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Author Topic: Roll to become the legend: turn 29: soiled chainmail and a voice in the air  (Read 28465 times)

ATHATH

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Re: Roll to become the legend: turn 12: money, monkeys, monks and meats, oh my
« Reply #105 on: January 12, 2016, 11:56:47 am »

Cast Shared Senses on the monkey. Kindly ask it to open the chest that's inside, and to look at the slab closely while he's in there. Contact the god that's being nosy, and ask what the tenets of his faith are (I don't want to offend him).
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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 12: money, monkeys, monks and meats, oh my
« Reply #106 on: January 15, 2016, 06:16:51 pm »

(I think everyone posted. Onward?)
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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 #107 on: January 15, 2016, 06:19:02 pm »

((As I said in my other rtd, I had two consecutive exams yesterday and the day before. I'm typing up the turn in a bit, eating pudding right now.))
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Pancaek

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Re: Roll to become the legend: turn 13: moving around and summoning gods
« Reply #108 on: January 15, 2016, 07:24:06 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.
"I shall make arrangements for supplies, though I doubt we can give you enough to last a desert crossing. I only know of the nomads from books during my time studying at the church, but from what I remember they are a friendly, if somewhat strange people. They put great care in their religious rituals and move upon the backs of great insectoid beasts. Other than that, I really couldn't tell you anything about them other than they aren't known to be hostile to travellers."

You rest and get up at sunset, rousing the knights as well. He's still not talking, but he isn't resisting anymore. The priest has kept his word and given you supplies. Outside of the village, you see signpost and the road splits. You can either go slightly southeast to a trading outpost, or head straight south to a border guard post.

((Srry! ...:)?))

"Alright, thanks."

Pay them, then go east to the roads.

You pay them and grab your supplies. instead of continueing north towards the mountains, you instead take the roads eastward. Along the way you pass some small shrines and some orchards. Eventually, you come to a guard outpost. There's a carriage in the middle of the road. The driver seems rather shaken, speaking to a guardsman. Two other people, the carriage's guards you guess, are being taken into the guardhouse by guardsmen, they seem pretty wounded.

((sorry, missed an update))

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


((no worries))

You carefully make your way the sound of water. You pass between trees and move through a rather thick bush. In fornt of you is an opening in the forest. A small creek is flowing, barely six feet wide. The water in it is crystal clear and seems unnaturally deep. On the other side of the creek is a large stone square with a stone bowl in top of it. Around the stone all manner of flowers are growing, surrounding the stone by all kinds of vibrant colours.

On your side of the creek is what seems like a small mound of dirt, and it's snoring. Suddenly the snoring stops and the mound starts coming up. It stands up on four legs and turns slowly. It looks rather like a smallish rhinoceros, though it's flesh seems to be made out of earth covered in moss and grass. Its horn is made of bark, with flowers blooming along its side. The rhino saunters over to the creek and starts drinking.

Cast Shared Senses on the monkey. Kindly ask it to open the chest that's inside, and to look at the slab closely while he's in there. Contact the god that's being nosy, and ask what the tenets of his faith are (I don't want to offend him).
You cast shared senses on the monkey [4+1] and you get perfect feedback from all of his senses. You then ask him to go open up the chest. The monkey start moving up to it.

"This is really inviding my personal space, boss."

The monkey stands in front of the chest. It's rather ornate and well finished, hard wood with strips of decorative brass. He pops the lock and opens the lid. You catch of glimpse of shiny coins and something else, but when the lid is fully opens something sprays out. It covers the monkey, who begins the writhe in pain on the ground. You, too, get some of the pain that he's feeling before you manage to end the shared senses spell. You catch your breath and look over to the monkey. He's now dead on the ground, the skin on his face is badly burned.

You then draw a circle on the ground, preparing of the rite of contact. This spell allows you to call upon a fragment of the god in question, weak enough that it can easily be contained within a magic circle. Just to be sure, you add an extra ring, doesn't hurt to be careful when dealing with gods after all. You then chant the spell to summon a sliver of the god in question and [5+1] do so perfectly. In no time, a few seconds at most, there is a pale blue swirling energy in the middle of the ring. It cracks, and in the ring is the god that had been nose. He looks like a skeleton, garbed in a black robe and holding a scythe. There is a sword at his side and in his eyesockets are two bright blue pinpricks of light. He leans on the scythe.

"WHY HAVE YOU CALLED. I AM QUITE BUSY YOU KNOW."
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Dustan Hache

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Re: Roll to become the legend: turn 13: moving around and summoning gods
« Reply #109 on: January 15, 2016, 08:19:09 pm »

Darius would decide to head southeast to the trading post. Chances are they'd have a detailed map with the most traveled routes and some sort of idea just how massive the desert is.
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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 13: moving around and summoning gods
« Reply #110 on: January 17, 2016, 11:00:01 am »

Clear my throat in an "excuse me" kind of way to alert the creature to my presence. If it gets hostile turn into an eagle and get the hell away from it, upwards!
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Dustan Hache

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Re: Roll to become the legend: turn 13: moving around and summoning gods
« Reply #111 on: January 21, 2016, 11:24:13 am »

(athath, we are waiting on you.)
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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 13: moving around and summoning gods
« Reply #112 on: January 21, 2016, 11:44:38 am »

"Well, I'm not from this dimension, and I heard that you can observe me while I cast divinations. I want to find out what the tenets of your faith are, so I won't offend you in the future."

After he informs me, let him return to where he came from. Have a moment of silence for the Celestial Monkey, then cast Aura of Calmness and Send to Family on its corpse. Cast Trap Sense, then enter the tomb.
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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 14: moving along, sleepy beasts, and Death
« Reply #113 on: January 21, 2016, 03:29:08 pm »

((Just as a general rule. If you ask something of an NPC and you just do it by action, without actually typing what your character says, I'm probably not going to put much effort in typing what they say back either. Just a heads-up if you want to actually rp. No worries if you don't want to, though.))

Darius would decide to head southeast to the trading post. Chances are they'd have a detailed map with the most traveled routes and some sort of idea just how massive the desert is.

You decide to head to the trading outpost and follow the signposts over there. gradually, the scenery around you becomes more arid as you go. You arrive at the trading post after an hour or two. The outposts is a hub for trading going to and coming from the lands to the east. It has a large stables, multiple taverns and hostels, a general store, a blacksmith and a smallish guard outpost. The caravans you see all have guards, and they're armed for combat. That would signal dangerous roads ahead, yet the place is bustling with activity.

You talk to a few of the traders and they point you to the general store. It has maps of the desert for free, though it also sells speciality maps with a lot more details for a price. You grab one of the free maps and look it over. The desert seems fairly massive, and there's a huge chunk of no-mans land before you start seeing inhabited zones. Looks like there are four established routes to the inhabited area. Two of them loop around to the east, and both have trading outposts dotted along the way for refills. The longer one is the safest route, and the shorter one is labeled somewhat dangerous. There is also a route the loops around to the west. It's shorter than both of the eastern routes, but only has one refill post in the middle. It's labelled "Silthan ruins and patrols likely, moderately dangerous wildlife.". The last route goes straight through the middle of the desert, it's the shortest of all the routes, but has no refill posts and no ruins or anything marked. It's labelled simply as "high danger".

Ask them about the problem. If it's the beast thingy, offer my assistance.
You ask the coach driver about the monster problem, and he simply directs you to the guard captain. The captain tells you that the beast has been attacking everyone going by the old mansion along the road not far from here. He tells you nobody has really gotten a good look at the thing. All he knows is that it seems to appear out of nowhere and is about the size of a small horse.

Clear my throat in an "excuse me" kind of way to alert the creature to my presence. If it gets hostile turn into an eagle and get the hell away from it, upwards!
You clear your throat loudly, and the creature slowly looks over to the sound it just heard. It looks at you with sleepy eyes, and saunters over at a relaxed pace. As you feel no ill intent coming from the creature, you allow it to do so. It comes up to you and looks you over, sniffing your furs. It seemingly decides that you pose no threat and aren't all that interesting, and curls back up and goes right back to sleeping.

"Well, I'm not from this dimension, and I heard that you can observe me while I cast divinations. I want to find out what the tenets of your faith are, so I won't offend you in the future."

After he informs me, let him return to where he came from. Have a moment of silence for the Celestial Monkey, then cast Aura of Calmness and Send to Family on its corpse. Cast Trap Sense, then enter the tomb.
"YOU SEEM TO BE MISTAKEN. THE WEAVESS WATCHES ALL YOU DO. I MERELY CATCH A GLIMPSE SOMETIMES WHEN DOING MY JOB. AS FOR MY TENETS." He steps forward, not even slowing down a bit as he breaks the circle. The sheer magical backlash from the containment circle being broken sends dirt and stones flying and knocks you on your ass. He points at you with his scythe. "I HAVE NO TENETS, I REQUIRE NO WORSHIP. I AM INEVITABLE, ONE DAY ALL MUST COME TO AN END. EVEN YOU," He then points to tomb "AND HIM WILL ONE DAY PERISH. YOU MAY HAVE TAKEN STEPS TO PREVENT THIS, BUT IMMORTALITY IS A MYTH. WHEN THE DAY COMES, I WILL BE THERE. DO NOT BOTHER ME AGAIN." He slams his scythe into the ground and dissapears in a blue flash.

You have a moment for the monkey and cast your spells to dismiss him. You then cast trap sense and, sensing none, enter the tomb. All is still as the monkey saw it, minus the monkey himself. The chest is now open. Inside the chest are some silver coins, two rolled up scrolls and a green gemstone key. Looking over to the slab you can see that the chained corpse is chained down with a green metal lock. Your wizard senses pick up a small amount of magic from the slab and the corpse, but only very faintly.
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Dustan Hache

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Re: Roll to become the legend: turn 14: moving along, sleepy beasts, and Death
« Reply #114 on: January 21, 2016, 03:45:46 pm »

He would go and talk to one of the caravan leaders, or at least a guard to one of them."Do you have any advice for crossing the desert, at least by the short eastern or long western routes? Also, Who or what are Siltans?"
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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 14: moving along, sleepy beasts, and Death
« Reply #115 on: January 21, 2016, 08:24:52 pm »

'Ask' for help, and go down the road where the problem seems to be.
((any reason you put ask betweem quotes?))
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Dustan Hache

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Re: Roll to become the legend: turn 14: moving along, sleepy beasts, and Death
« Reply #116 on: January 22, 2016, 01:15:57 pm »

'Ask' for help, and go down the road where the problem seems to be.
((any reason you put ask betweem quotes?))
((implication of intimidation.))
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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 14: moving along, sleepy beasts, and Death
« Reply #117 on: January 22, 2016, 05:03:19 pm »

Cast Analyze Magic on the corpse, the scrolls, and the slab. If it won't harm me to do so, unlock the corpse's chains. If it becomes animate, cast Control Undead on it.
« Last Edit: January 22, 2016, 05:05:00 pm by ATHATH »
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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 14: moving along, sleepy beasts, and Death
« Reply #118 on: January 22, 2016, 05:56:03 pm »

Hmm. Check out the creek and if it seems safe get across - do so as a bird if required - and examine this stone and bowl.
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Pancaek

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Re: Roll to become the legend: turn 15: caravans, monsters, undead and creeks
« Reply #119 on: January 23, 2016, 07:36:33 pm »

He would go and talk to one of the caravan leaders, or at least a guard to one of them."Do you have any advice for crossing the desert, at least by the short eastern or long western routes? Also, Who or what are Siltans?"
You go and speak to an older caravan guard. His breastplate and helmet are full of scratches, but it's all well maintained. He's smoking a pipe as you approach.

"Well, lad, if you're going by the eastern trade routes you're best bet is to go with a caravan. Either pay them to take you as passangers, or get them to hire you as a guard. All you've got to worry about then is the wildlife and the occasional bandit, but when you're in a caravan group that's never really a huge threat.

As for the Western route, your best bet is to take a lot of provisions and get a mule if you can. There's a village of some religious folk in the middle where they'll fill you up on water, but other than that you're on your own. The trip is only two or three days between here and that village, though, so you should be fine. Just be careful of wildlife, you probably won't meet bandits on that route, no caravans to rob. Also, don't fuck with ruins you come across.

Which brings us to the silthans. They're desert nomads. They're perfectly amicable folk, for the most part. Just don't threaten them and for the love of the gods, don't fuck with their ruins. Those ruins are important in their religion or something, and they take it pretty bad if they catch you defiling them in any way."

'Ask' for help, and go down the road where the problem seems to be.
[magnificent aura] Your plea for help does not go unheard. Rallied by your words and hungry for revenge, five caravan guards agree to accompany you on your way to kill the beast.

You then follow the road the guards point out to you, walking for quite a while. One of the guards points at a dilapidated mansion further along, behind a bend in the road.

"'Ere, that's the old mansion. THe attacks were along he-"

Faster than the guard can react, something jumps from the bushes and slams into him. All you manage to see is a brown blur and a large bloody beak before it leaps away, taken the unfortunate guard with it. It leaps into the trees and shrub, heading towards the mansion.

Cast Analyze Magic on the corpse, the scrolls, and the slab. If it won't harm me to do so, unlock the corpse's chains. If it becomes animate, cast Control Undead on it.
You attempt to cast analyze magic [5+1] and get a perfect reading of all of them. The corpse gives off a faint magical aura, but nothing dramatic. The scrolls are inscribed with one time use spells, but you can't tell which ones without opening them and looking at the runes yourself. The slab itself is just a large hunk of stone, but the chains seem to be weirdly magical. It's as if they're draining the magic from around them.

You take a step toward the corpse which, quite as you expected, jerks up its arm, making the chain go taut. The putrid eyes roll towards you, staring at you. You'd like to cast control undead, but that's necromancy, and you're an arcanist. The corpse speaks in a baritone voice.

"Why have you come? To make sure I am still imprisoned? To mock my fall? Is it not enough that every moment, waking or otherwise, if filled with endless suffering?"

Hmm. Check out the creek and if it seems safe get across - do so as a bird if required - and examine this stone and bowl.
You step closer to the creek and you try to figure out if it's safe to cross. You look at it this way and that, trying to figure out if the uncanny depth of the creek isn't going to make this dangerous. You look to your right and see the moss rhino staring at you with sleepy eyes. It snorts, walks up to the creek and clumsily jumps over it, arriving safe and sound at the other side. You follow its example and jumpp over as well, with identical results.

The slab is engraved with all kinds of drawings. Flowers, trees, animals, each side is engraved with images of things like this that are typical for each season. The bowl itself is made out of smooth stone. Along its edge is a strange script that you've never seen before. On the bottom of the bowl is a an engraving of a woman in a dress with flowers in her hair putting something in a bowl.
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