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Author Topic: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic  (Read 1687 times)

NAV

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #15 on: November 18, 2014, 05:49:53 pm »

Use creation + weaponry to create a loaded pepperbox revolver.
Travel north.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

IronyOwl

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #16 on: November 18, 2014, 06:55:43 pm »

((Curses, too late.))
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Quote from: Radio Controlled (Discord)
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #17 on: November 18, 2014, 09:05:51 pm »

((To cut down on time spent deciding over loot, I'll generally roll loot on a per character basis. Feel free to either trade or horde what the dice throw at you.
Resting requires the agreement of the entire party, and requires one ration each. Mana will be fully restored, while HP may take multiple rests. Kevak may attempt to speed resting HP recovery with only Mutate with a low failure chance, if you trust his mutation magic.))

Use  3 + light and change to thrust the dungeon into light, then travel to the east.
"Ah hah! Time to start this little adventure! I'm going to go investigate the source of that light! Maybe someone else is down in this pit as well!"

Gorge confidently heads off to the east
{8} - Gandalf creates a brightly glowing sphere. It seems to be stuck to the ceiling.

Room roll: {20}
Gorge and Gandalf discover a treasure room! Lightly glowing lichen grows here, although it's largely drowned out by the light spilling in from Gandalf's light spell. Water flows to the south. It feels particularly peaceful here.

{4} - Gorge finds a few silver coins and a vial of blue, watery liquid.

{7} - Gandalf finds several silver coins, as well as a vial of thick green liquid and one of white, watery liquid. He also finds a wand.

The pair hears a scream from the west.

Verina uses Mutate+Nourish with 4 mp on her eyes to grow eyeshine and expand her visible spectrum into the infrared.
{1} - Ow. Ow. Ow.
{2} - Verina screams loudly from the failed spell, drawing the attention of a pair of goblins.
-3 HP
Blind


Use creation + weaponry to create a loaded pepperbox revolver.
Travel north.

{2} - Krits watches half the party split off to the east, and then begins a spell to create a second gun. Disturbing fleshy noises and screaming distract him, resulting in a useless near-gun, which explodes and hurts his hand.
A pair of goblins approach from the south.
-3 mana
-1 HP




Spoiler: Kevak (click to show/hide)
Spoiler: Criptfeind (click to show/hide)
Spoiler: Tntey (click to show/hide)
Spoiler: NAV (click to show/hide)
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~Neri

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #18 on: November 18, 2014, 09:15:15 pm »

Verina uses 6 mp and Mutate+Nourish to fix the mistake and do what was originally planned.
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Criptfeind

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #19 on: November 18, 2014, 09:59:06 pm »

Hum. Did they fail because they didn't use enough mana, or because they were unlucky I wonder? I don't suppose there is a known amount of mana per concept to provide optimal results? Or is that something we are going to find out though trial and error  ;)

"You think those bumblers need our help Rainbow man? I suppose we should try to keep them alive!"

Gorge goes back the way he came, noticing the goblins he uses 4 mana to cast Stone+Expansion, filling in the square south of Krits with a stone wall to cut the goblins off from us.
« Last Edit: November 19, 2014, 01:55:58 pm by Criptfeind »
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Nirur Torir

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Re: Mageweaver Halls: A rogue-like dungeon crawl with conceptual magic
« Reply #20 on: November 21, 2014, 08:33:31 pm »

For my bump, I rolled 1d20.

{1} - The ground rumbles ominously. A distinct sense of dread envelops the group.

Hum. Did they fail because they didn't use enough mana, or because they were unlucky I wonder? I don't suppose there is a known amount of mana per concept to provide optimal results? Or is that something we are going to find out though trial and error  ;)
((Unlucky. Trial-and-error.))
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