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Author Topic: Staggered Magi II (Turn 16: Treacherous)  (Read 28768 times)

Tarran

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #240 on: July 29, 2011, 11:29:19 am »

Oh dear god Irony what did you do with the poor quotes? D:
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Dermonster

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #241 on: July 29, 2011, 11:30:41 am »

He murders HTML with his troll-fingers.
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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.

IronyOwl

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #242 on: July 29, 2011, 06:40:50 pm »

Dear god, what did I do?

At least now you know what happens when attempts to fuse things go horribly, horribly wrong.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

HmH

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #243 on: July 31, 2011, 01:41:24 pm »

Come on, Irony, let's get the train going again. At least once every three or four days. I'm sure everyone here loves this RTD and is willing to pay attention to it, but long periods of stagnation make players lose interest in anything, as you may or may not have noticed with Westlands and Staggered Magi I. And both Arcanum Octets, too. Even Multiworld Madness and Jackrabbit's Dungeon crawling delight were subject to this unfortunate phenomenon, though in their cases it was kinda compensated by Sean Mirrsen's liquid awesome pouring down a reader's throat - or Delight's overall craziness.
If you don't believe me, read any long-lived-but-dead game while paying attention to the timestamps. You'll notice that the players lose their motivation if the gaps between turns become long, and do so gradually if the gaps stay long.

Tarran

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #244 on: July 31, 2011, 05:10:04 pm »

Yeah, gaps not only ruin interest, but people forget a ton of things within a surprisingly short amount of time.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

IronyOwl

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Re: Staggered Magi II (Turn 11: CHOOSE YOUR DESTINY)
« Reply #245 on: July 31, 2011, 05:24:00 pm »

Turn 12: Much Talking

Into the mine!
You, your companions, and the slightly shifty rich guy enter the caves.

So, are we going into that cave? Dibs on the rearmost position. Put some honey on a bone, give it to Triplets as a reward for loyalty. Ask Triplets to scout the cave and return if they meet anything hostile.
[4][Luck 3] Triplets happily (and very cutely) nibbles on the bone with all three heads. Nevermind that's kind of sort of cannibalism. They scurry into the cave, then scurry back out not much later- they didn't see anything, but could tell there were bats or something around.

Summon a Will o' Wisp , and use it as a lightsource when in the caves.
[3][Luck 5] You summon a rather small but very bright will o' wisp. It's illumination is rather creepy, but gets the job done.

+3 Summoning
Now Adept at Summoning


Interior Mercenaries
The five of you enter the cave. The first chamber isn't especially ominous- it's sandy, has a light source from above, and seems to house bats. A winding passage leads deeper in...

While the passage itself is not especially unpleasant, it is cramped and has some roots in it, making it rather creepy. It also means getting back out in a hurry would be difficult. Your first impression upon leaving is not much better- it's a small rock cavern with several natural pillars and potential passages. It'd probably be easy to get lost down here.

Your charge helpfully suggests a middle-right course. Shining light past a pillar, it looks like there could definitely be a passage that way.

"I suppose I'll join your organization. For now." Try finding some sort of encyclopedia alchemica, along with STANDARD VIALS, MORTOR/PESTILES, AND DOODADS.
[6][Luck 2] You notice they have a cluttered alchemy room. Unfortunately, it's for full members only- you'll need to find them two more initiation-worthy ingredients to use them.

Quest for a item; a longsword.
Deciding that you'd like a sentient longsword made of extralight but still high-quality metal, you head to one of the libraries and begin pestering the sages there. Eventually one relents and tells you the story of Ahiera the elf.

"Ashiera was an elven warrior famed for her speed. She was also famed for her and/or her armor's incredible beauty, but that sort of stuff tends to get tacked on at the end, so I don't know if I trust it. Plus she was an elf, everyone's allllways going on and on abou- oh right, right, the sword. Anyway, she supposedly had gleaming silver armor, and wielded two longswords that matched. Yes, two of them, quite the feat. She was lightning quick and could butcher most foes in seconds with her weapons.

Anyway, I don't know the details, but one day she ran into a hulking, brutish demon with a massive shield, made a mistake, and got slammed to death. Evidently hardiness was not one of her gifts. She was supposedly buried under some barrow or another, but the stories I've heard conflict as to whether her friends or the demon or a stranger did that. That's kind of relevant for knowing what happened to her stuff, and how dangerous her burial site is likely to be.

In any case, her swords were called... uh... Misery and Agony? No... Pride and... something... uh... look, I know of a lot of named swords, it's easy to get them confused. The point is that they were supposedly sentient, certainly very light, highly unlikely to have been destroyed during the battle, and haven't been heard from since from any source I know of.

So tell you what- I'll help you track them down if I get a cut of whatever you find. Deal?"


Should you accept, your first location is a haunted mansion.

Garied, somewhat unsatisfied with the information he gathered, shifts on his feet a little, "Implike demons in a cave, huh... Could always wonder what they're there for, but if anything I learned from that last fight, I need to be careful about this." Looking over to the side, Gareid could see the entrance to the basement Derm had just entered a little while ago, "And for sure, doing it alone is suicide. Unless I could find some way to augment my power..." Gareid opts to listen about for some more concrete information, perhaps something on an artifact or at minimum some better supplies.
[3][Luck 4] Some new merchant has some high-quality supplies, but they're all of the tool variety. Items and equipment that defend against fire can be found, but are obviously in rather high demand around here. Flame artifacts are rumored to litter the landscape, but most of them are rumors and/or guarded by intense heat and flaming guardians.

As for concrete information on the imps, nothing. Either nobody's investigated it enough to know anything, or they're not talking.

Well then. Lets collect some ash flowers, freeze the water Im walking on though, so its hard for something to get me down.
[6][Luck 1] You freeze yourself into a waist-deep ice cube. [Luck 5] This attracts no attention and you're not in danger of floating off anywhere.

+3 Water



Interior Mercenaries
Spoiler: Taric (Taricus) (click to show/hide)
Spoiler: Straga Sickshade (HmH) (click to show/hide)

Northern Ingredient Collectors
Spoiler: Gareid (CrimsonEon) (click to show/hide)

Out Of Work Swordsman

Swamp Runners
Spoiler: Ochita (Ochita) (click to show/hide)

Enemies and Allies

Spoiler: Allies (click to show/hide)

Spoiler: Enemies (click to show/hide)

Yeah, sorry about that. I'll try to get to work on updates sooner.
« Last Edit: July 31, 2011, 05:44:05 pm by IronyOwl »
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Taricus

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #246 on: July 31, 2011, 05:26:49 pm »

Try and leave a mark so that we'll know the way to get out, then follow the merchant's suggestion.
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We sided with the holocaust for a fucking +1 roll

Dermonster

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #247 on: July 31, 2011, 05:29:23 pm »

Try to find a map of the local area and mark down likely locations of ingredients.
Logged
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.

Tarran

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #248 on: July 31, 2011, 05:36:03 pm »

"Sure. Just as long as I get at least one sword."

Accept jobzorz.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

CrimsonEon

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #249 on: July 31, 2011, 05:40:50 pm »

"Fire, fire, more fire. Nothing that can help the wayward Earth Magician." Gareid thought, disappointed with what he found out, "Money's money, though, derm's still milling about with his cult, and I guess some of the equipment here could be of use." Gareid tries to listen around for a paying side job.

HmH

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #250 on: July 31, 2011, 05:42:21 pm »

Mistake found: my profile still has 2/10 HP in it.

Whip a bat out of the air and stuff it into my Schist Jar for preservation. Follow the rich guy.

IronyOwl

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #251 on: July 31, 2011, 05:44:32 pm »

HP fixed.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Ochita

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #252 on: August 01, 2011, 01:21:29 am »

Gently manipulate the ice to bring me to the top of it,and then search for materials.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

adwarf

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #253 on: August 03, 2011, 03:45:13 am »

Follow the others, but stay at the back of the group. Have the Wisp float above the person in the middle of the group to provide equal light for everyone.
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ExKirby

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #254 on: August 04, 2011, 03:48:43 am »

Draw my bow, fire as soon as I see something move that isn't on our side.
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Derm would be a Half-Minute Hero boss. YOU HAVE 30 SECONDS TO FUCK HIM UP OR HE DOES IT TO THE ENTIRE WORLD!
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