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Author Topic: Wild Mages: Dominic, The Naked Mage  (Read 87388 times)

Ozarck

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Re: Wild Mages
« Reply #135 on: April 16, 2016, 02:38:50 pm »

"I should learn more about Wild Magic, I think."

Dominic casts Summon Tome of Arcane Knowledge.

Nakéen

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Re: Wild Mages
« Reply #136 on: April 16, 2016, 04:53:15 pm »

Soleus is deeply distraught by the terrible vision he just got afflicted by to realize the gravity of the situation. His whole soul is shaken to the core, and he can't stop the tears from flowing.

Then a Dice of Order vanishes into fine dust. An unprecedented event, breaking what he always knew about the Dices. Weren't they supposed to be indestructible ? He still manages to gather a glimmer of reason, and speak to Anna.

"Anna... I... No, later. For now, let's go back home."

Use magic to transport us into the Command Room of my floating house.
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Atian the Elephantman God

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Re: Wild Mages
« Reply #137 on: April 16, 2016, 08:33:05 pm »

"You dare mess with a Mage? Now you die for your foolish mistake!"

Cast "Stompy Stompy" a spell that crushes their entire body under MAGIC!
« Last Edit: April 16, 2016, 09:27:28 pm by Atian the Elephantman God »
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AoshimaMichio

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Re: Wild Mages
« Reply #138 on: April 17, 2016, 10:14:39 am »

Summon a poisonous elixir, then heal myself.
2. No poisons come to be, but green scales grow on back of your hands.

3. Numbness disappears. You examine your fingers more closely and find number of pores, possible leftovers by the biting hat.

You hear voice from other side of the wall and little later one of your demon wolf golems jumps over and on the wall. Laudata is riding on its back and effectively strangling it. When the wolf settles on top of the wall, she releases her grip slowly and sits upright. "My lord" she greets you trying to sound confident, but her voice betrays emotion. Guess riding up vertical walls on back of huge canine golems may be ...thrilling experience. Also it may be because of the swarm of spider golems surrouding you.
The other four wolves follow her up one by one.

Make everyone besides me in the fight pass out.
Ressurect anyone who died back to perfect health
Loot.

5. Everybody around the intersection falls over, most slowly enough to fall first on their knees before embracing the cobblestone ground. You can be certain nobody gained new wounds from this.

Dabbling into art of necromancy, eh?
4. The guy whose neck and jaw you broke with uppercut shudders and stands up. And he keeps standing, staring right ahead. You ignore him and go through the sea of pockets.

[2] You find suprisingly little. Few rings and neclaces, one nice cane, but that's about it. Mostly because you have competition in form of poorly dressed children, hobos and other vagrants. They don't stop to question why everybody fell over suddenly, they simply embrace the opportunity, and they do it with professional effiency.

"I should learn more about Wild Magic, I think."

Dominic casts Summon Tome of Arcane Knowledge.
3. You get a two sided sheet of paper. On front side is an image featuring traditional old wizard in grey robe and pointed hat. Text on bottom reads "WILD MAGIC FOR DUMMIES". The back side contains a little more information.

Wild Magic does what Wild Magic wants
Wild Magic is spawn of Chaos
Mages can ask Wild Magic to do things and it does whatever it does
Wild Magic can turn against itself, that's nature of Chaos
Wild Magic can love and hate you
Wild Magic is bipolar

Nothing particularly new here...

Soleus is deeply distraught by the terrible vision he just got afflicted by to realize the gravity of the situation. His whole soul is shaken to the core, and he can't stop the tears from flowing.

Then a Dice of Order vanishes into fine dust. An unprecedented event, breaking what he always knew about the Dices. Weren't they supposed to be indestructible ? He still manages to gather a glimmer of reason, and speak to Anna.

"Anna... I... No, later. For now, let's go back home."

Use magic to transport us into the Command Room of my floating house.
Anna comes over and comforts you.

5. You are both transported to the empty command room, which immediately responds to your precense. Walls and floors disappear and shows the ground far below. From this new viewpoint damage done to the village is clearly visible. Everything green was removed and replaced with brown dirt. The lake has moved over southern part of the village and shrunk much smaller. River has troubles to find path and is spreading over landscape, but there seems to be some sort activity taking place and guiding it over to old direction. The forest on bad side is largely gone and reduced to smoke. The smoke blocks your vision to east completely. The western side, where you had your little adventure, is completely fine.

You hear wood beating wood outside of the room. It stops suddenly.

"You dare mess with a Mage? Now you die for your foolish mistake!"

Cast "Stompy Stompy" a spell that crushes their entire body under MAGIC!
6. The spell fires out on much larger scale that you intented. Huge disks appears above everybody whose precense you are aware of and slams down immediately with enough force sink deep into ground. You walk over to the closest hole and peek down. It's easily three meters deep. On the bottom you see some slurry, but nothing indicates it were a human once. Except maybe that bent piece of spear head. This means you just slaughtered number of more or less innocent travelers in addition of mage hunters. An unfortunate side effect.
One arrow was let loose before shooter was crushed, but it didn't hit you.









Spoiler: Town (click to show/hide)
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TheBiggerFish

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Re: Wild Mages
« Reply #139 on: April 17, 2016, 10:22:01 am »

"Yes?

Also, if anybody has touched that hat, they need healing, it's bitey and poisonous.  If we can trap it, it'd actually make a good decoy..."

...Hmm.  Would a spell to make myself immortal actually work with only one die?
« Last Edit: April 17, 2016, 10:54:48 am by TheBiggerFish »
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AbstractTraitorHero

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Re: Wild Mages
« Reply #140 on: April 17, 2016, 10:41:23 am »

Just leave the area and get a job or something.
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Atian the Elephantman God

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Re: Wild Mages
« Reply #141 on: April 17, 2016, 10:44:53 am »

"That should teach them to never mess with an elephant Mage. I think it's time to make the locals worship the very ground I walk on! This should be fun."

Go to the closest selttlement and cast "EleGod"(makes everyone in the settlement worship me and could you also tell me how big the settlement is.)

Whisperling

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Re: Wild Mages
« Reply #142 on: April 17, 2016, 10:51:38 am »

Summon a rock, then use the teleportation scroll [5] to get myself into wherever the loot from Tenhe is being kept.
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AoshimaMichio

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Re: Wild Mages
« Reply #143 on: April 17, 2016, 11:15:36 am »

...Hmm.  Would a spell to make myself immortal actually work with only one die?
I was going to say "yes", but then I remembered what Wild Magic is. Let's instead say "it depends".
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TheBiggerFish

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Re: Wild Mages
« Reply #144 on: April 17, 2016, 11:22:43 am »

((Well I have a 5 in my queue...))

Immortality spell that should also preserve me from any eventual ravages of old age.
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Nakéen

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Re: Wild Mages
« Reply #145 on: April 17, 2016, 07:08:19 pm »

"Finally home..." sighs Soleus in relief.

That is, until he hears the noise of wood beating wood.

Give the mobile Command Orb to Anna for safekeeping, and carefully half-open the door to take a glimpse of what is outside the room. If I see nothing, open the door further.
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Ozarck

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Re: Wild Mages
« Reply #146 on: April 18, 2016, 07:44:00 am »

"Well, let's see. Nothing particularly new here. And yet, strangely succinct and straightforward. I believe this is rather informative, even in this simple form. I should  ... I should frame this, or ... maybe etch it into the base of the statue here? Yes, let's try that."

I cast Engrave Poem Regarding Wild Magic into the Base of the Statue of a Dead Mage.

AoshimaMichio

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Re: Wild Mages
« Reply #147 on: April 18, 2016, 11:47:42 am »

"Yes?

Also, if anybody has touched that hat, they need healing, it's bitey and poisonous.  If we can trap it, it'd actually make a good decoy..."

...Hmm.  Would a spell to make myself immortal actually work with only one die?
Laudata gives brief report while getting off the wolf and descending stairs to you. There probably was once a road leading away from fortress, but nature has reclaimed it completely. She couldn't follow it further than twenty meters and she essentially knew its presence, so you can be safe no one can come here intentionally seeking the fortress. Perhaps accidentally. As far as she saw there's no settlements nearby, so amount of random stragglers is even lesser. She found a spring lower on the mountain side. Judging by faint artificial feeling she had, she thinks the fortress had access to it. Finding it is just matter of completely scouring every room and tunnel.

"They?" She brightens at hearing your wording about this hat. "Has your lordship perhaps made more of my people?"

((Well I have a 5 in my queue...))

Immortality spell that should also preserve me from any eventual ravages of old age.
5. Waves of warmth oscillate through your body, changing it in many ways to ensure its permanent presence in the world. How it archieves that, you do not know without testing it.

Just leave the area and get a job or something.
...or something?
[5 or whatever] Thanks to your persuasive locket you find rather many job opportunities. Working at docks, bodyguarding VIPs, escorting ladies in their parties, locating stolen artifacts, recovering stolen books, capturing fugitives, wine taster, food taster...

Although people look weirdly at that recently resurrected fellow who keeps following you.

"That should teach them to never mess with an elephant Mage. I think it's time to make the locals worship the very ground I walk on! This should be fun."

Go to the closest selttlement and cast "EleGod"(makes everyone in the settlement worship me and could you also tell me how big the settlement is.)
Closest settlement, huh? Wonder where I can find one for you...
[2] Frankly, you have no idea where to find any. So you walk forward until you come accros a campsite established by the road. It features a statue of mage with crushed head, his brain bits orbiting his crushed skull. A wooden throne liiking like it is made of bones, golden goblet sitting on it. One rather large barrel with two arms and many little legs making rude gestures at the man by the statue and his tent.

You are not certain if this counts as a settlement.

Summon a rock, then use the teleportation scroll [5] to get myself into wherever the loot from Tenhe is being kept.
3. Pair of little sandstone cubes land on your waiting hand.

5. You roll open the scroll and wake up the gold lined shape of spell. Golden shape jumps out of its resting place, disintegrating it in process, surrounds you and takes you into a tent, much like this in size and shape. It's empty of living, though you can see shadows of two men outside. Better not alarm them. The tent contains twelve wooden boxes. Two have their lid lift aside, and a peek inside tells that they are completely empty. Perhaps waiting to be filled with treasures and goodies.

"Finally home..." sighs Soleus in relief.

That is, until he hears the noise of wood beating wood.

Give the mobile Command Orb to Anna for safekeeping, and carefully half-open the door to take a glimpse of what is outside the room. If I see nothing, open the door further.
The shared orb lands into your hand, giving you access to new senses and muscles without making it feel unusual or weird. With this orb in your hand you know you can move the floating chunk of land as easily and naturally as your own legs. That, however, is not your intention this time, and you pass the orb to Anna. The other orb is only yours to call and command, so there's no need to worry about it.

You partially open door to look into the living room. It's a total mess. All major pieces of furniture are gone; chairs, tables, bookshelves... all gone. Their contents however remain scattered on floor, corroded and covered in slime. You can see the damage AAWS made. Ceiling has a hole matching exactly its original shape and dents on floor where it apparently walked to front door and probably jumped down. Lots of stuff is gone and broken, but you seem to have something new to replace it. A bed. Too large for one person, too small for two. Definitely not the one you have slept so far. Design and decoration style is unfamiliar to you, but you assume it's middle or upper class bed. Perhaps it belongs to some lower noble or richer merchant, but yours it is not. This begets a question. How did it come here?

"What is it?" Anna whispers.

"Well, let's see. Nothing particularly new here. And yet, strangely succinct and straightforward. I believe this is rather informative, even in this simple form. I should  ... I should frame this, or ... maybe etch it into the base of the statue here? Yes, let's try that."

I cast Engrave Poem Regarding Wild Magic into the Base of the Statue of a Dead Mage.
3. What ends up in the stone is a bit different.

Wild Mages do what Wild Magic wants
Wild Mages are dangerous
Mages ask Wild Magic to do things and kick puppies
Mages turn against you, that's nature of Chaos
Wild Magic loves no one and hates all
Wild Magic is free

A person stomps into your camp. Relatively normal looking fellow, if you are willing to ignore the fact he has an elephant head.









Spoiler: Town (click to show/hide)
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TheBiggerFish

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Re: Wild Mages
« Reply #148 on: April 18, 2016, 11:51:41 am »

"I think I may have. 

We should go and find them."

Do that.

Emphatically don't summon anything really useful with that 2.
« Last Edit: April 18, 2016, 12:13:42 pm by TheBiggerFish »
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AbstractTraitorHero

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Re: Wild Mages
« Reply #149 on: April 18, 2016, 12:00:23 pm »

get rid of the fellow who is following me and take the one with escorting lady's.
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