Editing Artifact Events
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You come upon a bridge spanning a dry gully. As you begin to cross, a gigantic, maddened Ogre appears from the other side and charges, forcing you to slay it. You decide to take its shield as a trophy. | You come upon a bridge spanning a dry gully. As you begin to cross, a gigantic, maddened Ogre appears from the other side and charges, forcing you to slay it. You decide to take its shield as a trophy. | ||
Upon cresting a small hill, you come upon a ridiculous looking sight. A Sprite is attempting to carry a Shield that is almost as big as it is. Trying not to laugh, you ask, "Need help?" The Sprite glares at you and answers, "You think this is funny? Fine. You can carry it. I much prefer flying anyway. | Upon cresting a small hill, you come upon a ridiculous looking sight. A Sprite is attempting to carry a Shield that is almost as big as it is. Trying not to laugh, you ask, "Need help?" The Sprite glares at you and answers, "You think this is funny? Fine. You can carry it. I much prefer flying anyway. | ||
You find a large box that seems to be made from some unknown metal. When you touch it, the box opens with a loud hiss, revealing a gleaming shield within. | You find a large box that seems to be made from some unknown metal. When you touch it, the box opens with a loud hiss, revealing a gleaming shield within. | ||
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An old shaman stands in the road before you, screaming something in a language you can't understand. He suddenly vanishes in a cloud of smoke. When the smoke clears, there is a long string of Dragon teeth in the spot where he was standing. | An old shaman stands in the road before you, screaming something in a language you can't understand. He suddenly vanishes in a cloud of smoke. When the smoke clears, there is a long string of Dragon teeth in the spot where he was standing. | ||
While out scaring up game, your troops find a mysterious crown levitating about three feet off of the ground. They hand it to you, and you notice an inscription. It reads: "Brains best brawn and magic beats might. Heed my words, and you'll win every fight. | While out scaring up game, your troops find a mysterious crown levitating about three feet off of the ground. They hand it to you, and you notice an inscription. It reads: "Brains best brawn and magic beats might. Heed my words, and you'll win every fight. | ||
While venturing into a decrepit hut you find the skeleton of a long dead witch. Investigation of the remains reveals a ring with a Dragon's eye set into it. | While venturing into a decrepit hut you find the skeleton of a long dead witch. Investigation of the remains reveals a ring with a Dragon's eye set into it. | ||
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An old witch who seems to have been expecting you, hands you a small talisman and departs, never having said a word. | An old witch who seems to have been expecting you, hands you a small talisman and departs, never having said a word. | ||
You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a medal with magical properties which he says will, "help people see things your way. | You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a medal with magical properties which he says will, "help people see things your way. | ||
You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a ring with magical properties which he says will, "help people see things your way. | You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a ring with magical properties which he says will, "help people see things your way. | ||
You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a sash with magical properties which he says will, "help people see things your way. | You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a sash with magical properties which he says will, "help people see things your way. | ||
Visiting a local wise man, you explain the intent of your journey. He reaches into a sack and withdraws a strange ring which he hands to you. | Visiting a local wise man, you explain the intent of your journey. He reaches into a sack and withdraws a strange ring which he hands to you. |