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Author Topic: The Necromancer's tomb: GM retirement.  (Read 9592 times)

scapheap

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #105 on: March 02, 2013, 01:26:02 pm »

Cast detect magic on the helm.
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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.
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GreatWyrmGold

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #106 on: March 02, 2013, 01:58:25 pm »

Retroactively let Kris have the ring, with a quip about knucklebones.

"Should I open the portcullis?"
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Unholy_Pariah

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #107 on: March 02, 2013, 02:06:09 pm »

move to portcullis and be ready to initiate combat
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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.

Remuthra

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #108 on: March 02, 2013, 07:40:58 pm »

Take up position by the door, be ready to blast anything that comes bursting in.

Nerjin

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #109 on: March 02, 2013, 10:58:53 pm »

Try to remember any combat based miracles that may have been learned during earlier years.
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sjm9876

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #110 on: March 03, 2013, 10:16:22 am »

Examining the helm gives no further insight as to its nature (1+5), so you line up by the portcullis, bracing against attack. Sir Lunness remembers the words of his orders clerics, that magic and prayer in this land are unrestrained as they may be in others - any person with a strong enough souls or mind may use them as they please.
Pulling the lever, the portcullis raises to reveal a downwards sloping corridor, which, after a couple of turns, leads to a set of double wooden doors. Moldour, on seeing this, seems to regain his courage.


Spoiler: Group inventory (click to show/hide)
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)

Edit: inventory fixes
« Last Edit: March 04, 2013, 12:18:38 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.

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Remuthra

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #111 on: March 03, 2013, 10:20:25 am »

Telekinetically chuck Moldour at the doors.
(My inventory is missing my severed arm)

scapheap

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #112 on: March 03, 2013, 11:12:21 am »

Have the zombie kobold at the front for demordising.
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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

Unholy_Pariah

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #113 on: March 03, 2013, 01:58:43 pm »

kick the doors open and let the zombies shamble through, follow them closely and killy any opposition that comes within reach
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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.

GreatWyrmGold

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #114 on: March 03, 2013, 04:06:08 pm »

Take point. Head down the corridor.
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Nerjin

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #115 on: March 03, 2013, 07:41:12 pm »

Attempt to protect as neccesary. Until needed however stay as close to the front as possible.
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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: Druids - awesome, and ecofriendly
« Reply #116 on: March 05, 2013, 01:14:44 pm »

As no one claims the helm, you leave it where it is for now, and head off. You accomplish this by Joe's input of throwing Moldour straight through the doors (20+8), where he comes to rest at the feet of an exceptionally large kobold, seated, who is flanked by two guards. Seeing this, he collapses to his knees in front of the corpse, before his gaze turns to you.
 'You....... She told me you'd be coming. And I let my son have the chance to stop you...... You will pay for your crimes towards me and my children...
YOU WILL PAY!!!!'

 With this, he charges, closely followed by the guards.


Spoiler: Group inventory (click to show/hide)
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 06, 2013, 02:46:32 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: Moldour the battering ram
« Reply #117 on: March 05, 2013, 01:18:11 pm »

Freeze the ground in front of the kobolds. Akane flank and zom do what zombies do best.
« Last Edit: March 05, 2013, 02:12:23 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: Moldour the battering ram
« Reply #118 on: March 05, 2013, 01:49:09 pm »

ha! never thought i'll get to skin a kobolds mother
try and pounce on the giant kobolds back and stab at its neck
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GreatWyrmGold

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Re: The Necromancer's tomb: Moldour the battering ram
« Reply #119 on: March 05, 2013, 02:05:41 pm »

Use magic on the big one whilst hefting my staff and preparing to smack it on the head.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.
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