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Author Topic: (ISG) You are a bound familiar  (Read 47767 times)

weenog

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Re: (ISG) You are an unbound familiar
« Reply #135 on: June 16, 2013, 12:22:10 am »

We are not a real dragon. We are a cute, cuddly wad of victim with a few parlor tricks and an automatic spell failure chance until we get our soul amulet back.  Let's not get ourself into hot water by assuming everything will go our way and anything reckless we do will be shrugged off by the local yokels.
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GrizzlyAdamz

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Re: (ISG) You are an unbound familiar
« Reply #136 on: June 16, 2013, 02:40:05 am »

Hrm, what happens on a spell failure again?
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Harbingerjm

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Re: (ISG) You are an unbound familiar
« Reply #137 on: June 16, 2013, 02:56:48 am »

Extraplanar Soul - Demonic
Without your trusty pendant, you are just not truly complete. Your flow of mana is messed up, resulting in possible miss-casts or out-of control spells.
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10ebbor10

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Re: (ISG) You are an unbound familiar
« Reply #138 on: June 16, 2013, 03:05:40 am »

That actually seems like a plan. An out of control illusion of doom is certain to attract the adventurers, distract everyone from us and provide lot's of fear/mana.
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GrizzlyAdamz

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Re: (ISG) You are an unbound familiar
« Reply #139 on: June 16, 2013, 04:28:00 am »

Unless it attracts attention to us....suddenly we glow 10 millions times more brightly than the sun, people see us through the walls of their homes, but it somehow doesn't hurt their eyes. That kinda thing.
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Scionox

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Re: (ISG) You are an unbound familiar
« Reply #140 on: June 16, 2013, 05:38:14 am »

Even if it goes out of control, according to description it won't affect more than one person, also it might be worth checking if there are less guards in keep at the start of the night. +1 to practicing too if we go for the next day, i assume we won't get new spells if we won't use the ones we have anyways, though we should pick single person somewhere, so even if it goes out of control we could hide before that person calls somebody. Might worth using that idea from earlier to try getting information that way by making someone talk to an illusion.
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RAM

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Re: (ISG) You are an unbound familiar
« Reply #141 on: June 16, 2013, 06:43:48 am »

If we want to spend magic to make magic(which the G.M. has suggested to be difficult) then we should try to do something memetic, like showing an image of a monster ripping a fictional someone apart then changing to look like them. Or appear to be a guard doing something corrupt, or someone emptying a barrel of gold coins into a drain(they probably don;t have drains, a well might work...). Personally I don't support that sort of mundane activity until we have our amulet. Were we following a lead when we got to the fort? I was a bit fuzzy on the details of that...
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GreatWyrmGold

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Re: (ISG) You are an unbound familiar
« Reply #142 on: June 16, 2013, 07:03:10 am »

That actually seems like a plan. An out of control illusion of doom is certain to attract the adventurers, distract everyone from us and provide lot's of fear/mana.
Of course, it will also...attract the adventurers (and probably guards and such), make people aware something's going on, and make people afraid of us, making it harder to find hiding places. It's a last-resort kinda thing.
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Aseaheru

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Re: (ISG) You are an unbound familiar
« Reply #143 on: June 16, 2013, 07:53:22 am »

Posting to watch.

Also, i say we try small illusions. Things unlikely to get noticed much. Perhaps using 6 mana for it?
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Bronimin

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Re: (ISG) You are an unbound familiar
« Reply #144 on: June 16, 2013, 10:12:04 am »

-
« Last Edit: June 07, 2018, 05:14:42 pm by Bronimin »
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Aseaheru

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Re: (ISG) You are an unbound familiar
« Reply #145 on: June 16, 2013, 10:24:20 am »

Good idea... I was just thinking of making someone see shinies...
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GrizzlyAdamz

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Re: (ISG) You are an unbound familiar
« Reply #146 on: June 16, 2013, 11:58:27 am »

-1 to barfights, that's our bread and butter. If we want to risk the misfires to exploit the manafont, don't drive business away from the font.
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escaped lurker

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Re: (ISG) You are an unbound familiar
« Reply #147 on: June 16, 2013, 01:21:02 pm »

... with a few parlor tricks and an automatic spell failure chance until we get our soul amulet back.  ...

Actually we aren't that bad off atm - but the longer we are away from it, the bigger the miscast chance will be. Also, the sorceress has about 250 mana, said "strong" mage that we found has about 120 and a good apprentice has between 30 - 50.
.. i assume we won't get new spells if we won't use the ones we have anyways ...

Right on the money, but for some abilities there are also stat requirements. Only logical stuff thou, and if we come close to an ability I will make remarks into that direction. To take the example of Gliding, I have told from the start that we lack maturity and muscles to achieve true flight. Sure, we can't do much about maturity, but muscles might be another matter.

If we want to spend magic to make magic(which the G.M. has suggested to be difficult).... Were we following a lead when we got to the fort? I was a bit fuzzy on the details of that...

Not untrue, but I wanted to point that specifically for use on one person, you would need to scare it half to death. Like shown, a good placed sound can do the trick on groups.
Also, we followed the sorceress towards the keep.



Spoiler: Indezi (click to show/hide)
Spoiler: Abilities (click to show/hide)

Deciding that it would be shame to let all that potential mana go to waste, you cast an illusion on one of the bystanders. You feel the spell going off, and soon enough a female elf in one of the many short-cut traditional dance-dresses becons the human male to a corner. He seems amiable enough, and prys himself off the commotion. You - or her - asking him what detailed information he might have about the adventurers that wandered into town recently seems to surprise him, but he is willing to tell you what he knows. Sadly he only has heard them to be a warrior, sorceress and some kind of cleric. Thanking him for the information, the illusion runs off into the dark alley, vanishing after turning around the corner. The man sports a face locked between confusion and disappointment, but does not follow her. -3 MP



Meanwhile the guards have arrived, bringing the situation under control nicely - the dissapointed crowd jeers at them, and some of the drunkards seem like they dislike the armoured men. The emotions aren't really stirring yet, but deciding to cast in a simple "Let's gut 'dem scum", together with the sound of a blade being drawn, produces quite the surprising results. The crowd spreads in panic, leaving the crazy non-existing sod for himself. The scare of being cut down by one of the five guardsmen proves enourmous, with the guardsmen charging after them also doing you quite the favor. They only seem to go that far thou, and soon enough opt for one of the cultural bars rather than chasing further. Sensing that you might have gone overboard, you are quite relieved that the disturbance by both of your spells is minimal.
-3 MP, +4 MP


Day 3

Sneaking back to the Keep uninterupted, you are trying to get a view on their nightshifts. It seems like they only draw the bridge when in need to do so, as it is still down even in the deep end of the night. Soon enough you spot the reason, as you see that the soldiers flowing in and out of there should mean that the barracks are housed in there. Obviously there is also a mage on surveilance duty, and he seems even more adept than the one you felt at daytime. There also seem to be more soldiers active, with a few torches wandering the battlements. Feeling the sorceress inside, you have little doubt as to where her companions should mill about.



Deciding on the cultural quarters as your sleeping place, you have little difficulty evading the patrols at night. While stumbling through an alley that you had not reached during daytime, you find the perfect hideout; A stone-walled ditch, flowing from one of the most impressive buildings in town. This cultural gem also seems to offer some magical traditions, with the small disturbances surrounding it easily hiding your own presence. Being a place of higher class, they also threw out quite some food - sadly you are only able to gather the scraps that others before you have left. They don't seem busy anymore, but you should recharge some while sleeping. After sleeping your bruising is only displeasing instead of painfull.
+2 Sustenance, +1 MP, +1 HP


You have reached Level 2 in Sneaking
You have gained 1 Agility
Rules Sneaking: After two levels of Agility-gain, you can assign the next point to endurance or strength.
Spoiler: Current Status (click to show/hide)

I added some highlights to the text, whenever a skill or ability was used. Anyways, what to do with the next day? ;3
« Last Edit: June 16, 2013, 05:13:46 pm by escaped lurker »
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Aseaheru

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Re: (ISG) You are an unbound familiar
« Reply #148 on: June 16, 2013, 02:54:52 pm »

Lets take a nap and keep watch on the keep.
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GrizzlyAdamz

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Re: (ISG) You are an unbound familiar
« Reply #149 on: June 16, 2013, 03:18:34 pm »

So uh, I don't suppose the sorceress could be..experimenting with our soul-amulet...could she? :|

Alright, plan for getting into keep: start fires all over the city, sneak in during the chaos.

So, another objective for scouting around: good kindling (flammable homes).
Also: secure flammables/bombs/components from shops?
« Last Edit: June 16, 2013, 03:20:33 pm by GrizzlyAdamz »
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