Rules
1) Roll 1d10 to see what happens. Highest roll in TWO (2) minutes happens. Trips and higher on a current roll may override it.
2) No re-rolls.
3) You can do magic, but only simple stuff. As the game goes on, your skills will progress. No teleporting yet.
4) Have fun, burn shit or be a nice fellow.
>You start off just outside the academy, guided only by some weird ass voice in your head that commands you to do things.
You wander off towards a nearby town and see some people wandering about.
>Enter the tavern and look for a job
>Buy stuff from the apothecary
>Or something else?
Rolled 1 (1d10)
>>150650
>Job
Our name is Kate btw
Oh, forgot to mention. You guys can decide on your name and alignment.
Alignment = moral alignment. Lawful good, chaotic evil, etc
>>150677
Chaotic neutral. Always chaotic neutral.
>You enter the bar and survey the scene. This place is definitely a shithole, and there's many unsavory figures here. However, there's a spare stool at the bar and you go sit to avoid standing around in your bright blue clothes like a tard.
What do?
>>150764
Is it wood? Light it up.
BLOOD FOR THE BLOOD GOD!
>>150778
Gotta roll for things you want <3
Rolled 8 (1d10)
>>150778
Rollan
Aye. I'm back!
For the sake of not fucking everything up this early, we'll avoid burning down the tavern.
>The barkeep slides over, eyeing you and your blue robes. "A wizard, are ye?" He inquires, grinning and revealing a mouth of yellow teeth. You nod and place a single gold coin down. "What's the news on jobs?" You ask as the man takes it. "Well..." The man says.
>Go retrieve some musty things for the Arch-Wizard. Said things are in some catacombs known to have some zombies.
Reward: Greater Fireball, 12 gold.
>Pose as a traveler to bait in an attack from a few bandits. Kill the bandits and return their heads.
Reward: Fire Nova, 12 gold.
>Try to convince a mermaid to stop killing sailors.
Reward: Begins quest line needed for other elements.
Please roll a 1d10. Highest roll after a minute of first roll wins.
Rolled 4 (1d10)
>>155599
The fire nova sounds great
>>155621
Looks like we're the only one, friendo!
>You tell him you'll do the bandit job, and he sets you up with some weird guy. After a half hour of deliberation, he puts you on a horse and tells you to ride down an empty road.
>Now you can't help but wonder.. What if you just rode off with just free horse? Who cares about bandits, right?
Stick with quest or ride off?
Please roll a 1d10. Highest roll after a minute of first roll wins.
>>155669
>You tell him you'll do the bandit job, and he sets you up with some weird guy. After a half hour of deliberation, he puts you on a horse and tells you to ride down an empty road
>>155683
Sure enough, bandits. Two to be exact. They both have knives. You hop off your steed and raise your staff!
What do you do now?!
Please roll a 1d10. Highest roll after a minute of first roll wins.
>>155732
>fireball
Rolled 7 (1d10)
>>155744
>also take off robes to increase agi