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D&D Quest

ID:HDu1gOFT No.6169008 View ViewReplyOriginalReport
Your grandfather was an adventurer and your father ressented him for it, because he was never at home. He didn't want you to become an adventurer, rather wanted you to tend to the family farm. But one day when you found a chest with some equipment from your grandfather, you realized you had to go out in an adventure!

You found (Choose one):
> A +1 dagger and a handful of minor healing potions
> A Shadowed Leather Armor +1 that subtly blends into shadows, granting a +2 bonus to Stealth checks.
> A Cloak of Protection (+1 AC and saving throws) and a lantern that glows brightly for 8 hours per day without fuel.
> A Bow of Precision, a +1 longbow that grants advantage on attack rolls made at long range.
> An Arcane Compass, a magical compass that points toward the nearest source of magic. Also functions as a spellcasting focus.
> A Dagger of Returning, a +1 dagger enchanted to return to your hand immediately after being thrown.
> Write in (one or more magical items worth no more than 1,500 gold)

All your life you've been preparing for this moment, in a sense. For you trained to become:
> A Fighter
> A Rogue
> A Sorcerer

You decide to depart on that very night, without warning, so that your father doesn't get a chance to convince you to stay.
Besides your findings, you have 100 silver with you.

Which direction do you want to travel?

> North, to the port city of Maphys where you could take a ship elsewhere
> South, to Fort Darkrock on the frontier with the elvish kingdom
> West, to the mining city of Krok near the mountains full of monsters
> East, to the walled city of Dagoba, the capital of the kingdom
> Write in

Also decide if male or female, pick a name for yourself and assign your attributes (they all start at 8 and you have 27 points to distribute. Atributes higher than 14 cost 2 points).