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Author Topic: World Quest  (Read 8221 times)

BlitzDungeoneer

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Re: World Quest
« Reply #60 on: December 24, 2014, 06:58:23 pm »

Pew pew (( I just shot a gun at the kitsune can we be the dwarf now it's dead. actually can we be a peasant, cause I really want to be a peasant))
YOU CANNOT BREAK THE FORTH WALL
Don't worry, I didnt, I shot over it
You can't. The Fourth Wall stretches for infinity in every direction, and bends when necessary.
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Generally me

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Re: World Quest
« Reply #61 on: December 24, 2014, 07:30:52 pm »

Then I kicked and shot blindly through the hole I made with my foot
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Flying Dice

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Re: World Quest
« Reply #62 on: December 25, 2014, 05:54:16 pm »

(And now, with Christmas bullshit out of the way, I return.)

(I suppose this is a good place to explain what rolling I will be doing. I'll occasionally use a percentile die (1d100) to determine exactly how well you do when performing a challenging action, as well as to act as luck, of sorts. High rolls are good, low rolls are bad. Criticals are in effect. Right here, I'll be rolling twice, the first to determine the danger/quality of the place you start, and the second to determine exactly how much trouble you're in at the moment, from a "comfortably set up with everything you could want" for a 100 on down.
Location: 1d100 → [19]
Situation: 1d100 → [1])

"Bwahahahahaaaa! Ahahahahahahahahaha!"

(Oh dear.)

"The Desolation of Tenazu, one of the many scars of the Far East, a barren and lifeless land. It is a desolate, ashen waste, perpetually stirred by the winds coming from north and south. The heat of the air from the Sea of Alces mingles with the frigid atmosphere blown overland from the Shallow Sea, continually forming, breaking, and reforming vicious whirling storms. The seemingly endless expanse of ash and soot is forced aloft constantly by these gales, choking the air and blotting out the dim northern sun. So yeah, good luck, ya chump."

You've been here for nigh on five days since you were marooned on the southern shore of the Desolation. You were sto- aah, aah, no, you were merely obtaining passage without, strictly speaking, permission, riding inside an empty cask of wine. To your eternal regret, a less than honest hand aboard the little cog had discovered you while attempting to avail himself of the cask's supposed contents. Naturally he had a rather different story to tell the captain of the vessel, but it mattered little to you in any case.

Initially the captain had been rather inclined to skin you, which you were less than keen on. Not that transforming was much better; the blasted ship had sailed out of Nargulion, taking the coastal route to Llynno with... whatever. At any rate, their sailors are a blasted superstitious lot. As soon as they laid eyes on you, the fools started muttering about cursed voyages and women, the purblind rotten-mouthed curs. You'd been all set to fight them then and there, but you'd been closely surrounded and some blighter landed a nasty knock on your head.

You woke... ah, you're not precisely certain how long later, but likely less than a day. Those damned Nargs had left you on that beach of black sand and poisoned water with three days of food and water, and not a whit else, though at least they'd put it in a little leather satchel. Geography was never precisely your strong suit, but you knew they'd been sailing west to reach Llynno, so it stood to reason you could walk there as well. Today is well past nightfall on the fourth day; you managed to stretch your food and water out enough to keep you for two days more if you ration carefully, but past that there's nothing you'd want to chance eating or drinking in the Desolation. The water is choked with ash and other, worse things, while the native life... you're not certain, but you've heard faint cries from time to time, and there has been constant skittering after nightfall for the past two days.

In fact, you can hear it right now, a faint and repeated brushing occasionally interspersed with metallic clicks. Your eyes are drooping with weariness, lashes heavy with soot... but you could swear you saw something move in the darkness a few minutes ago. The drifts of ash shift unsteadily beneath your paws. You breath slowly and lightly, careful to avoid inhaling too much of the ash in the air -- it had only taken once to learn that lesson.

[] Bed down for night as best you can. You won't be able to continue if you don't get some shut-eye.
[] Rest, but try to avoid sleeping.
[] Keep moving.
[] Feign sleep. Something is stalking you, and you're going to ambush it!
[] Write-in.
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~Neri

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Re: World Quest
« Reply #63 on: December 25, 2014, 06:09:40 pm »

Check the laylines and see if we can't hijack a ride on a wizard's transit or draw upon some energy to ward ourself at night.
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BlitzDungeoneer

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Re: World Quest
« Reply #64 on: December 25, 2014, 06:18:33 pm »

Can we even so that at our current level?
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~Neri

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Re: World Quest
« Reply #65 on: December 25, 2014, 06:20:16 pm »

Kitsune are magically affain. Should be able to hop onto a transit or draw energy.

Prolly will annoy the wizard though.
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BlitzDungeoneer

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Re: World Quest
« Reply #66 on: December 25, 2014, 06:22:49 pm »

Magical Affinity =/= Hijacking a wizards teleportation spell from god knows where.

I really doubt we're experienced or skilled enough to do that, since, IIRC, we're a one-tail.
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~Neri

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Re: World Quest
« Reply #67 on: December 25, 2014, 06:31:54 pm »

Riding a layline is lowtier magic. It's a preestablished part. Adding ourselves to a preexisting transfer spell is again, relatively low tier. Much lower tier then building the transfer spell. Odds are is we would arrive at the same location as the wizard, and said wizard would probably be annoyed that a Kitsune popped out of his teleport with him.
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Lord_lemonpie

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Re: World Quest
« Reply #68 on: December 25, 2014, 06:34:47 pm »

Check the laylines and see if we can't hijack a ride on a wizard's transit or draw upon some energy to ward ourself at night.
+1if it's possible, otherwise
rest, but avoid sleeping.
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~Neri

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Re: World Quest
« Reply #69 on: December 25, 2014, 06:37:08 pm »

Check the laylines and see if we can't hijack a ride on a wizard's transit or draw upon some energy to ward ourself at night.
+1if it's possible, otherwise
rest, but avoid sleeping.
I'll add my support to this backup plan. Maybe build a ward of some sort though just in case we pass out.
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BlitzDungeoneer

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Re: World Quest
« Reply #70 on: December 25, 2014, 06:45:17 pm »

Riding a layline is lowtier magic. It's a preestablished part. Adding ourselves to a preexisting transfer spell is again, relatively low tier. Much lower tier then building the transfer spell. Odds are is we would arrive at the same location as the wizard, and said wizard would probably be annoyed that a Kitsune popped out of his teleport with him.
Really? Must have missed that. Where exactly is this mentioned?
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LuckyKobold

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Re: World Quest
« Reply #71 on: December 25, 2014, 07:05:57 pm »

FEIGN SLEEP!

Prophet

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Re: World Quest
« Reply #72 on: December 25, 2014, 08:20:04 pm »

Check the laylines and see if we can't hijack a ride on a wizard's transit or draw upon some energy to ward ourself at night.
+1if it's possible, otherwise
rest, but avoid sleeping.
I'll add my support to this backup plan. Maybe build a ward of some sort though just in case we pass out.
+1
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

Flying Dice

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Re: World Quest
« Reply #73 on: December 26, 2014, 12:53:15 am »

Riding a layline is lowtier magic. It's a preestablished part. Adding ourselves to a preexisting transfer spell is again, relatively low tier. Much lower tier then building the transfer spell. Odds are is we would arrive at the same location as the wizard, and said wizard would probably be annoyed that a Kitsune popped out of his teleport with him.
Really? Must have missed that. Where exactly is this mentioned?
(Kevak is making assumptions that this world's magic works the way he thinks it does. Without giving anything much away, I'll just say that it will be exceptionally difficult to pull something vaguely similar to what he is suggesting, for a quite loose interpretation of it on several points. That, and there are potentially good reasons to not do so. For example, perhaps the wizardly types of this world use a sort of magic phaseshift and incredibly rapid movement, and latching onto a spell successfully would leave you at the mercy of the dice as to the location and velocity of your exit from the spell. Or perhaps there is no point-to-point teleportation or fast travel at all, and they must rely on Dresden-esque alt-dimensional shortcuts through dangerous otherworldly places, and in your attempt you would inadvertently dump yourself in one of those. Or maybe he's right and you'll be able to do exactly what he says with a low roll, or no roll at all.

Maybe it does work exactly the way he proposed, but assumptions and carelessness are dangerous alone, never mind when leavened with magical experimentation. But then, you've spent fourteen years as a fox and two -- give or take a bit -- as a kitsune. You might have picked up a rare spot of meaningful lore here and there aurally, and maybe you've even learned to read a language or two, but your magic is inherent and mostly potential, rather than learned.)

"This is, as they say, the other foot of that design. Oh, certainly, yer a cuddly little snowflake with a talent for mischief and more than a little inborn magic, but that's no substitute for experience or training in the multifarious mystic arts. Choose wisely, padawan."
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Flying Dice

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Re: World Quest
« Reply #74 on: December 31, 2014, 03:01:44 am »

(Invisiblecastle is down for whatever reason, so I'm just rolling this out normally. Also, sorry about the wait. Holidays happened, then grad school stuff happened, then Elite: Dangerous happened. But we into update now, yo.)

Check the laylines and see if we can't hijack a ride on a wizard's transit or draw upon some energy to ward ourself at night.
+1if it's possible, otherwise
rest, but avoid sleeping.
I'll add my support to this backup plan. Maybe build a ward of some sort though just in case we pass out.
+1
---

Blind and desperate, you cast about within your mind, trying to grasp at something immaterial to use. In your brief self-aware life you have not made a practice of studying the arcane arts in their multifarious forms, simply accepting what comes to you naturally. Nevertheless, you know that more learned magic users exist; surely they've some way of moving themselves about? With magic of your own, maybe you could get lucky and latch on to something to pull yourself out of this death-ridden land?

(1d100 → [18] Leech from some sort of magical travel.)

"Ahahar, no dice. Our hero -- it is a hero, yes? I'm not quite clear, what with those less than boyish looks, oho -- at any rate, he appears to be, as they say, shit out of luck. Guess two years isn't enough to learn that there ain't no such thing as a free lunch."

Even in the scant seconds you wasted with that desperate attempt, the sounds in the dusk have grown closer, more daring. The sun is a red crescent on the horizon and two of the moons are high in the sky, Mephes' brilliant emerald sheen and the dull grey of Vul. There is precious little shelter in this place, little more than rough-edged outcroppings of slate and granite rising just above the plain of ash. Still, it's better than nothing; you clamber up onto a slightly elevated slab, dragging yourself into the center, exhausted.

The night has almost completely come, but you have a minute or two left of the bloody evening light. You instinctively shift into your illusionary human form for the sake of fingers, daubing them with a thick coating of ash. As always, you know little of magic, but you can't stay the night here unprotected.

(1d100 → [80] Ward before you sleep.)

Forming a faint, dancing orb of foxfire between your fingers, you infuse the ash with your magic, drawing a simple circle perhaps six feet in diameter around the edge of the stone on which you sit. It glows with an eerie light, comforting and familiar in the now-complete darkness. Perhaps it will help. Still, the effort has exhausted you. Abandoning the illusion, you pad into the center, curling into a tight ball, tail covering your nose against the cold. You can't sleep, not yet, but your eyes grow heavy...

(1d100 → [1] Stay awake in extreme conditions.
1d100 → [76] Events during the night.)

"Good moooorning, sunshine! Ain't it grand?"
(*hem*)

"Right, right, bloody slavedriver... Cough. Cough. He said unconvincingly. The Desolation is not, precisely speaking, less bleak under the full light of the sun. Less obviously dangerous certainly, but just as ugly as ever, perhaps worse. Moreover, despite the distinct lack of chittering in the darkness, the day is hardly the traveler's friend, bringing sweltering heat to the choking atmosphere; despite the ash blotting out much of the sunlight that falls upon the dead land of Tenazu, enough does to warm the wastes to an uncomfortable degree. But at least it's a dry heat, ya dig?"

You wake, sneezing and snorting, but well-rested nonetheless. Oh sh- dear, you really shouldn't have done that. You'd been trying so hard to stay awake! Worse, looking at the position of the sun, you've woken quite late in the morning; the orange-red glow is already quite high. Still... you feel better than you have nearly since you were marooned. Choking down as little food and water as you dare take from your supply, you idly examine the ward you threw together on the verge of sleep, cautiously tapping the faded circle with a forepaw. Most of the light is gone, and there are several scorched marks on the outer edge.

Shivering slightly at the thought of the hunters in the night reaching you as you slept, you ponder what to do with a slightly fresher mind.

[] Keep walking west as long as you can for what's left of the day. Surely it can't be far now.
[] That thing you tried last night... you sucked at it, and it might not even work, but hitching a magical ride sounds a lot easier than walking. Do it again!
[] Practice with your own magic (how?), maybe if you can actively defend yourself you'll be able to travel at night.
[] Write-in.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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