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Author Topic: The Necromatic Arts: The Magical Adventures of Mayard Carter.  (Read 93668 times)

forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #465 on: June 25, 2012, 08:07:49 am »

It isnt harm to us physicaly, but its information might give us away.
What could it possibly tell them about us? Its never met us except for the battle.
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zomara0292

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #466 on: June 25, 2012, 08:16:10 am »

If you look back, it had been awake and alert since before we made the gems.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #467 on: June 25, 2012, 08:27:52 am »

If you look back, it had been awake and alert since before we made the gems.
I'm fairly sure its not awake or alert NOW. They said it was breathing, not that it is conscious. The dimmed eyes indicate that it is unconscious but not dead
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CuRiSeeechun

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #468 on: June 25, 2012, 11:31:50 pm »

If you look back, it had been awake and alert since before we made the gems.
I'm fairly sure its not awake or alert NOW. They said it was breathing, not that it is conscious. The dimmed eyes indicate that it is unconscious but not dead
Still, in case it DID see us, we could just say that it might have seen "The Necromancer," and been unable to tell the difference between two humans. Or that it was too fuzzy-headed to differentiate anyway. Running would just confirm what it says, thinking of a good cover story is a better option.
But make sure Shelby and Edgar are close by just in case.
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Zako

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #469 on: June 26, 2012, 12:00:11 am »

I've looked over what we've been saying and unless the thing has actively seen us take the energy out of the dead bodies, we've not really said anything that would give us away as a necromancer. The only thing that worries me is that we've been saying Olaf's name and everyone knows he's dead, so questions might be raised if it talks about that.

And I think that the creatures are after the artefact that we took from the cave. It's very valuable, so that would make sense for them to want it back.
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Evil Lincoln

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #470 on: June 26, 2012, 09:19:06 am »

Turn 47:

Panel 1:
Spoiler (click to show/hide)

Father: "It could be a risk keeping him around."
Mayard: "We could kill him, but he's helpless. I doubt he is any threat now, and he could tell us who ordered the attack. Someone made that golem after all, and that person could be the one who made the crystal too."
Captain Davis: "Alright, well what about you mayor?"
Mayor: "If you want to keep it around then i'll support you on that, you have more experience with necromancers then any of us."
Captain Davis: "Alright, Mayor, you and Mr Carter carry the grouge and follow me back to the village. Guardsman Jaeke you stay here, I want you to supervise the burial then remain here and keep watch over the body. I'll send someone at nightfall to take your place. If you see anything unusual don't act alone, run to the village and get backup. Yergen, you and the boy will continue as planned and bury the dead."

Panel 2:
Spoiler (click to show/hide)

A few comments are exchanged before Davis and party depart.

Quite a while later...
Panel 3:
Spoiler (click to show/hide)
It is very late afternoon, nightfall is fast approaching.

Yergen: "Job well done Mayard."
Mayard: "Thank you Yergen."
Yergen: "Well we had better return to the village."

Once back in the village there are a few things you can do, since you might have to leave town and you have stuff to take maybe you should go to the blacksmith's shop and see about wagons or carts. Although you doubt you could afford one, maybe if you had more skeletons you could just make them carry your belongings. You could also talk to the villagers and check up on that grouge, it might have woken up or something. There was also that thing with Anne you might want to sort that out, although it could be nothing. You could also return back to your home, you could talk to Olof there in saftey and make sure Gurdy is still alive. You also now have a large supply of energy and still have that grouge body which you could use, but you don't want to go to far over your limit...

Spoiler: Author Notes: (click to show/hide)

EDIT: Yeah, um, Mayards nose is REALLY weird in that last panel. When i moved him some grass happened to be where his nose is and it was above his sprite so it got messed up. I think we should all just pretend that he got grass on his face from all that digging.
« Last Edit: June 26, 2012, 09:30:57 am by Evil Lincoln »
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Zako

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #471 on: June 26, 2012, 12:10:08 pm »

Sorry... My bad...

Head back home and check on how things are doing. Drop off our stuff then head back and return the sword we borrowed and also check on the new prisoner.
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forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #472 on: June 26, 2012, 12:54:44 pm »

First: Remove leaf from face

Next:
Head back home and check on how things are doing. Drop off our stuff then head back and return the sword we borrowed and also check on the new prisoner.

Finally: Go to the tavern for a drink and see what the town is talking about.
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RAM

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #473 on: June 26, 2012, 09:26:59 pm »

No alcohol please, we have secrets to keep...
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NRDL

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #474 on: June 27, 2012, 03:14:45 am »

No alcohol please, we have secrets to keep...
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CuRiSeeechun

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #475 on: June 27, 2012, 03:48:12 am »

No alcohol please, we have secrets to keep...
Warm milk it is.
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Koliup

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #476 on: June 27, 2012, 05:17:20 am »

I dunno. Olof has a lot of questions to answer. We should probably head home.
One of them being: how do we repair Shelby? And the other: how loyal are imps?
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forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #477 on: June 27, 2012, 05:18:54 am »

I dunno. Olof has a lot of questions to answer. We should probably head home.
One of them being: how do we repair Shelby? And the other: how loyal are imps?
We will head home in time but we really need to see what the word is around town.
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zomara0292

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #478 on: June 27, 2012, 08:08:19 am »

I dunno. Olof has a lot of questions to answer. We should probably head home.
One of them being: how do we repair Shelby? And the other: how loyal are imps?
We will head home in time but we really need to see what the word is around town.
Agreed. But we should let him know that we will fix him or just boost him up. he still has self awareness.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

forsaken1111

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Re: The Necromatic Arts: The Magical Adventures of Mayard Carter.
« Reply #479 on: June 27, 2012, 08:25:23 am »

I dunno. Olof has a lot of questions to answer. We should probably head home.
One of them being: how do we repair Shelby? And the other: how loyal are imps?
We will head home in time but we really need to see what the word is around town.
Agreed. But we should let him know that we will fix him or just boost him up. he still has self awareness.
Shelby is female remember, but I didn't say we'll spend all night at the tavern either. We're going home first anyway so we can see about fixing Shelby up and make sure edgar and the grouge are okay.
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