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Author Topic: The Necromancer's tomb: GM retirement.  (Read 9964 times)

sjm9876

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Re: The Necromancer's tomb: Bloodwing v2. Aka Sasha.
« Reply #90 on: February 28, 2013, 12:35:28 pm »

As the kobolds start to recover, they are horrified to witness vines rising out of the chasm and reaching towards them - dragging them relentlessly towards it (18+4+8).[Physical manipulation +1] The 4 nearest kobolds are dragged down into the depths before the vines relent, and the others are seized in shock where they had fled to the edges. Rothe quickly seizes the opportunity to attack, charging the kobold cowering in the northeast corner, (2+3+3+1v4-1) and landing a solid blow to its body. As Rothe draws back his blade for a second strike, the kobold collapses, its head caved in on itself (20), as Kim stands, shocked looking, staring at his hand.[Chaos magic +1] The fight is quickly finished as the last kobold recieves a dagger thrown at its throat (20+1+1v14-1). [Aiming +1]
 Surveying the aftermath of the battle, you see 4 kobold civilian corpses, all unarmed and unarmored. (4+5+4) Charles' attempts to raise one fail, and they seem to have little on them, apart from Kris knife which he retrieves. Moldour, who was forgotten in the battle, does however point out a storage room in the corner, and a tunnel leads off from opposite the entrance.


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: February 28, 2013, 01:18:07 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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Re: The Necromancer's tomb: Bloodwing v2. Aka Sasha.
« Reply #91 on: February 28, 2013, 12:38:27 pm »

check Akane and the Zombie kobold and then look in the storage room
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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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Remuthra

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #92 on: February 28, 2013, 02:49:20 pm »

"Kobolds, eh, Sasha? Kobold sounds like Know Mold. Mold rhymes with More! Oh, wait, no it doesn't..."
Gut the civilians and examine their entrails, auger style!

Unholy_Pariah

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #93 on: February 28, 2013, 04:23:06 pm »

storage room... it must be emptied
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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.

Nerjin

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #94 on: February 28, 2013, 05:09:53 pm »

Pray to Lunness and then try to pick a consistent spelling for her name.
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GreatWyrmGold

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #95 on: February 28, 2013, 09:26:07 pm »

"...What did I just do?"

Head to the storage room. See if I can use magic to open the door. There is no way this could go wrong.
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SharpKris

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #96 on: March 01, 2013, 01:37:45 am »

"druids.... next time tell us before! im going to have nightmares about this"
go towards the storage room. if its locked pick the lock and search for traps
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sjm9876

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #97 on: March 01, 2013, 01:03:22 pm »

Checking over your allies, you see they are unharmed. Heading over to the storage room, Kris edges cautiously towards the door, only to pull back as the door folds in on itself, taking any potential locks and traps with it (18+1). Kim smiles to himself at his newfound power. Entering the room, you find the floor to be scattered with objects. Of interest are a bag of assorted bones, which are far too muddles to easily identify now, and a ring on which is engraved an image of 2 dice, one showing 1 and one showing 6.
 Back in the main room, Archmage Joe crouches over one of the kobolds corpses. Borrowing a dagger off Kris, he guts it, and starts staring intently at the guts (13+4+8). They begin to writhe and squirm, showing an image of a shield, a set of scales, and eventually a skull, on which it ends. Peturbed, Sir Lunnar begins to pray (3+1), although Lunness does not seem to respond.


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)
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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: Druids - awesome, and ecofriendly
« Reply #98 on: March 01, 2013, 01:20:20 pm »

Try and raise the bodies and take the bag of bones
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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: Druids - awesome, and ecofriendly
« Reply #99 on: March 01, 2013, 02:29:56 pm »

"oooh a ring! this will do nicely!"
take the ring and wear it
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Unholy_Pariah

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #100 on: March 01, 2013, 02:58:04 pm »

claim the copper disc, take point and guatd the party
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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 #101 on: March 01, 2013, 03:01:56 pm »

Rip a limb off the Kobold's body and store it, then go meet up with the others.

Nerjin

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #102 on: March 01, 2013, 07:36:53 pm »

Regroup after saying a prayer for the Kobolds.

"No one deserves to have their corpse mutilated. All are equal under Lunness' sight.

Crouching to lightly touch the remains of the Kobold Sir Lunnar prayed "For though you go to the darkness of death, know that Lunness' light will guide your path."
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

GreatWyrmGold

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #103 on: March 01, 2013, 11:52:46 pm »

"What's this?"

Pick up the ring and examine it. Put it on for now if t seems normal.
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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.

sjm9876

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Re: The Necromancer's tomb: Druids - awesome, and ecofriendly
« Reply #104 on: March 02, 2013, 01:00:33 pm »

Jim follows up his entrail reading by ripping the arm off one of the kobolds, and procedes to head on without explanation. Sir Lunnar, disapproving, crouches down over the mutiliated corpses and begins to pray to Lunness, asking her to ease their passing (18+1). The corpses seem to flicker slightly, before all 4 fade from view.
 Meanwhile, Charles picks up the bag of bones, returning to the main room to find the corpses gone. Kris and Kim are gathered around the ring, but neither are able to read more into it than is immediately obvious (6+4/2). Flipping a coin for ownership, Kim wins, putting it on as it seems harmless enough.
 Moving on, the passage leads to a ramp leading steeply down. As you begin to head downwards, Moldour grows more and more apprehensive, although he refuses to explain why.
 The passage ends in a room, the only other exit blocked by a portcullis. In one corner of the room is a lever, on which a helm has been placed, which seems to glow slightly in the low light. In the other corner are a collection of barrels - more than you can carry - which read 'Property of the Horseman Inn.'


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)
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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
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