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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Ithillian Turambar

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Everything posted by Ithillian Turambar

  1. Ok we start to bump our air levels up and go and help Meren Story Update – Day 9, Midday Location: Clifftops Above Windrest – Scribe Meren’s Camp Status: HP: 26 / 26 | EP: 16 / 16 | Air Affinity Check Pending You ascend a narrow path beyond the village, wind tugging at your cloak. At the summit, you find a modest camp—scrolls weighed down with stones, a makeshift shelter fashioned from glidersilk. A sharp-eyed elf with wind-braided hair greets you with a knowing nod. “I’m Scribe Meren,” she says. “The glyphs shift at midday—etched into stone only when the wind aligns just right. I need someone attuned to movement, someone the breeze listens to.” She hands you a slender reed pen and a sheet of spirit-treated vellum. “Trace the glyphs, but be quick. If the wind shifts, they vanish.” Air Affinity Skill Challenge Required: Precision, Agility, Awareness Base Difficulty: Moderate Current Air Level: 2 Check: Success with Assistance You channel your elemental awareness—sensing subtle drafts, listening to the rush before a gust. With the Codex humming in your palm, you guide your hand. The glyphs spark faintly under your touch. Meren watches, impressed. “Not many feel the patterns. You’ve got more Air in you than most Storm-Priests back in the day.” Quest Complete – Glyph Mapping +30 copper +1 Air Affinity (Now Air Level 3) +1 Scribe Favor – Meren will offer rarer Air-infused scrolls or commissions in the future She gives you a token: a feather-thin pendant shaped like a spiraling current. Item Gained: Whisperwind Charm Passive: Grants slight resistance to fall damage and enhances perception in windy environments. Updated Inventory: Copper: 100 Whisperwind Charm (Equipped – Accessory) Elemental Strengths: Air: 3 Water: 13 Fire: 10 Spirit: 10 Earth: 2 What would you like to do next? Ask Meren about any rare scrolls she might part with Return to Windrest to check the bounty board again Explore the cliff region further – perhaps other glyphs lie hidden Rest briefly and meditate at the edge – prepare for the next major journey Begin journey to Verdant Hollow (Earth Temple) What would you like to do?
  2. @Darthe also knows how to create discord chats for the mafia team. Despite my initial trepidation - because new - it was absolutely brilliant and allowed us instant communication, which was super duper important. And also we could just chat about all kinds of Random stuff too.
  3. Oh sorry Don. I think you posted just as I was doing an update ;(
  4. Well the bounty board is kind of adventuring, right? Story Update – Day 9, Morning Location: Windrest Hollow – Village Square Status: HP: 26 / 26 | EP: 16 / 16 The village square hums with soft activity—traders opening carts, windchimes swaying in the dawn breeze. You approach the wooden bounty board, its surface patched with parchment slips, wax-sealed notes, and rough sketches. Several new listings catch your eye: Available Bounties and Side Quests: Skyglass Thief (Reward: 25 copper + Windshard Fragment) A quick-winged creature has been spotted near the old windmill, stealing enchanted glass trinkets. Locals believe it's drawn to elemental air currents. Retrieve the stolen items. Tag: Air Affinity Opportunity Brittle Fang Pack (Reward: 18 copper + Bone Fragment Trinket) A small pack of corrupted wolves has been seen near the northern glade. Their howls disrupt sleep. Cull them to protect the village perimeter. Tag: Combat Encounter Errant Sproutling (Reward: 14 copper + Minor Earth salve) A mischievous elemental from the Verdant Hollow has taken root in someone’s cellar, overgrowing vegetables and furniture. Gently subdue or lure it out. Tag: Earth Affinity Growth / Non-lethal encounter Scholar Request – Air Glyph Mapping (Reward: 30 copper + Air Affinity +1) Scribe Meren seeks someone attuned to subtle currents. Help her chart shifting glyphs atop nearby cliffs. Requires agility and light-footedness. Tag: Puzzle/Exploration | Time-sensitive (1 day) Note: Completing this will grant +1 to Air Affinity if successful 5. You can also ask Halwen if he knows of rare glyph sites or Spirit-related anomalies for more specialized quests. What would you like to do?
  5. We do need to get our air levels up. I guess we should have done more exploring in the Air temple. There might be some bounties that have Air elementals or maybe speak to Halwen or the Cultist Also looks like we got teleported back to the Grove so yay! A new day dawns.
  6. We go for a real Earth spell Great choice. With your Earth affinity now at Level 3, your connection to the Verdant Hollow deepens—and the Codex responds with a gentle pulse. The sigils shift, forming the foundation of your first true Earth spell. Story Update – Day 9, Dawn Location: Windrest Hollow – Spirit Grove Status: HP: 26 / 26 | EP: 16 / 16 (Fully restored after rest) You return to the Spirit Grove before sunrise, placing the Rootstone Core at the center of a stone ring near Halwen’s meditation post. As the Codex absorbs the Core’s energy, a new spell awakens in your spellbook. The ground beneath your feet hums—solid, patient, enduring. New Spell Learned: Verdant Grasp (Earth, Level 1) Cost: 3 EP Summons thorned roots to entangle a target, slowing movement and applying a minor bleed over time On Spirit synergy: roots also dull enemy’s senses for 1 turn (–1 Accuracy) On Fire synergy: roots ignite, adding a minor burn Range: Medium Duration: 2–3 turns Scales with Earth Spell Added to Spellbook Verdant Grasp is now available for hybrid combinations You may swap into active loadout when desired Updated Spellbook: Aqua Surge (Water – Level 9) Water Barrier (Water – Level 2) Soul Veil (Spirit – Level 1) Emberlash (Fire – Level 2) Scalding Veil (Fire – Level 1) Boiling Lance (Fire – Level 1) Inner Flame (Fire/Spirit – Level 1) Magma Spike (Fire/Earth – Level 1) Firejet (Fire – Level 1) Veilbrand Surge (Water/Fire/Spirit – Fusion) Verdant Grasp (Earth – Level 1) Updated Elemental Affinity: Water: 13 Fire: 10 Spirit: 10 Earth: 3 Air: 2 What would you like to do next? Return to Halwen – Ask about Spirit anomalies now that you’re stronger Visit the Warded Cell – Interrogate the cultist (new questions possible) Explore the forest outskirts again – Investigate remaining rift echoes Check the village board – Look for posted bounties or coin-paying side quests Use the Codex to craft a hybrid Earth spell or reroll your loadout What would you like to do next?
  7. Btw.... I totally spotted that Rand was the Doc and made an executive decision to kill him. But I had previously thought he might be 3rd Party cos of the italic thing. He was very very loud about Ed not being the Doc, which we did hope would happen.
  8. Oh Key was brilliant in her subtext posts. She really nailed them.
  9. Cos all we did in the air temple was jump around
  10. Fwiw I honestly thought something was off and you were either trying to hide that you were 3rd party or you had a Town power role. I never said you were being coached. I never ignored you. I was on the Mafia team. It was my job to lynch Town. Also fun fact. When you got lynched and flipped regular old Vanilla Town I was super disappointed and Key had to remind me that I was actually on the Mafia team and that was a good thing.
  11. Also it's easy to call out that players should have done this, and could have done that - once you are on the outside. It's a lot harder to see clearly from inside the game. Unless your name is Verbal lol I really wanted to kill Verbal every single night.
  12. I didn't even lead the Lynch on you Heavy. That was Dice. I just hammered lol And because of your previous reactions, to anyone who suspected you, no one knew if you were just doing that again. Dice did have some really good advice for you 😉 Day 1 I started the Lynch on Marsh One. DPR ran with it. Town decided to Lynch Dice instead. Dice claimed. Town switched to Marsh. I was asleep when that happened. Day 2. Ed got lynched. He was Mafia. My target was Tigs. She was actually 3rd party Day 3. Dice leads a Lynch on you. Town agrees. I Hammer cos you are a distraction. Day 4. I go after Tigs. Tigs is 3rd party. Tigs is Lynched. Day 5. I go after Key. Key is Mafia and she is Lynched. Day 6. I go after Dice. Dice is Town. Dice is Lynched. Day 6 was the only day where I knew for sure that I wasn't possibly going after the 3rd party.
  13. Fyi... if you had been Lynched first we wouldn't have needed to do anything else because we would have just won. I'm sorry we can't let you see the discord chat. It lends itself to very easy communication and so there's an awful lot of personal stuff in there that's not game related, cos me and Ed and Key are just friends. I will try and summarise what went down. At the end of Day 1, I went to bed and the last thing I said was, 'Let's hope they somehow run up a power role for the Lynch. The next morning they had, but for some reason they didn't believe Dice. We decided to lean into that and not kill him. Sadly for Dice, a broken Cop was more useful to us than a dead one. I made a few posts about absolutely believing him 100% that might have looked a bit odd and forced. But they could also be used to 'breadcrumb' We decide to kill Nyn, cos she's just too good. Rand doesn't believe Dice and protects her. No deaths. The next Day everyone could not understand why Dice was still alive. This is what we wanted, because what we did made no sense. Ed becomes expendable at this time, as we intend to just keep blocking Dice. Ed know that im gonna call him out if he makes any mistakes. Dice building his part, when he gives his results, adds to the suspicion. Ed is happy to play a bit lazy and he gets run up. Dice really was not happy about that, cos he is Town, but we make a note of it in case we ever get to our Magic Day, which is Day 5. Ed claims Doc last minute, which was intended to mirror Dice's claim the previous Day. We all start to unvote. Ed really did flubb who he protected. I really did call him out. Rand is going insane! Dice still thinks Ed might be Town and tries to protect him Ed double flubbs and game over. FWIW I really was mad at you all on that day. We block Dice again, and start to chip away at the outskirts of Town. Rand was super loud about Ed lying. We decide he must be the real Doc and kill him. We are actively trying to get the 3rd party Lynched, so that helps. Town still is pre occupied that Dice being alive makes no sense. We take out the people who are least distracted by that and keep the people who most distrust Dice and most trust me. Verbal is a problem because we think he's the 3rd party cos he's having a great old time. We don't actually believe that we will ever get to Magic Day 5. Heavy gets lynched cos he's a distraction. Zander gets killed cos he's too clever with numbers. Tigs is the target for the day 4 lynch. Tigs claims 3rd party she is lynched. Finally we get to kill verbal. We didn't even care where the Pop-Up Pirate was cos we wanted him alive. They both die together, rather than spend the rest of the game apart. Now we're are onto Magic Day 5. I CC cop and red peak Key. The level of distrust in Dice cop claim is high. Key dies and is Mafia. We decide to kill Nyn cos she's just too good and we hope that Marsh will stick to the initial logical thoughts of the game that it makes absolutely no sense to not just kill the cop. Did we ever think it would work? Heck no. But we had fun in our chat and that was enough. We honestly thought we'd create a bit of chaos, Verb would turn into a Serial Killer and he'd shoot everyone and win. But I really am exhausted by it all. I was super uncomfortable on Day 6 cos I wasn't trying to find 3rd party anymore. I was just lying my head off and I didn't like that.
  14. Thank you so much for running this game Darthe. It was a great set up and theme. I liked your scenes. I'm super tired now.
  15. Time for a lullaby. Hey big guy, the sun's getting awful low. Story Update – Day 8, Nightfall Location: West Hollow Caves – Echoing Spine Status: HP: 26 / 26 | EP: 11 / 16 | Fatigue: Moderate The elemental trembles as your spell calms its core. You feel a hum of balance return to the leyline beneath your feet. Among the moss-veiled rocks, you retrieve a dense Rootstone Core. It pulses faintly in time with the earth—a valuable component for spellcraft or crafting. Quest Complete – Rogue Earthbound Neutralized +24 copper +1 Earth Affinity (Now Level 3) +1 Spirit Resonance – Echo Stabilizer Passive Unlocked (Resonance Weaves cost 1 less EP) Updated Inventory: Currency: 94 copper Items: Arcane Codex (Unified Bond active) Earthen Reliquary Fragment Tarnished Offering Bowl Rootstone Core Watershaped Ring (Flow State) Gauntlet of the Infernal Path (Flamebound Echo) Shimmering Amulet (Veil of Equilibrium) Adept’s Charm (Resonant Insight) Magical Revive Stones (3) Firegems (3) Scroll of Flameweaving Scroll (Stored): Verdant Tether Rations (3) Flickerglass Shard (unique) Elemental Affinity: Water: 13 Fire: 10 Spirit: 10 Air: 2 Earth: 3 Passives: Echo Stabilizer (Spirit) – Reduces EP cost of resonance-based Spirit Weaves by 1 Unified Elemental Bond Flow State Flamebound Echo Veil of Equilibrium Resonant Insight Heartbrand Flame Forged Focus (1/day) Hybrid Spellcrafting Weave Fusion (1/long rest) Would you like to: Unlock an Earth-based spell (now eligible at Level 3) Return to Windrest Hollow to rest and check in with Halwen Use the Codex to analyze one of your new items (e.g. Rootstone Core or Flickerglass Shard) Check for side quests or bounty listings back in the village Investigate remaining leyline rifts nearby Let me know what you would like to do.
  16. Thank you team. Sorry Town. Good game everyone.
  17. It's never gonna happen Key. Besides I don't even have a laptop.
  18. Or what actually happened, which is that you got run up. Said no, don't do this, don't vote me blah blah and fake claimed Cop with 2 minutes to go because they'd nailed you as Mafia on Day 1. I'm going to bed.
  19. Remember when we found silver. Those were good days. Why did we have to find a poor village. We def need to do more looting as we Level up.
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