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Author:  MC Otaku [ Mon Nov 27, 2006 6:36 am ]
Post subject: 

<OOC>Crap, I'm too late to be the healer.</OOC>

Author:  just a username [ Mon Nov 27, 2006 7:01 am ]
Post subject: 

<OOC: I'm going for Far-seeing and Planar Awareness>

Michael had finally figured out something, he was told by his father that a religion destroyed the majority of his race (and he thought that they have spies searching him out, even though his father said nothing about that*), however he realised it was the thing he was fighting that caused his sorrow, it was the Drow.

<OOC: *This is to break the spy thing so Michael is more likely to tell his true idenity>

Author:  Occasional JD [ Mon Nov 27, 2006 8:50 am ]
Post subject: 

"So, Michael..." Hal said, "Are we going after the Drow, or not?"

Author:  netzen [ Mon Nov 27, 2006 2:03 pm ]
Post subject: 

MC Otaku wrote:
<OOC>Crap, I'm too late to be the healer.</OOC>


<OK, dude. Find a place and jump in! NOW!! And wern't you going to be the dwarf healer? Cause I'm dieing.>

Author:  Sarge [ Mon Nov 27, 2006 3:47 pm ]
Post subject: 

netzen wrote:
MC Otaku wrote:
<OOC>Crap, I'm too late to be the healer.</OOC>


<OK, dude. Find a place and jump in! NOW!! And wern't you going to be the dwarf healer? Cause I'm dieing.>

<GM's note: no that's Droideka who's gonna be the Dwarf healer. But hey: No rule says we can't have TWO healers in the party. Fell free to jump on in, Otaku. You know the drill? If not, PM me and I'll fill you in.>

Author:  Droideka [ Mon Nov 27, 2006 5:46 pm ]
Post subject:  Horin Hammerhand fighter and healer

<OOC>If it's fine, I would wish to be a fighter that has a small bit of healing skill, both with herbs and plants, and a few minor spells.</OOC>

A Dwarf by the name of Horin Hammerhand was leading a quest to discover and avenge the murder of his father. A little over a year before, Horin's father was discovered, dead, stabbed in the back. His father had been fighting Goblin for years and was a well-known warrior throughout Skarae Brae, apparently, someone didn't like him for that. It was then that Horin had vowed to avenge the death of his father, one year from then. He had recruited four Dwarves, including a healer and a mage. He had also recruited two Human hunters. For equipment he had , a wagon, four horses (two horses for the wagon, two for the humans), two barrels of salted pork, a chest with 150 gold coins, three barrels of fresh water, eight score of arrows, and two throwing axes, and a wood-chopping ax.

Horin himself was known for the large War Hammer he normally used in battle, but he also had two throwing axes. One thing to note about him was that he wore little armor, preferring to keep agility rather than protect himself with bulky steel. Even though, he wore chain mail shirt, and leather bracers, as well as leather armor on his legs.

After recruiting his hunters, the quest headed with the troops in the company of the Earl of Dunnmoor, after being asked if they wished to have the protection of the professional troops in his camp...

<OOC EDIT:> I would like to know a few plants, herbs, and starting spells for healing</OOC>

Author:  Somm-1 [ Mon Nov 27, 2006 6:28 pm ]
Post subject:  Re: Horin Hammerhand fighter and healer

Droideka wrote:
<OOC>If it's fine, I would wish to be a fighter that has a small bit of healing skill, both with herbs and plants, and a few minor spells.</OOC>


<OOC>That falls under the category of a Paladin. A Paladin is a holy warrior that is somewhat like a combination of a fighter and a cleric.</OOC>

Author:  just a username [ Mon Nov 27, 2006 8:24 pm ]
Post subject: 

<OOC: Than Hal is Magic Spear, right?>

Author:  Sarge [ Mon Nov 27, 2006 8:53 pm ]
Post subject:  Re: Horin Hammerhand fighter and healer

Somm-1 wrote:
Droideka wrote:
<OOC>If it's fine, I would wish to be a fighter that has a small bit of healing skill, both with herbs and plants, and a few minor spells.</OOC>


<OOC>That falls under the category of a Paladin. A Paladin is a holy warrior that is somewhat like a combination of a fighter and a cleric.</OOC>

<GM's Note: Actualy, unlike Mages, Clerics and Druids can fight well enough with a few weapons (it's restricted by their Ethos and their Deity or Deities, usually to one specific type of weapon like a hammer or a mace), but they're not as good at fighting as Fighters are. (Mages, on the other hand, generaly do not fare well in Melee or Ranged combat, although they are halfway decent with a Quarterstaff, a Dagger, or with darts and throwing knives.) However, if you choose to dual-class your character and make him a Fighter/Cleric, he'll gain the best of both worlds but his character development will suffer. A Fighter/Cleric would earn less experience than a pure-class character would, and every time he levels up you'd have to choose weather to level Fighter or Cleric because he can't level up both classes at once.
A Paladin, on the other hand, is nearly as good at ordinary fighting as a pure-class Fighter of the same level would be, but unlike a Fighter-Cleric his Divine Spellcasting powers won't kick in until he hits level 5. He does start with some pre-determined spell-like abilities (Lay On Hands, Immunity To Disease) and he gains some more abilities at levels 2 (Aura of Courage, Smite Evil) and 3 (Remove disease, Turn undead). At Level 4 he gains the ability to call a mount one time (Gets a Holy Warhorse for free, but if he looses it or it dies he can't ever call another one) and also gain the Remove Fear ability. Unlike Fighters, Paladins are not able to gain the fighter-class special abilities: They only gain the above-noted spell-like abilities and the level 5+ divine spellcasting. Also, a Paladin must always behave in the most ethical and the most morally correct way he can, or he risks loosing the blessing of his deity and falling from grace. A Paladin who defies the sensibilities of his deity risks loosing all his special abilities and becoming a Fallen Paladin. Fallen Paladins can never regain the place of favor they once held with their deity except under very special circumstances, so most Paladins do everything they can to avoid loosing favour with their deity. A Cleric, on the other hand, need not live by any particularly stringent moral or ethical code, so long as he does not continually seek to offend his deity or to worship another deity. All in all, being a Paladin is extremely demanding and not especially rewarding, although it can be fun to play.

Let me just note that Arcane Spellcasting entails a risk of spell failure whenever the caster is wearing any kind of armour. (Well, except for padded cloth armor, which really isn't much of a piece of armour at all. You might as well be wearing a quilted bedspread for all the protection it will give you). Divine Spellcasting, on the other hand, does not suffer from this limitation. Hence, most Clerics, Driuds, and Paladins cast their spells while wearing the best and heaviest armour they can find or afford, and most Mages a Sorrcerers try and find magical robes and capes and hats.

Druids are a sub-class of Clerics, and have the further limitation that they cannot wear anything that is too far removed from it's natural state; Hence, metal armours are completely against their ethos. Therefore, a druid can wear all the leathers and furs he wants, just not chainmail or anything heavier. If he does, he his spellcasting powers won't work at all untill he takes off all the metal.

Bards, on the other hand, don't cast spells like Mages or Clerics do (Mages and Cleric utter inscrutable phrases and move their hands and fingers in special patters to cast a spell). Bards cast spells by playing music in a way that only they can, and so long as they can sing or dance or play an instrument, their magic can work. Thus, Bards that wish to cast their spells can wear any armour that doesn't impede their ability to sing, dance, or play an instrument, and that means that they can wear a wide variety of Armour with little or no problems. Too bad they excel at neither spellcasting or at fighting. The only really good thing about being a Bard is that their Spellcasting never fatigues them. The really bad thing about being a Bard is that they can only cast a limited variety of spells, with most of the really powerful spells being beyond their limited abilities. Mostly, Bardic spells are of the variety that confer basic protection, entertainment, healing or augmentation effects. Bards do gain some limited Rouge abilities, however, and this can somewhat offset their other limitations.

As you might imagine, the idea of a suit of Elven Chain is extremely popular with Mages and with Bards (In case you didn't know, Elven Chain doesn't impede movement at all and it never makes any clanking noises). However, actually finding a suit of Elven Chain is another matter entirely: You can't just go down to your local armour shop and buy a suit; it has to be custom made for each individual wearer, and will never fit another person unless it is re-forged. Moreover, only a few Suldeneselarian Elves know how to make Elven Chain and fewer still advertise the fact. In fact, the only member of the High Imperial Court publicly known to own such a suit of mail is The Emperor. All in all, Elven Chain is, as they say, rarer than hen's teeth.>

Author:  Droideka [ Mon Nov 27, 2006 9:06 pm ]
Post subject:  Re: Horin Hammerhand fighter and healer

Sarge wrote:
Somm-1 wrote:
Droideka wrote:
<OOC>If it's fine, I would wish to be a fighter that has a small bit of healing skill, both with herbs and plants, and a few minor spells.</OOC>


<OOC>That falls under the category of a Paladin. A Paladin is a holy warrior that is somewhat like a combination of a fighter and a cleric.</OOC>

<GM's Note: Actualy, unlike Mages, Clerics and Druids can fight well enough with a few weapons (it's restricted by their Ethos and their Deity or Deities, usually to one specific type of weapon like a hammer or a mace), but they're not as good at fighting as Fighters are. (Mages, on the other hand, generaly do not fare well in Melee or Ranged combat, although they are halfway decent with a Quarterstaff, a Dagger, or with darts and throwing knives.) However, if you choose to dual-class your character and make him a Fighter/Cleric, he'll gain the best of both worlds but his character development will suffer. A Fighter/Cleric would earn less experience than a pure-class character would, and every time he levels up you'd have to choose weather to level Fighter or Cleric because he can't level up both classes at once.
A Paladin, on the other hand, is nearly as good at ordinary fighting as a pure-class Fighter of the same level would be, but unlike a Fighter-Cleric his Divine Spellcasting powers won't kick in until he hits level 5. He does start with some pre-determined spell-like abilities (Lay On Hands, Immunity To Disease) and he gains some more abilities at levels 2 (Aura of Courage, Smite Evil) and 3 (Remove disease, Turn undead). At Level 4 he gains the ability to call a mount one time (Gets a Holy Warhorse for free, but if he looses it or it dies he can't ever call another one) and also gain the Remove Fear ability. Unlike Fighters, Paladins are not able to gain the fighter-class special abilities: They only gain the above-noted spell-like abilities and the level 5+ divine spellcasting. Also, a Paladin must always behave in the most ethical and the most morally correct way he can, or he risks loosing the blessing of his deity and falling from grace. A Paladin who defies the sensibilities of his deity risks loosing all his special abilities and becoming a Fallen Paladin. Fallen Paladins can never regain the place of favor they once held with their deity except under very special circumstances, so most Paladins do everything they can to avoid loosing favour with their deity. A Cleric, on the other hand, need not live by any particularly stringent moral or ethical code, so long as he does not continually seek to offend his deity or to worship another deity. All in all, being a Paladin is extremely demanding and not especially rewarding, although it can be fun to play.

Let me just note that Arcane Spellcasting entails a risk of spell failure whenever the caster is wearing any kind of armour. (Well, except for padded cloth armor, which really isn't much of a piece of armour at all. You might as well be wearing a quilted bedspread for all the protection it will give you). Divine Spellcasting, on the other hand, does not suffer from this limitation. Hence, most Clerics, Driuds, and Paladins cast their spells while wearing the best and heaviest armour they can find or afford, and most Mages a Sorrcerers try and find magical robes and capes and hats.

Druids are a sub-class of Clerics, and have the further limitation that they cannot wear anything that is too far removed from it's natural state; Hence, metal armours are completely against their ethos. Therefore, a druid can wear all the leathers and furs he wants, just not chainmail or anything heavier. If he does, he his spellcasting powers won't work at all untill he takes off all the metal.

Bards, on the other hand, don't cast spells like Mages or Clerics do (Mages and Cleric utter inscrutable phrases and move their hands and fingers in special patters to cast a spell). Bards cast spells by playing music in a way that only they can, and so long as they can sing or dance or play an instrument, their magic can work. Thus, Bards that wish to cast their spells can wear any armour that doesn't impede their ability to sing, dance, or play an instrument, and that means that they can wear a wide variety of Armour with little or no problems. Too bad they excel at neither spellcasting or at fighting. The only really good thing about being a Bard is that their Spellcasting never fatigues them. The really bad thing about being a Bard is that they can only cast a limited variety of spells, with most of the really powerful spells being beyond their limited abilities. Mostly, Bardic spells are of the variety that confer basic protection, entertainment, healing or augmentation effects. Bards do gain some limited Rouge abilities, however, and this can somewhat offset their other limitations.

As you might imagine, the idea of a suit of Elven Chain is extremely popular with Mages and with Bards (In case you didn't know, Elven Chain doesn't impede movement at all and it never makes any clanking noises). However, actually finding a suit of Elven Chain is another matter entirely: You can't just go down to your local armour shop and buy a suit; it has to be custom made for each individual wearer, and will never fit another person unless it is re-forged. Moreover, only a few Suldeneselarian Elves know how to make Elven Chain and fewer still advertise the fact. In fact, the only member of the High Imperial Court publicly known to own such a suit of mail is The Emperor. All in all, Elven Chain is, as they say, rarer than hen's teeth.>


<OOC> I think I'll be dual-class, it fits me personally better. Fighter-Cleric!!! And umm... I was wondering... Can I be somewhat proficient at my start with my Warhammer? (If you don't mind, I would kind of like a few special abilities with it) The throwing axes are not a whole lot, just two, so I don't think they are necessary for any specific level-up. I just throw them into baddies foreheads if I have time before he reaches me. Another thing I would like to point out, is that I would appreciate it if the people in my camp were killed off by Drow, thereby stopping my quest, and my fee to join your company is that you aid in the avenging of my father's murder.</OOC>

<OOC> Dude, you are good at this</OOC>

Author:  Sarge [ Mon Nov 27, 2006 9:44 pm ]
Post subject: 

<GM's Note: Ok, so Droideka is playing a Dwarven Fighter/Cleric who has a magic Warrhamer he likes to hit bad guys with (or just people who get in his way... depends of how Droideka plays the character.) Yeah, it's OK for your guy to use axes: Remember, he's also a Fighter, so he can pick up any weapon and use it fairly decently (although his main focus is on Warhammers and how to clobber foes with them.). So, you can now pick your Deity from this list and then I'll give your a list of starting spells to pick from. The Alignment line tells you what general moral outlook that Deity follows, and The "Domain" line tells you something about what that Deity interests itself in (that is, the areas that people attribute the deities' spheres of influence to). You should know that Clerics gain certain advantages or loose certain restrictions when casting spells or using abilities that are affected and/or act upon one of the Domains that that Cleric's Deity is active in.
Alternatively, you may create and describe a deity your character follows and submit it to me for GM approval* Keep in mind that this is for roleplaying purposes ONLY,. I don not expect anyone to atuclay worship these ficticious deities or anything like that. It's just to add some colour to the character's background and make him a less and less two-dimentional. (or at least that's the plan).>

*(GM approval might be withheld if your made-up Deity is lame or copied from popular fiction. See inside specially marked boxes of Operation Storyteller for details. One free magic hammer with every Dwarven Fighter/Cleric. Offer expires when I say it does. Not valid in Alaska or Hawaii, the Freak States. Void where prohibited. Prohibited where void. Caution: Coffee is sometimes hot. And now for something completely different: Reply to this message constitutes your agreement to these terms. Do not operate heavy machinery while playing Operation: Storyteller. Copyright 2006 Sarge, some rights reserved)

Author:  The Zephyr Song [ Mon Nov 27, 2006 10:31 pm ]
Post subject: 

{ Nice fine print Sarge. XD I think you forgot the "no purchase necessary" clause, though. }

Author:  Droideka [ Mon Nov 27, 2006 10:49 pm ]
Post subject: 

<OOC> I like Gorm Gulthyn, although my character is more of a neutral player, and not a good, but his Domains looked better than the rest to me.</OOC>

Author:  Sarge [ Mon Nov 27, 2006 11:28 pm ]
Post subject: 

The Zephyr Song wrote:
{ Nice fine print Sarge. XD I think you forgot the "no purchase necessary" clause, though. }

<GM's Note: Thanks, I try.>

Author:  tennessee10 [ Tue Nov 28, 2006 12:42 am ]
Post subject: 

As the teleportation mist cleared, Tem at first noticed nothing normal. But then he saw the city wall was a bit worn. And it seemed more crowded. And, the Deepwater crest no longer showed on the flag. Instead, it showed the symbol of...'no, it can't be!' thought Tem. Emblazoned upon the flag was the Nu'tek family, a supposedly dead one. "Something's wrong." he said, "Bob, try getting me some info." She walked up to one civvie and asked, "Say, could you please tell us the year?"
"Certainly."said the Flayer, "It's 1232, Flaying time." Bob relayed this information to the rest of them."1232!?" said Tem, "That means it's been over 4 decades since I started out!"

DUN, DUN, DUUUUUUUUUNNN!

Author:  Sarge [ Tue Nov 28, 2006 1:50 am ]
Post subject: 

Droideka wrote:
<OOC> I like Gorm Gulthyn, although my character is more of a neutral player, and not a good, but his Domains looked better than the rest to me.</OOC>

<GM's Note: Gorm Gulthyn it is, then.
Clerics of Gorm Gulthyn, known as "Barakor" ("those who shield") organize the defense of dwarven communities, act as bodyguards, and instruct local dwarves about the value of alertness and vigilance. Upon entering service at a church of Gorm Gulthyn, each Barakor is assigned a charge to protect. More powerful clerics of Gorn Gulthyn often choose to defend important clan personages, but the assignments of novitiates seem to be determined at random, and include children and elderly or infirm members of the clan. All are willing to sacrifice themselves ("paying Gorm's greatest price," in the vernacular of the church) to protect then-charge. Temples to the Golden Guardian typically are plain stone constructions featuring a central altar containing the remains of a fallen barakor. Most contain a small armory and are well fortified against attack.
Barakor pray for spells in the morning, usually before taking a tour of the community to ensure that the night passed with little incident. Holy days are celebrated each festival, with tedious (to outsiders) procedures that involve formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Barakor frequently multiclass as dwarven defenders or fighters. Members of the former class are afforded the highest possible honor in the clergy of the Lord of the Bronze Mask.
Horin Hammerhand, Cleric and Initiate Barakor of Gorm Gulthyn, can pick three of the following spells for his spellbook:
Cure Light Wounds(Conjuration, Healing): By means of this spell, the selected target will receive a small amount of energy from the Plane Of Positive Energy, which will casue the target to recover from small wounds or other minor injuries. If the selected target was more seriously wounded than that, the spell will heal some small portion of the injury. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. The caster must touch the selected target to effect the spell. The spell will cause the caster to experience a small amount of fatigue.
Bless(Enchantment/Compulsion, Hope, Mind-Affecting): Bless fills all the caster's allies (who can see the caster or be seen by the caster) with hope and courage. Anyone affected by this spell becomes temporarily immune to fear effects and gains a boost to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the Bane spell any ally may be under. This spell continues to have effect as long as the caster continues to chant the appropiate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster does not feel any particular fatiuge for casting or sustaining this spell.
Bane(Enchantment/Compulsion, Fear, Mind-Affecting): Bane fills the caster's enemies (those that can see the caster or be seen by the caster) with fear and doubt. Anyone affected by this spell becomes temporarily immune to courage-boosting effects effects and takes a penalty to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the Bless spell any enemy may be under. This spell continues to have effect as long as the caster continues to chant the appropriate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster will feel a mild degree of fatigue for each minute (cumulative) he sustains the spell because the spell draws upon the plane of negative energy for it's effects.
Bless Water(Transmutation, Good): This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures, demons, imps, and devils almost as if it were acid. A flask of holy water can be thrown as a splash weapon. In order for a volume of water to be pure enough to be the target of this spell, it must be at least pure enough to drink without causing illness or disease in the drinker, and must not be mixed, brewed, or dissolved with any other significant substance other than those naturally occurring substances that may be found in natural-source water supplies. However, Seawater or water from salt-water lakes is not suitable.
Sanctuary(Warding/Abjuration, Neutrality): Any opponent attempting to strike or otherwise directly attack the targeted (warded) creature, even with a targeted spell, can’t follow through with the attack, that part of its action is undone, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area-effect spells or spell-like abilities that do not involve a direct attack. The warded subject cannot attack without breaking the spell but may use non-attack spells or otherwise act and/or move about normally. To sustain this spell, the caster must continue to recite the appropriate holy words, therefore this is an exclusive-action spell. Once the spell is cast on the cosen target, the caster need not maintain line of sight with his warded subject, even if he intends to keep sustaining it. The caster may freely use his hands while sustaining this spell as the spell does not have a gesture or signing component to it's sustainment. Therefore, the cleric who is sustaining this spell may melee with other targets and not break the spell so long as he was not warding himself by means of this spell. A Planar Disjunction can effectively break this spell if cast on the warded target.
Shield of Faith(Abjuration, Defense): This spell creates a shimmering, magical field around the touched creature that averts attacks. This spell need not be sustained by the caster in order to maintain itself: It will continue to protect the warded target untill that target is either killed or removed from this plane of existence, or until the next sunset or sunrise, or until the shield has absorbed a certain amount of damage, whichever comes first. (The specific amount of damage will increase as the caster gains in experience and as the caster gains more skill in casting this spell). At first level, the shield is just powerful enough to deflect a few arrow or shrug off a couple of swipes from a melee weapon. At higher levels, the shield can become a veritable fortress, able to withstand amazing amounts of damage with apparent ease. The shield will protect the warded creature form only physical attacks, not magical or psionic attacks. To cast the spell, the cleric must utter a short phrase and then touch the intended target with a holy item, or with a part of his holy book, or with his blessed weapon (if he has a blessed weapon). This spell draws upon the Plane Of Brilliant Energy for it's power, and thus causes a moderate amount of fatigue in it's caster.
Detect Undead(Divination, Knowledge): This spell reveals undead within 60 ft. The caster can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long the caster studies a particular area.

1st Minute
Presence or absence of undead auras.

2nd Minute
Number of undead auras in the area and the strength of the strongest undead aura present. If the strongest undead aura’s strength is overwhelming the caster may be stunned briefly and the spell will end.

3rd Minute
The strength and location of each undead aura. If an aura is outside your line of sight, then the caster discerns its direction but not its exact location.

An undead aura lingers after its original source is destroyed. If Detect Undead is cast and directed at such a location, the Caster will be aware that Undead were recently there, but will not be aware how long ago there left or where they went. This spell does not cause fatigue in the caster unless the caster detects an overwhelming undead aura during it's casting, in which case the caster will receive a mild amount of fatiuge.

Orison's Hammer(Evocation/Summoning, Combat): This spell calls forth a bright, burning hammer-shaped field of force from the Plane Of Brilliance that falls from the sky and strikes the caster's intended target. The caster cannot sustain this spell, it's effects are instant. this spell will work indoors, despite the fact that the hammer will appear high in the sky before flying to it's target (it will simply smash through the roof it it has to.) When cast underground the spell will burst though the ground but will never cause a cave-in or a landslide. The caster does receive a moderate amount of fatigue from casting this spell.

In addition, Horin can attempt to turn undead by simply presenting his holy symbol(s) ahead of his body and invoking the name of his deity. (this does not count as either an attack or a spellcasting action) Weather or not the undead turn and flee or not depends on the power of the undead and the level of the caster.

Author:  Droideka [ Tue Nov 28, 2006 2:03 am ]
Post subject: 

<OOC> I'll take cure light wounds, Shield of Faith, and Orison's Hammer </OOC>

Author:  Sarge [ Tue Nov 28, 2006 9:04 am ]
Post subject: 

Marcus, moving quickly, found the Dwarven healer just outside tent in the military camp. The military camp was nearly deserted becasue the whole army had gone out to encircle the Drow, so spotting the Dwarven healer was easy.

Author:  Sarge [ Tue Nov 28, 2006 9:46 am ]
Post subject: 

Droideka wrote:
<OOC> I'll take cure light wounds, Shield of Faith, and Orison's Hammer </OOC>

<GM's Note: OK, sounds good. Since your character is a Cleric of a Deity that favours Protection and War spells, your character does not have to Pray in the morning to receive Sheild Of Faith or Orison's Hammer for the day: He always has those two spells available, even in the middle of the night. Cure Light Wounds, on the other hand, is not available unless your character prayed for it that morning. (We'll assume he did pray for it this morning, but other mornings you must declare what you're parying for that day.) Since you only have one spell at the moment that doesn't fall within your favored Domains, it only takes about ten minutes for your character to pray for his spells (er, spell) in the morning. Later, when you have more spells, it can get a little time-consuming for your character if he has a lot of spells that aren't covered by any of his favored Domains. Hence the need to pick your spells carefully.

Also, your Warhammer is enchanted with a set of Racial Enemies runes. Any time you engage Undead, Imps, Deamons, Devils, Orcs, Goblinods, Ogres, Trolls, Bugbears, Hook Horrors, Stink Beatles, Fire Beatles, Duregar, Beholders, Gelatinous Cubes, Slime Monsters, Myceonoids, Spore Stalks or Drow with this special hammer the hammer will cast Bless on yourself an your allies all by itself. Also, the weapon counts as both a Blessed Weapon and a Simple Magic Weapon when engaged in combat with one or more of those creature types. You may name the hammer if you so choose.>

Author:  MC Otaku [ Tue Nov 28, 2006 10:19 am ]
Post subject: 

Baku (that's an actualy name) met Horin Hammerhand. "So, you're out to avenge your family, too?" he asked. "I'll join you. I lost my family to a madman!"

Author:  tennessee10 [ Tue Nov 28, 2006 11:39 pm ]
Post subject: 

As Tem walked through the streets, He asked a random passersby for the record hall. He/She/It pointed to the hall, but when they entered its vast halls, the shelves were...scarce. Tem picked up a random scroll.
scroll wrote:
This is the truest recounting of High Flayer history: The High Flayers wfnordere in chaos, fnord literally licking eachother's hands for crumbs. But then, Chektor delivefnordred them from poverty, and organized Squiddly Man Mountain. But then, the Deepwater family rose up, and attempted to overthrow fnord him. There was a fierce battle, but eventually Chektor fnord prevailed. Eventually he had children, died, and sent explorers like Sewil Kralc to claim more land. However, The Deepwaters eventually destroyed them all, save this one. Chektor still faces the onslaught today.

Tem just stared. And stared.And stared.And stared. "What a load of crap! who'd believe this dukey!!"he yelled.
"Them, for starters." said Ixleflerb.
Tem took command as he saw the 10 brainwashed zombies at the door. "Bob, hit on 'em! Ixleflerb, copy the mages! Fornechk, circle strafe! ATTACK!"[/s]

Author:  IantheGecko [ Wed Nov 29, 2006 3:17 am ]
Post subject: 

Sarge wrote:
Marcus, moving quickly, found the Dwarven healer just outside tent in the military camp. The military camp was nearly deserted becasue the whole army had gone out to encircle the Drow, so spotting the Dwarven healer was easy.
"Hey! Are you the healer?" Marcus asked. "This boy won't wake up!"

Author:  Droideka [ Wed Nov 29, 2006 7:16 pm ]
Post subject: 

MC Otaku wrote:
Baku (that's an actualy name) met Horin Hammerhand. "So, you're out to avenge your family, too?" he asked. "I'll join you. I lost my family to a madman!"

Horin responded: "Did you overhear me talking to one of the men? How did you know I was trying to avenge the death of my father?" Horin saw a Lizzardman out of the corner of his eye and told the man to wait.

IantheGecko wrote:
Sarge wrote:
Marcus, moving quickly, found the Dwarven healer just outside tent in the military camp. The military camp was nearly deserted becasue the whole army had gone out to encircle the Drow, so spotting the Dwarven healer was easy.
"Hey! Are you the healer?" Marcus asked. "This boy won't wake up!"


Horin responded seemingly angrily to the Lizardman "Aye, I'm the healer, put him on my bedroll over there" Motioning into a tent that seemed a foot shorter than the rest of the tents in the camp, but with stiffer walls.

Author:  IantheGecko [ Wed Nov 29, 2006 11:35 pm ]
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"Aye, mister." Marcus genty set Prosper down on the bedroll.

"He'll make you better." Marcus whispered as his belly rumbled. "Time for food! I wonder where it is..."

Author:  Droideka [ Thu Nov 30, 2006 2:00 am ]
Post subject: 

IantheGecko wrote:
"Aye, mister." Marcus genty set Prosper down on the bedroll.


"I'll look at this guy." Horin said to himself. He walked over and did a quick inspection. "Seems that the only serious injury is that arm, good." Horin quickly cast the Cure Light Wounds spell on the boy's arm, hoping it would be enough to stop the bleeding from the wound.

<OOC> Sarge should probably describe the total effect</OOC>

Author:  MC Otaku [ Thu Nov 30, 2006 5:22 am ]
Post subject: 

Droideka wrote:
MC Otaku wrote:
Baku (that's an actualy name) met Horin Hammerhand. "So, you're out to avenge your family, too?" he asked. "I'll join you. I lost my family to a madman!"

Horin responded: "Did you overhear me talking to one of the men? How did you know I was trying to avenge the death of my father?" Horin saw a Lizzardman out of the corner of his eye and told the man to wait.


Baku chose to ignore the question, but continued to follow Horin and Marcus.

Author:  Sarge [ Thu Nov 30, 2006 2:42 pm ]
Post subject: 

Droideka wrote:
IantheGecko wrote:
"Aye, mister." Marcus genty set Prosper down on the bedroll.


"I'll look at this guy." Horin said to himself. He walked over and did a quick inspection. "Seems that the only serious injury is that arm, good." Horin quickly cast the Cure Light Wounds spell on the boy's arm, hoping it would be enough to stop the bleeding from the wound.

<OOC> Sarge should probably describe the total effect</OOC>

Horin intoned the proper words and reached out to touch Prosper. Instantly, positive energy flowed into Propser and a twinkling glow passed over the both of them. Propser's bleeding stopped and his wound closed. He'd lost some blood, but the healing spell replenished some of that. Prosper went from looking a bit pale too looking kind of pink again. Still, Propser remained unconscious and would need further healing and rest to fully recover. The casting made Horin a little bit fatigued, but he was certain he could cast the spell a few more times before he'd have to rest.

Captain Sealem said to Horin in Dwarven: "Good greetings and honor be unto you, master Dwarf. I am Sealem of Suldeneselar, Captain of the Imperial Guard. Peace be to your clan, honoured cleric."

Author:  Droideka [ Thu Nov 30, 2006 4:38 pm ]
Post subject: 

Sarge wrote:
Droideka wrote:
IantheGecko wrote:
"Aye, mister." Marcus genty set Prosper down on the bedroll.


"I'll look at this guy." Horin said to himself. He walked over and did a quick inspection. "Seems that the only serious injury is that arm, good." Horin quickly cast the Cure Light Wounds spell on the boy's arm, hoping it would be enough to stop the bleeding from the wound.

<OOC> Sarge should probably describe the total effect</OOC>

Horin intoned the proper words and reached out to touch Prosper. Instantly, positive energy flowed into Propser and a twinkling glow passed over the both of them. Propser's bleeding stopped and his wound closed. He'd lost some blood, but the healing spell replenished some of that. Prosper went from looking a bit pale too looking kind of pink again. Still, Propser remained unconscious and would need further healing and rest to fully recover. The casting made Horin a little bit fatigued, but he was certain he could cast the spell a few more times before he'd have to rest.

Captain Sealem said to Horin in Dwarven: "Good greetings and honor be unto you, master Dwarf. I am Sealem of Suldeneselar, Captain of the Imperial Guard. Peace be to your clan, honoured cleric."


"Greetings, and peace to you as well." Horin replied, obviously pleased that the man spoke in Dwarvish. "What did this to him?" Horin felt someone looking at him and turned around to see the man that had offered to join his quest standing a few feet behind him, and said to him: "You never answered my question, how did you know that I was leading a quest to avenge the murder of my father?"

Author:  Sarge [ Thu Nov 30, 2006 6:27 pm ]
Post subject: 

Captain Sealem continued in Dwarvish: "Young master Prosper here fell in battle with the Dire Wolf. Thank you for healing him. May I ask your name?"

Author:  Droideka [ Thu Nov 30, 2006 8:23 pm ]
Post subject: 

"Aye, I am called Horin Hammerhand, and don't mention it, twern't trouble at all." Horin responded "Prosper eh? What was he doing with a Dire Wolf?"

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