Albert is Remembering his own battle story.
Here is his story!
Day 1
I rolled Nine. Albert had traveled nine miles. A great majority of all of greatness is grass and crop fields alongside other vegetation with some cities and mountain terrain. He stood in a crop field near Beholgnar castle when she had engaged in battle. His foe is a traveling blades man. The first strike Albert struck once. The second strike was saves for both albert and the blades man. The third strike the same. On the fourth strike Albert struck the blades man four times. Albert, his opponents skills are low but efficient enough to do her some damage. The territory of Beholgnar stretches country wide and is surrounded by several other countries, the country of the tombs, the country of dread, the country of the dreads and the landing site all to the south. And, to the north is the royal crypt. Far to the south beyond the tomb and the dread and dreads is takar castle. Finally, to the north is the country russer-ford as well as other territories. The fifth strike Albert strikes the bladesman two more times causing him to bleed. And, yet again Albert hits him once more and has the blades man near death. Magically, they draw on the sixth strike. Albert, he attacks again with three strikes which on two of those three become favored of god and the gods in heaven. The blades man is now after defeated. Albert gains fifteen experience points, earns four hundred gold and equips a imperial battle mace she had found after the battle and she continues on in her journey to travel the entire world of greatness.
Day 2
Another battle for Albert had emerged on a farmstead creak bridge just shy of rock-lay as the road with a roll of 6. The first strike Albert connects once a giant rat. The second strike ends for three more hits by Albert. On the third strike the rat enrages dealing three strikes back at Albert. And, on the fourth are saves for them both. The fifth strike engagement Albert strikes the rat once again. The Giant rat is dead. Albert, he earns eighty experience points. In continuing to travel greatness I roll a six and Albert moves six more miles. In next rolling an eight Albert enters another battle. The opponent is nothing but a baby dragon. And... The baby dragon flees the battle. Albert, he did not want to fight the baby dragon nor would an adult fully grown dragon be a wise fight either and she knew if there was a baby dragon nearby surely was a mother or another dragon fully grown. So, she either flee or the dragon flee and nothing else. I rolled again. I rolled a six. Near a camping tent on the open roll of rock n lay Albert is battling a giant axe man, another six roll. The axe man being well armored head to his toe with an oversized heaving axe prepares himself. The first rolled an eight leaving a four to four draw for the two of them. The second the same.The third Albert strikes once the giant axe man. Albert, still alive strikes the giant axe man again. And, then again Albert strikes once more the giant axe man. The sixth roll , being an eight, four for four each the giant axe man and Albert is a tie, even dice roll. And, then Albert hits again the giant axe man with a five to four roll. Last and not least Drokna hits for two more strikes the giant axe man and the giant axe man gives up. Albert, her travels continue and he camped for the night a- healing his wounds and gaining her strength.
Day 3
A roll of five takes Albert farther another five miles near an old ruin named Gall Mier and a four roll enters yet another battle. Albert, she has an additional thirty in healing magic skill and ability to heal skill as set as her main skill sets with a limit to twenty skills that she can begin begin with. He knows these skill can be used later on with in his winning battles and a roll of six heals her for sixty hit points to begin a new battle with his move first with full health. And , another roll is made. The roll made is an eight and yet another battle entered into.The first roll is even and straight four die roll each. And, so is the second. The third Albert is hit hard five times an roll six to her one. Albert, he is then on the fallowing roll hit twice more three to his one on die.The fifth roll Albert strikes the mace man twice injuring him five times and is a die roll six to his one. On the final roll is a critical hit again and Albert defeats the mace man . Albert gains a hundred experience points, four hundred gold and he bags a steel box shield.
Day 4
The second homestead in Beholgnar has been reached. A roll of eight moves Albert eight more miles. Another roll of six is mad and is another battle. The first roll hits Albert once and is a roll of two to one. Albert , his opponent a battle monkey and him upset, he strikes the battle monkey back critically with a die roll six to the battle monkeys one. The third strike is the battle monkey with revenge and hits Albert again this time his two to his one. Albert reacts quickly and i roll and Albert crits the battle monkey with Albert rolling a five to the battle monkeys one and he kills him. Albert gains sixty experience points. I roll again. I rolled an eleven and Albert moved eleven miles. The roll after i rolled additionally is a seven and Albert finds a store. Albert, with eight hundred gold buys an complete iron set of armor and is now in all iron. Albert, she then decides to hunt. And, well, in his hunt finds yet another store and i rolled that seven. Albert is now broke and hungry. And, with an roll of an eight he enters battle. The opponent is a Maurador. The first strike they each tie with a four on the die each rolled. The second Albert strikes once the Maurador with a roll three to his two. The third engagement the again each tie, this time five each. The fourth roll is critical and Albert rolls a six to the Mauradors one based on the two dice and defeats Maurador. Albert he earns forty experience points , a hundred gold and eats a cheese wedge he found and cures his hunger.
Day 5
I rolled an eight. Albert moves eight more miles to another rock lay path leading to a road. The next roll is seven and Albert finds a store cart and purchases nothing with only having a hundred gold. I rolled again. The roll is an eight again and Albert moves another eight miles. Albert, he sees that he is headed east and i roll again. Another eight is rolled and Albert enters battle. His opponent he sees is a traveling huntsman. The first roll is eight Albert with five and the huntsman with three. Albert, she strikes the huntsman for two and the huntsman blocks for three. The second roll is four for Albert and a two for the hunts man and Albert strikes the huntsman again for two and the huntsman again blocks for two. The third roll is six for Albert and one for the huntsman. Albert , he again strikes the huntsman for five.The huntsman half dead and another roll is made. The roll is Five Albert and two the Huntsman and Albert strikes the huntsman for another two. I roll again. The roll is Albert three and the Huntsman 4 and Albert gets struck for one. Again i roll the dice. The roll is another six for Albert and one for the huntsman and Albert strikes the huntsman for another five times. The huntsman dead. Albert , he gains forty experience points, five hundred gold and equips a found stern cloak helmet.
Day 6
Albert on a rock lay road, I roll a seven. Albert, he moves seven more miles. I roll again and i roll an eight and Albert enters yet another battle. His opponent is a jaguar. The first roll Albert has a six die and the jaguar has a four die. Albert, he strikes the jaguar two times and the jaguar blocks four of those strikes. The second roll is Albert with a two die and the jaguar with a four die and the jaguar strikes Albert two times as Albert also blocks two of those strikes. The third roll Albert has a six die and critically hits the jaguar with his one die and he strikes him five times,the jaguar blocking two times. The jaguar now injured as i roll again and Albert gets another six die and the jaguar gets a three die and Albert strikes the jaguar three more times. The jaguar , he blocks three of those strikes. near death and on the next roll the jaguar gets a four die and Albert gets a three die and she gets struck for one strike and she blocks three of those strikes. The fifth roll Albert comes up with a five die and the jaguar gets another one die and the jaguar gets hit for another four strikes and dies. Albert, he gains a hundred experience points and pockets a jaguars tooth.
Day 7
I rolled an eleven. Albert, he moved eleven more miles. And , i rolled again. A roll of seven is seen and Albert finds another store where he purchases three magic potions at a hundred gold each. Albert, he now has three hundred gold left. I roll again. I roll another seven and Albert decides to hunt and a roll of eight finds an large deer and Albert kills it five die to one die earning himself a deer horn he can sell or equip. Albert, he now has a jaguars tooth and a deer horn. I rolled an three after that. Albert, he had move three more miles. And, i rolled again. The roll had uncovered a five and Albert had camped this night near the ruins of Juniaha a-healing his wounds and curing any of his illness's. gets another six die and the jaguar gets a three die and Albert strikes the jaguar three more times. The jaguar , he blocks three of those strikes. near death and on the next roll the jaguar gets a four die and Albert gets a three die and she gets struck for one strike and she blocks three of those strikes. The fifth roll Albert comes up with a five die and the jaguar gets another one die and the jaguar gets hit for another four strikes and dies. Albert, he gains a hundred experience points and pockets a jaguars tooth.
Day 8
Albert still near a travelers camp by the ruin of Junaiah I roll a six and Albert enters a battle. An giant viper snake is seen, his opponent. The first roll is a three for Albert and a six for the viper snake and Albert blocks three strikes and the snake strikes for three strikes to Albert. The second roll Albert has six die and the viper snake has four die and Albert strike the viper snake for two strikes and the viper snake blocks four of Albert strikes. The third roll Albert again gets a five die and the viper snake gets a two die and Albert again strikes the viper snake for an additional three strikes and the viper snake saves on two of those strikes defensively. The fourth roll the viper snake gets a five die and Albert gets a one die and Albert is struck for four its and block one of those hits. The fifth roll again the viper snake rolls a two die and Albert rolls a one die and Albert is hit once and blocks once. Albert with eighty six percent health and his opponent being a lower level, he has a better advantage. I roll again. The sixth roll is a six die for Albert and a two die for the viper snake. Albert, he hits the viper snake four times and the viper snake blocks for two of those strikes. The seventh roll and the viper snake near its own death is Albert again with a six die and the viper snake with a two die and the viper snake dies. Albert, he gains a hundred experience points , earns no gold and continues onto travel Beholgnar.
Day 9
Alberts skills are still at thirty percent each in Staffs, Damage obsorb-tion, strike, acrobats,,hit,hit chance,movement,defense,hunting,swords,Medium armor and adventuring. Alberts major skills are Speed, endurance and he is class Warrior as well as race High Elf. Albert, in a grass field of Beholgnar i roll a seven. Albert moves seven more miles into a field of corn. I roll again. I roll a ten and Albert enters battle. Alberts opponent is seen to be a traveling swordsman. The first roll Albert has a six die and the traveler has a three die. Albert, he attacks the traveler three times and the swordsman traveling blocks three of those attacks. The second roll Albert again has a six die and the swordsman has a four die and Albert attacks him two times and he blocks Alberts attacks four times out of the six attacks that he had made. The third roll Albert has a four die and the traveling swordsman gets a three die. Albert , he again strikes the swordsman traveling once as the traveler blocks his three out of four strikes. The traveling swordsman now half dead, a fourth roll is made. And , is it not the same as the last roll made and Albert hits the traveling swordsman once more and the swordsman blocks three out of the four of Alberts strikes. The fifth roll Albert is critical and rolls a six again to the travelers one and the traveling swordsman dies. Albert, he earns ten experience points, he gains fifty gold and bags a hundred silver arrows.
Day 10
Up on the rock - lay road near a crossing bridge just after grass and corn fields Albert had moved five miles according to the five dots seen on the rolled die. I roll again. I roll a seven. Albert, he stumbles upon a store owned by a Beholgarian named sam, sam the merchant. Albert buys nothing, but, he sells a hundred silver arrows and skips the hunt. Albert, he knows she has little food and gold and he has a world yet to explore. I roll an eight. And, Albert moves eight more miles. I roll again. I roll a five. Albert with the five die camps this night and wakes fully the fallowing morning healed to sunshine and bird life near the ruin of Gomech in Beholgnar.
Day 11
I rolled the die. The dice had read three. Albert, he had moved three more miles towards the end of Sam's farm stead. I rolled a four and Albert entered a battle. His opponent is seen to be a black bear. The first roll of the battle is Albert with a six die and the black bear with a two die. Albert strikes the the black bear four times and the black bear blocks two of those strikes. The second roll Albert has a one die and the black bear has a five die. Albert gets struck four times and blocks once the black bears strikes. The third roll Albert has a six die again and the black bear has a three dice. Albert strikes the black bear three times and the black bear blocks three of those strikes. The fourth roll and the black bear half dead Albert has a three die and the black bear has a one dice. Albert strikes the black bear two times and the black bear blocks one of those strikes. The fifth roll Albert has a five dice and the black bear has a one die and Albert strikes the black bear four more times killing him. Albert earns fifty experience points, gains one bear pelt and continues his journey to travel Beholgnar.
Here is his story!
Day 1
I rolled Nine. Albert had traveled nine miles. A great majority of all of greatness is grass and crop fields alongside other vegetation with some cities and mountain terrain. He stood in a crop field near Beholgnar castle when she had engaged in battle. His foe is a traveling blades man. The first strike Albert struck once. The second strike was saves for both albert and the blades man. The third strike the same. On the fourth strike Albert struck the blades man four times. Albert, his opponents skills are low but efficient enough to do her some damage. The territory of Beholgnar stretches country wide and is surrounded by several other countries, the country of the tombs, the country of dread, the country of the dreads and the landing site all to the south. And, to the north is the royal crypt. Far to the south beyond the tomb and the dread and dreads is takar castle. Finally, to the north is the country russer-ford as well as other territories. The fifth strike Albert strikes the bladesman two more times causing him to bleed. And, yet again Albert hits him once more and has the blades man near death. Magically, they draw on the sixth strike. Albert, he attacks again with three strikes which on two of those three become favored of god and the gods in heaven. The blades man is now after defeated. Albert gains fifteen experience points, earns four hundred gold and equips a imperial battle mace she had found after the battle and she continues on in her journey to travel the entire world of greatness.
Day 2
Another battle for Albert had emerged on a farmstead creak bridge just shy of rock-lay as the road with a roll of 6. The first strike Albert connects once a giant rat. The second strike ends for three more hits by Albert. On the third strike the rat enrages dealing three strikes back at Albert. And, on the fourth are saves for them both. The fifth strike engagement Albert strikes the rat once again. The Giant rat is dead. Albert, he earns eighty experience points. In continuing to travel greatness I roll a six and Albert moves six more miles. In next rolling an eight Albert enters another battle. The opponent is nothing but a baby dragon. And... The baby dragon flees the battle. Albert, he did not want to fight the baby dragon nor would an adult fully grown dragon be a wise fight either and she knew if there was a baby dragon nearby surely was a mother or another dragon fully grown. So, she either flee or the dragon flee and nothing else. I rolled again. I rolled a six. Near a camping tent on the open roll of rock n lay Albert is battling a giant axe man, another six roll. The axe man being well armored head to his toe with an oversized heaving axe prepares himself. The first rolled an eight leaving a four to four draw for the two of them. The second the same.The third Albert strikes once the giant axe man. Albert, still alive strikes the giant axe man again. And, then again Albert strikes once more the giant axe man. The sixth roll , being an eight, four for four each the giant axe man and Albert is a tie, even dice roll. And, then Albert hits again the giant axe man with a five to four roll. Last and not least Drokna hits for two more strikes the giant axe man and the giant axe man gives up. Albert, her travels continue and he camped for the night a- healing his wounds and gaining her strength.
Day 3
A roll of five takes Albert farther another five miles near an old ruin named Gall Mier and a four roll enters yet another battle. Albert, she has an additional thirty in healing magic skill and ability to heal skill as set as her main skill sets with a limit to twenty skills that she can begin begin with. He knows these skill can be used later on with in his winning battles and a roll of six heals her for sixty hit points to begin a new battle with his move first with full health. And , another roll is made. The roll made is an eight and yet another battle entered into.The first roll is even and straight four die roll each. And, so is the second. The third Albert is hit hard five times an roll six to her one. Albert, he is then on the fallowing roll hit twice more three to his one on die.The fifth roll Albert strikes the mace man twice injuring him five times and is a die roll six to his one. On the final roll is a critical hit again and Albert defeats the mace man . Albert gains a hundred experience points, four hundred gold and he bags a steel box shield.
Day 4
The second homestead in Beholgnar has been reached. A roll of eight moves Albert eight more miles. Another roll of six is mad and is another battle. The first roll hits Albert once and is a roll of two to one. Albert , his opponent a battle monkey and him upset, he strikes the battle monkey back critically with a die roll six to the battle monkeys one. The third strike is the battle monkey with revenge and hits Albert again this time his two to his one. Albert reacts quickly and i roll and Albert crits the battle monkey with Albert rolling a five to the battle monkeys one and he kills him. Albert gains sixty experience points. I roll again. I rolled an eleven and Albert moved eleven miles. The roll after i rolled additionally is a seven and Albert finds a store. Albert, with eight hundred gold buys an complete iron set of armor and is now in all iron. Albert, she then decides to hunt. And, well, in his hunt finds yet another store and i rolled that seven. Albert is now broke and hungry. And, with an roll of an eight he enters battle. The opponent is a Maurador. The first strike they each tie with a four on the die each rolled. The second Albert strikes once the Maurador with a roll three to his two. The third engagement the again each tie, this time five each. The fourth roll is critical and Albert rolls a six to the Mauradors one based on the two dice and defeats Maurador. Albert he earns forty experience points , a hundred gold and eats a cheese wedge he found and cures his hunger.
Day 5
I rolled an eight. Albert moves eight more miles to another rock lay path leading to a road. The next roll is seven and Albert finds a store cart and purchases nothing with only having a hundred gold. I rolled again. The roll is an eight again and Albert moves another eight miles. Albert, he sees that he is headed east and i roll again. Another eight is rolled and Albert enters battle. His opponent he sees is a traveling huntsman. The first roll is eight Albert with five and the huntsman with three. Albert, she strikes the huntsman for two and the huntsman blocks for three. The second roll is four for Albert and a two for the hunts man and Albert strikes the huntsman again for two and the huntsman again blocks for two. The third roll is six for Albert and one for the huntsman. Albert , he again strikes the huntsman for five.The huntsman half dead and another roll is made. The roll is Five Albert and two the Huntsman and Albert strikes the huntsman for another two. I roll again. The roll is Albert three and the Huntsman 4 and Albert gets struck for one. Again i roll the dice. The roll is another six for Albert and one for the huntsman and Albert strikes the huntsman for another five times. The huntsman dead. Albert , he gains forty experience points, five hundred gold and equips a found stern cloak helmet.
Day 6
Albert on a rock lay road, I roll a seven. Albert, he moves seven more miles. I roll again and i roll an eight and Albert enters yet another battle. His opponent is a jaguar. The first roll Albert has a six die and the jaguar has a four die. Albert, he strikes the jaguar two times and the jaguar blocks four of those strikes. The second roll is Albert with a two die and the jaguar with a four die and the jaguar strikes Albert two times as Albert also blocks two of those strikes. The third roll Albert has a six die and critically hits the jaguar with his one die and he strikes him five times,the jaguar blocking two times. The jaguar now injured as i roll again and Albert gets another six die and the jaguar gets a three die and Albert strikes the jaguar three more times. The jaguar , he blocks three of those strikes. near death and on the next roll the jaguar gets a four die and Albert gets a three die and she gets struck for one strike and she blocks three of those strikes. The fifth roll Albert comes up with a five die and the jaguar gets another one die and the jaguar gets hit for another four strikes and dies. Albert, he gains a hundred experience points and pockets a jaguars tooth.
Day 7
I rolled an eleven. Albert, he moved eleven more miles. And , i rolled again. A roll of seven is seen and Albert finds another store where he purchases three magic potions at a hundred gold each. Albert, he now has three hundred gold left. I roll again. I roll another seven and Albert decides to hunt and a roll of eight finds an large deer and Albert kills it five die to one die earning himself a deer horn he can sell or equip. Albert, he now has a jaguars tooth and a deer horn. I rolled an three after that. Albert, he had move three more miles. And, i rolled again. The roll had uncovered a five and Albert had camped this night near the ruins of Juniaha a-healing his wounds and curing any of his illness's. gets another six die and the jaguar gets a three die and Albert strikes the jaguar three more times. The jaguar , he blocks three of those strikes. near death and on the next roll the jaguar gets a four die and Albert gets a three die and she gets struck for one strike and she blocks three of those strikes. The fifth roll Albert comes up with a five die and the jaguar gets another one die and the jaguar gets hit for another four strikes and dies. Albert, he gains a hundred experience points and pockets a jaguars tooth.
Day 8
Albert still near a travelers camp by the ruin of Junaiah I roll a six and Albert enters a battle. An giant viper snake is seen, his opponent. The first roll is a three for Albert and a six for the viper snake and Albert blocks three strikes and the snake strikes for three strikes to Albert. The second roll Albert has six die and the viper snake has four die and Albert strike the viper snake for two strikes and the viper snake blocks four of Albert strikes. The third roll Albert again gets a five die and the viper snake gets a two die and Albert again strikes the viper snake for an additional three strikes and the viper snake saves on two of those strikes defensively. The fourth roll the viper snake gets a five die and Albert gets a one die and Albert is struck for four its and block one of those hits. The fifth roll again the viper snake rolls a two die and Albert rolls a one die and Albert is hit once and blocks once. Albert with eighty six percent health and his opponent being a lower level, he has a better advantage. I roll again. The sixth roll is a six die for Albert and a two die for the viper snake. Albert, he hits the viper snake four times and the viper snake blocks for two of those strikes. The seventh roll and the viper snake near its own death is Albert again with a six die and the viper snake with a two die and the viper snake dies. Albert, he gains a hundred experience points , earns no gold and continues onto travel Beholgnar.
Day 9
Alberts skills are still at thirty percent each in Staffs, Damage obsorb-tion, strike, acrobats,,hit,hit chance,movement,defense,hunting,swords,Medium armor and adventuring. Alberts major skills are Speed, endurance and he is class Warrior as well as race High Elf. Albert, in a grass field of Beholgnar i roll a seven. Albert moves seven more miles into a field of corn. I roll again. I roll a ten and Albert enters battle. Alberts opponent is seen to be a traveling swordsman. The first roll Albert has a six die and the traveler has a three die. Albert, he attacks the traveler three times and the swordsman traveling blocks three of those attacks. The second roll Albert again has a six die and the swordsman has a four die and Albert attacks him two times and he blocks Alberts attacks four times out of the six attacks that he had made. The third roll Albert has a four die and the traveling swordsman gets a three die. Albert , he again strikes the swordsman traveling once as the traveler blocks his three out of four strikes. The traveling swordsman now half dead, a fourth roll is made. And , is it not the same as the last roll made and Albert hits the traveling swordsman once more and the swordsman blocks three out of the four of Alberts strikes. The fifth roll Albert is critical and rolls a six again to the travelers one and the traveling swordsman dies. Albert, he earns ten experience points, he gains fifty gold and bags a hundred silver arrows.
Day 10
Up on the rock - lay road near a crossing bridge just after grass and corn fields Albert had moved five miles according to the five dots seen on the rolled die. I roll again. I roll a seven. Albert, he stumbles upon a store owned by a Beholgarian named sam, sam the merchant. Albert buys nothing, but, he sells a hundred silver arrows and skips the hunt. Albert, he knows she has little food and gold and he has a world yet to explore. I roll an eight. And, Albert moves eight more miles. I roll again. I roll a five. Albert with the five die camps this night and wakes fully the fallowing morning healed to sunshine and bird life near the ruin of Gomech in Beholgnar.
Day 11
I rolled the die. The dice had read three. Albert, he had moved three more miles towards the end of Sam's farm stead. I rolled a four and Albert entered a battle. His opponent is seen to be a black bear. The first roll of the battle is Albert with a six die and the black bear with a two die. Albert strikes the the black bear four times and the black bear blocks two of those strikes. The second roll Albert has a one die and the black bear has a five die. Albert gets struck four times and blocks once the black bears strikes. The third roll Albert has a six die again and the black bear has a three dice. Albert strikes the black bear three times and the black bear blocks three of those strikes. The fourth roll and the black bear half dead Albert has a three die and the black bear has a one dice. Albert strikes the black bear two times and the black bear blocks one of those strikes. The fifth roll Albert has a five dice and the black bear has a one die and Albert strikes the black bear four more times killing him. Albert earns fifty experience points, gains one bear pelt and continues his journey to travel Beholgnar.
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