FROM now on. The topic will be steemitquest. So to check for updates all you have to do is search for that topic :). Sorry for the delay!
WHEELING and dealing! Some of the teams were given the choice of taking the supplies they needed from merchants, ambushing parties and even other teams!
chose to barter with the mineral water. After an intense round of haggling between and the merchant, he decides to give you six of his horses for the canteen of elvish water. Both sides walk away smiling.
As you apporach the inn you find that nothing remains but rubble. Something very big decided to come though here. After speaking with the innkeeper you find that a band of rogue orcs came through demanding your employer. They released a moutain troll who proceeded to pound the place into gravel. Gracefully no one died as they abducted him. He points up the road where it forks. He wishes you well. As you approach you find that there is the remains of a sheep unfortunate enough to be caught by the orcs.
Option 1: Charge down the path where the orcs went and avenge the sheep
Option 2: Take the other path and see if you can out race them with your horses if the paths meet again.
Option 3: Sift through the debris for anything valuable.
decided to head to the healing springs. After bathing in the holy waters you see that something is swimming in the water with them. Hearts stop as you regonize the tail from fables and illustrations across the land. Was it a lady of the lake, a mermaid?
Option 1: Try and construct a crude net to catch the creature. Best case if you catch her she grants your party a wish. Worst case she will be worth cases upon cases of Steemitquest tokens.
Option 2: Call to the mermaid for her blessing.
Option 3: Get out in case it wasn't a mermaid.
had aquired a barrel full of magic mead. They offer it to the moutain of a man guarding the bridge. The man guarding the bridge eagerly accepts the trade. A few mugs in he decides that this group needs a bodyguard.
Jormier as he calls himself pauses midstep. He waves the party to the side. Using his bowstaff he brushes the ground until the soft pop of twine breaking echoes. A massive swinging log dives at them as he ducks.
Option 1: Go forth to the inn and hope that this is the only set back.
Option 2: Wait for the creatures that created the trap.
stalks the camp as its inhabitants stir from slumber. Two hulking orcs rise and began to bicker among themselves about breakfast. One comes toward the thicket your group is hiding. He plunges a hand downward, testing the earth. He grumbles and goes back to the camp. The ground reveals iself to have been a series of pit traps. It was wise for your group not to attack them in the middle of the night.
Option 1: Charge the camp and attack the forest orcs.
Option 2: Try and snipe the lone orc if he returns to check the traps.
Option 3: Circle the camp and see if you can find another way in.
decided to take the tunnels suggested by the barmaid. Feeling a breeze they follow the path unitl they come across the fattest drake they have ever seen. The breathing of the creature in the small chasm moves entire volumes of air. It stirs awake and launches itself at you. In the fight the creature clamps onto the arm of
. Panic sets in as the beast begins to roll.
Option 1: Sever the arm and hope that he can make the rest of the journey with the other.
Option 2: Gouge the eyes.
Option 3: Try to pry the mouth open with your swords.
Eirik's team “The Hunters”
Upon receiving extra armour from a dwarf they decided to head toward the inn. As they go to leave they see the barmaid leaving the cellar. Her hands covered with the ash of a torch. Your team decides to sneak to the cellar and finds a secret passage.
As you find yourself at the fork of two chasms you hear a scuffle of a moster and swords on scale to your left.
Option 1: Investigate the combat.
Option 2: Ignore the conflict and go down the second chasm.
ChristOryans team the dragonslayers
choose to press to the inn.
As they cross a bridge they hear the splashing of water. Another team is contemplating catching something that is in the water of the healing spring.
Option 1: Ambush them and steal their valuables
Option 2: Wait and see what they do
Chose to check the local plants for healing remedies. As they find druid's kiss it slowly stops the bleeding. They find a curious little shrub wih leaves that makes their skin crawl. They put the irritant in an extra bag for later. As they go forward with their foraging. A massive crack echoes down the road. Upon investigating. Your crew find an armored carriage with a lowlands giant trying to fix the wheel. He doesn't see you approach.
Option 1: Use the leaves you aquired to disorient the giant and kill him
Option 2: Offer your assistance.
Now the game will get harder. Your teammates might die while you survive. Are you ready to carry the torch for your team. Or watch from the grave as other teams win the glory?
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