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Author Topic: You are Summoned  (Read 28991 times)

GrizzlyAdamz

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Re: You are Summoned
« Reply #105 on: April 20, 2013, 04:11:31 am »

Singing, applying sulfurous power to the wooden door, and stealthily scouting ahead may not mix..
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RAM

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Re: You are Summoned
« Reply #106 on: April 20, 2013, 04:22:30 am »

I did plus not the act of the song.
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GrizzlyAdamz

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Re: You are Summoned
« Reply #107 on: April 20, 2013, 04:40:35 am »

>.< the sulfur power still doesn't mix.
Also, I don't trust that green power stuff to only heal our wounds.
« Last Edit: April 20, 2013, 04:46:08 am by GrizzlyAdamz »
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RAM

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Re: You are Summoned
« Reply #108 on: April 20, 2013, 05:49:00 am »

Yea did I plus yon imbuing of the power green. For swept up am I by the cause of the laughter least sane.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Lenglon

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Re: You are Summoned
« Reply #109 on: April 21, 2013, 05:26:09 pm »

>.>
stealth is not necessary! we WANT humans to know we are here (or at least i do), we need someone to talk too. non-humans will probably smell or hear us coming anyway.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Flying Dice

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Re: You are Summoned - Hair, Hair, O Splendiferous Hair
« Reply #110 on: April 21, 2013, 10:09:21 pm »

Throwing caution to the wind, you decide to take the route of self-experimentation. You call forth the green power into your free hand, pressing it against the cauterized gash in your other arm and letting the energy flow forth. A sheath of green, flexible bark spreads across the wound. The flesh around the edge of the growth turns a sickly shade of green. You hope that past-you knew what they were doing when they thought this was a good idea. With a pained shrug, you recall the green power as you lean against the door, replacing it with the small third power.

The energy feels wrong, but it flows into the door. Suddenly, the flow of power cuts off as you reach your limit, and you feel a snapping sensation as it returns to you. Apart from a slight patch of soot where your hand was resting there are no apparent changes to the door. Frustrated, you turn to the blob. It flows between the shrine and carnizelle, looking about as quizzical as a sentient ball of liquid can. You point emphatically at the door. It undulates strangely for a moment before trickling between your feet and under the door. A few moments pass, and then you hear faint sounds of a scuffle.

The blob practically erupts from beneath the door, huddling up behind your legs. A heavy knock shakes the door, followed by another, quickly joined by a third. A thin cloud of dust fills the end of the corridor, you sneeze abruptly. It sounds like a whole band of smiths are forging tools with that door as the anvil!



Spoiler: Status (click to show/hide)
Spoiler: Party (click to show/hide)

[] Knock back.
[] Kick the door down.
[] Run! Still taking the left-handed paths, of course.
[] Hold ground.
[] Write-in.
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3. Run Resize Enable

GrizzlyAdamz

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Re: You are Summoned
« Reply #111 on: April 21, 2013, 10:21:38 pm »

/vindicated

Quickly, withdraw power from your shrine. Retreat back a ways, (officially requesting a map every other gm post pls), then animate a section of ceiling. Retreat behind this trap section, and if the door breaks have the section fall upon whatever comes out of it.
(If possible) Withdraw power from arm, imbue your cloak instead- armor.
If it hasn't been infected yet, withdrawing our magic from a barked-up, discolored wound most certainly will have poor consequences. I think it's committed until it falls off on it's own.

Do these heavy knocks sound like people? (I take it they don't, but want to make sure)
Can the frisky ball communicate at all? (telepathically?)

Why the heck do we want humans to know? Looks like there were cultisty people here, and now they're all dead.
-how'd they die?
Also, being found in this location means whoever's here will know our origin- also not likely a good thing.
« Last Edit: April 21, 2013, 10:26:03 pm by GrizzlyAdamz »
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RAM

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Re: You are Summoned
« Reply #112 on: April 21, 2013, 10:38:56 pm »

Grab whatever is around and try to bash some wedges into the sides of the door. Try talking to the door. The door is obviously too big for any single element of our energy reserves, dump our reserves of all three elements into the door.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Aklyon

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Re: You are Summoned
« Reply #113 on: April 21, 2013, 10:53:52 pm »

Let the liquid blob do to them with that tentacle what it sheepishly didn't do to us earlier if they kick the door in.
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Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Dansmithers

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Re: You are Summoned
« Reply #114 on: April 21, 2013, 10:54:06 pm »

/vindicated

Quickly, withdraw power from your shrine. Retreat back a ways, (officially requesting a map every other gm post pls), then animate a section of ceiling. Retreat behind this trap section, and if the door breaks have the section fall upon whatever comes out of it.
(If possible) Withdraw power from arm, imbue your cloak instead- armor.
If it hasn't been infected yet, withdrawing our magic from a barked-up, discolored wound most certainly will have poor consequences. I think it's committed until it falls off on it's own.
-snip-
+1
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RAM

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Re: You are Summoned
« Reply #115 on: April 21, 2013, 11:24:16 pm »

Let the liquid blob do to them with that tentacle what it sheepishly didn't do to us earlier if they kick the door in.
We don't know what happened over there, and they seem pretty upset about something...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Aklyon

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Re: You are Summoned
« Reply #116 on: April 21, 2013, 11:25:56 pm »

At worst it'll hold them off of us so we can dodge the problem.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

GrizzlyAdamz

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Re: You are Summoned
« Reply #117 on: April 21, 2013, 11:52:45 pm »

-1 to using our aqueous friend as a sacrificial lamb.
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Lenglon

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Re: You are Summoned
« Reply #118 on: April 22, 2013, 12:21:22 am »

-1 to using our aqueous friend as a sacrificial lamb.
agreed.
/vindicated

Quickly, withdraw power from your shrine. Retreat back a ways, (officially requesting a map every other gm post pls), then animate a section of ceiling. Retreat behind this trap section, and if the door breaks have the section fall upon whatever comes out of it.
(If possible) Withdraw power from arm, imbue your cloak instead- armor.
If it hasn't been infected yet, withdrawing our magic from a barked-up, discolored wound most certainly will have poor consequences. I think it's committed until it falls off on it's own.

Do these heavy knocks sound like people? (I take it they don't, but want to make sure)
Can the frisky ball communicate at all? (telepathically?)

Why the heck do we want humans to know? Looks like there were cultisty people here, and now they're all dead.
-how'd they die?
Also, being found in this location means whoever's here will know our origin- also not likely a good thing.
+1 to this plan

and i still say contacting a human is a good idea (this isn't a human, it doesn't know how to open doors). we're missing a ton of information right now.

sending the watery blob in raised the alarm, just like making noise would have, so i dont see why which one we did changed anything.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

GrizzlyAdamz

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Re: You are Summoned
« Reply #119 on: April 22, 2013, 12:31:17 am »

That's because [name of amorphous mass] fucked up. We'll have to chastise him.

Well, they might have just misplaced the key, I mean, we didn't try the door either...but still. Any humans in this place are most likely going to be hostile, and hostile humans are a very bad thing. They might know other hostile humans, and when we get into potentially large groups of hostile humans it gets worse fast. It's best to play under the radar so long as we're in this location- after we're out, and won't be recognized as a magic-using extra-planar abomination on-sight, we can frolic with the humans as much as we want.
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Check this shit out- (it changes)
Profile->Modify Profile->Look and Layout->Current Theme: Default [Change]->Darkling (it's good for your eyes and looks better)
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