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RE: The Hallows Inn (OOC II)

 
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6/30/2015 20:11:59   
Riprose123
Member

Would playing a hermit be feasible, or is Darkwald too dangerous to inhabit alone?

< Message edited by Riprose123 -- 6/30/2015 20:26:37 >
DF MQ  Post #: 51
6/30/2015 20:52:20   
black knight 1234567
Member

I assume the Luke Grange story is still on going and that Vaelun hasn't made it to Darkwald yet?
AQ DF MQ AQW  Post #: 52
7/1/2015 16:08:14   
Lichviathan
Member

Just one question, my new character will have one trait that Leviathan had, and I want to know if it is really applicable to this RP. He won't be leaving the town, and he can provide just what someone needs for a price. I'll explain in more depth in the bio, just wanted to make sure it would work if I went with it.

an don't worry, he's creepy, but for the most part humanish.
Post #: 53
7/1/2015 17:37:54   
TJByrum
Member

Rip, a hermit would fit in nicely. It is dangerous to be alone in the woods there, but there's families who live in cabins spread throughout the region. Think of it like the American west. Sure, there's cabin folk out there, but there's also dangerous natives too.

@BK: Like and his boys packed up and headed off, but will reappear when Stone's End comes into play. Vaelun and his comrades Velen and Moran just got to the inn and are sitting at a booth waiting for volunteer monster hunters. If I can get a post up this week, Jaque will probably be in it.

@Lich: Alright.
DF AQW  Post #: 54
7/1/2015 20:47:50   
black knight 1234567
Member

Alright I need to plan out this stuff. Lich, our plan is still on board or is your character a different sort?
If its the former, i'll get you into Blackwater and then jump into the inn and teach those boys monster slaying 101. :>
AQ DF MQ AQW  Post #: 55
7/2/2015 0:33:02   
Riprose123
Member

Name: Gadrin the Lonely, Gadrin the Hermit, Gadrin Silvertongue, Gadrin the Elemental, Gadrin the Teacher, or, simply, Gadrin.
Age/Race/Gender: 29/Human/Male
Physical Appearance: Gadrin stands at 5'6", short, stocky, and compact, his chest and arms barreled in pleasant fat and hard muscle. His skin is tan, and scarred in quite a few places. A large, thick, and overgrown brown beard covers much of his face. Two bright blue eyes sparkle with clever, seemingly ancient wisdom, even though their face is in the prime of his adulthood. His arms, back, and chest are scarred in many places, but all are silver, faint, and do very little to add any ugliness to his body. Gadrin's teeth are white, which is apparent, given the many grins he shows to those who encounter him in good nature. His hair has grown down to his shoulders, and with no one to tame it, has become thick, tangled, and mane-like in appearance. His hands are rough, calloused, and hard, resembling leather, but are gentle, skilled, and clever.
Armor/Clothing: Gadrin normally wears cloth robes, or pants and shirts made of the same material. He forgoes armor, not trusting his safety to sun dried dead skin, or the wares of men's hammers. His robes range from dirty brown to light blue, as do his other clothes, all in the same colors. Some are patched with odd material, and carefully sewn to near perfection. A few things remain standard on each and every outfit, though. Firstly, he wears a rough leather belt, pouches hanging off it as it circles his waist, used more for storage than to hold his pants up. Next, a crown made of holly upon his head, covered with leaves and berries, with a pointy grey hat atop that, much akin to those often associated with wizards. He carries a satchel around his shoulder at all times, and inside are innumerable things, so many, in fact, that it seems the bag is bottomless, the vast number of items it carries, from books, to string, to bandages and more. Lastly is his cloak, made out of the hide of a large grizzly bear, the teeth still intact and the head acting as a hood.
Weapons: Gadrin carries only a knife on his belt, made from the bone of bear, but this is a tool, not a weapon like many would believe. Instead, he utilizes his one true talent to protect himself. In three of the pouches on his belt lie iron, lead, and silver, all of which act as quite potent weapons, given the command, name, and the power of his arms behind them. He can form them into gauntlets, blades, axes, even maces, but does so only in self defense. The amount matters not; the bit he carries answers his call readily.
Other Items: Gadrin carries a number of items in his satchel, ranging from frying pans to first aid equipment to books to personal journals. He posses no gold, though, but instead carries an odd array of novelty items, as well as herbs from deep in the forest, and even a few hides to trade in town instead of currency.
Skills: Gadrin is skilled in many things, but he is a master at none but one. He is well versed in cooking, cleaning, wound treatment, and sewing, having lived in a cabin in the woods for so many years. He can play the flute, and has an ear for music, and posses a rich baritone to boot, a kingly singing voice in it's own right. Gadrin is a skilled woodworker, fashioning many of the things in his cabin, as well as the sound structure itself. Gadrin is well versed in botany, able to peer into a seemingly indistinguishable mass of plants and pull those with beneficial properties out. He is something of an ametuer alchemist, but doesn't posses the materials or information to craft anything advanced. Gadrin can track fairly well, but is nowhere near as skilled as some of the hunters in the woods. Having studied many a text on war, Gadrin is a skilled tactician, having already been a cunning mind before his rampant consumption of all that is written. He can also read and write, and is a fair hand at sketching, as well. Gadrin speaks a multitude of languages, being fluent in Common Trade, elvish, dwarf, to even a smattering of ancient and dead tongues, as well as the grunting of some of the more monsterous beasts. Gadrin even claims to be able to converse with animals, flame, and even the wind itself, though this is under heavy speculation
Abilities: Gadrin posses the ability to name. Namely, he is open to the world and that which makes it up, and is able to read the elements in a way like no other he has known, giving them a name, and thusly, bringing them under his control. For example, if he names the wind, he can stop it with a simple word, or force it to blow much harder than it originally was. These names often change as the things they belong to change. Some are slow to change, like stone, metals, and the wood of trees, while some change with each passing second, like the wind, the water, or the dancing tendrils of fire. Discovering the names of elements makes them much easier to name later, and the more he names a specific thing, the easier it is for him to read it later on. He knows the names of many things due to intense years of study, but there is also much he does not posses, and for this reason, he keeps his senses open. Gadrin has never studied, nor had the will to name sentient beings, and these two factors make it impossible for him to utter the names of humans, elves, dwarves, or anything else alive, feeling, and able to shape the world.
History: Gadrin was born on an uncertain date to uncertain parents. He was a silent baby, never uttering a cry during his birth, and if it were not for his large, always looking eyes, and his grasping, dancing hands, they might have thought him a stillborn. He was raised, and when it finally came that he was old enough to speak, he was taught just as well as any other child. But his first word was truly extraordinary. He called a word that was both perfectly clear, but indistinguishable to his parents, who could not comprehend what the boy had said. With this call came the wind, which roared through the house, knocking open shutters, ripping things off the wall, all accompanied by the bliss filled, lilting of a small child. After the wind subsided, the parents talked for long over their child, and after long discussion, decided it was best to continue to raise him, and hope for the best. These strange occurrences did not cease, however. THere were many a time that Gadren would seem to say something, but nothing would be heard, and then, something would answer his call. That first time it was the wind, and others it was stone, flame, and even a silver necklace his mother wore. Fearing his gift was actually a curse, they sent their child away, and Gadren was left to wander the woods or Darkwald at only 16 years of age. For awhile, he accompanied folks he met, making friends with those more accepting of his odd ways of talking and incredible gift. After he turned eighteen, however, he decided to find a home, and wandered into the woods. He was not seen for two years. Then, he returned to town, traded a large amount of hides for some food and a good number of books, and disappeared again, presumably to a cabin of some sort. He now lives in the woods, and aids the lost traveler if need be, and provides those with good intentions a hot meal, a place to sleep, and a hearth to talk by when they need it. His cabin is well known, standing in a rare clearing, with a spring running near it. The clearing is referred to by the locals as "Good Bear's Grove", and is known as a sort of safe haven from the normally unrelenting danger of the woods. It seems the more monstrous creatures stay away from Gadrin's home, while animals never make a hostile action within the grove. It is a place of safety for all beings, sentient, animal, or other. Gadrin goes into town more frequently, for books, paper, and other miscellaneous supplies.

< Message edited by Riprose123 -- 7/17/2015 23:31:36 >
DF MQ  Post #: 56
7/9/2015 20:26:11   
TJByrum
Member

Accepted Rip!
DF AQW  Post #: 57
7/11/2015 15:49:45   
Bastet
Member

I'll get working on a post as soon as I can, apologizing for the delay in the meanwhile.
Post #: 58
7/13/2015 1:32:40   
Riprose123
Member

Am I allowed to pick from Jaque's trinkets?
DF MQ  Post #: 59
7/13/2015 19:26:42   
TJByrum
Member

Yes, Rip.
DF AQW  Post #: 60
7/13/2015 20:14:35   
Vanir
Member

I'm developing a character I think would fit well in Darkwald, but I cannot decide on which direction to go with for his combat abilities. Is there a role or niche that would be helpful for a group to have? Any lacking skills that I could account for?

Also, I'm almost done reading the first page of the IC, and noticed that there are 205 more posts (Congratulations by the way; that's awesome!). I have time now, so I would like to get involved sooner than later. I noticed that TJ said this:
quote:

We're at a clean slate right now, actually.
But that was twenty days ago. Is the story still open, or near the beginning of the new "main quest"? Is it necessary that I read the bulk of the adventure so far, given that my character will be new to Blackwater? If the answer to the latter question is no, then could someone provide a summary of events? I'll certainly read the recent posts to familiarize myself with the current events.
MQ AQW Epic  Post #: 61
7/14/2015 18:35:34   
TJByrum
Member

@Vanir: The RP is suppose to advance in 'phases'. For each phase, you may join it or ignore it at your leisure, it's just there to keep the RP from getting stale; basically me making sure that even if you have nothing to do, at least there's always something to do. The first phase was about the threat of the Nazha, but everyone dealt with them on day one. Day two was about Luke Grange and his muscle trying to build a dam so as to extort the people of Blackwater. Day three started the Monster Hunter storyline, with Vaelun, Velen, and Moran, but hasn't really went anywhere. Because it just started and hasn't really moved on, everything is still a 'clean slate', so it's still morning time from what I recall; you can waltz right in and... do whatever; recruit some folks to join up with you on your adventure, or join with someone else to embark on their adventures, or even sit down at the bar and talk with someone. But if you're stuck and unsure of what to do, you can always go to Vaelun, Velen, and Moran for work.

Also, I applaud the folks who can read entire IC's. I cannot do that.
DF AQW  Post #: 62
7/14/2015 19:24:02   
Kellehendros
Eternal Wanderer


Treading water waiting for Gingkage. Hope to see something soon.
AQ DF MQ  Post #: 63
7/14/2015 19:37:41   
Vanir
Member

You've done all of that and it's only the third day? O_O Woah. 10 pages and it's day three.

I'll read the posts from the current IC day then. Expect a bio, if not tonight, then within the next few days.
MQ AQW Epic  Post #: 64
7/14/2015 22:47:52   
  Gingkage
Wolf Rider


Sorry, Kel. I'll try to get something out tomorrow.
AQ DF MQ  Post #: 65
7/16/2015 21:10:59   
Vanir
Member

Name: Worms

Age/Race/Gender: 25 / Human / Male

Physical Appearance: When standing upright, Worms measures in at 6’2”, however he will rarely if ever reach his full height. He stands with a significant hunch, lowering his height considerably. His neck emerges between his slumped shoulders and appears to stretch just a little too far forward, as if his head is always reaching for something. He is incredibly thin, as if he suffered from anorexia, although he eats plenty and cares nothing about weight. His bones look as if they would protrude out of his skin if he bent them in the right way. Some rumors suggest his limbs are segmented, just like an insect’s. His skin is a dark brown, similar to a cockroach’s in color. No hair grows anywhere on his body. His brow and chin are bony and sharp. His eyes are black and seem a little too large in comparison to the rest of his head, which has rather small features. It isn’t uncommon for a blood vessel in his eye to rupture and paint the whites red.

Armor/Clothing: Worms wears large, baggy clothing. His long-sleeved tunic and trousers, both dyed with pale greens and browns, hide his disgustingly thin body. The sleeves are open and loose and cover the wrist when the arms are fully extended. The trousers are held tightly to the waist with a leather belt and fastened tightly around the ankle to prevent dragging the long cloth in the mud. His head is covered by a cowl and a scarf hides his neck, which can be wrapped around his face to cover it. Worm's feet reside in humble leather shoes that crawl across surfaces silently.

Weapons: Worms’s many small friends are his weapons. He does keep a small knife for utility, but it is hardly a weapon.

Other Items: A cockroach frozen in amber dangles as a pendant around his neck. It is usually covered by his clothing and can't be seen. He also carries a pouch full of a few coins and small knickknacks that he's picked up on his belt.

Skills: Worms scuttles around almost silently, frequently surprising people he does not mean to scare. He also moves abnormally quickly, and possesses incredible perception for detecting attacks in his peripheral vision, making him very effective at dodging strikes and projectiles. He is a stupendous escape artist. And despite his unattractive appearance, Worms is an excellent tenor.

Abilities: Everyone is constantly surrounded by insects; Worms knows them all. They talk to him, and he talks to them. They know him, and he knows them. They will not allow any harm to come to him, and they will lay down their lives if he is in danger. Offensively, Worms can command insects in order to be a spectacular bother and irritation for his enemies.

History: The amber pendant that grants Worms his unique connection with the most hated and feared of all creation has been with him for a very long time. It was given to him, and promised to keep him safe. The amber has done that very well. It has always kept Worms safe from harm, but it has also created a painful sore within him. Worms wants to be social, to have friends and family and be a part of some greater goal, but everywhere he goes insects inevitably flock to him. Blamed, and rightly so, for cockroach infestations, locust swarms, mosquito hordes, aggressive ant behavior, and many other incidents, he has been shunned from almost all communities of human life. All the while the amber eats away at his heart, and deforms his body. Worms has tried to be rid of the pendant, but he can never bring himself to throw it away. Though the curse of the pendant brings so much pain, it is his last memory of his loving mother. Through it all, mother nature’s vilest have always been there, and have been selfishly keeping him for themselves. After being run out of town once again, and with few options before him, Worms seeks solace in Darkwald where he hopes to find a home, a friend, and perhaps a purpose.
MQ AQW Epic  Post #: 66
7/17/2015 9:31:21   
Legendium
Member

Hmm, I have all of august free (Well, aside from school work, but free enough to RP, methinks.) so I may get back into this for a time.
I have a new bio prepared (Because I'm really not feeling into jumping back into Heinrich's skin right now) if that's okay with y'all, having another player and all. Do note though; I would only be able to RP as much as you guys do until school starts again - in my senior year I don't know how much time I'd have to RP.

At any rate, I'd like to try this again when I get back sometime around the start of August. Is this bio acceptable?



Name: Essex Giverny (It's not his original name, but what he goes by nowadays.)
Age/Race/Gender: 20/Human/Male
Physical Appearance:  Essex is of average height, standing at maybe 1.7 meters. Despite his age, he looks around four years younger, with very smooth facial features and no beard to speak of. His hair is dark brown and long enough to reach the collar of his shirt. His eyes match the color of his hair, and seem serious and focused most of the time. This is underlined by his thick, low set eyebrows, giving him a rather scowl-y look whenever he's concentrating.

Armor/Clothing: Essex's armor is light and not altogether protective. His leather gambeson can protect him from smaller blades like knives, however an axe would pass through it with very little resistance. His leather bracers really won't protect him from any external weapons, and are only there to protect his arms from bow recoil. The iron plating on his legs are meant for horseback combat - Essex rarely actually wears them.

Weapons: Essex is primarily an archer, thanks to his natural abilities, thus he always carries a bow with him. His bow, Striker, isn't the fanciest thing around. Being handmade by an orphan, this is to be expected. But don't let that fool you. Striker is made of top quality Osage orange wood stolen from the trees of the baron's personal bowyer, and Essex takes excellent care of it, oiling it every night to a shiny polished sheen. He fletches his arrows himself as well, usually with goose feathers. The process is long and tedious though, and only done if Essex runs out of arrows in the middle of a long trek through the wilderness. The arrowheads he usually simply buys or steals, as he cannot knap flint, however he will resort to bone arrowheads if need be.
Essex's secondary weapon is a long knife which once belonged to a friend. Its name is Fallow.
Other Items: A file, a whittling knife, elk sinew, goose feathers, arrowheads and pine pitch glue for arrow crafting. Several spare bow strings, oil and an oil cloth for keeping his bow from falling into disrepair. A fiddle he carries on his back to raise some coin on his travels (He's not brilliant, but can play a few tunes from his homeland). A hatchet for chopping wood. His horse named Mule. And lastly, his Runestone. The source of his power, and the only thing his parents gave him.

Skills: For only 20, Essex has an impressive skillset. Since his childhood, he's been a very nimble and agile child, being able to climb almost anything in his way if it were possible. He would often climb the roof of the orphanage, which got him into loads of trouble. Essex is also an adept survivor, from the time he spent travelling through the wilderness. He can recognize most common plants and knows their uses, and can track animals fairly well. He's an amazing archer as well, although that's more due to the abilities his Runestone gave him than his own natural talent. He's not exactly talented with his knife, but he can hold his own in a knife fight, although if the weapons get any bigger or armor is added to the equation, he's done for. His equipment can't really help him survive a hit from a sword. Essex also recently learned to ride and acquired a horse which he named Mule. Lastly, Essex can play a few songs on the fiddle.

Abilities: Essex isn't really a mage. He has no inherent magic abilities. But, due to his Runestone, he can do two things which could be considered magic. Firstly, he can see inside the bodies of other living creatures. He can see every organ, every weak bone, and most importantly, he can see their hearts. The second thing it allows him to do is see the trajectory an arrow must follow to hit the heart. Combined, this means he can immediately kill most things. That is, provided he actually shoots along the trajectory in the first place. His magic gives him advice, it doesn't train his arrow on target for him. It also ignores protective armor, and unpredictable movement. This is also assuming the target even has a heart or something similar. So while it's a very useful ability, Essex's lack of skill prevents it from being a guaranteed killing move.

Personality: Essex is an orphan, and that reflects in his personality. A lot of people self-identify with the lives they've been born into. The son of a blacksmith will have known the ring of a hammer on metal for most of his childhood, and a hunters daughter will know her way around a bow and the woods. Essex didn't have any of this. He had the walls of an orphanage until the age of eight. Naturally, the feeling of abandonment caused a bitterness in him at an early age, and it still shows. His scowly face, pessimistic attitude and disdain for society are all caused by his childhood. However, it also created positive attributes. He's willing to work very hard to achieve his goals because he knows society put him at the bottom, and he will stop at nothing to show he's just as good as everyone else if not more so. He's also very much an individual - you cannot rely on others to do your work for you. He also understands the situations of others who've been disadvantaged by others, and will fight to the death to protect them from further harm. Other parts of his life have influenced his core opinions as well - for example, the death of his best friend when he was eight caused him to have an even worse opinion of guards and the military than the rest of society. He has no problems with killing guards. If you had to describe who Essex is in one word, it'd be "mistrusting."

History: Essex prefers not to talk about his past, although a few things slip out anyways. A few people have found out that he's an orphan; raised in one of many orphanages in a very large city far to the west. Eventually, he escaped the clutches of the abusive director and joined a group of thieves and street urchins. It was here where he heard about his runestone; a fellow escapee from the same orphanage named Fallow told him that the director took anything the parents gave the orphans and kept them for himself. Curious, Essex convinced Fallow to come with him and find anything that might be theirs. While Essex found his runestone, Fallow found nothing. Fallow took this the wrong way; every orphan has the pent up fear that they were truly abandoned by their parents, that their made up stories about them being special and this all being a mistake were wrong. She took it as a sign that she really was unloved and unwanted, which turned her bitter. So she took her anger and sadness out on a person she hated the most - the director. Stealing the director's dagger from his office, she killed him in his sleep, despite Essex urging her to not do it, that she would be arrested for murder. When the directors screamed that night, the orphanage guards did find Fallow. Essex tried to help his friend reach the safety of the roof where the guards could not follow, but Fallow was sadly not as nimble as Essex. He had to watch as his friend slowly died on the tip of a spear. Essex, unseen on the roof, slipped down and took the bloody dagger from the dirt of the courtyard. He vowed to find the guard who did this and slay him.
Essex was eight at the time. Fallow was ten.

Locating the guard wasn't too difficult given that he had a huge scar running down half his face, which could be spotted from far away. The problem was that the orphanage guard was inside the courtyard at all times. Not willing to risk breaking in again (Guard duty had doubled since the old director had died), Essex looked for another way to go about the situation. Climbing a tall old tree next to the orphanage (In fact, the same tree he had used to escape the orphanage), he was able to get a view of the courtyard while hidden by the leaves. After a few days of examination, he found out that there was a pattern to the guards routines - and he found out every day where the man with the scar would be. The problem was finding a way to kill from afar.
And so, this led to his first few attempts at making his own bow. Not being able to read well at the time, Essex couldn't exactly find a manual on how to make bows. So he watched and listened in the fletcher's district for a good month before he knew roughly what he had to do. Using scrap wood back at the thieves den he lived in, he made his first attempts at making a bow. The first fifteen failed miserably, although there was progression. It took him a while to realize he needed better wood. So he resorted to stealing, and stole a few seasoned planks of Osage orange from the baron's bowyer (He realized stealing a bow would've been easier, but Essex doesn't like giving up.). It took him a while, but by the time he had gotten to the last piece of wood, he had made a working bow. And a pretty good one at that. He named it Striker.
The first arrow shot from it went straight through the guard's heart. A perfect kill.
Only after having shot the arrow did Essex realize he had seen the man's heart and the best way to shoot the arrow. It surprised him greatly. And when he found the rune on the runestone hanging around his neck to be glowing, he was even more surprised.

This started him off on his current quest to find out who his parents were and why they gave him the stone. Who was he? Why was he given this power? He set off asking anyone around town who might know of it, going to the library to ask historians who may know, asking the magicians at the mages guild, and even visiting the temples. Even the one who would listen to a nine year old had no answers and were baffled. Only one elder man at the temple was able to identify the rune on the stone as being northern, but that was all he could say.

And so, Essex started his journey through the world looking for answers and making a living while he's at it. He took small jobs in order to feed himself and buy materials to keep Striker well cared for, such as being apprentice to bow smiths and fletchers, hunting, stealing, working as a mercenary (In his later years) and even as a travelling bard after picking up the fiddle. He bought it off of a musician he had travelled with for a time.

During his travels, he came across many people who claimed to know of his talisman, but most of those were merely charlatans. Either way, after all of his travels he has quite a few tales to tell and could probably make a bit of coin as a storyteller too.

But now Essex's travels have led him to Blackwater, a town he had heard about situated in a dark forest. Most specifically, what interested him was talk of a certain "Red Lady" who could tell the future - and perhaps also the past.

Pictures:
Essex Giverny
Striker
His horse Mule
His runestone
Fallow



Oh, and what all has happened in the story since I left?

< Message edited by Legendium -- 7/17/2015 9:42:13 >
DF MQ Epic  Post #: 67
7/17/2015 15:35:38   
Draycos777
Member

I'll try and get a post up Sunday and continue Kit's story.
AQ  Post #: 68
7/17/2015 18:24:46   
TJByrum
Member

@Vanir: Will Worms ability cause problems in Darkwald? Like, will it suddenly be infested with insects? If not, then the character is alright (and unique, I might add). If it would cause a mass of insects to invade the town, I don't know how I'd work with that.

@Legendium: That's the type character that was I expecting for the RP to begin with (not saying the others are unappreciated, however). I like Essex, and will put him on the list - but do you want me to suspend Heinrich for the time being?

< Message edited by TJByrum -- 7/17/2015 18:35:01 >
DF AQW  Post #: 69
7/17/2015 18:45:17   
Kellehendros
Eternal Wanderer


Going to try and get a post up tomorrow or Sunday.
AQ DF MQ  Post #: 70
7/17/2015 20:59:16   
Vanir
Member

@TJByrum: That could happen, but it would usually take a month or so for that many insects to accumulate. Insects are always drawn to him, but unless something especially traumatic happens, it will be a slow process. Is that alright? I can change it if you think it is a problem.
MQ AQW Epic  Post #: 71
7/17/2015 23:33:08   
Riprose123
Member

For Jaque's wares, do we have to initiate the story arcs, or will you start them and we merely play through them? Or is it a combination? Or was this same question answered somewhere and I'm merely missing it?

EDIT: I also edited my bio just a bit, clarifying some things and giving Gadrin a wizard's hat.

< Message edited by Riprose123 -- 7/17/2015 23:34:52 >
DF MQ  Post #: 72
7/18/2015 11:48:05   
TJByrum
Member

@Vanir: It won't be a problem, at the moment anyway. Once Blackwater gets taken over by locusts and stuff, then it'll be a problem; I was thinking Worms ability made hordes of insects follow him everywhere.

@Riprose: You'll be given hints or clues as to the nature of the story associated with the item, and you'll be free to pursue it or not.
DF AQW  Post #: 73
7/21/2015 17:02:02   
Kooroo
Member

Battery's pretty much dead, but I finally got the post mostly in shape and in an acceptable form. Bit eh and not proofread properly, so I'll need to fix that when this thing gets charged. Probably should get it replaced with a nuclear one. That'd be fun at least. And kinda efficient.

Anyway, yeah. Changes or corrections later. Point oddities or anything that doesn't fit in if there is anything and I'll change it next time.

Oh. And the points thing. An explanation?
AQW Epic  Post #: 74
7/23/2015 15:50:56   
Bastet
Member

Post's up.

@Kooroo

Points were a mechanic introduced a while ago by TJ. So far, their only use is being spent in Jaque's shop in exchange for listed items. Points are gained at a rate defined by the RP master, and this time you can also give your point to Luke Grange in exhange for gaining three back the next time everyone would receive one.
Post #: 75
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