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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 87218 times)

Sarrak

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #510 on: December 14, 2014, 04:51:25 am »

"Tsk. You always need to phrase it in such manner, don't you? Anyway, let's not talk about the deeds of the past for a while. Raise your mug with me for our luck instead!"
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

killerhellhound

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #511 on: December 14, 2014, 05:30:05 am »

"CHEERS"

(why do I have the feeling that when Dermonstar and Berius arrive theres going to be a bar fight)
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Beirus

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #512 on: December 14, 2014, 12:07:03 pm »

"CHEERS"

(why do I have the feeling that when Dermonstar and Berius arrive theres going to be a bar fight)
((Because we've seen shit, man. Skeletons killing your friends in front of you tends to make you a bit cynical. Jase at least probably won't be in the mood to deal with some overly optimistic, untested folks. It'll be fun.))
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Because everything is Megaman when you have an arm cannon.

killerhellhound

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #513 on: December 19, 2014, 11:45:44 pm »

Bump

If this dies just as I join I'll be sad
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Dermonster

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #514 on: December 19, 2014, 11:50:25 pm »

Ah, you're one of those types.

You don't bump GM's. You PM them. And give it time, this game updates slowly.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

killerhellhound

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #515 on: December 20, 2014, 12:30:51 am »

Well I was worried I won't do it anymore
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

adwarf

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Re: Roll to Become a Hero - Turn 35: The Return to Fort Gelden
« Reply #516 on: December 21, 2014, 12:55:43 am »

Bump

If this dies just as I join I'll be sad

Its not dead I'm working on the turn when I can, but until I get a new computer updates will be relatively slow.

And give it time, this game updates slowly.
This is also true, and is something I try to improve :v
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adwarf

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Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #517 on: December 31, 2014, 10:19:55 pm »

Jase Bladeheart
Taking a rag and a flint, and steel from Chronus you walk out into the courtyard, and tie the rag to the head of your spear. After pouring some oil over the rag you take the borrowed flint, and steel to it until the resulting sparks set the oil soaked rage aflame. Taking your spear into your hands you give it a few test stabs, and swings to find its still a manageable weapon though care must be taken to not set yourself on fire wielding it.

You can now give your weapons the Flaming trait using Practiced Maintenance.

Chronus
After giving Jase the items he needs for some experimentation you spend some time down in the catacombs placing your comrades to rest in one of the dozens of strangely empty, and blank tombs. Once that is done you take the bones from the skeletal warriors, and put them in four neat piles crammed into one of several alcoves spread throughout the catacombs. Perhaps statues were meant to stand here of noteworthy descendants for whichever family once inhabited this place.

With the deceased tucked away in the catacombs you head to a better lit area, and crack open the lunatic Memnok's book to learn more of the powers of Necromancy. As you pour through the book gleaming anything of use you begin to realize that Memnok was truly mad, in the earlier pages it was less apparent but as you continue on you begin to see Memnok referencing himself as some grand Necromancer called Galdath. Despite this obvious insanity you find the knowledge he imparts true, and useful though what you gleam from the book is not all you probably hoped it to be.

The first spell you manage to learn from your studies is something he refers to as the Bone Vessel, it is a method where a Necromancer takes a skull and imbues it with his magical power allowing them to store some for later use which Memnok/Galdath explains as a way to bypass a mage's limited mana pool. The second spell you learn is oddly conventional, a magic light to allow you to light the darkness, all in all it seems quite at odds with the general feeling you've seen of Necromancy so far.

You have learned the Bone Vessel, and the Mage Light spells


Leagues away in the town of Belton
Four of you sit in the backroom of the town's tavern, similar to every other request board room you can find in all smaller towns, nursing your mugs of ale, or mead while you wait for the tavern owner to bring your food. You make quite the motley band of misfits, a blacksmith, a poacher, a former guard, and an aspiring 'priest' turned adventurers for any number of reasons. Its not long before the owner comes barging in with several bowls of soup on a wooden platter however after he sets them down he does not leave as you would expect, instead the man nods to each of you before speaking out.

"I know you lot are adventurers, and well I thought you might like to know that a band of adventurers who are working in this area came back from their last job quite diminished from whatever horrors they tried to face. They've taken up residence in old Fort Gelden up the road towards Eldan. The two who are left are quite competent adventurers, and I'd recommend joining up with them if they'd have you of course. If you lot need anything else you know where to find me."

With that the owner turns, and leaves back out to the main area to take care of his regular customers.

Spoiler: Loot (click to show/hide)

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Zein, Sarrak (click to show/hide)
Spoiler: Elric, Unholy_Pariah (click to show/hide)
------

Spoiler: Ruins of Fort Gelden (click to show/hide)
« Last Edit: December 31, 2014, 10:27:26 pm by adwarf »
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Dermonster

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #518 on: December 31, 2014, 10:27:24 pm »

"Jase, I'm off to have these plans examined. Go look for some new... adventurers.

Go find an engineer or architect and have him look over these plans. While I'm looking, make an offhanded search for anywhere that sells fast breeding mice.
« Last Edit: December 31, 2014, 11:38:33 pm by Dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Unholy_Pariah

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #519 on: December 31, 2014, 11:12:43 pm »

Head to fort Gelden in search of employment opportunities.

Also keep an eye out for any scrap cloth and oil that i can legally acquire for free.

Ninja edit: Greet passerbies and ask for directions to Fort Gelden to make sure we are on the right path.

« Last Edit: January 03, 2015, 12:19:32 am by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

killerhellhound

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #520 on: January 01, 2015, 01:16:20 am »

Turning to Elric Mark shouts
"Hey wait up"
Mark downs his mug and nods to his brother

"Good luck in what ever you decide to do, I'm going to join up with some adventurers that have some experience"

Follow Elric "Your heading to the fort? if so I'll go with you never good to go alone in the wilderness especially in these times."
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Sarrak

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #521 on: January 01, 2015, 07:06:35 am »

"Sounds like a good idea... This could be the opportunity to practice my smithing once again. Oh, and bash a head or two..."

As always, his brother left without paying. Zein shook his head with a smile and put a few coins on the table. Then, he followed after adventurers.
Logged
Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

Generally me

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #522 on: January 02, 2015, 07:46:03 am »

WAITLIST

Name: Polo
Gender:Male

Previous job: Guard with a two hander (wink wink)

Trait: Exceptional Potential
« Last Edit: January 03, 2015, 08:02:15 am by Generally me »
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BlitzDungeoneer

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #523 on: January 02, 2015, 04:42:16 pm »

Zack raises his eyebrows.
Really? You are just going to go up there and hope for the best? I might as well follow, though... I wonder if they would convert...?
Follow the others.
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Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

killerhellhound

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Re: Roll to Become a Hero - Turn 35.1: Adventurers New, and Old
« Reply #524 on: January 02, 2015, 09:20:41 pm »

"Well worst case they don't want any help and we can get some tips on what to look for and what to avoid in adventures"
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.
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