********PLEASE PAY ATTENTION TO YOUR TEAMS' OPTIONS, NO TWO TEAMS HAVE THE SAME STORYLINE.*********
Our brave adventurers have come across a help wanted sign. A rich traveler that wanted to be escorted to the East Barrens. They followed the barkeeper's instructions and made haste towards the Inn he was staying that night. Along the way the teams felt eyes on them. They were faced with a trio of options.
choose option 2. They slept the night comfortably in rooms above the tavern. All members have full health in their room they found the previous guests had left a canteen of elvish mineral water. Good for healing and trading with other parties.
After resting in the tavern's guest rooms they travel with their healing potion towards the inn. A man is selling horses on the outskirts of the city. Unable to find any SteemitQuest Tokens (yes it will be a thing), Rutty's group decides on their options.
Option one: Barter with the man, see if he'll take mineral water for the horses.
Option 2: Threaten the man with his life.
Option 3: Release the messenger birds he has curled up in the coop beside him and steal the horses in the confusion.
Option 4: Beg like dogs.
Choose option one. The torches proved effective to see in the dark. But it also enabled a group of bandits to ambush the group!
A thrilling battle ensued. and
left the fracus unscathed. Admist the slaughter
suffered two damage. He now has 6 health remaning. He also has open wounds and will lose two health per day until the team rests. At 0 your character dies.
Dead characters can only be revived from an event or by paying steem to the traveling salesman (me, when that is an option).
also suffered two damage leaving her at 6 health. She does not have any open wounds. Exhausted from the battle the team falls asleep on the ground till the morning. Halway between the tavern and the inn.
Option one: Wander to the nearest healing spring and heal up. This will take the whole day.
Option 2: Ambush a passing team and hope they have healing supplies.
Option 3: Trudge along to the inn.
choose to sneak through the woods. They bumped into trees and scracthed themselves on the thorny brush. All members (
) except
have open wounds. They need to rest or take healing items to offset the bleeding. They all have eight health left. But wounded team members will lose 2 health a day until they heal. They had camped out by the road and can see the inn's lights.
Option one: Find the nearest healing spring. This will take up the rest of the day.
Option 2: Investigate the local shrubs you have found see if they have healing properties.
Option 3: Go straight to the inn.
choose option 3 no one was wounded by the thorns!
Due to not being injured. They were able to travel without growing too weary or being slowed down by inured teammates. They camped out in a clearing and can see the inn and another campfire.
Do you.
Option 1: Ambush the group.
Option 2: Stalk the group.
Option 3: Forget the group and head toward the inn.
spent the night chatting up the barmaid. Talked politics, the goblin wars and she hinted about a traveling salesman a day or twos ride from the pub heading East. They left such an impression on her she led them to the old smuggling tunnels beneath the tavern. She admintingly doesnt know where it goes but promises that the man they were going to work for may be in danger so haste is essential. Noises echo down the corridor. The tunnel forks into two dark abysses.
Option 1: Take the leftmost hole, there is a light breeze.
Option 2: Take the rightmost hole,the walls are wet and you can hear running water.
also spend the night at the pub. They were ignored by the barmaid and had to wait until Agnus oepened up a new container of mead. They too overheard about the salesman a few towns over. Agnus took a liking to the group and offers them a horse and a cart. Along with a barrel of mead with 'magic' properties. She smacks the horse and gives a wink with a large toothless grin. As you go down the path she told you about, you come across a bridge. A large hooded man carrying a large bowstaff stands at the foot of it. His eyes watch you.
Option 1: Challenge him to combat.
Option 2: Offer him mead for a pass.
Option 3: Insult his mother.
Erik's team chose option 2. They had a near scare with an angry dwarf over a game of dice. After being talked down he offers them dwarven chainmail if they trade all the SteemQuest coins (coming soon!) that they won from him. All members gain 2 armor.
Armour works like health only in preventing/reducing physical injuries. Magical harm will go through. Health for all in the party 8 (+2a).
The party wakes up an as they depart they spot their dice partner from last night.
Option 1: Head towards the inn.
Option 2: Bribe the dwarf with his own chainmail to come with you.
@Christoryan's squad had to have the fates roll for them. The cackling witches were somewhat kind. They decided to trek through the dark. Only suffered open wounds. He needs to be healed.
Option 1: Head toward the inn.
Option 2: Find a healing spring.
THAT was a lot of typing. But since we are so early into the game I want to do an experiment.
×*************×
My very good friend has joined steemit as .
If you guys want free items all you have to do is follow her, upvote her intro post and resteem. If you do all three and tell me you did. I'm going to handsomely reward you guys. First team to have all the members do that gets a free team heal item courtesy of the fates.
Those sneaky witches.
If you guys are OK with that I am going to randomly select one member of the game and promote them here on out, each steemit quest post for rewards. Might even give away t-shirts (no really).