In The Footsteps Of A Hero - Page 6 of 8

QUOTE 24 There is another round of applause - Page 6 - D&D / Pathfinder Archive - Posted: 24th Mar, 2009 - 5:00pm

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Posts: 59 - Views: 6004
Post Date: 19th Mar, 2009 - 4:04pm / Post ID: #

In The Footsteps Of A Hero
A Friend

In The Footsteps Of A Hero - Page 6

Search the bodies then try to find out who that guy was. I think this is a turning point one way or another.

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19th Mar, 2009 - 4:41pm / Post ID: #

Hero Of Footsteps In

QUOTE
28
The bodies have 11 Gold Pieces between them and you take a sturdy sword to replace your old one. (You may now fight at your normal Skill level.) The tattooed killer's long knife you leave well alone. His other possessions consist of a length of rope and an intricately carved snake ring. If you wish to take any of these, note them on your Adventure Sheet. Not wanting to remain in the bloody alley any longer, you move away at a brisk pace. Turn to 23.

*pockets 11gp, ring, rope and sword*

23
Have you been to the tailor's yet? If you haven't, you go there now. Turn to 43. Otherwise, you return to the stables. Turn to 9.

*we might have to restart here and talk to the stranger instead*

43
The stableman is one of the few people left in Blacksand who knows that Dollan Wain the tailor used to be an expert maker of saddles. Ever since he realised that clothing was far more profitable than saddlery, he threw his old career to the gutters. Now he makes saddles only for personal contacts.
A bell hanging above the doorway rings noisily as you enter. The bumbling tailor, dressed in his usual extravagant clothing, walks out from the storeroom and greets you warmly. You tell him that you have come for the saddles the stableman ordered. Wain asks for payment in advance, explaining that he will cart them over at night. The fee comes to 15 Gold Pieces.

If you have this amount, you hand over the gold and bid Wain good day. Turn to 2.
If you don't have enough gold, turn to 30.

*gp left 27 hp 3*

2
Have you been to the blacksmith's yet? If you haven't, you go there now. Turn to 38. Otherwise, you return to the stables. Turn to 9.

38
The noise of the bustling crowds fills your ears as you enter the Market Square. All around you are a colourful range of entertainers and exotic traders. The first stall you pass has a plethora of delicious food on sale at one Gold Piece per meal. If you wish to buy any, mark them down as provisions. You may buy no more than three meals since you don't have a backpack to contain them in. Continue by turning to 4.

*let me know how many you buy*

4
To your right, a merchant is selling a variety of common and unusual goods. Will you go over to see if anything takes your fancy (turn to 46), or keep walking (turn to 16)?




Post Date: 19th Mar, 2009 - 4:52pm / Post ID: #

In The Footsteps Of A Hero
A Friend

In The Footsteps Of A Hero Archive Pathfinder / D&D

Lets see what this other person has for sale. Maybe we can get a back pack. I still want to know more about our savior.

19th Mar, 2009 - 7:38pm / Post ID: #

Page 6 Hero Of Footsteps In

QUOTE
46
A Dwarf is in charge of the stall. The items he has on display are conveniently price tagged and generally seem useful:


Blacksmith's Hammer 2 Gold Pieces
Climbing Rope  3 Gold Pieces
Vial of Yellow Powder 3 Gold Pieces
Leather Gloves  2 Gold Pieces
Ebony Rod  5 Gold Pieces

The Dwarf tells you that the vial contains a single dose of Sparkweed Pollen, and claims it to be 'strong enough to wake the dead when sniffed". The rod is adorned with eagle feathers and has 3 runic symbols inscribed at one end.
Buy what you wish, making the necessary adjustments on your Adventure Sheet. You walk north to where some kind of event is taking place. Turn to 16.


So any desire here? I think you are right that mystery man might have been our way out.



Post Date: 22nd Mar, 2009 - 2:08am / Post ID: #

In The Footsteps Of A Hero
A Friend

Hero Of Footsteps In

Lets buy the rod. It might come in useful later. It may be magical.

23rd Mar, 2009 - 2:45pm / Post ID: #

In The Footsteps Of A Hero

Purchased rod 22 gp left

QUOTE
16
A crowd of people have formed a ring around a stage, screaming wildly with excitement. As the event reaches a finale, there is a boisterous round of applause as loud as firecrackers, followed by another cheer. Shoving your way through, you see it is a contest. A large bowl-shaped tank of water, in which a tiny silver fish swims, takes up almost the entire stage. On the rim of the tank, awaiting his next challenger is a surprisingly thin man clad only in a loincloth. Peculiar features make him look somewhat less than human. His partner, or master, is a tall comical character, dressed not far from the likes of a ringmaster. Presently, he is putting on a dramatic display of showmanship to round up his audience and further contestants.
"Can you believe it? Another victory for the amazing Barracuda! Come on! Come on, folks! You have no doubts he can be beaten. Don't overlook this opportunity," he shouts, as if in a theatrical play. "Who out there has the skill and speed to match Barracuda, and snatch the Silverling before him? Only two Gold Pieces to compete, that's two measly Gold Coins, and the prizes today are well worth your effort. And should you win, you get your gold back as well. Come on forwards, people. You won't get a better offer than that."
If you want to enter the contest, turn to 24.
If you"d rather give it a pass, turn to 29.


Do we like to try cudda boy again? 8 gp or some other item for get what it was.



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Post Date: 24th Mar, 2009 - 2:37pm / Post ID: #

In The Footsteps Of A Hero
A Friend

In Footsteps Of Hero - Page 6

Sure we can always use another 8 gold. We may get to see that one person again.

24th Mar, 2009 - 5:00pm / Post ID: #

In Footsteps Of Hero D&D / Pathfinder Archive - Page 6

QUOTE
24
There is another round of applause when you announce your challenge and take to the stage. As you prepare for the splash, the showman lays down the rules: On the whistle blow you may dive in. The goal is to catch the Silverling fish with your bare hands before your opponent. No tricks, no fisticuffs.
You move to the edge of the water-filled tank facing the one called Barracuda. Other than being completely bald, he has wide hands and feet that resemble fins or flippers, and his toothy grin is most off putting. Then the whistle sounds and you both dive in to catch the tiny fish, darting here and there. Roll one die four times, totalling the values, then add your Initial Skill to get a final score. Do the same for Barracuda, who has a Skill of 8, and compare the two values. If you spend a point of Luck you may add 2 points to your score.

If your score is greater, turn to 18.
If Barracuda's score is equal to or greater than yours, turn to 27.



Us roll 22 cudda 18 we won

QUOTE
18
The Silverling darts everywhere and you swim hard, chasing it all the while and often inadvertently clashing with Barracuda. For an instant the fish zips close by and you seize your opportunity. You snatch the Silverling just as Barracuda makes a grab. But you are quicker and your opponent catches nothing except bubbly water. You swim to the surface, holding the Silverling aloft to the ecstatic audience. You have won. Restore 1 Luck point. The showman shakes your hand, congratulating you, though you sense his disappointment. Barracuda, on the other hand, takes it far less seriously. If anything, it seems he is glad to have finally found a worthy competitor.
You are presented with your choice of prizes as you dry off: a Healing Potion, which restores 5 Stamina points when drunk; a pouch containing 8 Gold Pieces; and a Druid's Talisman. Choose one then continue by turning to 29.


So what do we do.



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