As he had walked, Galin had some time to think. He had come to realize that he was for the forseeable trapped in this plane.However the time for reflection was over, if he was stuck here, he would need a foothold of any kind.
When he got to the springs, he drifted for a bit, and then caught word of a vampire around the springs. The giestcaller had dealt with vampires before, and while he was leery of them, as long as they weren't in the throws of blood frenzy, they could be useful sources of information/and income.
Plus he could use a chance to soak the dust from the road off him
ooc:
Paying Matrin Bol 10 gold to take a bath in the springs.
Then going to talk to Sepulvera to see if he has any info/quests/stuff that can be attained.
Kyra continues to talk with Lutra, and inquires after a description of the wizard. "Your flute could be far away by now. I will do my best to return it to you...but what if someone else finds it first? What would you like me to do to them?" Her hand instinctively brushes against the hilt of her sword.
After speaking with Lutra:
Kyra heads to the center of Pilgrim's Road and inscribes a small circle in the ground with her sword, marking each of the four cardinal directions. She utters a low chant and channels power into the circle, seeking to trace the magical trail of the wing-granting enchantment.
Casting:
Charmcrafter's GiftW Sorcery (C)
Search your library for an Aura card, reveal that card, and put it into your hand. Then shuffle your library.
EDIT:
Charmcrafter's GiftW Sorcery (C)
Search your library for an Aura card with converted mana cost 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
Trevin laughs, and claps a hand on the goblin's back and sets off towards the town SOUTH of here. He flips a silver coin into the air, then catches it and pockets it. "Food and drink, and maybe a companion too! That's what we need to brighten our spirits!" He pauses a moment, noting he's already far ahead. He watches the little goblin do his best to catch up, laboring mightily. Trevin whistles a little tune, then snaps his fingers. A green spark flies from their tips to land on the goblin's nose, right before his very wide eyes...
Adrenaline SurgeG
Instant
Untap target creature. It gains +1/+1 until end of turn.
Elena blinks. Well, crap. She had hoped to get a bit more use out of that spell. Sure she could try casting it again...but she turned the lights in the cave on for this very reason. In any case, there stood three statues. The woman wasn't sure if that's all that was there...or if they were just traps hiding the true prize.
Only one way to find out. After giving each a visual inspection, she'll poke them with her staff, the etherium lacing alight with mana in case something unexpected happens.
(OOC: Elena has mana ready to cast an instant-speed answer to anything that might jump out, but obviously won't cast it until something happens.)
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Small BetrayalUU Sorcery [c]
You control target creature with toughness equal to 1. Sacrifice it at the beginning of the next end step. "The meek shall inherit the earth when I bury them."
-Colxa, Regional General of Ri
Imp goes poof, I loot it, then I wish to speak with Isla and ask her if she needs help with anything and if this student needs chastising I offer to assist.
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Lythra looks blankly around the area he came upon. "While I much prefer the climate here," he thought, "I've no money for anything, and I'd rather not be climbing volcanoes this early in my adventure. I'm impulsive, but not stupid. I think I'll head back."
Lyhtra heads back North and decides to go East to an unexplored area.
((OOC: Raptor, your map is starting to get inaccurate. The most recent example of Mercenary Road has players, including me. Good job, though))
Nin sneaks carefully though Mercenary Road, trying carefully not to be seen by the thief-catcher. He's not terribly fond of their type. He heads South, through the glade, heading towards what looks like it might be some sort of jungle, where who knows what he might find. "heh heh. Catcher not going to catch me!"
Reminders for Every Update: I'm not going to repost cards with literally no changes on them, such as quests or characters. That doesn't mean the quests aren't active and the characters aren't still there. Also, I suggest you read every spoiler to see what is happening in the world. If you want a link or the info for a card that isn't reposted here, like a quest or character, PM me. I've also stopped posting Area Cards when the only thing that has changed is that players have left the area.
I'm only editing in text versions for Area Cards, since only those seem to be needed. If you require otherwise, PM me. As always, PM me if you see any errors
You diffuse the web (+10 exp) and step onto Kilkre-- Nope!
You cast your effortful spell on yourself (+5 exp) and charge the bear, dispatching it with ease before it even gets a swipe in (+10 exp).
You ask around to see if you can be of assistant, ignoring the couple's attempt to speak with you. Matrin Bol, keeper of the springs, does mention something is fishy.
"One of my springs has gotten a little, well, gross. It's been dark and bubbly and sticky and all-around bad so far as bathing is concerned. If you could handle that for me, I'd greatly appreciate it."
"Not long," the shepherd replies. "Just a couple nights ago. And, no... I was asleep. The whole night. My farm is off Phasion Road, to the southwest. I'm going to wait here... If you find anything, let me know. Thank you."
You hand Matrin his fee and sink into the baths. The warm feeling fills your soul, and your mana reserves.
You bask in the spring next to Sepulvera, and come to ask him about his life, and whether he needs any assistance.
"As a matter of fact, I do," the vampire replies. "I have a nephew, you see, in the eastern city of Kandor. I often bring him gifts from my travels, but I simply don't have the time to carry this parcel all the way there. If you would deliver it for me, I would be very appreciative. His name is Volundra."
Sepulvera tosses you the parcel. It seems to be leaking fluids. You inquire what it is.
"Human flesh, obviously," he replies.
"He was young, just a student, I think," she says. "I don't think he wanted it for himself, nor do I think he could reach it now, for it flew away as though it had no intention of coming down, and this wizard had no wings, at least when I saw him. Should you find it in someone's hands, please do not harm them, but do what you can to get it back."
Walking to the middle of the road, you cast your charm detection spell (+5 exp, and I still hope you will edit it down in power level a bit). All of the arrows start to glow, rendering you quite frustrated. Then, however, arrow-shaped patches of glowing earth emerge form the ground pointing upwards and slightly to the left. Sure enough, you see something fluttering around in the sky far above, but not particularly far in any other direction.
Updated:
You cast an adrenaline spell (+5 exp) to get your new goblin friend to hurry up and join you. You go south to Filigar and find your way into a tavern. As you pass through the town en route, you see the usual suspects are still about, and inside the tavern you find a young wizard, Damian Url.
The innkeeper is nondescript, but you can buy drinks for 5 gold.
Elena: After surveying the room, you suspect the chest behind the middle statues houses the true treasure of the cave. Wary that all treasure comes with traps, you tentatively tap one of the statues with your staff, bracing yourself for some sort of magical consequence.
All in all, nothing happens. However, you could have sworn that one of the statues turned its head and looked at you, then turned back. But it doesn't seem as though anything in the room means to harm you.
You cast your small betrayal spell (+10 exp) on the imp, who comes to your side, before falling to the ground in anguish. You collect a pile of molten ash and 10 gold from his body.
You walk over to Isla, who has been giving a mighty long lecture, apparently. As you arrive, she casts away that student to speak to you. "Well, a fellow wizard on the trail. That's always a nice sight to see. To introduce myself, I am a master wizard and a professor in the great city of Kandor. I strongly suggest you visit the school if you are ever in the city. If you mention my name, they may be able to offer you certain services. Isla Korbayne. But now I, for one, must continue my rounds through the kingdom."
And with that, she leaves.
You head north and east, then find yourself on Phasion Road.
You also see an imp hanging out at the side of the road.
You head doubly south and arrive in the thick of
You see several eyes leering at you from the dark foliage.
You also see:
Hey look what happened at Milia Springs!
Ashburn Path
Area (M)
Ashburn Path’s northernmost point is a normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
Players Present:
Thayer Ronamson;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; South; East
Darkwood Jungle
Area (M)
Making your way through this jungle is a difficult task. It is nearly impossible to three inches in front of you, let alone follow a path. All kinds of unnerving sounds surround you.
Players Present:
Nin Nan;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; East; West;
Filigar (Town)
Area (M)
While nothing more than a small village, it’s the closest thing to real civilization within several miles of Broadgate.
Players Present:
Trevin Reistaff
NPCs Present:
Xavier Bringreen (Merchant)
Caroline Harth (Merchant)
David Keen
Patrick Keen
Waylan Croakmoor
Grubins the Guiding Goblin
Damian Url
Active Area Quests:
None
Directions Available:
North; East; South
Milia Springs
Area (M)
The Milia Hot Springs are an attraction to many. While Filigar is the closest town, people come from great distances to enjoy the warm baths.
Players Present:
Naltraz; Galin Morrow;
NPCs Present:
Matrin Bol (Merchant)
Carissa Valans
Christoff Valans
Sepulvera
Active Area Quests:
The Murk of Milia
Directions Available:
East; West;
Phasion Road
Area (M)
This road has two distinct identities. To the west, it is ashen, and to the west, it is overgrown with life.
I cast Cerulean Barrier on myself, assuming the webbing is a green enchantment it should fall off and the spider should not be able to stop me. I'll continue west passed the spider and on to Kilkren Way and then further West onto the Mercenary Road.
Cerulean Barrier Instant [Common]
Target blue creature gains protection from green until end of turn.
I wish to travel south and explore, as well as ask Narsha anything she might know about the area, particularly Mt. Angor. Perhaps something along the lines of, "Hail, fair peddler! Fie and folly! What a damnable rock juts so! Pray tell, what sort of place is this, and have folk been through anon?"
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Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Naltraz nods towards the owner, then moves towards the "infected" Spring, examining it, if it is unclear why it is in such a state by simple observation, he casts a spell to assist.
Seek Answers1U
Sorcery
Look at the top 5 cards of your library, then reveal one of those cards and put it in your hand, then put the rest on bottom of your library in any order.
The spell is to find the source of the trouble to correct it, so he can have a long term solution instead of just a minor one.
Hes remembers the adventurer that passed him going the other way, and, after fervently thanking Mirna, he heads west towards mercenary road to meet up with Simeom any way he can, casting Arachniform to get by the webbing if necessary.
Some may have been squeemish at a package of human flesh, but Galin came from a place that it held many uses, and he had seen horrors worse then that wandering the dark back alleys of Nephalia
" You have a deal." he said slightly wiping his spectacles that were fogging up in the bath.
He did suddenly realize that he had no idea where Kandor was. That however,wasn't a major problem, it was the job for a little trick he ha dlearned in his misspent youth, tricking merchants that he was psychic.He briefly sat back in the warm water and then sent a psychic ping to the vampire, it hit the vampire's own mind and brought back a spectral image of the town and location he was looking for.
Psychic EchoU
Instant (C)
Target player puts the top card of his or her library into his or her graveyard.
Draw a card.
After that he wiped his fogged up glasses once, and then redressed,feeling clean, warm, and a little more fired up then he had been a few minutes ago (yay dual mana!) tucking the package of human flesh within the folds of his robes so the outside world wouldn't see what he was traveling with. Then he began to head off using the direction he'd gleaned from his vampire employer.
ooc breakdown:
-Accept quest Special Delivery
-Cast Psychic Echo to discern the location of Kandor from Sepulvera's without his knowledge ( giving an in character method as to how my character knows information about a place he's never been)
-Head in direction of Kandor using gleaned information (out of chracter: by looking at Raptors map) taking me east to Pilgrims Road then South to Ashburn Path.
"Heheh... What's that mage got in his pockets?"
Nin doesn't move to stop the mage from destroying the tree. He instead approaches as silently as possible and tries to pick his pockets. He also readies himself to sprint east once he liberates anything from the mage's pockets, or gets caught.
Kyra shields her eyes from the sun, tracking the flight pattern of the flute. She doesn't have a lot of mana in her reserve, so she'll likely only be able to cast one spell. A dispelling blast could easily break the enchantment, but she doesn't want to risk damaging the flute if it hits the ground - after all, it is Lutra's livelihood. Perhaps better to try a temporary flight spell on herself. (Hopefully she doesn't get nauseous from having never done it before.)
Kyra tries to estimate the precise height of the flute, being unsure if she's even able to attain that height with her limited magical ability.
See also PM and update to the power level of the previous spell.
Treasure chest. Score! And it doesn't appear to be trapped by touch or by mana, so her first instinct is to crack it and make off with the loot. Of course, the double take she had to pull reminds her that if something seems too good to be true, it usually is. So she'll excercise some caution.
Clear the WayU
Instant
You can't be targeted by Traps this turn. (Traps that target you still on the stack aren't countered.) "I've been down this route eight times and lost more men than I care to count. Stick to the path I take or you'll just be another corpse."
With her protective aura suffused through her form, Elena opens the chest and looks at what's inside.
With her
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Lythra glares at the evil little imp. As it eyes him from its perch. "You think you're smart," he whispers, approaching him cautiously, "but that won't save you!"
Lythra grasps into the air around him and causes a small spark to materialize in his hand. He throws the spark at the imp, intending to shock him to death:
Spark Charm1R Instant (C)
Choose one - Destroy target noncreature artifact; or discard two cards, then draw two cards; or Spark Charm deals 2 damage to target creature with flying.
Reminders for Every Update: I'm not going to repost cards with literally no changes on them, such as quests or characters. That doesn't mean the quests aren't active and the characters aren't still there. Also, I suggest you read every spoiler to see what is happening in the world. If you want a link or the info for a card that isn't reposted here, like a quest or character, PM me. I've also stopped posting Area Cards when the only thing that has changed is that players have left the area.
I'm only editing in text versions for Area Cards, since only those seem to be needed. If you require otherwise, PM me. As always, PM me if you see any errors. Look especially at exp, inventories, mana, and temporary effects.
The mana blessings have been bestowed based on need (and other factors) once more. Check your player cards.
You cast your blue barrier (+5 exp) and the web falls right off of your feet, giving you the freedom the finally get out of there. You make your escape onto Kiilkren Way and then proceed to Mercenary Road.
You see your old friend Horold.
Also, this happens:
You go south to Scorchwind Camp and strike up a conversation with Narsha. "Yessss, Mt. Angor. It is quite a hike, I hear. But not for meeee, noooo, I do not go on the adventuressss, I am merely a facilitator for those such as yourself. Or rather, I wasss." You ask what's wrong for business.
"Two thingssss, two thingssss. First, the wall of fire." Narsha indicates to the south. "The path to the mountain isss blocked by a wall, which none yet have been able to passss. Second, my waresss are greatly limited these days. You see, I used to have a business partner and supplier, but then he went to start his own businessss and left me to rot down here. Now, I would never tell you to break the law, of coursssse, but if something bad were to happen to my old partner, I would certainly show my gratituuude. I believe he issss in Filigaaar."
Your spell rebounds back to you, but there doesn't seem to be anything to fight with your again-bolstered strength, so you make your way through Mercenary Road to Darkwood Glade. See area spoiler for any additional information.
You cast your answer-seeking spell (+10 exp), but the answers you seek might not be so complex as you hoped. You detect that a spell was cast on this spring to make it so swamplike, but no signature seems to emerge to tell you who cast it. Still, it should be a simple one-time fix.
You leave the cabin and head toward Kilkren Way, where the angry spider that assaulted Simeom now sets its eyes on you, and, just like it did for him, it spits a web at your feet to trap you.
NOTE: Look at Raptor's spoiler from last update. That creature attack card is now for you.
You cast your psychic spell (+5 exp), which tells you that, from Ashburn Path, all you will have to do is head eastward to reach the city, which appears bigger than any other place you've seen before in Atruna. You make your way accordingly, to:
There, this happens:
Donrok, eager as ever, makes his way to Phasion Road through Darkwood Jungle. Varbus calls afterward, but ends up getting left behind, perhaps paying the price for being so cautious.
Once at Phasion Road, Donrok sees a small deserted farm off to the side, in addition to any other things that may be in the area spoiler.
You, being you, attempt to pick the pockets of the pyromancer. You manage a great success, nabbing 10 gold and not getting caught in the meantime. You then make your way East to:
There, this happens:
With slightly more mana in your reserves, you try to assess the situation. You anticipate you'll be able to reach the flute with a flight spell, but the greater concern is that you aren't sure whether or not you'll actually be able to get the thing to come down. As you watch the flute, you see a bird try to nab it and soar off with it, but fail. That flute really wants to stay in its flight plan as long as that enchantment is on it.
You spot the chest behind the middle chest and brace yourself for any traps you may encounter (+5 exp, I also realized I had not given you some exp earlier, so I gave you it now). Braced for whatever dangers you might find upon opening the chest, you attempt to open it. Unfortunately, you were not prepared for the clearly sophisticated magical lock on this chest. It's more sophisticated than anything you've encountered before. Clearly, if you are going to open this chest, it will not be by interacting with the chest itself.
You cast your sparking charm and launch it at the imp (+10 exp), killing it with ease. You loot a pile of Molten Ash as well as 10 gold from its body.
Furlish seems to be freaking out a little bit.
A wild centaur is roaming past this turn.
Ashburn Path
Area (M)
Ashburn Path’s northernmost point is a normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
Players Present:
Galin Morrow;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; South; East
Darkwood Glade
Area (M)
This somewhat open glade serves as an entryway to the Darkwood Jungle. All sorts of creepies and crawlies are known to hang out here, animals and otherwise.
Players Present:
Varbus Boonspear; Wren Letisse;
NPCs Present:
Vurn, the Shepherd
Active Area Quests:
None
Directions Available:
North; South;
Darkwood Path
Area (M)
Darkwood Path serves as the main road out of the city of Kandor, and the unpleasantness of its atmosphere and denizens is part of what keeps Kandor so distant from the rest of Atruna.
Players Present:
Nin Nan
NPCs Present:
None
Active Area Quests:
None
Directions Available:
East; West; South;
Mercenary Road
Area (M)
This road is frequented by mercenaries, which has rendered it intimidating, but actually quite safe.
Players Present:
Simeom Abasaul;
NPCs Present:
Horold, Thief-Catcher;
Active Area Quests:
None
Directions Available:
North; East; South; West
Phasion Road
Area (M)
This road has two distinct identities. To the west, it is ashen, and to the east, it is overgrown with life.
Players Present:
Lythra Thane; Donrok Firehands;
NPCs Present:
Furlish Bollon
Active Area Quests:
None
Directions Available:
East; West
Scorchwind Camp
Area (M)
This camp at the base of Mt. Angor is the most frequent place from which people attempt their ascents, and one of the first places to go should it erupt.
Trevin sits down at the bar, making sure that the bow on his back doesn't hit any of the other patrons. He sees a few wayward glances over his way at his goblin companion, but a quick sneer makes sure to end those quickly. He gives a hand up to Grubins, and asks the bartender for two drinks. (-10 Gold). He quaffs the first one down, greedily sucking it down in one motion. The goblin looks at him with some amazement, and tentatively begins to sip on his beer. "Life's great eh Grubins? Insects to ear, beer to drink, and hopefully a roof over our head tonight!" Trevin then nonchalantly begins to scan the room for anything that catches his eye.
I ask Narsha for a description of his old business partner, and that person's name if Narsha ever knew it, and I ask what exactly he expects me to do to this ex-partner - steal his woman, run up a bar tab on his credit, trick him into doing business with me and then ripping him off, cut off his ear - but if I can simply humiliate him, or ruin his reputation, and meet Narsha's request, I'd be happy to do things in the most-legal way.
Once I gain a response, I make my way to Filigar. Although I was really eager to ascend the mountain, and destroying walls of fire sure sounds doable, it's what lies BEYOND that intimidates me.
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Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Of course it wouldn't be that easy. And with her eyesight reduced to its normal levels, Elena currently lacks the power needed to see anything more than an enchanted lock. If she were at her workshop with all her tools, she'd be able to do something to it but...
Well, anything that's hidden here has to have some importance. She'll take a peek to make sure she isn't leaving anything behind, before just dragging the chest with her as she exits the cave with as much haste as she's able. Worse comes to worse she can try using her staff to break the box, although that'd be a trifle wasteful for her liking.
(OOC: sad as it is, I completely missed the artifact sighting card - had I seen it I'd likely have made an aura-bounce spell. Ah well...)
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When he got to the springs, he drifted for a bit, and then caught word of a vampire around the springs. The giestcaller had dealt with vampires before, and while he was leery of them, as long as they weren't in the throws of blood frenzy, they could be useful sources of information/and income.
Plus he could use a chance to soak the dust from the road off him
ooc:
Paying Matrin Bol 10 gold to take a bath in the springs.
Then going to talk to Sepulvera to see if he has any info/quests/stuff that can be attained.
The Anabyn
Stay Hungry My Friends....
After speaking with Lutra:
Kyra heads to the center of Pilgrim's Road and inscribes a small circle in the ground with her sword, marking each of the four cardinal directions. She utters a low chant and channels power into the circle, seeking to trace the magical trail of the wing-granting enchantment.
Casting:
Sorcery (C)
Search your library for an Aura card, reveal that card, and put it into your hand. Then shuffle your library.
EDIT:
Sorcery (C)
Search your library for an Aura card with converted mana cost 2 or less, reveal that card, and put it into your hand. Then shuffle your library.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Adrenaline Surge G
Instant
Untap target creature. It gains +1/+1 until end of turn.
Club Flamingo Wins: 1!
Only one way to find out. After giving each a visual inspection, she'll poke them with her staff, the etherium lacing alight with mana in case something unexpected happens.
(OOC: Elena has mana ready to cast an instant-speed answer to anything that might jump out, but obviously won't cast it until something happens.)
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Small Betrayal UU
Sorcery [c]
You control target creature with toughness equal to 1. Sacrifice it at the beginning of the next end step.
"The meek shall inherit the earth when I bury them."
-Colxa, Regional General of Ri
Imp goes poof, I loot it, then I wish to speak with Isla and ask her if she needs help with anything and if this student needs chastising I offer to assist.
Lyhtra heads back North and decides to go East to an unexplored area.
Nin sneaks carefully though Mercenary Road, trying carefully not to be seen by the thief-catcher. He's not terribly fond of their type. He heads South, through the glade, heading towards what looks like it might be some sort of jungle, where who knows what he might find. "heh heh. Catcher not going to catch me!"
Ashamed of posts from years ago.
I'm only editing in text versions for Area Cards, since only those seem to be needed. If you require otherwise, PM me.
As always, PM me if you see any errors
You diffuse the web (+10 exp) and step onto Kilkre-- Nope!
You cast your effortful spell on yourself (+5 exp) and charge the bear, dispatching it with ease before it even gets a swipe in (+10 exp).
You ask around to see if you can be of assistant, ignoring the couple's attempt to speak with you. Matrin Bol, keeper of the springs, does mention something is fishy.
"One of my springs has gotten a little, well, gross. It's been dark and bubbly and sticky and all-around bad so far as bathing is concerned. If you could handle that for me, I'd greatly appreciate it."
"Not long," the shepherd replies. "Just a couple nights ago. And, no... I was asleep. The whole night. My farm is off Phasion Road, to the southwest. I'm going to wait here... If you find anything, let me know. Thank you."
You hand Matrin his fee and sink into the baths. The warm feeling fills your soul, and your mana reserves.
You bask in the spring next to Sepulvera, and come to ask him about his life, and whether he needs any assistance.
"As a matter of fact, I do," the vampire replies. "I have a nephew, you see, in the eastern city of Kandor. I often bring him gifts from my travels, but I simply don't have the time to carry this parcel all the way there. If you would deliver it for me, I would be very appreciative. His name is Volundra."
Sepulvera tosses you the parcel. It seems to be leaking fluids. You inquire what it is.
"Human flesh, obviously," he replies.
"He was young, just a student, I think," she says. "I don't think he wanted it for himself, nor do I think he could reach it now, for it flew away as though it had no intention of coming down, and this wizard had no wings, at least when I saw him. Should you find it in someone's hands, please do not harm them, but do what you can to get it back."
Walking to the middle of the road, you cast your charm detection spell (+5 exp, and I still hope you will edit it down in power level a bit). All of the arrows start to glow, rendering you quite frustrated. Then, however, arrow-shaped patches of glowing earth emerge form the ground pointing upwards and slightly to the left. Sure enough, you see something fluttering around in the sky far above, but not particularly far in any other direction.
Updated:
You cast an adrenaline spell (+5 exp) to get your new goblin friend to hurry up and join you. You go south to Filigar and find your way into a tavern. As you pass through the town en route, you see the usual suspects are still about, and inside the tavern you find a young wizard, Damian Url.
The innkeeper is nondescript, but you can buy drinks for 5 gold.
Elena: After surveying the room, you suspect the chest behind the middle statues houses the true treasure of the cave. Wary that all treasure comes with traps, you tentatively tap one of the statues with your staff, bracing yourself for some sort of magical consequence.
All in all, nothing happens. However, you could have sworn that one of the statues turned its head and looked at you, then turned back. But it doesn't seem as though anything in the room means to harm you.
You cast your small betrayal spell (+10 exp) on the imp, who comes to your side, before falling to the ground in anguish. You collect a pile of molten ash and 10 gold from his body.
You walk over to Isla, who has been giving a mighty long lecture, apparently. As you arrive, she casts away that student to speak to you. "Well, a fellow wizard on the trail. That's always a nice sight to see. To introduce myself, I am a master wizard and a professor in the great city of Kandor. I strongly suggest you visit the school if you are ever in the city. If you mention my name, they may be able to offer you certain services. Isla Korbayne. But now I, for one, must continue my rounds through the kingdom."
And with that, she leaves.
You head north and east, then find yourself on Phasion Road.
You also see an imp hanging out at the side of the road.
You head doubly south and arrive in the thick of
You see several eyes leering at you from the dark foliage.
You also see:
Hey look what happened at Milia Springs!
Ashburn Path
Area (M)
Ashburn Path’s northernmost point is a normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
Players Present:
Thayer Ronamson;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; South; East
Darkwood Jungle
Area (M)
Making your way through this jungle is a difficult task. It is nearly impossible to three inches in front of you, let alone follow a path. All kinds of unnerving sounds surround you.
Players Present:
Nin Nan;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; East; West;
Filigar (Town)
Area (M)
While nothing more than a small village, it’s the closest thing to real civilization within several miles of Broadgate.
Players Present:
Trevin Reistaff
NPCs Present:
Xavier Bringreen (Merchant)
Caroline Harth (Merchant)
David Keen
Patrick Keen
Waylan Croakmoor
Grubins the Guiding Goblin
Damian Url
Active Area Quests:
None
Directions Available:
North; East; South
Milia Springs
Area (M)
The Milia Hot Springs are an attraction to many. While Filigar is the closest town, people come from great distances to enjoy the warm baths.
Players Present:
Naltraz; Galin Morrow;
NPCs Present:
Matrin Bol (Merchant)
Carissa Valans
Christoff Valans
Sepulvera
Active Area Quests:
The Murk of Milia
Directions Available:
East; West;
Phasion Road
Area (M)
This road has two distinct identities. To the west, it is ashen, and to the west, it is overgrown with life.
Players Present:
Lythra Thane;
NPCs Present:
Furlish Bollon
Active Area Quests:
None
Directions Available:
East; West
Cerulean Barrier
Instant [Common]
Target blue creature gains protection from green until end of turn.
Justification
MAP UPDATE:
IMPORTANT NOTE! EVERYONE TAKE A LOOK AT THE MAP. IF YOU ARE NOT IN THE RIGHT AREA PLEASE PM ME WITH YOUR LOCATION!
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Seek Answers 1U
Sorcery
Look at the top 5 cards of your library, then reveal one of those cards and put it in your hand, then put the rest on bottom of your library in any order.
The spell is to find the source of the trouble to correct it, so he can have a long term solution instead of just a minor one.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
" You have a deal." he said slightly wiping his spectacles that were fogging up in the bath.
He did suddenly realize that he had no idea where Kandor was. That however,wasn't a major problem, it was the job for a little trick he ha dlearned in his misspent youth, tricking merchants that he was psychic.He briefly sat back in the warm water and then sent a psychic ping to the vampire, it hit the vampire's own mind and brought back a spectral image of the town and location he was looking for.
Psychic Echo U
Instant (C)
Target player puts the top card of his or her library into his or her graveyard.
Draw a card.
After that he wiped his fogged up glasses once, and then redressed,feeling clean, warm, and a little more fired up then he had been a few minutes ago (yay dual mana!) tucking the package of human flesh within the folds of his robes so the outside world wouldn't see what he was traveling with. Then he began to head off using the direction he'd gleaned from his vampire employer.
ooc breakdown:
-Accept quest Special Delivery
-Cast Psychic Echo to discern the location of Kandor from Sepulvera's without his knowledge ( giving an in character method as to how my character knows information about a place he's never been)
-Head in direction of Kandor using gleaned information (out of chracter: by looking at Raptors map) taking me east to Pilgrims Road then South to Ashburn Path.
The Anabyn
Stay Hungry My Friends....
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Nin doesn't move to stop the mage from destroying the tree. He instead approaches as silently as possible and tries to pick his pockets. He also readies himself to sprint east once he liberates anything from the mage's pockets, or gets caught.
Ashamed of posts from years ago.
Kyra shields her eyes from the sun, tracking the flight pattern of the flute. She doesn't have a lot of mana in her reserve, so she'll likely only be able to cast one spell. A dispelling blast could easily break the enchantment, but she doesn't want to risk damaging the flute if it hits the ground - after all, it is Lutra's livelihood. Perhaps better to try a temporary flight spell on herself. (Hopefully she doesn't get nauseous from having never done it before.)
Kyra tries to estimate the precise height of the flute, being unsure if she's even able to attain that height with her limited magical ability.
See also PM and update to the power level of the previous spell.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
With her protective aura suffused through her form, Elena opens the chest and looks at what's inside.
With her
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Lythra grasps into the air around him and causes a small spark to materialize in his hand. He throws the spark at the imp, intending to shock him to death:
Spark Charm 1R
Instant (C)
Choose one - Destroy target noncreature artifact; or discard two cards, then draw two cards; or Spark Charm deals 2 damage to target creature with flying.
Tombbrood stares and watches Elena as she opens the treasure chests.
I'm only editing in text versions for Area Cards, since only those seem to be needed. If you require otherwise, PM me.
As always, PM me if you see any errors. Look especially at exp, inventories, mana, and temporary effects.
The mana blessings have been bestowed based on need (and other factors) once more. Check your player cards.
You cast your blue barrier (+5 exp) and the web falls right off of your feet, giving you the freedom the finally get out of there. You make your escape onto Kiilkren Way and then proceed to Mercenary Road.
You see your old friend Horold.
Also, this happens:
You go south to Scorchwind Camp and strike up a conversation with Narsha. "Yessss, Mt. Angor. It is quite a hike, I hear. But not for meeee, noooo, I do not go on the adventuressss, I am merely a facilitator for those such as yourself. Or rather, I wasss." You ask what's wrong for business.
"Two thingssss, two thingssss. First, the wall of fire." Narsha indicates to the south. "The path to the mountain isss blocked by a wall, which none yet have been able to passss. Second, my waresss are greatly limited these days. You see, I used to have a business partner and supplier, but then he went to start his own businessss and left me to rot down here. Now, I would never tell you to break the law, of coursssse, but if something bad were to happen to my old partner, I would certainly show my gratituuude. I believe he issss in Filigaaar."
Your spell rebounds back to you, but there doesn't seem to be anything to fight with your again-bolstered strength, so you make your way through Mercenary Road to Darkwood Glade. See area spoiler for any additional information.
You cast your answer-seeking spell (+10 exp), but the answers you seek might not be so complex as you hoped. You detect that a spell was cast on this spring to make it so swamplike, but no signature seems to emerge to tell you who cast it. Still, it should be a simple one-time fix.
You leave the cabin and head toward Kilkren Way, where the angry spider that assaulted Simeom now sets its eyes on you, and, just like it did for him, it spits a web at your feet to trap you.
NOTE: Look at Raptor's spoiler from last update. That creature attack card is now for you.
You cast your psychic spell (+5 exp), which tells you that, from Ashburn Path, all you will have to do is head eastward to reach the city, which appears bigger than any other place you've seen before in Atruna. You make your way accordingly, to:
There, this happens:
Donrok, eager as ever, makes his way to Phasion Road through Darkwood Jungle. Varbus calls afterward, but ends up getting left behind, perhaps paying the price for being so cautious.
Once at Phasion Road, Donrok sees a small deserted farm off to the side, in addition to any other things that may be in the area spoiler.
You, being you, attempt to pick the pockets of the pyromancer. You manage a great success, nabbing 10 gold and not getting caught in the meantime. You then make your way East to:
There, this happens:
With slightly more mana in your reserves, you try to assess the situation. You anticipate you'll be able to reach the flute with a flight spell, but the greater concern is that you aren't sure whether or not you'll actually be able to get the thing to come down. As you watch the flute, you see a bird try to nab it and soar off with it, but fail. That flute really wants to stay in its flight plan as long as that enchantment is on it.
You spot the chest behind the middle chest and brace yourself for any traps you may encounter (+5 exp, I also realized I had not given you some exp earlier, so I gave you it now). Braced for whatever dangers you might find upon opening the chest, you attempt to open it. Unfortunately, you were not prepared for the clearly sophisticated magical lock on this chest. It's more sophisticated than anything you've encountered before. Clearly, if you are going to open this chest, it will not be by interacting with the chest itself.
You cast your sparking charm and launch it at the imp (+10 exp), killing it with ease. You loot a pile of Molten Ash as well as 10 gold from its body.
Furlish seems to be freaking out a little bit.
A wild centaur is roaming past this turn.
Ashburn Path
Area (M)
Ashburn Path’s northernmost point is a normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
Players Present:
Galin Morrow;
NPCs Present:
None
Active Area Quests:
None
Directions Available:
North; South; East
Darkwood Glade
Area (M)
This somewhat open glade serves as an entryway to the Darkwood Jungle. All sorts of creepies and crawlies are known to hang out here, animals and otherwise.
Players Present:
Varbus Boonspear; Wren Letisse;
NPCs Present:
Vurn, the Shepherd
Active Area Quests:
None
Directions Available:
North; South;
Darkwood Path
Area (M)
Darkwood Path serves as the main road out of the city of Kandor, and the unpleasantness of its atmosphere and denizens is part of what keeps Kandor so distant from the rest of Atruna.
Players Present:
Nin Nan
NPCs Present:
None
Active Area Quests:
None
Directions Available:
East; West; South;
Mercenary Road
Area (M)
This road is frequented by mercenaries, which has rendered it intimidating, but actually quite safe.
Players Present:
Simeom Abasaul;
NPCs Present:
Horold, Thief-Catcher;
Active Area Quests:
None
Directions Available:
North; East; South; West
Phasion Road
Area (M)
This road has two distinct identities. To the west, it is ashen, and to the east, it is overgrown with life.
Players Present:
Lythra Thane; Donrok Firehands;
NPCs Present:
Furlish Bollon
Active Area Quests:
None
Directions Available:
East; West
Scorchwind Camp
Area (M)
This camp at the base of Mt. Angor is the most frequent place from which people attempt their ascents, and one of the first places to go should it erupt.
Players Present:
Thayer Ronamson;
NPCs Present:
Narsha, the Reliable (Merchant)
Active Area Quests:
None
Directions Available:
North; South; West;
Club Flamingo Wins: 1!
Once I gain a response, I make my way to Filigar. Although I was really eager to ascend the mountain, and destroying walls of fire sure sounds doable, it's what lies BEYOND that intimidates me.
Well, anything that's hidden here has to have some importance. She'll take a peek to make sure she isn't leaving anything behind, before just dragging the chest with her as she exits the cave with as much haste as she's able. Worse comes to worse she can try using her staff to break the box, although that'd be a trifle wasteful for her liking.
(OOC: sad as it is, I completely missed the artifact sighting card - had I seen it I'd likely have made an aura-bounce spell. Ah well...)
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"My, what has caused you to come under such stress?" he inquires to the distressed student.