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Author Topic: Staggered Magi II (Turn 16: Treacherous)  (Read 28746 times)

IronyOwl

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Re: Staggered Magi II (Turn 12: Much Talking)
« Reply #255 on: August 04, 2011, 10:15:15 pm »

Turn 13: It's A Trap!

Try and leave a mark so that we'll know the way to get out, then follow the merchant's suggestion.
[3] You smear some dirt on some rock. It'll probably be visible later...

Whip a bat out of the air and stuff it into my Schist Jar for preservation. Follow the rich guy.
[6] vs [4] You manage to get one, and quickly stuff it in the jar.

+Bat Corpse

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.
[2] Your wisp can't fly that high, making it hard to illuminate everything.

Draw my bow, fire as soon as I see something move that isn't on our side.
[6] You're a bit trigger-happy.


Interior Mercenaries
You follow the rich guy's instructions, creeping forward to discover another break in the wall. This one is more spacious, but still equivalent to a cramped hallway.

It's also surprisingly long, and dips down slightly. When it opens up, you find yourselves in a fairly large cavern, sparsely illuminated by luminescent fungus. Pools of shallow water are everywhere, and less brilliant life grows in decent abundance.

Continuing to follow the rich guy's suggestions, you make your way through towards a particular direction. It doesn't take long to run into trouble- [6-1] Alexander expertly points his bow at a ripple under one of the pools, drawing everyone else's attention to a froglike face looking at them. The discovered creature lets out a brief, low croak, and it's answered with rustling off to the side and further, fainter croaking. It seems you've been discovered by a rather large band of tribal-looking frog-men, mostly unarmored and armed with bows and spears.

They seem ready to attack, but have been content to simply edge towards encircling the group thus far.


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

Accept jobzorz.

[3] You have a bit of trouble finding the place, and are a bit tired when you arrive. That makes the ephemeral whispers you hear upon first entering the haunted mansion even more disconcerting than normal.

Fortunately, it doesn't last long. A shrieking ghost ambushes you from behind, [4] vs [1-2] raking your flesh with ice-cold fingers and causing you to shake involuntarily.

-2 HP
-3 to next dodge

Try to find a map of the local area and mark down likely locations of ingredients.
[1] You spend a lot of time listening to some crazy guy who's clearly making things up.

"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.
[3] Someone needs some plants harvested not far from town. They're growing in a big field, so it's not hard, but of course there's almost assuredly something skulking around out there that'll try to eat you. Also, the fields are technically owned by someone, so you can't harvest anything you're not handing over.

Gently manipulate the ice to bring me to the top of it,and then search for materials.
[5][Luck 5] You expertly slip yourself enough out of some of the ice and wriggle free. [1][Luck 3] You have trouble finding flowers in the right stages of blooming, and fall in the muck several times. Fortunately nothing eats you.

+6 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)

Sword Seeker

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

Enemies and Allies

Spoiler: Allies (click to show/hide)

Spoiler: Enemies (click to show/hide)
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.

Tarran

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #256 on: August 04, 2011, 10:18:08 pm »

"What did I ever do to you?!" Blast the ghost with a bolt of holy magic!
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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.

Taricus

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #257 on: August 04, 2011, 10:24:30 pm »

Continue advancing.
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We sided with the holocaust for a fucking +1 roll

HmH

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #258 on: August 04, 2011, 11:27:04 pm »

Follow Taric, whip the frogmen if any attack.

adwarf, how about summoning something big and scary to get the frogmen out of our way? It doesn't have to be dangerous or even corporeal. Just big and scary.
Irony, are there any corpses, dead plants or other necromantically revivable scenery in the cave right now?

UPD: Also, this spectre that attacked Tarran has quite an interesting ability.
- Can I use Necromancy to call forth a spectre, provided I have a corpse that died an untimely death?
- Is the chilly-ghost-attack possible to replicate using Necromancy?
« Last Edit: August 06, 2011, 05:32:46 am by HmH »
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adwarf

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #259 on: August 04, 2011, 11:50:28 pm »

Summon Kraken (The Squid like thing from earlier) then order him to attack the frogmen. I will also aid in the fight

I think that ought to do of course if you want I can think up something even better.
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Dermonster

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #260 on: August 04, 2011, 11:53:36 pm »

Try to find an actual map this time.
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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.

HmH

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #261 on: August 05, 2011, 12:24:33 am »

Summon Kraken (The Squid like thing from earlier) then order him to attack the frogmen. I will also aid in the fight

I think that ought to do of course if you want I can think up something even better.
No, a Kraken won't do. We don't want to fight them; we want a big, roaring demon that's associated with the moon somehow, so we can get a +1 on the base roll.

Say, how about a demon of tidal waves? It's connected to the lunar cycle, should be pretty strong to move the waves up and down, and is probably salty from all the seawater, so it'd be a natural nemesis for the frogmen.

adwarf

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #262 on: August 05, 2011, 12:30:15 am »

I think I have no idea besides.


Summon a Lunar Dragon


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CrimsonEon

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #263 on: August 05, 2011, 01:10:08 am »

Gareid continues to shift uneasily on his feet, "Derm's still mulling about, I'm getting cold feet here... I can either check out that imp cave, but that sounds rather dangerous alone... That settles it, some mundane work ought to keep myself busy. What could be out in a farm anyway? I can always meet up with derm later." Gareid takes up the harvesting job.

Ochita

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #264 on: August 05, 2011, 03:54:40 am »

Lets keep on searching for flowers, this time on a small floating platform of ice.
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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 13: It's A Trap!)
« Reply #265 on: August 05, 2011, 05:05:51 am »

Summon Kraken (The Squid like thing from earlier) then order him to attack the frogmen. I will also aid in the fight

I think that ought to do of course if you want I can think up something even better.
No, a Kraken won't do. We don't want to fight them; we want a big, roaring demon that's associated with the moon somehow, so we can get a +1 on the base roll.

Say, how about a demon of tidal waves? It's connected to the lunar cycle, should be pretty strong to move the waves up and down, and is probably salty from all the seawater, so it'd be a natural nemesis for the frogmen.
Its not a Kraken I just called him that he is from the beginning of this game go back, and reaed his description.


Also Irony I was wondering, but whats the limit on how many summoned creatures I can control at once?
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IronyOwl

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #266 on: August 05, 2011, 05:06:57 pm »

Irony, are there any corpses, dead plants or other necromantically revivable scenery in the cave right now?
Not that you can see. It's possible something's nearby that you can't see or tell is dead, but it's unlikely you just happen to be fighting next to an ogre skeleton or something.

UPD: Also, this spectre that attacked Tarran has quite an interesting ability.
- Can I use Necromancy to call forth a spectre, provided I have a corpse that died an untimely death?
- Is the chilly-ghost-attack possible to replicate using Necromancy?
- The requirements might vary depending on what you're after, but it's definitely possible. Note that in some cases, certain undead have such unpleasant requirements that it's highly infeasible/illegal/murderous/complete bastard to successfully raise one.
-Yes, though it might require a somewhat more involved approach than just conjuring and throwing it at someone. Mixing it with another school of magic or wreathing yourself in questionable and dangerous energies might be required, as it's largely based on the undead's sorrow/hate/etc.


Also Irony I was wondering, but whats the limit on how many summoned creatures I can control at once?
I forget exactly how I was going to do it, but basically it's a soft cap based on your skill at summoning and the "levels" of your current creatures. The more creatures you currently have, and the more powerful they are, the larger a penalty you take to your attempts to get them to do what you want; on a low roll, they might even break free and attack you. You get a bonus to this roll equal to your skill in summoning, though, so a skilled summoner can control one powerful creature or a gaggle of weaker ones.
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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.

HmH

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #267 on: August 05, 2011, 11:48:39 pm »

-Yes, though it might require a somewhat more involved approach than just conjuring and throwing it at someone. Mixing it with another school of magic or wreathing yourself in questionable and dangerous energies might be required, as it's largely based on the undead's sorrow/hate/etc.
- If I make a self-aware undead regret something, will I be able to use its freshly-squeezed sorrow to fuel my ghost-chill attacks?
« Last Edit: August 06, 2011, 05:35:53 am by HmH »
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Dermonster

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #268 on: August 05, 2011, 11:51:37 pm »

Can I split my soul in half and store it in an inanimate object for safekeeping, Lich-style? Assuming I ever get to that point, anyway.
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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.

ExKirby

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Re: Staggered Magi II (Turn 13: It's A Trap!)
« Reply #269 on: August 06, 2011, 03:49:13 am »

Oh come on this really is the most obvious situation ever.

Fire.
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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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