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Bordell's Tales, Chapter 2: Broken Sword
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<blockquote data-quote="Velmont" data-source="post: 3028736" data-attributes="member: 13739"><p><span style="color: YellowGreen">"It is the tribe I have visited that was owning these horse. They got it lately after defeating some scouts from Gaile's army. It would be hard to track back the person who marked these saddles I think."</span> tells Snow.</p><p></p><p>Understanding your chance to track back to Sadder was almost impossible, you decide to leave the small house where you has stayed for now almost nine month.</p><p></p><p>-=-=-= 5 days laters =-=-=-</p><p></p><p>You have been travelling north east and have reach the cost in two days with your horses. From there, you been travelling east noth east, following the coast. During your days of ride, you've met some camp site. Snow tells you there has been a small tribe here, but they have left, most liekly travelling south east, fleeing Gaile's army.</p><p></p><p>Around noon, on the fifth day, you feels the grounds is starting to become more spongious, and the horses have more difficulty to move. Foward, you see a forest rising, but it looks like a bit hollow. Snow stops his horse and jump on the ground. He kneels down and grab a small bit of the heb on the ground. <span style="color: YellowGreen">"We are not more on firm ground, it is a swamp. We are in lands I've never been, I can't tell you what await us foward. The straigthest route would be to continue through the swamp. We can also travel east and pass around."</span></p><p></p><p>[SBLOCK=OOC]They are light horses with riding saddle. If the horses come from the same place than the saddle, most likely they were horses for messengers.</p><p></p><p>Also, are you familiar with the concept of action dices of Eberon. At level 6, you shoudl have 8 action dices. These action dices are d6 dices that you can add to a roll. You choose to spend an action dice after you roll but before you know the result.</p><p></p><p>Example: If you save against a basilisk gaze, and you roll a 10, you might want to spend an action dice. You roll a 5. You think it is ok and decide to keep a 15. The DC was 14... you saved against the creature gaze, and get ready to dice it...</p><p></p><p>I've chosen to introduce that rule to represent the hero aspect or your character and also gives a way to get out of a bad roll, as I won't fudge the dices.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Velmont, post: 3028736, member: 13739"] [COLOR=YellowGreen]"It is the tribe I have visited that was owning these horse. They got it lately after defeating some scouts from Gaile's army. It would be hard to track back the person who marked these saddles I think."[/COLOR] tells Snow. Understanding your chance to track back to Sadder was almost impossible, you decide to leave the small house where you has stayed for now almost nine month. -=-=-= 5 days laters =-=-=- You have been travelling north east and have reach the cost in two days with your horses. From there, you been travelling east noth east, following the coast. During your days of ride, you've met some camp site. Snow tells you there has been a small tribe here, but they have left, most liekly travelling south east, fleeing Gaile's army. Around noon, on the fifth day, you feels the grounds is starting to become more spongious, and the horses have more difficulty to move. Foward, you see a forest rising, but it looks like a bit hollow. Snow stops his horse and jump on the ground. He kneels down and grab a small bit of the heb on the ground. [COLOR=YellowGreen]"We are not more on firm ground, it is a swamp. We are in lands I've never been, I can't tell you what await us foward. The straigthest route would be to continue through the swamp. We can also travel east and pass around."[/COLOR] [SBLOCK=OOC]They are light horses with riding saddle. If the horses come from the same place than the saddle, most likely they were horses for messengers. Also, are you familiar with the concept of action dices of Eberon. At level 6, you shoudl have 8 action dices. These action dices are d6 dices that you can add to a roll. You choose to spend an action dice after you roll but before you know the result. Example: If you save against a basilisk gaze, and you roll a 10, you might want to spend an action dice. You roll a 5. You think it is ok and decide to keep a 15. The DC was 14... you saved against the creature gaze, and get ready to dice it... I've chosen to introduce that rule to represent the hero aspect or your character and also gives a way to get out of a bad roll, as I won't fudge the dices.[/SBLOCK] [/QUOTE]
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