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Author Topic: The Necromatic Arts: The Magical Adventures of Mayard Carter.  (Read 94617 times)

forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #255 on: May 10, 2012, 06:19:24 pm »

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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #256 on: May 11, 2012, 06:06:50 am »

Turn 32: Return to base.

Panel 1:
Spoiler (click to show/hide)
After consulting Olof you find out that the large axe, although crude is slightly sharper then the swords so you decide to take it with you.
You grab everything you can. You leave behind two longswords so you can take the body as well.

Panel 2:
Spoiler (click to show/hide)
You get Gurdy to carry the chest and have Shelby watch her to make sure she doesn't run off.

Panel 3:
Spoiler (click to show/hide)
You exit the cave and Gurdy is visibley upset at the sight of another dead comrade. You realise you may have killed her friends, or family.
You talk to Gurdy (with Shelby translating).

Mayard: "How well did you know them?"
Gurdy: "Not very well, they are war partners not friends. My brothers told me to join this group, they told me that I have to do my duty and protect Oor's name."
Mayard: "Did your brothers come?"
Gurdy: "No, all the positions for warriors were taken."
Mayard: "How did you join if the positions were taken?"
Gurdy: "I don't fight I fix the weapons when they are damaged. I do not like to fight, not because I cannot. I do not like to see dead war partners and brothers."

Panel 4:
Spoiler (click to show/hide)
You make it back to your home.

Olof: "Well then, I think it is time for a lesson. Since you already figured out how to enhanced already existing spirits (when you put energy into Shelby) I will teach you how to choose what aspect of the spirit you improve. Then I will teach you a bit about the gods. And finally I will teach you something of your choosing:"

You have 210 trust points.

Magical skill tree of ultimate destiny:
Spoiler (click to show/hide)


Author Notes:
Spoiler (click to show/hide)
« Last Edit: May 11, 2012, 06:25:48 am by Evil Lincoln »
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #257 on: May 11, 2012, 06:28:27 am »

Learn 3, 12, and 13.

Ask Shelby to take the Loot into the cellar.

Ask Gurdy to hide in the cellar.

Ask Olof to teach Gurdy about necromancy.

Force Mayard into Sleep.
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killerhellhound

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #258 on: May 11, 2012, 06:29:58 am »

get 11. 13. 3 then do
Learn 3, 12, and 13.

Ask Shelby to take the Loot into the cellar.

Ask Gurdy to hide in the cellar.

Force Mayard into Sleep.
no necromancy teaching for others till we find  a willing aprentice
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #259 on: May 11, 2012, 06:31:12 am »

Is it really a good idea to teach a grouge the secrets of death?  One that could turn on us? 

The skill learning is a good idea though, +1 to 3, 12 and 13

Sleep. 
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #260 on: May 11, 2012, 06:32:43 am »

Sleep.
Are you guys sure you want Mayard to sleep? It is midday at most.

RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #261 on: May 11, 2012, 06:38:50 am »

I wasn't so much thinking of teaching Gurdy how to do necromancy as explaining how it works. But Gurdy and Olof are independent beings, if they want to get up to something naughty then I can't much stop them... I fully expect Gurdy to cover up the dead grouge on her own initiative...
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #262 on: May 11, 2012, 06:41:46 am »

Alright, no to the sleep. 

Well, RAM, we can't stop them YET.  Anyway, what do you mean by "cover up"? 
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #263 on: May 11, 2012, 06:44:59 am »

Place something between its corpse and her eyes.
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Angle

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #264 on: May 11, 2012, 07:33:02 am »

keeping her in a basement with two corpses seems rather dark. I think we should consider finding ourselves a better hideout. That cave might serve well.
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #265 on: May 11, 2012, 07:43:18 am »

keeping her in a basement with two corpses seems rather dark. I think we should consider finding ourselves a better hideout. That cave might serve well.

+1.

This kinda makes the whole item move seem redundant, though...

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Angle

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #266 on: May 11, 2012, 08:19:16 am »

yeah, it does. for now, maybe keep the stuff in the basement?
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forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #267 on: May 11, 2012, 08:44:49 am »

Store the corpse and loot in the basement.

Assign the axe to Shelby permanently.

Tell Gurdy she is free to move about the house but she cannot go outside, and if anyone comes over she is to hide in the cellar.

Take time to explain to Gurdy that you are a necromancer.

Learn Crystalline Spirit(30), Crystal Use(100), and Grow Imp(70).


Imps will be extremely useful as stealthy minions and expendable fodder. Preferable to skeletons for now, because we have no steady supply of bodies for skeletons. Imps may even help us establish a steady supply of bodies.
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #268 on: May 11, 2012, 09:48:11 am »

Imps require bone and life-force, We could probably grow normal imps out of bunnies and squirrels, but they are not exactly an unlimited resource...

The grouges were storing their stuff in the cave. They probably don't hide their stuff in places which they don't know. Therefore they know the cave and it is likely to be investigate by grouges. I have nothing against living in a cave, but please not that one...
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forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #269 on: May 11, 2012, 09:52:55 am »

yeah I didn't say they were unlimited but it's far easier to find bones from animals and such.

And I agree, let's not live in the grouge cave. Not only could it be known by the grouges but other people in town knew about the cave too.
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