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Author Topic: WIZARDS!: ZAP  (Read 81568 times)

Egan_BW

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #60 on: November 18, 2016, 09:20:06 am »

"What's that about a cart? I was just gonna walk over there and fuck their shit up, as normal."
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piecewise

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #61 on: November 18, 2016, 03:28:40 pm »

"Hiya.  Beethro Budkin, smitemaster, from Dugandy in the Eighth.  Cart could be okay, old well-used plan to hide soldiers in cart, but what's pulling it?"

"And howsabout a couple of us not be in the cart so we can hit whoever shoots the cart first?  Might be better as a decoy"

Spoiler: Beethro Budkin (click to show/hide)
Who are you talking to? Because you're not with derm, you're with Egan, and Syv

Devastator

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #62 on: November 18, 2016, 07:20:17 pm »

Who are you talking to? Because you're not with derm, you're with Egan, and Syv

Too tired to pay proper attention.
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Egan_BW

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #63 on: November 18, 2016, 07:48:23 pm »

"Yeah, it would be cool if we could ride up to them in some kind of badass dune buggy, but until we acquire such resource, It's probalby a good idea to just go for a quick hike."
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syvarris

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #64 on: November 18, 2016, 09:30:43 pm »

Initially, syv creeps up close behind Gordon, leaning around his side to peer at the strange music box.  He visibly relaxes somewhat from his usual stressed appearance, only for the tension to immediately reappear upon hearing Beethro speak.  At first, syv simply stares back at the new arrival dumbly, but he calms down a bit once Gordon answers.  He cautiously starts edging back away from Gordon, and into the shop, while the two expies start talking about their possible ride.

That's not Bill!  Return to Bill!  Why am I even out here?  It's dangerous out here.  I can't trust those people to not notice me.  Bill's the only one with a great track record of not realizing I exist.

Spoiler: sigh (click to show/hide)

Egan_BW

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #65 on: November 18, 2016, 09:37:34 pm »

[spot check!: 18]
Gordon promptly ignores syv's existence.
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piecewise

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #66 on: November 19, 2016, 01:54:30 pm »

You just referred to me as Bill several times. Gordon Freeman is offended.


THIS ISN'T AN ACTION!




"See, is simple. Bandits attack caravan, steal goods. Where do goods go? Bandit camp. Bandits do not trade, they take! So, goods must still be at bandit camp. Marcus thinks that, along with bandit head, Marcus and team can also recover significant ammounts of goods. Secondly, Marcus wants to take cart so feet are not sore. Armor is heavy. So many stairs! Marcus needs to catch up on leg day. Cart can also carry injured team members. Marcus thinks cart would be of great help, and Marcus can assure that he will not let it fall to ruin!"

Diplomancy! The greatest magic.
[Mind Roll:5] Success!

The Mayor thinks a moment and then finally nods.

"I suppose it is a good idea to send you with all the advantages possible, it really is all or nothing after all."

He grabs a blank piece of paper from a pile on the edge of his desk and writes out a short note before folding the paper and handing it to you.

"That will get you a crawler and a cart, but you're honor bound to return them here in the same condition you found them or pay for the damages." He glances out his window, "Night is coming; we're going to be closing the main gate soon so if you have any more business outside, I'd do it now."

"I'll take that Sabre if you still have it, or the war scythe if not."

In order of preference, Sabre, War Scythe, Boar Spear, Hatchet.

Spoiler: Bill (click to show/hide)

"Let me look." Clive says, sitting his clipboard down on the counter. After a good 10 minutes of digging through boxes, shifting inventory and coming back to check something on the clipboard, he returns with the weapon. He places it on the counter in front of you; it's a long thing, about 3 feet in total, and the blade is completely wrapped in what looks like an old coat and bound with leather strips. You pick it up and the fabric is cold to the touch, like it has been sitting outside on a freezing night.

"Scavs found it north from here, in some ruins. Blade is always cold. Don't know anything else."

You carefully wrap your hand around the grip; It feels like metal, but it moves under your hand and forms to the contours of your palm and fingers. It's very cold, like holding an ice cube, but not unbearable. You slide the blade out of the improvised scabbard and look it over. The blade has a heavy curve to it, more of a mameluke than a saber as you envisioned it,  and the tip is squared off rather than a point. The blade itself is totally plain and unadorned, but the metal is a light blue and water vapor begins to pour off it after a few moments exposed to air.

 
Initially, syv creeps up close behind Gordon, leaning around his side to peer at the strange music box.  He visibly relaxes somewhat from his usual stressed appearance, only for the tension to immediately reappear upon hearing Beethro speak.  At first, syv simply stares back at the new arrival dumbly, but he calms down a bit once Gordon answers.  He cautiously starts edging back away from Gordon, and into the shop, while the two expies start talking about their possible ride.

That's not Bill!  Return to Bill!  Why am I even out here?  It's dangerous out here.  I can't trust those people to not notice me.  Bill's the only one with a great track record of not realizing I exist.

Spoiler: sigh (click to show/hide)
You skitter back inside and hid in the corner as Bill examines some kind of magical weapon. You immediately have an intense suspicion and dislike of the thing, like you'd have of a grenade with a faulty fuse. Magic weapons are unstable, powerful and dangerous and more often then not you've heard that they bring destruction to their wielders in some cosmically ironic and fitting way. There were many bedtime stories for little syv that told of the dangers of playing with magic items and the consequences that fell upon the heads of bad little boys who did so.

Dermonster

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #67 on: November 19, 2016, 02:36:05 pm »

"Marcus is very grateful! Come along Alanna, we must aquire cart and inform the others. To food and glory!"

Aquire cart. Aquire teammates. if that means physically dragging them all into one location, so be it.


Wait how old even is she.

*rolls 1d6+10*

she sixteen yo.
« Last Edit: November 19, 2016, 02:46:33 pm by Dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

syvarris

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #68 on: November 19, 2016, 03:42:24 pm »

((One would wonder what Alanna's stats are.  They will be quite relevant when she gets stabbed.))

Well, damn it!  Stay safely away from Bill, but follow him once he leaves.  At a safe distance!  And make sure there's nobody following me, either.  If there is anyone, hide and let them pass.

Spoiler: sigh (click to show/hide)

Beirus

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #69 on: November 19, 2016, 03:57:40 pm »

((PW, the sabre is d8, right? Just need to know so I can put it on my sheet right. Also, how would dual wielding work?))

"A magic weapon to kill a mage. Poetic justice, I suppose. Or incredibly foolish and dangerous to my survival. I guess I'll just have to find out. Thank you, Clive. I'll bring it back when we return." Bill says before walking outside to the others.

"Alright, any of you got anything else to take care of? Of not, let's go find the other guy and a place to sleep. We'll probably need to leave early. Or we could leave late and try to attack at night. We'd probably be at just as much of a disadvantage as the bandits fighting in the dark though, and at more of a disadvantage if that wizard can see in the dark."

Wait for the others to get stuff done if they need to, then go find Marcus.

Spoiler: Bill (click to show/hide)
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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #70 on: November 19, 2016, 05:58:44 pm »

PTW.
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21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Devastator

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #71 on: November 19, 2016, 06:11:50 pm »

"I'm all set, so lets go."
Head out with bill, paying no attention to Bill's psychosis

Spoiler: Beethro Budkin (click to show/hide)
« Last Edit: November 20, 2016, 09:23:09 pm by Devastator »
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Dermonster

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #72 on: November 19, 2016, 06:19:25 pm »

Just a note that hasn't come up yet: Marcus doesn't talk in 3rd person when directly interacting with Alanna.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Egan_BW

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #73 on: November 19, 2016, 08:05:19 pm »

"Ahh, nothing like a spooky music box to soothe the soul."

Actually, ask Clive if he has any music disks that would work with this music box. Follow along with whoever looks like they have an actual plan, but if anyone tries to physically drag me, crowbar.

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piecewise

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Re: WIZARDS! Adventure and murder in the magical apocalypse
« Reply #74 on: November 20, 2016, 01:43:26 pm »

((One would wonder what Alanna's stats are.  They will be quite relevant when she gets stabbed.))

Well, damn it!  Stay safely away from Bill, but follow him once he leaves.  At a safe distance!  And make sure there's nobody following me, either.  If there is anyone, hide and let them pass.

Spoiler: sigh (click to show/hide)
You scrunch down in the corner, staying as far away from bill as possible while still being able to see him. The shop keeper cranes his neck and peaks around Bill's shoulder, inspecting you with a raised eyebrow.  You make various plaintive gestures, waving your hands and shaking your head, trying to physically shove his moist, prying, poking, invasive stare off you. After a few seconds he raises both eyebrows and shrugs almost imperatively before leaning back and looking away.  Bill seems to continue his very positive trend of ignoring your existence.

You wonder, deep down, as you wait for Bill to finish, why exactly you signed up for this. Being a man of impressive skittishness and hate of danger,  taking a job as a hunter of the most dangerous individuals in the world seems...well it seems ill-advised. Now, Haberdasher, Thats a job for you.

((PW, the sabre is d8, right? Just need to know so I can put it on my sheet right. Also, how would dual wielding work?))

"A magic weapon to kill a mage. Poetic justice, I suppose. Or incredibly foolish and dangerous to my survival. I guess I'll just have to find out. Thank you, Clive. I'll bring it back when we return." Bill says before walking outside to the others.

"Alright, any of you got anything else to take care of? Of not, let's go find the other guy and a place to sleep. We'll probably need to leave early. Or we could leave late and try to attack at night. We'd probably be at just as much of a disadvantage as the bandits fighting in the dark though, and at more of a disadvantage if that wizard can see in the dark."

Wait for the others to get stuff done if they need to, then go find Marcus.

Spoiler: Bill (click to show/hide)

(it's actually a d6 base with d4 cold damage, if applicable. Ie if the enemy can be reasonably harmed by cold. effectively acts like a d10, with some exceptions.)

You carefully place the weapon back in its coat scabbard, making a mental note to get a better, more proper scabbard if you can. You ask for, and clive provides, a few extra leather strips with which to fasten the thing to your belt. It looks quite silly and slip-shod but it functions and that's really all that matters in the end. A sword isn't about looking fancy, it's about applying force to a very small area and disrupting a man's internal plumbing to the point that he becomes room temperature.  Or perhaps much colder, in this case.   You thank clive one more time and then head out onto the pathway outside where two of your mates have gathered.

"I'm all set, so lets go."
Head out with bill, paying no attention to Bill's psychosis

Spoiler: Beethro Budkin (click to show/hide)
You and Bill are about to head out when Gordon suddenly leaps up and tells you to hold on for a moment and runs into the shop.  You sigh and then spend the next several minutes telling Bill about the lay of the land, the forest and the various difficulties of guarding the caravan or hunting the bandits.  You also point out the odd lack of wildlife and the overall eerie silence of the place.


"Ahh, nothing like a spooky music box to soothe the soul."

Actually, ask Clive if he has any music disks that would work with this music box. Follow along with whoever looks like they have an actual plan, but if anyone tries to physically drag me, crowbar.


You run into the shop and up to the counter, the music box still chiming away in your outstretched hands.

"Hey! HEY!" you shout at Clive, who is already paying attention to you before you start speaking, "You got any disks like this one here?"

Clive walks back to the counter and looks down into the box, adjusting his spectacles and squinting. He stares at it for a few seconds, then straightens up and glances at the ceiling for a moment before wagging one finger and walking back to dig among the boxes.

"I'd wondered what it was, got it in a box of scavenge years ago." He says as he shifts through goods. "Ah!"  He returns, holding another silver disk very carefully with both hands. He sets it on the counter.  "15 copper seems a fair price for such a thing, I think."

You pick it up and, after a bit of trial and error, figure out how to remove the old disk and put the new one in. The song it plays is this.



"Marcus is very grateful! Come along Alanna, we must aquire cart and inform the others. To food and glory!"

Aquire cart. Aquire teammates. if that means physically dragging them all into one location, so be it.


Wait how old even is she.

*rolls 1d6+10*

she sixteen yo.
(Do me a favor and roll up stats for your daughter with the Fodder template. )

You thank the mayor and take both the note and your daughter and head for the stables. You don't get far before you find your teammates, all standing around outside the shop you noted them at earlier. All except Gordon, who they say is inside the shop, getting something. You tell them that you have acquired a cart and crawler, as a loan, of course.  You make a rather impassioned speech about going down to get them both, but the rest of the group, with the exception of that one that always hides in the back, says they want to first wait for Gordon and then probably stay the night. There's some muttering back and forth about exactly what to do; if it's better to go out at night or stay here and start in the morning or what. In any case, it means waiting at least a short while before you can get everyone down to get the cart. At least without attempting to put 4 people in a very complex series of headlocks and then rolling the entire struggling ball of mercenaries down the stairs, with you as part of it.
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