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Author Topic: Roll to become the legend: turn 29: soiled chainmail and a voice in the air  (Read 28466 times)

ATHATH

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Re: Roll to become the legend: turn 15: caravans, monsters, undead and creeks
« Reply #120 on: January 23, 2016, 08:01:16 pm »

Wait, I thought I was a generalist. What schools of magic do I have (if I can't cast from all schools, please let me choose which ones I can't cast from)?

"Relax, for I am not here to harm you. I may release you if you answer my questions."

Cast Detect Misleading on the undead creature, causing it to glow red whenever it tries to mislead something.

"Who are you, and why are you here? What is this place? What are the spells on your chain, the scrolls, and the slab?"
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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 15: caravans, monsters, undead and creeks
« Reply #121 on: January 23, 2016, 08:25:38 pm »

Wait, I thought I was a generalist. What schools of magic do I have (if I can't cast from all schools, please let me choose which ones I can't cast from)?

((You're an arcanist, arcane mage. It deals mostly in spells closely related to the pure essence of magic. So no elemental spells or specialized magic like necromancy or healing, because they get their power from slightly different sources. Dark magic for necromancy and divine power for healing, for example. You've got enchants, telekinesis, levitationn, fake images, detect whatever, magic missile, create illusion and all that arcane jazz. Don't forget you've got rituals, which take longer to cast but can have more effects.

So basically, you can do flashy arcane spells at will, arcane and some elemental spells with longish rituals. I mean, I guess it's not impossible for you to do other schools like necromancy or divine spellcasting, but you'd need to find a way to tap into dark magic or get the blessing of one god or another, respectively. pm me if you still think this setup really isn't okay, well work something out.))
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Dustan Hache

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Re: Roll to become the legend: turn 15: caravans, monsters, undead and creeks
« Reply #122 on: January 23, 2016, 09:09:32 pm »

((damit, How am I gonna rent a mule!?))
With that knowledge in mind, he'd start searching around for a mule that he could afford. He would also take this moment to check how much money he has. Meanwhile, he would try to strike up a conversation with his would-be captive.
"Hey, I never got your name, Knight. Mind giving me one, or at least something to call you other than that?"
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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 15: caravans, monsters, undead and creeks
« Reply #123 on: January 24, 2016, 09:58:33 am »

Fill the bowl with water, using e.g. my hat. Drink some of the water. Try to decipher the script. If this actions permit, speak to the bear thing.

"Hello? What is this place? Who are you?"
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Pancaek

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"Relax, for I am not here to harm you. I may release you if you answer my questions."

Cast Detect Misleading on the undead creature, causing it to glow red whenever it tries to mislead something.

"Who are you, and why are you here? What is this place? What are the spells on your chain, the scrolls, and the slab?"
You [4+1] cast detect misleading and ask your questions.

"Wretched am I. I do not even remember my true name, the waking horror of this imprisonment has taken it from my memory long ago. I know only that once, I was a great justicar of Adamea, goddess of diplomacy and peace. But I failed her." His voice gets even hoarser from here on in. "In a blind rage I attacked a man, starting a fight that would kill numerous civilians. And so I fell from grace. Even without my goddess, I am a formidable opponent, so my enemies captured me when I was weak after the fight and chained me here. For my sins, it seems I am destined to live on in agony forever.

I do not know the spells on my prison, only that they make it so that I am weakened greatly. I do not know these scrolls you speak of."


Detect misleading didn't go off once, seems like he's telling the truth.

"Stay alert. Keep your shields up, and lock them with each other. I'll take the rear, and we'll go to the mansion. Let's see what that has to do with any of this."

Demonstrate by raising my shield (or, if I don't have one right now, motion for the others to stay while I go 'investigate' and summon a shield (and sword/spear/axe, actually... spear) while I'm out of sight) and walking slowly to the mansion. Taking the rear, of course.
You tell them to lock shields, and they do so immediately. In a moment where none of them are looking, you summon a similar shield and spear. The five of you then head into the bush, towards the mansion.

The journey towards the mansion is uneventful, but everyone is still pretty tense. The mansion as seen from the outside is a large two floor one, with the entire right half of the roof caved in. The doors are also broken open and hang limply from their hinges. From inside you hear a piercing shriek not unlike the cry of an eagle, and the screaming that is definately human. The guards tense up as they hear their comrade scream, but they await your command for now.

((damit, How am I gonna rent a mule!?))
With that knowledge in mind, he'd start searching around for a mule that he could afford. He would also take this moment to check how much money he has. Meanwhile, he would try to strike up a conversation with his would-be captive.
"Hey, I never got your name, Knight. Mind giving me one, or at least something to call you other than that?"
You've got 5 silver coins that the villagers gave you for your aid in the defence of their town. You look around the stables. Seems like a healthy mule goes for about 3 silver, while an older mule goes for 1.5 silver.

You ask the knight for his name. He looks at you, saying nothing. Seems like he's thinking about what to say. Finally, he does answer.

"My name is Isash. You may call me that, Char'gel."

Fill the bowl with water, using e.g. my hat. Drink some of the water. Try to decipher the script. If this actions permit, speak to the bear thing.

"Hello? What is this place? Who are you?"
((No bear thing here boss. I'm going to assume you meant the moss rhino))

You use your hat to collect some water from the creek and you fill the bowl with it. You then take the bowl and drink from it. The water taste fresh and is pleasantly cool, but there are no other effects than that. You then take a closer look at the script. It's squiggly and flows rather nicely, but you can't make heads nor tails of it.

You then go to the moss rhino and try to communicate. It goes somewhat difficult at first, but you soon begin to understand eachother. The rhino answers telepatically, as is usual when you are using your powers to determine what animals are saying.

"Hello! This is my home. What a strange question, I am me!"

The rhino seems exited that you're talking to it, the flowers on its bark like horn open their petals in response.
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lawastooshort

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”Hello. Yes, I guess it is a strange question, but I asked for I haven’t seen a being such as you before. Nice to meet you, I am me too. Who made this bowl and stone? Is there evil within this forest? Do you travel deep within it?”

Continue to converse with the moss rhino.
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ATHATH

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"Ah. Thank you."

Free him, using Mage Hand to use the key to unlock the chain.

"What is the name of your goddess, by the way? Who were the people that imprisoned you?"

Leave the tomb, and place a scroll on the ground when I'm outside. Stand a fair distance away, and use Remote Viewing to determine what spell is on the scroll. Do the same with the other scroll.
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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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He would go and rent a older mule, and load it up with 3/4ths of the supplies needed to cross to the outpost in the western route. he would carry the remainder on his own back.
"Very well, Isash. You can call me Darius. What exactly did you call me?"
He'd seem genuinely curious, and at least trying to learn what he can about this unfamiliar land.
Logged
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.

Dustan Hache

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((Darius pokes the thread with his gun.))
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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 17: paranoid mages and middle aged mules
« Reply #129 on: January 28, 2016, 07:29:13 pm »


”Hello. Yes, I guess it is a strange question, but I asked for I haven’t seen a being such as you before. Nice to meet you, I am me too. Who made this bowl and stone? Is there evil within this forest? Do you travel deep within it?”

Continue to converse with the moss rhino.

The moss rhino paces from foot to foot, clearly exited.

"Oh, I don't know who made them. Mom says they're proprerty of the Lady! She also says that there evil within the woods, but it's sealed away. The woods are also really big, so there might be bad stuff I don't know about. I don't go far from here yet, but mom sometimes goes really far!"

"Let's investigate. From what the beast can do, I don't think we should split up."

Investigate.
The lot of you venture a bit forward, keeping in formation. One of the guards sneaks up to a broken window and peeks inside. After a while, he returns and relays what he's seen.

"The creature has a nest in the atrium of the old building. It's tearing pieces off of Frank and feeding it to an ugly little version of whatever it is. The front doors open immediately onto the nest. I also saw a back door, but it's only big enough for one person to go through at a time. I think it uses the caved in roof to enter the building."

"Ah. Thank you."

Free him, using Mage Hand to use the key to unlock the chain.

"What is the name of your goddess, by the way? Who were the people that imprisoned you?"

Leave the tomb, and place a scroll on the ground when I'm outside. Stand a fair distance away, and use Remote Viewing to determine what spell is on the scroll. Do the same with the other scroll.
You unlock his shackles with mage hand. The moment the shackles pop free, his skin starts glowing and his rotting flesh starts slowly regenerating. IN minutes, he looks like a slightly unhealthy old man instead of a corpse. He stand up from the slab and starts putting on the armour from the corpse on the ground.

"Her name is Adamea, but she is my goddess no longer. The people who imprisoned me were those of my order and the villagers whose relatives died in the battle I started. With how much time has passed though, I assume they are either dead or very old by now."


You then go outside and place a scroll on the ground. You go back a distance and use Remote Viewing to see what it is. It turns out to be perfectly normal scroll of Pillar of Fire. The second scroll, too, turns out to be perfectly standard scroll of Ray of Destruction.

He would go and rent a older mule, and load it up with 3/4ths of the supplies needed to cross to the outpost in the western route. he would carry the remainder on his own back.
"Very well, Isash. You can call me Darius. What exactly did you call me?"
He'd seem genuinely curious, and at least trying to learn what he can about this unfamiliar land.
You go to buy an old mule and manage to get one which is merely middle aged. You put 3/4ths of the supplies on the mule and carry the rest on your back. It's a bit heavy, but nothing a trooper like you couldn't handle.

"Char'gel. It means 'he who has bested me in fair combat' in my native dialect."

((Darius pokes the thread with his gun.))
((Sorry about that, was pretty busy and tired these past few days. But that's over now, so updates should be coming faster now. Probably.))
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Dustan Hache

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Re: Roll to become the legend: turn 17: paranoid mages and middle aged mules
« Reply #130 on: January 28, 2016, 07:41:32 pm »

((sarright. just keeping the thread semi-memorable. I'd hate to have another story die before it finishes.))
He would nod, seeming to understand.
"Out of curiosity, could you teach me some basics of your language while we travel? I would prefer not to be entirely in the dark when we reach your lands."
He would await the response of the knight, before following up with a second question.
"That reminds me. Who were your two companions? I normally try to keep people alive, but I doubt it would of been wise for me to fight a second knight, let alone a man who can produce fire from nothing. I doubt the latter of the two would of been anywhere near as receptive to me caring for them, either."
Regardless of the response gained from the knight on both topics, he would start to follow the western route into the desert, leading the mule in one hand, and keeping his blade ready in the other. without both hands, his gun was beyond useless, and he did not bring a pistol either. Not last he checked, anyway.
« Last Edit: January 28, 2016, 07:46:57 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.

ATHATH

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Re: Roll to become the legend: turn 17: paranoid mages and middle aged mules
« Reply #131 on: January 28, 2016, 08:37:03 pm »

"Say, do you mind coming with me to the center of the forest?"

Learn Pillar of Fire and Ray of Destruction from the scrolls if I can do so in a timely manner, then head towards the center of the forest after casting Teleportation Anchor on myself and Peace Knight.

It's not paranoia if there really are Wizards making impractical cursed items for no apparent reason.
Logged
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 17: paranoid mages and middle aged mules
« Reply #132 on: January 28, 2016, 10:49:23 pm »

Get a better look at it. If it leaves, follow it.

I want a better description, especially because before it was a 'blur' and now that it's basically still I get nothing? :/
((my bad. It's the size of a small horse and has brown-grey feathers all over. It stands on two powerful clawed feet. it has two vestigal wings that end in smaller claws. It has a large and tough beak. Anything else specific that I forget to mention?))

@ATHATH scrolls are one time use spells, when used its an instant perfect roll. on the plus side ray of destruction is totally an arcane spell, so you can cast that one on your own. What's teleportation anchor? resistance to being teleported?
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lawastooshort

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Re: Roll to become the legend: turn 17: paranoid mages and middle aged mules
« Reply #133 on: January 29, 2016, 07:56:04 am »

”Can I meet the Lady or your mother? I like the flowers on your back, by the way.”
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ATHATH

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Re: Roll to become the legend: turn 17: paranoid mages and middle aged mules
« Reply #134 on: January 29, 2016, 10:07:23 am »

Get a better look at it. If it leaves, follow it.

I want a better description, especially because before it was a 'blur' and now that it's basically still I get nothing? :/
((my bad. It's the size of a small horse and has brown-grey feathers all over. It stands on two powerful clawed feet. it has two vestigal wings that end in smaller claws. It has a large and tough beak. Anything else specific that I forget to mention?))

@ATHATH scrolls are one time use spells, when used its an instant perfect roll. on the plus side ray of destruction is totally an arcane spell, so you can cast that one on your own. What's teleportation anchor? resistance to being teleported?
Aw.

Yeah, it's teleportation resistance.
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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
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