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Author Topic: Roll to Save the World. [4/4] Turn Eighteen: Wrong Number.  (Read 16734 times)

Devastator

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Re: Roll to Save the World. [4/4] Turn Six point One
« Reply #60 on: January 08, 2015, 01:50:24 pm »

Munch on that floppy sea bass delight.  Wander around in moderately senile confusion.  Be sure to ask a few passerbys what year it is and why the young people preen themselves so strangely. 

More substantially, if any other elders are seen, ask them how the war is going against the hordes.


You wander around for some time with the end of the sea bass hanging out of your mouth.  Fortunately, being a bird, this isn't particularly unusual even if you were not considered somewhat odd.  It seems this is the year of the Unrelenting Tiger, which you thought was last year.  Considering it's a ninety-year cycle, you aren't sure if you missed it by one year or by eighty-nine.  Oh well.

{Wisdom Check, failure}

During your wanderings, you have a spirited discussion of the war with someone you're almost certain is an old friend of yours, who goes to great lengths to let you talk unceasingly, and seems to be perfectly in agreement with your own opinion, {Intelligence Check, failure} that it's only a matter of time until you emerge victorious.

Eventually, you head back home in the evening, after a full day.  Tomorrow is the ritual, and you don't want to miss that spectacle.

(9)

You sleep soundly, uninterrupted by noises or disturbing dreams, and awaken ready for the next day.


Whoops, I meant to eat breakfast, oh well,
Eat breakfast

It's a bit late for breakfast, but you pick up your ration, of more herring, which are unfortunately a little gamey as it's nearing the end of their spawning period.  It's a reasonable meal in any case.

The rest of the day is calm and fair, pretty ordinary, although there is some amusement watching Khaal talk to his own reflection for several hours.  In the evening, you head back home, wondering what's going to happen tomorrow, and hoping things turn out okay.

(4)

The night passes quickly, and you have no memory of the intervening time.  You wake up, rested.


Drak was shocked, but not about to back down in the face of a challenge.  He couldn't show weakness now.

Strike back!  Aim to disable her, and knock her out of the fight without causing lasting injury.

Drak is not one to back down, and despite your wound, you come out fighting!

Combat, (1+2), 3 vs (8+2), 10

Damage, (1d4 + 3), 5

Unfortunately, your bravery exceeds your skill, and your battered leg causes you to collapse.  The other bird takes advantage of this, and rips a solid gash in your body with a set of her talons.

Fortunately, the fight has attracted attention, and several other birds fly down to break it up.  Barely conscious, you are bundled up and carried towards the healers.

Healing checks -> (4+2, 6) (5+2, 7)

Your gashes, although dangerous, are not critical, and they manage to bind and treat them.  You are still very weak, and spend the night under observation.  At least nobody will doubt your bravery, even if they might doubt your skill.

(Healing checks -> Left leg (2+1) Torso (9+1)

(5)

You manage to sleep groggily, and in the morning your leg is still very serious, although the pain from your chest has subsided some.  It should now be the morning of the ceremony.


How overpriced is overpriced? Can I afford it/do I have it now?

If yes, that will be all. Spend the rest of the time brooding and faffing about in preparation for the terror to follow.

(You've already got it.  You don't need to worry about paying for small purchases like this, all four of you are in reasonable financial situations.)

After putting your things back away at home, you decide to pass the rest of the day.  You find some people to play 'drop the stone' with, where you take turns dropping stones, and either snatching them out of the air, or diving to pick them back up from the water.  You also spend some time doing small tasks, such as helping salt some of the day's catch.  At the end of the day, you've manage to distract yourself sufficiently such that you are ready to rest, despite your worries.

(2)

The night doesn't go well.  You toss and turn, and are suffer feelings of dread and terrifying visions of a nothingness, lit by flashes of pink lightning.  Eventually, the sky lightens with the pre-dawn gloom, and you pass the last hours before sunrise watching the surf.

Spoiler: Characters (click to show/hide)

Spoiler: Location (click to show/hide)

(Second half of the turn will be up in a few hours, so don't worry about sending in orders yet.  I wouldn't mind hearing your opinion on things so far.  Even if you aren't playing.. if there is enough interest, I might roll up a second scenario.)
« Last Edit: January 08, 2015, 01:57:39 pm by Devastator »
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Harry Baldman

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Re: Roll to Save the World. [4/4] Turn Five
« Reply #61 on: January 08, 2015, 01:54:38 pm »

((I keep messing up and delaying the turns every so often, but other than that, the game's somewhat fun. I like being a bird. On the other hand, the adventure hasn't really started yet, has it? Seems like it maybe would've been better if we had gotten straight to the action.))
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Toaster

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Re: Roll to Save the World. [4/4] Turn Six point One
« Reply #62 on: January 08, 2015, 01:59:53 pm »

((I think a small introduction gets us introduced to the world and our physiology as birds, since the world and our bodies are pretty alien to us as players.))
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Nunzillor

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Re: Roll to Save the World. [4/4] Turn Six point One
« Reply #63 on: January 08, 2015, 03:20:38 pm »

((Despite my original reservations, I'm enjoying the game.  I think I still need to get used to playing as a non-human; I shouldn't get my caricaturecharacter to "munch" on fish, for example.

The introduction is good, in my opinion, because as Toaster mentioned it has been helpful in getting a handle on the society and species before the adventure begins.))
« Last Edit: January 08, 2015, 03:48:46 pm by Nunzillor »
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Devastator

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #64 on: January 08, 2015, 07:34:18 pm »

After you wake up, the four of you head your own way towards the ritual grounds, where you can see activity starting, and some spectators milling about.  Carina catches you, and takes the four of you into the Scriptorium.

She takes you in, and sets you in front of a table with ten scrolls upon it.

"Before we get started, I'd like to thank the four of you.  Drak, Kallo, Skylark, and Khaal.  You have all been chosen for various reasons, but this is a time of great need, and we are all praying for your success."

She settles her throat for a minute, and then begins reciting:

"We know that our ancestors had supernatural abilities.  They could do the impossible, and tales of their abilities and the artifacts they wielded run down our histories."

"It is also known, that our gods are not merely creations of belief, but are supernatural beings themselves, that can be called and contacted by certain rituals, and implored upon for assistance."

"It is also known that many attempts have been made to do such in recent times, and these attempts have invariably resulted in failure."

"There is, however, a solution.  Summoning the gods in the past has required great preparation, with many thousands of birds and extensive effort on specific, dedicated gods, with the additional requirement of leading the ceremony with people who already posessed great magics or visibly marked by the gods.  Sending a person to the gods, however, is much easier.  It has been recorded as being done by one person alone, or by small villages, or even as a part of regular holidays or events.  Such people are often marked as returning with divine insight, enhanced abilities, or supernatural objects."

"It is not without risk, however, as it is known that the realm of the gods is a dangerous place, and not all who make the attempt return.  Fortunately, Drak, it is known that physical injuries are no handicap"

"I would recommend that you four each have a strong idea in your mind as to what form of boon you would wish from the gods.. and in a more immediate manner, which of the gods you wish to try to contact."

"The series of scrolls in front of you depict ten of our gods, and the domains they are known to cover."

Chiraxis, (Law and writing)
Etzya, (Craftsmanship and lead)
Droslon, (Death and fear)
Replop, (Healing and construction)
Progris, (Sea and salt)
Tiara, (Air and wind)
Glamis, (Earth and sand)
Archellos, (Love)
Zanda, (War)
Koiros, (Justice)

"Take your time, but I need to know your choice."

Spoiler: Characters (click to show/hide)

Spoiler: Location (click to show/hide)
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Nunzillor

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #65 on: January 08, 2015, 08:04:38 pm »

Khaal was confused. 

Why was this attractive young usher not taking him to his seat?  He had paid good money for seats to the summoning, after all.  "Yeah sure, you'll get the best seat in the whole damn village," a helpful young salesman had informed him earlier today, taking his money and laughing with what Khaal could only assume was good-natured glee.

Hmm.  Perhaps what this young woman was saying was that he had a whole range of seat options available to him!  The "death and fear" seats?  Nah, too immersive.  "Air and wind?"  Sounds like the nosebleed section.  "Sea and salt" sounded pretty good however: all the salted fish he could eat brought right to his seat!

"Eh, I'll take the sea and salt seats, miss."
« Last Edit: January 08, 2015, 10:16:10 pm by Nunzillor »
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Harry Baldman

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #66 on: January 09, 2015, 08:41:48 am »

There were millions upon millions of stupid choices to be made here. Kallo Kwatu, for his part, was determined not to make one.

"I would like... a gift from merciful Replop, perhaps the power to heal injuries, cure poisons, remove parasites and avert infections?"

It would end up biting him in the cloaca presumably, but he had to try.
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Toaster

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #67 on: January 09, 2015, 11:25:18 am »

Drak looked intently at the scrolls.  Indeed, this was his chance.  A wise choice here would show once and for all that he could do good for his people, while a poor choice would just give everyone confirmation to what they already believed.

The elemental domains... Drak wasn't sure what they could provide for him.  Love or healing?  That wouldn't stop the swift runners.  Craftbirdship and law were useful, but perhaps not the strongest choice, for artisan work and the rule of law were no use against those who did not respect the old ways.

No.

The only choice was clear.  Drak sighed.


"I, Drak Flyson, will reach out to Drolson.  To avert our deaths and conquer our fears, we must face them head on."

He just hoped this was right.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Vivalas

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #68 on: January 10, 2015, 05:58:45 pm »

Skylark laughed, such a decision was obvious.

"I believe I should seek a conference with Zanda, we shall overcome our enemies and banish them for eternity, and once again we shall rise."

Skylark looked at Drak


"By the way, what happened to you Drak?"
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Toaster

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #69 on: January 10, 2015, 06:29:11 pm »

"This strange old bird lost her mind and attacked me."
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Nunzillor

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #70 on: January 10, 2015, 09:30:13 pm »

Khaal glanced at the other birds.  Did he know them?
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Devastator

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #71 on: January 11, 2015, 10:00:25 am »

Khaal glanced at the other birds.  Did he know them?

Normally I'd say 'of course', but with Khaal.. whatever you like.  ;-p
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Nunzillor

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Re: Roll to Save the World. [4/4] Turn Six
« Reply #72 on: January 11, 2015, 03:58:50 pm »

Khaal glanced at the other birds.  Did he know them?

Normally I'd say 'of course', but with Khaal.. whatever you like.  ;-p
Fair enough... I think we'll burncross that bridge when we get to it.
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Devastator

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Re: Roll to Save the World. [4/4] Turn Seven point One
« Reply #73 on: January 13, 2015, 09:32:54 pm »

Progris.

Replop.

Drolson.

Zanda.

Carina takes your responses down on a slate, and then the five of you fly towards the ritual grounds.  The grounds are filling up, and the four of you are lead to individual small chalk circles within the greater circle, with the crowd surrounding you.

Carina begins addressing the crowd, as costumed attendants begin taking objects out of the ritual shed, and start decorating the four of you.

Khall is first up, and an attendant marks his feathers with Progris' arch symbols, in gray.  Another bird writes down several characters inside the ring, while a third one, oddly, places small rodent bones forming a careful perimiter outside of it.  When they finish, Carina, strangely unadorned, comes towards him, and orders him to close his eyes and listen.  He does so, and she whispers a few words to him that he cannot catch.  While he is holding in position, she begins leading the quite large crowd in a chant, with her leading the chant and the crowd repeating it after her.  The only word Khall can understand is his own name.  After a few back and forth cycles, there is a strange feeling in the air, followed by a sudden jerk and he's falling.

In reflex, you open your eyes..

The rest of you see Khall collapse suddenly in his ring, as if he has lost consciousness.

It is Kallo who is next to recieve attention.  His decorations are somewhat more complex.. you can see the first attendant carrying a woven headdress marked in green and a vivid orange colour.  As he is dressed, the next attendant is marking the inside of the circle with a pattern of straight lines, with the assistance of a straightedge and a third bird, requiring him to move his feet several times.  When they are finished, Carina approaches, and like before, orders Khall to close his eyes and listen.  The rest of the experience is similar.. the words (for him only) in a foreign language, the chant, different this time, begins, ending in a jerk in the darkness and falling though open air.

Like Khal, you open your eyes..

Drak is third, after Kallo collapses in his ring.

Drak's ceremony is a fair bit different.  He is seated rather than standing, due to his injuries.  He then has his wings bound with rope, and several others, standing well clear of his small circle, are recruited to hold the lines.  Next, he is fed a grayish paste from a small container.  For the rest of his ceremony, Drak is mostly insensitate, and what he sees or feels is not readily apparent.  Corana approaches him, and plucks a feather from the restrained bird with her beak, before leading the crowd in a third chant.  After several repetitions, he gives a great jerk and lies still.

A moment later, you are suprised as your vision suddenly clears..

The final ceremony is for the mirthful Skylark, who had chosen Zanda.  Her circle is surrounded with a braided vine, and the writing outside it is suprisingly comprehensable, consising of simple pictograms reperesenting the everyday tools of war and life.  The stones, the net, the hook, the wheel...   Finally, the woven braid is matched by a similar one placed around her neck, which is then joined to the one around the circle by a simple fibre line.  After this, Carina approaches but she is not ordered to keep her eyes shut.  Instead, Carina whispers to her a single word, 'Duty', and retreats to lead the crowd in a chant again.

Almost before they begin, there is a odd shift in the air, and visible before you..
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Devastator

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Re: Roll to Save the World. [4/4] Turn Seven point One.
« Reply #74 on: January 13, 2015, 09:33:30 pm »

(Rest of the turn will be up in a day or so, it was getting too long.)

(Man, you're rolling well.  Turn up.. thurs morning?  Sure.)
« Last Edit: January 14, 2015, 02:45:42 pm by Devastator »
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