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Author Topic: Wild Mages: Dominic, The Naked Mage  (Read 87618 times)

Ozarck

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Re: Wild Mages: Questing begins
« Reply #495 on: May 29, 2016, 07:42:49 pm »

Use a single spell to kill the enemy and undo whatever damage it did. That presumably involves toppling my statue-golem.
You can't do two things with single spell. Also don't you think killing an enemy you can't see, whose location and nature you don't know with a single unspecific spell is a bit cheap? Granted, you got 5 up in queue, but it still feels rather cheap shot.

Follow the road
North east or south west?
Should make him specify what the spell is to do and how. Just "kill the enemy" is pretty vague. but then, I did cast a curse on "whoever stole my stuff." So a hunter-slayer spell could work okay.

AoshimaMichio

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Re: Wild Mages: Questing begins
« Reply #496 on: May 30, 2016, 12:14:33 am »

((Could I do a timeline-manipulation sort of thing where I reset it's "location" to the point just before I summoned it? Wouldn't kill it, but as long as it isn't in my house...))
That sort of thing you could do.

Use a single spell to kill the enemy and undo whatever damage it did. That presumably involves toppling my statue-golem.
You can't do two things with single spell. Also don't you think killing an enemy you can't see, whose location and nature you don't know with a single unspecific spell is a bit cheap? Granted, you got 5 up in queue, but it still feels rather cheap shot.

Follow the road
North east or south west?
Should make him specify what the spell is to do and how. Just "kill the enemy" is pretty vague. but then, I did cast a curse on "whoever stole my stuff." So a hunter-slayer spell could work okay.
...yours was 6, wasn't it? But it becomes excessively hard to kill you if I let you kill enemies that easily. World is your oyster, do something more creative than "kill".
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Ozarck

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Re: Wild Mages: Questing begins
« Reply #497 on: May 30, 2016, 07:52:42 am »

Yeah, it was a six, and it was an interesting body curse, rather than direct death. I also like ot think that I had a reasonable proxy target in my stolen items, which were mostly magic made anyway, and a good enough homing beacon. Mmmmmmmm, beacon.

AoshimaMichio

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Re: Wild Mages: Specicide strictly optional
« Reply #498 on: May 30, 2016, 03:01:59 pm »

Yeah, it was a six, and it was an interesting body curse, rather than direct death. I also like ot think that I had a reasonable proxy target in my stolen items, which were mostly magic made anyway, and a good enough homing beacon. Mmmmmmmm, beacon.
Let me just quote myself:

"Now, I am severely put out. Why would anyone thingk it wise to steal from a Wild Mage? And leave them living? What evil have  Iwrought to justify such treatment? Have I not limited myself to simple things, and almost exclusively to self harm? For shame. I am angry."

Dominic casts Find Tent, and then casts Curse (With Bodily Afflictions) The Thieves Who Took My Tent, Breakfast Items, and Goblet.

"That ought to learn 'em."
2. You get a location somewhere in north west, near capital of the Empire. Which is very, very far from where you are now.

6. Someone, somewhere, is gonna have a really bad time.



Next update on next Monday.
((Oh, see you next Monday then !))

"Yeah, sorry...I'm so stupid, I should have known better. Maybe I could give them the choice to leave in the close future, and we may return to our old ways."

Position the island above the forest I was fleeing to back then. From above, look over it, to see if anything strikes me as unusual.
"Shh, you aren't stupid, my dear." Anna whispers into your ear. "But I wouldn't oppose if Noel went away."

You locate the spot where you ran into forest and slowly trace the path you probably took up to the approximate point where you noticed sudden lack of memories. Looking it from above tells you absolutely nothing. The forest, hills and valleys are perfectly normal. It's all utterly uninteresting. There's nothing you would care about. Maybe you should go away and do something more interesting? Maybe... Hmm.

The intent of that was to make the scales just cover my body instead of only being on my arms.  And also to look cool.

Craft a Kinetic Ring for Laudata, then enhance it with spells twice.

Full body scales? Okay then. I do think certain dragonish look is cool. The slightest hint of elbow blade created by the mentioned ridge looks pretty cool in my mind.

4, 4, 4. The ring you create is already on same scale as yours. After boosting it twice it is something to be afraid of. It doesn't only store rather outrageous amounts of kinetic force from various sources, but it also generates some over time. User can emit force any direction they want to, and fully charged ring can turn a section of city wall into impromptu shotgun decimating everything behind it. Now all you need to do is to deliver it.

Cameron  looks at them for a split second before casting a barrier  around himself and then casting another  spell to give himself some  kind of weapon training.
6. Without wasting time you create a barrier, though magic takes it a tad too far for your liking. You are engulfed in complete and total darkness. Not a single shred of light enters into your eyes, and only sound you hear is your own breathing. Reaching out you find out you are surrounded by egg shaped frictionless shell.

3. The spell instills knowledge of how to use spear decently into your mind. Spear is simplest weapon man can made besides a rock, easily made and with many ways to use. You can use it with one or both hands, or you can throw it should situation call for it. You can plant its back end onto ground and aim tip towards any approaching enemy to make them impale themselves. Shifting your grip you can easily control your range.
This level of skill would be teached to all spearman in army, however, so anyone who has put more time into their training can still best you in combat, even with shorter weapons. Including these guys.

And you don't even have spears.

"AH PISS!"

Dominic Casts Charm Tentacle Ground, and seeks it's assistance in loading up Treetapede CenTreepede. Dominic then examines his Dead mage statue. hmm ... that Iron bed looks awkward there. Dominic Casts separate Iron Bed from Mage Statue (with attention given to keeping the statue whole,), and then, if the statue is in working condition, casts Animate Mage Statue.
5. Various mud appendages release their hold of you and spit your stuff back on surface. They slip back under surface giving illusion of just normal muddy ground, until you command it to load your ride. So what you wanted to load on it anyway?

3. The iron bed kind of flops like a cloth forming extra skirt on to the statue. It slides halfway to left before stopping and going all rigid again. It's hard to say whether the statue is in working condition. It is, after all, a statue. With piece oddly formed iron sheets intersected on one side. The firepit part of the bed does kind of stick with statue's leg so... it probably isn't in best shape for animating.

Use a single spell to kill the enemy and undo whatever damage it did. That presumably involves toppling my statue-golem.
((Could I do a timeline-manipulation sort of thing where I reset it's "location" to the point just before I summoned it? Wouldn't kill it, but as long as it isn't in my house...))
Due lack of edits and additional corrective/confirmatory posts I won't execute this action yet.

Follow the road north east
After one hour of careful tracking the jungle below ends and opens to savannah. At this point you can greatly accelerate and fly higher because the road is so much easier to track. Eventually you do see a walled town on north side of a river. A small island sitting in the river next to town hosts a minor fort. Short distance to downriver there's a stone bridge over and road splits in multiple directions. One is the one you followed here, second goes to south east, roughly in direction of your last sleeping place. On north side one road leads to the town, second directly north and third more or less west.

This town is smaller than the one where you witnessed death of the elephant mage (and looted his Dice), walls are wooden, and doesn't seem terribly active right now. You spot a larger house on center and two what are probably warehouses.




Spoiler: Bluexdog - Markus Bane (click to show/hide)




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Bluexdog

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Re: Wild Mages: Questing begins
« Reply #499 on: May 30, 2016, 03:25:18 pm »

To the walled Town, they will either accept me as their sovereign ruler or I will burn everything to the ground and take treasure
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TheBiggerFish

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Re: Wild Mages: Questing begins
« Reply #500 on: May 30, 2016, 04:51:30 pm »

Actually, I was supposed to be using the crafting staff for the first roll.

Also, I'm keeping that one.  Laudata can have the slightly less cool one.
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Ozarck

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Re: Wild Mages: Questing begins
« Reply #501 on: May 30, 2016, 05:18:23 pm »

"Darn it. I'm not going anywhere with this unfortunate string of ones and twos upcoming."

Cast Properly Separate iron Bed from Statue. I will have my animated statue. Eventually.

Load: Doombox, mapball holder log, mapball, pamphlet on Wild Magic for Dummies, blocked drinking straw, one step ladder, unmerged statue of dead mage, crapsack.
Leave: the green man blocks, the iron bed, the house, the yard.
Wear: scale mail looking pants and other clothes.
Carry: bag full of Seeds of Defiant Life.

I assume that I have enough space on my CenTreepede for all that and more.


((Next turn is goingto be an interesting series of dismal failures. I wonder what my travel party will look like after that?))

AoshimaMichio

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Re: Wild Mages: Questing begins
« Reply #502 on: May 31, 2016, 12:41:13 pm »

To the walled Town, they will either accept me as their sovereign ruler or I will burn everything to the ground and take treasure
You land heavily on the central plaza while your minions keep flying above you in graceful circles. You let out a roar, scaring everyone shitless, though it is quite possible that very sudden appearance of large powerful creatures seen only in childrens stories is enough to scare people. As soon as people start getting back their mobility you demand immediate precense of local mayor, elder or whoever is responsible of making decisions around here. They all run away. You add few threats of total annihilation and wait. All things considered it is likely that leading person will take some time trying to gather enough courage to approach you and figure out what they can possibly do to save their hide.

Ten minutes pass and you start getting impatient. One of your soulless dragons suddenly shifts its flight pattern and moves towards the walled island. Despite rising your head high you can't see what got its attention; warehouses are blocking the view just enough. But judging by the dragon's motion you assume something is coming. Slowly. More minutes pass before you finally see what's coming. A detachment of soldiers escorting a lightly, but extravagantly dressed obese man. He wears considerably large number of bejeweled rings, neclaces, gold bracelets and other jewelry. This sight kicks your greed on overdrive for a second, which is probably the reason they suddenly stop.

Soldiers look like a spring winded to its breaking point, ready to either run for their lives or charge head first into their death. The obese man on the other hand wears mask of confidence, but sweats profusely despite of cooling wind. He opens his mouth to speak but no voice comes out. After clearing his throat he tries again, this time with voice clearly quieter than he wanted.

"O mi-mighty creature! We... I am Lord Swellingham, owner of this fine mining town! How I may help you?"

Actually, I was supposed to be using the crafting staff for the first roll.

Also, I'm keeping that one.  Laudata can have the slightly less cool one.

Always clarify when you are using artifacts.

You find Laudata eating breakfast in the main hall. Her golem followers are sitting in line by closest wall, out of the way of everyone else and notably out of place. Their demonic appearance makes them stand out.

Laudata stands up as soon as she identifies you, which is precicely at the same moment when the fortress announces you entering. There's certain militaristic air in how she moves and stands. The military experience installed into her mind is clearly affecting her behaviour. Hopefully that's all it does. Rest of the people eating here don't react as much.

"Please accept my apologies, my lord. I did not recognize you with your new... appearance."

"Darn it. I'm not going anywhere with this unfortunate string of ones and twos upcoming."

Cast Properly Separate iron Bed from Statue. I will have my animated statue. Eventually.

Load: Doombox, mapball holder log, mapball, pamphlet on Wild Magic for Dummies, blocked drinking straw, one step ladder, unmerged statue of dead mage, crapsack.
Leave: the green man blocks, the iron bed, the house, the yard.
Wear: scale mail looking pants and other clothes.
Carry: bag full of Seeds of Defiant Life.

I assume that I have enough space on my CenTreepede for all that and more.


((Next turn is goingto be an interesting series of dismal failures. I wonder what my travel party will look like after that?))
It will look lonely.

5. This time magic works properly and separates the iron bed fully. It also restores it to its original form and function, which is brutal torture.

Assume cenTreepede loaded. It does have space for all that, yes, but if adding much more you have to sacrifice comfortable sitting.





Spoiler: Bluexdog - Markus Bane (click to show/hide)


Spoiler: CenTreepede (click to show/hide)


Spoiler: Laudata (click to show/hide)
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Nakéen

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Re: Wild Mages: Questing begins
« Reply #503 on: May 31, 2016, 12:55:05 pm »

"I won't forget what you said my love. Thank you for your constant support."

Soleus then heads in the Command Room, alone and looks at his Dice Queue. His face contorts in disgust.

"I hope whatever I must correct will erasable with Tec..."

From outside, cast a spell of Memory Coherence Check. Using this spell, investigate the stored memories of this place and their foundations. Look out for incoherences/anomalies in the structure, a memory affecting effect should leave lasting traces on them...
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TheBiggerFish

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Re: Wild Mages: Questing begins
« Reply #504 on: May 31, 2016, 12:59:22 pm »

"You needn't.  It was rather drastic, I really should have alerted you.

Here. This is for self-defense and stuff."

Give her the less powerful ring.

Oh wait, I did that, but...Yeah.


"Good grief, I have three overshoots..."
« Last Edit: May 31, 2016, 01:13:05 pm by TheBiggerFish »
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Bluexdog

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Re: Wild Mages: Questing begins
« Reply #505 on: May 31, 2016, 02:45:24 pm »

""You will hand over ownership of this town and pay tribute every year, if you refuse I will set everything you own afire and sack your house. also I will eat you, you have 1 minute to make your decision, oh and by the way their are 2 more of my kind above us" This is my action
« Last Edit: May 31, 2016, 02:59:49 pm by Bluexdog »
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AbstractTraitorHero

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Re: Wild Mages: Questing begins
« Reply #506 on: May 31, 2016, 02:54:26 pm »

Turn my barrier into a net and use it to wrap up the assailants  to a tree.
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Ozarck

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Re: Wild Mages: Questing begins
« Reply #507 on: May 31, 2016, 03:41:32 pm »

"Alright, now for some bad rolls."

I cast Create World Nautical Chart, Complete With Known Dangers of The Seas

AoshimaMichio

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Re: Wild Mages: Questing begins
« Reply #508 on: June 01, 2016, 01:04:23 pm »

"You needn't.  It was rather drastic, I really should have alerted you.

Here. This is for self-defense and stuff."

Give her the less powerful ring.

Oh wait, I did that, but...Yeah.


"Good grief, I have three overshoots..."
"Thank you, my lord. What does this do?"

"I won't forget what you said my love. Thank you for your constant support."

Soleus then heads in the Command Room, alone and looks at his Dice Queue. His face contorts in disgust.

"I hope whatever I must correct will erasable with Tec..."

From outside, cast a spell of Memory Coherence Check. Using this spell, investigate the stored memories of this place and their foundations. Look out for incoherences/anomalies in the structure, a memory affecting effect should leave lasting traces on them...
4. Land doesn't even notice pitifully short incursions of humans, let alone remember them. It remembers only larger changes or bigger events, such as the one that moved lake and river around your previous home. However what you do learn from memory of land is that the area here hasn't ever changed. This makes it notably more stable than any other areas around.

""You will hand over ownership of this town and pay tribute every year, if you refuse I will set everything you own afire and sack your house. also I will eat you, you have 1 minute to make your decision, oh and by the way their are 2 more of my kind above us" This is my action
Lord Ham looks nervously up, but sight of your minions doesn't startle him; he probably has already noticed them. Kinda hard not to.

"Could we, ah, negotiate exact terms of the tribute? I fear it may not be profitable enough..."

Turn my barrier into a net and use it to wrap up the assailants  to a tree.
4. Magic is reluctant to undo its perfect absolute barrier. Holes open into the barrier and grow until barrier itself is a mere loose net in shape of egg. Light and sound returns.

"See, now it's easier to stab him." says the man crouching a bit left where you saw him last time. His partner is out of sight. Since you can't really use the barrier net to catch them without knowing where both are, you spin around to locate the other one. You catch a sight of him and fistfull of sand into your eyes. You instinctively close your eyes and jump to side to avoid blows that are guaranteed to come. Judging from negative compliments you successfully dodged one or two, but sudden pain in your temple tells that you jumped straight into your own super strong barrier.

Also, one of your Dice explodes leaving fine dust behind.

That's two distractions for further spell casting. One from sand in your eyes, which also blinds you temporarily. Another from self caused blow into head, which will go away after next turn. This also leaves you in rather compromising position.


About distractions: One distraction means you have to make succesfull roll (greater or equal to 3) for any and all spells. Two distractions means roll will have -1 modifier. Three distractions makes it -2, and so on.

"Alright, now for some bad rolls."

I cast Create World Nautical Chart, Complete With Known Dangers of The Seas
That's kinda bad spell to cast with one. Too juicy

1. Known dangers of the seas include great white sharks and giant squids. Less known fact is that these dangerous creatures can also live on ground with ability to levitate. Magic is happy to provide you concrete examples of these fine specimens. Other dangers include pirates, piranhas, smugglers and storms. Magic thinks it isn't good to spoil you with too much of examples, but it will soon provide one additional one: a storm.





Spoiler: Bluexdog - Markus Bane (click to show/hide)


Spoiler: CenTreepede (click to show/hide)


Spoiler: Laudata (click to show/hide)
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AbstractTraitorHero

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Re: Wild Mages: Questing begins
« Reply #509 on: June 01, 2016, 01:19:14 pm »

"SCREW THIS!"
Try to fix the barrier around me then teleporting home sounds  great!
« Last Edit: June 01, 2016, 07:27:39 pm by AbstractTraitorHero »
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