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Author Topic: Roll to become the legend: turn 29: soiled chainmail and a voice in the air  (Read 28498 times)

ATHATH

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Re: Roll to become the legend: turn 3: village fires
« Reply #60 on: December 24, 2015, 06:29:22 pm »

Oh, for-

Cast Flight, Farsight (see further), and Resist Cold upon myself, then teleport myself 5,000 feet upwards or so. Look down upon the surrounding area.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Pancaek

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Re: Roll to become the legend: turn 3: village fires
« Reply #61 on: December 26, 2015, 04:42:46 pm »

Well. It appears that the soldiers are probably responsible for the burning, and that the all but defenceless villagers are being protected by the lone man. How much slaughter might be avoided if the soldiers were made to flee?

Summon furious lightning on one of the flanking groups I can see.

Preferably without revealing me as the source!
((Footsteps coming from in front of me? So... I can't see them yet?))

Summon a kiteshield and walk forward, look for people.
You summon a large kite shield and make your way forward. You've barely made it halfway across the street when a group of soldiers rounds the corner. They're already ina  shield wall formation, clearly wary of whatever attacked their colleagues. The four at the front hunker down and brace their shields, while the three behind them aim crossbows at you. The shield holds against the bolts and they bounce off harmlessly, though one of the bolts gets stuck in the shield. As the crossbowmen reload, you see a second group approach from a side street on your left flank. The narrow side street is only wide enough for two of them to stand side by side, and they seem to have no crossbow, only two shields and a poleaxe wielding soldier behind those.

As if matters couldn't get worse, a second flanking group approaches from your right. Again two guys with shields, and two corssbowmen this time. Suddenly, you hear an eagle cry out in the distance, and the sky rumbles. A furious bolt of lightning strikes in the middle of the group on your right. You turn away and close your eyes in time, but even with your eyes closed you can see the intense light. You look, and the shield soldier on the right has been vaporized, with nothing but his boots remaining. The other three have their armour blackened and their skin charred, dead where they fell. The people  behind the shield walls of the other two groups are frantically scannign their surroundings for a wizard.

"I'm not with whoever it is you mentioned, but I will see what I can do."
With that objective in mind he'd head to the center of town, trying to avoid detection. He'd also scavenge a sword from one of the fallen soldiers so as to better engage in melee. Far quieter than using a gun in these conditions.
You nod to the kid and he bolts off into the shrubs. You strap your rifle to your back and grab one of the dead soldier's swords. You head into the town, making sure to check your corners as to not run into any enemies. At one point, you need to jump underneath a cart to avoid detection from four guys running towards something. As you decide it's safe enough to continue on, you hear and see a giant lighting bolt strike where those guys were running to.

You continue on to the center. Just before you get to the square, you peek around the corner. There are three people standing in front of the church. Two knights, one with a poleaxe and one with two swords at his sides. And a robed man carrying a staff. His robes are dark grey and he's wearing a cowl, so you can't see his face. His staff is some kind of metal, with a red gemstone at the top. You can faintly hear screams and banging come from the large church they are standing in front of.

Oh, for-

Cast Flight, Farsight (see further), and Resist Cold upon myself, then teleport myself 5,000 feet upwards or so. Look down upon the surrounding area.
((For future reference, a few things to note: In combat, you can only cast a maximum of to spells per turn. Because I'm getting a bit of an overlord flashback here. Teleporting large distances always requires a roll, and the larger the distance the more can go wrong. We'll not use this rule now, since we've just started. Also, you don't actually have flight. Ever played morrowind? It's like the levetation spell from that game. basically allows you to walk on air, and go up and down as if on stairs. The same spell also allows you to float straight up or down at a lazy pace.))

You cast those spells and teleport yourself 1.5 km upward. Even with the farsight spell, you can't make out faces from this height. You can, however, see what's going on below in the town. One person, dressed in black, is holding out against three groups of soldiers dressed in grey. Oh, make that two groups, the one on her right just got wrecked by lightning coming out of nowhere. The church is on fire, and you can see two armoured knights in front of it, along with a robed figure. When you squint, you can also see a green dressed person skulking around, just out of sight of the three guys in the courtyard.

"Hey, slick, you here for the show as well? Pretty good so far, my money's on the one in black."

You're startled as you hear someone speak. You look at where you think the sound came from to your left. Slowly, a robed skeleton sitting on a large cushion flaots up to your height. He wears black robes and has two sapphires where his eyes used to be. He's sitting crosslegged on the bright pink cushion and is eating a strawberry sundea. You have no idea where the ice cream is going, since he has no fleshy parts anymore.

"Nice to meetcha, I was just a few feet below you.  What brings you here?"
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lawastooshort

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Re: Roll to become the legend: turn 4: village fires
« Reply #62 on: December 26, 2015, 05:17:27 pm »

((that was quite satisfactorily furious, as far as lightning goes))

Hmm. The burning. Whatever they may worship, their respect deserves better than fire...

Summon extremely furious wind directed at the church - strong enough to blow it out, not to spread it... (directed at the entire village if possible, but focussed on the church). Fly straight up out of crossbow range if detected.
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Dustan Hache

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Re: Roll to become the legend: turn 4: village fires
« Reply #63 on: December 26, 2015, 05:23:00 pm »

Guile would have been shocked by the thunderbolt. Apparently magic is a thing here, what else could explain a thunderbolt with clear skies? definitely hallucinating, but not taking chances regardless, he would take aim and shoot the cowl wearing figure first, then shoot the knight with the two swords. provided I get within the other's swing range, I can use his reach against him in a melee, though obviously taking the shots means I'm dropping all pretense of stealth.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Pancaek

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Re: Roll to become the legend: turn 5: avian fire brigade and squishy mages
« Reply #64 on: December 28, 2015, 07:19:44 pm »

((that was quite satisfactorily furious, as far as lightning goes))

Hmm. The burning. Whatever they may worship, their respect deserves better than fire...

Summon extremely furious wind directed at the church - strong enough to blow it out, not to spread it... (directed at the entire village if possible, but focussed on the church). Fly straight up out of crossbow range if detected.
None of the soldiers expect this magnificent specimen of a bird of prey to actually be a dastardly shaman in disguise yet, so you fly over to a house where you can get a better view of the church. You spread your wings and cry out, and furious winds blow over the entire town, all directed at the church. Some might even say they are extremely furious winds. The flames blow out the fires relatively quickly. Looking around, none of the soldiers seem to have caught on that you're the one causing these weird weather phenomena, though you get the feeling that the robed guy is shooting a dirty look in your direction.

Guile would have been shocked by the thunderbolt. Apparently magic is a thing here, what else could explain a thunderbolt with clear skies? definitely hallucinating, but not taking chances regardless, he would take aim and shoot the cowl wearing figure first, then shoot the knight with the two swords. provided I get within the other's swing range, I can use his reach against him in a melee, though obviously taking the shots means I'm dropping all pretense of stealth.
As you're taking aim, a violent gust of wind blows over the town and extinguishes the church fire. You see the robed guy summon a ball of fire in his hand and say something, though he's too far away to hear. He seems to be scanning the rooftops. You take this chance to aim and engage. [6+1 -> 5+1 = benificial overshot] You steady your breathing and squeeze the trigger, sending a .308 round right between his eyes. The robed man falls down, with pieces of his head flying off in different directions. The fireball in his hand simply winks out of existence.

The knight with dual swords is the first to react, drawing his weapons and rushing towards you. [4+1] When in doubt, magdump. You quickly aim at his center mass and shoot of the remaining 3 rounds in your magazine. Suprisingly, the knight somehow deflects the first round with one of his swords, but the other two penetrate his chestplate and he too falls to the ground. You are rewarded witht the satisfying *ping* of your clip being ejected from the magazine.

The third knight, slower than his more lightly armoured companion, charges towards you with the poleaxe braced like a spear in front of him.

((And here we've got out first fight against non-mook characters. Bit of an anticlimax though. They're low level non-mooks, so I guess it was to be expected))
Another in combat. The more blood, the merrier.

Step back and to the right, slightly away from both groups. Dissipate the shield and raise a fist forward palm down. Bring it up and back, uncurling my fingers into a flat hand with the palm facing upwards, ending with diagonally up/forward facing hand.

"You seek my death?"

Summon two medium length straight double edged swords, one in each hand.

"Or perhaps... something else."

Spread my feet into a stance and hold the blades pointing outwards and upwards, ready for combat. Wait for their response - if they charge me, charge them back. If they do not, spit at their faces and taunt them.

((Man this kinda hurts...))

If I am to fight, do not disarm anyone who dies.
The sudden gale of wind shakes the soldiers, but they hold for now. You let the tower shield dissapate and summon two swords instead. When you start your second sentence, the two arbalists in front of you take aim and loose their bolts. [1] Unable to react fast enough, you are hit by both bolts. One digs itself into your shoulder, the other into your leg. You drop to one knee, but quickly stand back up again to face the enemy. The wounds are bleeding, but not dramatically so. You'll have to get these out eventually, but for now all they do is limit your movements.

[Trait: Magnificent Aura] The soldiers to your left break at the sight of you seemingly taking two bolts to the face with no problems. They drop their weapons and run away from town, to the hills.
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Dustan Hache

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Re: Roll to become the legend: turn 4: village fires
« Reply #65 on: December 28, 2015, 07:31:32 pm »

As the knight charges him, Darius would move his blade to intercept from the left, and step around it so as to avoid being run through. After the blade of the poleaxe passes, he would try to sweep the knight's legs out from under him, and if successful hold him at swordpoint.
« Last Edit: December 28, 2015, 07:35:12 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

lawastooshort

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Re: Roll to become the legend: turn 5: avian fire brigade and squishy mages
« Reply #66 on: December 29, 2015, 10:45:19 am »

Fly up high and circle the village to observe the whole situation. Number of soldiers left? Any burning? Any obvious victims who might need assistance? What is outside the village?
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Pancaek

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Re: Roll to become the legend: turn 6: victory, and lots of blood
« Reply #67 on: December 29, 2015, 07:02:14 pm »

((Seems like ATHATH hasn't been online since the 26th, so I'm guessing he's on vacation or something. I'll skip him for now so we can going and maybe do some turns through pm with him so he can catch up later.))

As the knight charges him, Darius would move his blade to intercept from the left, and step around it so as to avoid being run through. After the blade of the poleaxe passes, he would try to sweep the knight's legs out from under him, and if successful hold him at swordpoint.
[6+1 -> 1+1] As the knight charges you, you pull out the sword you looted earlier and get ready to deflect. You block the blade of the poleaxe with your sword and slide along his left side, getting behind him. You then turn fast and sweep towards his legs to make him fall down. You sweep just a bit too hard, however, and hit the back of his knee which isn't armoured well. This severs his right leg at the knee, making him fall to the ground and bleed quite profusely. You hold him at swordpoint, and the knight doesn't make any moves to resist, being too busy bleeding to death.

Charge the soldiers.

"I see!"
You charge the soldiers, who haven't quite finished reloading. You jump over the shield soldiers, pushing off with your foot on the top of their shields. You land on top of one of the arbalists, skewering him with your sword. You quickly whip around, beheading the second arbalist as you turn. The three shield soldiers don't have time to react as you hack into them from behind.

You compose yourself and look around. Not a living being in sight. Those crossbow bolts still hurt, but it seems like you're safe for now.

Fly up high and circle the village to observe the whole situation. Number of soldiers left? Any burning? Any obvious victims who might need assistance? What is outside the village?
You fly up high to get a, ahem, eagle eye view. There are no soldiers left standing in the town. There's on knight near the church being held at swordpoint by a man in green camo clothing. The knight is bleeding profusely, a puddle is forming on the ground. There are also three soldiers who are doing their damnest to run away from the city. They are running south, towards the hills.

Nothing's on fire anymore, since you did such a stellar job putting out the fires. Even the church has survived in a pretty decent shape, despite it being the focus of the firestarters. No obvious victims who need rescueing, though you can see some unarmed villagers stir and start to come out of their hiding places. The village has some hills to the south, a forest to the east and farmland to the west and north. Two large roads go through the farmlands and beyond, with little roads that lead to the individual plots branching off.
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Dustan Hache

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Re: Roll to become the legend: turn 6: victory, and lots of blood
« Reply #68 on: December 29, 2015, 07:07:03 pm »

Cursing at his blunder of using the edge of the sword instead of the flat of it, he would try to stop the bleeding for the knight as a show of honor, using what was available to him to try and save them for the moment. regardless of the outcome, he would then move to the church and try to open the door to let the people out.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

ATHATH

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Re: Roll to become the legend: turn 6: victory, and lots of blood
« Reply #69 on: December 30, 2015, 01:19:42 am »

T-2: "Who are you, if I may ask?"
T-1: "What year is it, and what plane am I on?"
T-0: "Hey, the combat's ended. Just a moment."

Levitate one of the fleeing knights upward so fast that he dies from the G-force, air-walk over to his corpse, animate it (so I can question it later), then take it back to Skelemage.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

lawastooshort

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Re: Roll to become the legend: turn 6: victory, and lots of blood
« Reply #70 on: December 30, 2015, 02:02:47 am »

Descend, transform into human form somewhere concealed from sight, then walk about village and offer first aid assistance to all who may require it, if it looks safe.
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Pancaek

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Re: Roll to become the legend: turn 7: mass burning averted, good end.
« Reply #71 on: December 30, 2015, 02:53:35 pm »

Cursing at his blunder of using the edge of the sword instead of the flat of it, he would try to stop the bleeding for the knight as a show of honor, using what was available to him to try and save them for the moment. regardless of the outcome, he would then move to the church and try to open the door to let the people out.
Curses, you accidentally severed a limb again! [4] You take off your belt and fashion it into an impromtu tourniquet, stopping the knight's bleeding. You rush over the church and start destorying the barricade holding the doors closed. You finally open the doors after throwing like half a house's worth of furniture away. There are people inside, lots of them. Mostly women and children, with some wounded men. They start coming out, those who got intoxicated by the smoke are either supported or carried by the others. Many of them stop to thank you as the exit and you get lots of pats on the back from the men. A little distance away you spot the boy you saved earlier, hugging an older woman and a girl about his age.

Inspect wounds. Are the bleeding? If not, keep the arrows in. If they are, pull them out and try to make a tourniquet with any available cloth.

Walk forward and see if I can find out why I'm here. By asking someone. Specifically, the current millennia and form of government.

You are not, in fact, bleeding. The bolts seem to stop it. You walk forward, eventually coming to the church square. It's packed with people, most of whom either have burns, are out cold or otherwise hurt. You talk to an old woman who is sitting on a crate and ask her about the current millennia and form of government.

"Well, dearie, currently we're in the year 417. As for government, I know that these lands are governed by Lord Thury, who in turn answers to the Queen of Amand. I can't really tell you anything more specific, deary, I just watch the kiddies when their parents are out on the fields."

T-2: "Who are you, if I may ask?"
T-1: "What year is it, and what plane am I on?"
T-0: "Hey, the combat's ended. Just a moment."

Levitate one of the fleeing knights upward so fast that he dies from the G-force, air-walk over to his corpse, animate it (so I can question it later), then take it back to Skelemage.
T-2: "Archlich Utamur, dreadlord of the Sanctum Of Malice, Butcher of Ondon!" He clears his throat, though you have no idea how seeing as he's just a skeleton "Though, in reality, you may just call me Utamur. Custodian and keeper of the unofficial test dungeon of the Guild of Adventurers."

T-1: "Depends on who you ask. For the humans, we're in 417. Elves and Dwarves each have their own calendar, and god knows what year the lesser races think it is. Then there's also the Edhassans, who probably have some screwy calendar as well. Those guys are pretty weird, must be living in the desert has addled their brains somewhat. Don't know what plane we're in. The usual one? I know there's some minor other planes with direct connections and others that require powerful magic to cross over, but planes never really were my forte. I'm just a simple necromancer by trade"

Present day: You single out the soldier that has fallen behind and levitate him up. You don't really need to bother making him go very fast, as levitation magic at faster than a walking pace has some pretty brutal effects on the human physique. By the time he's at your height, the magic turbulence has broken so many bones that he's flopping around like a ragdoll. You walk over to him and animate him, then walk back to Utamur.

"Neat, you've got a fleshpuppet. He seems a bit broken though. Won't really do you any good like this, they're middling fighters at best when animated, corpses. All the brainpower of a retarded dog. Want me to do some necromancy so you can talk to the guy?"

Descend, transform into human form somewhere concealed from sight, then walk about village and offer first aid assistance to all who may require it, if it looks safe.
You descend into some bushes and turn back into your human form. You head into the city to offer first aid assistance to any who need it. The townfolk, now all gathered in front of the church, are distrustful of you and most won't even acknowledge you at first. This changes when a man comes up to you, having heard your offers of help. He's a big mountain of a guy, bald and with muscles on his muscles. He's got a head wound and nasty gash in his side, but he doesn't seem to notice. In his arms he's holding a small girl, barely 10 years old and with long golden hair. She's unconscious and her breathing is shallow.

Using your innate spirit and no small amount fo experience with healing in general, you manage to bring the girl back from the brink of death. As her eyes open, her father grabs her into a big bear hug. The two of them cry and laugh at the same time as the little girl hugs her father back. Turns out, healing the little girl of the village blacksmith in such a spectacular way generates a lot of goodwill. Soon you're giving advice and giving first aid left and right, making sure all the people who were inside the church are getting adequate care.
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Dustan Hache

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Re: Roll to become the legend: turn 7: mass burning averted, good end.
« Reply #72 on: December 30, 2015, 02:58:33 pm »

Darius would help tend to the wounded, and ask around for something hot and metallic to cauterize the knight's wound. as far as he was aware, even magic can't put limbs back together, and he'd prefer his remaining opponent live so he can question them at least.
« Last Edit: December 30, 2015, 03:27:14 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

lawastooshort

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Re: Roll to become the legend: turn 7: mass burning averted, good end.
« Reply #73 on: December 30, 2015, 04:38:04 pm »

Ask the blacksmith who they are, where, who was attacking them, and why. Explain that I am but a wandering shaman from the wastes. Continuing giving healing to all who request it.
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Pancaek

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Re: Roll to become the legend: turn 8: questions
« Reply #74 on: January 02, 2016, 05:17:28 pm »

Darius would help tend to the wounded, and ask around for something hot and metallic to cauterize the knight's wound. as far as he was aware, even magic can't put limbs back together, and he'd prefer his remaining opponent live so he can question them at least.
You look around to offer help to the wounded, but it seems like a smallish guy wearing furs has got it covered. You grab a piece of metal from nearby and heat up. You cauterize the knight's wound. He screams for a moment and then blacks out. The knight is now drifting in and out of counciousness, long enough for you to ask him the occasional question, but he isn't going anywhere on his own anytime soon.

Ask the blacksmith who they are, where, who was attacking them, and why. Explain that I am but a wandering shaman from the wastes. Continuing giving healing to all who request it.
"I am Garret, and this is my daughter, Lily. This is Arendhold, one of the holds in the lands of Lord Thury."

He turns towards his daughter and goes down on one knee. Even crouching down, he's a head taller than her.

"Honey, could you go over to miss Lana and Anna? I think they're lonely"

The girl smiles and skips over to a woman and another little girl a bit further away

"As for the attackers, I honestly don't get it. They were all wearing Empire Uniforms, but it makes no sense. The Empire is rather expansionist, but they aren't currently at war with us, nor have they really been heard outside of their own borders for the last few years now. I just find it odd that they would attack here in the south after being quiet so long. How did they get over here without anyone east of us noticing?"

You exlain that you are a wandering shaman from the wastes. The blacksmith looks puzzled.

"Wastes? Do you mean the deserts?"

You continue giving aid throughout all of this, but by now the worst wounds have been taken care of. Some of these people will have to rest quite a bit, but everyone here should be alright in time.

Find someone who knows more, and ask about why people are hurt. Also, the name of this planet.
You run around looking for someone who could tell you more than some old biddy. You spot a man wearing some dark browm monk's robes. You head over to him and ask.

"Well, child, these people are hurt because we were attacked, as you are no doubt well aware. They wanted to take us prisoner, but people resisted. Instead, they herder us into the church, barricaded the exits and set it on fire. It was a good thing that we could take shelter in the catacombs below, or I have no doubt that even more people would have died from the smoke and the heat."

You ask the name of this planet.

"Planet? Is that some fancy new form of plane? You magic folk and your tampering with the fabrics of reality, bah! This is the world of Einor, but I don't know anything about a planet."
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