Turnsheet 2 - Touca the Strong

1. The Tomb of Abra

Aim

To defeat the guardian beast of Abra's tomb

Details/Plan

I've arranged to travel to Abra's tomb with that sneak thief, Tashar and her mage friend, Erloki. The crazy old man at the council meeting mentioned that the tomb was filled with traps and that some sort of giant bird nesting in the cliffs nearby acted as a guardian. The others want to loot the tomb's treasure, and I'm fine with that, it's not a Kirlsa tomb after all. But my real interest is in fighting with this bird monster. When we arrive I'll be sure to make lots of noise so that we get its attention; hope the others weren't planning to sneak in!

Hopefully I'll be able to defeat the beasty, but if not then I'll jump off the cliff to get away. Erloki is supposed to be a pretty good healer so hopefully there won't be any permanent injuries…

Relevant Skills/Traits
  • Weaponsmaster 3
  • Dungeoneering 1
  • Ranger 2

Other PCs/NPCs Involved: Tashar, Erloki

2.Duel with Ferem

Aim

Publically Humiliate Ferem

Details/Plan

The chieftan went too far and now I'm going to have to put him in his place: no one gets away with calling Touca a coward! Having called him out in front of the king, he's agreed to fight me in a month's time at the Ramhalla fortress. I'll go and inspect the duelling ground way ahead of time and make sure I know the terrain; I expect Ferem might try something sneaky so I want to be alert for any changes on the day of the duel. I'll ask my brother Raz to watch my back too.

So long as it's a fair fight I should win easily, so I want to make a bit of a show of it: I'll make it clear how much better I am than the chieftain, even if it means exposing myself to a few extra risks.

Also I'll be sure to come and invite the king's son to watch the duel: I'm not one for romantic talk so I'm hoping that my strength alone will impress him.

Relevant Skills/Traits
  • Weaponsmaster 3. Specialisation: 1 on 1 Fights
  • Competent Ally (Raz)

Other PCs/NPCs Involved: Ferem

3. War in the North

Aim

Help with the war.

Details/Plans

Details: So apparently we're heading Over There to beat on the Arkhivians, fine by me! Unfortunately my crippling fear of open water is a bit a problem, and I certainly don't want anyone else finding out about it. Fortunately I managed to persuade that Sylphim poet Gagan to take me across on his flying islet.

Once I've made it across then I'll follow whatever battle plan General Darian has come up with. Strategy isn't exactly my strongest point, but I figure if I head to the front lines and start smashing bad guys then I'll be useful.

Oh, and I'll manifest my Sniffer Lizard and have it go help our scouts- that should be handy if the enemy are planning an ambush.

Relevant Skills/Traits
  • Weaponsmaster 3
  • Achilles Heel (Open Water)
  • Ranger 2
  • Magic: Manifested Creature 2

Other PCs/NPCs: Gagan, Darian, (Probably lots more)

Minor Actions

  • Tell Gagan stories of my exploits so he can write about them.
  • Bring back a souvenir from the war to give my parents.
  • Pine over the prince and pull rude faces at his betrothed when I see her.
example_turnsheet.txt · Last modified: 2010/09/10 14:20 by mark
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