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Author Topic: Roll to become the legend: turn 29: soiled chainmail and a voice in the air  (Read 28762 times)

ATHATH

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Re: Roll to become the legend: turn 10: plants and tourist guides
« Reply #90 on: January 08, 2016, 01:48:39 pm »

Question the knight until I learn all of the stuff at the bottom of your previous post.

"Alright, I think that's about it. You can keep this guy, if you want."

"Say, you don't happen to have any experience with divinations, do you? Somethings trying to monitor me when I cast them, and it worries me a little bit."

"Anyway, thank you for your help. Here's one of my Cards, break it when you want me to return the favor later."

Conjure a Card, a card that, when broken, gives me a detailed description of the area the card was broken so that I can teleport there. Head towards the center of the forest to investigate the magic there.
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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

ATHATH

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Re: Roll to become the legend: turn 10: plants and tourist guides
« Reply #91 on: January 09, 2016, 02:32:01 pm »

((Double post ATHATH))
Yeah, I know. I'm too lazy to fix it, though.
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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

Pancaek

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Re: Roll to become the legend: turn 11: new places
« Reply #92 on: January 09, 2016, 02:54:56 pm »

"Alchemist's fire? can you describe it for me? it's not something I am familiar with."
after the man gave his answer, he would check back on the Edhassian knight.
"you feeling alright, aside from the leg?"
"Alchemists fire, you know. Kind of a dark green sticky sludge that explodes when you put fire to it. Those eyebrowless dudes are always causing trouble trying to use it in their expirements."

You head into the church, where the priest is looking after the wounded, including the knight. You go to the knight, but he doesn't open his eyes. The priest walks up to you.

"It won't do you any good, young man. He refuses to talk, he refuses to eat, he refuses to drink. He's a stubborn lout."

"The Empire is to the north? That should be enough."

Get traveling supplies and head North! To the Empire!
So, North over the mountains instead of east through the swamps? Gotcha.

Well, some of the townsfolk give you supplies for the road. Nuts, dried jerky and fruit and the like. You Start heading north, following the main road and the signs along the way. After it has become dark, you arrive in Thuryn, the city of the lord that governs this part of the kingdom. You can elect to rest/explore/stock up this city or be on your way to the next city north, the capital of Amandine. You'll have to rest and stock up once you're there though, but from there you can go straight to the mountains. Your choice.

Split up and store some of the plants - both healing and edible, as I guess I may need to eat at some point.

"Thanks, Lana, it is always nice to be shown new places by someone who knows them well. Now I shall see if any of the wounded need any further attention, and then find somewhere to rest. Tomorrow I'd like to wander into the forest myself, and listen to it."

Also - check any wounded need any more attention, then sleep until the next morning, whereupon I'd like to travel deeper into the forest i.e. farther than Lana thought reasonable to go.
You split up the plants and bind each kind together in small bushels. Lana doesn't seem thrilled when you tell her that you plan to go deeper.

"I realize I can't stop you, and I'm fairly sure that you could handle whatever happens. Just be careful in there, okay?"

You then go and see about the wounded, but now that the priest and his monks have gotten organized, it seems like they've got things well in hand. You see that guy dressed in camouflage clothing trying to talk to the surviving knight, but to no avail. The priest offers you a bed in the chapel next door.

When you wake up the next morning, the pirest hands you a package. It is from Lana with a little note attached. The note says "I have prepared you some food for along the road. If you should come upon the shrine in the woods, please offer the contents of the small envelope to it." How nice of her.

You head into the woods, retracing your steps from the day before, and then you keep going. Before you well know it, something feels off. The trees are larger and their leaves form a near solid roof over the forest now. From what you saw when you flew above the town, you should be well past the halfway point to the other side of the forest, but instead you cannot see the end of it in any direction you look. It's as if you've somehow wandered into a much larger forest. In the distance, you hear the flowing of water and a soft snoring sound. From a different direction, you feel an acute sense of unease.

Question the knight until I learn all of the stuff at the bottom of your previous post.

"Alright, I think that's about it. You can keep this guy, if you want."

"Say, you don't happen to have any experience with divinations, do you? Somethings trying to monitor me when I cast them, and it worries me a little bit."

"Anyway, thank you for your help. Here's one of my Cards, break it when you want me to return the favor later."

Conjure a Card, a card that, when broken, gives me a detailed description of the area the card was broken so that I can teleport there. Head towards the center of the forest to investigate the magic there.
You do so. Also, just in case this ever comes up during battle, I'll explain teleportation a bit. You're basically opening a portal, stepping in, coming out the other end, and then need to close it. Both opening a portal and closing it takes a few seconds, and it also takes a few seconds you to go from one end to the other. This is to keep it from being a "Lol, this fight is too hard, I'm outta here" kind of deal.

"Thanks, I'll use his skeleton in the dungeon somewhere. We can always use another candle dribbler. You'd best watch out with all that divining though. Every time you do it, you're basically peeking over the shoulder of the Weavess. She might not notice you right away, but you know who keeps an eye on the tapestry, to see when people's time has come. "

You [2+1] summon a business card. You hand it to him. He takes it and looks at it, though you can't read his facial expression. Because, skeleton.

"Thanks. Don't worry, I'll find you. Count on it."

With that, he grabs at thin air and tears open a dark portal, pushes the zombie through and then steps in himself. It closes with a tiny lightning strike, followed by a small thunderclap.

You then head over the forest, slowly decending into it towards the place where you saw the magic. You touch down on the ground and notice something is wrong. Looking back up, the trees look larger than they were coming down. In front of you is what looks like a burial mound of some sort. The opening is blocked by a large stone. Engraved on the stone is a snake, coiled and ready to strike. It seems there used to be two statues one either side of the entrance, but they have long since crumbled to bits.
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ATHATH

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Re: Roll to become the legend: turn 11: new places
« Reply #93 on: January 09, 2016, 04:55:45 pm »

So, whenever I divine something, the god of Dying When Your Time is Up can detect it?

Summon a Celestial monkey (http://www.d20srd.org/srd/spells/summonMonsterI.htm). Detect Magic on the snake and the tomb, back away, and then tell the monkey to open the seal, enter the tomb, and report to me what is in there.
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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

Dustan Hache

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Re: Roll to become the legend: turn 11: new places
« Reply #94 on: January 09, 2016, 06:30:25 pm »

"Listen ya crazy sod, I didn't save your life just so you can throw it away. Now get some food in you and get some rest. we're heading South, and I intend to bring you back to your fellow men, like it or not."
He would turn to the priest, nodding in gratitude for their services. "do you have anything that I could use as a crutch for this man, or a walking stick? I'd hate to have to carry him around, though I might need to anyways. Also, do you know anything to be aware of to the south?"
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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 11: new places
« Reply #95 on: January 09, 2016, 09:20:49 pm »

"Listen ya crazy sod, I didn't save your life just so you can throw it away. Now get some food in you and get some rest. we're heading South, and I intend to bring you back to your fellow men, like it or not."
He would turn to the priest, nodding in gratitude for their services. "do you have anything that I could use as a crutch for this man, or a walking stick? I'd hate to have to carry him around, though I might need to anyways. Also, do you know anything to be aware of to the south?"
((I basically didn't notice the 'edhassian' in your previous post, just read "knight". What makes your character think he's Edhassian?))
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Dustan Hache

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Re: Roll to become the legend: turn 9: special plants and more questions
« Reply #96 on: January 09, 2016, 10:55:47 pm »

-Snip-
"You shan't get through my shield of Edhassanian steel!"
-Snip-
"We are Edhassian soldiers. We were here to capture the townfolk for our priests."
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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 9: special plants and more questions
« Reply #97 on: January 09, 2016, 11:37:42 pm »

-Snip-
"You shan't get through my shield of Edhassanian steel!"
-Snip-
"We are Edhassian soldiers. We were here to capture the townfolk for our priests."
((kay, first quote is all right. do remember that the second one was said to ATHATH's character, a full mile or so from where you were. So he's the only one to hear anything of that conversation))
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Dustan Hache

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Re: Roll to become the legend: turn 9: special plants and more questions
« Reply #98 on: January 10, 2016, 12:22:08 am »

-Snip-
"You shan't get through my shield of Edhassanian steel!"
-Snip-
"We are Edhassian soldiers. We were here to capture the townfolk for our priests."
((kay, first quote is all right. do remember that the second one was said to ATHATH's character, a full mile or so from where you were. So he's the only one to hear anything of that conversation))
(just proving that they are in fact, Edhassian.)
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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 9: special plants and more questions
« Reply #99 on: January 10, 2016, 07:52:03 am »

(just proving that they are in fact, Edhassian.)
((I know, it's all good when you base it off of the "edhassian steel quote". I was just checking if you weren't basing it solely off of the conversation that ATHATH had, since that would have been wrong. I think that I'm a fairly easy going gm, but blatant metagaming just isn't going to fly. Anyway, no problems here, carry on.))
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Pancaek

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I noticed we haven't really spoken about money yet. I think I'll go with ye standard copper -> silver -> gold coins, where 100 of the previous equals one of the next. We'll say the villagers passed a hat around and gave each of you five silver as a thank you, minus ATHATH because he wasn't there.

So, whenever I divine something, the god of Dying When Your Time is Up can detect it?

Summon a Celestial monkey (http://www.d20srd.org/srd/spells/summonMonsterI.htm). Detect Magic on the snake and the tomb, back away, and then tell the monkey to open the seal, enter the tomb, and report to me what is in there.
That's about what Utamur said, so that's what he believes.

You draw a magic circle in the dirt, Placing five stones in the corners of the star, in order to summon the celestial monkey. You chant the spell and [3+1] summon a celestial monkey. It doesn't really look all that celestial, more like a dirt ordinary monkey honestly, but it does seem as smart as one. You cast detect magic [1+1] and the spell tells you that there is nothing in front of you, nothing at all. You order the monkey to unseal the tomb and get behind a sturdy looking tree to observe. The monkey saunters over to the door, passing in between the cumbled statues. He tries pulling the stone, but that doesn't work. He then tries pushing the stone from the side. He really has to put his back into it, but he manages to roll the stone so that the passage is halfway open. He goes inside, coming back out after a few minutes. He reports to you while scratching himself.

"Nothing much to see, boss. A large stairway that goes down a bit and opens into a big room. The room itself is filled with stuff, pots and vases and a chest. There's a big stone slab with a corpse wearing armour chained to it, and a few more coprses wearing armour around the slab."

"Listen ya crazy sod, I didn't save your life just so you can throw it away. Now get some food in you and get some rest. we're heading South, and I intend to bring you back to your fellow men, like it or not."
He would turn to the priest, nodding in gratitude for their services. "do you have anything that I could use as a crutch for this man, or a walking stick? I'd hate to have to carry him around, though I might need to anyways. Also, do you know anything to be aware of to the south?"
The knight doesn't answer, but it seems like his gaze has mellowed a bit. He stops struggling and goes back to resting.

The priest folds his hands together in front of him. "Oh yes, I'm sure I can get you something that can be used as a crutch by the morning. I'll have someone put it next to his bed. As for something to be aware of south. Well, everything, I guess. You have quite some desert between The southern border and nearest civilization. That's not to say you might not bump into trading caravans or silthan nomads,. But they're always on the move, so you can't truly plan for it."

Ask for recent news, if there is any. Then resupply.
You head into a local tavern to get supplies for the road ahead and to get some juicy gossip. The tavern is quite large, with adventuring types all around. In fact, you notice that the front room of the tavern is a hexagon, seemingly to provide extra corners for adventurers to brood in. The tavern keep sends off one of his aides for your supplies and you ask him about any news. The portly man waggles his moustache.

"Lookin fer adventure, are ye? Well, there's a house in town that the owners say is haunted, and they're willing to pay for someone to get rid of the ghosts. Some large beast has been attacking traders along the roads east and the guards can't seem to catch it. Other than that, you've always got the wilderness to the west. God knows what lurks beyond that wall. Can't offer you more than that, though, that's all I know. You'd need to check in with the adventurer's guild if you want different work."

The aid places a backpack on the counter, filled with all the food you'd need for your trip North, along with a sheepskin flask to hold water. The tavern keep also throws some rope in there.

"That'll be one silver, then. The rope's a freebie."
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Dustan Hache

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Re: Roll to become the legend: turn 12: money, monkeys, monks and meats, oh my
« Reply #101 on: January 11, 2016, 07:29:51 pm »

"Sounds Like I am going to be packing heavy, If the village can spare. I doubt the man under my care will be able to carry more than his own weight with a leg missing like that.
What can you tell me of the nomads, before we depart?"
After gathering what remaining information and supplies he can from the village, he would wait until sunset to depart, rousing his new travel companion and helping them to their feet so that they can walk with their crutch, heading south.
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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 12: money, monkeys, monks and meats, oh my
« Reply #102 on: January 11, 2016, 09:23:48 pm »

((assuming I have no money?))

"Thanks. Could you keep that there? I don't seem to have any money on me now..."

Ask for instructions to the ghost house place thingy, and try to get enough money for supplies. Then go more North, to the Empire.
((villagers gave you five silver, I put it at the top of the update))
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Pancaek

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Re: Roll to become the legend: turn 12: money, monkeys, monks and meats, oh my
« Reply #103 on: January 11, 2016, 10:01:59 pm »

((It's cool, probably should have tried to make it stand out more.  :D))
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lawastooshort

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Re: Roll to become the legend: turn 12: money, monkeys, monks and meats, oh my
« Reply #104 on: January 12, 2016, 05:44:25 am »

((sorry, missed an update))

Head carefully but openly (i.e. not hiding) towards the water sound.

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