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Author Topic: ROGUELIKE 2: Sword of Azirkan Turn 8: Our Heroes Beat-Down One of Their Own, heh  (Read 20077 times)

Elvish Miner

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #45 on: April 10, 2017, 11:13:25 pm »

Will submit a sheet soonish
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mastahcheese

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #46 on: April 10, 2017, 11:24:57 pm »

((So I don't have a quiver of javelins, I have a golf bag of javelins. Fuckin' love this already.))

Get drunk, chalk the tip of a nine-iron javelin, then join in the attempt to gather information.
In that order.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

TankKit

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #47 on: April 11, 2017, 12:50:51 am »

The hooded figure watches everyone else silently for a while. He seems to be staring at the duck in a tophat mostly, allthough it's hard to tell because his hood casts as shadow over his face meaning that you can't see very much most of the time. Infact if it wasn't for the Lootington Emblem emblazoned on the top of his hood and back some people might mistake him for a bad guy. Which he's not... probably. Oh, and he pushes his mug of ale to the dwarven mercenery. Must not like it.

Go with whatever everyone else does, stay silent.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Mallos

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #48 on: April 11, 2017, 01:05:37 am »

From beneath his mask, Akashir grumbles in response to Quack-Quack.
"The duck is a coward - The basement is the only path to glory and fame."
Akashir slams his fist onto the table angrily. "I will not deny my dynasty the prestige that the treasures of the basement will bring. Progenitor Azirkan did not pass his name down only for it to fall in the hands of a useless craven."

The angered Akashir Azirkan stands from the table and walks off.

Ask around about the basement.
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Gone. Departed. Headed off toward greener pastures.

Ardent Debater

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #49 on: April 11, 2017, 10:42:49 am »


The Duck nibbles a piece of aged bread, and sips at stale wine, constantly staring at the party members and bar patrons, occasionally chuckling to itself in Quack. Its feathers are disheveled, its tophat is ragged, and its eyes flicker with cruel humor, but something about it belies a bit... more.

*In Quack* "Quarter o' a dozen hairless apes, a bearded midget, and a snow elf! A gang o' dainty snowflakes, mary sues, n' a feckin' bird, 'bout to run headfirst to the Lich's abode! What's a Duck to do?!? Huehuehue!"

*In Common with a heavy accent* "Ol' Quack-Quack's been 'round the woods a time er two, seen fings ye wouldna believe. 'E knows da lotta us 's short on coin n' short on quality gear. 'E'd say 't 'd be suicide to 'ead headfirst into the basement, not a one 'd last longer n' a minute.
Quack is not too far from Goosic. Jacob may not be able to tell exactly what you're saying, but he can certainly tell that you don't much like the party.
As for the latter portion, though, in common, he could not agree more. D'ya got any ideas?

*In Common with a heavy accent* "Thief, be ye deaf or be ye daft? Ol' Quack-Quack laid 't out pure n' simple, 'f ye got a good 'ead on yer shouldas, ye shouldna' be havin' any problems. Dat sed, if ye need Ol' Quack-Quack to 'xplain 'imself, Ol' Quack-Quack 'd be 'appy ta 'blige.

Now, if yer 'ere ye've 'eard da stories, yeah? Da dungeon, da basement, yeah? Sp'osedly, 't was chock full o' gold n' silver, good stuff, pure n' such, 't was, 'f da legends be true. Whever er not da legends was true, folks believed em, dey did. N' like da lotta us know, folks is greedy n' folks is stupid. Now folks from all 'round came ta da dungeon, wiff nuffin' but a rusty dagger n' br'lap sack ta der names, n' went straight in wiff no more plannin' den ye 'd give breakfast.

Needless ta say, dey got slaughtered, ripped ta pieces by burruwn' owls, same feckin' bastahds dat got me cousin, blest be 'is mem'ry, n' Ol' Quack-Quack don' wanna' suffa da same fate, fer 'is sake if nuffin' else, ye see. O' course, dere's no 'voidin' danga, n' Ol' Quack-Quack's no stranga ta a good ol' scrap. All de same, 't 'd be a fool's errand ta charge in willy nilly, 't 'd be wise ta prepare.

All Ol' Quack-Quack's s'gestin' 'd dat da lotta us find a merchant wiff heavy pockets n' need uv an escort, each uv us 'd get a pretty pinch o' change n' a bit o' 'xperience long da way, 't no cost ta ourselves, ye see? 'Course, 'ventually we'll delve da dungeon, 's wot da lotta us came 'ere for, Ol' Quack-Quack's jus' s'gestin' we be ready when we do."


From beneath his mask, Akashir grumbles in response to Quack-Quack.
"The duck is a coward - The basement is the only path to glory and fame."
Akashir slams his fist onto the table angrily. "I will not deny my dynasty the prestige that the treasures of the basement will bring. Progenitor Azirkan did not pass his name down only for it to fall in the hands of a useless craven."

The angered Akashir Azirkan stands from the table and walks off.

Ask around about the basement.

Quack-Quack watches Akahir with a bemused expression, at least by duck standards, that is, and chuckles to itself.

*In Quack* "Huehuehue! Poor bastard, I give him three days at the most. A shame, a cryin' shame, seems he'd be good to go drinking with. Ah well, so it is."

*In Common with a heavy accent* "Now ye see, dere be a glory 'ound, so blind in 'is hunt fer glory, 'e's blind ta good sense. Most 'ounds don't las' a minute 'n battle, dey don't fink proppa, dey break lines, straight fer blood n' guts, fing is, nine times outta ten, 'tis dere's dat's spilt. Ol' Quack-Quack's seen 't 'appen, n' Ol' Quack-Quack 'll see 't again... Huehuehue!"
« Last Edit: April 11, 2017, 10:47:20 am by Ardent Debater »
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Glass

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Re: ROGUELIKE 2: Sword of Azirkan (6/?) Turn Zero
« Reply #50 on: April 11, 2017, 11:30:34 am »


The Duck nibbles a piece of aged bread, and sips at stale wine, constantly staring at the party members and bar patrons, occasionally chuckling to itself in Quack. Its feathers are disheveled, its tophat is ragged, and its eyes flicker with cruel humor, but something about it belies a bit... more.

*In Quack* "Quarter o' a dozen hairless apes, a bearded midget, and a snow elf! A gang o' dainty snowflakes, mary sues, n' a feckin' bird, 'bout to run headfirst to the Lich's abode! What's a Duck to do?!? Huehuehue!"

*In Common with a heavy accent* "Ol' Quack-Quack's been 'round the woods a time er two, seen fings ye wouldna believe. 'E knows da lotta us 's short on coin n' short on quality gear. 'E'd say 't 'd be suicide to 'ead headfirst into the basement, not a one 'd last longer n' a minute.
Quack is not too far from Goosic. Jacob may not be able to tell exactly what you're saying, but he can certainly tell that you don't much like the party.
As for the latter portion, though, in common, he could not agree more. D'ya got any ideas?

*In Common with a heavy accent* "Thief, be ye deaf or be ye daft? Ol' Quack-Quack laid 't out pure n' simple, 'f ye got a good 'ead on yer shouldas, ye shouldna' be havin' any problems. Dat sed, if ye need Ol' Quack-Quack to 'xplain 'imself, Ol' Quack-Quack 'd be 'appy ta 'blige.

Now, if yer 'ere ye've 'eard da stories, yeah? Da dungeon, da basement, yeah? Sp'osedly, 't was chock full o' gold n' silver, good stuff, pure n' such, 't was, 'f da legends be true. Whever er not da legends was true, folks believed em, dey did. N' like da lotta us know, folks is greedy n' folks is stupid. Now folks from all 'round came ta da dungeon, wiff nuffin' but a rusty dagger n' br'lap sack ta der names, n' went straight in wiff no more plannin' den ye 'd give breakfast.

Needless ta say, dey got slaughtered, ripped ta pieces by burruwn' owls, same feckin' bastahds dat got me cousin, blest be 'is mem'ry, n' Ol' Quack-Quack don' wanna' suffa da same fate, fer 'is sake if nuffin' else, ye see. O' course, dere's no 'voidin' danga, n' Ol' Quack-Quack's no stranga ta a good ol' scrap. All de same, 't 'd be a fool's errand ta charge in willy nilly, 't 'd be wise ta prepare.

All Ol' Quack-Quack's s'gestin' 'd dat da lotta us find a merchant wiff heavy pockets n' need uv an escort, each uv us 'd get a pretty pinch o' change n' a bit o' 'xperience long da way, 't no cost ta ourselves, ye see? 'Course, 'ventually we'll delve da dungeon, 's wot da lotta us came 'ere for, Ol' Quack-Quack's jus' s'gestin' we be ready when we do."

Heh. No need to be quite so condescending, and you didn't quite "lay it out pure 'n simple" beyond "let's not rush head-first into the basement". I ain't saying y'ain't right, and yes, people are absolutely idiots.
And mates, about the rest, the duck's right. There are more ways to earn our keep here than the people's prized basement, and merchants have the riches to pay a nice sum a' gold. And yes, it's good to get some time in to figure out the deal here, learn from the experienced and get experienced ourselves.

From beneath his mask, Akashir grumbles in response to Quack-Quack.
"The duck is a coward - The basement is the only path to glory and fame."
Akashir slams his fist onto the table angrily. "I will not deny my dynasty the prestige that the treasures of the basement will bring. Progenitor Azirkan did not pass his name down only for it to fall in the hands of a useless craven."

The angered Akashir Azirkan stands from the table and walks off.

Ask around about the basement.
Mate, I get it. Your a desert kind of guy. You've had the sun beamin' down on yer head, an it's really, really hot. Just... Take some time to cool down. We'll all be better able to handle what's comin' if w'all do that.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

inaluct

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Re: ROGUELIKE 2: Sword of Azirkan (3/?)
« Reply #51 on: April 11, 2017, 03:49:50 pm »

Information. Information is key, and probably worth more than its weight in gold, if you could weigh it. Probably at least 16 times its weight in gold.

*ahem*

Yes... Let's try to get some information on our quarry.
There are some philosophers who insist that you can weigh information, and that you can do other things with it too.

Jacob Diamonds stands up from the table and meanders around, eying potential sources of information on the basement. [4] As luck would have it, he spots a table in the corner where a badly injured man sits and describes, gestures and all, his experience in the dungeon.

"...And Ballin turns back and 'e gives me this signal," the man holds up his right hand. It is completely swaddled in bloodstained gauze, and he stares disappointedly at it for a moment, and then raises his left hand and throws up an 'all-okay' gesture followed by a single finger, "Telling me that we should be good to go, but we gotta stay quiet 'cause of the owls. And then he starts going down this corridor, this... stone corridor that looked just like all of 'em. And he steps, and there's this THUNK and I look up and 'is head is just gone," the man, by now, is becoming somewhat agitated, occasionally touching the bandage covering most of his head. "And I look up and I see the blade, and Ballin's head kebabed on it, like it would've cut a man in two but took the dwarf at the shoulders, and my god, jus' seein' so much blood..." He buries his head in his hands and his crutch falls over. The motley crew of novice adventurers gathered around look alternately appalled or nauseous, except for a couple who either seem excited or just noncomprehending.

Jacob pulls up a chair and listens for a little while as the man continues.
Some dungeon facts:
1. There are dangerous owls in the upper levels.
2. There are a large number of highly lethal boobytraps.
3. Hundreds, even thousands of gold coins are to be found, sometimes left completely unguarded.
4. There is a strong and common belief among adventurers that the dead will rise if abandoned in the basement.
5. The dungeon is very difficult to consistently navigate; passageways that you thought lead to one place may take you another on your next trip. Places that were once safe may not be safe when you return.


Drink ale. Go with the flow.
[2] Sir Deikos tilts back his mug and slips into a reverie about chivalry just in time to be jarred out of it by a fat peasant getting shoved into him and his all going all over his armor. "Ahhhh!" The peasant flails his arms as he and Deikos tumble into a heap on the ground. Deikos looks over and sees a particularly tall, skinny, old man wearing a rusty antique helmet and shouting agitatedly at the obese peasant. Something about scurrilous roguery and insulting some kind of peerless flower of courtly love or something.

"Huehuehue!"
It's as if Brother Omada is here with still, it is.
Quack-Quack finishes his meal of aged bread and stale wine before looking for a merchant in need of safe passage to another town. He offers the merchant the protective services of himself and any accompanying party members for a generous 5 gold a head, plus a fair share of any loot the caravan comes across. If any more charismatic party members tag along he lets them do the talking.
After bandying about some banter and at least one prophecy regarding the doom of one of his companions, the ruffled duck gets up and waddles off in the opposite direction of the snow elf. [1] It quickly becomes apparent that the merchants who supply the castle do not patronize this tavern. Upon inquiring with one of the fortress' guards, he is informed that not only do they have their own accommodations, but Lord Crotalus, the ruler of this keep, provides armed escorts through the wilderness and maintains a monopoly on who trades here. Everything goes through him. That he knows of.

((So I don't have a quiver of javelins, I have a golf bag of javelins. Fuckin' love this already.))

Get drunk, chalk the tip of a nine-iron javelin, then join in the attempt to gather information.
In that order.

Fath slides out of his chair and moves to avoid getting bowled over by the fat knave. He lifts and drains his mug, pulls a nine-iron javelin from his javelin bag, and starts chalking the tip as he goes to gather information on the basement below the castle.

[6] "Hah, holy shit! Hey, boss!" A surprisingly familiar face grins at him from a table. It's Muta, one of his old lieutenants! The muscular human gives a wave and beckons his former superior over to a seat at the table. He actually looks to be doing pretty well for himself; he's wearing a shiny winged helmet with an ornate visor, and his armaments are both well made and well maintained, possibly even enchanted. He pours Fath a flagon of the high quality ale the tavern keeps for actually paying customers and they get caught up on things; Muta has made multiple extremely successful trips into the basement and accumulated a significant amount of wealth. He's waiting for the weather to clear, and then he's going to leave this place and head south to warmer climes where he can start that organic giant weasel farm he always dreamed of.

The two sit and talk for a while, and Muta tells Fath just about everything he can remember about the dungeons. (Bonus to basement knowledge rolls!)

Some facts and opinions and things Muta has to say:
1. The owls. My god, the owls. I never want to see another pie faced subterranean meatbird in my life.
2. Don't be afraid to go down and then come up quickly if the situation starts to get out of control. Just grab the money and leave.
3. Remember that time we repelled a charge from those Atrian ostrich cataphracts? With the pikes and that whole thing with the wooden stakes you had us set up on the slope? That worked down there too, but on a smaller scale.
4. It's usually worth trying to talk things out first. Sometimes.
5. You can make some pretty good money hauling things up that aren't just coin. The guy who runs this place takes a cut, but it's not as bad as you'd expect from someone who calls himself "Lord Crotalus."
6. You probably wouldn't be too surprised at how the natives down there behave, but a normal person would. Heh.
7. There are traps everywhere.
8. About things getting out of control and leaving quickly; it's surprising how you can lose track of how deep you are. Sometimes when things get intense, it seems like the dungeon around you just gets deeper without you going anywhere at all.
9. If you go down far enough, there are things like temples and even towns way down there.


He throws in some more facts, but also spends a little while describing some of the common traps. (Bonus to noticing traps!)

The hooded figure watches everyone else silently for a while. He seems to be staring at the duck in a tophat mostly, allthough it's hard to tell because his hood casts as shadow over his face meaning that you can't see very much most of the time. Infact if it wasn't for the Lootington Emblem emblazoned on the top of his hood and back some people might mistake him for a bad guy. Which he's not... probably. Oh, and he pushes his mug of ale to the dwarven mercenery. Must not like it.

Go with whatever everyone else does, stay silent.
Sir Lootington gets up and follows the snow elf, pulling up a chair near him and listening to the maimed adventurer talk about the dungeon. At the moment, he's spiraling into a post-traumatic episode and talking about "owls behind the tapestry, waiting for us."

Ask around about the basement.
[4] Akashir gets up and looks for people who don't look like craven cowards to ask some questions of. He soon finds himself wrapped up in a game of darts with an assortment of warriors wearing various spiky or macabrely decorated helmets. The idle conversation about swords gradually shifts over to the basement, and those that have been down there add in some of their observations;
1. There are tons and tons of different entrances down into it, some of them aren't obvious.
2. It's really hard to keep track of the place. Chalking the ground helps, but it can still get confusing.
3. I never knew owls could make noises like that.
4. It's surprising how much money there is down there.
5. There are a lot of traps set up in corridors and rooms, but it doesn't make sense how a lot of the things down there don't know about them.
6. One guy brought a pickaxe and a wooden mallet down there. He tapped on the wall with the mallet to find secret doors or thin walls and then broke through them with the pickaxe.


Quote from: Rautherdir
awoooooo
The wolf lets loose another baleful howl from its perch on the small coppice-dune overlooking the moor. The stones of the fortress off in the distance seem to glow in the pale yellow light of the moon. Or is that what's inside the fortress?

Either way, an aural disturbance, a twist in the ether, makes the fortress shine and loom gigantic on the horizon of Theta's mind. Such a dramatic shift could only mean one thing; is the prophecy about to be fulfilled?
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Rethi-Eli

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Watch yer step, lardrear.

Get another mug. Drink until the booze is gone and so am I.
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In the end, the winner is the one with the most snake venom.

Rautherdir

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((I though I had posted and I hit reload and well... so yeah I get to type stuff up again. Because Post and Preview are right next to each other.))
The sight stirred memories of an almost-forgotten past. Memories of a dark place. Memories of death. A tomb with blood splattered rooms and bodies strewn across the floor, bathed in the light of a shimmering crystal absolutely glowing with power. She had met two others there, another elf who had entered the tomb with her and a human owl knight who had survived the encounter with Tim and befriended a troll. And after deducing that the lich-god had both only been imprisoned but also not even permanently, they swore they would never let him reign again. Fred the human owl knight had hidden the crystal so that no one would inadvertently release the lich. Sir Loot the elf warrior had scoured the land in search of any weapon, tool, or magic that could defeat Tim once and for all. And she had studied immortality. Hoping to find ways around it to defeat Tim, and to employ a method of granting such to herself so that she could keep the world from forgetting the danger Tim was. And she had succeeded in the latter, gaining immortality to keep the knowledge of Tim alive in the world.
Unfortunately, it seems her actions had the opposite effect, as nearly all records of Tim the lich-god were wiped from history. Apparently being both a harbinger of doom and a 'ferocious beast' tends to get your message actively obscured after a few hundred years. At least she had performed the magic ritual that gave her immortality in common as apparently that was the only language she could speak now. Well to be strictly fair she could also speak Canine. After she had learned it. Although the first few decades were somewhat good, people actually knew what she was talking about. The problem being that the imminent danger she stressed didn't happen. And after a hundred or so years of being actively chased away by most civilized races she just started wandering around, generally staying away from others. She also slept, something she hadn't really done when she was an elf. All in all she generally lost track of time. And she also... well she didn't really do that much.
AND NOW ITS STARTING
...
Time management was not a skill she had. Seriously, she should have been fighting stuff or learning new languages or finding more powerful magic. And yet somehow in what was probably about a thousand years she had pretty much completely failed to be ready. How was this castle related to the god-lich Tim? Oh and she should also start looking for that weapon Sir Loot had found so long ago. Probably another thing she would need hands for. She'd need to get hands. And preferably the thing with hands should be able to use weapons and communicate with her and OH WAIT there are probably people in that castle who could help her.
Run towards the castle
(Trying to reconcile a character that is thousands of years old with also being level 1 can be... interesting.)
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mastahcheese

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Thank Muta for all the information, and wish him luck on that gods-damned weasel farm he never shut up about. Then see which of the other mercenaries are thinking about a basement excursion.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Mallos

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"If nobody will join me on the basement raid, then the glory will be all mine."
Akashir places a hand on his mask indignantly. "And the day that we listen to a duck in a top hat is truly a dark day."

See if I can possibly get an NPC to accompany me if none of my companions will. Otherwise, start planning for a suicide mission solo trip.
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Gone. Departed. Headed off toward greener pastures.

Yoink

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((Should probably waitlist me as this sheet is taking me a while, and I don't think I'll have time to complete it today. I don't want to hold things up.))   
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you need to reconsider your life
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TankKit

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"If nobody will join me on the basement raid, then the glory will be all mine."
Akashir places a hand on his mask indignantly. "And the day that we listen to a duck in a top hat is truly a dark day."

See if I can possibly get an NPC to accompany me if none of my companions will. Otherwise, start planning for a suicide mission solo trip.
Sir Lootington looks at Akashir and the duck. "Teamwork is vital. If you two are going to argue, then trying to work together may as well be a suicide mission. Believe me, I know." He stands up. "However, my ancestor did not sacrafice himself for nothing, and I can understand why Akashir would be mad that some people don't want to help him. Who knows, maybe some of my ancestor's tools are in there. As it is, I suggest we go to the basement. And if noone else wants to go, then I guess it will just be me and Akashir getting the rewards."

Help Akashir plan the trip to the dungeon. Or just go straight into the dungeon. Sir Lootington might be a bit upset if he just runs in with no planning though.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

Glass

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If there's nothing else to be done here, then there's hardly reason to stay our hand. Yes, we will go to the basement - but we will be careful while we are there.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TankKit

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If there's nothing else to be done here, then there's hardly reason to stay our hand. Yes, we will go to the basement - but we will be careful while we are there.
Sir Lootington Approves.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.
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