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Thread: Forest Master

  1. #1
    Thaumaturgical Construct GreyGabe's Avatar
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    Forest Master



    You wake up and climb out of you sleeping mat. Sunlight is streaming in through the window. You are in a SAFE HOUSE, one of many that are built near the edges of the forest (Though not too close).
    Today is the day you have been waiting for since you were a boy growing up in the village several miles south of here. You have been training to become a FOREST MASTER, a man who can travel within the UNENDING WOOD without fear. Today starts your test, to see if you are strong enough, and resourceful enough, to become a Forest Master.
    You, and ten others, must each enter the Unending Wood alone, and make your way to the Heart of the Forest, a gigantic tree with leaves of pure gold. You must bring back one of these leaves to your village to prove you have succeeded.
    Before you begin exploring, however, you must decide on a new name. You will no longer be Bobbin, son of the village tale weaver. Now, you must make your own name in the world.



    While you're at it, go ahead and allocate your starting SKILL POINTS as well. You have 10 remaining. Some of your skills start out at 1.

  2. #2
    Grandmaster cyber95's Avatar
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    Re: Forest Master

    Name: Cred Snackwich

  3. #3

    Re: Forest Master

    Name:The Forestmaster
    You are very confident that you will pass the test

  4. #4

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    Re: Forest Master

    Name: Fredric von Dumpledorf
    Sneak: 3 points each
    Beast Lore, Commune-Beast: 2 Points
    First Aid, Rune Lore, Insight: 1 Point.

  5. #5

    Re: Forest Master

    Name: Milo Brusman

    Skill Point Distribution:

    Beast Lore: 1 -> 3 (2 spent)
    Plant Lore: 1 -> 2 (1 spent)
    Commune - Animal: 0 -> 1 (1 spent)
    Commune - Plant: 0 -> 1 (1 spent)
    First Aid: 1 -> 4 (3 spent)
    Insight: 1
    Man Up: 0 -> 1 (1 spent)
    Rune Lore: 0
    Sneak: 0 -> 1 (1 spent)

    10 skill points spent
    ===

    As is probably obvious, I've gone for a balanced archetype here, so that our character can be exposed to a wide variety of puzzle shit, but probably won't get killed by the first obstacle.

  6. #6
    Grandmaster cyber95's Avatar
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    Re: Forest Master

    Quote Originally Posted by Leylite
    Skill Point Distribution:

    Beast Lore: 1 -> 3 (2 spent)
    Plant Lore: 1 -> 2 (1 spent)
    Commune - Animal: 0 -> 1 (1 spent)
    Commune - Plant: 0 -> 1 (1 spent)
    First Aid: 1 -> 4 (3 spent)
    Insight: 1
    Man Up: 0 -> 1 (1 spent)
    Rune Lore: 0
    Sneak: 0 -> 1 (1 spent)

    10 skill points spent
    I approve of this.

  7. #7
    Thaumaturgical Construct GreyGabe's Avatar
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    Re: Forest Master



    Very well. You would have called yourself the Forest Master, but then after you finished your test everyone would have called you Forest Master the Forest Master, which would be sort of awkward.



    Now that that is finished, you should gather your supplies and equipment, and ready yourself for your journey into the forest.What first?

  8. #8
    Fuzzy Kitten of Doom FKOD's Avatar
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    Re: Forest Master

    >Take that fire with you. The forest gets rather chilly at nighttime.

    >Investigate the contents of that bag near the fireplace.

  9. #9
    Psychotic Stingray Plagorath's Avatar
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    Re: Forest Master

    Nothing, a Forest Master uses the nature to survive.
    No current running adventures from now on to the eternity.

  10. #10
    grievingLionheart TheBoyd's Avatar
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    Re: Forest Master

    > Go get your animal companion the...
    • graceful skunk
      powerful badger
      cunning hawk
      minature giant space hamster
      elegant snake
      (other suggestions?)

    EDIT:
    And I support:
    Quote Originally Posted by Plagorath
    Nothing, a Forest Master uses the nature to survive.
    Excpet for an animal companion of course.. maybe a plant companion.. I dunno.

  11. #11
    Thaumaturgical Construct GreyGabe's Avatar
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    Re: Forest Master

    Quote Originally Posted by Plagorath
    Nothing, a Forest Master uses the nature to survive.
    Ha ha! Oh, hehehe... But seriously. DREAD BEARS are no laughing matter. You won't be able to fight them off with twigs and rocks.

    Quote Originally Posted by FKOD
    >Investigate the contents of that bag near the fireplace.


    You open your Satchel. How disappointing. All that's in here is a TOKEN OF FAITH. You can use it at the Altar outside. Oh, wait! Your Herb Kit is in here, too!

    It currently contains 3 Alest Leaves, which heal minor wounds. You're sure you'll find more useful plants in the forest.
    The Satchel also has a pocket for Questventory Items. You guess that's to keep them separate from the other items? Whatever.

    The Altar and the Weapons Shed are outside. You can head to either one, next.

    Quote Originally Posted by TheBoyd
    > Go get your animal companion
    Currently, the only animals you will be able to commune with are LESSER SQUIRRELS and LESSER RABBITS. This will change when you upgrade your Commune: Animals skill.

  12. #12
    Land of Hell and High Water Daedalus's Avatar
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    Re: Forest Master

    > Take your pillow. Sleeping on the ground sucks enough without having to use a rock to support your head.

  13. #13
    grievingLionheart TheBoyd's Avatar
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    Re: Forest Master

    pfft, commune... You don't need to talk to an animal companion, they just know y'know?!?

    > Look in fire before leaving, just in case.. then leave.. actually if you don't plan on comming back for a while, probably should put it out.

  14. #14
    Psychotic Stingray Plagorath's Avatar
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    Re: Forest Master

    > Think of what abilities you have. Do you recognize healing herbs? Muchable roots? Do you know to make a fire with stones?
    No current running adventures from now on to the eternity.

  15. #15
    Thaumaturgical Construct GreyGabe's Avatar
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    Re: Forest Master

    Quote Originally Posted by Daedalus
    > Take your pillow. Sleeping on the ground sucks enough without having to use a rock to support your head.


    You grab the Cheap Pillow from the sleeping mat. You guess if you have to rough it out in the woods, it will be better than rocks. It's only almost as hard as a rock.

    Quote Originally Posted by TheBoyd
    > Look in fire before leaving, just in case.. then leave.. actually if you don't plan on comming back for a while, probably should put it out.


    You gaze deep into the flames. You don't see anything out of the ordinary, here... Although, it's not actually burning the wood. It's a Mystical flame.
    You decide to leave the Safe House fire alone. They're supposed to stay lit at all times. The smoke can be used as a beacon for those who are lost in the woods. Not that people who get lost in the woods often survive, that is.

    Quote Originally Posted by Plagorath
    > Think of what abilities you have. Do you recognize healing herbs? Muchable roots? Do you know to make a fire with stones?
    With Plant Lore, you can recognize many plants and their uses. Beast Lore lets you recognize different animals and their weaknesses. The Commune skills let you garner information and communicate with certain beings.
    First Aid is pretty self explanatory. You can bind wounds and make medicine from herbs.
    Insight lets you understand how things work, and identify enemy weaknesses.
    Man up lets you face greater dangers and ignore the effect of small wounds.
    Rune Lore would let you understand ancient languages.
    And Sneak lets you move quietly through the woods.

    Also: It's... unwise to start a fire in the woods unless you absolutely have to. A forest fire is unlikely, but there are some beasts in the woods attracted to flame...

    You head outside.



    You stand in front of the safe house. Over there is the Weapon Shed. Down the road past that is the Safe House Altar. And, back in the distance, is the Unending Wood. This house is as close as is safely possible to the woods. It'll still be a bit of a walk, though.

  16. #16
    Land of Hell and High Water Daedalus's Avatar
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    Re: Forest Master

    > To the weapon shed!

  17. #17
    Psychotic Stingray Plagorath's Avatar
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    Re: Forest Master

    > You forgot to get the blankets, nights in the woods are really cold.
    No current running adventures from now on to the eternity.

  18. #18

    Re: Forest Master

    >Get a running start and make a dramatic exit out that window

  19. #19

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    Re: Forest Master

    Quote Originally Posted by Plagorath
    > You forgot to get the blankets, nights in the woods are really cold.
    >Just take everything that isn't bolted down.

  20. #20
    grievingLionheart TheBoyd's Avatar
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    Re: Forest Master

    Quote Originally Posted by Plagorath
    > You forgot to get the blankets, nights in the woods are really cold.
    Oh, c;mon! There'll be 10 other guys, if they see you brining too muhc your look like a wimp!
    > Weapon sheds.
    > What deities are worshiped at the altar?

  21. #21
    Thaumaturgical Construct GreyGabe's Avatar
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    Re: Forest Master

    Quote Originally Posted by Plagorath
    > You forgot to get the blankets, nights in the woods are really cold.
    Quote Originally Posted by Gunhaven
    Quote Originally Posted by Plagorath
    > You forgot to get the blankets, nights in the woods are really cold.
    >Just take everything that isn't bolted down.
    To save time you go ahead and bring the whole sleeping mat.


    Quote Originally Posted by foobar
    >Get a running start and make a dramatic exit out that window
    That would be both painful and counter productive. But awesome! You will certainly consider if you ever find yourself in a building with windows again.

    Quote Originally Posted by Daedalus
    > To the weapon shed!


    A capital idea! Tally-ho! Oh you're so excited! Maybe you'll get a bad-ass sword! Or a huge war hammer... or--



    --Maybe not.
    You find four different weapons in the shed. There is an Iron Dagger, a Plain Wooden Bow, a heavy wooden club, or a wooden staff. This choice is very important! Once you choose a weapon style, you can't go back!
    Blades are fairly well balanced, though you have to be very close to use them, (especially daggers.) Bows are good for those that want to fight from afar, but don't deal as much damage as some of the others. Maces are hard hitting, if a little slower than blades.
    And staves are fairly quick and have a long reach, but are less damaging than maces or blades. (Using a staff will also allow you the use of pole arms.)
    Choose Blade-craft, Bow-craft, Mace-craft, or Staff-craft.

  22. #22

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    Re: Forest Master

    Bow or Staff.

  23. #23
    Psychotic Stingray Plagorath's Avatar
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    Re: Forest Master

    Bow-craft. The woods is a perfect place to hide from the enemy and attack.
    No current running adventures from now on to the eternity.

  24. #24
    grievingLionheart TheBoyd's Avatar
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    Re: Forest Master

    (Can't go back? How do you justify that?)
    (Where would nun-chuks fit?)
    > Take the dagger, make yourself a bow, a staff and a club when you reach the forest.
    (Since I expect this not to be acceptable, go with whatever includes nunchuks)

  25. #25
    Psychotic Stingray Plagorath's Avatar
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    Re: Forest Master

    Quote Originally Posted by TheBoyd
    (Can't go back? How do you justify that?)
    (Where would nun-chuks fit?)
    > Take the dagger, make yourself a bow, a staff and a club when you reach the forest.
    (Since I expect this not to be acceptable, go with whatever includes nunchuks)
    I agree, It would be preferable to choose a primary weapon/class. We can use the other weapons but don't have too much skill using them.
    No current running adventures from now on to the eternity.

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