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  • File : 1266199959.png-(124 KB, 393x659, Giantess.png)
    124 KB A Frost Giant is Thee ★ Subprocessor DM 02/14/10(Sun)21:12 No.8089424  
    rolled 5, 6, 1 = 12

    You have made your choice. The village is on the fast track to notability, becoming a place that attracts attention. It would be unwise to stick around and just let things happen when you can go out and achieve something, with the goal of gaining actual, legal power. With noble title, or citizenship at the very least, you would be a legitimate power. You wouldn't have to hide anymore.

    Your objective is to become famous. Not yet as a Frost Giant, but as an unknown, a capable, heroic specter who prefers to remain anonymous, but will take on armies of trolls at cut-rate prices.

    It's time to go adventuring.
    >> Anonymous 02/14/10(Sun)21:14 No.8089453
    Let them hunt us. We can take it. We are the heroine Perin deserves and needs now. We will watch the kingdom while it sleeps.
    >> Researcher Sam 02/14/10(Sun)21:16 No.8089474
    Don't you have dead parents to mourn, Bruce?

    Alright, so will Bem be our mouth for that town that's being attacked by trolls and other creatures?
    >> Anonymous 02/14/10(Sun)21:16 No.8089479
    Alright, before we go adventuring. I'm voting we delegate all the non-self warrior improvement tasks to the elders/village to accomplish. With merely our guidance they should be able to handle most of it. We on the other hand will focus exclusively on warrior training/combat magic.
    >> Adaptive Manipulator 02/14/10(Sun)21:16 No.8089480

    Discretion should be paramount.
    >> Anonymous 02/14/10(Sun)21:16 No.8089481
    Right, make sure the villagers will be able to make due while we're out questan.
    Pick band of merry men-Kel will probably want to come, though his wife won't be happy. Lark is too old.
    How about the former adventurers Mage and swordmen?
    >> ★ Subprocessor DM 02/14/10(Sun)21:17 No.8089488
    rolled 5, 3, 1 = 9

    It takes five days on foot to get to Grennet, the town with the trolls you're going to take care of. This is taking into account your stealthy avoidance of people likely to run screaming back to ring the alarm, and your traveling with Bem, who will serve as your mouthpiece.

    Be advised that you won't know what's going on in Dreamwood until you make it back.
    >> Anonymous 02/14/10(Sun)21:17 No.8089491

    Also, before we leave the village and go into our little cavern den, we need to arrange some things about the wealth.

    The gems can be laundered as loot by Bem, who will be our agent. He's just a merchant, so he can come to and fro some place, maybe somewhere outside the village, to get the gems; then trade them in for gold and stuff. Just say it's trolls' hoard.

    We'll be doing a lot of moving around, so we should really talk this over with both Bem and the elders. Some trustworthy people should be chosen who could assist Bem in his agent's role.

    The geode stays in the village, always.
    >> Researcher Sam 02/14/10(Sun)21:17 No.8089494
    Kel isn't married. In fact, he proposed to us once iirc.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)21:19 No.8089508
    >And suddenly adventurers will be pouring into the region hoping to cash in on the bounty...

    I don't know. It's one thing to hunt some random ice giant who attacked guard tower at northern border and then ran away, and it's another thing to hunt giant who single-handedly defeated entire troll tribe (and possibly did some other impressive and beneficial stuff if our adventuring goes right), both for moral reason (since we would do good deeds) and because we are fucking powerful.

    The after some time we would buy the tittle, possibly with discount, already widely renown as mighty fighter and nice gal in general.
    >> Anonymous 02/14/10(Sun)21:19 No.8089509
    Then lets head out for ADVENTURE!(tm)
    >> Anonymous 02/14/10(Sun)21:19 No.8089510

    Let Bem go first, though. Hopefully with a group of others just for safety, so he doesn't get bashed in by trolls halfway to Grennet. Then he'll check and see what these guys need.
    >> Adaptive Manipulator 02/14/10(Sun)21:19 No.8089515
    Could we ask our professor to keep a diary in the library? That way Hretmar would be able to keep us informed about the status of our village.
    >> Anonymous 02/14/10(Sun)21:20 No.8089524


    Smart idea. I approve of your cleverness.
    >> Anonymous 02/14/10(Sun)21:21 No.8089533
    We should have the elders let in 1/2 to a dozen immigrants in our absence.
    >> Researcher Sam 02/14/10(Sun)21:22 No.8089550
    >> Anonymous 02/14/10(Sun)21:22 No.8089552
    was about to suggest something similar, yet inferior.
    >> ★ Subprocessor DM 02/14/10(Sun)21:22 No.8089557
    rolled 2, 4, 2 = 8

    The other two elders will be able to handle themselves. You've passed them your list of projects. If there's anything you want to add, make it quick.

    This will work. Kel and Mal will accompany Bem. Mal doesn't have much to do in winter, anyway.

    Ingenious. Consider it done.


    Sahl will let a few people in, if they have skills he likes and they aren't too shady. No promises though.
    >> Anonymous 02/14/10(Sun)21:22 No.8089558

    This is a good idea, yes.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)21:23 No.8089563
    Yeah, maybe the ones that are in worse situations (starving, freezing, etc).
    >> Anonymous 02/14/10(Sun)21:23 No.8089565

    Would vote against this if we are going to be spending a majority of time questing. The only way new people trust us is if they spend alot of time with us and they gradually get used to us. We should hold off on more immigration until the times where we will be back for a while.

    I imagine we would spend a month or so questing. Then return for like two months, with perhaps some immigration during this time. rinse, repeat.
    >> Anonymous 02/14/10(Sun)21:24 No.8089581

    >> ★ Subprocessor DM 02/14/10(Sun)21:24 No.8089588
    rolled 2, 3, 2 = 7

    He keeps his eyes on many places, but his attention is limited somewhat by his lofty perch. It really is like observing ants.
    >> Researcher Sam 02/14/10(Sun)21:24 No.8089590
    It's only a 5 day trip, then maybe a couple of days to find and kill the trolls, then five days back. Shouldn't be too bad.
    >> Anonymous 02/14/10(Sun)21:25 No.8089600

    This post has a point. If the people are let in willy-nilly, it might damage the relationships within the village. It wouldn't be nice if we went back home only to find out that everyone's arguing with everyone else these days.
    >> ★ Subprocessor DM 02/14/10(Sun)21:25 No.8089602
    rolled 1, 6, 2 = 9

    That is, unless they find something else that could use your attention.
    >> Anonymous 02/14/10(Sun)21:26 No.8089621

    I agree that right now it is manageable. But as we grow famous or do quests that may be farther away, this will become a problem. I just want to avoid a situation where the immigrant thinks he's all settled in then boom we drop this on them like a ton of bricks. Then we suddenly leave for another quest without them getting used to/liking or presence.
    >> ★ Subprocessor DM 02/14/10(Sun)21:27 No.8089626
    rolled 6, 4, 4 = 14

    Understood. Sahl is capable of using discretion. He may be old, but he's been taking care of the village longer than you've been alive.

    Shall you get moving?
    >> Anonymous 02/14/10(Sun)21:27 No.8089633
    No, no, when he helped us kill that Demon of the Deep, Subprocesser mentioned Kel had a wife
    >> Researcher Sam 02/14/10(Sun)21:28 No.8089636
    Well, since they'll only know of us through Bem, should that happen, we can run back to town while he negotiates. With just us it should be only about 2 days each way. And since they've managed to survive troll for the 5 days it'll take us to get there, I think they can wait 4 more for whatever less dire problem is.
    >> Anonymous 02/14/10(Sun)21:28 No.8089640

    Roger that captain. All crewmembers are prepared for timeskip.
    >> Anonymous 02/14/10(Sun)21:28 No.8089643
    Yeah, let's get going.
    So what do we know about trolls?
    >> Anonymous 02/14/10(Sun)21:29 No.8089652

    Also, I'd like to ask about the coldsaber, since we might be using it a lot here. Is it something that extends out from our hands in a straight line, kind of like a 'freezing arc'?

    Thinking of how to fight trolls by blocking one blow then sabering their hearts.
    >> Researcher Sam 02/14/10(Sun)21:29 No.8089657
    Really? I don't remember. Can we get a confirmation on that SubProc?

    Oh, or we could Ice Scry and show the newcomers our face that we. It would let us stay out longer and when we got back our hue would not come as so much of a surprise.
    >> Anonymous 02/14/10(Sun)21:30 No.8089663
    They have thick armor plating, so most people use fire to kill them. They die like anything else if you wreck their vitals, though.
    >> Anonymous 02/14/10(Sun)21:30 No.8089665

    Sir, I believe this is the beginning of something exciting.
    >> Anonymous 02/14/10(Sun)21:32 No.8089684
    Can you taste that in the air?
    That's adventure!
    >> ★ Subprocessor DM 02/14/10(Sun)21:34 No.8089711
    rolled 1, 4, 1 = 6

    They are large, heavy, unintelligent beasts. They blend well into forests and swamps, use large clubs almost exclusively, and are very hard to kill because of their hide. Crossbow bolts have been known to sink six inches in without causing them any harm. But your ice lance is more comparable to a ballista shot than an arrow.

    It extends from your forearm in a straight line, like a barely-visible sword.

    I can't remember if I told you Kel was married. If I did, I was in error, because he is not.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)21:37 No.8089745
    Don't forget that thanks to our rumors there's quite a number of people seeking our "miraculous" town, and while some managed to settle in the nearest cite (forgot name), some are in really bad condition, basically with absolutely nothing in the middle of Winter. If we do nothing we could be responsible for number of deaths.
    >> Anonymous 02/14/10(Sun)21:37 No.8089749

    Sounds like something that requires ambushes. We will need to survey their habitat. Make sure we don't get stuck in bad positions, since swamps and giant-level mass don't go well together.

    It also sounds like we should take them at range.

    Well, nonetheless - let Bem go do his magic first.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)21:39 No.8089772
    >I can't remember if I told you Kel was married. If I did, I was in error, because he is not.

    May we could take him with us as tracker/backup/second pair of eyes?
    >> Researcher Sam 02/14/10(Sun)21:39 No.8089780
    Alright! +1 correctness point for me!

    I suppose we can't really form a plan on what to do until we know more, sop timeskip to getting near the town and Bem talking to them and asking for details?
    >> Anonymous 02/14/10(Sun)21:40 No.8089798

    This sounds good. Let's timeskip. Unless we get spotted... which means, ah shit.
    >> Anonymous 02/14/10(Sun)21:42 No.8089826

    Let's try to keep up our track erasing charm up whenever we are near civilization. Or as much as possible either way works.
    >> Anonymous 02/14/10(Sun)21:43 No.8089855
    So is Bem going to be sitting on our shoulder for long-distance travel?
    >> Anonymous 02/14/10(Sun)21:46 No.8089894

    I thought that he was going to be travelling ahead with the other two guys about 500 yards or so. That way we can help if there is trouble but we can be concealed.
    >> Anonymous 02/14/10(Sun)21:47 No.8089907

    This sounds like a better plan, really.
    >> ★ Subprocessor DM 02/14/10(Sun)21:47 No.8089919
    rolled 2, 4, 5 = 11

    The trip is short and pleasant, since you've got three companions to pass the time with. It's a pity you couldn't bring Jerith, but he is still bound to the village, and the elders are unwilling to let him go wandering off so soon. Once you're known, however, that won't be a problem, because there will be no secret to protect.

    Five uneventful days pass, and you reach the edge of the forest bordering Grennet, a markedly different town from Fain. The walls are stained with greenish blood, and there are wooden molds attached to the sides in places, where repairs are being made. Only one of the corner towers still has its roof. This place has fallen on hard times.

    Bem takes Kel and Mal as his bodyguard and business associate, respectively. He knows how to deal with these people, especially when they're desperate. There's a reward for the destruction of the troll, band, but several adventurers have already lost their lives to them, so the supply of able warrior is low, and those that have the skills often ask too high a price.
    >> ★ Subprocessor DM 02/14/10(Sun)21:48 No.8089930
    rolled 6, 6, 2 = 14

    You take a seat on a stump, watching intently as workmen swarm over the wall and a few militiamen walk a patrol. Only one has a crossbow, and the rest have spears. There is no 'army' to be seen, so you assume they come only when summoned, and leave as soon as the threat has been turned back, instead of actually going in there and doing something about it.

    A little more than an hour later, the three return, with your mission, and a small, hastily-drawn map. It points to the North, where there is a 'troll camp' scrawled over a depiction of swamplands. It has been a week and a half since the last attack, so they are expecting another any day now. If you hurry, you can probably catch some of them asleep, as they are nocturnal. It is currently midday.
    >> Anonymous 02/14/10(Sun)21:49 No.8089953

    Excellent. Well, how about we find a place to hide and observe. We don't know when the trolls may attack.

    Alternatively, take the recon to them and scout things out. A comprehensive plan is needed if we are to take a band of trolls easily without suffering ourselves.
    >> ★ Subprocessor DM 02/14/10(Sun)21:50 No.8089967
    rolled 1, 5, 3 = 9

    You are wearing your armor, with your axe, shortsword and bow, in case you needed to know.
    >> Anonymous 02/14/10(Sun)21:51 No.8089974
    of course we will whittle down their numbers with long range ballista sniping and mass grenade spam first, but if it gets to close combat, I take it our coldsaber would rape trolls?
    >> Researcher Sam 02/14/10(Sun)21:51 No.8089978
    Awesome. Head northwards. Prepare to combat evil trolls.
    >> Anonymous 02/14/10(Sun)21:52 No.8089988
    I say we set up an ambush at night and wait for the trolls to come to us. Then we can wait a day and attack their probably undefended lair.
    >> Anonymous 02/14/10(Sun)21:52 No.8089990

    We should not attack hastily now. But head to the swamplands anyway. Look through the area for their signs, and try to gather information so we can figure out how they move.

    If we do meet isolated trolls, take them out.
    >> Anonymous 02/14/10(Sun)21:52 No.8089992
    Well, lets head off then
    >> ★ Subprocessor DM 02/14/10(Sun)21:53 No.8090006
    rolled 5, 2, 4 = 11

    That's easy enough. Kel can scout for you, but Bem and Mal will be of little use in combat, so they elect to stay back.

    If you get close, yes. Frozen hearts don't pump.

    Heading North.
    >> Anonymous 02/14/10(Sun)21:54 No.8090013

    Speaking of grenades... can we set ice mines? Grenades that explode when something moves close to them.

    If we can, see them at every entrance to the lair we find. The noise or resonance of the ice exploding can then direct us to the right spot where the trolls may be lurking. It would also disorientate them.
    >> Anonymous 02/14/10(Sun)21:54 No.8090020

    Sure, let's go w/ that. Tmeskip again please.
    >> Anonymous 02/14/10(Sun)21:54 No.8090023
         File1266202491.jpg-(242 KB, 700x806, ITS_CLOBBERIN_TIME_by_nachomol(...).jpg)
    242 KB
    >It is currently midday.

    >> Anonymous 02/14/10(Sun)21:56 No.8090047

    Freeze the ground solid under our feet to keep from sinking?
    >> Anonymous 02/14/10(Sun)21:57 No.8090063
    So what do we bring back in order to receive our reward? I assume we need some form of dramatic proof.
    >> Anonymous 02/14/10(Sun)21:58 No.8090082

    We can combine these.

    Also we should wait a day, if only to check what Bem has to say about the deal, if any, he's cut with the town.
    >> Anonymous 02/14/10(Sun)21:58 No.8090086
    Always. When we go into combat, it should be with our cold aura on high- the ground freezing solid beneath our feet and those who merely approach us dropping weapons from numbing fingers.
    >> ★ Subprocessor DM 02/14/10(Sun)21:59 No.8090102
    rolled 4, 4, 6 = 14

    You and Kel run ahead, hoping to do a quick 'eyeball' before the trolls all wake and assemble. You are faster, with much more endurance, but you are also very heavy, which means deep mud is not your favored environment. The trolls apparently don't have that problem.

    It takes a few hours to reach a vantage point, and the two of you close in stealthily, before the hunter goes on, moving in a sweeping pattern, and returns a few minutes later. There are at least two dozen of them, with a few smaller creatures around, still asleep. A number of primitive huts dot the area.

    You can get off a couple of shots before the rest wake up. Kel's crossbow is not powerful enough to take on trolls, unless he's aiming for the eyes. He can probably get on or two, or take down all of the smaller things. That, or you could wait, and ambush them. Your grenades can be timed, after all.
    >> Anonymous 02/14/10(Sun)22:00 No.8090111
    I like the ice mine field idea. can we set up some triggered ice grenade mines? to all go off at the same time when we trigger them?
    >> Anonymous 02/14/10(Sun)22:00 No.8090112

    This is true. Can we focus our cold aura, so even from a greater distance we can affect our targets without them knowing what hit them?
    >> Researcher Sam 02/14/10(Sun)22:00 No.8090118
    Or, we could attack them now while they're sleeping. At the least we should scout them out now, and if they're all asleep then why not take them all out?
    >> Anonymous 02/14/10(Sun)22:02 No.8090143
    ooh! oooh! how about "death by hypothermia in their sleep"? can we do that?
    >> Anonymous 02/14/10(Sun)22:02 No.8090154
    We should put Kel at a safe remove and massively amp up our cold aura, using that to assure our footing and weaken our enemies. Then use our crossbow to attack and charge into melee with ice armor and cold saber when they counterattack.
    >> ★ Subprocessor DM 02/14/10(Sun)22:02 No.8090159
    rolled 2, 5, 5 = 12

    That requires concentration. It would make using magical attacks more difficult.

    Bring back their heads, their skulls, or their hearts. Payment is on a per-head basis.
    >> Anonymous 02/14/10(Sun)22:03 No.8090173
    That'd be awesome, but most creatures wake up shivering before actually freezing to death. Even reaching that point before our attack would give us a huge edge, though; I say we do it.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:04 No.8090179
    Can we set ice minefield between us and trolls (after finding best place for it), then start shooting at them with our nIce bow? They should run at us straight into minefield, which should at least slow them down, giving more time to shoot.
    >> ★ Subprocessor DM 02/14/10(Sun)22:04 No.8090189
    rolled 3, 4, 4 = 11

    Yes. But they will explode anyway after about ten minutes.

    Yes, but the wider the area, the more energy required, and trolls are resistant to cold.

    Possibly. But three are already awake.
    >> Researcher Sam 02/14/10(Sun)22:05 No.8090193
    Catching them sleeping>ambushing them while they're awake and on guard. Attack them now, keep Kel back. Try to get as many of them as possible before they wake up. Before we attack, lay some ice grenades across a predetermined retreat path, so that if we have to retreat and they follow us we can use them to kill any followers.
    >> ★ Subprocessor DM 02/14/10(Sun)22:05 No.8090201
    rolled 1, 2, 3 = 6

    I don't see why not.
    >> Anonymous 02/14/10(Sun)22:05 No.8090203

    Attack from a distance, then lure the survivors of the initial attack into an ambush?
    >> Anonymous 02/14/10(Sun)22:05 No.8090206
    How practical is our ice grenade spell against creatures that can shrug off a crossbow bolt buried six inches deep within their hide? I don't think its ice shards have enough penetrating power to get deeper than that.

    Besides, we haven't really practiced making trap spells. Something to do in the future; I'd rather not try it in this situation.
    >> Anonymous 02/14/10(Sun)22:05 No.8090208
    Prioritize the awake ones first.
    >> Anonymous 02/14/10(Sun)22:07 No.8090240

    This sounds possible. We could start with a single hut. Go in and take them down first, with ice lance and ice saber.
    >> ★ Subprocessor DM 02/14/10(Sun)22:08 No.8090246
    rolled 2, 4, 5 = 11

    The explosive force can be amped up. The largest you've been able to make can destroy the Hall. They can also be formed inside targets, though this requires concentration, and you can only do that one at a time.

    Attack now, attack from range, use ice minefield to cover retreat when they charge, keep Kel behind you and protected?
    >> Anonymous 02/14/10(Sun)22:08 No.8090252

    This is the plan. Once they're close range, we switch to cold saber. Also prepare a line of retreat. That way we can fall back to a diferent place.
    >> Anonymous 02/14/10(Sun)22:09 No.8090267
    Do the trolls have any ranged weapons, or just clubs and blades?

    Dig a few pit traps, line them with spikes, and start chucking crossbow bolts at the trolls until they head your way. Lure them into the traps.

    Alternatively, lure them into water, then freeze them in place and plink away.
    >> Anonymous 02/14/10(Sun)22:10 No.8090273

    I'd rather kel retreat to somewhere farther away. He's not going to be much use in this battle. and we don't want him to die.
    >> Anonymous 02/14/10(Sun)22:10 No.8090275
    This sounds like a plan. Remember to use our aura to keep the ground beneath us hardened enough that it's easily traversable, since the trolls will likely be faster than us through muck.
    >> Anonymous 02/14/10(Sun)22:10 No.8090279

    Agree with this recommendation. Though we should keep Kel behind us. If he is caught alone by a troll it would be nasty.
    >> Anonymous 02/14/10(Sun)22:10 No.8090290

    do this if it can be done quietly.
    >> Anonymous 02/14/10(Sun)22:11 No.8090293
    I thought that "behind you and protected" implied "completely absent from this battle and off our likely retreat path". If it didn't, it should have.
    >> Researcher Sam 02/14/10(Sun)22:11 No.8090306
    Yes. Prepare for battle.
    >> Anonymous 02/14/10(Sun)22:12 No.8090310
    Minefield (provided it won't take too much out of us to amp up the force to effect trolls) before combat.

    Then Ice Lance (provided it won't take too much out of us to amp up the force to effect trolls) as they apporach.

    Then Ice Saber.
    >> Anonymous 02/14/10(Sun)22:12 No.8090319
    Also, keep the 'umies far away and outta sight.
    >> ★ Subprocessor DM 02/14/10(Sun)22:12 No.8090321
    rolled 2, 5, 6 = 13

    They have no ranged weapons. However, the sun is setting quickly, and this cannot be done quickly and quietly enough to achieve a good result. Freezing them in place can work, though.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:13 No.8090336
    Maybe Kel can find some nice tree to climb for concealed sniping. I think chance of trolls noticing single human in the tree a rather small when there's FUCKING ICE GIANT SHOOTING ICE SPEARS AT THEM AND ICE EXPLOSIONS OH FUCK.
    >> Anonymous 02/14/10(Sun)22:15 No.8090351
    >pit traps

    Tiny problem here.
    >> Anonymous 02/14/10(Sun)22:15 No.8090356

    But there's nothing much he can do, given the thickness of troll hide, and anyway he might get an eye taken out by ice shards. Which would be positively nasty.

    Come on, let's start the battle with the ranged attack plan. Just pray we don't draw the entire village out...
    >> Anonymous 02/14/10(Sun)22:15 No.8090358
    He'd have to be a crazy good sniper to hit trolls in the eyes at dusk while they're in battle. And if they do notice him and we have to flee, he'd be totally screwed. Better for him just to hide (tree would work, I guess) or be absent altogether.
    >> Anonymous 02/14/10(Sun)22:16 No.8090375

    It's go time.

    Oh, shit. More dice rolls. FFFfffuuuuuucckkk.
    >> Anonymous 02/14/10(Sun)22:18 No.8090393
    +1 few ice nades to start things off
    +1 kill as many as possible with ice bow
    +1 kel up in a tree
    >> ★ Subprocessor DM 02/14/10(Sun)22:20 No.8090428
    rolled 3, 3, 6 = 12

    You take a minute or two to plan a line of retreat, and advise Kel to stay back, as far away as possible. You do your best to avoid offending him, being careful to emphasize the failure of Grennet's militia to defeat the trolls, when they are much more numerous than he. If he can snipe without drawing any attention, fine. They should be focused on you, anyway.

    The path is laid. It will take them directly into what you assume is the deepest part of the swamp, where you may be able to freeze them in place, or at least slow them down. You take aim, spreading a wave of grenades, 'claymore-style' to burst forward. The bowstring draws taught. An arrow of purest ice, set to pierce the thickest of natural armor, forms against your fingertips, perfectly in position.

    You fire.

    A groggy, lumbering troll is speared through the midsection, a grotesque spray of greenish blood following the arrow as it exits, breaking in the air and shattering against a tree. The beast doesn't have time to hit the ground before you shoot again, taking down your next target with a direct hit to the skull. Everything is awake now. Clubs are being grabbed. You're ready to shoot again.

    >Roll 1d20. High is good.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:21 No.8090438
    rolled 10 = 10

    >> ­ Anonymous 02/14/10(Sun)22:22 No.8090444
    rolled 12 = 12

    >> Anonymous 02/14/10(Sun)22:22 No.8090447
    rolled 10 = 10


    >> Researcher Sam 02/14/10(Sun)22:22 No.8090449
    Meh, could be worse.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:22 No.8090452
    Nothing impressive, but at least we didn't screw up.
    >> Anonymous 02/14/10(Sun)22:23 No.8090474

    Definetly better than yesterday. I'll be happy as long as we stay middle highish.
    >> Anonymous 02/14/10(Sun)22:24 No.8090479
    we took 10.
    >> Anonymous 02/14/10(Sun)22:24 No.8090485

    Don't worry, it's not great, it's not fucked.

    We better be prepared with plan B, though. Like just using our weapons as well as our icesaber.
    >> ★ Subprocessor DM 02/14/10(Sun)22:25 No.8090488
    rolled 1, 1, 2 = 4

    >Your next shot hits a troll in the hip, exploding the bone into tiny splinters as it rips through. He goes down, 20 to go. They're charging now.


    Kel lets a bolt fly, striking one of the smaller creatures, which are now running in the exact opposite direction. It staggers, but keeps running.

    Half of the trolls are circling around to flank you. The others, minus the one with a missing leg, are heading straight into the path of your grenades. Smarter than you thought.
    >> ★ Subprocessor DM 02/14/10(Sun)22:27 No.8090520
    rolled 4, 6, 4 = 14

    >> Anonymous 02/14/10(Sun)22:27 No.8090521

    Move away from the flankers. Whichever body of trolls is larger, attack that one first. If there are trees around, grab hold of them to make sure we don't get mired.
    >> ★ Subprocessor DM 02/14/10(Sun)22:27 No.8090527
    rolled 2, 2, 6 = 10

    They're ten and ten. Exactly even.
    >> Anonymous 02/14/10(Sun)22:28 No.8090534
    blast flankers, detonate minefield when appropriate.
    >> Anonymous 02/14/10(Sun)22:28 No.8090537
    Shoot the flankers if we can draw a bead on them. If not just snipe whoever survives the grenades.
    >> Anonymous 02/14/10(Sun)22:29 No.8090553

    Attack flankers then, since they're not covered by grenades.

    Then set off the grenades and fall back, shooting all the way at whoever we can target.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:30 No.8090556
    rolled 8 = 8

    Shoot the flankers.
    >> Anonymous 02/14/10(Sun)22:30 No.8090558
    Agreed... if the flankers are swinging left, go right and vice versa. Keep up the ranged attacks, blow the minefield when they hit it, and keep out of the muck, though I think ice aura should suffice.

    Keep using ranged attacks until they get close, then shift to ice saber or our axe, depending on how much we're feeling our magic use.
    >> Anonymous 02/14/10(Sun)22:30 No.8090559
    in b4
    >you see a white light. Roll 2d20 to not fucking perma-die. High is good.
    >> Anonymous 02/14/10(Sun)22:30 No.8090562

    Take down larger/more dangerous targets if possible. We don't want to fight them up close
    >> Researcher Sam 02/14/10(Sun)22:30 No.8090566
    Wait until they're over the 'nades, then blow them up. Turn to face the flankers with our bow. Once they get inside its range switch to ax. That'll be able to cleave 'em in two easy.
    >> ★ Subprocessor DM 02/14/10(Sun)22:33 No.8090602
    rolled 1, 4, 4 = 9

    You take aim at the flanking group, moving away from the grenades. Kel hits one of them in the side of the head, but he soldiers on, oblivious. You put him out of his misery with an arrow through the neck.

    Another flanker falls to your mighty bow, and you start moving backwards at a fair pace as the other group reaches the minefield. You snap your fingers.

    A burst of bright blue illuminates the swamp, peppering the ranks with exploding shards of ice. The two in front lose their knees and go down, causing the rest to tumble over them and into the swamp. You can get one more shot off before the flankers are on you.

    >Roll 1d20. High is good.
    >> Anonymous 02/14/10(Sun)22:34 No.8090611
    rolled 1 = 1


    Oh dear, oh dear... Icelance!
    >> Anonymous 02/14/10(Sun)22:34 No.8090614
    RNG god I'm praying to you!!!
    >> Anonymous 02/14/10(Sun)22:34 No.8090617
    rolled 13 = 13


    Ice Saber time!
    >> Anonymous 02/14/10(Sun)22:34 No.8090618
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    rolled 17 = 17

    >> Researcher Sam 02/14/10(Sun)22:34 No.8090620
    >> Adaptive Manipulator 02/14/10(Sun)22:35 No.8090622
    rolled 19 = 19

    Freeze the swamp!
    >> Anonymous 02/14/10(Sun)22:35 No.8090624
    >> Anonymous 02/14/10(Sun)22:35 No.8090631
    >> Anonymous 02/14/10(Sun)22:37 No.8090652
    whelp, guess its time to switch to melee. I vote for coldsaber, with shortsword in offhand to parry.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:38 No.8090671
    rolled 13 = 13

    Oh god dammit.
    >> ★ Subprocessor DM 02/14/10(Sun)22:38 No.8090678
    rolled 5, 3, 3 = 11


    Your last shot breaks the bowstring, causing the arrow to fly in a high arc, completely missing the trolls. You toss the bow and pull out your axe as the flankers reach you. They're enormous and very powerful, but their agility is lacking. You'll show them who they're dealing with.

    With a quick leap to the side, you avoid one of the big brute's clubs and slice his neck open, circling around the others as he groans, flailing about and trying to stop the bleeding with one massive, dirty hand.

    >Roll 1d20. High is, once again, good.
    >> Anonymous 02/14/10(Sun)22:39 No.8090684
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    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:39 No.8090689
    rolled 16 = 16

    >> Anonymous 02/14/10(Sun)22:39 No.8090696

    Thank you god...
    >> ­ Anonymous 02/14/10(Sun)22:39 No.8090697
    rolled 12 = 12

    >> dice+1d20 Anonymous 02/14/10(Sun)22:39 No.8090699
    >> Anonymous 02/14/10(Sun)22:40 No.8090704
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    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:40 No.8090707
    rolled 12 = 12

    Oh and use icesabre with offhand shortsword to parry.
    >> Researcher Sam 02/14/10(Sun)22:40 No.8090712
    >They're enormous

    How enormous? 7-8 feet? 10-11? Our size?
    >> Anonymous 02/14/10(Sun)22:40 No.8090714
    >> Anonymous 02/14/10(Sun)22:42 No.8090726
    Oh, thank god.
    >> Anonymous 02/14/10(Sun)22:42 No.8090736

    Good one! REND AND TEAR!

    AND FREEZE, I forgot that.
    >> ★ Subprocessor DM 02/14/10(Sun)22:46 No.8090778
    rolled 6, 1, 6 = 13


    Your battleaxe passes to your left hand as you redirect your aura into your right, extending it into a sword that can breach any armor. You plunge it into the closest troll, drawing it across his midsection as you parry a club with the axe. His skin frosts over as the intangible weapon enters his body, freezing his organs solid.

    You complete your attack and step aside, felling the bleeding troll with a strike that removes his head entirely, as the other falls against the ground, his torso shattering into tiny bits.

    The first group is up again and heading straight for you. The flankers are to your right. 6 of them, 8 of the first.

    >Roll 1d20. High is good. Over 15 and it gets interesting.
    >> Anonymous 02/14/10(Sun)22:46 No.8090789
    rolled 17 = 17

    >> ★ Subprocessor DM 02/14/10(Sun)22:46 No.8090792
    rolled 4, 5, 4 = 13

    Bigger than you, though they're hunched over, so it's difficult to tell. They would be at least a head taller if standing upright.
    >> Anonymous 02/14/10(Sun)22:47 No.8090793
    rolled 2 = 2

    >> Anonymous 02/14/10(Sun)22:47 No.8090795
    rolled 6 = 6

    >> Anonymous 02/14/10(Sun)22:47 No.8090801
    and also freeze. cant forget that
    >> Anonymous 02/14/10(Sun)22:47 No.8090802


    We are going to duel wield the bastards to death.
    >> Anonymous 02/14/10(Sun)22:47 No.8090803
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    rolled 10 = 10

    >> Anonymous 02/14/10(Sun)22:48 No.8090813

    Anon, you sir are a gentleman and a scholar. Kudos to you.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)22:48 No.8090815
    >> Researcher Sam 02/14/10(Sun)22:48 No.8090817
    Oh shit, no wonder everyone was so cautious! I thought they'd be 7-8 feet tall, only half our size, which was why I was considering going Rambo on them. Shit, these are worthy adversaries. How the fuck have they not destroyed the town already?
    >> Anonymous 02/14/10(Sun)22:49 No.8090832
    Thanks. I am le winrar.
    >> Anonymous 02/14/10(Sun)22:49 No.8090835

    They essentially already have. Infrastructure has been destroyed. People are destitute. etc. etc.
    >> Anonymous 02/14/10(Sun)22:50 No.8090843

    Well, whatever the answer to your last question, they're not going to destroy the town. Not on our watch, ye bastards!
    >> Anonymous 02/14/10(Sun)22:50 No.8090851
    huh, fighting things in our size catagory. damn good thing we kept up the martial training.
    >> ★ Subprocessor DM 02/14/10(Sun)22:51 No.8090866
    rolled 2, 1, 2 = 5

    >Over 15

    Kel takes another shot, spearing one of the flankers directly through the eyeball. The bolt sinks all the way into his brain, what little of it there is, and he keels over, making another stumble as his massive bulk swings around and down.

    With one fluid motion, you shift the axe back into its holder, and draw your shortsword, knocking clubs away as the sabre of ice slips deftly into a troll's shoulder, and you draw it down, making a quick slash that kills him nearly instantly as his heart freezes solid. Four left, first group approaching.

    Your mind finds its focus. The omnipresent shapes change and stretch, coming together. Diamonds.

    The troll in front explodes into bloody chunks as three grenades form in his midsection and detonate as one, ripping him apart.

    >Roll! Roll! 1d20, High is good!
    >> Researcher Sam 02/14/10(Sun)22:51 No.8090867
    No, I mean like, completely razed it. I'm astounded it withstood more than one attack.
    >> Anonymous 02/14/10(Sun)22:52 No.8090875

    You can tell it's a good [quest] thread when you fist pump to a good roll.
    >> Researcher Sam 02/14/10(Sun)22:52 No.8090880
    rolled 11 = 11

    >> Anonymous 02/14/10(Sun)22:52 No.8090885
    rolled 17 = 17


    Come on, come on!
    >> Anonymous 02/14/10(Sun)22:53 No.8090886
    rolled 9 = 9

    doom doom da doom doom doom. /gir
    >> Anonymous 02/14/10(Sun)22:54 No.8090905

    Respectable results anon. You win no internetz but lose none either.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)22:54 No.8090908
    rolled 16 = 16

    It had stone wall, presumably with number of archers on them, possibly a mage or 2, it's not like they were on even grounds.
    >> Researcher Sam 02/14/10(Sun)22:55 No.8090912
    Yes, though I do wish I'd been a bit less hasty.
    >> Anonymous 02/14/10(Sun)22:55 No.8090913
    rolled 18 = 18

    >> Anonymous 02/14/10(Sun)22:55 No.8090914

    This is a true fact, my friend.

    Come on, there's not many left. But be careful and don't underestimate the enemy!
    >> ★ Subprocessor DM 02/14/10(Sun)22:57 No.8090926
    rolled 1, 6, 2 = 9


    Kel hits another, spearing him through the ear. As the wooden bolt blasts through his eardrum, he lets loose a low, horrible sound, swinging his club wildly and hitting one of his companions in the face.

    The sword comes round, blocking another club as the saber penetrates a skull, sending the owner into screaming oblivion. Three and seven. You've killed half of them already.

    You're stepping away, ice forming beneath your feet as the two groups merge, coming after you as one.

    >Roll 1d20. High, high, high.
    >> ­ Anonymous 02/14/10(Sun)22:57 No.8090931
    rolled 6 = 6

    You can tell it's a good quest thread when you stay up when it's 5 AM on a monday. ughhh.
    >> Anonymous 02/14/10(Sun)22:57 No.8090932
    rolled 13 = 13

    >> ­ Anonymous 02/14/10(Sun)22:58 No.8090937
    rolled 20 = 20

    oh, and that's not an official roll, just an accidental reply after one of your posts.

    This is an official roll.
    >> Anonymous 02/14/10(Sun)22:58 No.8090939

    True statement. Terri-bad roll.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)22:58 No.8090943
    Ah well, at least it's not a 1.
    >> ★ Subprocessor DM 02/14/10(Sun)22:58 No.8090945
    rolled 3, 6, 1 = 10

    I have tortured you enough, so I'm not counting that, because it was only after my post by chance.
    >> Anonymous 02/14/10(Sun)22:59 No.8090950

    This. A million time this!
    >> Anonymous 02/14/10(Sun)22:59 No.8090954
    rolled 9 = 9

    You cock.
    >> Anonymous 02/14/10(Sun)22:59 No.8090959
    We can't just declare every random 20 that pops up to be our real roll. That's hardly fair.
    >> Researcher Sam 02/14/10(Sun)22:59 No.8090960
    Of course. That was so incredibly obvious, and everyone should believe it.
    >> ­ Anonymous 02/14/10(Sun)23:00 No.8090961
    Thanks. I think I'll stop rolling now. First a horrible roll, then a natural 20 too late...
    >> Anonymous 02/14/10(Sun)23:00 No.8090962
    rolled 19 = 19

    Awesome DM is awesome.
    >> Anonymous 02/14/10(Sun)23:00 No.8090969

    but, but, but, He claimed it was the official roll!
    >> Anonymous 02/14/10(Sun)23:01 No.8090980
    rolled 18 = 18

    ah, but
    was next. still cool though
    >> Anonymous 02/14/10(Sun)23:02 No.8091001

    Oh well... could be better. But then it could be worse.

    Incidentally, 13 is 20 + 6 divided by 2.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)23:02 No.8091003
    Stop that and save luck for real rolls.
    >> Anonymous 02/14/10(Sun)23:03 No.8091009

    It's not his fault. If you look at the post he's replying to it was way ahead of when dmsubproc posted his latest request. It truly wasn't an official roll. We're just lucky that dm was so generous.

    DM can we make it a standing rule from now on that for the roll to count we need to reply to the relevant post?
    >> Anonymous 02/14/10(Sun)23:04 No.8091035
    >> Researcher Sam 02/14/10(Sun)23:05 No.8091042
    This. It's what I've been assuming was happening anyway.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:05 No.8091050
    >> ★ Subprocessor DM 02/14/10(Sun)23:06 No.8091060
    rolled 4, 6, 4 = 14


    Another bolt, another one down. This one strikes the same troll, penetrating the same ear, following the path cleared by the previous shot. Bone splinters and his eyes roll back. He's dead before he hits the ground. Nice, Kel. Very nice.

    Nine. Saber sweeps through, shortsword keeps you out of harm's way. Eight. Green, muddy beasts tumble down to the ground, their internals cracked and shattering. Seven. You swing around, taking the trolls into the path of Kel's crossbow. The light is fading fast, making these shots more luck than skill. Another bolt, another eye. Blood bubbles from the socket as it topples.

    Seven. Just seven. You haven't felt like this since the Demon. You're burning so much power you'll be out like a light at the end of this. But while you have it, you might as well use it.

    >Roll 1d20. High > Low.
    >> Anonymous 02/14/10(Sun)23:07 No.8091078
    rolled 3 = 3

    >> ★ Subprocessor DM 02/14/10(Sun)23:07 No.8091079
    rolled 5, 2, 6 = 13

    That is now a standing rule.
    >> Anonymous 02/14/10(Sun)23:07 No.8091084
    rolled 6 = 6

    heres for hope, which will undoubtedly fail
    >> Anonymous 02/14/10(Sun)23:07 No.8091086
    rolled 9 = 9

    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:08 No.8091094
    Ah well, at least they aren't 1s.
    >> Anonymous 02/14/10(Sun)23:08 No.8091101
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    >> Anonymous 02/14/10(Sun)23:08 No.8091104
    Hope we put on some ice armor.
    >> Anonymous 02/14/10(Sun)23:09 No.8091111

    Oh snap. Here come's the damage. At least if we don't die we can go back to our town and hopefully get healed...
    >> Anonymous 02/14/10(Sun)23:11 No.8091130
    Lets just hope out combat modifyers are xbawx hueg from all those threads worth of training.
    >> ★ Subprocessor DM 02/14/10(Sun)23:13 No.8091156
    rolled 1, 6, 4 = 11


    You summon grenades, too close. Your mind falters, and they appear in the air, not inside the next target. Three of them, right in front of your face. You barely have time to duck before they explode, ripping into your back with a hundred shards as the trolls advance, two of them taking the brunt in the face.

    You get up as quick as you can, stumbling backwards as someone behind you shouts out, too quiet for you to understand. You're losing blood. Your back is numb. The wounds freeze over as you pause, momentarily redirecting your aura. They're upon you.

    Sword up, saber in. Clubs come down, beating your left arm down while the intangible sword sinks into another chest, freezing the blood solid. Six.

    >Roll 1d20. High, if you please.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:13 No.8091166
    Man... this is intense...
    >> Anonymous 02/14/10(Sun)23:13 No.8091167
    rolled 17 = 17

    >> Anonymous 02/14/10(Sun)23:13 No.8091169
    rolled 19 = 19

    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:14 No.8091174

    Er, I mean... well, they aren't exactly 20s...
    >> Anonymous 02/14/10(Sun)23:14 No.8091179
    rolled 16 = 16




    I'M DA MAN


    >> Anonymous 02/14/10(Sun)23:14 No.8091180
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    >> Anonymous 02/14/10(Sun)23:15 No.8091181

    Ok. we can work w/ this. And the above poster is right this is intense.
    >> Anonymous 02/14/10(Sun)23:16 No.8091196
    sorry, if that seemed like gloating, but god damn this is tense and that felt good.
    >> Anonymous 02/14/10(Sun)23:18 No.8091219
    magic ice barrier then? with spikes? that explode outwards?
    >> ★ Subprocessor DM 02/14/10(Sun)23:19 No.8091229
    rolled 3, 1, 3 = 7


    The aura expands, lengthens. The rapier stretches out like a staff as you bring it around, hitting three of the brutes at once. Clubs come up and off as they fall, all dead. There are three left. You're running out of power. Your left arm feels like jelly. Too much weight on it.

    They approach, still attacking, careless, unflinching even in the face of horrendous losses. No wonder the town had trouble. A bolt parts the air above you, embedding itself in a neck. Straight through the windpipe. Choking. Flailing. You have one more opening.

    >Roll 1d20. Please, please make this high.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:20 No.8091246
    Darth Maul of Ice. Nice.
    >> Anonymous 02/14/10(Sun)23:20 No.8091248
    rolled 6 = 6

    >> Researcher Sam 02/14/10(Sun)23:20 No.8091252
    Just retreat. We DID set up some ice nades on a retreat path, right?
    >> Anonymous 02/14/10(Sun)23:20 No.8091257
    rolled 10 = 10

    Emprah guide my dice! For victory!
    >> Anonymous 02/14/10(Sun)23:21 No.8091260
    rolled 12 = 12

    >> Anonymous 02/14/10(Sun)23:21 No.8091267
    >> Anonymous 02/14/10(Sun)23:21 No.8091268
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    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:21 No.8091270
    It's not a 1. It's not even a 5.
    I ain't too upset.
    >> ★ Subprocessor DM 02/14/10(Sun)23:21 No.8091271
    rolled 5, 5, 6 = 16

    If you had, they would have exploded long before now. Ten minute limit.
    >> Anonymous 02/14/10(Sun)23:22 No.8091278
    well fuck
    >> Channingman !7COLTS09Lk 02/14/10(Sun)23:23 No.8091295
    I'm sad. I wanted to read up on these threads and contribute my civil engineering knowledge, but sadly sup/tg/ is being lame and won't let me read due to "streaming" right now.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:25 No.8091324
    Lately, I've been getting the urge to format the threads into a .pdf and RS them. Cut out the spam/trolling. Summarize the discussion between story posts, etc.
    >> Researcher Sam 02/14/10(Sun)23:25 No.8091331
    Don't worry, these threads run every Friday through Sunday. I'm sure you'll be able to catch up by next Friday.
    >> ★ Subprocessor DM 02/14/10(Sun)23:27 No.8091369
    rolled 5, 5, 5 = 15


    You're out. There isn't enough left for the rapier. You're exhausted. Out of time. If only you had a little more time. The aura's fading. There's no point now, it won't do you any good.

    Axe comes out. Shortsword goes in. Two-handed grip, have to use what little strength you have left. Other arm's numb, hard to move. Can't take all that force at once without losing something.

    One's not getting any air. He'll suffocate before you even get to him. His club's in the dirt, sitting there, useless. There are two left. They're in, one on each side. Two-handed grip. Let's go.


    Skin opens. Blade breaks clean through, letting the insides spill out. They're still coming.

    >Roll 1d20. High. Last one.
    >> Anonymous 02/14/10(Sun)23:27 No.8091375

    Hey man, If its over five, we're at least still alive.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/14/10(Sun)23:28 No.8091388
    rolled 9 = 9

    >> Researcher Sam 02/14/10(Sun)23:28 No.8091391
    rolled 2 = 2

    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:28 No.8091399
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    >> Anonymous 02/14/10(Sun)23:28 No.8091400

    Guess we're dead then.
    >> Anonymous 02/14/10(Sun)23:29 No.8091418

    Well a 9 is better then 2.
    Hell 9 is ALMOST a 10! I'd call that good enough. No momentous finisher though.
    >> Anonymous 02/14/10(Sun)23:29 No.8091422
    >> Anonymous 02/14/10(Sun)23:29 No.8091424
    What the fuck! who edited their post! Not cool man NOT COOL.
    >> ­ Anonymous 02/14/10(Sun)23:29 No.8091425
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    that can't be good.
    >> ★ Subprocessor DM 02/14/10(Sun)23:30 No.8091440
    rolled 5, 4, 5 = 14

    Cheating? In my /tg/?

    We're doing this again. Roll 1d20, quote this post.
    >> Anonymous 02/14/10(Sun)23:30 No.8091448

    No cheating anon, a 3 it is. We'll suffer our fate fair and square.
    >> Anonymous 02/14/10(Sun)23:31 No.8091451
    rolled 6 = 6

    >> Anonymous 02/14/10(Sun)23:31 No.8091455
    rolled 6 = 6

    This is gonna be rough.
    >> Anonymous 02/14/10(Sun)23:31 No.8091459
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    >> Researcher Sam 02/14/10(Sun)23:31 No.8091460
    rolled 17 = 17

    >> Anonymous 02/14/10(Sun)23:31 No.8091466
    rolled 7 = 7

    6,6,6 get?
    >> Anonymous 02/14/10(Sun)23:31 No.8091469

    A little slow, worse luck.
    >> Anonymous 02/14/10(Sun)23:31 No.8091471
    rolled 13 = 13

    That's karma, that is.
    >> Researcher Sam 02/14/10(Sun)23:32 No.8091472
    rolled 1 = 1

    >> Anonymous 02/14/10(Sun)23:32 No.8091474
    DMsubproc, IIRC the rolled score was a 3 or a 4 before someone edited it.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:32 No.8091479

    >> Anonymous 02/14/10(Sun)23:32 No.8091481
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    God dammit Sam.
    >> Anonymous 02/14/10(Sun)23:33 No.8091493

    At least they are double the deleted roll...
    >> Anonymous 02/14/10(Sun)23:33 No.8091495

    This. Pray that DM doesn't include any penalties.
    >> Anonymous 02/14/10(Sun)23:34 No.8091512
    Meh, I doubt the GM would kill us at this point...
    >> ­ Anonymous 02/14/10(Sun)23:35 No.8091535
    What's the worst that can happen besides death though? Pacts with gods less neutral than Hretmar?
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:36 No.8091543
    When I DM irl, taking away a roll before I can see it results in no reward for the encounter. The whole purpose of this encounter is the reward :(
    >> Anonymous 02/14/10(Sun)23:36 No.8091550
    if we do die we wake up back on earth, no time has past, we were in a coma.
    >> Anonymous 02/14/10(Sun)23:36 No.8091557
    >What's the worst that can happen besides death though

    Kel could die trying to rescue us...
    >> Anonymous 02/14/10(Sun)23:37 No.8091562
    Good point.
    >> Anonymous 02/14/10(Sun)23:37 No.8091564

    >> Researcher Sam 02/14/10(Sun)23:37 No.8091567
    That would suck so hard I can feel it pulling me away from my computer.
    >> ­ Anonymous 02/14/10(Sun)23:38 No.8091588
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    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:38 No.8091591
    Okay, that one is worse than my one.
    >> Anonymous 02/14/10(Sun)23:38 No.8091594

    It turns out we were in a simulation similar to the one in Assasins Creed 2. We were selected to enter crucial database and extract information needed to save the world. This database is presented visually as a fantasy setting. We fail. World ends. Cthulu monsters destroy everyting.
    >> Anonymous 02/14/10(Sun)23:39 No.8091601
    rolled =

    Next time we decide to fight some baddies, we fucking buy some potions and shit.
    >> Anonymous 02/14/10(Sun)23:40 No.8091625

    Shit. This would help alot. Food for thought if we survive.
    >> ★ Subprocessor DM 02/14/10(Sun)23:40 No.8091626
    rolled 2, 4, 5 = 11

    >3, 6

    No good. Clubs are coming down, you don't have the time or the energy to bring the axe up. No parry. You're taking this one on your feet.

    Sidestep, dodge if you can. One hits the ground right beside you, the other strikes you square in the shoulder. Left. Dammit.

    Something cracks. Three days of healing to end up like this. Left arm hangs limply now, useless. Can't feel it, can't move the fingers. That'll make this a bit harder.

    You move, putting your right side forward, stepping back as quick as you can. Axe falls by the wayside, shortsword comes out of the sheath. Trolls are right there. Two of them, uninjured. Their buddy's dead, lungs empty. What a day.

    Bolt. Meets the eye, comes in for a drink. Gray and green mix, leaking from the wound. Down. One more.

    One chance. Solid strike, move in, dodge the club, get him in the heart. Simple, right? Don't trip on the intestines. The wooden weapon falls, too quickly. Rusty spikes tear into your shoulder, dragging skin and muscle with them. You can hear footsteps behind you, close together. Shortsword slips right between the ribs, finding the spot. Blood leaks all over your hand. A quiet sigh, and he's rolling over.

    Lights out.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:41 No.8091640
    wtf... Stealth stealth roll?
    >> Anonymous 02/14/10(Sun)23:42 No.8091655

    *gasp gasp gasp*

    Fuckin hell.... If we didn't get better at casting lances and using our sword after this, we're never gonna get better.
    >> Anonymous 02/14/10(Sun)23:42 No.8091656

    Time to roll up this thread. We are auto-saging. This is a good place to stop anyways I guess
    >> ★ Subprocessor DM 02/14/10(Sun)23:43 No.8091661
    rolled 1, 4, 6 = 11

    A thin layer of ice creeps over your shoulder, sealing the wounds. You can hear two voices. One of god, one of man. Hold tight.
    >> Anomynous 02/14/10(Sun)23:43 No.8091673
    rolled =

    at least we didn't lose an arm this time.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:43 No.8091676
    >> Researcher Sam 02/14/10(Sun)23:44 No.8091681
    Well it looks like we've won.
    >> ★ Subprocessor DM 02/14/10(Sun)23:44 No.8091689
    rolled 4, 3, 2 = 9

    Agreed. It's late.

    You're alive, but you're going to need Jerith to work on your arm. Again. Might be a good idea to learn some healing magic. Or get a ring of luck.
    >> Anonymous 02/14/10(Sun)23:45 No.8091703

    Ah, a dirt nap. Sounds comfy.

    Maybe Kel should get our allies, AT LEAST. If not a village elder, to see what we've done, what we've sacrificed. Make it clear that WE did this, and not Kel with some unknown magiks.
    >> Anonymous 02/14/10(Sun)23:46 No.8091728
    we're going to have some gnarly-assed scars after this one.

    "and this little timmy, is where I nearly lost my arm(again!) to a bunch of trolls!" ...actually, sounds like /tg/.
    >> Anomynous 02/14/10(Sun)23:48 No.8091746
    rolled =

    Shopping list:
    Greater Ring of Luck
    Healing Potions
    Mana(? whatever the essence of magic is) Potions
    Anything else? If we're going to be an adventurer, we can't afford to be KO'd every fight.
    >> Anonymous 02/14/10(Sun)23:48 No.8091753

    For things like magical rings and stuff. Do we get a visible +x bonus or are you going to apply that in private?
    >> ★ Subprocessor DM 02/14/10(Sun)23:49 No.8091764
    rolled 5, 6, 5 = 16

    Next session Friday.

    Does anyone know how long suptg is going to be streaming? It would be... unfortunate if this thread could not be archived.
    >> Adaptive Manipulator 02/14/10(Sun)23:49 No.8091769
    rolled 6 = 6


    It's been a pleasure, as usual. Thank you for your time.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:49 No.8091776
         File1266209391.jpg-(22 KB, 400x400, trollface1.jpg)
    22 KB
    Why don't we just spend a healing surge?
    >> ★ Subprocessor DM 02/14/10(Sun)23:50 No.8091782
    rolled 3, 1, 2 = 6

    Depends. I mostly use dice rolls for combat, so if you get an artifact that gives you general luck, you'll get a number bonus in combat and a 'background' bonus out of it.
    >> Anonymous 02/14/10(Sun)23:50 No.8091786

    Is there another way to archive this?
    >> Researcher Sam 02/14/10(Sun)23:51 No.8091789
    Because this is not a D&D based world? It's got its own system and creatures and stuff. Besides, letting everyone get healed just by taking a few secods to breath is stupid.
    >> Anomynous 02/14/10(Sun)23:51 No.8091793
    At least we should get some phat loot from twenty troll heads.

    Also! Hire a Cart and ship the hides back to the village. I'm sure that's gotta be worth something as alchemical reagents or spell components or (if SPDM is in a Dungeon Crawl mood) Trollhide Armor.
    >> ★ Subprocessor DM 02/14/10(Sun)23:51 No.8091795
    rolled 5, 2, 3 = 10

    No problem. Thanks for playing, and rolling.
    >> Anonymous 02/14/10(Sun)23:52 No.8091814
    4chan archive
    >> Anonymous 02/14/10(Sun)23:53 No.8091824

    Better gear for our buddies
    >> ★ Subprocessor DM 02/14/10(Sun)23:53 No.8091826
         File1266209612.jpg-(50 KB, 380x299, 1253859221006.jpg)
    50 KB
    rolled 3, 6, 2 = 11

    Oh wait. The archive interface is still available.
    >> Anonymous 02/14/10(Sun)23:55 No.8091853
    It's 23 actually, we shot 3 before rest (20) got their shit together.
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:56 No.8091867
    Yeah, I was about to try that but I'll let you do the entry (I can't remember all the tags anyways)

    I think it'll achive, we just can't vote.
    >> ★ Subprocessor DM 02/14/10(Sun)23:57 No.8091878
    rolled 4, 2, 2 = 8

    This is a stupid, stupid question, because I'm the bloody DM, but is this the 22nd thread or the 23rd?
    >> Rolled 1 + 19 = 20 02/14/10(Sun)23:57 No.8091881
    I think it's 23.
    >> Anonymous 02/14/10(Sun)23:57 No.8091883

    Did some of the small ones escape?
    >> ★ Subprocessor DM 02/14/10(Sun)23:58 No.8091897
    rolled 3, 2, 5 = 10

    Yes. There were 3.
    >> Anonymous 02/14/10(Sun)23:58 No.8091899

    Agreeing w/ 23. I believe I archived 22 last time.
    >> Anonymous 02/14/10(Sun)23:58 No.8091904

    22 i think.
    >> Anonymous 02/14/10(Sun)23:59 No.8091914

    Hmm. Should we chase them down? Any opinions?
    >> ★ Subprocessor DM 02/14/10(Sun)23:59 No.8091918
    rolled 6, 4, 6 = 16

    It was already archived. If the name or any of the tags are wrong, I'll email Lord Licorice and get it fixed.
    >> Anonymous 02/14/10(Sun)23:59 No.8091919

    Go to request interface, request, ???, profit.
    >> Anomynous 02/15/10(Mon)00:01 No.8091930
    rolled =

    first order of business: regain strength
    >> Anonymous 02/15/10(Mon)00:02 No.8091947
    We need to stop biting off more than we can chew when it comes to big ass fights.
    >> Anonymous 02/15/10(Mon)00:02 No.8091948

    Agreed, but is it worth chasing them down later. I'm tempted to say no, but they may be trouble later...
    >> Rolled 1 + 19 = 20 02/15/10(Mon)00:02 No.8091951
    Write down the thread numbe in case it's completely unrelated content.

    8089424 "Cow Templates." "/tg/ makes a cow template that can be applied to any monster. "Cow, Cows, Modification, Monsters, Vampires, Zebras"
    >> ★ Subprocessor DM 02/15/10(Mon)00:04 No.8091976
    rolled 4, 3, 5 = 12

    >> Anonymous 02/15/10(Mon)00:04 No.8091977

    I believe that /tg/ was unaware just how large/many they were. These trolls we larger then us...and we killed 23 of them and then passed out. I'd say we did a damn good jorb.
    >> Anonymous 02/15/10(Mon)00:06 No.8092009

    Agreed. I wonder if DM will make us roll for loot...
    >> Adaptive Manipulator 02/15/10(Mon)00:07 No.8092022
    rolled 2 = 2

    Do we actually wear armour or are we still running around in shield skirt + top?
    >> Researcher Sam 02/15/10(Mon)00:07 No.8092029
    Yeah. If I'd known that they were that big I would have suggested hit and run tactics; go in, kill 4-5, fun like fuck, erase tracks so they can't follow, repeat each night. Well, each DAY since they're nocturnal.
    >> ★ Subprocessor DM 02/15/10(Mon)00:08 No.8092042
    rolled 5, 1, 1 = 7

    You have patchwork armor shinguards and armguards. Aside from that, just the skirt and top, and whatever ice armor you summon.
    >> Adaptive Manipulator 02/15/10(Mon)00:12 No.8092109
         File1266210773.gif-(17 KB, 235x336, glad_pro_secutor.gif)
    17 KB
    rolled 6 = 6

    Thanks. We really need to get our arm(s) armoured.
    >> Rolled 1 + 19 = 20 02/15/10(Mon)00:14 No.8092130
    Understatement of the YEAR.
    >> Anonymous 02/15/10(Mon)00:15 No.8092152

    Troll hide armor with additional metal bands?
    >> Adaptive Manipulator 02/15/10(Mon)00:17 No.8092190
         File1266211045.jpg-(32 KB, 216x338, KING OF PAULDRONPOLISGOVERNOR (...).jpg)
    32 KB
    rolled 15 = 15

    I never understood why every person of importance in w40k has such huge pauldrons.

    Well, now I do.
    >> Anonymous 02/15/10(Mon)00:18 No.8092210
    I'm surprised we don't just manifest an ice shield. We don't seem to have any problems with weaponry.
    >> Adaptive Manipulator 02/15/10(Mon)00:20 No.8092224
    rolled 1 = 1

    Magic depends on rolls. Armour does not.
    Look at the last two threads.
    >> Anonymous 02/15/10(Mon)00:23 No.8092268
    I've been here for both of the last two threads, and nowhere did I get the sense that the rolling was for magic specifically- I thought it was understood that magic would gradually exhaust us, and the rolls were merely to see how successful we were in our actions.

    Anyway, we can whistle up an ice block the size of a car; a shield-sized slab is likely to be about as draining as one of those ice grenades, which we toss about like they're toys. Hardly a problem, and a damn good stopgap until we get a demonhide shield.

    Besides, conjured weaponry and armor can be easily discarded when we don't want to be weighed down; actual stuff cannot and must be carried everywhere and kept track of.
    >> Rolled 1 + 19 = 20 02/15/10(Mon)00:27 No.8092335
    iirc we rolled to see how well we tackled a stone tower.

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