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Author Topic: The Necromatic Arts: The Magical Adventures of Mayard Carter.  (Read 93728 times)

RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #330 on: May 17, 2012, 08:16:04 pm »

Well, if she can imbue magic into the items that she makes...

And please, let her make stuff for herself, minions without job satisfaction are such a nuisance...
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #331 on: May 19, 2012, 11:14:48 pm »

Also, as someone stated, we should eat, drink, then hit the shop.
After asking Olof what is going on with the skeletons.
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #332 on: May 20, 2012, 04:22:39 am »

Turn 36: Going to the shops.

Panel 1:
Spoiler (click to show/hide)

Mayard: "I had to make Edgar strong Shelby. So he could support you better."
Shelby: "Alright then Mayard. You had better not let me down magic boy."
Edgar: "Don't worry man, you totally have my word th-""

While the skeletons talk to eachother you take the oppotunity to empty your bag of all those berries and talk to Olof about what is going on.

Mayard: "They seem more spirited then they should be."
Olof: "You've exeeded your limit Mayard. You no longer have complete control over them."
Mayard: "Oh. Can I increase my limit?"
Olof: "You'll become more used to controlling spirits as you get more practice."
Mayard: "Alright then. I guess I should go into town and buy the oil and salt then, then all you have to do is pick someone to take possess."
Olof: "Yes. I'm not sure who's body I want yet, probabley not someone from around here. Since i'm going to have to live with the body for quite a while I don't want just any tramp off the street."

Panel 2:

Spoiler (click to show/hide)
You collect the rest of your copper coins from under the barrel and get the silver coin in the basment. Then you eat some of the berries and water.

You tell Shelby, Edgar and Gurdy that they can go on both floors of the house but can't leave. If someone comes they should hide in the basment and remain silent. Then you head off to the village.

Panel 3:
Spoiler (click to show/hide)
You see Gain outside the Inn/tavern/shop.

Mayard: "Hello again Gain."
Gain: "Hello Mayard, I was just getting some fresh air. What brings you back."
Mayard: "I just need to buy a few things"
Gain: "Alright then."

Panel 4:
Spoiler (click to show/hide)

Mayard: "Where is everyone?"
Gain: "No ones taking a break from work today. I don't even think anyone is working at all today. Everyone is riled up about this grouge business. They're all down at the hall, Calline just left for there. I stayed behind to watch things of course."

Gain gets some things out from behind the counter.

Author Tip!
Open this: http://www.youtube.com/watch/?v=Hb-ZF6ajmuQ in a new tab now.


So what do you want?
Spoiler (click to show/hide)


Author Notes:
Spoiler (click to show/hide)
« Last Edit: May 20, 2012, 05:23:53 am by Evil Lincoln »
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #333 on: May 20, 2012, 04:27:56 am »

Get the oil, saltpot, cloak and map. 
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #334 on: May 20, 2012, 04:28:24 am »

Get the oil, saltpot, belt, cloak and map. 
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killerhellhound

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #335 on: May 20, 2012, 04:29:50 am »

oil and salt 28 c
three pots 18 c
belt cloak and map 80c
spent so far 126 c
left 151c - 126c = 25c
+ a sown pastry 11c
left 14c
shoping done
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #336 on: May 20, 2012, 04:53:12 am »

oil and salt 28 c
three pots 18 c
belt cloak and map 80c
spent so far 126 c
left 151c - 126c = 25c
+ a sown pastry 11c
left 14c
shoping done
If three people quote this post before I go to bed i'll do another update right now.

10ebbor10

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #337 on: May 20, 2012, 04:53:51 am »

oil and salt 28 c
three pots 18 c
belt cloak and map 80c
spent so far 126 c
left 151c - 126c = 25c
+ a sown pastry 11c
left 14c
shoping done
If three people quote this post before I go to bed i'll do another update right now.
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #338 on: May 20, 2012, 04:56:05 am »

oil and salt 28 c
three pots 18 c
belt cloak and map 80c
spent so far 126 c
left 151c - 126c = 25c
+ a sown pastry 11c
left 14c
shoping done
If three people quote this post before I go to bed i'll do another update right now.

Okay +1
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #339 on: May 20, 2012, 04:58:39 am »

oil and salt 28 c
three pots 18 c
belt cloak and map 80c
spent so far 126 c
left 151c - 126c = 25c
+ a sown pastry 11c
left 14c
shoping done
Was gonna vote for the more conservative shopping, but god damn I want an update.
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #340 on: May 20, 2012, 05:40:30 am »

Turn 37: When the bell tolls.

Panel 1:
Spoiler (click to show/hide)
You purchase 3 pots, oil, a salt pot, a cloak, a belt and a map.
You take no time putting on your shiney new belt but you put the cloak into your bag with the rest of your purchases since that would require drawing Mayard with a cloak it's not really the weather for it.

Gain: "Was that all you wanted?"
Mayard: "What I wanted and more."
Gain: "Ah ha, yes a pocket full of coin lasts as long as a bag of gold."
Mayard: "Hahaha."
Gain: "Speaking of which where did you get that coin? I havn't seen you doing any wo-"



The sound of the village bell rings in the air.



Gain: "Oh god no. That's the attack bell. Quick Mayard we have to get to the hall."

Panel 2:
Spoiler (click to show/hide)
Gain pulls a sword and shield from under the counter and heads towards the door.

Gain: "Come on."

Do as he says? >___________

Author Notes:
Spoiler (click to show/hide)
« Last Edit: May 20, 2012, 05:46:49 am by Evil Lincoln »
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #341 on: May 20, 2012, 06:00:59 am »

Sorry, people don't always read the notes. And yes, it was worth it. While I don't speak for everyone, I'm not sure what route we should take. After we help Olof, we should bug him to teach us everything. And then I guess go rampaging about the countryside like a skeleton toting anti-highwayman. Below spoiler is a little long winded, but continues these thoughts.
Spoiler (click to show/hide)
Also, this is close to supplanting Demonhood as my favorite forum game of all time. Mostly because Demonhood is dead. For now.
EDIT: One last note; we should see if we can mentally contact Olof. Might work, might not. If we do, we oughta tell him to get everyone(and all the loot) into the basement.
« Last Edit: May 20, 2012, 08:07:09 pm by Koliup »
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #342 on: May 20, 2012, 06:49:32 am »

Wow, I thought that I did read the note, but missed that completely, oh well...

Well, I for one would like to gather a social-outcast adventuring party. We already have a necromancer and grouges(That feels wrong, grougi, grouga?) seem to be similar to classic monstrous barbarian-folk, like orcs, ogres, trolls, and various beast-folk from other settings. We can probably dig up some sort of mischievous fairy or something, the sort of thing that spawns stories of children being lured into the forest in the dead of night, never to be heard from again, that would have been hunted to extinction if anyone could find them. And then we would probably wnt some sort of proper monster, perhaps we could keep a pet hydra or something. Its habit of chewing bones might not mix well with the help however...
 We could travel the world, seeking out communities that lacked the means to help themselves and the status to be helped by others. We could find the desperate and save them, becoming folk heroes and hiding from the authorities. And the odd dungeon crawl should keep us in business...

P.S.
 Olof can probably haunt our home enough to keep invaders discouraged, and going there would seem more likely to attract attention to the place than protect it. I suggest staying with the heavily-armed individual until the crisis has passed.
« Last Edit: May 20, 2012, 06:52:10 am by RAM »
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #343 on: May 20, 2012, 07:21:46 am »

Cool update, I don't know where we should take Mayard.  Yes, follow the guy, but as for character development...

I guess we make it up as we go along.  Make decisions based on Mayard's character.  We CAN make him more evil, but yeah, such a thing would require a traumatic event, possibly triggering hate, which leads to the dark side. 

Also

"Also, this is close to supplanting Demonhood as my favorite forum game of all time. Mostly because Demonhood is dead. For now."

+1
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Chink

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #344 on: May 20, 2012, 10:23:28 am »

Cool update, I don't know where we should take Mayard.  Yes, follow the guy, but as for character development...

I guess we make it up as we go along.  Make decisions based on Mayard's character.  We CAN make him more evil, but yeah, such a thing would require a traumatic event, possibly triggering hate, which leads to the dark side. 
+1
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