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Author Topic: The Adventurer's Path - Turn 37 The dark mine  (Read 21713 times)

Caellath

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Re: The Adventurer's Path - Turn 35 The dark mine
« Reply #285 on: January 22, 2013, 04:24:45 pm »

"Fruits of their raids, maybe?" Caern mused to himself.

Check the boxes.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

lawastooshort

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Re: The Adventurer's Path - Turn 35 The dark mine
« Reply #286 on: January 22, 2013, 05:10:14 pm »

Use one of the mushrooms I picked earlier to perform a quick mana restoring meditation ritual whilst the others browse and, presumably, watch out.
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Powder Miner

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Re: The Adventurer's Path - Turn 35 The dark mine
« Reply #287 on: January 22, 2013, 06:49:38 pm »

"Wonder if they hid anything under the beds?" April looks under and around the beds and hides. She hid things under beds frequently as a little kid.
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Zarule

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #288 on: January 23, 2013, 03:25:18 pm »

------------
Turn 36
------------

Recast soul detection then pick out the best spear for myself.
You try to recast your spell but you end up fumbling it and wasting the mana. Brushing of your failure you walk over to the spear rack to take a look at them. They are all made out of wood and heads are either craved from bone or are teeth of large predators. You pick up one of the nicer looking ones and take a look at it. The shaft is made out of a greyish wood and the head is expertly carved from a bone. The other end of the spear is slightly weighted with a lead ring. It's not a bad spear but it is rather small for your purposes, being a fully grown man.
Spoiler: Rolls (click to show/hide)

Investigate bag of teeth.
You pick up the bag and take a look into it. A lot of the teeth seem to be varying animals but you can't help but notice that a large amount of the teeth are human, trophies most likely.

Clean! - Search through boxes.
"Purgo!" you incant with aspiration. The mana around you twirls out of control and disappears into the surroundings. With a huff you decide to look into the boxes, all of them contain some trade good: Candles, Metal-ware, hemp cloth and a box containing various dried herbs and plants.
Spoiler: Rolls (click to show/hide)

Check the boxes.
You also check the boxes and note the same things as Derm but you also notice that the metal-ware have the same makers stamp as the candle holder you have. The candles also seem to be of same make as the one in the other room.

Use one of the mushrooms I picked earlier to perform a quick mana restoring meditation ritual whilst the others browse and, presumably, watch out.
You etch your ritual circle into the stone floor and sit down. Then you meditate and the mushroom in your hand begins to glow a faint blue and then seems to vaporize before your eyes. A cool energy washes over you, refilling your mana.
Spoiler: Rolls (click to show/hide)

April looks under and around the beds and hides. She hid things under beds frequently as a little kid.
You find a terrifying amount of dust and.. things you wish you hadn't seen. Kobolds are not clean creatures.


Spoiler: Status (click to show/hide)
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scapheap

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #289 on: January 23, 2013, 03:30:46 pm »

"We not going to find here."

Wait for the party, take the bag(teeth are earth I think)
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

mesor

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #290 on: January 23, 2013, 03:34:53 pm »

Cast soul detection again then wait for the others.

"Are you lot finished yet? You do remember that the enemy knows that we're here and more of them are on the way from outside right? We can explore once the job is done."
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Caellath

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Re: The Adventurer's Path - Turn 35 The dark mine
« Reply #291 on: January 23, 2013, 03:44:42 pm »

"As it was expected. Fruits of their raids."

Onwards!
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Dermonster

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #292 on: January 23, 2013, 03:58:04 pm »

"Bah, give me a second. Might want to snuff the torch."

Wipe the liquid off with the hemp cloth, take some with me for reasons, and cast Group Night Vision.

Then follow along.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

lawastooshort

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #293 on: January 23, 2013, 04:00:20 pm »

Also onwards!

((where is onwards? Also, can't kobolds see in the dark?))
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Caellath

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #294 on: January 23, 2013, 04:07:57 pm »

((where is onwards? Also, can't kobolds see in the dark?))
((Yeah, I was wondering why they needed candles, but maybe the reason is because Darkvision is usually black-and-white only. If they want to see colors, they need light.))
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Powder Miner

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Re: The Adventurer's Path - Turn 36 The dark mine
« Reply #295 on: January 23, 2013, 07:14:29 pm »

April stands up perfectly straightfaced and follows them.
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Zarule

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Re: The Adventurer's Path - Turn 37 The dark mine
« Reply #296 on: January 25, 2013, 05:51:25 am »

------------
Turn 37
------------

Wait for the party, take the bag(teeth are earth I think)
You pocket the bag of teeth and wait for the rest of the party to finish.

Cast soul detection again then wait for the others.
You try to cast the spell once again but the mana flees from your grasp and the spell fails.
Spoiler: Rolls (click to show/hide)

Wipe the liquid off with the hemp cloth, take some with me for reasons, and cast Group Night Vision. Then follow along.
You wipe the cloth all over yourself and you manage to clean yourself up somewhat. You manage to your feathers and face clean but your clothes are drenched in and will need to be washed. Just in case you put some extra cloth into your backpack. You then calm yourself and start incanting your spell "Turbela Nocte Visus" the mana swirls around you and into your allies. You open your eyes and are immediately blinded by the torch. Caern quickly puts it out and your vision returns to normal, you are amazed with how well you can see in this darkness but you can see no color however.
Spoiler: Rolls (click to show/hide)

Onwards!
Also onwards!
April stands up perfectly straightfaced and follows them.

With night vision guiding the party you move further down the tunnel but stop after a few yards, your path blocked. Seems like part of the tunnel collapsed here. There is small hole in the rubble, about kobold sized. You will have to crouch through the hole one at a time if you want to keep going down this tunnel.





Spoiler: Status (click to show/hide)
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mesor

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Re: The Adventurer's Path - Turn 37 The dark mine
« Reply #297 on: January 25, 2013, 06:24:14 am »

Cast soul detection again, follow along in the middle of the group and inform them of any enemies I can detect, do not go in until after the spell is complete and be ready to run when it goes wrong.
« Last Edit: January 26, 2013, 10:34:38 am by mesor »
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scapheap

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Re: The Adventurer's Path - Turn 37 The dark mine
« Reply #298 on: January 25, 2013, 06:46:33 am »

Cast 'Protection' on self, go first.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

lawastooshort

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Re: The Adventurer's Path - Turn 37 The dark mine
« Reply #299 on: January 25, 2013, 06:54:47 am »

”Harrumph. Wriggling. Could be worse. Oh. Gods. It is. Bother."

Stand well back, advance second to last, and mentally prepare the TRANSFORM GREAT BEAR spell – if there are enemy on the other side within melee charge distance, transform immediately. And melee charge.

« Last Edit: January 25, 2013, 08:32:37 am by lawastooshort »
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