Landlocked Chapter 1: Gaining ground, Stealing wood. (Open)

Looking for adventure? Kvar is. Any kind you like, jump in with your own direction, or follow the general story, up to you.

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While Sylira is by far the most civilized region of Mizahar, countless surprises and encounters await the traveler in its rural wilderness. Called the Wildlands, Syliran's wilderness is comprised of gradual rolling hills in the south that become deep wilderness in the north. Ruins abound throughout the wildlands, and only the well-marked roads are safe.

Landlocked Chapter 1: Gaining ground, Stealing wood. (Open)

Postby Liar on December 18th, 2011, 9:09 pm

EXPERIENCE AWARD


Kvar Driftweaver

Skill Points
Wilderness Survival 5
Battle Axe 4
Throwing Axe 3
Sword-Breaker 3
Stealth 3
Brawling 2
Carpentry 2
Observation 2
Land Navigation 1
Climbing 1
Intimidation 1
Imitation 1
Botany 1
Bodybuilding 1

Lore
Standing High against a Bear
Landmadness
Identifying Winterberries
Preempting A Tracker
Kindling Fire
Building a Defense
Axes are for Trapping Weapons
Crab Anatomy
Svefra Folklore
Bandaging a Limb Wound

Items
Altar: A wooden disc, two feet in diameter and six inches thick. Consultation with an experienced mage will show Kvar that the symbols on one side are basic locking glyphs; trying to open it with anything but magic will incinerate the altar and its contents. Should a mage unlock the altar, they will find inside the maledicted skulls of a bear, wolf, deer, and rabbit. When any of these animals enter within fifty feet of the altar, they become frenzied, reckless, and attracted to the altar--presumably to make it easier for a talented survivalist to kill and harvest them. The mages who created it will miss it, but have no way of detecting its location unless they see it.
6 gold-rimmed mizas (from the dead man)
4 old iron throwing daggers (from the dead man)
5 scavenged bear claws
3 lbs crab meat
2 crab claws
2 crab exoskeletons (damaged)

Injuries
Kvar will feel the bruise for another day, but it should not have a lasting effect.
If he returns to Zeltiva to get the wound on his thigh treated, Kvar will only limp for two days. Without medical attention, it will turn into a scar and his limp will be noticeable for a week.

Notes
This was a good adventure; Kvar’s attitude towards the dangers he faces tickles my cold, cynical heart. I’d be a little more careful with the run-ons, though. Subterfuge requires some intelligence to deceive, which a bear doesn’t have, and I wasn’t sure if there was enough exploration to warrant Spelunking. Observation instead of Investigation because I got the impression he was looking for resources, not reasons. I think Medicine requires some herbal knowledge but feel free to argue with me on that one. Imitation for learning from the Bear how to intimidate it, Land Navigation for remembering your way and using the sun as a guide. The rest should be self-explanatory.

I did the best I could with the altar, given the magic available to us. Giving it too many properties (luck, etc.) is probably beyond the talents of most wizards. If this wasn't what you were getting at, we can discuss something else.

Feel free to PM me if you have any questions.
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