Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 40

Author Topic: [ISG] Ghoulish  (Read 82479 times)

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #270 on: April 17, 2014, 03:10:38 pm »

No point drawing this out. Have the skeleton kill him quick, loot the house, then burn the roof. Head back to your cave. We can check back at nightfall to see if any goats got poisoned.
Wait, why don't we enslave the sould of the poor soul, and make him actually keep taking care of his goats to don't arouse suspicions?

Cain12

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #271 on: April 17, 2014, 04:03:15 pm »

Tease him by asking if you can borrow some... I dunno, sugar or something.

Yesh.
+1

Then bow him to death. Let his barrier be his bane.

Arrows also don't break bones, giving better bodies
+1, practice will be useful.

No point drawing this out. Have the skeleton kill him quick, loot the house, then burn the roof. Head back to your cave. We can check back at nightfall to see if any goats got poisoned.
Wait, why don't we enslave the sould of the poor soul, and make him actually keep taking care of his goats to don't arouse suspicions?
Well people may visit him, he must sell the goats or their produce so people may notice if he stops/appears more undead than usual. But I do like the idea if we could.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #272 on: April 17, 2014, 04:41:38 pm »

Tease him by asking if you can borrow some... I dunno, sugar or something.

Yesh.
+1

Then bow him to death. Let his barrier be his bane.

Arrows also don't break bones, giving better bodies
+1, practice will be useful.
+1 for the lulz

No point drawing this out. Have the skeleton kill him quick, loot the house, then burn the roof. Head back to your cave. We can check back at nightfall to see if any goats got poisoned.
Wait, why don't we enslave the soul of the poor guy, and make him actually keep taking care of his goats to don't arouse suspicions?
While that would be funny, it isn't very practical. We came here for a Goat Horde, remember?
Logged

Mr. Strange

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #273 on: April 17, 2014, 04:52:50 pm »

Tease him by asking if you can borrow some... I dunno, sugar or something.

Yesh.
+1

Then bow him to death. Let his barrier be his bane.

Arrows also don't break bones, giving better bodies
+1, practice will be useful.
+1 for the lulz

No point drawing this out. Have the skeleton kill him quick, loot the house, then burn the roof. Head back to your cave. We can check back at nightfall to see if any goats got poisoned.
Wait, why don't we enslave the soul of the poor guy, and make him actually keep taking care of his goats to don't arouse suspicions?
While that would be funny, it isn't very practical. We came here for a Goat Horde, remember?
+1. Also ask him his name and what this place is called. Try to get a better look at him. See if you can light a fire from those embers to the house after killing that guy and his goats, looting everything valuable and securing the body outside the house. No evidence, no problems.
Logged
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!

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #274 on: April 17, 2014, 05:29:55 pm »

Don't kill the goats yet! We don't even have enough mana to raise them all! I support my ghostly goatkeeper suggestion.

Cain12

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #275 on: April 17, 2014, 05:45:22 pm »

Killing all the goats would be sort of pointless and impractical the now, I mean we want it to look like an accident so we don't get caught, we can't take them all and them going missing/being slaughtered would look weird.

-1 to goat killing, at least not all of them the now, like Tomcost said we can't raise them all.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: [ISG] Ghoulish
« Reply #276 on: April 17, 2014, 05:57:28 pm »

We could herd them all back to the cave and kill them there, and revive them as mana permits.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #277 on: April 17, 2014, 06:03:19 pm »

We could herd them all back to the cave and kill them there, and revive them as mana permits.
That's why I suggested ghostly goatkeeper

escaped lurker

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #278 on: April 17, 2014, 07:33:53 pm »

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

Day 7, Early Morning




















Your arrow strikes true, into his chest. Or rather, into his lungs, as he starts to gurgle and coughs up blood thereafter. Plenty of blood, as you note. While you enter his house for careful inspection, he even tries to crawl away, leaving a smear of blood in his wake. To your surprise he even makes it to the door before his strength ultimately leaves him. What a hardy fellow he was!

Shifting your concentration back to the room, you find the following. It is – as implied by the house itself – rather functional, with a small altar being the only thing that seems to have no practical use. At least not for the sod that formerly lived here, seeing as the only trace to be had in the air, is the thick stench of iron. Still unsure if you really want to burn down the place, you feed the embers a bit of straw and a few twiggs, before continuing in earnest.

A multitude of tools, eatery and crafts are adorning the shelves on the  walls. A press, a spindle, a mallet, some nails... From the looks of it he mainly lived from his goats, making cheese and yarn. Surprising is the fact that he has bundled up at least a dozen of different herbs – seems he knew a fair deal about natural medicine.


Spoiler: All the Loot (click to show/hide)

Currently:
188/205 HP
12/175 MP
50 MP Stored


Status:
Well-Fed - Doubled HP-Regeneration
Sentient Nourishment - +3 Agility and Intelligence for Skill- and Combat-checks
Slight Cut - 3 - What once was a deep cut, has healed nicely
Bite - 8 - Left shoulder. Bleeds a fair bit, but nothing dangerous.
Scratches - 6 - All over the place. Unimportant.

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)




" A~h. That was refreshing. About the goats though, they are all still alive and well - seems our presence kept them from eating... "



As a side note - we can only enslave un/dead souls, not the living. Well then, what do you plan to do with the house, corpse, goats and goods?  :P
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: [ISG] Ghoulish
« Reply #279 on: April 17, 2014, 07:37:24 pm »

Herd all the goats back to the cave before killing them, loot everything in multiple trips if needed, take the dog corpse and the man corpse.

Take everything of value.

Burn the shack.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #280 on: April 17, 2014, 08:03:13 pm »

Herd all the goats back to the cave before killing them, loot everything in multiple trips if needed, take the dog corpse and the man corpse.

Take everything of value.

Burn the shack.
No burning. You know what? Have the skeleton clean it. Sudden disappearances are creepier and less suspicious.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: [ISG] Ghoulish
« Reply #281 on: April 17, 2014, 08:17:02 pm »

Herd all the goats back to the cave before killing them, loot everything in multiple trips if needed, take the dog corpse and the man corpse.

Take everything of value.

Burn the shack.
No burning. You know what? Have the skeleton clean it. Sudden disappearances are creepier and less suspicious.

Sure, lets get rid of any traces of blood. Remove the broken bits of the door also.

Just a missing door, a missing person, missing goats, and a missing dog.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #282 on: April 17, 2014, 08:38:59 pm »

Herd all the goats back to the cave before killing them, loot everything in multiple trips if needed, take the dog corpse and the man corpse.

Take everything of value.

Burn the shack.
No burning. You know what? Have the skeleton clean it. Sudden disappearances are creepier and less suspicious.

Sure, lets get rid of any traces of blood. Remove the broken bits of the door also.

Just a missing door, a missing person, missing goats, and a missing dog.
+1 to cleaning up. No one has ever lived here. Ever. Just a random shack.

Okay! Loot:
5 Silver – Crudely minted
34 Copper – Crudely minted
1 Quarterstaff
2 Pairs of Linen Clothing
2 Daggers
4 Goat-hides
5 Small Cheese
1 Stringed Ham
4 Handful of dried Fruits
3 Jugs of Mead
1 Big Jug of Water
A few Bundles of Herbs

I think we should take all this stuff, and leave/hide the rest. (Hide if we want to comeback for it later)
Logged

Cain12

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #283 on: April 17, 2014, 10:08:57 pm »

Herd all the goats back to the cave before killing them, loot everything in multiple trips if needed, take the dog corpse and the man corpse.

Take everything of value.

Burn the shack.
No burning. You know what? Have the skeleton clean it. Sudden disappearances are creepier and less suspicious.

Sure, lets get rid of any traces of blood. Remove the broken bits of the door also.

Just a missing door, a missing person, missing goats, and a missing dog.
+1 to cleaning up. No one has ever lived here. Ever. Just a random shack.

Okay! Loot:
5 Silver – Crudely minted
34 Copper – Crudely minted
1 Quarterstaff
2 Pairs of Linen Clothing
2 Daggers
4 Goat-hides
5 Small Cheese
1 Stringed Ham
4 Handful of dried Fruits
3 Jugs of Mead
1 Big Jug of Water
A few Bundles of Herbs

I think we should take all this stuff, and leave/hide the rest. (Hide if we want to comeback for it later)
+1, after all, maybe the guy just up and left for greener pastures. Hope this guy was a loner or something no one will miss/look for.
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #284 on: April 18, 2014, 05:53:42 am »

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

Day 7, Late Morning

You decide that making it look like he just up and left, might be in your best interest. Truly, at least it wont alert any onlookers, like a fire would. Either way, you start to hoard up what you want to take with you, leaving the skeleton to cleaning and its own devices. Since this is the first time that you will not order one of your undead directly, you also might have thought about giving it an order on what to do, in the unlikely event that it stumbles upon the living – or the other way around.


While the original plan included to herd the goats back to the cave, you realize that this won't be easily possible – they not only shy away from you and the other undead, it is more akin to panicking. Maybe the rope you have back in the cave might help, but for now you only take with you what you and the horse can carry.

Spoiler: Your Luggage (click to show/hide)

With the  horse being weighed down, the sun has long since dawned by the time that you reach the cave. Besides the occasional birds, you did not encounter anything worth mentioning.


The "Mind Map" has been updated to show places where you have attacked.

Necropedium

Revenant
Class: Natural Undead
Repossessing their own dead body, the generic revenant – albeit a rather rare occurrence – is the most occurring of the corporeal natural undead. Not unlike a wraith, most of them seek vengeance or retribution of some kind. They retain all of their memories prior to their demise, but their immense grudge warps their character in favour of completing their goal. Some of them may be swayed into servitude, but a necromancer is actually more likely to produce one by not taking the souls of the fallen into possession. While a newly risen revenant is not a worthy challenge for most necromancers, their souls grow stronger in undeath - one should only anger the more ancient ones at their own peril.


Currently:
188/205 HP
12/175 MP
50 MP Stored


Status:
Well-Fed - Doubled HP-Regeneration
Sentient Nourishment - +3 Agility and Intelligence for Skill- and Combat-checks
Slight Cut - 3 - What once was a deep cut, has healed nicely
Bite - 8 - Left shoulder. Bleeds a fair bit, but nothing dangerous.
Scratches - 6 - All over the place. Unimportant.

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)




" About the goats - given their size they only ought to need about half of the usual cost to animate... Still need to get them dead and here. Though the order really does not matter. "
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 40