[Adventure Time] Session 1: The Quill of Destiny [Ongoing]

Corty

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I'll let it run until Sunday; if no more votes or suggestions come, I will go through the current ones in order. Seeing the majority's uninterest in it, I am probably going to speed it up, wait for the votes of those who are consistent, and make it snappy.
 

Prince_Azmiran_Myrian

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I'll let it run until Sunday; if no more votes or suggestions come, I will go through the current ones in order. Seeing the majority's uninterest in it, I am probably going to speed it up, wait for the votes of those who are consistent, and make it snappy.
Yeah, it's weird. We had 20+ votes in Character Creation, but almost immediately only a handful of people actually participating.
What happen? Where did they go?
 
D

Deleted member 1244

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Yeah, it's weird. We had 20+ votes in Character Creation, but almost immediately only a handful of people actually participating.
What happen? Where did they go?
Making characters is the part people most like generally.

I remember people spam create characters in Adventure Gulid RPG, not alot ended up doing quests.
 

Corty

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Rest and Preparation


Resting and Sobering Up

Nuon and Old Man Fiddlesticks find a quieter inn in Inkarnum and decide to rest for the night. They secure a room and settle in, allowing the effects of the ale to wear off. The next morning, they wake up refreshed and ready to embark on their journey. Nuon, feeling clear-headed, thanks Fiddlesticks for his help, and they set off to gather supplies for their adventure.


Gathering Supplies

They visit various shops in Inkarnum and purchase food, water, and other necessities for their trip. Fiddlesticks ensure they have enough rope, torches, and healing potions, while Nuon picks up some additional strings for her violin and a few bottles of ink and parchment for taking notes.


Visiting the Pet Store

Nuon suggests visiting the local pet store to find a familiar or a steed that could aid them in their journey. Fiddlesticks agrees, and they head over to the shop, which is filled with a variety of magical creatures.


Choices for Familiars

1. Lumina, the Healing Sprite (support familiar)
  • Description: A small, glowing fairy-like creature with translucent wings.
  • Abilities: Can cast minor healing spells and provide a soothing aura that grants an advantage on saving throws against fear.
  • Special Trait: Can become invisible at will, making it an excellent scout.
2. Ember, the Fire Salamander (attacking familiar)
  • Description: A small lizard with scales that flicker like embers.
  • Abilities: Can spit small bursts of fire that deal fire damage and ignite flammable objects.
  • Special Trait: Resistant to fire damage and can move through flames without being harmed.
3. Granite, the Stone Golem (tank familiar)
  • Description: A small golem made of solid stone, about the size of a large cat.
  • Abilities: Has a high armor class and can absorb damage meant for its master.
  • Special Trait: Can create a temporary stone shield that provides cover.
4. Aqua, the River Otter (ridable steed, capable of swimming)
  • Description: A large, friendly otter that can be ridden like a small boat.
  • Abilities: Excellent swimmer, can carry a rider across bodies of water with ease.
  • Special Trait: Can hold its breath for a long time and has a knack for finding underwater paths and hidden treasures.
5. Zephyr, the Wind Drake (ridable steed, capable of short flights)
  • Description: A small, dragon-like creature with wings and a streamlined body.
  • Abilities: Can fly short distances, carrying a rider for quick escapes or travel over obstacles.
  • Special Trait: Agile and quick, can perform aerial maneuvers to avoid danger.

As Nuon and Fiddlesticks consider their options, they discuss which familiar or steed would best suit their journey to the Forgotten Fen and beyond.


Which to try and buy?
  1. (y) (no ability check needed, they are very friendly creatures)
  2. ? (Requires dexterity check from both parties, Nuon: 16+3 | Fiddlesticks: 18+4)
  3. ? (Requires constitution check from both parties, Nuon: 12+1 | Fiddlesticks: 12+1)
  4. ? (Requires charisma check from both parties, Nuon: 16+3 | Fiddlesticks: 13+1)
  5. :confused: (Requires strength check from both parties, Nuon: 10 | Fiddlesticks: 10)
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Corty

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Buying and Taming Aqua, the River Otter


At the Pet Store

As Nuon and Old Man Fiddlesticks walked into the enchanting pet store, the air was filled with the sounds of various magical creatures, creating a sense of wonder and excitement. The pair was immediately captivated by a large tank, where two friendly river otters named Aqua and Brook swam playfully. The otters' sleek fur glistened as they moved gracefully through the water, showcasing their excellent swimming abilities. Nuon and Old Man Fiddlesticks knew these otters would be perfect companions for traversing bodies of water, and they couldn't help but feel a sense of joy at the prospect of bringing them home.

Nuon, exuding natural charm and grace, confidently steps forward to tame the playful otters with her gentle demeanor and soothing voice, speaking in a playful melody.


Charisma Check Calculation:

  • Nuon's Charisma Modifier: +3
  • Roll: 20 (Critical Success)
Total: 20 + 3 = 23 (Critical Success)

Old Man Fiddlesticks's Charisma Check Calculation:

  • Fiddlesticks's Charisma Modifier: +1
  • Roll: 2
Total: 2 + 1 = 3


Despite Fiddlesticks's awkward attempt, which causes the otters to startle, Nuon's skillful approach proves to be a remarkable success in winning over the otters. They are completely captivated by Nuon's presence, nuzzling against her hand and eagerly following her every command. Witnessing this, Fiddlesticks quickly mirrors Nuon's actions, and the otters, sensing the growing connection between the two humans, extend their trust to him as well.

Pet Store Owner: "Well, it looks like Aqua and Brook have taken quite a liking to you both. They're yours for a fair price. Just take good care of them!"

Nuon and Fiddlesticks exchange the necessary gold and leave the store with their new companions, Aqua and Brook.


Aqua and Brook's Stats​

Level: 2
Type: River Otter (Mount/Steed)
Size: Medium
Armor Class (AC): 14 (Natural Armor)
Hit Points: 20
Speed: 20 ft., Swim 40 ft.
Abilities:

  • Hold Breath: The otter can hold its breath for up to 15 minutes.
  • Amphibious: The otter can breathe air and water.
  • Keen Smell: The otter has an advantage on Wisdom (Perception) checks that rely on smell.
  • Swim: Can carry a rider across bodies of water with ease.

Choices

  1. Head Straight to the Forgotten Fen: With their new companions, Nuon, and Fiddlesticks decide to head straight to the Forgotten Fen. They prepare Aqua and Brook for the journey and set off without delay. (y)
  2. Scout the Whispering Woods: Before heading to the Forgotten Fen, they decide to scout the nearby Whispering Woods to gather more information about the Echoing Caves and the possible location of the tablet.?
  3. Seek Out Local Scholars: They choose to visit the scholars and sages in Inkarnum to gather more knowledge about the Quill of Destiny and any potential dangers they might face.?
  4. Test the Otters’ Abilities: They take some time to train with Aqua and Brook, testing their abilities and building a stronger bond. This would also help ensure they are well-prepared for any challenges ahead.?

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Corty

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Testing Aqua and Brook's Abilities


Nuon and Old Man Fiddlesticks, eager to gauge the capabilities of their new companions, Aqua and Brook, decided to put their skills to the test before setting off on their upcoming journey. They ventured to a serene river that meandered toward the enchanting Whispering Woods, providing the perfect setting to witness the potential of the otters in action.

As the midday sun glimmers on the surface, the river sparkles, with its tranquil waters flowing steadily downstream. Nuon and Fiddlesticks make their way to the riverbank accompanied by their companions, Aqua and Brook, both displaying evident enthusiasm for a refreshing dip. Nuon tenderly strokes Aqua's head, conveying approval with a nod, while Fiddlesticks, overcoming his prior clumsiness, offers a reassuring pat to Brook, establishing a sense of comfort and camaraderie.

Nuon: "Alright, let’s see what you two can do!"

With that, Aqua and Brook gracefully slide into the water, their sleek bodies cutting through the surface with ease. Nuon and Fiddlesticks mount their respective otters, holding on as the creatures begin to swim. The sensation is exhilarating—moving smoothly and swiftly through the water, the otters’ powerful limbs propelling them forward with incredible speed.

Fiddlesticks: "Hah! These little critters sure know how to move!"

Nuon laughs, the thrill of the ride contagious. As they glide through the river, they test the otters' responsiveness. Nuon guides Aqua in a series of swift turns, diving beneath the surface and emerging with playful splashes. Aqua’s keen sense of direction and agility impress her, and she finds herself trusting the otter's instincts.

Meanwhile, Fiddlesticks encourages Brook to swim against the current, testing the otter’s strength and stamina. Brook handles it effortlessly, showing no signs of fatigue. Fiddlesticks even drop a piece of bread into the water, watching as Brook dives to retrieve it, demonstrating the otter’s keen ability to locate objects underwater.

The pair also test the otters' endurance by riding for an extended period, covering a significant stretch of the river that winds towards the edge of the Whispering Woods. They marvel at how effortlessly the otters handle the journey, maintaining a steady pace without tiring. Aqua and Brook's ability to hold their breath and navigate underwater paths proves invaluable, especially when they encounter a small set of rapids. The otters maneuver through the turbulent waters with ease, keeping their riders safe and dry.

As the day progresses, Nuon and Fiddlesticks grow more confident in their newfound companions. They finally decide to rest and guide the otters back to the riverbank. As they dismount and stretch their legs, they hear faint voices and the crackle of a campfire.

Creeping forward cautiously, they spot a group of bandits camping nearby (4 figures are seen). The bandits, oblivious to their presence, are engaged in boisterous conversation and laughter.


Choices​

  1. Confront the Bandits: Nuon and Fiddlesticks decide to confront the bandits directly, hoping to scare them off or fight if necessary. (y) (Strength check: Nuon: 10 | Fiddlesticks: 10)
  2. Slip Past the Bandits: They choose to move quietly and slip past the bandits, avoiding any potential conflict. (Dexterity check: Nuon: 16+3 | Fiddlesticks: 18+4) ?
  3. Retreat and Plan: They retreat to a safer distance to observe the bandits and come up with a strategic plan. (Intelligence check: Nuon: 14+2 | Intelligence check: Fiddlesticks: 14+2)?
  4. Approach to Talk: Nuon and Fiddlesticks decide to approach the bandits and attempt to engage them in conversation, hoping to gather information or form a temporary truce. (Charisma check: Nuon: 16+3 | Charisma check: Fiddlesticks: 13+1)?

Navigation:
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