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Author Topic: The Necromancer's tomb: GM retirement.  (Read 9952 times)

sjm9876

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The Necromancer's tomb: GM retirement.
« on: February 20, 2013, 06:50:18 am »

OOC thread and applications

Carava, land of the gods. That's what they used to call it at least. A land populated by creatures beyond the wildest of imaginings, and with individuals just as diverse. But that was before the dead rose. Some blamed a necromancer, some death himself...... but regardless, you have decided to find out.
  The trail eventually leads you to Aeva, once the capital of this deteriorating realm. Now it's streets lie in disrepair, and the buildings fall into ruin, for all but the hardiest of the people have fled from this place. But the trail has run cold, and it ended here.
 The first port of call in Aeva is, of course, the tavern. However, as you draw closer, you see a crowd gathered around the entrance.
 'Alright you lot, calm down! I know yous want a drink, but we ain't got no ale do we? It's not like we get daily supplies any more is it? And the kobolds have upped their raids. So unless yous fancy knocking on the door of their little hole up at Kobs' Mound, yous can get yur ale elsewhere!'
With that, the door slams shut, and the crowd slowly dissipates, leaving behind 6 figures, who settle around the single outside table.
 Pinned to the table is a map laid down by one of the figures, showing the surrounding lands of the town. The figures share a glance as they look down at the map, taking in the other amongst them, and considering..... Could they help?


Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
« Last Edit: March 18, 2013, 03:45:00 pm by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Unholy_Pariah

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Re: the Necromancer's tomb: It begins.
« Reply #1 on: February 20, 2013, 07:32:44 am »

check the map for the location of the kobold mound, once found head around the town checking what the stores have for sale whilst questioning the shopkeepers about the kobolds and the necromancer
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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.

SharpKris

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Re: the Necromancer's tomb: It begins.
« Reply #2 on: February 20, 2013, 07:47:05 am »

check the map for the location then head down to the slums (if there are any) to find out some info on the mounds and recent undead.
otherwise go around shops looking for shiny stuff and info
« Last Edit: February 20, 2013, 07:50:13 am by SharpKris »
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Nerjin

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Re: the Necromancer's tomb: It begins.
« Reply #3 on: February 20, 2013, 07:48:31 am »

Use 100G to purchase a sword and shield. Upon the shield paint the Crescent Moon Crest from my armor. Indicate it as the "Lunar Shield". If 100G is not enough, simply buy the shield and whatever paints neccesary. The moon shall protect me.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

sjm9876

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Re: the Necromancer's tomb: It begins.
« Reply #4 on: February 20, 2013, 08:39:05 am »

Aeva was once a bustling city, but now the town square has been reduced to a bare handful of shops, and the hawking of wares is carried out in subdued voices from grey faces. Undettered, you ask to peruse their wares, although stock is currently rather limited:
Spoiler: Book Store (click to show/hide)
Spoiler: Arms and Armour (click to show/hide)
Spoiler: General store (click to show/hide)

'We haven't got much to spare in this town any more. We need all we can get. But if you have any special requests, ask and I'll see what I can do. I can't tell you anything about the necromancer other than that he's ruined my livelihood. The kobolds though? They're the real nuisance. We could hold the undead off if it wasn't for them stealing our supplies. They probably have half of everything we make under that hill of theirs, and ther's nothing we can do about it. Their mound chief saw his chance, and every mornin' we wake up to find a little more stock's gone wanderin'. Blasted sons of newts probably hav' tunnels all under the city, though the main mound is just east of the gates, in Dead man's copse. Ironic name, isn't it? The only place the undead seem to avoid. Anyway, anything else you wanted to ask? Not like I have any other customers to attend to anymore.'
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

SharpKris

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Re: the Necromancer's tomb: It begins.
« Reply #5 on: February 20, 2013, 09:14:39 am »


i'll buy the following and ask around about tunnels under they city. might be there's a tunnel under the warehouse? if fails then i think we should go to dead man's copse.
The subterranean races of Carava -20g
Bronze dagger -40g
Leather armour -30g
Rope (5m) -10g
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sjm9876

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Re: the Necromancer's tomb: It begins.
« Reply #6 on: February 20, 2013, 09:39:09 am »

THE SUBTERRANEAN RACES OF CARAVA
Contents:
-Sentient beings:
--Burrowers
--Kobolds
--Moloids
--Varkites
-Beasts
--Reptiles and their forms
--The mole family
--Underground aquatic life
--Insectoids
--Others

Having glanced over the images and gained a basic recognition, do you wish to read further on any topic right now?
« Last Edit: February 20, 2013, 10:22:51 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

scapheap

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Re: the Necromancer's tomb: It begins.
« Reply #7 on: February 20, 2013, 11:07:27 am »

"Let see.."

Buy
introduction to magic-40g
Lantern-20g
Wooden holy symbol-20g
Wooden staff-20g
read the books.
« Last Edit: February 20, 2013, 12:03:37 pm by scapheap »
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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

SharpKris

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Re: the Necromancer's tomb: It begins.
« Reply #8 on: February 20, 2013, 11:17:12 am »

THE SUBTERRANEAN RACES OF CARAVA
Contents:
-Sentient beings:
--Burrowers
--Kobolds
--Moloids
--Varkites
-Beasts
--Reptiles and their forms
--The mole family
--Underground aquatic life
--Insectoids
--Others

Having glanced over the images and gained a basic recognition, do you wish to read further on any topic right now?

"this looks promising"
reading further on kobolds and others to get a better picture of what we're up against
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sjm9876

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Re: the Necromancer's tomb: It begins.
« Reply #9 on: February 20, 2013, 11:31:18 am »

KOBOLDS
Kobolds are a race of small, semi reptilian humanoids, found throughtout almost all of Carava. They are generally light built, weaker than a human, but more nimble.
Kobolds are attracted to shiny objects to a small degree, which, when combined with their natural agility, lead to a predisposition to thievery. This in turn has led to their rejection from many centres of civilization, and hence their further descent into theivery for fulfilling their needs.
These creatures tend to live in extended family groups, of between 15 to over 100 members, and live in tunnel complexes called 'mounds'. the young and old alike have equal responsibility, although their actual roles vary according to their capabilities. They are ruled over by a single individual, usually but not exclusively male, who they refer to as the 'chief under the mound' and who is sustained by the other members of the mound.
The mounds themselves have a tendency to ressemble treasure hoards, with a few general purpose main rooms, and smaller side branches leading to individual's hoards. Each mound terminates in a throne room like space, which is home to the 'chief under the mound' and his most favoured.
The tunnel networks of the mounds extend even furher, although the main network is often concealed from the burrow itself behind woven grass barriers which are coated in dirt. Such networks often connect multiple mounds, meaning that kobold tunnels can provide a direct route between many urban areas to those who are friends of the kobolds, or simply brave enough to face the many dangers - mostly the kobolds themselves, as use of traps in a burrow is rare indeed.
The kobolds are often victims of attacks by the moloids, who often use their tunnels as a staging point for surface raids.


The Others section appears to be missing.......
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Nerjin

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Re: The Necromancer's tomb: It begins.
« Reply #10 on: February 20, 2013, 12:01:31 pm »

Purchase Iron Round shield and inquire about white and silver paints. Furthermore, a wooden holy symbol. A single lantern should do alright for now.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

SharpKris

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Re: The Necromancer's tomb: It begins.
« Reply #11 on: February 20, 2013, 12:16:56 pm »

read further on moloids whilst cursing the shop keeper for selling me a book with missing pages.
after that gather with the party and tell them what i know and that we should more onto the mounds
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sjm9876

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Re: The Necromancer's tomb: It begins.
« Reply #12 on: February 20, 2013, 12:31:24 pm »

'Paints? Sure we've got paint. Not like anyone's left here to use it. You can have it. If yous get me my stock back, may save me a bit on payment I reckon.'

Sir Lunnar approached Charles Elfblood - 'May I look at that symbol you purchased? My order has a rather deep knowledge of such objects.'

(17 +1) 'I recognise this symbol. It represents Valhir, the godess of the stars. the symbol itself is not so potent, but it is enough to provide a link to someone who knows how to use it.' [Sir Lunnar: Religion +1 revealed]

Charles Elfblood reads through the Introduction to magic: Mechanisms. The introduction is as follows:
Magic, as you all know, is free in our world. those with the talent may harness it at will, with little cost to self. But it is not wise to rely solely on magic. In tandom with mechanisms, it becomes a much more potent force. Take, for example, the ever shifting lock. A skilled mage may hold it still, but a skilled thief is then required to pick it. Likewise, traps can be set with magical triggers, effectively becoming traceless. It is unwise to go against such forces unaware. Many solutions present themselves. A powerful defensive ward? A barrier to alert the self to such enchantments? Whatever solution you chose, it is wisest to remember that a mage was also present at the making, and there may be many counter spells. As such, caution should always be observed.... [Magic +1] [Mechanics +1]

The subterranean race of Carava: Moloids:
MOLOIDS
Moloids dwell relatively deep within the earth, almost as a neccessity, for they are an agressive race. resembling pale, hairless orcs with sharp teeth, they have a primitive, warlike civilization.
Each moloid unit is lead by an 'alpha' who is almost twice the size of the rest. This size difference appears at maturity, and at this point, the new alpha is forced to fight the original, and as such only one alpha exists in any one clan at a time.
Moloids have little knowledge of metalworking or surface agriculture, but beyond this, no human has been known to enter there cities for long enough to glean any more, and what accounts do exist vary greatly.
The human view of the moloids comes from their frequent surface raids. They often attack at night, relying on their natural adaption to darkness, and abducting whole villages at a time. Key indications of a moloid attack are the discovery of staging post chambers nearby, although these are caved in after a raid, and the depature of any other subterranean life forms, such as kobolds.

Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
Logged
My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

scapheap

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Re: The Necromancer's tomb: It begins.
« Reply #13 on: February 20, 2013, 01:26:50 pm »

The necromancer look at everyone else "Shall we go deal with the Kobolds now?"
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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

SharpKris

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Re: The Necromancer's tomb: It begins.
« Reply #14 on: February 20, 2013, 01:39:37 pm »

"i agree with wizzard pants we should get a move on"
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