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Author Topic: Trials of the Necrovoyager: 5200 - Damn pirates  (Read 34957 times)

Tomcost

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #270 on: February 16, 2016, 11:36:52 am »

Shades, please put your father's urn in a safe place (the pit room, perhaps?).

Technically, I survived that encounter because I still exist. May I level up?

The shades can't manpulate physical elements becaus they are immaterial. Also, have a bit of roleplay.


The amorphous masses of the three shades cluttered the vent, bending awkwardly due to the lack of space. Clearly, they hadn't planned this too much. But even something as unnatural as a shade had an instinct for survival, and the retreat had been a poorly planned, yet effective one.

"Are we safe?"

"The noises are over. That means yes."

"Or everyone is dead, mind you. Like, actually dead, for good."

"Then the master... it means that we are going to dissipate?"

"Yes, once the phylactery is destroyed."

"I don't want to die! I just... don't."

Those who could have seen the situation would have observed a pair of green orbs, a pair of eyes, shaking inside the vent. It was really uncomfortable for the other shades, for that ghost physics worked more or less like normal physics, and two bodies could not occupy the same space. And this resulted in an agitated shade shaking with fear and a pair of annoyed shades.

"You know what? I'd rather die than spend another minute inside here. See you in the void, suckers!"

And with that, a thin filament of an ethereal matter slipped through the small entrance to the vent, towards the Hoard. A pair of glowing red eyes followed it, and stopped after seeing the relaxed trio of gnomes carrying some loot from place to place.

The red-eyed shade sighed from the inside, but didn't tell the others about anything. Let them figure that everything had ended on their own.

A couple minutes elapsed and the other two shades were still, waiting inside the vent. The green eyed finally spoke, its ethereal voice filled with anxiety.

"It is not back. Oh, is it dead? Are we only two now?"

"Maybe, we are not sure. And I think Red had a point. I'd rather spend my last moments outside this vent. Care to follow me?"

The other one hesitantly followed. They slipped through the entrance, and arrived to a ship that was not dead, at all. And neither living, fortunately.

"Yet our master is still dead." The blue-eyed shade said, as its glowing eyes narrowed.

"This means we are free!" The green-eyed one became thinner and higher, and seemed to almost bounce with glee.

But the scene was interrupted as the red-eyed shade approached from afar.

"Enjoy your freedom while it lasts, because our master will be back, and we will be slaves again."

And they realized that slavering was going to be their whole unlife.

crazyabe

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #271 on: February 16, 2016, 11:59:15 am »

Take Father's phylactery and "Store" it in The Replicator with the other junk we will be destroying Vent 2 with all our Holy Items.
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notquitethere

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #272 on: February 16, 2016, 02:43:17 pm »

Take Father's phylactery and "Store" it in The Replicator with the other junk we will be destroying Vent 2 with all our Holy Items.
You'll need to take it out of there when it's time for him to be reborn.


Grind up the dead (Including the broken Gnome) in the Replicator, Woeship at the Temple, Drag non-Holy items to the Hoard, Run around Beating Nik-Nak to death Daily...
Once all corpses are rotted, and with your replicator-fu, you'll have 12 credits.

[rolling temple... 3! Madness! Rolling on the table of madness... 4! Elder God Worship!]

Elder God Worship overwrites the once-per-phase limit on praying, so...

After praying at the temple, one of the little gnomes hears a voice telling driving into a deep religious fervor, bidding him to pray on...
 
[rolling temple... 9! Forgetting!]

Forgetting: Instantly lose 1 power level (remove your last gift).

The gnomes become weaker and forget how to use a replicator quite as well.

I'll let you already have the credit in the replicator for this phase.
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notquitethere

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #273 on: February 16, 2016, 03:01:32 pm »

The stats for the new trinkets are:

Dark Candle: Wax. Once per encounter, one room can be plunged into darkness until the end of the encounter. This overrides all other light effects.

Deflecting Prism: Crystal. Wearer is one size category smaller, to a maximum of Small.

To gain the benefit of either, they must be worn. A player can wear as many trinkets as they have trinket slots. Trinkets can be changed into other trinkets if you have an Alchemy Lab.



Guys, keep the Lightbringer in storage, so that we can use it against the Clone random encounter (honestly, it should just be other undead, not replicas of ourselves).
(I think the undead should have a separate table, with one of the possibilities being the clones. Have the table be on the clone roll)
I agree entirely, as it happens. I'll start work on an alternative table now.

New Encounter Roll

On a 9 on the table of encounters, you now roll [challenge level] times on the table of undead.

Spoiler: Table of Undead (click to show/hide)

Let me know if there's anything obviously unworkable with the above.
« Last Edit: February 16, 2016, 05:25:40 pm by notquitethere »
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Salsacookies

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #274 on: February 16, 2016, 07:31:45 pm »

Looks good to me
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ATHATH

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #275 on: February 16, 2016, 07:34:52 pm »

Can I still command my Shades?

Am I actually harmed by touching those holy weapons?
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FallacyofUrist

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #276 on: February 16, 2016, 10:24:03 pm »

If an Evil Gnome horde arrive on the ship... kapoosh, our gnome horde becomes larger after one round.
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crazyabe

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #277 on: February 16, 2016, 10:29:08 pm »

If an Evil Gnome horde arrive on the ship... kapoosh, our gnome horde becomes larger after one round.
Yep, and if we don't need the extra Gnomes We can Grind em up in the Replicator, or use em in construction like any other chunk of Rock.
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piratejoe

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #278 on: February 17, 2016, 12:15:35 am »

(Now im thinking of a stone wall with a gnome in it,also anyone mind me making a 12 damage weapon using the replicator to replace Mortem Urist?)
« Last Edit: February 17, 2016, 12:18:53 am by piratejoe »
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

crazyabe

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #279 on: February 17, 2016, 01:20:18 am »

((I have no problems with that, I just have to be the one to do it in the end, So...))
we Throw the Gnome that was told to worship again by some other force into the Replicator and make a New weapon, which we name "Vengeance"
Vengeance: 12, Physical, "100% Pure Condensed Revenge"

((Don't try to tell me I cant Throw myself into the Replicator, I am just adding in an extra piece of Stone...))
« Last Edit: February 17, 2016, 01:23:11 am by crazyabe »
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notquitethere

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #280 on: February 17, 2016, 04:14:22 am »

Can I still command my Shades?

Am I actually harmed by touching those holy weapons?
Yes, sure. And no, you can carry them safely but you can't wield them.
((I have no problems with that, I just have to be the one to do it in the end, So...))
we Throw the Gnome that was told to worship again by some other force into the Replicator and make a New weapon, which we name "Vengeance"
Vengeance: 12, Physical, "100% Pure Condensed Revenge"

((Don't try to tell me I cant Throw myself into the Replicator, I am just adding in an extra piece of Stone...))
There's a building technique for self sacrifice... but as other corpses provide material I'll allow it.
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Salsacookies

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #281 on: February 17, 2016, 05:19:42 am »

((I think the gnomes are okay as is. crazyabe needs a way to replenish lost forces, anyway, and the undead will be mixed, so it won't be a huge deal, in my opinion.))
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notquitethere

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Re: Trials of the Necrovoyager: Year 900 - 1200 Travel
« Reply #282 on: February 17, 2016, 07:44:13 am »

Nearly End of Travel Phase

((I have no problems with that, I just have to be the one to do it in the end, So...))
we Throw the Gnome that was told to worship again by some other force into the Replicator and make a New weapon, which we name "Vengeance"
Including the gnome, you make: Vengeance: 13, Physical, "100% Pure Condensed Revenge"


Spoiler: Ship Inventory (click to show/hide)

Spoiler: Current Ship (click to show/hide)

As it stands, the gnomes will suffer three centuries of madness, but perhaps that's deliberate. I'm just rolling the encounter now if people want to make any final decisions about where they're currently located...
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notquitethere

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Re: Trials of the Necrovoyager: Year 1200 Pre-Encounter
« Reply #283 on: February 17, 2016, 08:27:55 am »

Travel Phase End

The vampires make a new mausoleum to sleep in.

The gnomes move some things around, pray at the temple and make a weapon, but do no building or mischief so suffer three centuries of madness: 3! The gnomes get a taste for mischief at last... rolling... 2! they would have messed up a library, but there isn't one. Rolling more madness... 9 Self-Destruction... 5 Rage!

Cadmilsius the ghost returns from his millenia-long banishment.

The dracolich sleeps in his hoard.

The shades chatter amongst themselves, Nik'nak guards the engine room.

On Going Effects

Returns: In six centuries, Father the Lich will return.

Self-Destructive: All the gnomes their health capped at half it's usual value until they deal direct damage to an enemy. Since their health is currently 1, this doesn't make much difference but will if the level or change size.

Rage: Gnomes gain Dependency: Violence. While enraged, they cannot build anything. This lasts until they manage to attack an enemy of the ship.

Encounter Phase - Return of the Scion

[Rolling Encounter... 6! Wizards and Warriors! CL Level = 3+2= 5! 3 wizards, 3 warriors, +1 boss]

Encounter Power Source: Gluttony

Helaina 'the Wolf' Bevil, a direct descendant of the Butcher Bevil carries the ancestral sword of her family passed down to her from generation to generation.

This blade of demon's bone, forged by an ancient gnomish horde, was once known as Mortem Urist, but now she calls it Lamb's Bane. Finding the teleportation codes enshrined in the family crypt, Helaina vows to go back to the Necrovoyager and finish what her ancestor started: to steal the riches from the Necrovoyager. She gathers up a band of fighters and practitioners from a nearby mage's college and enters her city's teleportation
bay...



Spoiler: Starting Positions (click to show/hide)

Round 1 - Turn 1 - Return of the Scion

Everyone teleports into random external rooms. Goober draws the short straw and falls straight down a pit trap, dying immediately.

Joan, a mage of time and space, casts haste on herself to gain an extra action per round for three rounds. She then casts Haste on Wimple and Pezzo.

Wimple checks the Temple for loot, but finds none so exits back to Corridor A again. He uses his haste action to move on to the engine room, where he is dismayed to find Goober's corpse.

Pezzo runs headlong into Mausoleum where he sees a spooky ghost but no treasure. He heads into the Marsh, sees nothing worth taking and so returns to the Mausoleum.

Humber finds himself in Mausoleum 2 with 2 vampires, but no treasure. He hyperbeams them both to be on the safe side. [2 magical damage to Remilia: Remilia is dusted! 2 magical damage to D.]. "Need a little help here!" he cries, when D. won't dies.

Elsa moves to the Mausoleum and shoots a hyperbeam at D. [2 magical damage] but he's still not destroyed!

It is now Helaina's Turn, as played by UristmcLibash

Spoiler: Current Postions (click to show/hide)
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FallacyofUrist

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((Why do I get the feeling this encounter is going to shred us like... sand? paper?))
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.
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