02-24-2014, 11:48 AM
Falselogic Falselogic is offline
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No! Steal money! Steal it!

Let's roleplay our characters as if they are JRPG protagonists and so are sociopaths solely out to take everything not nailed to the floor and then kill God.
  #16  
Old 02-24-2014, 11:52 AM
Loki Loki is offline
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Ahahahaha, FL. Guess where the books eventually end up.
  #17  
Old 02-24-2014, 11:54 AM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Loki View Post
Ahahahaha, FL. Guess where the books eventually end up.
*sigh*
  #18  
Old 02-24-2014, 11:56 AM
Loki Loki is offline
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It's done well think (well, well enough at least). Assuming we get that far.
  #19  
Old 02-24-2014, 12:27 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Loki View Post
It's done well think (well, well enough at least). Assuming we get that far.
Oh, we'll get there even if we have to cheat to do it!

Cheating in this context means dog earing a lot of pages and re-rolling dice...
  #20  
Old 02-24-2014, 04:48 PM
MrChris MrChris is offline
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Oh, why not. I'll join in as a Trickster.

Speaking of which, there's a drunken merchant waiting to be robbed in the very first section? Trickster's gotta trick. I agree with Falselogic here; let's commit some larceny before our meal ticket gets away! Even if we fail, I doubt we'll be in any serious danger early on.

I suppose we can see if Kalir wants to invoke his Sagely wisdom or whatever, but that sounds sensible and boring. We have plenty of time to be sensible later on; today, let's pick some pockets.
  #21  
Old 02-24-2014, 04:54 PM
Falselogic Falselogic is offline
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Yes! that fat purse is begging us to take it!

Don't fudge this roll Turtle!
  #22  
Old 02-24-2014, 05:05 PM
Loki Loki is offline
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Theft attempt: 1d6=1, 1d6=5 It's a success!

Quote:
(TRICKSTER) You saunter casually past the merchant and, reching deftly inside his jacket, remove his doubtless ill-gotten gains. He is so drunk that he does not notice a thing. Turn to 344.
turtle, MrChris, I've PMed what you've found.


  #23  
Old 02-24-2014, 05:09 PM
Falselogic Falselogic is offline
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Let's give him five now and say we'll give him five later but really kill him in the alley after he tells us!
  #24  
Old 02-24-2014, 05:34 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Falselogic View Post
Let's give him five now and say we'll give him five later but really kill him in the alley after he tells us!
I think we have to leave him alive. Pretty sure the point of coming here was to get one of these people to plaster advertisements all over our armor or something so we could go kill stuff officially.
  #25  
Old 02-24-2014, 05:36 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by aturtledoesbite View Post
I think we have to leave him alive. Pretty sure the point of coming here was to get one of these people to plaster advertisements all over our armor or something so we could go kill stuff officially.
Well, okay.. We can kill him later... I guess. Still voting 5 now and 5 later
  #26  
Old 02-24-2014, 05:38 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Falselogic View Post
Well, okay.. We can kill him later... I guess. Still voting 5 now and 5 later
Sounds good to me.
  #27  
Old 02-24-2014, 05:54 PM
Loki Loki is offline
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Alright, no more opportunity to try something else. It's do or die time.
  #28  
Old 02-24-2014, 05:58 PM
Gerad Gerad is offline
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I defer to the Trickster.
  #29  
Old 02-24-2014, 06:02 PM
Falselogic Falselogic is offline
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ahaha! Yes! Take that sucker!

Anyway pick the purple banner!
  #30  
Old 02-24-2014, 06:18 PM
MrChris MrChris is offline
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We just bought 10 gold coins' worth of information for 5, so we might as well act on it. I vote for the scarlet banner.
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