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Author Topic: [ISG] Ghoulish  (Read 84066 times)

escaped lurker

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Re: [ISG] Ghoulish
« Reply #495 on: June 06, 2014, 03:33:14 pm »

The Plains of Grating, Fifth Age
The Age of Death, Year 625

Day 22, After Midnight

Shoutys soul is bound into its new container, and thus you have gained command of your first autonomous undead. An owl with the mental capabilities of a human seems a bit wasteful, but then again it will make for the perfect scout. You immediately set it to work, letting it scout southwards on its own for now. As it is unable to speak properly in this body, it will report any findings by drawing and gestures. A bit cumbersome, but it will work.

You yourself also step up unto the southern wall, but even with improved sight there is nothing of interest that you are able to make out in that direction. There was a small road that followed alongside of the river, but like most things that the minos have left behind it is by now almost completely retaken by nature.



Over the next couple of days, you let the owl scout multiple times, and the findings are not all that surprising. There seem to be a selected few nomads living in the greater area, wandering around with a few goats. The nearest group of them is about a days walk from the city, with another spotted at twice that distance. Thanks to their heavy clothing and covered faces, it is unclear what race they belong to, but they seem too small to be humans. With the first group numbering seven, and the second one five, they could be worth your while. Especially as both of their goat herds count almost forty animals.

Both skeletons – the human one that you brought with you, and the mino that you found – have been raised and made permanent, and the hindleg that the horse has been missing was also re-attached, bringing you to a total of seven undead.



Waiting for your mana to recharge, you spent some time training your archery – until the last wooden arrow broke. Afterwards you explored the keep for a bit, finding a few more coins, two extremely rusty daggers and the entrance towards whatever is glowing with magic. You actually have to crawl through some ruined passageways to get there, but whatever damaged them left the room itself unscathed.


A quick peek inside reveals a coven of sorts, and while it may have been dedicated to a deity at some point in time, the magic you feel is different. It is oozing out from the statue that is standing in the middle of the room. All in all, it is one of the most preserved things that you have stumbled across, and only a thick covering of dust tells of the time that has passed since it last was cared for.


You have upgraded one of your Followers
You have gained 2 new Followers.


You have strengthend your necromantic knowledge.
You have rediscovered a new spell.

You have strengthend your divinationic knowledge.
You have rediscovered a new spell.


Necromancy
Telepathic Link – 10 MP, Duration 1 Day
Allows for affected and caster to communicate thoughts, even over large distances
To activate the spell at range, the affected needs to be previously marked for 30 MP

The perfect spell for all those who want to leave the care of their troops to their inferior creations, it eases logistic problems that often enough arise when one has risen just too many of the undead. Obviously it can also be used for more refined plans, and should not miss in any aspiring necromancers tome. There is only one limitation, as the affected needs to be intelligent enough to form thoughts, which in turn translates into a soul – natural or acquired making no difference in the matter.

Divination
Gauge Nature – 20 MP
Allows you to gain a limited understanding of the targeted object, spell or creature

One of the more basic divinations, the spell still has ample uses, and has exposed its share of frauds and deception. The main limitation lies however with the user, as he will need to make sense of what he is seeing. As example, a fresh acolyte who has only mastered this spell, will be able to see wards and enchantments without problem – but might be unable to realize what exactly he is seeing.


Currently:
205/205 HP
33/175 MP
70 MP Stored


Status:
Hungry - Halfed HP-Regeneration
Lacking Sentient Nourishment - -1 Agility and Intelligence for Skill- and Combat-checks

Spoiler: Character (click to show/hide)
Spoiler:  Spells (click to show/hide)
Spoiler: Followers (click to show/hide)
Spoiler: Mind Map (click to show/hide)




" Is that... yeah. The eyes are chunks of ruby. Those Mino were loaded. "


So~ I decided to hurry this along a bit and fast-forwarded three days, also somewhat based on the suggestions given previously. Right now we have tied up anything of note, safe waiting for even more time to regenerate and store mana into the gemstones. And exploring the temples. And razing dustower. But, thats for another post, I guess ;3.

Speaking off, the first 3 to pm me the right answer, get to choose a small price - albeit in due time, that is. This time, it should be a bit more complicated - but hopefully also rewarding.
Oh, and in case you are wondering - If I do make it even more un/transparent, It would take away from the fun. My fun, that is. ;3
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Tomcost

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Re: [ISG] Ghoulish
« Reply #496 on: June 06, 2014, 03:48:04 pm »

The answer is obvious, cast our new divination spell to see what is that statue

Worldmaster27

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Re: [ISG] Ghoulish
« Reply #497 on: June 06, 2014, 03:54:54 pm »

Cast Gauge Nature on the statue we found. See if we can train the owl to be an even better artist. Attempt to train with our sword for a bit, maybe on one of the skeletons if that's not too expensive.
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The Froggy Ninja

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Re: [ISG] Ghoulish
« Reply #498 on: June 06, 2014, 06:38:15 pm »

Cast Gauge Nature on the statue we found. See if we can train the owl to be an even better artist. Attempt to train with our sword for a bit, maybe on one of the skeletons if that's not too expensive.
Also finish your research into Ritualism that you never finished.

Weirdsound

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Re: [ISG] Ghoulish
« Reply #499 on: June 06, 2014, 07:30:51 pm »

Cast Gauge Nature on the statue we found. See if we can train the owl to be an even better artist. Attempt to train with our sword for a bit, maybe on one of the skeletons if that's not too expensive.

+1

Assuming this dosn't have any disastrous consequences, take the undead, and proceed to hunt down the closest group of Nomads. Should be easy pickings.

Edit: Also, assuming the statue seems safe enough to aproach, we should leave our Band of Gathering in its general vicinity.
« Last Edit: June 06, 2014, 08:29:42 pm by Weirdsound »
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GiglameshDespair

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Re: [ISG] Ghoulish
« Reply #500 on: June 06, 2014, 07:32:08 pm »

Cast Gauge Nature on the statue we found. See if we can train the owl to be an even better artist. Attempt to train with our sword for a bit, maybe on one of the skeletons if that's not too expensive.
Yeah, do this.
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Old and cringe account. Disregard.

escaped lurker

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Re: [ISG] Ghoulish
« Reply #501 on: June 08, 2014, 10:42:17 am »

The Plains of Grating, Fifth Age
The Age of Death, Year 625

Day 22, After Midnight

Seeing as the magic that has been woven here could potentially be somewhat dangerous, you cast gauge nature on the statue. It seems to be normal stone, crafted with quite some care and skill. The eyes are – as you already thought – pure ruby, and not of bad quality either. All is free of magic, leaving only two parts where it could be. The horns are mainly made out of gold, and actually even daggers. Seeing as gold is not know for its sharpness, you don't think them to be made for combat. The magic itself seems to be mainly ritualism and some form of evocation. To what ends though, you can only guess at. You leave statue and horn-daggers as they are for now.


The nomads that live in the desert would most likely make an easier goal than the humans that occupy the mountains. If you have a chance to win them over, would mainly be decided by your approach – and possibly theirs. While your troops are able to haunt or hound them for as long as you wish, giving the nomads no room for rest, they would most likely not be able to overpower them if you have close to even numbers. Even double the number might not guarantee you victory, depending on the prowess of the desert dwellers. Then again, you have used surprise and darkness to your advantage until now, and even came to close calls with those on your side.


For now you give the quarterstaff and spear to the two new skeletons, and ponder your next move. While sparring a bit with your troops, you come to the realization that the three are comparable in strength to you, but their reactions and tactics really leave much to be desired for. At some point you even switch to letting two of them come at you at once, with you only worse for wear a few scratches afterwards. Skeletons are quite easy to raise, but there is only so much that they can achieve after all.


Your mind Map has been updated

I - Dustower: 300 humans in the greater area. At least 3 Priests, All males part of the Peasant Milita.
II - Benstead: 600 humans in the greater area. At least 9 Priests, All males part of the Peasant Milita.
III - Guleshore: 400 humans in the greater area. At least 3 Priests, All males part of the Peasant Milita.

I - Nearer Desert Nomands – 7 Humanoids, over 20 goats
II - Further Desert Nomdas – 5 Humanoids, less than 20 goats


Currently:
202/205 HP
13/175 MP
70 MP Stored


Status:
Hungry - Halfed HP-Regeneration
Lacking Sentient Nourishment - -1 Agility and Intelligence for Skill- and Combat-checks
Light Scratches - 3

Spoiler: Character (click to show/hide)
Spoiler:  Spells (click to show/hide)
Spoiler: Followers (click to show/hide)
Spoiler: Mind Map (click to show/hide)




" Well then, what to do. "



So... this is the 50th Update. Not that much or big of a story yet, but we do grow into it. ;3

If there are any questions, proposals ,complaints or comments about how we went untill now, expectations, concerns or interest for the future, speak up.
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Worldmaster27

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Re: [ISG] Ghoulish
« Reply #502 on: June 08, 2014, 11:14:19 am »

As it should be easiest, begin hunting the smaller group of nomads. Bring everyone with us, and eat a little bit before we go. The owl will do most of the scouting.
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The Froggy Ninja

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Re: [ISG] Ghoulish
« Reply #503 on: June 08, 2014, 11:15:21 am »

((As always)) Ritualism!!!! Also send the owl to check out both nomads and try an gauge their strength and prowess on a scale of one to ten with our group being a five.

GiglameshDespair

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Re: [ISG] Ghoulish
« Reply #504 on: June 08, 2014, 12:39:02 pm »

Look for more skeletons.
I'd hope for us to have at least equal numbers if we attack the nomads... our skeletons are rather lacking in ability if we, and untrained ghoul, can take on two of them at once with ease.

Also, GM, you're doing good so far. Keep it up.
« Last Edit: June 08, 2014, 12:53:22 pm by GiglameshDespair »
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Weirdsound

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Re: [ISG] Ghoulish
« Reply #505 on: June 08, 2014, 12:47:44 pm »

Look for more skeletons.
I'd hope for us to have at least equal numbers if we attack the nomads... our skeletons are rather lacking in ability if we, and untrained ghoul, can take on two of them at once with ease.

Nah. Lets get right back to the action and start stalking the smaller group. We don't have to play fair, and face them in straight battle in broad daylight. We either attack them at night, or get into a position where we have the high ground, and pick them apart with our archery.

But do have the owl constantly fly over and scout their movements and actions as we approach, on the off chance new information is found.

-Oh. But at least wait until we have 50-60 Mana or so before leaving. We should be able to restore enough for the upcoming fight from there on the walk out to meet them.
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Worldmaster27

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Re: [ISG] Ghoulish
« Reply #506 on: June 08, 2014, 12:51:05 pm »

Look for more skeletons.
I'd hope for us to have at least equal numbers if we attack the nomads... our skeletons are rather lacking in ability if we, and untrained ghoul, can take on two of them at once with ease.

Nah. Lets get right back to the action and start stalking the smaller group. We don't have to play fair, and face them in straight battle in broad daylight. We either attack them at night, or get into a position where we have the high ground, and pick them apart with our archery.

But do have the owl constantly fly over and scout their movements and actions as we approach, on the off chance new information is found.

-Oh. But at least wait until we have 50-60 Mana or so before leaving. We should be able to restore enough for the upcoming fight from there on the walk out to meet them.

+1, but don't wait for the mana. We have plenty(70) stored already.
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Tomcost

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Re: [ISG] Ghoulish
« Reply #507 on: June 08, 2014, 12:54:41 pm »

Well, we obviously need to know how are they equipped before even trying to engage them. Stalking at night at them and taking those who go away from the group would be a good way to make them weaker before we strike.

Or we could just take the goats and reanimate them, if we can do this without arousing suspicions.

Anyway, we should get a little more mana before departing.

And I vote the group of nomads that is far away.

Weirdsound

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Re: [ISG] Ghoulish
« Reply #508 on: June 08, 2014, 12:58:49 pm »

+1, but don't wait for the mana. We have plenty(70) stored already.

There is some merit to that statement. In addition to our stores, we will likely stalk them for awhile once we reach them, giving us more time to recoup, but on the other hand, the dice could hate us, and we could run into some non-nomad related trouble along the way, and have to blow the stores early.
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Mr. Strange

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Re: [ISG] Ghoulish
« Reply #509 on: June 08, 2014, 05:20:41 pm »

So... this is the 50th Update. Not that much or big of a story yet, but we do grow into it. ;3

If there are any questions, proposals ,complaints or comments about how we went untill now, expectations, concerns or interest for the future, speak up.
Game has run nicely so far, IMHO. I actually liked those early puzzles...

For suggestions:
I think our best chance is to stalk that smaller group of nomads and try to catch one of them alone, preferably during the night, and hunt the others when they start to search for him. Owl can act as a scout while we're waiting little bit further ready to ambush...
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!
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