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Author Topic: The Guild of Adventurers [4/4]  (Read 5068 times)

Remuthra

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Re: The Guild of Adventurers [4/4]
« Reply #60 on: August 17, 2013, 07:54:06 am »

((Hey, what makes you think I'm going to stab you in the back? I appear to be a priest of Orneg, and I shall remain that way. There's no necromancers here for certain paladins to kill on sight, nope.))

Dwarmin

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Re: The Guild of Adventurers [4/4]
« Reply #61 on: August 17, 2013, 08:08:51 am »

((I dunno, the whole pretending to be something until we found out you're so obviously not that something...eventually, you'll have to raise some sort of undead if you wanna be useful, or we'll find out somehow. Which makes me question the initial deceit and your general lack of character. I mean, ergo the Paladin wants to kill ---> you, and I am Friends <--> with the Paladin, and that means you will have to kill <-- the Paladin first, and I'll also be forced to attack ---> you, WHEN I DIDN'T EVEN WANT TO FIGHT MY OWN TEAM IN THE FIRST PLACE.

Whatever. Play it cool and don't kill us or troll our party outright, or I'll just OOC cheat and reveal your true identity at anytime rather than having you mess up the game for the rest of us. That's fair. Back to in character!))

---

Sil's tongue twitched the air.

"...for a priest, he has a bad smell. But perhaps he's a good Priest anyways? Can you show us some of your Gods white magic, Vorlon-Elf?" Sil asks him, folding his small clawed hands politely.
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Remuthra

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Re: The Guild of Adventurers [4/4]
« Reply #62 on: August 17, 2013, 08:32:24 am »

((Could I get a summary of what my spells do, then?))

Dwarmin

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Re: The Guild of Adventurers [4/4]
« Reply #63 on: August 17, 2013, 08:52:04 am »

((Just make up something :P I'm sure your guy would have minor cantrips like producing light or sucking the life from insects to heal minor wounds. Improvisation is the essence of RP!))
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flame99

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Re: The Guild of Adventurers [4/4]
« Reply #64 on: August 17, 2013, 08:58:31 am »

((Could I get a summary of what my spells do, then?))
I'm working on it, as it's the one thing I ended up forgetting to put in the OP  :P.

EDIT: Finished, spell list now in OP.
« Last Edit: August 17, 2013, 09:11:39 am by flameboy99 »
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Remuthra

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Re: The Guild of Adventurers [4/4]
« Reply #65 on: August 17, 2013, 11:40:25 am »

I proffer the tower as the most pressing of our three options. An artifact as powerful as that, should it be truth, must be safeguarded.

Most assuredly, good druid. I shall manipulate the Astral Web in but a moment.


The priest extends his left hand towards Gilthenel, and his right towards Stilvechnik, and his palms begin to radiate ice-blue light. With a complicated series of gestures, he drains the vitality of the kobold and transfers it to the human.

You may feel somewhat weak, but it will pass. The touch of the Astral Hand can be strange, especially to the one whose Astral Stream is tapped.

Dwarmin

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Re: The Guild of Adventurers [4/4]
« Reply #66 on: August 17, 2013, 11:46:45 am »

Stilvechnik coughs, rubbing his arms as if suddenly chilled.

"Never known white magic like that."
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Remuthra

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Re: The Guild of Adventurers [4/4]
« Reply #67 on: August 17, 2013, 11:48:52 am »

It is the gift of the Astral Way. It is unearthly, and your mind recoils by instinct from the touch.

Dwarmin

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Re: The Guild of Adventurers [4/4]
« Reply #68 on: August 17, 2013, 11:54:23 am »

"Brrr-yark! Well, I'll stick with my tot-ee-m's. The Astral Way is too cold for me." Sil says, rubbing his hands together.
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #69 on: August 17, 2013, 03:26:47 pm »

That was unusual, although I do not pretend to know the processes of priestly magic
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Cheesecake

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Re: The Guild of Adventurers [4/4]
« Reply #70 on: August 17, 2013, 07:20:08 pm »


"W-we don't possess that kind of magic. It feels-unwelcoming. But who am I to question a good priest of Orneg? His ways are different; carry on priest."


Gilthenel gave a look at Sil, and slowly gave his hand to the priest.
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #71 on: August 17, 2013, 07:49:26 pm »

I do not believe that that priest is what he pretends to be, but nevermind as long as he can aid our quest, and does not kill us I do not have much problem with him. Markus turns to the kobold I believe the consensus was to visit the cave of the Elements, come let us blaze a train and leave these two holy men to talk about things that bore us Get up, pay for drink, start travelling to the cave
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Dwarmin

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Re: The Guild of Adventurers [4/4]
« Reply #72 on: August 18, 2013, 03:27:38 am »

Sil nods energetically.

"Yark yark! Adventure calls! Let's get to it, brothers.

Time for some fun...yark!"
He says with a yark, leading the way, scampering out the door.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

flame99

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Re: The Guild of Adventurers [4/4]
« Reply #73 on: August 18, 2013, 05:15:18 pm »

You leave the tavern, setting out for the Cavern of the Elements. You mange to evade any bandits, and though you do encounter some wildlife, the druid's presence keeps them at bay. After several hours of trekking through woodlands, you come upon the entrance, marked by ancient symbols representing Fire, Water, Earth, and Air. Stepping in, you find that it's lit by the eerie glow of bio-luminescent lichen lining the walls. Wisps, peaceful semi-elemental beings, float gently in the glow of the plants.


___
|w..
|..|_
|.@.w|
 |@@@|

Spoiler: Party (click to show/hide)
Armor: 11

OOC: Diagonals are done in the style of DF, as in you can freely move between them, even if there isn't an orthogonal path between where you are and where you want to go. For movement, just post the moves you want to make (For diagonals, simply use up-right, up-left, down-right, and down-left). You get two actions per turn, which can be moving your speed, attacking, picking something up, etc. You can do the same action twice in a row, so you can get two attacks, or move twice your speed.
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wolfchild

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Re: The Guild of Adventurers [4/4]
« Reply #74 on: August 18, 2013, 05:20:30 pm »

Markus Casts Empower animal on Lycia (the wolf), and Casts Empower, Lycia will attempt to flank the wisp with Sil
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!
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