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The Winds of Change

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The winds in and around the city of Duirt are becoming unpredictable. Swirling breezes twist and turn across the roof tops. The waters of the protected bays are growing choppy. Travelers on the roads coming to town report whispers on the wind seeming to follow them to the city gates.

Flags and Pennants around the city keep changing the way they blow like an army of Mary Poppinses are on their way to the city.

Nari would come in from the city, studying and feeling out the winds as he travels to the city to see if there was something strange on the winds.

Hekili would tell who ever listened. "Yeah I fought the stupid wind before, beat the shit out of too, fucking thinks it's going to knock me over and get away with it. Yeah right, that's why it's dead now."

Then she explains that the one she fought was fighting with another "Wind Thing" too but she had to step in because they were destroying things and hurting animals.

The winds that have been so unruly about the city of late have died down, maybe it happened during the night no one really noticed when, but now the pennants and flags hang sedately still.

Nari keeps investigating, trying different times of the day and night. To see if the wind was still acting strange, and what it could possibly mean.

Nari Nari (Knowledge (History)): 30 = 1d20 [16] + 14 — The Winds of Change Investigating.

Nari Nari (Knowledge (Nature)): 24 = 1d20 [10] + 14 — The Winds of Change Investigating.

Nari Nari (Knowledge (Arcana)): 33 = 1d20 [19] + 14 — The Winds of Change Investigating.

12:48

Nari Nari (Knowledge (Planes)): 27 = 1d20 [13] + 14 — The Winds of Change Investigating.

Freeform: 24 = 1d20 [19] + 5 — Investigation skill roll for - The Winds of Change Investigation.

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