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Author Topic: The Necromancer's tomb: GM retirement.  (Read 9586 times)

Remuthra

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Re: The Necromancer's tomb: Ruins.
« Reply #165 on: March 12, 2013, 03:34:07 pm »

"Muckle damr it! I needed the facitities o' this town. Off to Haltar!"

Unholy_Pariah

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Re: The Necromancer's tomb: Ruins.
« Reply #166 on: March 12, 2013, 04:14:12 pm »

i say we head for...

flip a coin, if heads haltar, if tails antos
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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: Ruins.
« Reply #167 on: March 12, 2013, 05:30:24 pm »

"I suggest we rebuild."

Try using magic to make some sort of building.
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[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.

SharpKris

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Re: The Necromancer's tomb: Ruins.
« Reply #168 on: March 12, 2013, 05:52:39 pm »

thzt necrophile really likes his job. we should go to the next town
head with the group to either town doesn't really matter. i'll be drinking in both of them
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sjm9876

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Re: The Necromancer's tomb: Ruins.
« Reply #169 on: March 13, 2013, 12:52:24 pm »

A coin is flipped, and you decide Haltar is your destination. However, before you leave, Kim attempts to rebuild the tavern by way of magic (4+1). The tavern remains noticably derelict however, and it is only as the party leaves that they are struck by the outwards radiating heatwave. Turning back, you can see a great pillar of fire stretching up from the ruins of the tavern towards the skies. [Chaos magic +1]
Spoiler: Aeva: (click to show/hide)


Spoiler: Group inventory (click to show/hide)
Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe/Sasha (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)
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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: Ruins.
« Reply #170 on: March 13, 2013, 01:12:32 pm »

"I shouldn't encourage you, but nice work!"

Head to Haltar.
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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: Ruins.
« Reply #171 on: March 13, 2013, 01:58:48 pm »

"you might not be an architect but i'll be sure to ask for you if i want a cow cooked"
smile sheepishly and head for Haltar
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GreatWyrmGold

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Re: The Necromancer's tomb: Ruins.
« Reply #172 on: March 13, 2013, 03:18:31 pm »

"I...uh...I meant to do that?...Let's go to Haltar!"

Follow group to Haltar, I guess.
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[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.

Unholy_Pariah

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Re: The Necromancer's tomb: Ruins.
« Reply #173 on: March 13, 2013, 04:15:42 pm »

head to haltar, keep an eye out for bandits and undead
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.

sjm9876

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  • Did not so much Fall as Saunter Vaguely Downwards
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Re: The Necromancer's tomb: Ruins.
« Reply #174 on: March 14, 2013, 04:56:56 pm »

The trip to haltar is suprisingly uneventful for a land in turmoil. The only sight of danger is a single lone bandit, who vanishes from the path as soon as he sees Kim and Rothe. You arrive at the gates of the town only to be stopped by a voice from the walls.
 'Halt fiends. What manner of creatures are you that come here so bold?'
Looks like your newfound power isn't so beneficial after all.
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

Remuthra

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Re: The Necromancer's tomb: Ruins.
« Reply #175 on: March 14, 2013, 05:08:55 pm »

I shall be the speaker for us, being the most deformed!
"Oy you, voice! Let us in, so we don't have to tear the wall down! I'll do it!"

scapheap

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Re: The Necromancer's tomb: Ruins.
« Reply #176 on: March 14, 2013, 05:21:38 pm »

Face plam before speaking
"We are six adventurers who through one or two incidents became what you see before you. We request entry, sir."
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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

Nerjin

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Re: The Necromancer's tomb: Ruins.
« Reply #177 on: March 14, 2013, 06:37:07 pm »

I am a brave knight. Please excuse the beast here. He doesn't seem to understand that if he attacks INNOCENT people or their only means to defense I cease to be his ally and become his enemy.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Unholy_Pariah

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Re: The Necromancer's tomb: Ruins.
« Reply #178 on: March 14, 2013, 07:17:51 pm »

your concern about my appearance is understandable and your vigilance admirable but i assure you we are not fiends... merely adventurers wishing to procure supplies before we continue our journey.
Yells Rothe to the guard on the wall

attempt to gain entry, climb the wall if guard refuses to open the gate
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.

SharpKris

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Re: The Necromancer's tomb: Ruins.
« Reply #179 on: March 14, 2013, 07:53:30 pm »

this is all very seet but i need some alcohol to get through the day, so if you mutants 're done talking with the uptight humen we could all go inside and maybe not try "fixing" taverns anymore. eyes our friendly nuclear druid

you either let us in or we'll be telling the necrmancer what a lovely town we have here
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