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Author Topic: Dark Magi: TTC, Chapter 4, Update 9  (Read 46697 times)

Fniff

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Re: Dark Magi: TTC, Chapter 3, Update 12
« Reply #705 on: September 03, 2013, 07:26:57 pm »

Spoiler: Detani's Diary (click to show/hide)
Go searching for the two missing ones. Search high and low for any clues to their location, but do not persue them: simply examine them. (Don't make me automatically go looking for them at the place, just show me the clues so I can check if it's a trap)

CyberGenesis

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Re: Dark Magi: TTC, Chapter 3, Update 12
« Reply #706 on: September 04, 2013, 01:04:04 pm »

Send the zombies back out again for supplies, raise more corpses
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Terenos

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #707 on: September 04, 2013, 03:36:30 pm »

Chapter 3: The Blood Tide.
Part Thirteen: Raising the Dead

Players:


Spoiler:  Helfd(Ghazkull) (click to show/hide)


Spoiler: Detani (Fniff) (click to show/hide)


Spoiler: Flint (Unholy_Pariah) (click to show/hide)

Spoiler: Jim (Gman8181) (click to show/hide)
-----------------
Known Locations:
-----------------
Suomi has been abandoned. Its people fled in the dead of winter to any nearby town.

Norvak A town with an unknown population. It seems to be primarily focused on cattle.  It is defended by a small fort garrisoned by veterans of the King's Army. It is affiliated with Welnshire.
Confirmed as having the Plague. Currently under Quarantine.

Vis Valdi is a looted husk of a town.

The Tower, is ramshackle and old. It possesses few amenities currently. Your best guess is its still an unknown location.
-----------------
Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Spoiler: Tower Information (click to show/hide)
Spoiler: Tower Stocks (click to show/hide)
Spoiler: Tower Forces (click to show/hide)
Spoiler: Cabal Holdings (click to show/hide)
-----------------
Events:
---
Roland, Patrizio
Roland, the ghouls acknowledge your orders and settle in to patrolling the front of the mine. You set things up so that the supplies are deposited close to the front of the mine, so that the slaves do not accidentally aggravate the ghouls and get eaten. The system should work.

[?,?] Calling forth his magic, Patrizio melds his senses with the earth, delving deeeper and searching farther trying to find a trace of the goblin tribe that escaped earlier.
The only thing you detect is some tunnels. You cannot tell what is within them. They are just hollows where there is no earth. Which is about the limit of your detection abilities using Earth Magic.
In addition, there are no sources of Earth Magic down there that you can detect. However some small pockets of gemstones were located. Digging could be directed there. (Note, doing this gives you loot tokens, but no supplies for that turn and may be done a limited number of times)

---
Flint
[3+1] Having rested until the pain is gone you summon forth a stone warhorse from the ruins of Vis Valdi. Mounting up, you and your golems ride back to the Tower.
Even traveling slowly, the ride is horribly painful for you. On your arrival you slump off your horse coughing up blood. Riding with broken ribs was probably a bad idea. You shudder in pain at every breath. You are in poor shape.

---
Sholan
[2+2] With your staff and your skill with blood magic, you manage to raise yet more festering zombies. +10 Festering Zombies

And once more you task the zombies to go out and harvest the forest by dint of raw muscle power. You add a further +4 supplies to the Tower.

---
Jerik
[5+1,3+1] You find a quiet place in the Tower and begin your studies of Blood Magic once more. Though you have neglected them it seems time was what you needed to progress swiftly. Truly now you feel like you are within minutes of grasping the secrets of Blood Magic.
+30% to Blood Magic

---
Helfd
[1,3] Tracking down these offshoots and false trails, and trails that end up looping back onto the main trail but further down takes days. Time melts by and you are still no closer to tracking down this wizard.
[6] However you definitely sense some lingering magical energy along the trail. The element is unfamiliar to you, but if you were to hazard a guess it would be in the domain of Life.

---
Detani, Jim
[3-2] The trail is cold as near as you can tell. Empty streets, no one to talk to, no tracks since you're in a town and cobblestones dont really take the imprint of a boot. You even try to track magical energy but are unable to. The entire town seems filled with a fog, magically speaking. It feels like Blood Magic. But since it is everywhere it is nigh impossible to follow a trail through it. If one is even being left.

Shrugging and deciding that you've just been given an abundance of corpses you set about raising them to do your bidding. [5,?] You experience some strange sensations when you call forth your magic and animate the bodies now around you. But it passes quickly. Before long you have a dozen fresh zombies. These ones dont seem to carry the plague. +12 Zombies.

---
Events in Near Proximity:
---
Spring is well entrenched, the bitter cold of winter has been well forgotten now.
Further Catacomb exploration is Dangerous.
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

Unholy_Pariah

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #708 on: September 04, 2013, 05:56:09 pm »

have golems carefully carry me to my quaters and fetch the resident boneomancer while my warhorse stables itself somewhere nearby.

Consider the practicality and difficulty of infusing my bones with hard stone.
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

gman8181

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #709 on: September 05, 2013, 11:26:22 pm »

Jim whistled a merry tune to himself while raising the corpses lying about. Despite his outwardly calm demeanor, he didn't like it here and he didn't like feeling like there was someone more powerful and dangerous nearby. Thinking he might as well put his current forces to work, Jim dresses up his zombies in concealing garments and sends out half of them to gather more corpses. The other half of the zombies would remain behind to guard Jim while he works.
Logged
Quote from: GUNINANRUNIN
Sure thing peanut man!

Shootandrun

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #710 on: September 07, 2013, 03:57:57 pm »

If Patrizio is ready, move on to the southern unidentified location that was present on the map in the Goblin Cave.

((For those wondering, I read through the thread and took note of the plot hooks we missed. The map is from a few months ago.))
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Ardas

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #711 on: September 07, 2013, 03:58:50 pm »

Move together with Roland.
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Ghazkull

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #712 on: September 07, 2013, 06:37:37 pm »

Obviously continue to try to find the damn wizard. follow his source of life.
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CyberGenesis

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #713 on: September 08, 2013, 05:14:56 am »

Take the ghouls, festering and as many normal zombies as logistically possible and head into the catacombs with Sally
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

OREOSOME

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #714 on: September 08, 2013, 08:16:34 am »

Study more Blood magic.
Logged
Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Fniff

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Re: Dark Magi: TTC, Chapter 3, Update 13
« Reply #715 on: September 08, 2013, 08:20:34 am »

Investigate further. Focus not on finding the two people, but to find out where the blood magic is coming from.

Terenos

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Re: Dark Magi: TTC, Chapter 3, Update 14
« Reply #716 on: September 08, 2013, 03:25:20 pm »

Chapter 3: The Blood Tide.
Part Fourteen: Crotchety Old Wizards, and Inconsiderate Jer{i}ks!

Players:


Spoiler:  Helfd(Ghazkull) (click to show/hide)


Spoiler: Detani (Fniff) (click to show/hide)


Spoiler: Flint (Unholy_Pariah) (click to show/hide)

Spoiler: Jim (Gman8181) (click to show/hide)

-----------------
Known Locations:
-----------------
Suomi has been abandoned. Its people fled in the dead of winter to any nearby town.

Norvak A town with an unknown population. It seems to be primarily focused on cattle.  It is defended by a small fort garrisoned by veterans of the King's Army. It is affiliated with Welnshire.
Confirmed as having the Plague. Currently under Quarantine.

Vis Valdi is a looted husk of a town.

The Tower, is ramshackle and old. It possesses few amenities currently. Your best guess is its still an unknown location.
-----------------
Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Spoiler: Tower Information (click to show/hide)
Spoiler: Tower Stocks (click to show/hide)
Spoiler: Tower Forces (click to show/hide)
Spoiler: Cabal Holdings (click to show/hide)
-----------------
Events:
---
Roland, Patrizio
Having set up this mine, the two of you gather your supplies and prepare to travel into the wilderness seeking one of the points of interest revealed on the map of the ruins where you first encountered the goblins.
[4] The journey is pleasant, hardly arduous at all and as such you make decent time. [?] As near as you can tell you've reached the area noted on the map, but all you see is incredibly overgrown forest. Dirt, plants, and trees as far as the eye can see.

---
Flint
Your golems do not manage to bring you a fellow Cabal member specializing in Bone magic. Those inconsiderate jerks are probably all busy with their own projects.
[?] Well, you could theoretically infuse your bones with stone. But that may negatively impact healing, as your body isn't really capable of repairing things like that. On the other hand, it would make you harder to damage.

---
Sholan
You and a veritable mob of undead descend into the Catacombs. [4, ?] You and your minions knock down doors, tromp all over and never get into a fight. However you do lose 4 zombies. They simply go missing and you cannot find them.

In addition you find a vault with a pair of chests. Cracking one causes coins to spill onto the ground. The other is locked. You order some zombies to pry it open. Several cracking noises later the chest is open revealing shattered glass and a rapidly dissolving piece of parchment. [1] You are unable to push forward quickly enough to glean any information from the parchment before it is destroyed absolutely.
There is also a small carved gemstone resting in one corner of the chest.
+1 Loot Token to tower stocks
+1 Carved Gemstone to personal inventory.
---
Jerik
[6+1] Your study goes magnificently. And is not even remotely interrupted by the golems tromping through the halls looking for...something. You find yourself with a new understanding of Blood Magic. You feel yourself more than capable of using the element now.
Gained Blood Element.

---
Helfd
[?] Picking up the pace you and your accompanying minions find a hut you start stealthily surveying. The resident is old, possibly blind, and definitely seems to fit the description of an old crotchety wizard. He occasionally perks up and peers around the forest suspiciously. There is also something strange about his hut but you cant place it.
As near as you can tell you've found him. How do you proceed?

---
Detani, Jim
[?, 3] Having exhausted the supply of corpses in the inn, you send your zombies out to gather up more. You also head out into the street to raise up a few more yourself. That strange feeling accompanies any blood magic you cast, and you find yourself less able to deal with it this time. You raise several zombies regardless, but far less than you expected. +4 Zombies.
The zombies you sent out [2] mostly return with corpses, but [6] do not return at all.

[4+5] That much is easy. The haze of Blood Magic in the air emanates from the corpses, the houses, from everywhere there is life burning out its feeble candle and sputtering into oblivion.  While you are making a point to look for it, this working is almost a tangible fog embracing the streets of Norvak. This must be the plague hard at work.

---
Events in Near Proximity:
---
Spring is well entrenched, the bitter cold of winter has been well forgotten now.
Further Catacomb exploration is Dangerous.
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

Fniff

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Re: Dark Magi: TTC, Chapter 3, Update 14
« Reply #717 on: September 08, 2013, 03:32:39 pm »

"So, Jim, I worked out that this place is burning with blood magic, and nothing else. Someone's covering their tracks well. What are we going to do?"

Ghazkull

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Re: Dark Magi: TTC, Chapter 3, Update 14
« Reply #718 on: September 08, 2013, 03:34:42 pm »

Finally. Searching for that Old Prick has taken waaay too long. Helfd approaches the Old Man slowly.


You the Life Wizard living 'round these parts?
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OREOSOME

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Re: Dark Magi: TTC, Chapter 3, Update 14
« Reply #719 on: September 08, 2013, 03:36:06 pm »

Raise that Salamander corpse. Then go try and heal Flint's broken rib.
"Excelllent... Now I can finally raise the entire body of a fallen foe. Now... I wonder what Flint's golems were doing."
« Last Edit: September 08, 2013, 09:22:47 pm by OREOSOME »
Logged
Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.
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