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Author Topic: Runners of Hyperion -- one spots open  (Read 36109 times)

Lillipad

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Re: Runners of Hyperion -- five spots open
« Reply #45 on: October 15, 2011, 11:36:28 pm »

You can choose to have it be an all day turn if you want it to be, Dwarmin. Turn might be a bit long in the process of making, a new player is joining and I just sent finalization things, and I might get distracted with stuff over at Kongregate.
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Weirdsound

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Re: Runners of Hyperion --four spots open
« Reply #46 on: October 16, 2011, 01:59:08 am »

Enter Cicatrix:

As the sun rises in the Realm of Mana a strange elven woman enters through the travel gate. You have all seen her before of course, but now the light of day reveals her in disturbing detail. She is tall for a High Elf, almost freakishly so, but skinny as a rail. Several bones are visible through her thin and near meatless skin. All of the skin visible outside of her cloak is heavily scarred.

She appears to be covered head to toe in soot, obscuring the true tone of her skin and hair. A look at her white and heavily scarred pupials seems to imply that she is blind, but the elf moves with purpose and without assistance. Her right arm hangs nearly limp at her side.

More shocking than the Elves' appearance is the fact that she is flanked by three walking corpses, each holding a crude, rusted, and cracked Iron Sword. "Don't mind them" she says with a disarming smile upon noticing the strange looks drawn by her 'escort' "I just stayed back to put them together from the bits and pieces of those unlucky folk who got to meet the Ogres up close and personal."

She then proceeds to introduce herself as Lady Greenflower, a high elf of noble birth. She then asks questions until she is brought up to speed on the known layout of the castle.

Action: Quickly scan the locked doors for corpses within. Head to the gardens and gather/tame bugs.
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Lillipad

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Re: Runners of Hyperion --four spots open
« Reply #47 on: October 16, 2011, 02:11:31 am »

New characters come in from the theoretically infinite slew of survivors occupying the theoretically unending barracks and courtyard.
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micelus

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Re: Runners of Hyperion --four spots open
« Reply #48 on: October 16, 2011, 03:27:12 am »

Greenflower? How elvish...Now that he thought about, Forrel had never seen a green flower...More research would be needed. But besides the obviously elvish name, there was also something about the name...Something from the books he read...

"A necromancer in our midst, yes? Well I have no problems with that art myself; only corpses, no spirit from what I know. Now my lady, here's what we currently know..."

Forrel walked up to her side and spoke calmy and in a matter-of-fact way:

"This castle is huge beyond measurements, larger than any fortress or citadel in the realm we came from...It was created by the one called the mage-king, who we know nothing of...But you already knew that. What is truly interesting is that this whole structure is a Spirit Lair! The very spirits call this place home."

After a moment Forrel continues:

"Oh, and it seems that the previous owners used complicated magics to make this place function...Interesting truly."
« Last Edit: October 16, 2011, 03:30:07 am by micelus »
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Dwarmin

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Re: Runners of Hyperion --four spots open
« Reply #49 on: October 16, 2011, 06:26:50 am »

Veranus shook her head. She had secretly hoped the Necromancer had perished at the Ogres fists, but even a dark hope was to be denied to her, apparently.

Maybe the others did not have the fortitude, but Veranus could look and see the living persons who they had been composed of. Ghastly abominations....but not entirely useless. Veranus would suffer this creatures existence, and if it ever came to betray them, she would strike it down gladly.

She left for the lake without a word.
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Sinpwn

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Re: Runners of Hyperion --four spots open
« Reply #50 on: October 16, 2011, 11:01:36 am »

Brier did not see the necromancer, as he was still holed up in the kitchen.
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Lillipad

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Re: Runners of Hyperion --four spots open
« Reply #51 on: October 16, 2011, 01:28:25 pm »

    Brier
Brier ignored sleep to study the stones and doors further. There were no keyholes, but signs that a powerful unlock spell was required. It was apparent to Brier that nobody he had learned the name of in this group would be willing to learn such a rarely needed spell, so he had to find a loophole.
The old elf spends hours weaving the mana in the doors trying to understand how they function better, but the weave eventually breaks and causes Brier to lose his concentration. The weave is fairly complex, but his knowledge of technomancy gave him a fair understanding of it. Having no materials, and seemingly no further use of his already stolen cart, Brier scraps the cart for parts. He receives small wood planks(10), large iron scraps(5), and the four wheels. He immediately puts all of the material into a design that could potentially be the loophole he's looking for.
    Brier continues building into the noon hours.
    Veranus Tigerclaw
The fact that the necromancer had the nerve to show her sickening guise to the already angered warrior queen was enough to bring the blood lust Veranus had during wars and fights with the native jungle beasts of her homeland. The anger could even be said to have revitalized the "middle-aged" woman, sending her off to the forest to hunt for food that isn't awful.
The jungle is a spectacular view, even more overgrown and wild than her village's homeland. The thrill of the hunt was coming back to Veranus, and she quickly got to what could constitute a low-hanging branch in these massive wilds. She waits no more than an hour before the first prey appears.
Veranus is unsure of what this beast could possibly be. At first it appears to be a bear, but it's far too large. Then it looked like a rabbit, but that was also impossible. The creature seems docile and herbivorous, but that's no reason to jump down just yet. She waits a few minutes, and a massive wolf jumps out and mauls the poor thing. She was beginning to grow attached to it, perhaps she'll try to convince one to come back to the castle with her if she encounters another, but for now, this wolf is the priority.
Veranus drops from her branch, skewering the wolf through its head, killing it without pain. She quickly makes her way back to the castle with the wolf and rabbit-thing in tow, as there's no way such an extreme amount of meat wouldn't be enough.
The necromancer stares at the dead animals with passing interest, and continues to wander the castle.
    Forrel de Yahmiz
Forrel wakes up from his refreshing nap of sorts to a large number of intrigued spirits poorly attempting to hide from him. How absolutely bizarre. The spirits continue following the shaman through his daily morning routine, and even to the garden.
Forrel brands some spirits into his clothing and staff, making sure not make a complete brand sealing them there, and begins to call out for any spirits that would answer. Which millions were happy to oblige. The young halfling calms himself with some group meditation with the spirits, and he calls out for memory spirits, to no avail.
He does however find a few spirits that know the layout of the castle who offer to give him a complete map of the main building of the castle, which the spirit called 'The Hub,' if he can open all the doors in the wing he's occupying, turn on the mana generator for that wing, and tell them the type of spirit that occupied the dead sword in the group's wing.
Forrel has no idea why the spirits are so bent on testing him for a map he doesn't particularly need, but the main library might be in the central building, so there might not be a choice.
    Cicatrix Greywood Greenflower
Having opted to rest a day before doing anything particularly stressful in the castle, Cicatrix begins her hunt for corpses she could use. For a while none are sensed, then two appear. They're only animals native to this realm, and aren't much stronger than her current golems, so any interest in them is immediately lost.
Not being able to see and using mana to sense in a realm full of it makes finding her way difficult for Cicatrix. She eventually finds her way to the courtyard, apparently. As a small group of people are discussing what could be in the main castle building, and point in some direction or another. She tries sensing in the direction, and feels a single corpse, and one living being. An odd thing for Cicatrix, she's never been able to sense living beings the same way she's been able to sense a corpse. She certainly can't sense those around her without forcing mana near them.
It suddenly strikes Cicatrix. Forgetting entirely about the living being she sensed, the corpse is bothering her. She can't sense any power from whoever it was, but she's panicking as though she sensed something extremely dangerous. Her corrupt arm throbs in pain, almost bringing the woman to tears. She breaks her sensory off immediately, and rushes back to the garden area of the military wing to calm down.
The comfort of the garden offered Cicatrix peace of mind, and time to concentrate. She gathers a small number of insects she knew to be aggressive, making sure to leave enough to repopulate for any further need she might have of them.
______________________________________________________________________________________________________________
It is now noon.
A small caravan is seen through a viewing scope in the courtyard an ex-adventurer not in the main group had set up. It should arrive tomorrow morning.
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Sinpwn

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Re: Runners of Hyperion --four spots open
« Reply #52 on: October 16, 2011, 01:38:02 pm »

(Presuming the magical key thing has been completed by noon)
Begin unlocking the doors and taking a peek inside, starting with the most important looking ones.
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Dwarmin

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Re: Runners of Hyperion -- three spots open
« Reply #53 on: October 16, 2011, 04:01:12 pm »

Nothing must be wasted, Veranus thought, looking down at the beasts who had died for her. She would give them that honor, at least. She supposed the kitchen would have to be 'activated'-from what she had seen, it might rely on magic of some sort. She would talk to him about it.

Begin processing the corpses-the meat, bones, teeth, and skin etc.

Smoke the meat the group will not be eating tonight to preserve it.


@Brier: "Brier, I have meat to prepare. Can you make the kitchen powered? I've looked, and it has no tools otherwise. I assumed its magical or technlog-ack, which is your area of expertise."
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Sinpwn

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Re: Runners of Hyperion -- three spots open
« Reply #54 on: October 16, 2011, 04:07:59 pm »

Brier looked up from his near complete device.
"Yes, I just need to activate the generator in one of the back rooms, then we can route magical power through the energy crystals to generate heat and water."
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Weirdsound

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Re: Runners of Hyperion -- three spots open
« Reply #55 on: October 16, 2011, 04:47:56 pm »

Lady Greenflower approaches Veranus, failing to notice, or perhaps outright ingoreing the Amazon's disgust towards her. "If you are not going to use the bones on those things, I'd be glad to take them off your hands dear."
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micelus

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Re: Runners of Hyperion -- three spots open
« Reply #56 on: October 16, 2011, 05:24:03 pm »

What the hell? Why would the spirits want this information...Some kind of test, perhaps. Well he would need the technomancer's aid here...To find this mana generator and activate it. But before that, he would look at this other Spirit Lair.


Forrel walked out of the courtyard and climbed up to the roofs. From there, he glided off and with the aid of wind spirits, flew to the far Spirit Lair. When he came back, he would have to talk to Brier.


Later on with Brier

Forrel walked up to the Technomancer and asked him:

"Brier? Do you know where a mana generator could be, and if you do, could ya help me getting it on?"

Head out to the other Spirit Lair. See what spirits inhabit it.

Afterwards go and find Brier and ask him to help in activating the mana generator. If he accepts, go to the generator and imbue it with spirits.

« Last Edit: October 16, 2011, 05:39:00 pm by micelus »
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The Fool

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Re: Runners of Hyperion -- three spots open
« Reply #57 on: October 16, 2011, 05:27:29 pm »

Accompanying a band of mercenaries through mountain caves  Ba'gandi came across a massive gate built into the wall of the cave. The sight was quite bizarre, but it was clear to the mercenaries that the door would only lead them deeper into the mountains, and they turned back. Ba'gandi was curious of the door, but he still had his duty to the band. He had to venture back after the job was done, climbing sections of wall to save time.

Ba found himself back in the caves that contained the gate. He opened the gate and stepped through.

He now finds himself in a large building with multiple doors. He sniffs at the air and walks forward, checking the doors.

((Really wasn't too sure how to start I hope that works and doesn't set me too far back.))
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Lillipad

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Re: Runners of Hyperion -- three spots open
« Reply #58 on: October 16, 2011, 05:31:35 pm »

There are no keyholes in any of the doors, and trying to attack the doors is borderline suicide. Are you absolutely sure that's what you want to do mice?

Anything about walking through the gates is considered to have happened in the backstory, TF. Are you sure sniffing around is all you want to do?
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Dwarmin

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Re: Runners of Hyperion -- three spots open
« Reply #59 on: October 16, 2011, 05:34:06 pm »

Lady Greenflower approaches Veranus, failing to notice, or perhaps outright ingoreing the Amazon's disgust towards her. "If you are not going to use the bones on those things, I'd be glad to take them off your hands dear."

Veranus cast a wary eye on the creature. Maybe it was true, what they said, that Necromancers smelled death on the wind like vultures.

She grunted a hasty reply.

"At least allow me to seperate the meat and organs before you do...whatever it is you do."
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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