Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 28 29 [30] 31 32 ... 40

Author Topic: [ISG] Ghoulish  (Read 84152 times)

Nirur Torir

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #435 on: May 28, 2014, 02:53:06 pm »

No. Bad.
-1 to casting spells or practicing magic while suffering from severe manaburn.

Begin a more through search of the ruins. Pay particular attention to finding a main area to base ourselves out of, weapons for our future armies, and any shrines that need avoiding.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #436 on: May 28, 2014, 02:57:28 pm »

No. Bad.
-1 to casting spells or practicing magic while suffering from severe manaburn.

Begin a more through search of the ruins. Pay particular attention to finding a main area to base ourselves out of, weapons for our future armies, and any shrines that need avoiding.
Oh. Yeah, okay. +1
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: [ISG] Ghoulish
« Reply #437 on: May 28, 2014, 02:58:00 pm »

No. Bad.
-1 to casting spells or practicing magic while suffering from severe manaburn.

Begin a more through search of the ruins. Pay particular attention to finding a main area to base ourselves out of, weapons for our future armies, and any shrines that need avoiding.
Oh yah, forgot about the manaburn. Lets do this instead.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #438 on: May 28, 2014, 03:33:58 pm »

No. Bad.
-1 to casting spells or practicing magic while suffering from severe manaburn.

Begin a more through search of the ruins. Pay particular attention to finding a main area to base ourselves out of, weapons for our future armies, and any shrines that need avoiding.
Oh. Yeah, okay. +1
+1.

And also keep researching if that won't involve any penalties.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: [ISG] Ghoulish
« Reply #439 on: May 30, 2014, 07:02:00 am »

Well I feel that the city is perfect for us. We should set up base here, and enforce it as our forces grow. Imagine a city filled with abominations and undead.

Also
No. Bad.
-1 to casting spells or practicing magic while suffering from severe manaburn.

Begin a more through search of the ruins. Pay particular attention to finding a main area to base ourselves out of, weapons for our future armies, and any shrines that need avoiding.
Oh. Yeah, okay. +1
+1.

And also keep researching if that won't involve any penalties.
+1
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #440 on: May 30, 2014, 08:33:39 am »

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

Day 13, Early Night

Climbing atop one of the two ruined towers that once guarded the northern gate, you let your gaze wander about the metropolis. As expected, it seems to be completely devoid of life, safe maybe some small mammals – if the presence of an owl within the city bounds is anything to go by.

Having reached your destination, you leave your mind to wander. While your previous search of the city held nothing of greater importance, the part that you searched was comparatively small – unless it was looted extensively there really ought to be something left that you could find. Claiming the whole thing for yourself is also something that you think about, a most refreshing thought even.

After taking in the cityscape from your elevated point of view, you came to a few realizations. While not surprising, it can easily be divided into a few quarters, if one is to look closely at it.



Noble Quarters
Disjoined from the rest of the city by another wall, imposing buildings, what once may have been barracks and a mud-pit that could form a lake if weather permits. These should be where the social elite of this city once lived, all right.

Temple Sites
Ornate and grand buildings, withered plazas and even some long since unattended gardens surround the several places of worship. You are not all that keen on searching there, not even to speak of taking shelter therein.

Traders Market
A big areal of cobblestone, connected to the major walkways and gates. Whatever they traded back in the day, it seems they were quite prosperous. You somehow doubt that any of the wares are still on display, but it is a distinctive part of the ruins.

Crafting District
Something about these houses strikes you as a bit odd, especially that they are very connected with the market, the odd chimney every now and then and such. The streets are also far too wide for any normal living area. You guess this to have been the infrastructural centre of the city.

Residential Areas
Small streets, densely packed ruins of houses out of mainly brick, with the odd one of stone. Here would be where a good deal of the citizen lived – and maybe even met their end. You actually came to your senses in the northern parts of here.

The Slums
While most of the materials that were used in this area have since long rotted away, the plethora of ditches, crowded walkways and chaotic layout still remain. It seems the bygone inhabitants adhered to a clear divide in class – at least if you take into account what you see here, it certainly would seem that way.



There is still quite some time until you should be able to cast again, which means you just might comb through the city for a while. Obviously you also could start to pick up on your ritualism-studies again, but that would be a bit more complicated, as only theoretical study just doesn't cut it after a while.



Currently:
205/205 HP
32/175 MP
50 MP Stored


Status:
Well-Fed - Doubled HP-Regeneration
Lacking Sentient Nourishment - -1 Agility and Intelligence for Skill- and Combat-checks
Unable to Cast - Just hope this one wears off soon
Strong Manaburn - Makes casting spells and gathering mana harder. Resulting in easier miscasts. Funny how that works.

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)




" Guess I'll be safe here for the time being. Or so I hope, at least. "
Logged

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: [ISG] Ghoulish
« Reply #441 on: May 30, 2014, 08:39:47 am »

If there were slums, there were probably graves for them, which would most likely be a) crowded and b) shallow. It might be a good source of minion material for later. So have a look around there.
Logged
Old and cringe account. Disregard.

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #442 on: May 30, 2014, 08:44:17 am »

If there were slums, there were probably graves for them, which would most likely be a) crowded and b) shallow. It might be a good source of minion material for later. So have a look around there.
+1
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: [ISG] Ghoulish
« Reply #443 on: May 30, 2014, 09:13:52 am »

Also let us move to the noble area, search the place thoroughly and then attempt to set our headquarter there.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #444 on: May 30, 2014, 09:23:31 am »

Also let us move to the noble area, search the place thoroughly and then attempt to set our headquarter there.
Why the noble are? Why not stting on the most unpredictable place? I vote for the slums.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: [ISG] Ghoulish
« Reply #445 on: May 30, 2014, 09:44:54 am »

Because the noble area has a second wall just for the nobles, therefore it is easier to defend it. While as of now we are still very weak, this will prove to be advantageous later on. Maybe if we can create a puppet necromancer in the future we could go into hiding in the slums, while leaving the puppet there.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #446 on: May 30, 2014, 09:49:08 am »

Well, we could settle in the noble area first, then, but we need to search the slums for bodies.

Also, now that I think aobut it, we need a pet. See if we can shoot down an owl to resurrect it later.

Shadestyle

  • Bay Watcher
  • Adorable
    • View Profile
Re: [ISG] Ghoulish
« Reply #447 on: June 01, 2014, 12:16:37 am »

Well, we could settle in the noble area first, then, but we need to search the slums for bodies.

Also, now that I think aobut it, we need a pet. See if we can shoot down an owl to resurrect it later.

And just what is wrong with a perfectly skeletized goat? Anyway,

Search the noble's area, nobles hire wizards, wizards have magical items, dead people leave behind items. we need magical items, see where I'm going with this?

Cause if we can't -cast- spells per say, we need something that can cast for us in a sense, until we are cured of our magical malady.
« Last Edit: June 01, 2014, 12:19:01 am by Shadestyle »
Logged
You are now having excessive amounts of fun

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #448 on: June 01, 2014, 08:17:36 am »

I have an idea about what to do with those who we don't like: besides enslaving their souls, we could put said souls in little skeletal heads, like those of rodents, so that they can see what we do, but they can't react at all. What do you think about that?

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #449 on: June 01, 2014, 08:19:58 am »

I have an idea about what to do with those who we don't like: besides enslaving their souls, we could put said souls in little skeletal heads, like those of rodents, so that they can see what we do, but they can't react at all. What do you think about that?
I think it's incredibly cruel and unnecessary. +1.
Logged
Pages: 1 ... 28 29 [30] 31 32 ... 40