Posts : 85 Points : 173 Reputation : 4 Join date : 2010-09-26 Age : 30 Location : Somewhere in the Keywork!
Subject: Re: Fate of Varlgodra [RPGRP] Sat Mar 19, 2011 11:38 pm
[Wilhelm] You decide to loot the wreckage. As you enter the first wagon, you find a bloody pistol with unfired shots in it. As you are about to exit the first trashed wagon, you hear a voice shout from outside. You turn around to see two men standing there with pistols drawn, waiting for you to exit the wagon. They seem to be some sort of bandits. They demand you throw your weapons out first.
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Wilhelm's options
Attempt to fight the bandits off from within the wagon Go out and confront the bandits Throw your weapons out and leave with your hands up
[Vathirumus] You flee in terror at the sight of the bel'ran. After an hour's worth of walking through the Dead Plains, you find yourself on a path. One way leads to a town back closer to Life's End, the other way leads down further into the Dead Plains, eventually coming upon a small town.
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Vathirumus' options
Take the path back Take the path forward Set up camp a couple dozen meters off the path Walk across the path into another section of the Dead Plains
Subject: Re: Fate of Varlgodra [RPGRP] Sun Mar 20, 2011 4:30 am
Vathirumus decides to take the path leading to the small town further into the Dead Plains, despite the fact that he might get mauled by some random beast, which was likely to happen anyway no matter what he did.
Alvive Admin
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Subject: Re: Fate of Varlgodra [RPGRP] Mon Mar 21, 2011 12:30 am
Galdrid decides to return to the town, perhaps there's something else of intrest there while he waits for the dethen.
Azaxle Forbidden Troll
Posts : 85 Points : 173 Reputation : 4 Join date : 2010-09-26 Age : 30 Location : Somewhere in the Keywork!
Subject: Re: Fate of Varlgodra [RPGRP] Mon Mar 21, 2011 7:21 am
[Vathirumus] You made your way to the town with no problem along the way. Once here, you are presented with many opportunities. There is a local general store, an army resupply depot with quartermaster, and an inn. There are also several Ygg'darite citizens here who want menial tasks done in exhange for YO.
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Vathirumus' options
Visit the quartermaster Visit the general store Go to the inn Approach a random Ygg'darite Visit town hall
===
[Wilhelm] Your blindly fired shots from the unmodded civi-pistol surprise and scare the two gangsters slightly. One is hit in the leg and arm, dropping his pistol. The other turns tail and runs. The injured one picks up his pistol and empties the rounds into the wagon, then lays there, waiting for your judgement.
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Wilhelm's options
Rob the injured gangster Tend to his injuries Kill him Leave him behind Chase after the cowardly gangster Move on
===
[Galdrid] You head back into town with your newly acquired modded civi-pistol. Unlike most others, it is a revolver-type pistol that can hold five extremely high caliber shots. It also comes with a speed reloader. It has a total of 20 shots that were on Brand's body. Includes laser sight and batteries.
Once back in town, you spot an inn, a grocer, a pub, guard barracks, and the town hall. It is also alive with fellow Rujinians that would be more than willing to help someone in need.
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Galdrid's options
Visit the inn Visit the grocer Visit the pub Visit the guard barracks Visit town hall Speak to a random Rujinian
===
No other characters currently exist.
Alvive Admin
Posts : 64 Points : 92 Reputation : 0 Join date : 2010-11-21 Age : 30 Location : In a room full of emptyness
Subject: Re: Fate of Varlgodra [RPGRP] Mon Mar 21, 2011 1:25 pm
Wilhem hops out of the wagon and walks over to the robber. He then places the barrel of the pistol onto the man's forhead. Wilhem pauses but then shrugs as he squeezes the trigger. Wilhem then checked the body for anything of use.
Subject: Re: Fate of Varlgodra [RPGRP] Mon Mar 21, 2011 7:26 pm
Vathirumus talks to the Ygg'darite, since he could use more money at the moment.
Azaxle Forbidden Troll
Posts : 85 Points : 173 Reputation : 4 Join date : 2010-09-26 Age : 30 Location : Somewhere in the Keywork!
Subject: Re: Fate of Varlgodra [RPGRP] Thu Mar 24, 2011 2:01 am
[Wilhelm] After checking the body, you find 7 YO and his pistol. It has no ammo, but you could most likely sell it. Your own pistol is low on ammo, and is of a better quality than his. It is running low on ammo, however. While looting the corpse of the other bandit, the one who fled only made it to a nearby bush. After waiting for the right moment, he shoots you! However, he only hits your shin since you happened to be kneel. Karma is a bitch, huh? After his last shot was wasted, he panics and runs off again. The bullet went straight through your leg, so there's no worry about fragments: but it sliced a vein on the way through. Not as serious as an artery, but you will bleed out if it's not taken care of.
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Wilhelm's options
Try squeezing off a shot from your sniper on the fleeing bandit (45%) Attempt to bandage the wound yourself Tourniquet the wound and limp back to town (You must tourniquet to do this) Search the wagons for more medical supplies than what you have (You have rags.)
===
[Vathirumus] The ygg'darite you approached seemed to be in some sort of a bind. He explains that he lost his family's prized heirloom rifle while showing it off to his friends in the Dead Plains to the east of town. Since he is aristocratic, he can offer a sizeable award for this deed. If you get it back in one piece, he offers 20 YO. Quest: Retrieve the rifle. Difficulty: Moderate to high. (Depending on your luck)
If you refuse, you can always move on to town hall for an easier though less rewarding task.
---
Vathirumus' choices
Take the quest or leave it.
===
No other characters have a turn at this time.
Alvive Admin
Posts : 64 Points : 92 Reputation : 0 Join date : 2010-11-21 Age : 30 Location : In a room full of emptyness
Subject: Re: Fate of Varlgodra [RPGRP] Sun Mar 27, 2011 12:44 am
Galdrid moves for the inn. Perhaps he can find something to do there.
Azaxle Forbidden Troll
Posts : 85 Points : 173 Reputation : 4 Join date : 2010-09-26 Age : 30 Location : Somewhere in the Keywork!
Subject: Re: Fate of Varlgodra [RPGRP] Mon Mar 28, 2011 6:48 am
[Wilhelm] You limp your way back into the wagon. Within a trunk that you were unable to search last time due to the bandits, you find dead bodies. Stuck in the leg of one seems to be a syringe labeled "In case of inju-". The rest is soaked through with blood. Upon further inspection, you find that it is activated by a small pressure-pad that instantly releases the medicine. This syringe is unactivated, most likely the man was killed before he had a chance to use it.
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Wilhelm's options
Use the syringe Attempt to simply bandage the wound Tourniquet the wound
You will have to decide to either stay or leave NOW. Searching the wagon wasted precious minutes.
===
[Vathirumus] The Ygg'darite nobleman curses as you walk away toward Town Hall. Once you reach it, you find that a meeting is in session, so you can't accept any tasks directly from the town council. However, there is a bulletin board with various tasks posted by lower-ranked town officials. Upon further inspection, you find three posters that were still unfinished. Each one also appears to not only reward you with gold, but allows you to earn reputation with the town officials, and in turn, Ygg'darites everywhere. The tasks are as follows:
TASK 1 - Investigate a cave located to the north of the city. Nearby is a farm who's proprietor is reporting missing livestock. Rewards 5 YO.
TASK 2 - Head to the Dead Plains and rendezvous with a team of local hunters to assist in providing the town with local low-cost food. Rewards 6 YO.
TASK 3 - Run a message to the next town over through a massively uncharted swamp, save for one definitive path. Requires Council clearance. Rewards 8 YO upon delivery.
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Vathirumus' options
Head to the farm mentioned in the first task Locate the Hunters' Camp in the Dead Plains Spend a night at the inn before completing any tasks Run to the next town through the swamp [LOCKED]
===
[Galdrid] You head to the inn in search of a task. While there, you enjoy a drink and are approached by a rather skinny and tall man with a neatly trimmed beard and haircut. He explains himself as one of the head officials of the small town. He recognizes your trappings as that of a Gladiator. He explains that the men need a strong figurehead to last throughout the nights of wild Dethens attempting to scale the wall and do harm to their peaceful village. He offers an ample reward, including the right to claim every villager's kill as your own.
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Galdrid's options
Assist the town with the nightly attacks done by the Dethens Attempt to sleep through the attack Leave the village to continue your routine hunting of Dethens Head back to the Rujinian capitol [LOCKED] Visit the armory [LOCKED] Visit the general store [LOCKED] Visit the town hall [LOCKED]
Last edited by Azaxle on Mon Mar 28, 2011 6:50 am; edited 1 time in total (Reason for editing : Grammatical errors: value ['] incorrectly used in pluralization of Dethen. Azabot shutting down.)
Alvive Admin
Posts : 64 Points : 92 Reputation : 0 Join date : 2010-11-21 Age : 30 Location : In a room full of emptyness
[Wilhelm] As you limp your way to help, you begin to feel dizzy. Since you failed to stop the bleeding, you've been losing blood at a steady rate for quite awhile. You pass out.
When you awaken, you see that your leg has been tended to, but still throbs with pain. Looking around, you see that your weapons are gone. You're in a tent, and you can hear voices coming from outside. Once you take a look through the flaps of the tent...you see one thing that fills you with dread. A Rujinian banner.
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Wilhelm's options
Step outside Stay inside Confess that you're Ygg'darite Try to pass as a Rujinian, assuming they DON'T already know you're Ygg'darite Search the tent for anything useful should things get ugly
===
[Vathirumus] You make it to the hunter's camp fine, though when you get there, you observe that there are only 3 hunters present. The rest are carrying fresh kill back to the village. You explain that you're there for the job, and they agree to let you join them for hunting today. They also let you know that, since they have racked up enough kills this trip, any kill they make will count to your kill-count. Lucky that you chose the hunter quest first, eh?
They let you know that they've hunted already to the east and south. So you can choose which way to go first, north or west. West leads back to town, north leads to more hostile wildlife.
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Vathirumus' options
Set off north Set off west
Nimorrax The Joker
Posts : 78 Points : 208 Reputation : 0 Join date : 2010-09-25 Age : 36 Location : The Land of Sand
Subject: Re: Fate of Varlgodra [RPGRP] Tue Apr 05, 2011 12:08 am
||ALERT. EVENT.||
[Music]
Spoiler:
From a distance, no matter where you could be, you can hear the mighty Ruj'enan Destroyer powering up, Life's End opens up and the mighty battlecruiser slowly lifts off from the top. The battlecruiser begins to pilot it's way to Tes'ilia as warships from the Rujinian capitol take off and head towards Life's End. The ships meet in the middle and a war breaks out causing widespread destruction. It is possible that during your quest to get hit by one of the warships attacks, be wary.
This war will last for 10 'turns'.
Last edited by Nimorrax on Fri May 13, 2011 6:04 am; edited 3 times in total (Reason for editing : Added music for... /sunglasses. DRAMATIC FEELING, YEEAAHHH!!!)
Alvive Admin
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Posts : 85 Points : 173 Reputation : 4 Join date : 2010-09-26 Age : 30 Location : Somewhere in the Keywork!
Subject: Re: Fate of Varlgodra [RPGRP] Sat Apr 09, 2011 8:49 am
[Wilhelm] You look around desperately for something to use as a weapon, and come across a scalpel. It seems to have been used recently, though not on you...
Hiding your scalpel up your sleeve, you sit and wait for a Rujinian to enter your tent. In about 30 minutes, one does. She's wearing a medical officer's uniform, and is carrying a small pistol as a sidearm. She's strikingly good looking, as well.
She is surprised at you being awake, but simply keeps her mouth shut as she moves to your leg and begins to check on the bandages. She isn't paying attention to you, only your leg.
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Wilhelm's options
Attack her Take her hostage Interrogate her at knife-point Engage in conversation Wait for her to leave
===
[Vathirumus] Your approach at being sneaky pays off, as you sight a he'kuun scavenging for something in the nearby scrub. It is unaware of you as of the moment, and the other hunters have spread out, leaving you to your own path of hunting.
However: a brilliant light flashes into the sky, lighting up the near-darkness like a flash of lightning. A violent crashing noise is heard, and the earth rumbles beneath your feet.
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Vathirumus' options
Kill the he'kuun Enslave the he'kuun Do one of the first two, then investigate the commotion Do neither, and investigate Simply do not investigate
===
[Galdrid] The council member is overjoyed at your reply, and as such, gives you a medium-sized buckler bearing the crest of the town, Tarill, and directs you to the wall where you will be stationed to fend off incoming Dethens.
Once there, you look at your men. They seem hopeless, having lost family members to the raging Dethens, and many of them bear injuries from previous raids. They obviously need inspiration from their new strong leader, though just seeing you there, a pillar of strength in their time of need, seems to be lifting them up. Though others see you as a city-brat with no grit.
In total, you have 12 militia men. 7 of which actually know how to use their guns, the other 5 being untrained. There are 5 hours until nightfall, one of which MUST be spent on readying ammo and first aid. Areas most likely to be attacked are the main gate, the eastern culvert where water runs through the town, a damaged section of wall, and the guard towers. There is, however, a forward post past the walls of the town that you could man, consisting of a small tower, a torn up wire fence, and a small bunker.
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Galdrid's options
Give a speech to your men, increasing the chance of them surviving, depending on your quality. [1 hour] Give crash-course on gun handling, upping your troops' accuracy [2 hours] Attempt to get more troops from the citizenry [2 hours] Assign your troops to specific areas, otherwise all will be gathered on you at the main gate [1 hour] Move your troops outside to deal with Dethens before they reach the town [1 hour]
Subject: Re: Fate of Varlgodra [RPGRP] Sat Apr 09, 2011 12:43 pm
Galdrid gives them a crash course on gun handling, then gives them defence positions. He gives a speech. "Listen up, girls. I'm not an expert at giving speeches, and im really just in this for the money...But im not going to get that money if all of you die. And im not about to let that happen. These beasts killed your family and friends, and are this close to destroying your town. Are you about to let that happen?" one of the men says in a low voice, "yes..." Galdrid slaps the man "NO, YOU'RE NOT." Galdrid tosses a gun to the man. "I've got a quest to do."
Subject: Re: Fate of Varlgodra [RPGRP] Sat Apr 09, 2011 2:09 pm
Vathirumus tries to take cover as he tries to investigate, as the random ground shaking and light is probably more important. He assumes a bomb from one of the ships simply landed near him.
Alvive Admin
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[Galdrid] The militia are less likely to shoot their feet off now, thanks to you, and more likely to kill Dethens. Their garrisoned positions in the town will keep them safe until the Dethens figure out how to approach the four three-manned make-shift bunkers.
Your speech was slightly morale-boosting, though the troops believe that you are in it only for yourself, what with the "I've got a quest to do", but they will fight for not only their own survival, but knowing their loved ones are waiting in the large and secure town hall.
Now then, you are a gladiator, so staying in a bunker would be useless. As you recall, their kills count toward your own on the mission from the council, so you could either defend one of the bunkers from the outside, or improvise your own "bunker". ---
Galdrid's options
Defend one of the four bunkers Take up defense within a building Construct your own bunker made for limited encounters Defend Town Hall in case your militia fail
===
[Vathirumus] You approach quietly through the bushes, expecting a small crater of some sort from the bomb. However, what you come across is somewhat of a shock. It seems an escape pod landed near you, and the engine has exploded. One of your hunter allies lays charred and dead in the dirt, while the cabin of the escape pod is wide-open.
The other hunters approach you, figuring out what happened on their own. They look to you, the warlock from their capitol, to lead them through the situation.
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Vathirumus' options
Investigate the pod [obvious first choice] Set the hunters up in a defensive position, in case the escapees are here Order one of the hunters to investigate Ignore the pod for now and hunt for any survivors
===
[Wilhelm] You carefully begin to strike up a conversation, and the woman replies stiffly to your questions at first. Through the odd conversation, you learn that you are at a Rujinian forward camp, having to do with the battle going on overhead. It appears the Rujinians are using the air-battle as a distraction to plant several guerilla squads near Life's End. How you act upon this knowledge, however, is up to you.
She also mentions that the captain is going to be visiting you after she deems you fit for "in-depth conversation". The meaning of this is quite obvious from the look on her face, regarding you as a vicious monster ready to strike at any second.
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Wilhelm's options
Attack her Take her hostage Let her leave, then try to escape [5 minutes until Captain arrives] Let her leave, then try to infiltrate the camp Let her leave, and sit there. Waiting for the Captain.
===
No other characters currently exist.
Alvive Admin
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