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Author Topic: WizardQuest: The Quest to be a Wizard  (Read 60730 times)

GreatWyrmGold

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Re: WizardQuest: The Quest to be a Wizard
« Reply #420 on: July 10, 2013, 01:36:57 pm »

Gather up Squishy. Talk to James:

"Um, how did you intend to get back up?
You should talk to Jesse about that. He's the one who jumped down with the anchor rope. Not James.
Wait, I thought Jesse was the kobold...darn it!

You heard what I meant!
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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.

Urist McDwarfFortress

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Re: WizardQuest: The Quest to be a Wizard
« Reply #421 on: July 10, 2013, 01:49:33 pm »

Thats fantasy dungeon design 101: Always put a 1 way exit near the dungeon objective.
Yep. I get so spoiled by this in Skyrim. Almost all their dungeons have one, but every now and then you'll find one that doesn't, and spend like 10 minutes searching the final room looking for the exit before finally realizing you just have to go out the way you came in.
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Sorry, for a moment there I forgot we were all psychopaths.
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.

Harbingerjm

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Re: WizardQuest: The Quest to be a Wizard
« Reply #422 on: July 11, 2013, 07:57:40 am »

*Finally finished Worm archive-binge*
Damn you Fuzzy, damn you! I'm never going to nudge you to update again!

Push deeper into the tunnel.
Let's wait for the rogue to give us the all-clear first.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

NAV

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Re: WizardQuest: The Quest to be a Wizard
« Reply #423 on: July 19, 2013, 12:37:35 pm »

*Still not finished Worm archive-binge*
Hurry up and update! Don't wait for the rogue.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

My Name is Immaterial

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Re: WizardQuest: The Quest to be a Wizard
« Reply #424 on: July 19, 2013, 12:38:50 pm »

*Still not finished Worm archive-binge*
Same here. Still bloody amazing.

Dermonster

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Re: WizardQuest: The Quest to be a Wizard
« Reply #425 on: July 19, 2013, 12:44:11 pm »

((You're welcome.))
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

GreatWyrmGold

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Re: WizardQuest: The Quest to be a Wizard
« Reply #426 on: July 19, 2013, 12:45:53 pm »

*Still not finished Worm archive-binge*
Same here. Still bloody amazing.
I'm still reading it, but have managed to distract myself from it so well that I've taken days to get through the first few bits of Chapter 16.
The mid-chapter interludes breaking up the flow don't help much, interesting as they are.
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FuzzyZergling

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Re: WizardQuest: The Quest to be a Wizard
« Reply #427 on: July 29, 2013, 10:02:17 pm »

Gather up Squishy. Talk to James:
"Um, how did you intend to get back up?

As SQUISHEE makes his way up to his place as your BEARD, you ask JESSE how he/we intend(s) to ascend back to the surface.

He replies that with two WIZARDS, there should be enough magical power to float at least one person up to the top.
And if that doesn't work, he supposes he could just climb up manually using his hammers. Or throw the STONEFLESH up and have it get help.
And that's assuming the DUNGEON doesn't have a SECRET EXIT near the back, as DUNGEONS usually do.

Push deeper into the tunnel.

You move down the hall, and encounter a rather large number of SPRUNG TRAPS.
Most of the traps display evidence of having been triggered violently, rather than having been passively disarmed. The blood is dried; at least a few days old, probably more.


Further along the hall you encounter a corpse, or at least some of one.
The blood is dried, but the body isn't rotting and there are no carrion-consuming insects. There is a smell that reminds you of mothballs.
A trail of dried blood leads onward.


The trail leads to JAMES, who is inspecting a TRANSPORTATION CIRCLE with his THIEF-SENSE.
There is some light here, which shines from a side path. The light is soft and white.


You turn off your MAGELIGHT and ask JAMES about the circle.
He says thus: the circle was drawn with blood, the same blood as that of the remains behind you; it was charged with only enough magic to power it for a single use; he cannot determine the exact destination point, but it is within six KRTCHUTS of the circle. (You assume krtchuts are a KOBOLD unit of measurement.)

He also tells you that he took the liberty of looting the body, like any good ADVENTURER.
All that he found was a JOURNAL, which he cannot read.


You receive RED-HAND JACK'S JOURNAL.

Spoiler (click to show/hide)
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GreatWyrmGold

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Re: WizardQuest: The Quest to be a Wizard
« Reply #428 on: July 29, 2013, 10:05:23 pm »

Ooh.

Ask how long a krtchuck is.
Try to remember if we've heard of Red-Hand Jack.
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Weirdsound

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Re: WizardQuest: The Quest to be a Wizard
« Reply #429 on: July 29, 2013, 10:12:51 pm »

Wait for the others to catch up. Ask James to scout ahead.

While you wait for the scout: Ask Charlie about the new journal while you wait, and ask Jesse if he knows any smiths competent enough to work with AETHER as a crafting material.
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Chink

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Re: WizardQuest: The Quest to be a Wizard
« Reply #430 on: July 29, 2013, 10:42:41 pm »

Ooh.

Ask how long a krtchuck is.
Try to remember if we've heard of Red-Hand Jack.
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FuzzyZergling

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Re: WizardQuest: The Quest to be a Wizard
« Reply #431 on: July 30, 2013, 01:43:31 pm »

Ask how long a krtchuck is.
Try to remember if we've heard of Red-Hand Jack.

JAMES thinks that a KRTCHUT is something like 650 meters.
He starts scouting the side path for traps.


The name RED-HAND JACK seems familiar. You think you've seen a wanted poster for a DWARF with that name.
From what you remember, he's wanted for loitering.

Wait for the others to catch up. Ask James to scout ahead.
While you wait for the scout: Ask Charlie about the new journal while you wait, and ask Jesse if he knows any smiths competent enough to work with AETHER as a crafting material.

CHARLIE and JESSE arrive.


You ask JESSE if he knows any SMITHS he could work AETHER.
He replies that he doesn't know any personally, but you may have better luck asking the GUILD BLACKSMITH, RONALDO.


You show CHARLIE the JOURNAL, and ask him if he could tell you anything about the owner.


He says that this is most likely the journal of RED-HAND JACK, one of the four original members of THE BLACKJACK PIRATES.
His necromancy wasn't particularly strong, but his sword skills were head and shoulders above the rest.

If he was in this DUNGEON, there must be something (or many somethings) of incredible power.
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Chink

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Re: WizardQuest: The Quest to be a Wizard
« Reply #432 on: July 30, 2013, 01:52:03 pm »

What is Grand Theft Anima? Also, send Squishy down the corridor to test for traps.
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Dermonster

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Re: WizardQuest: The Quest to be a Wizard
« Reply #433 on: July 30, 2013, 01:53:13 pm »

I believe grand theft auto would be a reasonable comaprison. Except with a horse.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Chink

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Re: WizardQuest: The Quest to be a Wizard
« Reply #434 on: July 30, 2013, 02:03:02 pm »

I was thinking it was the theft of a wizard core, but I want to make sure before assuming so.
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