(Casual D&D) A Game of Trust

Merrim: The man's high cheekbones, heavy facial hair, and sharp brow seem a little off from this region -- it's hard to say for certain, but if you had to guess you'd say that Tournean blood flows through his veins.

As you continue down the road, the figures lining it seem to avoid looking at you, staring parallel to the road, faces obscured by hood and shadow. One, however, seems to be enthralled by Merrim's cap -- his head tilts as you walk past. The nearest horsemen chides him with a harsh "tch!", and as he returns to formation, Niccolo will notice that Victus makes momentary eye contact...

Victus: ...or so it would seem. From where you stand, there are no eyes: Only gaping holes in a skeletal face. You see it for only an instant, but still it cannot be mistaken for the face of a living person.
 

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Victus tries hard to control a shudder of revulsion. To react would be to sign the warrant of doom for him and his friends.

I must tell them as soon as we are clear. Until then, I cannot give them any warning... For their lives are at risk from my actions.
 


(OOC: I picked up the Star Wars d20 Rulebook the other day, and after giving it an impressed once over I've decided to move Trust over to the Star Wars universe.

Most changes will be either cosmetic -- such as switching from kngdoms to galaxies, or from Pelor to microscopic organisms -- or technical, such as switching from ranger to scout, or hit points to VP/WP.

Important notes along this line: All references to gnomes are now considered references to gungans. Elves become mon calamari. Hobgoblins are now sand people, whatever they were called.

Storyline remains the same, although Exantrius is now a Jedi named Yin-Exan, and Thedoric is now known as Darth Theodore. The ring you found is now a droid that beeps ominously when danger is present.

In addition, mon calamari receive a bonus +10 XP every time they can work in the phrase "It's a trap!" without breaking character. Because that's really funny.

Once your character sheets have been updated to reflect this change, continue posting as-is with these changes in mind. If you don't have the SWd20 rules, just stop by your FLGS, it's definitely a worthwhile investment. I apologize for any inconvenience, but I think the game will really benefit from this change...)
 


Padawan Fendric draws his lightsaber, leaps from the speeder, and smites the nearest undead, er, Sithspawn walking beside him.

"Was that too impulsive, Master Aerda-wan?"

[Nice April Fool! Say, what does half-Mon Calamari look like? Can I be a Rodian instead?]
 


( :) Back to your normally scheduled game of D&D...)

Although the walk is wrought with tension, you pass beyond the gates without any incident. Just within the gate, there are a pair of lightly-armored guards bearing symbols of Heironeous... Aside from that, the streets seem wide and empty under the lamplight.

The buildings are silent, bone-white and smooth in the cold moonlight. You see the yellow of candle-light flicker across a few sparse windows; most are dark, at least here, near the gate.

To no surprise there is an inn here as well -- its door is shut and it is as quiet as anywhere, but there is a line of light cutting around the bottom and up to the hinges.

(Oh, and do still take the 10 XP for Aerda :) )
 
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When he is convinced that they are out of earshot of any other listeners, Victus says in a conversational tone, "Do not react to what I say - we may be watched. The robed figures we passed on the way in were not human, or at least not living humans. The face of the one that I caught was naught but a skull..."
 

hrm

"I have heard rumors of mindless servitors sometimes being used as guards in magic-accepting cities, but not undead. Either way, they seemed well restrained, but we should definently keep on our toes." Aerda nods and gets off of his horse, moving around to find the stable.
 

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