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<blockquote data-quote="Scott DeWar" data-source="post: 6039299" data-attributes="member: 49929"><p>path finder point buy is different from 3.5, by the way.</p><p></p><p>So, a bard for then!!</p><p></p><p>[sblock=Character Generation]</p><p><s>First level, 18 point build, max HP at first level, max starting wealth, two traits.</s></p><p><s></s></p><p><s></s></p><p><s>I am going to limit to choice of race to human. This is because I have not yet decided how the non-human races are going to fit in, or even if they are there at all. If you are particularly set on playing another race, PM me.</s></p><p></p><p>Each character will be able to speak, in addition to Common, the native tongue of his or her homeland.</p><p></p><p>Up to two non-class skills can be added to the class skills for the character if written into the background.</p><p></p><p><s>New skill: Knowledge (Netherworld).</s></p><p></p><p>Each character may start with one magic item of up to 2500gp in value. All you have to do write a description as to how it came into your character's possession. If you want to take something consumable, like potions or scrolls or feather tokens you may take a number of that item up to 2500gp. You cannot mix and match items. This is not a 2500gp spending spree. You don't get to keep the difference.</p><p></p><p>Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting.</p><p></p><p>[/sblock]</p><p><strong>Exxx male human Bard 1</strong></p><p>[sblock]</p><p>STR: 10 Bonus +0 cost 0</p><p>DEX: 14 Bonus +2 cost 5</p><p>CON:11 Bonus +0 cost 1</p><p>INT:14 Bonus +2 cost 5</p><p>WIS:12 Bonus +1 cost 2</p><p>CHA:16 Bonus +3 cost 5 race: +2</p><p></p><p>SAVES</p><p>* Fort: +0 [Base 0, +0Con]</p><p>* Ref: +4 [Base 2, +2 Dex]</p><p>* Will: +3 [Base 2, +1 Wis]</p><p></p><p>ENCUMBERANCE</p><p>* Light 30' Carry xxlbs)</p><p>* Medium 30' ( Carry xxlbs, MaxDex +3, Check -3)</p><p>* Heavy x0' (Carry xxxlbs, MaxDex +1, Check -6)</p><p></p><p>COMBAT</p><p>* Attacks 1</p><p>* Melee +0 [BAB +0, Str +0]</p><p>* Ranged +2 [BAB +0, Dex+2]</p><p>* Initiative +2 [Dex +2]</p><p>* Armour Class 16 [Base 10, Armour +3, shield +1, Dex +2]</p><p>** flat foot: 13</p><p>** touch: 13</p><p>** special: with -1 att get +1 dodge bonus</p><p>* HP 8/8 HD 1d8</p><p>*</p><p></p><p>WEAPONS</p><p>* Short Spear (Dam 1d8 , Crit x3, Rng 20')</p><p>* Short Sword (Dam 1d6 , Crit 19/20 x2)</p><p>* Daggar (Dam 1d4 , Crit 19/20 x2, Rng 10')</p><p>* Short Bow (Dam 1d6, Crit x3, Rng xx')</p><p></p><p>TRAITS </p><p>* <a href="http://www.d20pfsrd.com/traits/magic-traits/desperate-focus" target="_blank"> Desperate Focus </a></p><p>* <a href="http://www.d20pfsrd.com/traits/social-traits/savant" target="_blank"> Savant </a> </p><p></p><p>FEATS</p><p>* [human] <a href="http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat" target="_blank"> Combat Expertise </a></p><p>** <span style="color: darkgray">[char. lv 5] <a href="http://www.d20pfsrd.com/feats/combat-feats/improved-feint-combat---final" target="_blank"> Improbed Feint </a></span></p><p>* [char. lv 1] <a href="http://www.d20pfsrd.com/feats/general-feats/lingering-performance" target="_blank"> Lingering Performance </a></p><p>** <span style="color: darkgray">[char lv 3] <a href="http://www.d20pfsrd.com/feats/general-feats/harmonic-spell" target="_blank"> Harmonic Spell </a></span></p><p></p><p></p><p>CLASS FEATS</p><p>* Bardic knowledge</p><p>* bardic performance</p><p>* cantrips</p><p>* countersong</p><p>* distraction</p><p>* fascinate</p><p>* inspire courage +1</p><p></p><p>SKILLS [6 [class] +2 [int] +1 [race] +1 [fav]] * 1 [level] = 10</p><p>[code]</p><p>* [I][B]Acrobatics[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U]</p><p>* [I][B]Appraise[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Bluff[/B][/I]: +7 [ranks 1, Cha +3, class +3] </p><p>* [I][B]Climb[/B][/I] : 0 [ranks --, Str +0] [U]untrained[/U]</p><p>* [I][B]Craft[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Diplomacy[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]</p><p>* [I][B]Disguise[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]</p><p>* [I][B]Escape Artist[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U]</p><p>* Handle Animal: -- [ranks 0, Cha +3] [U]untrained[/U]</p><p>* Heal: +1 [ranks --, Wis +1] [U]untrained[/U]</p><p>* [I][B]Know (Arcana)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Know (Dungeon)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Know (Engineering)[/B][/I]: +6 [ranks 1, Int +2, class +3] </p><p>* [I][B]Know (Geography)[/B][/I]: +6 [ranks +1, Int +2, class +3] </p><p>* [I][B]Know (History)[/B][/I]: +6 [ranks 1, Int +2, class +3] </p><p>* [I][B]Know (Local)[/B][/I]: +6 [ranks 1, Int +2, class +3] </p><p>* [I][B]Know (Nature)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Know (Netherworld)[/B][/I]: +6 [ranks 1, Int +2, class +3] </p><p>* [I][B]Know (Nobility)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Know (Planes)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Know (Religion)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Linguistics[/B][/I]: 0 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Perception[/B][/I]: +5 [ranks 1, Wis +1, class +3]</p><p>* [I][B]Perform: Wind[/B][/I]: +7 [ranks 1, Cha +3, class +3]</p><p>* [I][B]Perform: Vocal[/B][/I]: +7 [ranks 1, Cha +3, class +3]</p><p>* Ride: +2 [ranks --, Dex +2] [U]untrained[/U]</p><p>* [I][B]Sense Motive[/B][/I]: +1 [ranks --, Wis +1, class +3] </p><p>* [I][B]Sleight of Hand[/B][/I]: +2 [ranks --, Dex +2, class +3] </p><p>* [I][B]Spellcraft[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]</p><p>* [I][B]Stealth[/B][/I]: +6 [ranks 1, Dex +2, class +3] </p><p>* Survival: +1 [ranks --, Wis +1] [U]untrained[/U]</p><p>* Swim: +0 [ranks --, Str +0] [U]untrained[/U]</p><p>* [I][B]Use Magic Dev.[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]</p><p>[/code]</p><p></p><p>EQUIPMENT </p><p>[code]</p><p>Armour</p><p>* Studded Leather 25 gp 20 lb</p><p>* Buckler 5 gp 5 lb</p><p>** Total [30 gp 25 lb]</p><p>Weapons</p><p>* Short Spear [5 lbs]</p><p>* Short Sword [3 lbs]</p><p>* Dagger x2 [2 lbs]</p><p>* Shortbow [2 lbs]</p><p>* Arrows x20 [3 lbs]</p><p>** Total [15 lbs]</p><p>Belt Pouch</p><p>* Flint and Steel [n/a]</p><p>Backpack [2 lbs]</p><p>* Bedroll [5 lbs]</p><p>* Blanket [3 lbs]</p><p>* Lantern - Hooded [2 lbs]</p><p>* Waterskin [4 lbs (full)]</p><p>* ColdWeather Outfit [7 lbs]</p><p>* Travel Outfit [5 lbs]</p><p>** Total [28 lbs]</p><p></p><p>MONEY</p><p>:: PP </p><p>:: GP 180</p><p>:: SP </p><p>:: CP </p><p>[/code]</p><p>[/sblock]</p><p></p><p><strong>APPEARANCE</strong></p><p></p><p></p><p></p><p></p><p><strong>BACKGROUND</strong></p><p><strong><em>[REDACTED]</em></strong> really was quiet as a child, didn't play much with the other kids. Some said simple, but his parents could see the intelligence behind his eyes. Like a sponge in a sea of knowledge. His mother died when he was 8 of an unknown illness. This left his father, a teamster driver, to raise him on the go. <strong><em>[REDACTED]</em></strong> learned much on the road, where he met a kindly old minstrel whose music kept the animals calm and focused by playing his lute during travels. He wold ride with <strong><em>[REDACTED]</em></strong> and his father during trips across the land and between gates telling of things, of places, of people of far away lands, and <strong><em>[REDACTED]</em></strong> was the ever vigilant sponge, soaking every bit of it up. </p><p></p><p>By the time he was 12, The minstrel, adept in many musical instruments, had taught <strong><em>[REDACTED]</em></strong> how to play a reed flute, so for his birthday his father bought him one. The two of them would play together for hours on end at camp fire, on the road or at inns during the merchant trips. for another year he would remain so, until a fateful trip across neverwhere. Neverwhere is what he called the land if the Netherworld. Not here, not there, yet both here and there.</p><p></p><p>It was at the midway point of a long 3 hour trek through mid-gates, as the old minstrel would call the nether regions, at a cross roads. As always, clearly marked with cairn stones, wagon ruts and the crossing path was overgrown. Yet not. One of the wagons, third from the front hit a jut in the road and broke one of its wheels, stopping the train as a whole. <strong><em>[REDACTED]</em></strong> got down to stretch his legs and walked down the line of wagons when out of the corner of his eye he sees what looks like recent movement across the cross path's overgrowth. Young but never impetuous, <strong><em>[REDACTED]</em></strong> wanders off unnoticed. There was no need to keep an eye out for him. Every one knows to <strong><u><em>NEVER</em></u></strong> stray the paths. He has never wandered away in the netherlands, but this time he did.</p><p></p><p>Not far down the path he finds a figure lying on the ground bleeding, a human man by sights, just taller. Until he moved and his ears were seen. Pointed. Eyes shaped as almonds. He looks at the boy and asks for help in a strange lilting accent. He asked <strong><em>[REDACTED]</em></strong> to help him stand, and as he was taught to be kind to others he did. The stranger hands his pack on his back to the boy and says, "Take these to your guards, I will hold <strong><em>IT</em></strong> back. Now run!" He did, as fast as he could. When he arrived back, his father and others were calling for him with worry in their voices.</p><p></p><p>"Da! DA!" he arrives breathless, his father's face pales to see the direction he arrives from. <strong><em>[REDACTED]</em></strong> reaches in to see what the strange-man sent him with and finds a bundle of 20 arrows of exquisite make. "The strange-man told me to give these to the guards while he holds it off." </p><p></p><p>"Who told you you to do this?" suddenly the blood curdling scream can be heard.</p><p></p><p>"him" says the lad weakly. The Father scoops the arrows and gets them to the first guard and tells him, "You will need these. Don't ask." </p><p></p><p>[ooc] can't wait till I wright more, huh?[/ooc]</p><p></p><p></p><p>x</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6039299, member: 49929"] path finder point buy is different from 3.5, by the way. So, a bard for then!! [sblock=Character Generation] [s]First level, 18 point build, max HP at first level, max starting wealth, two traits. I am going to limit to choice of race to human. This is because I have not yet decided how the non-human races are going to fit in, or even if they are there at all. If you are particularly set on playing another race, PM me.[/s] Each character will be able to speak, in addition to Common, the native tongue of his or her homeland. Up to two non-class skills can be added to the class skills for the character if written into the background. [s]New skill: Knowledge (Netherworld).[/s] Each character may start with one magic item of up to 2500gp in value. All you have to do write a description as to how it came into your character's possession. If you want to take something consumable, like potions or scrolls or feather tokens you may take a number of that item up to 2500gp. You cannot mix and match items. This is not a 2500gp spending spree. You don't get to keep the difference. Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting. [/sblock] [B]Exxx male human Bard 1[/B] [sblock] STR: 10 Bonus +0 cost 0 DEX: 14 Bonus +2 cost 5 CON:11 Bonus +0 cost 1 INT:14 Bonus +2 cost 5 WIS:12 Bonus +1 cost 2 CHA:16 Bonus +3 cost 5 race: +2 SAVES * Fort: +0 [Base 0, +0Con] * Ref: +4 [Base 2, +2 Dex] * Will: +3 [Base 2, +1 Wis] ENCUMBERANCE * Light 30' Carry xxlbs) * Medium 30' ( Carry xxlbs, MaxDex +3, Check -3) * Heavy x0' (Carry xxxlbs, MaxDex +1, Check -6) COMBAT * Attacks 1 * Melee +0 [BAB +0, Str +0] * Ranged +2 [BAB +0, Dex+2] * Initiative +2 [Dex +2] * Armour Class 16 [Base 10, Armour +3, shield +1, Dex +2] ** flat foot: 13 ** touch: 13 ** special: with -1 att get +1 dodge bonus * HP 8/8 HD 1d8 * WEAPONS * Short Spear (Dam 1d8 , Crit x3, Rng 20') * Short Sword (Dam 1d6 , Crit 19/20 x2) * Daggar (Dam 1d4 , Crit 19/20 x2, Rng 10') * Short Bow (Dam 1d6, Crit x3, Rng xx') TRAITS * [url=http://www.d20pfsrd.com/traits/magic-traits/desperate-focus] Desperate Focus [/url] * [url=http://www.d20pfsrd.com/traits/social-traits/savant] Savant [/url] FEATS * [human] [url=http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat] Combat Expertise [/url] ** [color=darkgray][char. lv 5] [url=http://www.d20pfsrd.com/feats/combat-feats/improved-feint-combat---final] Improbed Feint [/url][/color] * [char. lv 1] [url=http://www.d20pfsrd.com/feats/general-feats/lingering-performance] Lingering Performance [/url] ** [color=darkgray][char lv 3] [url=http://www.d20pfsrd.com/feats/general-feats/harmonic-spell] Harmonic Spell [/url][/color] CLASS FEATS * Bardic knowledge * bardic performance * cantrips * countersong * distraction * fascinate * inspire courage +1 SKILLS [6 [class] +2 [int] +1 [race] +1 [fav]] * 1 [level] = 10 [code] * [I][B]Acrobatics[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U] * [I][B]Appraise[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Bluff[/B][/I]: +7 [ranks 1, Cha +3, class +3] * [I][B]Climb[/B][/I] : 0 [ranks --, Str +0] [U]untrained[/U] * [I][B]Craft[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Diplomacy[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U] * [I][B]Disguise[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U] * [I][B]Escape Artist[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U] * Handle Animal: -- [ranks 0, Cha +3] [U]untrained[/U] * Heal: +1 [ranks --, Wis +1] [U]untrained[/U] * [I][B]Know (Arcana)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Know (Dungeon)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Know (Engineering)[/B][/I]: +6 [ranks 1, Int +2, class +3] * [I][B]Know (Geography)[/B][/I]: +6 [ranks +1, Int +2, class +3] * [I][B]Know (History)[/B][/I]: +6 [ranks 1, Int +2, class +3] * [I][B]Know (Local)[/B][/I]: +6 [ranks 1, Int +2, class +3] * [I][B]Know (Nature)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Know (Netherworld)[/B][/I]: +6 [ranks 1, Int +2, class +3] * [I][B]Know (Nobility)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Know (Planes)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Know (Religion)[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Linguistics[/B][/I]: 0 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Perception[/B][/I]: +5 [ranks 1, Wis +1, class +3] * [I][B]Perform: Wind[/B][/I]: +7 [ranks 1, Cha +3, class +3] * [I][B]Perform: Vocal[/B][/I]: +7 [ranks 1, Cha +3, class +3] * Ride: +2 [ranks --, Dex +2] [U]untrained[/U] * [I][B]Sense Motive[/B][/I]: +1 [ranks --, Wis +1, class +3] * [I][B]Sleight of Hand[/B][/I]: +2 [ranks --, Dex +2, class +3] * [I][B]Spellcraft[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U] * [I][B]Stealth[/B][/I]: +6 [ranks 1, Dex +2, class +3] * Survival: +1 [ranks --, Wis +1] [U]untrained[/U] * Swim: +0 [ranks --, Str +0] [U]untrained[/U] * [I][B]Use Magic Dev.[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U] [/code] EQUIPMENT [code] Armour * Studded Leather 25 gp 20 lb * Buckler 5 gp 5 lb ** Total [30 gp 25 lb] Weapons * Short Spear [5 lbs] * Short Sword [3 lbs] * Dagger x2 [2 lbs] * Shortbow [2 lbs] * Arrows x20 [3 lbs] ** Total [15 lbs] Belt Pouch * Flint and Steel [n/a] Backpack [2 lbs] * Bedroll [5 lbs] * Blanket [3 lbs] * Lantern - Hooded [2 lbs] * Waterskin [4 lbs (full)] * ColdWeather Outfit [7 lbs] * Travel Outfit [5 lbs] ** Total [28 lbs] MONEY :: PP :: GP 180 :: SP :: CP [/code] [/sblock] [b]APPEARANCE[/b] [b]BACKGROUND[/b] [B][I][REDACTED][/I][/B] really was quiet as a child, didn't play much with the other kids. Some said simple, but his parents could see the intelligence behind his eyes. Like a sponge in a sea of knowledge. His mother died when he was 8 of an unknown illness. This left his father, a teamster driver, to raise him on the go. [B][I][REDACTED][/I][/B] learned much on the road, where he met a kindly old minstrel whose music kept the animals calm and focused by playing his lute during travels. He wold ride with [B][I][REDACTED][/I][/B] and his father during trips across the land and between gates telling of things, of places, of people of far away lands, and [B][I][REDACTED][/I][/B] was the ever vigilant sponge, soaking every bit of it up. By the time he was 12, The minstrel, adept in many musical instruments, had taught [B][I][REDACTED][/I][/B] how to play a reed flute, so for his birthday his father bought him one. The two of them would play together for hours on end at camp fire, on the road or at inns during the merchant trips. for another year he would remain so, until a fateful trip across neverwhere. Neverwhere is what he called the land if the Netherworld. Not here, not there, yet both here and there. It was at the midway point of a long 3 hour trek through mid-gates, as the old minstrel would call the nether regions, at a cross roads. As always, clearly marked with cairn stones, wagon ruts and the crossing path was overgrown. Yet not. One of the wagons, third from the front hit a jut in the road and broke one of its wheels, stopping the train as a whole. [B][I][REDACTED][/I][/B] got down to stretch his legs and walked down the line of wagons when out of the corner of his eye he sees what looks like recent movement across the cross path's overgrowth. Young but never impetuous, [B][I][REDACTED][/I][/B] wanders off unnoticed. There was no need to keep an eye out for him. Every one knows to [B][U][I]NEVER[/I][/U][/B] stray the paths. He has never wandered away in the netherlands, but this time he did. Not far down the path he finds a figure lying on the ground bleeding, a human man by sights, just taller. Until he moved and his ears were seen. Pointed. Eyes shaped as almonds. He looks at the boy and asks for help in a strange lilting accent. He asked [B][I][REDACTED][/I][/B] to help him stand, and as he was taught to be kind to others he did. The stranger hands his pack on his back to the boy and says, "Take these to your guards, I will hold [B][I]IT[/I][/B] back. Now run!" He did, as fast as he could. When he arrived back, his father and others were calling for him with worry in their voices. "Da! DA!" he arrives breathless, his father's face pales to see the direction he arrives from. [B][I][REDACTED][/I][/B] reaches in to see what the strange-man sent him with and finds a bundle of 20 arrows of exquisite make. "The strange-man told me to give these to the guards while he holds it off." "Who told you you to do this?" suddenly the blood curdling scream can be heard. "him" says the lad weakly. The Father scoops the arrows and gets them to the first guard and tells him, "You will need these. Don't ask." [ooc] can't wait till I wright more, huh?[/ooc] x [/QUOTE]
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