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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Niccolo on November 19, 2013, 08:28:29 am

Title: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on November 19, 2013, 08:28:29 am
- The Tines of Madness -

Two weeks ago, the sun itself was sundered. Nobody has any idea what happened. Some say that a tremendous magical duel took place. Others say that a mage, overcome with hubris and stupidity, tried to pit his skills against that of the sky. Still others say that a demon tore the sun’s soul out and devoured it, using the power gained to fight the Gods and upend the heavens. All we know is that the land directly facing the sun at its moment of death has been scorched into oblivion and the Elves are no more.

Panic ruled the entire world. Wood and coal became the dominant currency overnight; pyromancers became millionaires as they sold their fire to light the world. But even their magical energy waned as the moon’s glow had long since faded, the Goddess’ eye closed to the plight of the world. With the darkening of the Goddess’ physical presence, magic ceased to flood into the world.

Ice and snow grew everywhere; frosts destroyed crops and killed livestock. The pyromancers held the worst of the ice off from the major cities of the continent for five days, but by the eighth day, all of the lumber in the world had been consumed and nobody could see well enough to cut more.

Inexplicably, a new sun was born three days ago out of the darkness. A white-hot blaze erupted in the sky. Nebulous clouds of pink and orange dust surround the newborn sun. Relief washed over the world, but what the light revealed scared them once more.

The moon was cracked into three pieces. The source of magic in the world and the physical embodiment of the Goddess of Creation was destroyed. Mages found their powers to be erratic, forces once so malleable to their voices hard and brittle, difficult to work. What’s more, casting magic resulted in great pain to the wielder, sometimes even drawing blood.

You are an adventurer who found employment for the Ten-Day-Night as a bouncer at a pub in a small city known as Shas Isa. For a week you defended the innkeeper’s property from hooligans and other criminals, but now the light has returned and the world has slowly calmed. It’s time for you to move on.


- - - - - - - - - -

Hi! Some of you have seen me wandering around the forums, but for those of you who don’t know me, I’m Niccolo and I’ll be your gamesmaster for this little adventure. This is my first time being a GM, but hey, we all gotta start somewhere, right?

Maska is a world from a novel of mine that’s been in something of a hiatus while I study at university. Now, stuck as I am, I’ve come up with a unique RtD: I want you guys to help me build the history of my world. I have a rough plan of what happened during this tumultuous era, but I thought it’d be fun to get a closer look at the world. Of course, given the way RtDs normally go I’m fully expecting it to all be on fire within a week, but that's just how it is.

The Turns So Far
Chapter 1: Ice, Snow and Barfights

Turn 0: Prologue (http://www.bay12forums.com/smf/index.php?topic=133412.msg4776233#msg4776233)
Turn 1: Barfight! (http://www.bay12forums.com/smf/index.php?topic=133412.msg4780640#msg4780640)
Turn 2: Let's Beat Up Civilians! (http://www.bay12forums.com/smf/index.php?topic=133412.msg4781627#msg4781627)
Turn 3: The Incredible Hulk (http://www.bay12forums.com/smf/index.php?topic=133412.msg4783052#msg4783052)
Turn 4: HULK SMASH! (http://www.bay12forums.com/smf/index.php?topic=133412.msg4783894#msg4783894)
Turn 5: More Green? (http://www.bay12forums.com/smf/index.php?topic=133412.msg4785577#msg4785577)
Turn 6: Karma (http://www.bay12forums.com/smf/index.php?topic=133412.msg4786494#msg4786494)
Turn 7: The Good Priest (http://www.bay12forums.com/smf/index.php?topic=133412.msg4788265#msg4788265)
Turn 8: Blood and Ice (http://www.bay12forums.com/smf/index.php?topic=133412.msg4789264#msg4789264)
Turn 9: Shriekwind Bastion (http://www.bay12forums.com/smf/index.php?topic=133412.msg4790915#msg4790915)
Turn 10: The Quest (http://www.bay12forums.com/smf/index.php?topic=133412.msg4792057#msg4792057)
Turn 11: The Quietest Village (http://www.bay12forums.com/smf/index.php?topic=133412.msg4796113#msg4796113)
Turn 12: Shooting the Messenger (http://www.bay12forums.com/smf/index.php?topic=133412.msg4804076#msg4804076)
Turn 13: It's Quiet. Too Quiet. (http://www.bay12forums.com/smf/index.php?topic=133412.msg4807362#msg4807362)
Turn 14: Screams and Madness (http://www.bay12forums.com/smf/index.php?topic=133412.msg4809220#msg4809220)
Turn 15: Enter the Beast (http://www.bay12forums.com/smf/index.php?topic=133412.msg4812954#msg4812954)
Turn 16: Level 1 Derm (http://www.bay12forums.com/smf/index.php?topic=133412.msg4815208#msg4815208)
Turn 17: With a Fine Honey Glaze (http://www.bay12forums.com/smf/index.php?topic=133412.msg4820099#msg4820099)
Turn 18: All Together Now (http://www.bay12forums.com/smf/index.php?topic=133412.msg4825113#msg4825113)
Turn 19: One Step Forward, Two Steps Back (http://www.bay12forums.com/smf/index.php?topic=133412.msg4833608#msg4833608)
Turn 20: Half-Assed Pauper's Grave (http://www.bay12forums.com/smf/index.php?topic=133412.msg4837673#msg4837673)
Turn 21: Fool Me Once/Fool Me Twice (http://www.bay12forums.com/smf/index.php?topic=133412.msg4840188#msg4840188)
Turn 22:Plot? (http://www.bay12forums.com/smf/index.php?topic=133412.msg4844206#msg4844206)
Turn 23: Nope, No Plot (http://www.bay12forums.com/smf/index.php?topic=133412.msg4847104#msg4847104)
Turn 24: Riding the Dragon (http://www.bay12forums.com/smf/index.php?topic=133412.msg4849600#msg4849600)
Turn 25: To the Village! (http://www.bay12forums.com/smf/index.php?topic=133412.msg4858090#msg4858090)
Turn 26: Sunlight (http://www.bay12forums.com/smf/index.php?topic=133412.msg4878548#msg4878548)
Turn 27: The Village of Cnoc Adh (http://www.bay12forums.com/smf/index.php?topic=133412.msg4896596#msg4896596)
Turn 28: Of Crystals and Charred Carriages (http://www.bay12forums.com/smf/index.php?topic=133412.msg4909579#msg4909579)
Turn 29: The Tines of Madness (http://www.bay12forums.com/smf/index.php?topic=133412.msg4917163#msg4917163)
Turn 30: The Basement (http://www.bay12forums.com/smf/index.php?topic=133412.msg4934311#msg4934311)
Turn 31: Light and Dark (http://www.bay12forums.com/smf/index.php?topic=133412.msg4944194#msg4944194)
Turn 32: The Hundred Deaths (http://www.bay12forums.com/smf/index.php?topic=133412.msg4958791#msg4958791)
Turn 33: The Hundred Tombs (http://www.bay12forums.com/smf/index.php?topic=133412.msg4968842#msg4968842)



Spoiler: The World (click to show/hide)
Spoiler: The Races (click to show/hide)
Spoiler: Magic and You (click to show/hide)
Spoiler: Other Abilities (click to show/hide)
Title: Re: Not quite open for business!
Post by: Niccolo on November 19, 2013, 08:29:00 am

Current Characters
Spoiler: Lao Thuun (BFEL) (click to show/hide)
Spoiler: Felice Nasib (Pancaek) (click to show/hide)
Spoiler: Ekoka (GreatWyrmGold) (click to show/hide)

Spoiler: Graveyard (click to show/hide)

Waitlist
Spoiler: Zerusth (Spectr) (click to show/hide)
Title: Re: Not quite open for business!
Post by: Niccolo on November 19, 2013, 08:29:21 am
Spoiler: The RtD System (click to show/hide)

Title: Let's get some players!
Post by: Niccolo on November 19, 2013, 08:29:41 am
Aaaaaand we're open for business!
Title: Re: Roll to Go Mad: Currently seeking players! (0/5)
Post by: Harry Baldman on November 19, 2013, 11:25:50 am
Name: Lyu Brak

Race: Yagalian

Appearance: he has gray skin and gray hair, very much like a typical Yagalian would - his nose is long and bony, and there is a distinctly birdlike look to him, up to and including the winglike flab on his arms. Has pale, wet and cowlike eyes and a drawn, thick-lipped mouth. Is possessed of a not insignificant amount of bounciness and cheer, almost disturbingly so once you consider the context of the situation.

Profession: Itinerant Priest (completely and utterly nonmagical, one might add)

Favored Weapon: iron-tipped wooden staff - one of the tips has a crude iron figure in the shape of a fist affixed to it.

Short Backstory: hailing from Western Yagal, a land of demons and intrigue, Lyubrak specializes in the latter. He was unappreciated in his homeland as a priest - probably because his sermons, what few he managed to perform before being run out of there, did little to protect anybody from demonic attacks - and so took up the road in order to gain at least something from his intense month of listening to assorted fervent worshippers yammering on about this god and that god - all very good, Lyubrak thought, but there was clearly room for improvement, and he knew just the best place to hammer out the details - Cylenia! Okay, maybe there were better places, but still, he thought he could pull something here, something beautiful. Then the end times came, or at least something similar to them - honestly, Lyubrak's been pretty excited about that. It's created an atmosphere of wonderful dread, perfect for sowing the seeds of a new, hopefully profitable faith. He even got a cushy job as a bouncer to weather out the storm with a bunch of other miscreants. All in all, things, as always, are looking good for him!
Title: Re: Roll to Go Mad: Currently seeking players! (0/5)
Post by: Niccolo on November 19, 2013, 11:35:30 am
Hm, nice! a priest... I, uh... didn't expect that one. Unfortunately your beginning staff probably won't be iron-capped, since the world is only just beginning to work iron.

Which reminds me, I should probably fill in the pantheon. Although I only know of two Gods... Well, the primary God and Goddess. I suppose their 'children' would be the rest of the pantheon, hm? Mental note: Add that.
Title: Roll to Go Mad: Currently seeking players! (0/5)
Post by: USEC_OFFICER on November 19, 2013, 11:40:32 am
Spoiler: Baldur Bergfalk (click to show/hide)

Not entirely sure what the point of having elves is if you're using the term race in a non-fantastical manner, but meh.
Title: Re: Roll to Go Mad: Currently seeking players! (0/5)
Post by: Harry Baldman on November 19, 2013, 11:50:14 am
Hm, nice! a priest... I, uh... didn't expect that one. Unfortunately your beginning staff probably won't be iron-capped, since the world is only just beginning to work iron.

Can it be bronze-capped, then?
Title: Re: Roll to Go Mad: Currently seeking players! (0/5)
Post by: Niccolo on November 19, 2013, 12:02:51 pm
Hm, nice! a priest... I, uh... didn't expect that one. Unfortunately your beginning staff probably won't be iron-capped, since the world is only just beginning to work iron.

Can it be bronze-capped, then?

We'll see what the dice say, but I don't see why not!
Title: Re: Roll to Go Mad: Currently seeking players! (1/5)
Post by: BFEL on November 19, 2013, 12:10:13 pm
Name: Lao Thuun (Cylenia gave me a "China" type feel, what with the way its land was structured, so I went with a Chinese-ish naming convention. Hope that's not an issue. Actually I went Chinese with ALOT of stuff.)
Race: Cylenian
Appearance: Thuun is shorter then most Cylenians, but still quite strong. He has a small tuft of hair upon his chin and his hair is knotted into braids.
Profession: (Is "Warrior-Mage" a type of possibility? If not then I suppose just mage.)
Magical Affinity: Thuun has trained extensively in Life magic.
Favoured Weapon: Shortsword(s).
Short Backstory: Lao Thuun was abandoned shortly after his birth to a monastery dedicated to Solvarion, where he was raised by the caretakers. He learned much there, including the magical arts of Life. When he was coming into his teenage years however, Thuun struck out on his own, learning the ways of the world, and similarly, the ways of the blade.
During the Ten-Day-Night Thuun had fought for his own basic survival, and he regrets many of the acts he commited in his desperation. Using his skill with Life magic, Thuun hopes to assuage the wounds he has personally caused.
Title: Re: Roll to Go Mad: Currently seeking players! (1/5)
Post by: BFEL on November 19, 2013, 12:11:35 pm
damn 504 :P

well guess I can do something useful with this double-post.

Specifically inform you (if you didn't know) that iron is actually already inferior to bronze from a weaponry standpoint, the only reason it was used so widely later on is because it was discovered to be more plentiful.
Though I suppose in this setting the whole "magesploding" characteristic could make it valuable to people in certain situations.
Just figured I should point this out in case you wanted to make Iron something really strong.

I'm just a serious buzzkill huh?
Title: Re: Roll to Go Mad: Currently seeking players! (1/5)
Post by: Pancaek on November 19, 2013, 12:18:56 pm
Name: Felice Nasib
Race: Limerate
Appearance: Naturally a lighter complex than most of his countrymen, he is nonetheless bronzed by all the time spend at sea. He's of average height, with a rough stubble and jet black hair, cropped short. His arms and torso bear numerous small scars from working on ships and he has one larger scar above his left eye.
Profession: Mercenary seaman
Favoured Weapon: Bow and arrow
Short Backstory: When he was a child, he never knew his father. This came as a surprise to no-one, seeing as he was the child of a Limerate whore and some random sailor. Growing up around the docks and near the sea always filled him with a sense of ease. In his teenage years, he worked as a dockhand, and in his adult years he became a sailor for hire. Merchants needing protection, scholars off to inspect dangerous lands and smugglers looking for someone to fend off pirates and authorities alike, he's been on all kinds of ships. Mostly favoring the bow and arrow and various things to throw at his enemies, when the fighting starts, there is only so much space on a ship. No stranger to close quarters fighting, he prefers agile dodging and weaving over pure strength.

His recent work got him to Shas Isa, when suddenly the whole world went dark. All the captains, superstitious lot as they are, reckoned it would be best to stay away rom the sea for a while. So here he is, doing a stint as glorified doorman at a pub to pass the time...
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: GreatWyrmGold on November 19, 2013, 12:40:31 pm
Spoiler: Ekoka (click to show/hide)

((Apostrophes are glottal stops, not clicks. For a click, you can use !, e.g. Zue!qki!Ptar. Oh, and how are you supposed to pronounce "qki"?))
((Also, as noted, iron is somewhat inferior to bronze in both effectiveness and, to a greater extent, ease of making the weapons. Iron only became popular because of its commonness, and later because it could be turned into steel. Of course, it screws up magic in this world, so it might be turned into specialty magekiller gear...but that's about it, if tin is common enough or iron rare enough that bronze is easier to find the materials for.))
((And while I'm here, do you care about the ecological consequences of ten days with no sunlight?))
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Xantalos on November 19, 2013, 12:51:59 pm
RESERVED OH YES
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Niccolo on November 19, 2013, 01:11:23 pm
Spoiler: Ekoka (click to show/hide)

((Apostrophes are glottal stops, not clicks. For a click, you can use !, e.g. Zue!qki!Ptar. Oh, and how are you supposed to pronounce "qki"?))
((Also, as noted, iron is somewhat inferior to bronze in both effectiveness and, to a greater extent, ease of making the weapons. Iron only became popular because of its commonness, and later because it could be turned into steel. Of course, it screws up magic in this world, so it might be turned into specialty magekiller gear...but that's about it, if tin is common enough or iron rare enough that bronze is easier to find the materials for.))
((And while I'm here, do you care about the ecological consequences of ten days with no sunlight?))

Since the Southlanders are fairly heavily based on the Xhosa who use the letters q, c and x, I figured I'd just roll with whatever letters I wanted. Admittedly, I was using some old notes for the world-building. Their name is slightly better in the newer version, but I can't remember it offhand.

The apostrophes are to denote glottal stops, exactly as you think. Zue'qki'ptar is three words. Or one word in three parts. The Southland concepts are a bit odd. The 'qk' is a click that's somewhere between a 'qu' sound and a 'k' sound. The letter 'x' would have been a better representation, but I named the place before I brushed up on my Xhosa.

Besides, fantasy.

And ten days without sunlight... Well, again, fantasy. Food is currently scarce, small plants are pretty much dead, everyone is terrified and the animals are utterly confused. The world's weather patterns are screwed to hell and everything is ice for pretty much as far as the eye can see, although the lowlands are significantly better off, having less water around to ice everything to shit. The world is slowly returning to normal and will do so throughout your adventure. Probably faster than if it happened in real life, and the damage is to a lesser extent, but then again this world has Gods and Goddesses that take active part in what goes down and can pacify the damage to an extent.

And to address the multiple people mentioning the iron vs. bronze thing, don't worry. Iron is not a god metal. I'm well aware that iron by itself is three kinds of crap. It has its uses, yes. But I wanted to create a setting where iron wasn't common, so as to give mages a chance to not go boom. Also so you'd know why steel is scarce, since like one guy has discovered it and quite by accident.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Xantalos on November 19, 2013, 01:14:04 pm
Don't worry, I'm good with being on the waitlist. I just wanted to make sure I got a spot.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Spectr on November 19, 2013, 02:03:47 pm
I'll sign up for the waitlist.
Name: Zerusth
Race: Limerete
Appearance: He is bald, but has a dark beard and mustache. He is a lean man, built from years climbing the masts of many ships. He commonly wears light clothing made for the sea.
Profession: Sailing Master: He'd use his magic to ensure, and facilitate a safe journey.
Magical Affinity: Wind and Water
Favoured Weapon: Dirk
Short Backstory: Born to a successful merchant, Zerusth, was sent to a school for manipulating the weather at an early age. Graduating shortly before reaching adulthood, he got a position on his father's ship as a sail mater's apprentice. After a few years at sea his mentor died fending off a pirate attack, and Zerusth took his position. A couple years pass by, and right before the Ten-Day-Night his ship hit a storm he could not control and he was set adrift. On day four of the catastrophe he found himself in Shas Isa where he worked as a bouncer to wait out the night.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: BFEL on November 19, 2013, 02:09:32 pm
So this "one guy" who figured out steel...is he marketing it as "god metal" yet? :P
Also would steel share the magesplodingness of iron?
Magesplodingness is a word.
Its right up there in the Bay12ionary next to the verb Derm.

Also Bay12ionary doesn't set off the red underline....YEAH.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: GreatWyrmGold on November 19, 2013, 03:32:55 pm
Since the Southlanders are fairly heavily based on the Xhosa who use the letters q, c and x, I figured I'd just roll with whatever letters I wanted. Admittedly, I was using some old notes for the world-building. Their name is slightly better in the newer version, but I can't remember it offhand.
It's not the letters that's the problem, it's the lack of vowels. A u would do wonders to that name.

Quote
The apostrophes are to denote glottal stops, exactly as you think. Zue'qki'ptar is three words. Or one word in three parts. The Southland concepts are a bit odd. The 'qk' is a click that's somewhere between a 'qu' sound and a 'k' sound. The letter 'x' would have been a better representation, but I named the place before I brushed up on my Xhosa.
Quote from: OP
From the land of Zue’qki’Ptar (Their name has a few clicks in it!)
Emphasis mine.

Quote
And ten days without sunlight... Well, again, fantasy. Food is currently scarce, small plants are pretty much dead, everyone is terrified and the animals are utterly confused. The world's weather patterns are screwed to hell and everything is ice for pretty much as far as the eye can see, although the lowlands are significantly better off, having less water around to ice everything to shit. The world is slowly returning to normal and will do so throughout your adventure. Probably faster than if it happened in real life, and the damage is to a lesser extent, but then again this world has Gods and Goddesses that take active part in what goes down and can pacify the damage to an extent.
Good enough, I suppose. Trees and other large plants would still be alive, obviously.

So this "one guy" who figured out steel...is he marketing it as "god metal" yet? :P
Also would steel share the magesplodingness of iron?
Magesplodingness is a word.
Its right up there in the Bay12ionary next to the verb Derm.
Also Bay12ionary doesn't set off the red underline....YEAH.
It does for me.
And don't be insane--there are lots of other words between "derm" and "magesplodingness".
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Niccolo on November 19, 2013, 03:54:33 pm
So this "one guy" who figured out steel...is he marketing it as "god metal" yet? :P
Also would steel share the magesplodingness of iron?
Magesplodingness is a word.
Its right up there in the Bay12ionary next to the verb Derm.

Yes, it does. Steel is still 90-odd percent iron, after all. Hell if you're unlucky blood can set it off! So it's not because of iron's magnetic properties.

And the one guy who figured it out... He couldn't get his forge hot enough to work it and figured he must have destroyed the iron. It was a freak accident that led to the creation of the brittle (and frankly crappy) alloy he produced; since it couldn't be worked and wasn't much better than iron, he tossed it out.

In a few hundred years or so when a young Yagalian girl discovers it, he's going to feel right stupid. Or dead. Probably dead. But he'd feel stupid if he was still alive.

Quote
The apostrophes are to denote glottal stops, exactly as you think. Zue'qki'ptar is three words. Or one word in three parts. The Southland concepts are a bit odd. The 'qk' is a click that's somewhere between a 'qu' sound and a 'k' sound. The letter 'x' would have been a better representation, but I named the place before I brushed up on my Xhosa.
Quote from: OP
From the land of Zue’qki’Ptar (Their name has a few clicks in it!)
Emphasis mine.

Yeah, yeah, I know. There's only one major click and that's the 'qk'. The 'pt' has a silent-ish 'p' sound that's really more of a mental note to me to look up the correct letter for that particular sound. It's a sucking of the tongue against the roof of your mouth and pulling it down sharply. It's almost a 'ts' sound but not at all at the same time.

But does the pronunciation really matter? You know it's a strange as hell word and you'll probably never hear it spoken aloud. At the time that I was making the name up, I wanted something visually distinct from nearly any fantasy-land country I'd ever heard of, and that name which makes a mockery of syllables seemed like a good starting point.

Although if you must know, Zue'qki'Ptar's local god figure is the much more reasonably-named Nyami, based on the Tongan river spirit of the same name. Well, the real one is called Nyami Nyami to be exact, but minor details. (Yes I know Tonga =/= Xhosa. It's the same as why Yagal is actually a blend of Germany and Russia; I hate copy-paste culture)

Incidentally, Cylenia is actually fairly Scottish (minus the accent), with a dose or two of Swiss thrown into the mix. Limero is based on a couple of Indonesian countries, although there's a dash of Imperial China tossed in for good measure.


Incidentally incidentally, my ipad keeps autocorrecting "the" into "hither". I haven't the faintest clue why.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Execute/Dumbo.exe on November 19, 2013, 04:44:24 pm
Eh, once my computer autocorrected 'chunky salsa' into 'chipmunk salad' so I'm not that surprised really.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: BFEL on November 19, 2013, 05:05:29 pm
Eh, once my computer autocorrected 'chunky salsa' into 'chipmunk salad' so I'm not that surprised really.
If it autocorrects "autocorrect" into "not at all correct" its probably right.

Also since Limerites are apparently the "Chinese-y" race, then lets assume Lao Thuun was raised by Limerite monks in that temple where he was conveniently abandoned.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: DarkArtemisFowl on November 19, 2013, 05:48:04 pm
Spoiler: Adio Freyor (click to show/hide)
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: GreatWyrmGold on November 19, 2013, 07:04:34 pm
Yes, it does. Steel is still 90-odd percent iron, after all. Hell if you're unlucky blood can set it off! So it's not because of iron's magnetic properties.
...Blood screws with magic...Blood...how have all the mages not kasploded?

Quote
Incidentally incidentally, my ipad keeps autocorrecting "the" into "hither". I haven't the faintest clue why.
((Autocorrect is not hither best or most predictable technology.))


((Artemis, you need to close spoilers. It's kinda odd, since you don't need to close quote, but spoilers don't act the way it seems they should.))
Title: Re: Roll to Go Mad: Currently seeking players! (8/5)
Post by: Niccolo on November 20, 2013, 12:43:00 am
Yes, it does. Steel is still 90-odd percent iron, after all. Hell if you're unlucky blood can set it off! So it's not because of iron's magnetic properties.
...Blood screws with magic...Blood...how have all the mages not kasploded?

Not their own blood. I dunno why. And the blood thing is not a definite, either. The more sheer magical power you have on tap, the less iron it takes to set you off. Most mages don't get to that level and would have to be absolutely soaked in blood (like, bathing in it) to go boom.


Hrm. We have a lot of players. I probably should have changed the topic name before going to bed... Oops.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Niccolo on November 20, 2013, 04:26:37 am
I decided to just go in order of posting, since the initial order gave us a nice mix. In the next few hours I'll put together the abilities/inventory for each person and post up Turn Zero. It might take some time since this is my first time doing it, but I'll go as quickly as I can without sacrificing quality too much.

GWG, does your character actually use magic? You mention mediocre talents, but I'm not sure how mediocre they are.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: BFEL on November 20, 2013, 07:40:09 am
Yes, it does. Steel is still 90-odd percent iron, after all. Hell if you're unlucky blood can set it off! So it's not because of iron's magnetic properties.
...Blood screws with magic...Blood...how have all the mages not kasploded?
I'm guessing this is more because there are trace amounts of iron in blood.

Although I thought that Iron in nutrition was different then the metal.
Could be totally wrong bout that though.
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: Niccolo on November 20, 2013, 07:57:44 am
I'm guessing this is more because there are trace amounts of iron in blood.

Although I thought that Iron in nutrition was different then the metal.
Could be totally wrong bout that though.

At the core of it, the iron in food is exactly the same as iron in your car. One's just atomic and the other is an ion. The physical and chemical properties are different (Not the least of which is a differing magnetic property...) but they're still iron nuclei. Yay science!
Title: Re: Roll to Go Mad: Currently seeking players! (2/5)
Post by: GreatWyrmGold on November 20, 2013, 08:54:45 am
GWG, does your character actually use magic? You mention mediocre talents, but I'm not sure how mediocre they are.
He's no mystical master, but yes.

Yes, it does. Steel is still 90-odd percent iron, after all. Hell if you're unlucky blood can set it off! So it's not because of iron's magnetic properties.
...Blood screws with magic...Blood...how have all the mages not kasploded?
I'm guessing this is more because there are trace amounts of iron in blood.
Although I thought that Iron in nutrition was different then the metal.
Could be totally wrong bout that though.
Nope, same element. In fact, if we stripped away the hemoglobin, you'd be left with a molecule very similar to rust.
Title: Re: Roll to Go Mad: pre-starting! (8/5)
Post by: BFEL on November 20, 2013, 09:24:44 am
I see.

So basically the more magical you are the more iron hates you?

And as for the "mages own blood doesn't kersplode them" does that mean that they have, as iron is present in their body at all times, developed something of a resistance to iron? Obviously not enough to stop the increasing splodeyness, but enough to resist small amounts?

Or is it just that the iron inside them "attunes" to them or something? If this is the case could a mage then "attune" large amounts of iron, using their own body as some sort of forge thing?

Also is magic in this setting something you are born with, or something anyone can learn?
Basically is this Dragon Age or Elder Scrolls type?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 09:38:51 am
I see.

So basically the more magical you are the more iron hates you?

And as for the "mages own blood doesn't kersplode them" does that mean that they have, as iron is present in their body at all times, developed something of a resistance to iron? Obviously not enough to stop the increasing splodeyness, but enough to resist small amounts?

Or is it just that the iron inside them "attunes" to them or something? If this is the case could a mage then "attune" large amounts of iron, using their own body as some sort of forge thing?

Also is magic in this setting something you are born with, or something anyone can learn?
Basically is this Dragon Age or Elder Scrolls type?

1) You're born with it. If you never bother to learn it, you don't become allergic to iron, since you never 'activated' your power.
2) You're attuned to your own body and everything in it. You could in theory attune some iron to your touch, but to do so you'd have to actually touch it first and the very act of doing so would probably trigger your magic tearing its way out of your body.
3) Yes. No mage could touch a lump of straight iron, but weak mages could handle haematite/magnetite and they'd quickly develop a mild fever, but a strong mage would not like the results.
4) Magic is gender-neutral, before you ask.
5) While you do have a pool of 'mana', as such, your limit (as long as the moon is still lit up) is more based on how much pain you can tolerate.

The very strongest mages probably have to eat their meat halal, since the trace blood and myoglobin could potentially cause some havoc. I dunno, I didn't think that much into it.
Title: Re: Roll to Go Mad: pre-starting! (8/5)
Post by: Harry Baldman on November 20, 2013, 09:49:44 am
So, on a purely theoretical level, you can cause the most powerful mage in the world to explode by bleeding on them?
Title: Re: Roll to Go Mad: pre-starting! (8/5)
Post by: Niccolo on November 20, 2013, 09:58:57 am
So, on a purely theoretical level, you can cause the most powerful mage in the world to explode by bleeding on them?

If you can get close enough? Yes. As long as your blood is inside your body and thus in contact with your spirit, no. You could throw your blood, but the resonance as the blood and mage got closer would probably flash-fry it to cinders in midair. Probably piss the mage off something fierce when it set his hair and clothes on fire, too.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 10:32:47 am
Alright, lets get this show on the road! I'm aiming to update about once every two days. Next weekend things might get dicey 'cause I'm moving countries and timezones (To Australia, GMT+8). Hopefully once I get into the swing of things I can update once a day, but I won't say I will because I learned a long time ago to not tempt fate.

Two mages: I rolled a dice to pick which skill was your weakest. GWG, I rolled a dice to pick your strong suit too: it's wind.

Everyone: I rolled dice on your starting equipment. USEC, you kinda got shafted; Your greatsword broke at some point in the past. Sorry. Turns out your cloak slightly makes up for it... you get defence vs. ice magic.



- Turn 0: Prologue -

The sun has just reached its zenith. This deep in the mountains, there's perhaps four hours of sunlight left. Most people are making every second of sunshine count, fearful that this new sun could vanish at any moment just like the old one.

Most people, but not you. You're sitting in The Silver Laurel, a small tavern just off the main street of Shas Isa. All up, there are twelve people in the tavern, four of whom are bouncers left over from the Ten Day Night. Things look to be getting a little heated between two shopkeepers that have stopped off for a midday pint or three. The bartender is watching them carefully as he endlessly polishes a mug. Tensions are still running wild after the Ten Day Night; friends trade barbed words and enemies knife each other in the back alleys. Anything could happen... and then the tension snaps.

You're not sure who threw the first punch, but all of a sudden the two shopkeepers are duking it out. The blond one has a split lip, while the other has a broken nose and scratched ear. A missed punch catches one of the Yagalians watching on and the fight quickly rolls out of control! Apart from you and four others, everyone is tussling in the centre of the tavern. Furniture is being broken and used as crude weaponry; mugs are firing from person to person in some macabre and violent version of hot potato.

Looks like your work isn't quite done.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 20, 2013, 10:54:36 am
Leap into action, casting up a Wisp to minimize casualties in the establishment then start trying to restrain those fighting.

((I'm assuming that Wisp makes the wounds of everyone around heal faster, not just my own. Is this correct?

Also on the "killing the most powerful mage in the world" thing, you could probably do it with a potato.
Potatoes are high in iron content, so theoretically a potato gun is a wizards worst nightmare.
That or potato soup :P))
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Harry Baldman on November 20, 2013, 10:54:54 am
"Oh dear. I've never been one for bar fights. I say! Everyone! Settle down!"

Tap my staff against the ground and shout to get people's attention.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 20, 2013, 10:59:32 am
The very strongest mages probably have to eat their meat halal, since the trace blood and myoglobin could potentially cause some havoc. I dunno, I didn't think that much into it.
Well, if that little iron would cause havoc, there had better be some kind of nutrition spell that corrects the mineral deficiencies the mage would be getting.

Two mages: I rolled a dice to pick which skill was your weakest. GWG, I rolled a dice to pick your strong suit too: it's wind.
Oh, right, I was supposed to do that.
Wind works.

Speaking of magic, how limited am I by my spells? And do I see anyone with iron anything?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: USEC_OFFICER on November 20, 2013, 11:01:54 am
Baldur laughs heartily and slaps Lyu Brak on the back with a meaty fist. "That's not how you get someone's attention."

Baldur takes a deep breath and bellows "Stop that, ya louts!" at the top of his lungs.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 11:16:56 am
((I'm assuming that Wisp makes the wounds of everyone around heal faster, not just my own. Is this correct?
The wisp works how you want it to. You can cast it party-only or indiscriminately, just declare how.

Speaking of magic, how limited am I by my spells? And do I see anyone with iron anything?

Predominantly by range. Mouse over the experience symbols under your character, the abbreviations (If you can see them, no thanks to IE :P) give you an idea. Be a little creative.

EDIT: If you're unsure, tell me what sort of spell you want to cast and I'll make a call on whether your character is skilled enough to pull it off. Of course, on a roll of 6 you just might anyway...

The very strongest mages probably have to eat their meat halal, since the trace blood and myoglobin could potentially cause some havoc. I dunno, I didn't think that much into it.
Well, if that little iron would cause havoc, there had better be some kind of nutrition spell that corrects the mineral deficiencies the mage would be getting.
Yeah, that does get a little silly, doesn't it? I'm going to go ahead and say that the concentration in foods is low enough that you might just warm up a bit while your body digests and incorporates it.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 20, 2013, 11:41:23 am
I'm referring to [Wind Spell: Alaracity]. What does that mean?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 11:59:58 am
I'm referring to [Wind Spell: Alaracity]. What does that mean?
Ah. Well. It's nothing all that special at the moment. You can use it to leap up to the second floor of a building, for example, or to run and easily catch up to somebody. Training will hone your reflexes and allow it to increase your dodge/counter ability. For now, your mind can't quite cope with the increased speed enough to make it combat-applicable (Although I guess you could use the jump ability to navigate a battlefield easily. Just don't do it indoors.)

The ultimate form of the alacrity spell is flight. But that's a way off.


Also, I only gave you one bonus point in a magical skill 'cause your character was described as having mediocre magical power. But since you can have two bonus points (BFEL put both into life, for example) you can select another one to upgrade if you so desire.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 20, 2013, 12:44:35 pm
((Wow, after that I feel REALLY powerful all of a sudden. Could Life Magic be used to keep oneself from sploding?

Also in the current situation I want my Wisp to be indiscriminate in its healyness. In case that wasn't clear.

Oh and since 3+ is enough for blood to effect us, what about mages with ranks in more then one element? For example if someone had 1's across the board?

And (I ask a lot of questions, sorry :P) with the spells themselves, can we only cast spells we explicitly know or can we pretty much attempt anything we can imagine?))
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 01:06:27 pm
((Wow, after that I feel REALLY powerful all of a sudden. Could Life Magic be used to keep oneself from sploding?

Also in the current situation I want my Wisp to be indiscriminate in its healyness. In case that wasn't clear.

Oh and since 3+ is enough for blood to effect us, what about mages with ranks in more then one element? For example if someone had 1's across the board?

And (I ask a lot of questions, sorry :P) with the spells themselves, can we only cast spells we explicitly know or can we pretty much attempt anything we can imagine?))

Refer to my earlier post. Basically, be creative. You can cast any single-element spell you can think of, provided it fits roughly within that guide. If in doubt, I'll give you a yay or nay. You can also mix elements... For instance, water and wind magic mix to produce ice magic.

And you are powerful. But unlike GWG, your character reacts badly to iron and the price you pay is proportionally higher. If a lump of iron about the size of a potato is within a few feet of you, your character might just begin to pour out magic, setting random shit on fire, while GWG would physically have to touch it. And since life magic is magic, it will react badly to iron. You'd just kasplode faster.

And no, ones across the board represent you as being skilled in that element. You're not much more powerful, but you apply your magic much better. Two is again not all that much more powerful, but you begin to seriously understand how to work an element.

EDIT: I'm reworking the magic system. Like I said, it's still something of a prototype. I'm adding a level of power and changing how level -1 works. See below for details. Sorry for reducing your power level, BFEL.

-1 = Range is limited to internal only. Power is minor. You could increase the power of a punch, or heal a wound. Your magic can't extend beyond your own skin, however.

0 = Range is skin to skin (or in the case of the spellsword ability, your weapon). You have a rudimentary understanding of how the element works and could send someone flying with just a touch, cause an object to glow, or heal someone else. Your power is a little erratic, however, so you might just injure yourself.

1 = Range is limited to about twenty feet. Your control is typically akin to a flamethrower. You can seriously wound, but it's hard. Light magic is limited to being a flashlight (A very bright flashlight) at this point, while shadow magic is, well, shadowy.

2 = Your range is several hundred yards and you can coherently focus a ball that far. Earth magic is capable of damaging a building or reducing several square yards of rock into fine dust. You can seriously wound.

3 = Your range is line-of-sight. You can almost instantaneously induce the elemental force at your target location, although as range increases your focus and power decreases. Fire can melt rock, earth can level entire blocks and light magic can bring forth lightsabres. Shadow magic can induce mass invisibility.

4+ = things get a little ridiculous. Your magic is quickly becoming ludicrously powerful.

As soon as one of your magic skills hits 3, you're considered powerful enough that blood begins to make you kasplode.

I'll post this in the Magic section on the main page.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 02:31:47 pm
I think I'm just waiting on GWG's and Pancaek's actions, then we're good! Take your time, no rush. I'm updating from a potato, so I'll probably wait until free time at work tomorrow to write the turn up anyway. That gives you twelve hours or so.

Also, I updated the magic system. See the post above.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 20, 2013, 02:39:15 pm
I'm referring to [Wind Spell: Alaracity]. What does that mean?
Ah. Well. It's nothing all that special at the moment. You can use it to leap up to the second floor of a building, for example, or to run and easily catch up to somebody. Training will hone your reflexes and allow it to increase your dodge/counter ability. For now, your mind can't quite cope with the increased speed enough to make it combat-applicable (Although I guess you could use the jump ability to navigate a battlefield easily. Just don't do it indoors.)

The ultimate form of the alacrity spell is flight. But that's a way off.
No, I'm asking what it means that it's there. What makes me different than I would be if I didn't have that little note?

Quote
Also, I only gave you one bonus point in a magical skill 'cause your character was described as having mediocre magical power. But since you can have two bonus points (BFEL put both into life, for example) you can select another one to upgrade if you so desire.
Could I remove the penalty to life magic?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Pancaek on November 20, 2013, 03:52:10 pm
Goddamn it, I just wanted to get a cushy job until I could get back to sea. Now these arseholes have to make it hard on my last day.

"Listen to the blonde mountain of muscles, you fucks! At least have the common courtesy to go get yourselves killed outside!"

Shout above, don't directly interfere yet but be ready to defend myself.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 20, 2013, 05:41:08 pm
GWG: it's a unique spell. There's a few of them around. Alacrity can eventually grow into a form of enhanced reflexes, which a normal mage couldn't do. BFEL, for example, could use the wind to fling himself onto a building, but he could never even attempt to use it for increased combat ability unless you specifically taught it to him and he had skill in Wind magic. Just as you couldn't conjure a wisp unless you had decent skill in Life magic and he taught you.

As to removing the Life penalty, I don't see why not. If that's your final choice, say so and I'll update your character when I post up the next turn.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 20, 2013, 07:21:20 pm
Yup.

Anyways, before I post an action, let me see if I understand.

I can do (or at least attempt) any basic manipulation of any magical element or something like that, but more complex stuff requires knowledge of an appropriate spell?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 21, 2013, 01:07:15 am
Sorry, you posted that an hour or so after I fell asleep!

Correct. As all of your skills are level 0 your range is limited to touch-based spells, unless you roll a six. The only exception to this is your wind magic, which has a range of twenty feet.

You could attempt to throw fire, but you'd only succeed on a roll of 6; 4 or 5 would result in you just punching someone with flaming fists of fury.

Lastly: Mages, I will note if there's iron nearby. So don't worry. I mean... I won't out-and-out tell you, since your characters don't even know what iron is. You just know that, for some reason, there are certain rocks out there that make your magic go a little haywire in the same way that large amounts of blood do.

But I'm pretty sure that your characters don't know what it's like to bathe in the blood of virgins for the purpose of restoring youth. Yet.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 21, 2013, 07:55:29 am
But I'm pretty sure that your characters don't know what it's like to bathe in the blood of virgins for the purpose of restoring youth. Yet.

O.O WE CAN DO THAT??
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 21, 2013, 10:17:04 am
But I'm pretty sure that your characters don't know what it's like to bathe in the blood of virgins for the purpose of restoring youth. Yet.

O.O WE CAN DO THAT??

If you honestly believe that I'll let you get away with trying that without some sort of grisly end for your character, go right ahead.

Welp, I'm just waiting on GWG and then the turn can go up!
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 21, 2013, 11:15:29 am
But I'm pretty sure that your characters don't know what it's like to bathe in the blood of virgins for the purpose of restoring youth. Yet.

O.O WE CAN DO THAT??

If you honestly believe that I'll let you get away with trying that without some sort of grisly end for your character, go right ahead.

Welp, I'm just waiting on GWG and then the turn can go up!
I only really asked because that seemed weird you would suggest that after all the "Blood=Splode" stuff.

Also I just wanna say I'm REALLY excited that this stuff can go into a novel :)
Would be awesome to read some of my exploits in a published work.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 21, 2013, 11:23:15 am
I only really asked because that seemed weird you would suggest that after all the "Blood=Splode" stuff.

Also I just wanna say I'm REALLY excited that this stuff can go into a novel :)
Would be awesome to read some of my exploits in a published work.
Hey, I've read enough RtDs here. Plus I know what Bay12ers are like. 'Sides, you're not all mages.

And while the overarching story certainly will be in the backstory, how much goes in depends on just how absurd our adventures get. I don't mind at all if things get completely out of hand - I'm actually rather looking forward to it. There's something appealing about presiding over a madhouse and watching it all go up in flames. I picked Maska because it's a world I know well. If I happen to learn something about it on the way? All the better.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 21, 2013, 09:02:10 pm
I only really asked because that seemed weird you would suggest that after all the "Blood=Splode" stuff.

Also I just wanna say I'm REALLY excited that this stuff can go into a novel :)
Would be awesome to read some of my exploits in a published work.
Hey, I've read enough RtDs here. Plus I know what Bay12ers are like. 'Sides, you're not all mages.

And while the overarching story certainly will be in the backstory, how much goes in depends on just how absurd our adventures get. I don't mind at all if things get completely out of hand - I'm actually rather looking forward to it. There's something appealing about presiding over a madhouse and watching it all go up in flames. I picked Maska because it's a world I know well. If I happen to learn something about it on the way? All the better.

So if we end up going insanely far outside your canon, "Oh the world wasn't supposed to transform into a platypus? DIDN'T KNOW THAT :P" then would it still be possible for some of our more sane adventures to make it into your novel?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 21, 2013, 09:25:16 pm
"Alright, break it up."

Use wind magic to fling the two combatants apart...or at least separate them.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 22, 2013, 12:57:13 am
So if we end up going insanely far outside your canon, "Oh the world wasn't supposed to transform into a platypus? DIDN'T KNOW THAT :P" then would it still be possible for some of our more sane adventures to make it into your novel?

Yep and yep.

Turn's going up soon, just gotta write GWG's part.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 22, 2013, 01:22:33 am
There were so many ways that this could have gone wrong. I planned specifically for one of you setting the bar on fire, but that didn't happen. Not sure whether I'm happy about that or not.

Why yes I do reserve the right to alter what you say based on your roll.

- Turn 1: Barfight! -

On your last day of work, two Cylenian shopkeepers got into a slugging match that quickly drew six others into it. The barkeeper is expecting you to handle it as you always do - getting them out without any deaths or broken bones.

Leap into action, casting up a Wisp to minimize casualties in the establishment then start trying to restrain those fighting.
(2) You stand up from your seat near the bar, raise your hands dramatically and cast your will forth. There's a flash of green light and you momentarily feel overjoyed, but then it fades. However, you've managed to attract the attention of (6) everyone in the bar! They don't look happy with you at all. (3) The three closest to you begin to edge closer, but don't actually attack you. They look burly.


"Oh dear. I've never been one for bar fights. I say! Everyone! Settle down!"

Tap my staff against the ground and shout to get people's attention.
"Oh dear. I've never been one for bar fights."

(3) You tap your staff gingerly on the ground. One of the Cylenians glances at you, but turns back to the mage across the brawl from you who tried to do... something. "Uh... Settle down? Please?" You ask timidly.


Baldur laughs heartily and slaps Lyu Brak on the back with a meaty fist. "That's not how you get someone's attention."

Baldur takes a deep breath and bellows "Stop that, ya louts!" at the top of his lungs.
You snort at the Greyskin's effort and slap his shoulder. "That's not how you get someone's attention."

(5) "STOP THAT, YA LOUTS! CLEAR THE HELL OUT!" You bellow. The two who instigated the fight jump and glance at you guiltily before slinking out; (2) two of the three Yagalians follow quietly.

There are four brawlers left. They are not fighting. There is one Yagalian, his ear is bleeding a little and his face is quite bruised. There are two Cylenians. One has a bloody nose, the other appears to have a dislocated shoulder. There is one Southlander who is perfectly fine. The Yagalian and two Cylenians are standing threateningly close to Lao Thuun.


Goddamn it, I just wanted to get a cushy job until I could get back to sea. Now these arseholes have to make it hard on my last day.

"Listen to the blonde mountain of muscles, you fucks! At least have the common courtesy to go get yourselves killed outside!"

Shout above, don't directly interfere yet but be ready to defend myself.
"Goddamn it, I just wanted to get a cushy job until I could get back to sea. Now these arseholes have to make it hard on my last day," you mutter under your breath.

(3) "Just listen to the blond beefcake. Please." You glare at one of the remaining four, but he doesn't seem to take the hint.

There are... uh... still four people in need of ejection from the tavern.


"Alright, break it up."

Use wind magic to fling the two combatants apart...or at least separate them.
"Alright, break it up!" You holler. The two who instigated the little brawl have already left, so instead you focus on the last four.

(4) Power surges through your hand and a gust of wind knocks the four of them apart. (5,1,4,3) The Yagalian stumbles a little and takes a step back, but is otherwise inconvenienced. The first Cylenian trips right over and falls head first into a bucket! There's a loud snapping sound and he screams. His arm is at a very odd angle now. Huh. The second Cylenian trips and falls onto his ass, but is also fine. He climbs to his feet a little shakily. The Southlander stumbles into a table and kicks his shin. Hard.

On the upside, they're not fighting each other anymore. On the downside, they look a mite unhappy. Except for the guy with a broken arm. You can't see his facial expression, since he's in a bucket. So far, the innkeeper seems happy with your methods.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Harry Baldman on November 22, 2013, 06:56:33 am
"Right. Maybe you would like to leave now, then?"

If they would not, bash the rowdiest one in the shin with my staff.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 22, 2013, 07:44:45 am
Tend to bucketfacemcscrewyarm, as he is heavily injured and we want to avoid a lawsuit.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 22, 2013, 07:52:31 am
Tend to bucketfacemcscrewyarm, as he is heavily injured and we want to avoid a lawsuit.

I'm not sure if lawyers have been invented yet.

Incidentally, have you ever read 8 Bit Theatre?
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: BFEL on November 22, 2013, 08:00:31 am
Tend to bucketfacemcscrewyarm, as he is heavily injured and we want to avoid a lawsuit.

I'm not sure if lawyers have been invented yet.

Incidentally, have you ever read 8 Bit Theatre?

ITS POWERED BY LOVE.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: USEC_OFFICER on November 22, 2013, 08:11:48 am
"Huh. I didn't expect that to actually work." Baldur shrugs and manhandles the nearest patron out of the door.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 22, 2013, 08:22:57 am
I'm not sure if lawyers have been invented yet.

Incidentally, have you ever read 8 Bit Theatre?

ITS POWERED BY LOVE.

Oh, good. I hope you try this one day. (http://www.nuklearpower.com/2005/07/23/episode-580-sea-gods-are-pussies/) I'll be honest, I was thinking of that comic in particular for your character.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Pancaek on November 22, 2013, 09:08:03 am
Assist Baldur in manhandling troublemakers out of the door, put on my best scowl as I do so
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: GreatWyrmGold on November 22, 2013, 09:52:53 am
Help get the non-injured people out of the bar.
Title: Re: Roll to Go Mad: Turn 1 - Barfight! (8/5)
Post by: Niccolo on November 22, 2013, 01:02:55 pm
I'm trying to determine the best way to sort out what order you all move in.

Ah, I know! Random.org has a list randomiser. So I shall put your names into that and see what random order it assigns you.

Turn'll be up in an hour or two.
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: Niccolo on November 22, 2013, 02:09:23 pm
Yeah. So. THREE sixes. You just know this is going to go well.

Uh... Be glad that BFEL didn't roll a six on his wisp... Or this would have happened throughout the bar.


- Turn 2: Let's Beat Up Civilians! -

You're clearing out the bar pretty well, with the only casualty so far being one idiot with his head in a bucket. The innkeeper is impressed with your efficiency!

Help get the non-injured people out of the bar.
(5) You pick up your shillelagh in your left hand and move towards the Yagalian. He takes a swing at you but you knock his clumsy swing aside and with one deft movement, hook your foot behind his and trip him onto his backside. You grab the Yagalian by the scruff of his neck and bodily toss him from the inn; he lands in a snowdrift outside. Cold, but otherwise unharmed.

There are three rowdy people left in the bar.


"Right. Maybe you would like to leave now, then?"

If they would not, bash the rowdiest one in the shin with my staff.
(6) "LEAVE NOW OR FACE MY PRIESTLY VENGEANCE!" you yell, waving your staff. The Southlander, who towers over you by a foot and is significantly more muscular, just snorts and picks up a chair.

So you take hold of your staff with both hands and crack him in the shins. You hit him in the shins so hard that his tibias both shatter and he collapses screaming onto the floor. He drops the chair in the process and it topples over and lands on your foot. "Oh just walk it off, you big baby," you tell him as he screams. You hope he doesn't notice that your foot is looking a tad flat.

The innkeeper no longer looks pleased. Perhaps you should tone it down a little.


"Huh. I didn't expect that to actually work." Baldur shrugs and manhandles the nearest patron out of the door.
(4) You pick up the screaming Southlander and drape him over one shoulder before carrying him outside. You toss him into the snowbank next to the Yagalian, figuring that the cold will hopefully help numb the pain a bit.

Two rowdy boys remain. The innkeeper is slightly annoyed, but worse has happened.


Tend to bucketfacemcscrewyarm, as he is heavily injured and we want to avoid a lawsuit.
(6) (Oh shit) "Hey, idiot!" You yell at the Cylenian with his head stuck in a bucket. "Hold still!" You decide that the best method for getting his head out of the bucket is to stop the bucket from existing. So you... Kick it. Not metaphorically. The bucket explodes into shrapnel and the man's ears are bleeding, but at least he's out of the bucket!

Not finished yet, you cup your hands. Blazing emerald light fills your hands and pours onto the wounded man. There's a sickly crackling as his arm forcibly realigns. Wanting to be perfectly sure that he's okay, you don't stop and so more and more magic pours in! His muscles begin to bulge. His clothing tears at the seams. Noticing this abnormal muscle growth, you finally decide to stop.

A seven-foot tall brute stands up, most of his clothing falling away in tatters. His pecs are bigger than your entire chest. Holy shit.

(3) All of a sudden all of the muscles in your arms seize up in pain. You can't use your arms for one turn!
On the upside, you feel you understand Life magic better. +1 exp!

There's STILL two guys in the bar... And one of them is now the Hulk. Way to go. Oh, and the innkeeper is pissed.


Assist Baldur in manhandling troublemakers out of the door, put on my best scowl as I do so
(6) (A third? Oh hell.) You howl and tackle the non-Hulkified Cylenian to the floor and club him into unconsciousness with the hilt of your dirk. You then toss him out into the snowbank. He lands on top of the Southlander.

On top of his shins, actually.

Ouch. You cruel bastard.

BOSS FIGHT: THE INCREDIBLE HULK!
HULK: ME FEEL POWERFUL. YOU PUNY MAGES!

His skin is still glowing a brilliant emerald green. He grunts and charges at Lao Thuun!


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: Harry Baldman on November 22, 2013, 02:21:03 pm
"Well."

Run like hell! Try to trip the green man up!
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: USEC_OFFICER on November 22, 2013, 02:48:32 pm
"Finally! I was starting to think that this was going to be a boring night!" Baldur tries to tackle the hulk to the ground.
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: GreatWyrmGold on November 22, 2013, 02:57:18 pm
On the upside, you feel you understand Life magic better.
((Understanding gained: "I shouldn't do that ever again. EVER."))

Attempt to counter the life magic with force magic, without hurting him. Or getting squashed.
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: Pancaek on November 22, 2013, 03:13:30 pm
"Ya big bastard, I've tackled fish bigger than you!"

Attempt to jump on the hulkified one's back and pummel his head witht the hilt of my dirk, trying to drag him to the floor
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: Niccolo on November 22, 2013, 04:52:13 pm
On the upside, you feel you understand Life magic better.
((Understanding gained: "I shouldn't do that ever again. EVER."))
It's important that we learn from our mistakes. When I saw he rolled a six I was cackling madly... I hadn't expected to write Hulk into the story, but there you go.

Good idea to try and counteract Life with Force. Hopefully the dice are kind when I get round to rolling it up.
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: BFEL on November 22, 2013, 05:44:57 pm
((And here I thought he would be grateful to not be a pile of twisted limbs anymore. Silly, silly me. Apparently Life Magic works as steroids.))

Deftly dodge the ungrateful lout!
Title: Re: Roll to Go Mad: Turn 2 - Let's Beat Up Civilians! (8/5)
Post by: Niccolo on November 22, 2013, 07:54:40 pm
((And here I thought he would be grateful to not be a pile of twisted limbs anymore. Silly, silly me. Apparently Life Magic works as steroids.))

Deftly dodge the ungrateful lout!
You did kick him in the head to remove the bucket. A most efficacious method, to be sure, but perhaps not the best one to ensure he wasn't annoyed with you.

Right. It's 2 am and I'm typing on an ipad. There's no way in hell I'm writing the turn now; I'd throw my ipad against a wall within five minutes. I'm gonna get some shut-eye and I'll write it when I wake up. G'night, folks.
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: Niccolo on November 23, 2013, 04:13:19 am
Huh. Only an hour's work on an ipad. Still hate it!

The Hulk is somewhat depowered, Baldur is a bad sport and Ekoka learns a new skill. All in all, an amusing turn.


- Turn 3: The Incredible Hulk -

So Lao Thuun accidentally made one of the drunken fighters into the fantasy analogue of The Hulk. Way to go, Lao. Since there's currently a very angry, very large person smashing up bits of the bar, you decide it's high time he take a nap.


Deftly dodge the ungrateful lout!
(3) you throw yourself to the side, but don't quite make it out of the giant green man's range. He swipes at you with his left hand! (1+1) He manages to hit you in the chest. It's only the tip of his fingers but you still feel like a hammer caught you!

(6) You spin and tumble in midair, but manage to recover your balance and land on your feet, on a table. Your head stops a mere inch from one of the rafters. You hook a foot around a candle and kick it at the Hulk! (2) But it misses. Thankfully it goes out midair.


"Well."

Run like hell! Try to trip the green man up!
"Well."

(2) You decide to mimic Ekoka from earlier. You hook one foot around his leg and heave! But... Nothing. Shit. Luckily he didn't even notice you. He just sorta absently pushes you aside when...


"Finally! I was starting to think that this was going to be a boring night!" Baldur tries to tackle the hulk to the ground.
(1) "Feh, this is a boring fight!" you say and sit down. On a chair right in front of the Hulk. He takes your attitude as a challenge and picks up a table, a very heavy table! But before he can throw it...


"Ya big bastard, I've tackled fish bigger than you!"

Attempt to jump on the hulkified one's back and pummel his head witht the hilt of my dirk, trying to drag him to the floor
(4) You decide that Lyu has the right idea, if wrong method. "Ya big bastard, I've tackled fish bigger than you!" you yell at him as a challenge. Next thing he knows, you're on his back, clubbing away somewhat ineffectually at his skill with your dirk. Since there's only one of you and he's, like, three people rolled into one you're less than effective.

But hey, at least he's not trying to throw that table anymore! Now he's flailing around trying to grab you! But his muscles are so big that his arms can't quite bend enough to grab you. Which, from the way he picked up that table, is probably a good thing.


Attempt to counter the life magic with force magic, without hurting him. Or getting squashed.
(4) Deciding that now, with the monkey on his back, is as good a time as any, you move forwards to counteract the Life magic with Force magic. You decide to ignore that they're opposites in the same way that oil and water opposites and try it anyway.

He's flailing around trying to grab Felis, so he doesn't even notice you step up and lay both hands on his chest. It's fever-hot beneath your touch and you can feel the brimming Life magic still running through him. You're not even sure that he could be hurt until the Life magic ran out!

You push the Force magic into him, definitely not thinking about imploding his stomach. You somehow target the magic itself. Angry scarlet light flares from your hands! The emerald green of his glowing skin disappears in a wave emanating from your hands, leaving behind his normal skin colour.

However, he's still... Well, he's still big. At least he probably won't immediately heal any wound!

(5) You brace for the magical cost. It's not too bad! Your chest clamps up a bit and you fight for breath for a moment, but you're otherwise unharmed. Lucky you!

(6) You've even come to better understand opposing forces! You can now dual-cast opposing magics with a -1 to roll instead of -2. Holy hell.

Hulk's Status: Perfectly fine. Probably can't rapidly heal anymore. He's also a bit calmer. He's still trying to get Felis off his back, though.

Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: BFEL on November 23, 2013, 09:17:37 am
((Wow its been 3 turns IN A BARFIGHT and none of us are injured yet. Amazing.))

Attempt to calm the hulk-man down.
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: GreatWyrmGold on November 23, 2013, 09:25:33 am
((It's logical. Earth and wind, fire and water, and light and shadow are all opposites.))

"Aha!"

Back up. Clout him in the head by summoning a chunk of earth and stone using Earth Magic.
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: Harry Baldman on November 23, 2013, 09:40:57 am
Should calming and bludgeoning executed by my fellows not work, drive the bronze-capped staff into the dehulkified fellow's spine.
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: Niccolo on November 23, 2013, 10:35:59 am
((It's logical. Earth and wind, fire and water, and light and shadow are all opposites.))

They are, but mixing opposite magics can go two ways. For instance, had you rolled a 1, the problem of Hulk-in-a-bar would have been solved by removal of the bar at great velocity.

Mostly because I like writing about explosions.

((Wow its been 3 turns IN A BARFIGHT and none of us are injured yet. Amazing.))
I'm just as shocked as you are. But then one of you screamed half of the bar into submission and your priest has taken to breaking shins, so you've been far more effective than I expected.

Just waitin' on pancaek and USEC and I can get this show on the road!
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: Pancaek on November 23, 2013, 11:35:13 am
while I'm clinging on to his neck anyway, try to put him in a chokehold, hopefully making him go unconscious
Title: Re: Roll to Go Mad: Turn 3 - The Incredible Hulk (8/5)
Post by: USEC_OFFICER on November 23, 2013, 02:08:55 pm
Tackle that hulk to the ground, goddamn it.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 23, 2013, 03:23:43 pm
So, there's an inopportune 1 in there. BFEL, why did you tempt fate?

ALL OF YOU: tell me if you want me to continue using the list randomiser to randomly order your actions or go in the order you post. You guys got a little fucked over by the randomiser this time round, but it does keep things interesting.




- Turn 4: HULK SMASH! -

With the hulking green brute no longer green, it's time to put him down for the count. The innkeeper is extremely unhappy with your methods, but given there's a giant ragemonster in his bar he's going to hold off on docking your pay until a bit later.

while I'm clinging on to his neck anyway, try to put him in a chokehold, hopefully making him go unconscious
(4) You wrap your right arm around his neck and begin to squeeze. The Hulk immediately goes berserk, thrashing wildly from side to side. He grabs your arm with his right hand! (Probably not the best idea to give the superstrong dude a grappling point) He heaves and you are pulled off of his back, dropping your dirk in the process.

As he whips you over his shoulder, you feel the force increase. Oh no, he's not going to... He does. He flings you at Ekoka! (3) You miss Ekoka with everything but your flailing hand, which catches him (1) across the jaw. Ouch. (2,3) You, however, fail to correct your path in the air and solidly hit the table with your arms. You feel your left elbow give painfully.

Your left arm is dislocated and useless until you get it reset! All actions suffer a -1 roll penalty due to the distracting pain.


"Aha!"

Back up. Clout him in the head by summoning a chunk of earth and stone using Earth Magic.
"Aha!" You yell as his regenerative power fades. This draws his eye just as he's about to throw Felis, so you think it prudent to back up from the brute. You do so just in time to catch a fist across the jaw. It's painful, but nothing's broken.

(2) You decide it's time for some earthly payback, but for some reason you just can't get the spell straight in your head.


Tackle that hulk to the ground, goddamn it.
(5) You charge The Hulk, roaring like a madman. At the last second you leap and elbow drive him to the floor! The Hulk bellows as he begins to topple! You both fall into a heap on the floor. As you pick yourself up, both of his hands lunge up towards you!

(1,4) The left hand misses you, thank the Gods, but the right hand catches you in a devastatingly crippling haymaker (2) directly into your chest. You're blasted backwards off of him and collide back-first with the bar.

You look down. There's... something sticking out of the side of your chest. It looks white. And bony. Against all odds the ribs bent and ruptured outwards and sideways, so your pleural cavity and lungs are safe. Buuuut you're bleeding pretty heavily. (You'll bleed out in three turns)


Attempt to calm the hulk-man down.
(4) "Mr. Giant man? I'm sorry about making you into a huge monstrosity. Can you calm down?" You hold up your hands placatingly, hoping he's not about to punt you across the room like that other guy.

The Hulk seems to calm for a second - just as Baldur dives past you and tackles the bastard over! Shit. Probably wouldn't have worked, anyway.


Should calming and bludgeoning executed by my fellows not work, drive the bronze-capped staff into the dehulkified fellow's spine.
You come sneaking up behind the Hulkified fellow. Suddenly there's a huge roar from in front of him and with a heavy thudding sound, he begins to fall over - directly towards you! (4) you manage to dive out of the way, somehow. Since he's flat on his back, you decide jabbing him in the spine is unsporting.

Suddenly that Baldur fellow goes flying past you and crashes into the counter! He looks pale as a sheet. Thankfully, The Hulk seems to be having trouble standing under his own massive weight, so you're not in immediate danger.


Hulk Status: Enraged and on the floor. Struggling to stand.

By the way, the innkeeper is scared out of his mind and has legged it out of the building.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 03:30:11 pm
((Order whatever.))

Summon restraints of stone Stop the movement of air above and around the limbs to bind this hulk of muscle and anger to the floor.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 23, 2013, 03:37:05 pm
((Order whatever.))

Summon restraints of stone to bind this hulk of muscle and anger to the floor.

Your Earth magic level is zero, so you'll need to be within striking distance of him to do this unless you roll a 6. Sure you wanna do it?
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 03:40:13 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 23, 2013, 03:44:53 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?

I wondered why you didn't suggest that in the first place! You certainly can. Plus you can do it from far, far away. Since it's moving air and not solid rock, you'll have to maintain the spell. You'll still be able to dodge and stuff, but you won't be able to do much else until you let the spell go.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 04:03:39 pm
It seemed less plausible and secure to use air. I'm half-right.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: USEC_OFFICER on November 23, 2013, 04:17:07 pm
Try to staunch the blood flow as best as I can.

((Kinda dying here guys. Little help, please?))
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Harry Baldman on November 23, 2013, 04:18:07 pm
"Um, well... rargh?"

Beat the hulking fellow over the head with the staff until he loses consciousness.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Pancaek on November 23, 2013, 04:53:31 pm
(Probably not the best idea to give the superstrong dude a grappling point)
((So if I didn't already have one arm around his neck, where did I hold on to?))

I've had worse, attempt to reset my elbow
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 23, 2013, 05:05:57 pm
(Probably not the best idea to give the superstrong dude a grappling point)
((So if I didn't already have one arm around his neck, where did I hold on to?))
Oh, his neck, but once he calmed down a little he realised the best way to get you off. Turns out ragemonsters don't think so well when they're, well, enraged.

It seemed less plausible and secure to use air. I'm half-right.

Air pressure is a wonderful thing. A jet of high-pressure air pressing into his wrists? If it doesn't drill right through his arms, he won't be moving far.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 05:12:21 pm
((Actually, I'm imagining less of a jet of air and more "The air above his wrists, ankles, etc, won't move to let his appendages through".))
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 23, 2013, 05:15:53 pm
O.o That... Works too. A sort of shell of air with the rigidity of stone. Fair enough! When I write the turn up I'll make sure to describe it that way.

Rightio, I'm off to bed. G'night all! I'll write the turn up in the morning, hopefully BFEL has posted by then!
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: BFEL on November 23, 2013, 07:26:53 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?

((Theoretically you could stop air flow to his LUNGS, suffocating him until he passes out.))

Slapping his hand to his head, Lao Thuun casts Wisp, making sure not to put any more life into the hulking monstrocity, only his comrades.
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 09:28:45 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?
((Theoretically you could stop air flow to his LUNGS, suffocating him until he passes out.))
((I don't want to kill him!))
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: BFEL on November 23, 2013, 09:46:30 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?
((Theoretically you could stop air flow to his LUNGS, suffocating him until he passes out.))
((I don't want to kill him!))
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: GreatWyrmGold on November 23, 2013, 10:58:13 pm
Hm.

...Could I stop the air above his limbs from moving, forming bonds of air?
((Theoretically you could stop air flow to his LUNGS, suffocating him until he passes out.))
((I don't want to kill him!))
((I don't really want to risk permanent brain damage, either. Or risk him waking up and attacking when my back is turned.))
Title: Re: Roll to Go Mad: Turn 4 - HULK SMASH!
Post by: Niccolo on November 24, 2013, 02:41:48 am
... So I've basically given GWG an ideal random-murder tool. Excellent.

Writing the turn up now.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Niccolo on November 24, 2013, 03:49:56 am
BFEL rolls a 1 at a very bad time, Ekoka rolls two 6s. Shenanigans ensue.




- Turn 5: More Green? -

You've mostly stopped the Hulk, since he's on his back and like a turtle can't seem to get back up. But one of your party is down with busted ribs. Could this be the first casualty of the tale?

Slapping his hand to his head, Lao Thuun casts Wisp, making sure not to put any more life into the hulking monstrocity, only his comrades.
(6) WELP.

You raise your right hand, filling it with a miniature star of viridian light. The entire bar is filled with Life magic emanating from the wisp that coalesces in your hand. The wisp takes flight and begins to hover around your head.

A small pot plant in the corner begins to rapidly grow, flowers the size of your head opening and filling the room with their scent. A small patch of moss on the outside stone wall of the bar begins to grow as well, covering the entire tavern in a thick green layer in a matter of seconds.

The light spills over the Hulk, and... (2) does nothing except calm him down somewhat. The light also washes over your comrades, who feel the heavily-boosted Life magic push all of their pains aside. Well done!

(1) (Shit!) The force of that much magic leaving your body is enough to shatter every bone in your right arm and hand. Your hand is a bloody, pulpy mess. Your arm immediately swells up - just enough to stop the bleeding - but the residual magic in the air can't seem to be able to touch the wound. You're in a lot of pain. And in case you can't tell, your right arm is entirely useless.

 Perfect casting! +1 exp!


"Um, well... rargh?"

Beat the hulking fellow over the head with the staff until he loses consciousness.
(3) Maybe it was the healing light, maybe your heart's not in it. You poke half-heartedly at the hulking great brute on the floor.


Try to staunch the blood flow as best as I can.

(4+1) Green sparks limn the wound as you try to staunch the blood flow, holding back the surely-crushing pain. Even better, you feel the blood flow stop completely as the sparks encourage rapid coagulation! The skin follows suite, growing over the bone. With a sickly crackle your rib is pushed back into place and the wound is sealed shut!

Your rib's still broken, but you're otherwise pretty good.


I've had worse, attempt to reset my elbow
(2+1)  You steel yourself and tug on your arm, but to no avail. It just hurts a lot.


Summon restraints of stone Stop the movement of air above and around the limbs to bind this hulk of muscle and anger to the floor.
(6) You rub your jaw angrily, but the green light makes the bruise fade within seconds. So you set yourself and cast your will forth into the air itself. Some way, somehow, you still the very air itself! The air gains the consistency of stone in a huge block over the Hulk, pressing the monster into the floor. The torrent of magic flooding through you suppresses all rational thought, but you have just enough presence of mind to leave the monster a way to breathe.

(6) (Two sixes in a row. Yeesh.) You feel something give in your brain. A splitting headache lances from one temple to the other! You're not sure what happened, but you know that once you stop this spell, you won't be casting any more magic until the headache leaves.

Perfect casting! +1 exp!

Hulk Status: Enraged and on the floor. Struggling to stand, but trapped quite well.

You can hear a commotion outside. Sounds like the guards are on their way!


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Harry Baldman on November 24, 2013, 09:14:07 am
Try to access my inner savage, like I did with the shin-breaking episode. Bash the fellow on the head repeatedly!

On second thought, vacate the premises. This battle is about as pointless as it gets - we're sure as hell not getting paid, after all.

EDIT: Help the sailorman with the dislocated elbow if it does not interfere with running the hell away.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: BFEL on November 24, 2013, 09:26:42 am
((Hmm...Life Magic is weird. I mean it doesn't set broken bones, but cellular skin/muscle damage=no probs. Also it seems to be rather choosy as to who/what it will/won't heal, but that could just be to make this an RtD instead of something sensible.))
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Niccolo on November 24, 2013, 09:57:35 am
((Hmm...Life Magic is weird. I mean it doesn't set broken bones, but cellular skin/muscle damage=no probs. Also it seems to be rather choosy as to who/what it will/won't heal, but that could just be to make this an RtD instead of something sensible.))
The wisp specifically aids in healing, rather than doing the healing itself. That's why you can just have it going, rather than having to sit and concentrate. USEC was trying to stop the blood, so it aided in that. Specifically, it healed shut a wound that would normally have taken stitches and a week. His bones will also set faster, but skin heals at four or five times the rate that bone does! What it DID was get the bone into the right place. The plants strive to grow, so it helps them grow. Pancaek tried to reset his arm, it tried to help... But it didn't quite make it.

The wisp spell gets some direction from who it's trying to help, basically.

But yeah, Life magic's a tad weird. I haven't really set limits for it, since I'm still working the kinks out of the magic system. And yes, to make this an RTD.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Pancaek on November 24, 2013, 10:03:29 am
"Well, shit, I don't think I'll be able to help anymore" He notices the priest leave "Hey! uh, Luy was it? Care to give me a hand with resetting my elbow?"

Follow the priest, attempt to reset the elbow. Let Lyu help if he so pleases
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Harry Baldman on November 24, 2013, 10:06:27 am
"Well, shit, I don't think I'll be able to help anymore" He notices the priest leave "Hey! uh, Luy was it? Care to give me a hand with resetting my elbow?"

"Sure, but I can't guarantee it'll help!"
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Niccolo on November 24, 2013, 10:08:04 am
"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: BFEL on November 24, 2013, 10:12:45 am
"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.
We sure are :P
also:
Attempt to undue the damage to my hand/arm.

I'm wondering if you guys think I've done more harm or good at this point? I mean if I wasn't the healer that guy would be bleeding out, but then I suppose that never would have happened if I hadn't made the hulk in the first place.

Also I vote that we keep the hulk as a pet.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Harry Baldman on November 24, 2013, 10:12:49 am
"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.

((Hey, we literally gain nothing if we do this aside from some sailor loot. In addition, Lyu values his bones, not to mention he obviously doesn't feel like fighting anything right now.))
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: BFEL on November 24, 2013, 10:16:21 am
"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.

((Hey, we literally gain nothing if we do this aside from some sailor loot. In addition, Lyu values his bones, not to mention he obviously doesn't feel like fighting anything right now.))
We gain a pet Hulk.
I mean hell, it worked for The Avengers, why not us? XD
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: USEC_OFFICER on November 24, 2013, 10:23:22 am
Baldur shakily stands up. "Damn it. The guards always show up right before things get interesting." Follow everyone else as best I'm able.

EDIT: ((As a Cylenian, my +1 to Endurance should cancel out the penalty from the broken ribs, right?))
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: GreatWyrmGold on November 24, 2013, 10:49:47 am
You raise your right hand, filling it with a miniature star of viridian light. The entire bar is filled with Life magic emanating from the wisp that coalesces in your hand. The wisp takes flight and begins to hover around your head.
A small pot plant in the corner begins to rapidly grow, flowers the size of your head opening and filling the room with their scent. A small patch of moss on the outside stone wall of the bar begins to grow as well, covering the entire tavern in a thick green layer in a matter of seconds.
(1) (Shit!) The force of that much magic leaving your body is enough to shatter every bone in your right arm and hand. Your hand is a bloody, pulpy mess. Your arm immediately swells up - just enough to stop the bleeding - but the residual magic in the air can't seem to be able to touch the wound. You're in a lot of pain. And in case you can't tell, your right arm is entirely useless.
 Perfect casting! +1 exp!
We need to work on our definition of "perfect," methinks.



Mutter swear words. Determine if the hulk is calming down, and if the bonds will hold even if I vacate the area.
If the hulk is calm or his bonds will hold, exit with the others.
Title: Re: Roll to Go Mad: Turn 5 - More Green?
Post by: Niccolo on November 24, 2013, 10:57:51 am
We need to work on our definition of "perfect," methinks.

Well, perfect just means you rolled a 5 or 6. And the spell did go according to plan! But I don't think anybody was expecting his arm to implode like that.

So it's not actually perfect, but he did it right and that's what counts.

Wait, has everyone posted?! Turn'll be up in a couple of hours! (Dinner fiiiiirst)
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Niccolo on November 24, 2013, 02:31:13 pm
I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


- Turn 6: Karma -

The beast is down, but at quite a cost. One of you has a pulpy, fleshy sack instead of an arm. But thanks to some creative magic, the hulkified brute is trapped.

Attempt to undo the damage to my hand/arm.
It won't work. You know it won't. Magical kickback creates wounds which simply can't be healed by more magic! There's no way it will wor--(6) Your arm is suddenly in peak physical condition. (1) Your magic disrupts your wisp spell! The little green wisp explodes, putting out two windows. You'll probably have to pay for that.

(2) The force of the sudden conversion from bone-based powder back into bone creates tremendous physical pain! (Make a will save on doing anything strenuous for five turns) Muscles spasm and your hand curls into a fist, a very painful fist, before a second spasm makes you sock yourself across the jaw. You don't think you can speak very well... Or at all until the pain subsides. (Can't speak intelligibly for three turns)

The effort of casting this much magic in such a short time has worn you out. You don't think you can cast any more magic for a while - plus, the pain is quite substantial! (Can't cast magic for three turns)

You broke the laws of nature! +1 experience to Life magic!


Try to access my inner savage, like I did with the shin-breaking episode. Bash the fellow on the head repeatedly! On second thought, vacate the premises. This battle is about as pointless as it gets - we're sure as hell not getting paid, after all.
EDIT: Help the sailorman with the dislocated elbow if it does not interfere with running the hell away.

(1) You trip and fall flat on your face. You're not entirely sure what you tripped on.


Mutter swear words. Determine if the hulk is calming down, and if the bonds will hold even if I vacate the area.
If the hulk is calm or his bonds will hold, exit with the others.

(4) The Hulk looks... calmer. It would appear that his mind has returned now that the magic has been completely drained from his system. Sure he's still seven feet tall and built like an elephant  and can probably bench-press a building, but at least he's not going to tear your head off now.

You hope.

So you release the spell and feel the headache set in. Sighing, you help the fallen priest to his feet and exit the building.


Baldur shakily stands up. "Damn it. The guards always show up right before things get interesting." Follow everyone else as best I'm able.
(5) "Damn it. The guards always show up right before things get interesting." You saunter out of the building, leaving it empty save for the Hulkified brute and Lao Thuun. The four of you gather on the far side of the street from the tavern.

Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. HarryBFEL/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.

"Well, shit, I don't think I'll be able to help anymore.""Hey! Uh, Lyu was it? Care to give me a hand with resetting my elbow?" Follow the priest, attempt to reset the elbow. Let Lyu help if he so pleases.
"Sure, but I can't guarantee it'll help!"
"Well, shit, I don't think I'll be able to help anymore." You follow everyone but Lao out of the building and cross the path. On the way, you steel yourself against the pain and try to reseat your arm once more. (1) You pull your shoulder out of your socket as well! Well done, your arm is now fully dislocated. Twice. You rock.

"Hey! Uh, Lyu was it? Care to give me a hand with resetting my elbow?" You ask the priest. His face looks a little flat for some reason. "Sure, but I can't guarantee it'll help!" he responds. You're not sure why, but it unnerves you slightly. (3+1) he grabs your shoulder and tugs it forwards. You faint!

You wake up a minute later. Your arm is completely fixed... But a bit tender. You should probably rest it for a bit. (-1 to strenuous rolls with your left hand for three turns)


OUTSIDE:
The innkeeper returns! You see him leading a large group of guards into the tavern. About ten of them break off and surround you. "You four are under arrest for property damage and improper magic usage!" One of them barks.

The crowd looking on begin to whisper. You don't know what they're saying, but it doesn't sound pleasant.

INSIDE:
Twenty guards file into the building. The captain seems a bit shocked to see the hulking brute on the floor. He storms over to Lao. "What exactly took place here?" He demands, one hand on his sword. "Why is the mayor in this condition?"



Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Harry Baldman on November 24, 2013, 02:47:39 pm
"Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man."

Hope that works.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Pancaek on November 24, 2013, 02:53:00 pm
I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. Harry/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.
((And thanks for that, It seems to have become my personal RtD curse, to be stuck with injuries that prevent me from actually doing anything for long stretches of time.

Also, does this mean I don't have that +1 to rolls on boats perk? What the heck do non-magic users use will for anyway?))
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: GreatWyrmGold on November 24, 2013, 03:00:26 pm
"Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man."
Hope that works.
"I did not damage property, either, nor was my magic used improperly. I merely attempted to undo my comrade's mistake and restrain the mayor before he could hurt himself or others further."
Hope that works, too.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Niccolo on November 24, 2013, 03:53:56 pm
I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. Harry/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.
((And thanks for that, It seems to have become my personal RtD curse, to be stuck with injuries that prevent me from actually doing anything for long stretches of time.

Also, does this mean I don't have that +1 to rolls on boats perk? What the heck do non-magic users use will for anyway?))
No, you got the Fearless racial trait, +1 to rolls vs. panic and whatnot. The other racial traits are still taken into account, but... Silently. I'm not sure how yet. Maybe I should include all the racial traits for each person anyway... Probably a bit late now. Damn. Yeah, you can tell it's my first time running one of these, I keep forgetting things!

Willpower is for resisting mental attacks, curses, massive amounts of pain attempting to make you pass out, that kind of thing. It'll also become reasonably important whenever you face a chance of losing your mind.

If I've forgotten to apply a save, do tell me. The abbreviation text doesn't show up on my ipad, so I occasionally forget about them.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Harry Baldman on November 24, 2013, 03:54:45 pm
((I just now remembered - the GM seems to keep confusing me with BFEL, at least in terms of referring to him.

Also, I got the most useless positive trait I can imagine.))
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Niccolo on November 24, 2013, 03:58:31 pm
((I just now remembered - the GM seems to keep confusing me with BFEL, at least in terms of referring to him.

Also, I got the most useless positive trait I can imagine.))
O.o I do? Oops, my bad.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: USEC_OFFICER on November 24, 2013, 03:58:47 pm
Baldur shrugs. "Last I checked I got a set of broken ribs trying to stop a patron from running amuck. Not my fault if I couldn't stop him from smashing up the place a bit."
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Pancaek on November 24, 2013, 04:21:43 pm
Felice stands somewhat hunched over, nursing his sore arm.

"Honestly, officers, I was just doing my job as a bouncer. I had just gently but firmly escorted a troublemaker out of the door when the one who is still inside threw my into a table, dislocating my arm."

Look all meek and defenceless, say above to guards.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Niccolo on November 24, 2013, 04:33:27 pm
I hope you guys remember it's going to be your word against the innkeeper who's standing like right there.

Look all meek and defenceless, say above to guards.
The meek and defenceless, heavily armed, grizzled sailor.

Welcome to RtDs, where logic and sanity take a back seat to lying out of your ass.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: GreatWyrmGold on November 24, 2013, 04:41:44 pm
I hope you guys remember it's going to be your word against the innkeeper who's standing like right there.
What, is he going to lie and say that we all laughed and gleefully destroyed his bar? I'd think that common sense should indicate that we didn't intentionally destroy his bar for no reason, and the evidence should show that the damage was pretty much exclusively done by Bruce here. (Which sucks for Mr. Life-Magicker, but hey, he's not me.)
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Pancaek on November 24, 2013, 04:55:17 pm
((GWG has a point there, I mean what's he gonna try to say? 'The men I hired in case there was a fight did their job, arrest them!'))
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Execute/Dumbo.exe on November 24, 2013, 05:11:14 pm
Man, I should have applied for this, this is amazing!
Speaking of, you were supposed to throw them out, not hulkify one dude, have each and every one of you get or give injuries to the other people, you broke one guys arm and, once,again, you turned a dude into the hulk, there's plenty reason for you to be arrested.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Niccolo on November 24, 2013, 05:12:02 pm
xD that's true, Lao is shit out of luck. And you guys should be okay... Although I recall Pancaek and Harry both using weapons... And Harry did break some dude's shins. Most clubs and bars frown on bouncers that use weapons!

Honestly, don't worry. Throwing the whole party in jail would be boring. What, would I have month-long turns of your incarceration? I mean, yeah, the mayor is going to be seriously unhappy with you guys. One of you clubbed him over the head, one of you stuck his head in a bucket, one of you spear-tackled him and the fourth turned him into a monster.

Oh, but the dice are fickle mistresses! (Okay, no, I gleefully pushed you all into this mess. The dice only helped things along.)

... Oh God. I'm turning into a GM in truth!

Man, I should have applied for this, this is amazing!

Feel free to join the queue. You'd be fourth in line, though... Well, third since Xantalos hadn't made a profile yet. Once I've gotten a decent handle on this game I might just expand the party.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Pancaek on November 24, 2013, 05:22:03 pm
((Weapons, what weapons? Do you see any lacerations on these fine gentlemen we threw outside? I deny ever using weapons. You can't prove anything.

also, that's one shitty mayor, starting fights like that. For the record, I did not vote for him))
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: Execute/Dumbo.exe on November 24, 2013, 05:24:19 pm
Apart from the hulk dude, and the fact half of you are injured in some way, remember, a weapon can be magic as well as normal weapons, it's easy to see that pele have used magic when everyone except mr mayor is harmed in some way.
Title: Re: Roll to Go Mad: Turn 6 - Karma
Post by: BFEL on November 24, 2013, 11:58:29 pm
((Of COURSE I would get de-speeched right before I need it.))

Thuun ATTEMPTS to explain that he was only trying to fix some rather nasty wounds the Mayor incurred, but all that comes out is "GLABLUUBLUGGUD."
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Niccolo on November 25, 2013, 04:54:27 am
Lyu Brak displays an extremely silvery tongue, while the rest of you fail at diplomacy. I mean wow.


- Turn 7: The Good Priest -


"Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man."

Hope that works.
(4) "Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man,” you inform the captain.

He stops, blinks and notes the holy symbol hanging around your neck. “What’s a priest doing working as a bouncer?” he asks, curiously. He seems to have bought your story for the most part. (6) He even ignores your staff that matches the staff-shaped dent in the screaming Southlander’s shins.

“Oh, you know, I got stuck in this town during the Ten Day Night and needed some extra money.” He nods noncommittally; it must be a fairly common story this week.


"Honestly, officers, I was just doing my job as a bouncer. I had just gently but firmly escorted a troublemaker out of the door when the one who is still inside threw my into a table, dislocating my arm."

Look all meek and defenceless, say above to guards.
(5-1) You put on a reasonably plausible ‘meek and defenceless’ act, managing to look pathetically harmless despite your assortment of weapons, scars and general rough-and-tumble demeanour. “Honestly, officers, I was just doing my job as a bouncer. I had just gently but firmly escorted a troublemaker out of the door when the one who is still inside threw me into a table, dislocating my arm."

The guard captain seems to buy it… mostly. “And you didn’t draw your weapon?” he asks, looking pointedly at the empty sheathe on your hip.

(1) “Yeah, I absolutely did!” you holler gleefully. “Beat that giant dude a few times over the head with it, too!” About a second later you facepalm. You’re not sure what came over you.

(6) Lyu Brak swats you over the back of your head. “Quiet, idiot!” he hisses at you. “Ignore this one,” he explains to the captain. “He got tossed into a table and dislocated most of his left arm. Twice. So he’s a tad loopy from pain.” The captain nods and waves a hand at his guards, telling them to back down for the moment.


Baldur shrugs. "Last I checked I got a set of broken ribs trying to stop a patron from running amuck. Not my fault if I couldn't stop him from smashing up the place a bit."
(1) “BLAH BLAH BLAH. GUARDS SO NOSY.” You go to make a rude gesture at the captain, (4) but Lyu grabs your arm and forces it back down.


"I did not damage property, either, nor was my magic used improperly. I merely attempted to undo my comrade's mistake and restrain the mayor before he could hurt himself or others further."
Hope that works, too.
(1) “MAGIC IS AWESOME!” You yell and spin in a circle. “I threw the mayor into a bucket and Lao made him crazy!” You collapse to the floor and giggle uncontrollably.

(5) “Please ignore my good friend,” Lyu Brak interjects hastily. “He took a blow to the head. He did use magic, but it was only to separate a brawl and to pin down one very large attacker. He did no harm.”

The guardsman looks at you askance, but seems to trust the word of the good priest. He decides that Lyu Brak is the only sane one in the group.

Lyu Brak gained a new ability! The Good Priest!

(3) Your headache doesn’t fade, so magic is still painfully beyond your reach.


Captain: Wait, one of you actually did use magic?
Lyu Brak nods soberly. The captain sighs and  facepalms.
Captain: It’s worse than I thought. Father, I must ask you and your… friends… to accompany me to Shriekwind Bastion.
Lyu Brak: Whatever for, my good man?
Captain: Your friend here used magic. And so did the one inside, by the sounds of it.
Lyu Brak: They’re mages, it’s what they do. What’s wrong with magic, the Goddess Lunette’s gift to the world?
Captain: You… You really don’t get it. Look, priest, for your own protection I’m going to have to take you in. Before the crowd gets ugly.
The crowd does seem to be a bit restless. They seem particularly ill at ease over Ekoka’s presence. You’d think, this close to the border of Zue’Qki’Ptar they’d be used to Southlanders.

Just beyond the guards is a small carriage waiting. It’s the type normally used to transport prisoners so it’s not exactly comfortable, but at least it will get you out of the view of the small crowd.



Thuun ATTEMPTS to explain that he was only trying to fix some rather nasty wounds the Mayor incurred, but all that comes out is "GLABLUUBLUGGUD."
(6-3) “Hurgleflurgleblaarrgh!” you manage to mumble around your swollen jaw. You decide that charades is the way to explain what went down, but don't know how to sign "I accidentally turned him into a rage-monster and punched myself in the face".

The guardsman looks from you to the mayor. “What.” Of course, the hulkified mayor picks this time to wake up. Awesome.

He hacks and coughs. “Ugh. What… What happened?” he rumbles in a scarily deep voice. He sits up slowly. “I do say, what seems to be the matter, officers?” He blinks and looks down at himself. “Oh dear Goddess what the hell happened to me?” He… doesn’t seem entirely upset at being built like a freaking mountain. Just surprised.

(5) His beady eyes lock onto you. “You… The mage. I remember. You… tried to heal my arm?” The guardsman looks at you for confirmation and you nod. The mayor continues. “But… But I’m like this. Hm. Old Asclepius did say magic was acting a bit funny since one of you lot broke the Moon. Oh well, no harm done. My original was no great shakes, after all.”

Against all odds the mayor seems to be pleased! Well this is a pleasant turn of events. The mayor stands up shakily. There’s a tearing sound and the last shred of his dignity falls away. “Oh… Oh my,” he mutters. “You really did improve me all over, didn’t you?” He grabs a blanket from behind the bar and ties it around his waist.

The guardsman sighs. “Be that as it may, he did use magic. Which means…”

The mayor nods. “Yes. Take him to Shriekwind. We don’t have the facilities in town.”

The guardsman turns back to you. “Come with me. For your protection - and everyone else’s - I’m going to have to take you in.” He leads you outside to a waiting carriage. It’s basic and probably not very comfortable, but at least it’s better than walking all the way to Shriekwind Bastion.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Execute/Dumbo.exe on November 25, 2013, 05:07:11 am
You HAD to slip an innuendo I there, didn't you? Still, they were some amazing rolls there for speech and reaction rolls.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: BFEL on November 25, 2013, 09:20:13 am
((True, was quite the turn of events. Also I take it that magic isn't exactly getting a good rap nowadays? :P Kinda expected that a healer like myself would be reasonably tolerated, but hey, such is the state of the world.))

Lao Thuun blushes when the Mayors clothing falls away, and then joins the nice officers who are thankfully not beating him with sticks.
He reasons to thank Lyu later for his excellent diplomatic skills.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: USEC_OFFICER on November 25, 2013, 09:44:29 am
Go along with the guards. Still kinda have broken ribs, after all.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: GreatWyrmGold on November 25, 2013, 09:49:41 am
((Oh gods we suck at the talkies.))

Go with the guards. Peacefully.

Convince the GM to roll for actions like this so we can laugh at 1's being rolled and people accidentally fighting the guards.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Niccolo on November 25, 2013, 10:03:52 am
Convince the GM to roll for actions like this so we can laugh at 1's being rolled and people accidentally fighting the guards.
I'm hurt that you doubted me! xD Of course I'm going to roll. Oh man I hope Harry rolls a one.

:P Kinda expected that a healer like myself would be reasonably tolerated, but hey, such is the state of the world.))
...
Even in a normal world a 'healer' who turns his patients into raving psychos is not exactly tolerated. That's the origin story of, like, 80% of all comic-book bad guys.


Quote
He reasons to thank Lyu later for his excellent diplomatic skills.
You know you're inside and they're all outside, right? While you were healing yourself they all ditched you like an old shoe.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: BFEL on November 25, 2013, 11:23:08 am
:P Kinda expected that a healer like myself would be reasonably tolerated, but hey, such is the state of the world.))
...
Even in a normal world a 'healer' who turns his patients into raving psychos is not exactly tolerated. That's the origin story of, like, 80% of all comic-book bad guys.

Quote
He reasons to thank Lyu later for his excellent diplomatic skills.
You know you're inside and they're all outside, right? While you were healing yourself they all ditched you like an old shoe.

1. Comic book bad guys do it on purpose, I do it because lady luck thinks I slept around on her.
2. But then they stuck up for me later....kinda....ok the guy I hulked stuck up for me....THOSE GUYS ARE DICKS!

GIANT. THROBBING. MAYOR DICKS.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Pancaek on November 25, 2013, 11:25:02 am
go peacefully with the guards
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Niccolo on November 25, 2013, 11:35:59 am
2. But then they stuck up for me later....kinda....ok the guy I hulked stuck up for me....THOSE GUYS ARE DICKS!

GIANT. THROBBING. MAYOR DICKS.
This image will now haunt my nightmares and I only have myself to blame.

Gonna head home from work, the turn will be up in about three hours, or once Harry posts. In theory.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: Harry Baldman on November 25, 2013, 01:09:37 pm
I'm hurt that you doubted me! xD Of course I'm going to roll. Oh man I hope Harry rolls a one.

((I do hope you're kidding, otherwise I'll be kinda annoyed. Hate GMs who roll for everything.))

"Oh, yes. Let us go. It is unbecoming of civilized people to make a scene."

Go with the guards in a tranquil, innocent fashion.
Title: Re: Roll to Go Mad: Turn 7 - The Good Priest
Post by: BFEL on November 25, 2013, 03:01:44 pm
I'm hurt that you doubted me! xD Of course I'm going to roll. Oh man I hope Harry rolls a one.

((I do hope you're kidding, otherwise I'll be kinda annoyed. Hate GMs who roll for everything.))

(("Tries to put on hat" [1] WORLD WAR THREE ENSUES!))
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 25, 2013, 03:07:33 pm
What can I say? It was fun.


- Turn 8: Blood and Ice -

It has been... suggested that you accompany the Captain of the Guard to Shriekwind Bastion, the imposing fortress that squats over the southern pass like a hungry lion.


Lao Thuun blushes when the Mayors clothing falls away, and then joins the nice officers who are thankfully not beating him with sticks.
He reasons to thank Lyu later for his excellent diplomatic skills.

(5) You manage to avoid mumbling or miming any faux pas vis a vis the naked truth about the mayor. You happily make it into the carriage and mumble hello to your companions.


Go along with the guards. Still kinda have broken ribs, after all.
(4) You climb into the carriage.


Go with the guards. Peacefully.

Convince the GM to roll for actions like this so we can laugh at 1's being rolled and people accidentally fighting the guards.

(3) You try to climb in, but slip and bash your shins. One of the guards sighs, picks you up and tosses you in.


go peacefully with the guards
(4) Unlike Ekoka, you manage to climb into the carriage unharmed.


"Oh, yes. Let us go. It is unbecoming of civilized people to make a scene."

Go with the guards in a tranquil, innocent fashion.
(1) "Okay!" You answer, smiling beatifically. As the guard turns away, you heft your stick, take hold of it with both hands and crack it across his head! (5) His bronze helmet crinkles under the massive force and the guard goes down like a poleaxed ox.

The other guards are staring in shock. (6) (Oh shit) You smile at the captain. "Bless you, my son," you intone peacefully. As he reaches for his sword you jab your staff into his neck, crushing his windpipe! The captain flies backwards under the force, his half-drawn sword sliding out of his hand and into the arm of another guardsman.

One guard steps up behind you and swings at your (3) arm! You (2) take a solid hit, but (4) manage to swing your staff one-handed into his (2) ribs. He wheezes and topples over.

(1) on your next swing you slip on a patch of blood. Yours, someone else's, you're not sure. You go down and four guards appear in your vision. "DIE, SCUM!" they yell. Four bronze swords plunge down...
...
...
...
...


(http://ecx.images-amazon.com/images/I/51H9mCZPB-L._SL500_SL160_.jpg)

You suddenly startle awake. The prison carriage is still rattling along. The cabin is damn cold... You must be pretty high up in the mountains. Lao Thuun is sitting across from you. Unlike the others, he's been handcuffed. Sigils gleam on the cuffs; your limited experience suggests they are to seal his magic. Probably wise.

Ekoka and Baldur are sitting next to Lao, Felis to your right. It would appear that someone has strapped Felis' ribs for him.

The carriage comes to a halt. There's a small barred window that runs along the top of the carriage; you can't see much out of it other than mountain. A freaking lot of mountain. "End of the line, boys," the Captain's voice says from outside. The door at the end opens and the five of you clamber out. As Lao gets out, the Captain grabs his shoulder. "I don't want to see you ever come into my town again, you got that?" he asks. "You take your freaky shit elsewhere." With one swift movement he jerks the cuffs off.

The five of you turn to face where he points, before he climbs back into the carriage. In front of you is a causeway. A wide road runs straight up, clearly carved into the mountain. This is the pass that leads into Zue'Qki'Ptar.

A huge arch dominates the road. That arch, and it's twin on the other side, mark the boundaries of Cylenia's oldest fortress, the black basalt monster that looms above the road, dug into the side of the western mountain. Thick, sturdy towers corner the wall across the road and the corners of the fortress itself. You see archers, warmed by braziers, stationed in each tower. They brook no nonsense.

Your gaze shifts back to the fortress. To Shriekwind Bastion.

A soldier is waiting. "Come. The Baron is waiting."


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Execute/Dumbo.exe on November 25, 2013, 03:44:40 pm
Holy shit.

Welp, this is my new favorite RTD. By far
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Harry Baldman on November 25, 2013, 04:01:51 pm
"Guess we better go, then," Lyu said, smiling widely. From where he comes from, they often wondered where the good priest got his honest smile and boundless cheer from.

Oh, if only they knew.

Go where I'm supposed to go. Happily beam as a result of my wonderful dream.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: GreatWyrmGold on November 25, 2013, 04:08:17 pm
"Oh, he's awake now."

Smack Lyu.
"Idiot."
Then head out and follow the guards.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 25, 2013, 04:28:48 pm
Oh man I wish I could have seen Harry's face during that dream sequence.

Holy shit.

Welp, this is my new favorite RTD. By far

I hadn't realised I'd hit holy shit levels... What did I do?
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Execute/Dumbo.exe on November 25, 2013, 04:34:16 pm
The part with the holy Mage, that was beautiful, at least for me anyway.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 25, 2013, 04:37:33 pm
The part with the holy Mage, that was beautiful, at least for me anyway.
Hahaha, the moment GWG suggested I roll for everyone being peaceful, I knew exactly what had to happen.

Priest with a slasher smile. Oh yes.

And that turn was the fastest to write! It was fantastic. Not a single roll. Just one nice little dream. I briefly contemplated having Ban Midou's face with the caption "Did you have a nice dream?" As the end of the page, but I opted for the classic trollface instead. Figured not enough people here would have watched Getbackers.

*sigh* oh, but how my art must suffer for the common man...
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: BFEL on November 25, 2013, 04:44:40 pm
The part with the holy Mage, that was beautiful, at least for me anyway.
Er...me?
I'm a healer, but not really holy.
If you mean our not-so-innocent priest Lyu, he isn't magic.

Also what did I ever do to that guard captain guy?
All I did was heal/improve the guy who signs his checks.....OHHHHHHH he doesn't like his boss.

Cheerfully get out of those cuffs and away from the town of overreacting whiny bumpkins.
Then follow the group.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Harry Baldman on November 25, 2013, 04:49:29 pm
"Oh, he's awake now."

Smack Lyu.
"Idiot."

"You should not put your hands on a holy man, good fellow. Particularly without provocation."

Oh man I wish I could have seen Harry's face during that dream sequence.

((At first I was disappointed and annoyed, but then it turned out to be a dream, so it was all good. Also, character development.))
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Pancaek on November 25, 2013, 05:32:03 pm
"Mountains....always mountains...why can't these things ever be build near the sea..."

Follow the group
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: USEC_OFFICER on November 25, 2013, 05:33:05 pm
Baldur chuckles at Lyu and Ekoka and follows the guards. "So what does the Baron want with the likes of us?"
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: GreatWyrmGold on November 25, 2013, 09:58:27 pm
"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Execute/Dumbo.exe on November 25, 2013, 09:59:16 pm
"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
Dreameth sequence.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 26, 2013, 01:24:47 am
"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))

None of it happened. None at all. The whole thing was all an elaborate dream.

You might still be dreaming! Who knows?
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Execute/Dumbo.exe on November 26, 2013, 02:02:35 am
I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Harry Baldman on November 26, 2013, 02:18:16 am
I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?

((Priest. Not mage.))
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 26, 2013, 03:08:31 am
I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?

It's because I make up the statuses based on the major action taken that turn. His was having psychopathic dreams. And if it was for something far bigger, I certainly wouldn't tell anyone because that would ruin the surprise of them reaching the end of chapter three and waking up, still in the bar.

And yes, Lyu is a priest. Not a mage. Strangely, he's also the only one with a staff. I suppose Ekoka's shillelagh comes pretty close, but that's more of a walkin'/beatin' stick than a full-on quarterstaff.

Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: Niccolo on November 26, 2013, 06:32:38 am
It’s a talky-talky turn! Nothing much happens except the Baron does some yelling. Next turn will be much the same. You don’t have to post actions for the next turn if you don’t want. I decided to split it into two so as to not dump walls of text. I promise that next turn is the last talky turn for a long time!

- Turn 9: Shriekwind Bastion -

The mayor has decided to pawn his problems off to the Baron of the district, who makes his home in the fortress overlooking the town. You have decided to peacefully accompany the Guard to meet with the Baron.

"Guess we better go, then," Lyu said, smiling widely. From where he comes from, they often wondered where the good priest got his honest smile and boundless cheer from.

Oh, if only they knew.

Go where I'm supposed to go. Happily beam as a result of my wonderful dream.
"Oh, he's awake now."

Smack Lyu.
"Idiot."
Then head out and follow the guards.
Cheerfully get out of those cuffs and away from the town of overreacting whiny bumpkins.
Then follow the group.

"Mountains....always mountains...why can't these things ever be build near the sea..."

Follow the group
Baldur chuckles at Lyu and Ekoka and follows the guards. "So what does the Baron want with the likes of us?"

After some slapstick, the five of you decide to follow the Guardsman to find out what the baron of this accursedly cold place wants. You decide by unspoken agreement that one of the Cylenians in your party should speak to the Cylenian nobleman; he is not known for his love of ‘outsiders’. Further unspoken agreements decide that the cause of the trouble, Lao, should stand well at the back.

You are led into the courtyard. The wide road passes through the middle of the fortress courtyard; there are a few small wagons waiting at the customs station. Trade has been slow to resume since the Ten Day Night, but capitalism will always find a way. A small hostel on the Eastern side of the fortress complex provides lodging for merchants and their teams of oxen, but the Guardsman leads you across to the western side.

The main entrance to Shriekwind is nothing short of ‘massive’. The door looks to be nearly a foot thick, made of some dark wood and strapped together with bands of brass and rivets the size of your fist. The Guardsman leads you into the fortress. The interior is lit by large braziers mounted along the wall every six or eight feet; the glowing coals keep the passageways warm and comfortable. The main entrance hall is quite large. Twin rows of pillars run the length of it. Along the walls on either side you can see wooden doors that presumably lead to other sections of the fortress. He leads you to the back of the main hall and into a spiral staircase. As you wind upwards, he begins to talk. “Be careful what you say to the Baron, lads. He’s been a mite testy of late. If you annoy him he might just throw you in the dungeon.”

Finally the five of you pass into a hallway. It runs back towards the east. At the end of the carpeted passageway is an oak door about ten feet tall guarded by two men armed with spears and swords. Your escort snaps a salute to the guards. “Here they are, the men Captain Regnis sent word about.”

The rightmost guard nods. “The Baron’s waiting inside.” With a grunt he shoulders the door open and stands aside. “In you go, then.” You walk into the the Baron’s office. A wide oak desk dominates the centre of the room, the legs covered in ornate carvings. The similarly ornate chair is empty, however. Behind it all you can see a tall man standing at the eastern floor-to-ceiling window. The glass must have been prohibitively expensive, but there it was. He was watching something out in the courtyard.

Presently he turns to face you. He has a well-kept beard and moustache and the rugged face of someone used to living in the mountains.
Baron: So, you are the troublemakers. An itinerant priest, a Southlander mage, a sailor, a Solvarion acolyte and a mercenary, by the looks of you. I heard about the chaos you five caused thanks to some… creative methods.
Baldur: What? No, we-
Baron: I don’t like chaos. It’s noisy, time-consuming and messy. Ordinarily I wouldn’t even deal with you lot and leave it all up to Mayor Neshalt’s discretion. He’d just toss you all into jail until everything was sorted out.
Baldur: Just let me-
Baron: But he doesn’t have the facilities to deal with errant mages, and right now if you lot were thrown into the town jail there would be a riot. Gods damn the blasted spineless, quivering populace!
His voice has risen into a roar. It’s quite uncomfortable on your ears.
Baldur: EXCUSE ME!
The baron looks like he’s about to speak, but says nothing. Instead he raises one bushy eyebrow.
Baldur: We didn’t do anything wrong! Eight patrons got into a brawl. We simply did our jobs and removed them from the damn tavern. 'Swhat we were hired to do!
Baron: As I understand it from this report… (He taps a thick finger onto a sheet of paper on his desk) You were ineffective in preventing the breakage of… three tables, six chairs, four mugs and two windows. One patron suffered broken legs, another dislocated his arm and a third was magically altered into some kind of monstrosity. Thankfully he has gotten his mind back.
Lao shifts his feet guiltily.
Baron: Well. I have no desire to deal with any of you and I don’t have the resources to spare at the moment. So here’s what is going to happen. You five are going to go on a little ‘quest’ for me.
Oh yes. You just know this is going to go well.

Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: BFEL on November 26, 2013, 07:42:41 am
Thuun thinks to himself that whatever this "quest" is, its certainly better then dealing with more overreacting bumpkins and barons.

((Also since its apparently not clear, Lao is technically his family name, while Thuun is his given name. I went with the Chinese naming convention of putting the names backwards. The priests he was raised by were from the Chinese-y race, I believe they are also the really good sailor people.))
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: Niccolo on November 26, 2013, 07:58:55 am
The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.

But okie dokie, I'll remember that for future reference!


I was THIS CLOSE to making the baron into an expy of Ned Stark.
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: USEC_OFFICER on November 26, 2013, 10:09:49 am
Baldur chuckles. "Alright, fair enough. What's this quest, and what's the danger pay like?"
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: Niccolo on November 26, 2013, 10:12:13 am
USEC, I hope you don't mind me putting words in your character's mouth like that. The baron's a bit of a xenophobe (Which makes me wonder WHY he's guarding the trade route south) and the only other Cylenian is Lao Thuun, who'd probably accidentally turn the baron into a pigeon or something.
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: USEC_OFFICER on November 26, 2013, 10:18:30 am
USEC, I hope you don't mind me putting words in your character's mouth like that. The baron's a bit of a xenophobe (Which makes me wonder WHY he's guarding the trade route south) and the only other Cylenian is Lao Thuun, who'd probably accidentally turn the baron into a pigeon or something.

((I'm more annoyed that you put the wrong words into his mouth than any at all. He's got a pair of lungs like bellows and no concept of an indoor voice. Not really the kind of guy who asks for permission to speak.))
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: Niccolo on November 26, 2013, 10:21:37 am
Yeah, I might do a tad retcon-y business. I just assumed your character would at least attempt to be polite to the guy with the authority to have them tossed off of his damn mountain.

EDIT: I changed your words a tad. But I'm not switching to the impact font 'cause it hurts my eyes.
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: USEC_OFFICER on November 26, 2013, 10:30:34 am
Yeah, I might do a tad retcon-y business. I just assumed your character would at least attempt to be polite to the guy with the authority to have them tossed off of his damn mountain.

((In this case Baldur would be polite and wait until the Baron had finished his rant before talking. Though he would be very pissed if the baron tried to silence him while he was speaking.))
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: GreatWyrmGold on November 26, 2013, 10:58:36 am
"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
None of it happened. None at all. The whole thing was all an elaborate dream.
You might still be dreaming! Who knows?
If it's still the same dream sequence, the smack happened. If not, it didn't, because the smack was a result of Mr. Priest being an idiot.

The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.
The Japanese use the same system, IIRC.



"Alright. Let's hear it, sir."
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 26, 2013, 11:03:56 am

The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.
The Japanese use the same system, IIRC.

The Japanese language is designed explicitly to fuck shit up?
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: GreatWyrmGold on November 26, 2013, 11:05:30 am
The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.
The Japanese use the same system, IIRC.
The Japanese language is designed explicitly to fuck shit up?
No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: Niccolo on November 26, 2013, 11:22:48 am
No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
Ooohhhh, I follow where you're going now. Okay. Yeah. Well, I hadn't gotten round to naming conventions at all and truth be told hadn't even considered them.

And the first tentacle porn appeared in a woodcut ages ago - it's about two hundred years old, give or take, and features a woman and two octopi. By all accounts it was favourably received and thoroughly confused the hell out of the Europeans who rocked up to trade.

I'm absolutely not going to link it because I'm at work, one of the players is underage and this is the exact wrong place for that stuff.
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: GreatWyrmGold on November 26, 2013, 12:35:23 pm
I recall hearing that, actually.
Title: Re: Roll to Go Mad: Turn 8 - Blood and Ice
Post by: BFEL on November 26, 2013, 12:38:11 pm
No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
Ooohhhh, I follow where you're going now. Okay. Yeah. Well, I hadn't gotten round to naming conventions at all and truth be told hadn't even considered them.

And the first tentacle porn appeared in a woodcut ages ago - it's about two hundred years old, give or take, and features a woman and two octopi. By all accounts it was favourably received and thoroughly confused the hell out of the Europeans who rocked up to trade.

I'm absolutely not going to link it because I'm at work, one of the players is underage and this is the exact wrong place for that stuff.
This is why I love history.
Theres just so much crazy shit that came out of left field and turned into a big thing.
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: GreatWyrmGold on November 26, 2013, 03:37:25 pm
I know! There's this one torture device, you see it everywhere. It's on books, on buttons, on stickers; people get it tatooed on themselves, facsimiles are even found in churches! All because the right guy got executed on one a couple thousand years ago. (And, I suspect, because they're easy to draw.)
Title: Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
Post by: Niccolo on November 26, 2013, 04:15:31 pm
That one took me a second. Yeesh, and to think I call myself a Christian :P

Yeah, history is funny like that. The right little thing comes along and BAM the world changes. Not always for the better, mind. We could probably do without tentacle porn.

Anyway, I'm going to go ahead and post turn 10 now. It's just a talky-turn, so the missing actions wouldn't really add too much.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 26, 2013, 04:29:14 pm
Normally I'm rather adverse to railroading, but I thought I would just to get the plot moving. Sorry if I make someone act out of character! I don't really know your characters yet.

And I know that everyone's actions aren't included, but hey. Moving for this turn was optional, since it's just another talky-talky turn.


- Turn 10: The Quest -

The mayor can't hold you and the baron doesn't want you. Instead, he's going to send you on an 'errand'. Right. Well, this should be easy.

Thuun thinks to himself that whatever this "quest" is, its certainly better then dealing with more overreacting bumpkins and barons.
Baldur chuckles. "Alright, fair enough. What's this quest, and what's the danger pay like?"
"Alright. Let's hear it, sir."

Ekoka nods, Baldur chuckles and Thuun just shrugs. Seems like they're all in agreement.

Ekoka: alright. Let's hear it, sir.

Baldur: Yeah, fair enough. What's this quest, and what's the danger pay like?

Baron: Well. There is regular correspondence between Shas Ria and the outlying cities. Twice a week, couriers ferry this correspondence; both to the citizens of Shas Isa and to me.

The baron waves towards his window.

Baron: Yet, since before the Ten Day Night no courier has graced my courtyard and the mayor tells me that no mail has arrived in town either. Yesterday, I received a report from my lowland troops that they had found... Well. See for yourself.

He picks up a satchel from his desk. You can see the familiar crest of Cylenia, a stylised gemstone backed by crossed picks. He tosses it to land in front of Lao Thuun's feet. The healer bends over and picks the bag up, very carefully avoiding a conspicuously red patch.

Thuun: Blood. And...

He opens the bag.

Thuun: Fantastic. It's a heart... Looks human. It's, uh, it's in pieces. It looks like it was torn apart, not cut.

Thuun mutters in what sounds like Liminari. Felice raises an eyebrow and snorts.

Thuun: I have never seen a creature that has this strength. What did this?

The baron shrugs.

Baron: You five are going to find out. Find out who - or what - has been shredding the messengers. Destroy it, or them, or whatever. Do so and the entire tavern debacle will be forgotten, provided you stay the hell out of town for a couple of years. You go free, I get my communications and hopefully the town will be quiet for a good long while. Everybody wins.

Your group look slightly nonplussed that they will essentially be working for free. There's a cough at the door. A tall, thin Cylenian enters.

??: Milord, you sent for me?

Baron: Cyrus, there you are. Gentlemen, this is Cyrus, my advisory mage. He will be accompanying you to ensure there aren't any shenanigans. He will also report back to me once your task is completed.

Cyrus: My lord, must I? Surely someone else can-

Baron: No, Cyrus. You need to get out of Barony Waterstone for a few days anyway. You know you do.

Baldur growls under his breath, but doesn't yell. He takes a moment to compose himself... A little. Bartering his skills is familiar territory to him; he knows how the game is played.

Baldur: Baron, I'm a mercenary. I don't get food in my belly by doin' community service.

Baron: Well I'm sure as hell not paying you. If you prefer I can have you thrown off the tower.

Baldur: You're welcome to try. But it seems to me that we'd be doin' the country a huge favour by restoring her communications. I'm sure we would deserve some compensation for time given.

Lyu Brak: (Muttering) Especially since three of us aren't even Cylenian...

Cyrus: Uncouth as he may be, he does have a point sire. The messengers are Crown personnel. The Duke will pay for the bounty if you issue it.

The baron sighs.

Baron: Very well. In return for your freedom and a bounty of ten thousand gold, you five will fix this problem and not bother me for a very long time.

The baron writes out a letter. It looks short and terse, but you do see him distinctly write down plenty of zeroes. It looks to be an actual bounty. He signs it and stamps the letter with his signet ring before handing the letter to Cyrus.

Baron: Now go. There is a carriage waiting. Cyrus, give them the bounty letter once the job is completed.

Cyrus sighs and bows.

Cyrus: As my Lord commands.



This carriage is much nicer than the first one. The seats are padded and everything! The baron's seal is placed prominently upon the door, warning most potential ne'er-do-wells to leave well enough alone. The small windows are curtained and the inside is spacious enough for six people to sit in somewhat comfort.

Cyrus sighs heavily as the carriage begins to trundle along the road. The driver, bundled head to toe in furs, expertly controls the sure-footed oxen from a sheltered cabin. Nobody says much as the carriage moves down the mountains or into Shas Isa. All of you, newcomers to Shas Isa, get a proper look at the town that was your home for the ten days of darkness.

It is not a particularly large town, nestled in a valley between what would count as mountains anywhere else. A gently-sloping road runs from the southern gate to the northern gate and is wide enough for four wagons to drive abreast. Even so, the road is fairly crowded. Market stalls stud the roadside, selling hot food to the weary wagoneers. Inns beckon to them as well, offering a warm bed and cheap ale. Your time up to the bastion and back has taken up nearly two hours. As it is, there's only an hour or two of sunlight left. But your carriage doesn't stop, instead heading for the northern gate.

Disturbingly, you hear the thudding of stones being thrown at the carriage. Cyrus sighs again. You get the sense that he does that a lot. "The plebeians know I'm in here," he mutters in his cultured voice. "Damnable fools. It's not like I'm the one who cut--is that the mayor? Whatever happened to him?"

You look out the window. The mayor is indeed there, dressed in a cloak that looks to have been hastily made from a horse's blanket. He sees who is in the carriage and smiles. You get the sense that he is quite pleased to not be troubled with you anymore.

On the other side, you see whispers running through the crowd. One of them gestures in the vague direction of the enlarged mayor. By pure chance, you catch the words on their lips: three mages?

"Oh dear, they've spotted you two as well," Cyrus murmurs. He knocks on the wall behind his head twice. "Driver, the crowd is getting uglier. May we pick up the pace?" The worrisome mage is right. The crowd appears to be trying to hem the carriage in, but nobody is brave enough to confront two oxen that weigh in at half a tonne each. Which is just as well because the crowd seems one step away from the torches-and-pitchforks routine.

The carriage safely makes it through the gate, now only occasionally being rattled by showers of rocks. Stretching out before you is the widening valley that leads into the low, flat hills of the lowlands. Somewhere within those hills was the remains of several messengers, apparently torn apart by something insanely strong. And here you were, off to confront it.

Awesome.

At least you're getting paid.

Rightio, and we're off! The next turn will be a travel turn. The journey is quite long, so the carriage will make a stop. So write up some things that you'd like your character to do in the half an hour or so that the stop will last for. Some light reading, some napping, maybe tend to your weapons (Which I'd advise at least one of you to do!).

By the way, from here on out, the kid gloves are off.


The Tines of Madness are Ringing


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: BFEL on November 26, 2013, 05:58:27 pm
Thuun strikes up a conversation with this Cyrus fellow. He asks about why the town seems so adverse to magic users, afterward he asks if Cyrus has had trouble with his own magic after the Ten-day-night, and informs him that the mayors hulkifying was because of miscast healing.
Once that is over he steers conversation toward Cyrus himself, asking about where he's from, how he became the barons advisory mage and generally gets to know the man, reciprocating his own origins if pressed.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Pancaek on November 26, 2013, 06:41:13 pm
Felice stays quiet, not feeling all that comfortable this far away from the sea. He checks his bow, and sees if he it's possible to do something about the "cracked" part, If it is possible and the repairs cannot possibly fuck the bow up more, do the repairs. Then he will try to fletch some more arrows and sharpen his dirk when they take a stop. 
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 27, 2013, 01:30:23 am
BFEL, where does one action end and the next begin? Or is that only one? @_@

Could you guys do me a favour and number the action you want done at each stop? That would be awesome.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Pancaek on November 27, 2013, 07:00:34 am
((So do you want us to give you the actions for all three stops at once? because I thought we'd have three turns, each being a different stop. giving all actions at once might be difficult if one actions needs to follow a previous one))
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 27, 2013, 07:12:12 am
((So do you want us to give you the actions for all three stops at once? because I thought we'd have three turns, each being a different stop. giving all actions at once might be difficult if one actions needs to follow a previous one))


Hmm. Y'know, I've been thinking... Just make it one long action. I'll shorten the journey to just one stop. Your action can be a few things to do, but I'll get it all done at once. Go on the theory that the stop lasts about half an hour.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Harry Baldman on November 27, 2013, 07:26:04 am
Polish my staff proudly. It has served me well. Inspect it for dents and whatnot.

Then see if there is any good reading material around. If there is, read it. Do this the whole way along. Also, make conversation.


"So, Cyrus... what do you know about monsters? Or demons?"
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: USEC_OFFICER on November 27, 2013, 08:14:15 am
Baldur wraps his bear fur cloak around him and tries to catch some sleep.

Greatsword is broken and I can't exactly fix it, so no point trying to tend to the thing.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: BFEL on November 27, 2013, 08:14:51 am
Polish my staff proudly. It has served me well. Inspect it for dents and whatnot.

Then see if there is any good reading material around. If there is, read it. Do this the whole way along. Also, make conversation.


"So, Cyrus... what do you know about monsters? Or demons?"

((HEY! GET YOUR OWN BEST FRIEND! :P))
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 27, 2013, 09:06:31 am
Baldur wraps his bear fur cloak around him and tries to catch some sleep.

Greatsword is broken and I can't exactly fix it, so no point trying to tend to the thing.

EDITEDIT: Nope, nope, no hints. Not going to do that.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: USEC_OFFICER on November 27, 2013, 10:49:26 am
EDITEDIT: Nope, nope, no hints. Not going to do that.

Too late. Already read it. :P

Still, probably not going to change my action out of sheer stubbornness. I can always pick something up later.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 27, 2013, 10:56:07 am
EDITEDIT: Nope, nope, no hints. Not going to do that.

Too late. Already read it. :P

Still, probably not going to change my action out of sheer stubbornness. I can always pick something up later.

Hey, if you're on the ball enough to take note of the hint that I left here specifically for you for five minutes, then you did exactly as I was hoping you would.
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: Niccolo on November 27, 2013, 07:08:08 pm
Well, we're just waiting on GWG. This travel turn will probably be the last one I write before jet setting back off home to Australia.

So, yeah. Hopefully I can write it up in the next 24 hours. If not? I shall see you all on Sunday!
Title: Re: Roll to Go Mad: Turn 10 - The Quest
Post by: GreatWyrmGold on November 27, 2013, 10:19:24 pm
I've been away from RtDs for a day, and what happens? One character breaks her leg, another is carried away from an inferno, a third woke up from a weird quantum-magic-induced coma thing.

Bored, use Force magic to try and permanently negate the force of gravity on some pebble I pick up. Keep trying until I succeed, fail disastrously, or run out of time.
If that succeeds and I have more time, then make it glow with Light magic. If that succeeds and I have more time, use Life magic to imbue it with a bit of sentience and self-mobility. Again, keep trying these until success or disastrous failure, if time permits.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: Niccolo on November 28, 2013, 08:28:45 am
GWG, did you piss off Lady Luck?


- Turn 11: The Quietest Village -

On your way to where the murdered bodies were found, you stop in at a small village for a rest. The carriage driver swaps places with someone in the village and you settle down to take care of some business...


Polish my staff proudly. It has served me well. Inspect it for dents and whatnot.

Then see if there is any good reading material around. If there is, read it. Do this the whole way along. Also, make conversation.


"So, Cyrus... what do you know about monsters? Or demons?"
Cyrus clearly uses this carriage somewhat frequently, as the seat has a small compartment with half a dozen scrolls on various topics. "No books?" You ask the mage curiously.

He shrugs. "The cold makes the binding glue brittle and books just fall apart." You nod and pick a scroll and open it... Before hurriedly closing it and picking another. Cyrus coughs. "That's, uh, not mine." The second scroll has slightly more tasteful writing, so you sit for about four or five hours, happily reading a treatise on parsley. You doze off for a while, but the carriage continues on through the night. The driver must be used to night-time carriage work.

Finally the carriage stops at the entrance to a small village. The sun is fully over the horizon, but not much higher. It's a lot warmer. You decide to polish your staff, so you retrieve a small polishing cloth and some wood polish from the carriage's little trunk. You take a seat on a large rock a small distance from the carriage and enjoy the warm sunshine as you polish the staff to a gleam. It seems mostly unharmed, save for two small shin-shaped dents. Huh.

Every time you try and strike up a conversation with Cyrus about demons, he shudders and changes the topic. Huh. Must get scared of them. Probably a good thing he doesn't live further north!


Felice stays quiet, not feeling all that comfortable this far away from the sea. He checks his bow, and sees if he it's possible to do something about the "cracked" part, If it is possible and the repairs cannot possibly fuck the bow up more, do the repairs. Then he will try to fletch some more arrows and sharpen his dirk when they take a stop. 
You just quietly sit and watch the scenery going by, lit up as it is by the broken moon high above. You marvel at how everything changes from minute to minute, unlike out at sea, but you long for the feel of the boat rocking beneath you. Eventually you doze.

When you awaken, it's light and the carriage has stopped at a village. You climb out gratefully and stretch your legs before sitting down to take a good long look at your bow. (3) there's not much you could do, since your skill at bowyery is insufficient, but you probably wouldn't break it any further. Nevertheless, you decide to take it into the village. There may be a fletcher in the village who could help.

On the way in, you pass a small smithy. It looks fairly commonplace; farm tools, cutlery, various parts... And a greatsword. You blink a little at that. It looks quite well made... And are those magical runes cut into the blade? Somebody in the village must be a practicing enchanter. Shrugging, you buy a small whetstone from the smith (-5 gold) and ask him about a bowyer. He nods across the street to where a man is just setting up shop.

Across the road, you chat to the man and show him your bow. He coos over it a little, since he hasn't seen a Limerete shortbow in many years. He says yes, he could definitely repair it! He'll have it done by the time you leave. You also ask him for some fletching supplies.

Over the next twenty minutes, you make (5+6) eleven arrows, startling the bowyer with your speed. He hands you back your bow. The crack is gone, the area smelling of glue and tightly bound with copper straps. "The glue needs to set properly," he tells you. "Give it a few hours." You pay him (-30 gold + -22 gold) and head back to the carriage! pulling out the whetstone and your dirk as you go.

You sit next to Lyu Brak and begin to sharpen your dirk. (6) Over the next ten minutes, you manage to sharpen it to a razor's edge, fine enough that it would probably hew through even bone! Holy shit.


Thuun strikes up a conversation with this Cyrus fellow. He asks about why the town seems so adverse to magic users, afterward he asks if Cyrus has had trouble with his own magic after the Ten-day-night, and informs him that the mayors hulkifying was because of miscast healing.
Once that is over he steers conversation toward Cyrus himself, asking about where he's from, how he became the barons advisory mage and generally gets to know the man, reciprocating his own origins if pressed.

Over the course of the trip, you hold a pleasant conversation with Cyrus about magic. It turns out that he specialises in fire magic and was responsible for keeping the town alive through most of the Ten Day Night. You sound suitably impressed. Keeping an entire town defrosted for the six or so days that Cyrus managed is a feat that few mages could pull off without dying. "But... Why does the town suddenly seem so averse to mages?" you ask. "When I got to town a month ago everything was fine!"

Cyrus shrugs. "You know how people are. Two weeks ago something cut the sun in half. The only beings with that kind of power are the Gods, but maybe enough mages together could do it too." He waves a hand up at the newborn sun where it is just cresting the horizon. "They're scared. Any mage could be the one who did it, they think. Like as not, you'll find similar sentiment wherever you go. So be careful."

The carriage stops at a small village. Cyrus vanishes into the village, presumably to discuss the missing messengers with the villager's headsman and hunters. You sit and bask in the pink-orange light of the dawn.

Presently Cyrus returns. "Not much farther, just a few hours. That was where the body was found." You all climb back into the carriage, except for Baldur who's still fast asleep.

"Has your magic been acting weirdly?" you ask the mage as the carriage rumbles onwards. "I, uh, was trying to heal the mayor's broken arm and accidentally turned him into that... beast, I guess."

Cyrus looks shocked for a moment then just laughs. "Yes, since the moon cracked my magic is strange. The first time I tried to heat the town I nearly set the people on fire! Once I accidentally froze the well somehow. Apparently they haven't fully defrosted it yet. Magic has been very odd since that night."

Your conversation slowly shifts to respective pasts. It turns out that Cyrus was a bandit mage for a while before being run through by the baron. In return for healing, Cyrus pledged fealty to the baron and to Waterstone barony. But that was a long time ago. Apparently Cyrus had never liked the bandits much; he hunted his own band down a year later and burned them all to ashes. You trade stories about your respective training regimes, even trading a few tips along the way!

Cyrus taught you a bit about fire magic. +1 exp!


Bored, use Force magic to try and permanently negate the force of gravity on some pebble I pick up. Keep trying until I succeed, fail disastrously, or run out of time.
If that succeeds and I have more time, then make it glow with Light magic. If that succeeds and I have more time, use Life magic to imbue it with a bit of sentience and self-mobility. Again, keep trying these until success or disastrous failure, if time permits.

(5) Well look at that. A nice nap in the carriage and your damn headache finally leaves. Looks like your magic is good to go! As the sun rises over a dainty little village, you climb out. You're eager to test yourself, so you find a small pebble. Hmm. Force magic time!

You balance the pebble in the palm of your hand and focus the arcane energies of the universe through your mind. (2,6) your first attempt fails miserably, the pebble just sort of... rocking in your hand. But for your second attempt... well, things get out of control.

Force magic pours out of you, through the soles of your feet and into the ground. The entire area starts shaking; Lyu Brak glances around in shock before glaring daggers at you. Every pebble for a hundred feet around you suddenly lifts off, levitating between waist and head height.

You're not entirely sure when it will wear off.

you focus on Light next, returning your mind to the pebble still sitting in your hand. For some reason it refused to levitate, so in revenge you decide to make it glow like the sun. (1) Welp. Your magic fails so hard that the magic itself inverts! Shadows crawl across the pebble and the rock slowly disappears from view. You're now holding an invisible rock. You're really not sure how you did that. Could you do it again? Not without a lot of skill or luck.

Growling at this stupid invisible rock, you decide it's high time it knew who was boss. So you decide to turn it into a pet. You focus Life magics through the rock, totally unsure as to what you're doing. With enough skill in Life and Earth magic you could probably make a golem, but that is well beyond you.

(1) The rock in your hand detonates as your magic inverts into Force magic. Oh shit, your right hand is just... gone! You scream. Loudly. Thankfully the heat generated by the exploding rock seared the wound shut, or you would bleed out rapidly. As it is you... Uh... Well, you're one handed.

All of the other rocks stop floating.

You perfectly cast the earlier Force magic, so +1 exp!


Baldur wraps his bear fur cloak around him and tries to catch some sleep.
You curl up tightly and wedge yourself into the corner of the carriage. Within seconds of the carriage leaving Shas Isa, you're fast asleep,

It feels like only a moment later that you're shaken awake by Cyrus. "We've found something," he whispers. "Bring your sword. You'll need it."

The five of you get off the carriage. You're in the middle of the road. It's a dirt track, well worn. There's a dead body lying about ten feet ahead of you. There is a hell of a lot of blood. To your left are some light woodlands. To your right are more woods, but a road juts off from the main road through the trees. There must be a small village, since you can smell smoke.

The three mages look uncomfortable. Their magic must be reacting ever so slightly to the blood just up ahead. You blink and notice that Ekoka is somehow missing a hand! Huh. You must have slept through quite a bit.




Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: Harry Baldman on November 28, 2013, 08:34:51 am
"Wonder if this is demon work or just a few crazy kids having fun."

Check the body for stuff. All of its stuff. Steal anything that looks valuable.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: USEC_OFFICER on November 28, 2013, 08:38:52 am
Inspect the surrounding ground for some kind of a struggle.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: GreatWyrmGold on November 28, 2013, 12:56:56 pm
GWG, did you piss off Lady Luck?
Always a nice way to start off the turn.
And I suspect such, yes. Especially since my attempt to make a floating sentient lamp of rock made an invisible grenade, plus every other rock in a wide radius began floating, and I lost my hand.

Did having a couple of magics inverting help me learn more about inverting magic or something? I hope?



Try to heal and restore my hand with Life magic. Ask for help from the "Healer".
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: BFEL on November 28, 2013, 01:05:28 pm
Try to heal and restore my hand with Life magic.

First off, stay FAR away from Ekoka, secondly attempt to sense any hostile life within the area, using life magic of course. If any is found, alert the rest of the group as silently as possible.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: Niccolo on November 28, 2013, 01:06:19 pm
GWG, did you piss off Lady Luck?
Always a nice way to start off the turn.
And I suspect such, yes. Especially since my attempt to make a floating sentient lamp of rock made an invisible grenade, plus every other rock in a wide radius began floating, and I lost my hand.

Did having a couple of magics inverting help me learn more about inverting magic or something? I hope?



Try to heal and restore my hand with Life magic.
If you do it once or twice more, then you may learn something about how opposite elements interact. Well. How to make them interact in ways other than exploding.

Actually: sorry GWG, but your Life skills are rudimentary at best. The best you'll be able to to is grow some skin over the stump to keep out infection. The 'healer' has enough Life knowhow to help you, if you don't mind a chance of turning into the Hulk.

Guys I'm on a plane tomorrow and will be incommunicado for approximately 48 hours.

Also, turns are going to get weird because when I get back my timezone will be in Australia and I'll be about twelve hours ahead of most of you.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: Niccolo on November 30, 2013, 06:50:20 pm
And I'm back! So I'm just waiting on Pancaek to make a move and we can get this lurching horror show of an RtD back on track. Hmm. I think I need to work on my technique a little.
Title: Re: Roll to Go Mad: Turn 11 - The Quietest Village
Post by: Pancaek on November 30, 2013, 09:20:46 pm
Examine the body and the surroundings.

((sorry about that, rather busy))
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Niccolo on December 01, 2013, 07:57:24 pm
Bit of a fail round all round, but nobody’s hands got blown off. Which is always nice. I’m beginning to think that Random.org knows when I’m on it, since it always rolls low for me.

- Turn 12: Shooting the Messenger -

You’ve stumbled across a dead messenger, similar to the one who was attacked earlier and had its heart delivered to you in a really macabre display.

Examine the body and the surroundings.
You slowly turn the body over with one foot. Cyrus is watching you carefully, hanging back from the bloody pool on the ground.
(3) You can’t make a huge amount of sense of the wounds, but you can see that they were definitely not inflicted by any weapon you’ve ever seen. The wounds are long and ragged and his throat is torn open. There are signs of fire on the wounds.

The surroundings are similarly unhelpful. You can smell smoke in the air, drifting from the woods off to your right. There is a small village, you can just see the wooden palisade through some trees. You look for tracks. (3) The body has no noticeable tracks around it… But there’s something, you just can’t quite put your finger on it...


Inspect the surrounding ground for some kind of a struggle.
(4) The ground around the body is not scuffed very much, indicating that if there was a struggle, it was extremely brief. You widen your search to include the sides of the road. (5) You find deep, smearing indents in the dirt about fifteen feet from the body, as though something was launched from here at great speed - directly towards the fallen messenger. There are two indents, which could well be feet. If that is the case, then whoever was crouched here would have been well hidden from the messenger by a large bush.

You find no other tracks indicating where the attacker might have gone.


Try to heal and restore my hand with Life magic. Ask for help from the "Healer".
(1) (Okay, GWG, really. This is ridiculous.) You focus your Life magic on the wound, but the spell in your mind turns jagged and wrong. Your stump scales over rapidly with some kind of… it’s almost rocky? Huh. The bleeding is stopped and no infection can get in, but whatever you did is almost certainly irreparable now.

You go to ask Thuun for help but he’s backed far away from you. Perhaps he’s afraid that your arm is about to explode or something. Possibly wise.


First off, stay FAR away from Ekoka, secondly attempt to sense any hostile life within the area, using life magic of course. If any is found, alert the rest of the group as silently as possible.
(2) You mutter under your breath but the magic just sorta sputters and dies in your hands. Huh.


"Wonder if this is demon work or just a few crazy kids having fun."

Check the body for stuff. All of its stuff. Steal anything that looks valuable.
“Huh. Wonder if this is demon work or just a few crazy kids having fun?” you murmur sidelong to Cyrus as you step past him. You kneel next to the body and rapidly pat the body down. (2) You find nothing valuable at all.

As you’re about to stand you notice… something. You’re not sure what it is. There’s something on the edge of your perceptions, something weird about this body. What the hell is it?

Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: GreatWyrmGold on December 01, 2013, 08:03:14 pm
Ekoka swears in the Southern tongue. (Well, one of them, but they all sound the same to northerners.)

Attempt to use Earth magic to turn the rocky things into a proper hand.
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: BFEL on December 01, 2013, 08:16:08 pm
"Well this is...not great. Hey Cyrus, anything on your end?"
Still avoid Ekoka. Also avoid the body. Hang around Cyrus. Try to be better at the detection magic.

((By the way, was using life magic for detection something that surprised you, or was it something you figured would happen sooner or later?))
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Niccolo on December 01, 2013, 11:25:23 pm
((By the way, was using life magic for detection something that surprised you, or was it something you figured would happen sooner or later?))
No, you surprised me there. I didn't even think of that application, but it certainly would work. And as such a minor crafting, Ekoka could do it too - though his range would be about a third of yours, I would imagine.

When I created this magic system, I was hoping you two would get creative in its application. That's why I've been so nebulous about what it can do. So I'm surprised, but definitely pleased!

GWG, good luck with your spell. That's another application I didn't exactly see coming, so I really hope it succeeds. It'll be difficult, but lets find out!
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Harry Baldman on December 01, 2013, 11:50:42 pm
"I sense something disturbing about the body. Something unquantifiable, at the edge of perception."

Identify what the source of this wrongness may be.
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: GreatWyrmGold on December 02, 2013, 12:02:07 am
When you're that general, expect creativity.
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Niccolo on December 02, 2013, 01:14:39 am
When you're that general, expect creativity.
:D I know! It's like an adventure. Keep surprising me!
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: USEC_OFFICER on December 02, 2013, 08:01:41 am
Double-check the body's wounds. Pay attention to any wounds that look like they could be inflicted by claws or teeth.
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Pancaek on December 02, 2013, 11:20:11 am
"What in the bloody fuck is going on here...better get in the crow's ne-...oh...."

Get my bow ready, climb on top of the carriage and sweep my gaze in a 360° circle, looking very carefully for anything out of place 
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: BFEL on December 02, 2013, 01:53:46 pm
((By the way, was using life magic for detection something that surprised you, or was it something you figured would happen sooner or later?))
No, you surprised me there. I didn't even think of that application, but it certainly would work. And as such a minor crafting, Ekoka could do it too - though his range would be about a third of yours, I would imagine.

When I created this magic system, I was hoping you two would get creative in its application. That's why I've been so nebulous about what it can do. So I'm surprised, but definitely pleased!

GWG, good luck with your spell. That's another application I didn't exactly see coming, so I really hope it succeeds. It'll be difficult, but lets find out!
((So will "canon" difficulties of spell uses be determined by how easily we succeed at things? I mean detection seems like a minor thing, but if I keep failing it will you eventually come up with a reason for that?))
Title: Re: Roll to Go Mad: Turn 12 - Shooting the Messenger
Post by: Niccolo on December 02, 2013, 08:09:55 pm
((So will "canon" difficulties of spell uses be determined by how easily we succeed at things? I mean detection seems like a minor thing, but if I keep failing it will you eventually come up with a reason for that?))
:P yep, that your character sucks at detection magic.

Since it's so simple and you're rank 2 I should probably be giving you a +1 to your roll. It wouldn't have changed this roll much... Hmm. Maybe a +1 for each rank between caster level and spell level? Or maybe a +1 for every two. Either way it'll result in more hulkification, which might be interesting if applied to your party members.
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet
Post by: Niccolo on December 03, 2013, 07:25:48 am
GWG and BFEL both cast magic! Neither of them blow their limbs off!

Astounding.


- Turn 13: It’s Quiet. Too Quiet -

You’ve tried to search the body and come up snake-eyes. Time to get a closer look…

"I sense something disturbing about the body. Something unquantifiable, at the edge of perception."

Identify what the source of this wrongness may be.
"I sense something disturbing about the body. Something unquantifiable, at the edge of perception," you mutter. The others take a step back as you kneel next to the body once more, this time to take a proper look at the body itself instead of its worth.

(3+1)”DEMONS!” You yell and tumble backwards. The aura around those wounds is unmistakeably demonic, but… tempered with something. There’s certainly more to this than just demons eating people, but you’re far too shaken to work out what.

Demons, this far south? Oh dear.


Double-check the body's wounds. Pay attention to any wounds that look like they could be inflicted by claws or teeth.
Lyu stumbles back from the body and shouts about demons. That worries you a tad. You’ve never seen anything shake the forever-smiling priest. Shrugging, you crouch down to get a more temporal examination.

(2) The body definitely has no bite marks, but the wounds look absolutely nothing like any animal you’ve ever seen before. They look… “Human?” You mutter.

Lyu Brak shakes his head emphatically. “Demon. Can’t be human.”

Cyrus, silent until now, steps forward. “I’ve heard… tales… of demons taking over human bodies. What about that?”

The Yagalian priest shakes his head again. “Demons are… animals. From a different plane of existence. They’re not intelligent. And I’ve never heard of a demon capable of… taking over. Not in a dozen years of being a priest in Yagal.”

You shrug. Guess your wound-identification skills are better suited to weapons than animal attacks.


Ekoka swears in the Southern tongue. (Well, one of them, but they all sound the same to northerners.)

Attempt to use Earth magic to turn the rocky things into a proper hand.
You swear, loudly. It translates roughly to “Son of a bitch!” Cyrus looks at you for a second before shrugging and turning back to the body.

You decide that a rocky hand is better than nothing. Focusing the peculiar, dusty orange-brown magic of the Earth into your hand, you bend down and press the stump against the ground.

(5) Petrichor hits your nose first. Wan orange light plays out along the ground and pebbles clatter towards you. They swiftly pile up around your stump. As you straighten, the pebbles cling to the stump as though magnetically bound together. They form the rough shape of a spindly hand.

You don’t have any movement or feeling in your hand, but you probably could… With your other hand, you shape the rocks into a rough fist. It stays. So you can’t control it, but you can get some use out of it.

Limb Gained: Lesser Rock Hand! It’s inanimate, but poseable. Like an action figure. Later, with better skill, you could probably remould it from a slightly more suitable material (You think wistfully of a hand crafted from copper) and even animate it! Enchant it, reshape it, who knows.

Perfect Earth Casting! +1 exp!

(3) Your creative and exploratory magic takes a toll on your body. You feel your arms and legs cramp up painfully. Bit of stretching and you should be good, though.



"What in the bloody fuck is going on here...better get in the crow's ne-...oh...."

Get my bow ready, climb on top of the carriage and sweep my gaze in a 360° circle, looking very carefully for anything out of place 
"What in the bloody fuck is going on here...better get in the crow's ne-...oh...." Not for the last time, you curse your captain for deciding to abandon ship and walk fifty miles inland to Shas Isa. Why the hell did you follow him? You’re probably nuts.

You take your shortbow out of the carriage and rub the stave between your hands before bending and stringing it in a practiced motion. The glue seems to be holding nicely! Awesome. You climb onto the carriage roof and crouch low, one arrow nocked and ready.


"Well this is...not great. Hey Cyrus, anything on your end?"
Still avoid Ekoka. Also avoid the body. Hang around Cyrus. Try to be better at the detection magic.
"Well this is...not great. Hey Cyrus, anything on your end?" You edge away from the experimenting mage and towards Cyrus, but he seems to be coming up with nothing. They seem to have the dead body in hand, so you turn back to your magic.

(4) A wave of green light pulses from your outstretched hand, reverberating through the forest for a quarter of a mile in every direction. There’s life everywhere. Birds, foxes, deer, bugs, even a few rabbits. Your companions burn brightly in your mind’s eye. And just on the edge of your perception in what must be the village, a dwindling flame.

Huh.


Spoiler: The Players (click to show/hide)



Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: BFEL on December 03, 2013, 08:14:45 am
Thuun addresses his comrades and passes on the frightening revelation: "It went to the village."

((So will "canon" difficulties of spell uses be determined by how easily we succeed at things? I mean detection seems like a minor thing, but if I keep failing it will you eventually come up with a reason for that?))
:P yep, that your character sucks at detection magic.

Since it's so simple and you're rank 2 I should probably be giving you a +1 to your roll. It wouldn't have changed this roll much... Hmm. Maybe a +1 for each rank between caster level and spell level? Or maybe a +1 for every two. Either way it'll result in more hulkification, which might be interesting if applied to your party members.
((If you feel roll bonuses are necessary you could do what piecewise does for "dynamic bonuses" in ER, specifically you could have any roll with that bonus go toward a 5, so a 6 would get a -1, but a 2 would get a +1.
That would make more sense for bonuses based on being particularly good with that magic at least.))
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: Niccolo on December 03, 2013, 08:19:24 am
((If you feel roll bonuses are necessary you could do what piecewise does for "dynamic bonuses" in ER, specifically you could have any roll with that bonus go toward a 5, so a 6 would get a -1, but a 2 would get a +1.
That would make more sense for bonuses based on being particularly good with that magic at least.))

Hmm. I actually rather like that idea. I might just consider that. Thanks!
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: BFEL on December 03, 2013, 08:25:39 am
((If you feel roll bonuses are necessary you could do what piecewise does for "dynamic bonuses" in ER, specifically you could have any roll with that bonus go toward a 5, so a 6 would get a -1, but a 2 would get a +1.
That would make more sense for bonuses based on being particularly good with that magic at least.))

Hmm. I actually rather like that idea. I might just consider that. Thanks!
((YAY! I'm helpful!))
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: Harry Baldman on December 03, 2013, 08:26:33 am
"Ah. Yes. How terribly wonderful," Lyu replies to Thuun, wondering what he did to deserve this. Can't a man just break some shins and get away with it occasionally? Really, now.

Compose myself. It's just a demon. Yagalia's full of the dang things, and most adventurous people there have at least one as a pet. So get it together already.
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: BFEL on December 03, 2013, 08:31:14 am
((so Niccolo, you said mages could take demons and elementals and such as pets/familiars if they defeated them, ala Pokémon, correct?))
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: Niccolo on December 03, 2013, 09:01:04 am
Yeeeeeeeees. But you have to defeat it, without banishing it. And then somehow tie it to you.
...
Are you sure you're a healer?
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: Pancaek on December 03, 2013, 09:09:12 am
Stay on top of the cart, keep looking for anything out of place, or anything that moves
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: BFEL on December 03, 2013, 09:23:48 am
Yeeeeeeeees. But you have to defeat it, without banishing it. And then somehow tie it to you.
...
Are you sure you're a healer?
((Secretly I'm just a munchkin :P))
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: USEC_OFFICER on December 03, 2013, 09:24:41 am
"Demons, huh? Guess that makes sense. Well, are we going to hunt the damn thing down or not?"
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: GreatWyrmGold on December 03, 2013, 01:22:17 pm
((Shouldn't my hand be listed in my status report somewhere? Also, was it the right hand or the left?))

((If you feel roll bonuses are necessary you could do what piecewise does for "dynamic bonuses" in ER, specifically you could have any roll with that bonus go toward a 5, so a 6 would get a -1, but a 2 would get a +1.
That would make more sense for bonuses based on being particularly good with that magic at least.))
Hmm. I actually rather like that idea. I might just consider that. Thanks!
((I only approve of this measure if something happens that lets even master mages still overshoot sometimes.))



"Well, this could have been much worse."

Stretch. Test the limits of flexibility on my new hand.

Head over to the group.

"Did I hear that there were demons about?"
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: USEC_OFFICER on December 03, 2013, 01:41:33 pm
"Yeah. Apparently they're the ones behind this. Still, no trouble for the likes of us, huh?" Baldur grins widely.
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: GreatWyrmGold on December 03, 2013, 05:54:05 pm
Ekoka stares at Baldur for a moment, then laughs.

"They actually would be a major threat," he says in the middle of his laughter.
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: USEC_OFFICER on December 03, 2013, 05:57:48 pm
"All the more reason to get started."
Title: Re: Roll to Go Mad: Turn 13 - It's Quiet. Too Quiet.
Post by: Niccolo on December 03, 2013, 06:56:04 pm
((Shouldn't my hand be listed in my status report somewhere? Also, was it the right hand or the left?))

It is, but I forgot a bracket. Thanks for spotting that! (It's listed under your abilities and fixed now)
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: Niccolo on December 03, 2013, 10:30:03 pm
Okie dokie. I’ve put some thought into improving the magic system and it goes thus:
Unless your skill is -1, internalised spells always tend towards 5.
At rank 2 and above, rank 0 and non-complex rank 1 spells tend towards 5.

(So a simple blast would get the dynamic bonus, but GWG’s earlier wind-shackle spell was complex enough to not get the bonus)

So complex or obscenely powerful spells can still backfire for hilarious results. Personalised spells… their rank is adaptable and it depends on what you’re doing with it.

- Turn 14: Screams and Madness -

The common consensus seems to be that the messenger was killed by a demon that’s hiding out (or butchering) in the nearby small village.


Stay on top of the cart, keep looking for anything out of place, or anything that moves
You don’t move and nothing else does. You feel a tad silly up there while they’re all talking, but somebody’s gotta keep watch, right?



"Well, this could have been much worse."

Stretch. Test the limits of flexibility on my new hand.

Head over to the group.

"Did I hear that there were demons about?"
“Well, this could have been much worse,” you mutter. You groan as you fully straighten, however. Your legs feel like you’ve just run all the way from Shas Isa, instead of a comfortable ride. Nevertheless you stretch, loosening your cramping muscles. You sigh in relief as the pain fades.

Next you turn your attention to your new right hand. Formed out of pebbles, it feels peculiar. You bend one of the fingers experimentally. It feels almost like it has the same range of motion as a normal flesh-and-blood finger! Weird.

You decide to try something. (3+1) The twenty-odd pebbles gleam with an ochre-coloured light and the hand slowly, laboriously falls apart. The pebbles hang in midair in a rough cloud. You release the magic and the pebbles reform into a relaxed hand. You get the feeling that with increased magical ability, you could potentially reshape your hand into nearly anything.

(All magic you perform on your rockhand counts as internalised magic)



"Demons, huh? Guess that makes sense. Well, are we going to hunt the damn thing down or not?" Baldur mutters, itching for a fight.

Ekoka strolls up to the with that slightly freaky rock-hand of his. "Did I hear that there were demons about?"

"Yeah. Apparently they're the ones behind this. Still, no trouble for the likes of us, huh?" Baldur laughs heartily.

After a moment Ekoka joins in. "They actually would be a major threat," he says in the middle of his laughter.

Thuun coughs and gives them a sober look. “It went into the village.” He waves a hand in the general direction of the village. “I can sense… one thing alive in the village. Not the best time to laugh.”

"Ah. Yes. How terribly wonderful," Lyu murmurs as he straightens, brushing his robes down. He rubs his face roughly for a few seconds; when he lowers his hands, the familiar smiling visage is back. “Well, the village seems like our best lead. Shall we g-”

The priest is interrupted by a blood-curdling shriek from high in the pine tree a few yards away. A humanoid creature leaps out from fifty feet up and begins to plummet towards Felice!

“I thought you said there was only one?!” Lyu yells at Thuun as the entire goddamn forest comes alive with screams that make their bones shiver.

“I forgot to look up, okay?”


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: GreatWyrmGold on December 04, 2013, 12:02:51 am
"..." Ekoka swears horribly in the Southern tongue.

Use Alaracity on myself and those nearby. Run. Run like the wind!
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: BFEL on December 04, 2013, 07:45:59 am
Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: Niccolo on December 04, 2013, 08:02:47 am
Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
The dynamic bonus won't apply for that specialised casting... and you might just roll a one, which could make the spell invert. And do you really want a spell that powered-up exploding a foot from your face?

Ah, well, we need a couple of casualties to make room for the waiting list.
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: GreatWyrmGold on December 04, 2013, 08:57:42 am
And do you really want a spell that powered-up exploding a foot from your face?
Yes. It's not my face, after all...
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: Niccolo on December 04, 2013, 09:09:03 am
And do you really want a spell that powered-up exploding a foot from your face?
Yes. It's not my face, after all...
True. Your alacrity spell could just invert and bury you all up to your necks in rock. :P Sadly, neither of those things can actually happen with personal spells. They're not safe, per se... just safer.
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: BFEL on December 04, 2013, 01:58:57 pm
Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
The dynamic bonus won't apply for that specialised casting... and you might just roll a one, which could make the spell invert. And do you really want a spell that powered-up exploding a foot from your face?

Ah, well, we need a couple of casualties to make room for the waiting list.
((Well if I roll a one it would still count as a two, due to the spellsword bonus.))
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: Pancaek on December 04, 2013, 03:51:04 pm
Attempt to shoot an arrow into the creature. After the arrow is shot, scramble!
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: Harry Baldman on December 04, 2013, 04:00:42 pm
"Demons in the skies, friends! Time to sing the songs of prayer and courage!"

Righteous Litany! Sing these sad, sad people into shape to fight the demon!
Title: Re: Roll to Go Mad: Turn 14 - Screams and Madness
Post by: USEC_OFFICER on December 04, 2013, 04:47:23 pm
Pull out (broken) greatsword and try to intercept the demon before it attacks anybody squishy important!
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 05, 2013, 07:05:09 am
Everyone, welcome to the introduction of the Panic Roll! When screaming things launch themselves out of trees and the whole forest seems alive with demonic creatures, you panic.

Generally.

For a panic roll, on a 4+ you’re all good, but 3- you panic.
3: Suffer -1 to all rolls for the turn
2: You, uh, panic. And run.
1: You cower like a little girl.

- Turn 15: Enter the Beast -

Some… thing has just launched itself at you, revealing the presence of around two dozen more things. They appear to be demons, but look human. What is going on here?

"Demons in the skies, friends! Time to sing the songs of prayer and courage!"

Righteous Litany! Sing these sad, sad people into shape to fight the demon!
(6+1) "Demons in the skies, friends! Time to sing the songs of prayer and courage!" you roar, raising your voice into a dramatic baritone completely at odds with your short, cheerful stature.

“Der Herr ist mein Hirte, mir wird nichts mangeln. Er weidet mich auf einer grünen Aue und führet mich zum frischen Wasser. Er erquicket meine Seele. Er führet mich auf rechter Straße um seines Namens willen. Und ob ich schon wanderte im finstern Tal, fürchte ich kein Unglück; denn du bist bei mir, dein Stecken und Stab trösten mich!”

(5) The Litany inspires your comrades! It’s so inspiring it stiffens their spines and uplifts their souls! They gain +1 to panic rolls and attack rolls vs. demons! (The litany pretty much always succeeds, failing only on a 1. On a 5+, panic rolls gain a bonus too.)




Attempt to shoot an arrow into the creature. After the arrow is shot, scramble!
(2+1) Your legs shake, but the Litany stiffens your legs and you face the creature down as it hurtles towards you. Even though your limbs shake, you rapidly nock an arrow and let fly!

(4+1, 5) Your arrow soars out and stabs through the creature’s right hand, somehow slicing the limb clean off! (6) You throw yourself violently from the roof, just missing being flattened by a falling demon-thing. You land awkwardly but roll to your feet, a second arrow already nocked.

The creature stands and glares at you before screaming loudly. You feel the shriek pierce deep into your skull! (5) Your thoughts are scattered momentarily, but you’re otherwise fine.



You all finally get a good look at the creature. It is… it was... Elven. But it’s eyes are yellow and boiling over with madness, its skin a sickening shade of khaki. Lightning crackles around its hands… Lightning blacker than midnight, more vastly black than the deepest crevasse of the world. Its stump comes alive, black lightning wriggling out of the wound, sealing it shut. As you all watch, a replacement limb forms out of energy. Long claws, crafted from the black, demonic lightning form on both hands.

Beneath it, the carriage is dented and crumpled as though it has the weight of a boulder. Probably want to avoid getting hit by it.

Just what the hell is this thing?




"..." Ekoka swears horribly in the Southern tongue.

Use Alaracity on myself and those nearby. Run. Run like the wind!
(3+1) You swear vehemently and eloquently before pouring your willpower into the winds around you.

“Roho za upepo, kuja misaada wangu!”

(3) The winds spiral around you, but your magic doesn’t reach far enough to help anyone else. You feel the power gripping your legs and arms. You feel as agile as a leopard!

You turn and run. You’re not sure where, but you run! Trees blur, people blur, everything blurs. In an instant you’re past all of your comrades, diving into the forest. You’re fifty metres away from them in the space of a couple of seconds, somehow narrowly missing trees.

(6) You collide abruptly with a second of the damn monsters! Where the hell are they coming from? The winds binding you help you keep your momentum, but the demon comes off second best and is bowled head over heels!

As the monster straightens, it leaps for you, shrieking in its blood-curdling voice! (4+2) You dive to the side with contemptuous ease, but crash sideways into a tree. Seems you need a bit of practice!

(1) The creature’s shrieking is doing a serious number on your mental state.


Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind.
(1+1) You momentarily consider casting something, but the shrieking is too goddamn unnerving. You bolt, following the cloud of dust that is Ekoka’s trail.

(1) (Oh man) Blindly running through the forest, you collide with three of the goddamn monsters. Today is really not your day. As one, they all scream. (1) Your thoughts scatter wildly and you suddenly feel alone in a dark, uncaring world.


Pull out (broken) greatsword and try to intercept the demon before it attacks anybody squishy important!
(2+1) You’re shaky, but you’re not gonna show those damn things that they’re scared of you. You step in front of Felice, guarding the archer as the creature leaps off of the carriage. You meet it squarely!

(1) The creature’s massive bulk and surprising speed knock you flying. The two of you tumble head over heels, the monster clawing at you several times. You end up with gashes on both of your arms!

You struggle to your feet and swing wildly at the creature. (5+1, 2) Your sword scores a direct, massive hit on the creature’s chest, biting deeply. The creature’s chest caves in; the force of your blow actually splits the goddamn thing in twain. The two halves fly apart like a macabre watermelon.

Lightning pours out of the body and lances almost immediately up your blade, (3) but you manage to hold onto your weapon… Just.
The palm of your left hand is burned terribly and you can’t hold the sword with it until it’s healed in eight turns! Active Ability disabled!


Cyrus gestures at a monster as it leaps out of a tree; fire blooms around the creature, but it carries on. The mage dives out of the way, screaming like a little girl, as the flaming monster advances on him!


You’re not sure how many are left, but you think it’s about twenty. The village is a quarter of a mile to the east. The monsters seem to be fairly evenly scattered around you.


Spoiler: The Players (click to show/hide)




Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Harry Baldman on December 05, 2013, 07:12:03 am
Beat these demonic creatures into submission with my trusty staff! Focus on the ones my nearby teammates are fighting in particular, the one approaching Cyrus first of all.

((Also, what's Cyrus doing during all this? Something important, I hope.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 05, 2013, 07:59:47 am
((Also, what's Cyrus doing during all this? Something important, I hope.))

I completely forgot about him! SHIT. Okay, fixing that now. Fixed. He sets fire to a monster. Turns out they burn... but not quickly.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: BFEL on December 05, 2013, 08:35:08 am
((THREE ONES?  >:( GODDAMMIT.))

Ok, just gotta concentrate, lightning is a power of wind magic right? Then I just need to use Earth Magic! That'll shut them up!
Focus power through my blade and stab it into the ground, making the Earth under their feet swallow them!

((Yeah I'm assuming I got which schools cancel others right. Tell me if I failed.
Also lets hope my luck changes, and HARD.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: GreatWyrmGold on December 05, 2013, 08:37:03 am
“Der Herr ist mein Hirte, mir wird nichts mangeln. Er weidet mich auf einer grünen Aue und führet mich zum frischen Wasser. Er erquicket meine Seele. Er führet mich auf rechter Straße um seines Namens willen. Und ob ich schon wanderte im finstern Tal, fürchte ich kein Unglück; denn du bist bei mir, dein Stecken und Stab trösten mich!”
((Sprechen ze Google Translate?))

Quote
(1) The creature’s shrieking is doing a serious number on your mental state.
((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))


Use Force magic to strengthen my staff and increase the force of its blows. Strike the demon with it, then flee some more.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: BFEL on December 05, 2013, 08:41:54 am
((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))
Use Force magic to strengthen my staff and increase the force of its blows. Strike the demon with it, then flee some more.
((While I appreciate that this situation is totally, completely FUCKED, I don't think splitting the party is the best course of action. Granted I did it too, but that was because THREE ONES.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: GreatWyrmGold on December 05, 2013, 08:55:26 am
((I wasn't trying to split the party! I was trying to get the whole party to run away with me!))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 05, 2013, 09:08:33 am
((THREE ONES?  >:( GODDAMMIT.))

((Yeah I'm assuming I got which schools cancel others right. Tell me if I failed.
Also lets hope my luck changes, and HARD.))
I was cackling as they each came up. Though you're very lucky that random.org put Harry first, or else the lack of his righteous litany would have made you cower. And you did get the cancelling right, don't worry. What remains to be seen is how effective you are.

((Sprechen ze Google Translate?))

Quote
(1) The creature’s shrieking is doing a serious number on your mental state.
((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))


It's the beginning of Psalm 23. Not Google Translated, taken from a German bible website. Hopefully it's actually correct; I wouldn't have the foggiest.

And that final 1 wasn't forcing you to cower. It's... well, it's your mental stability. These critters have the ability to erode your mind and will over time. There are ways to restore mental stability, but as long as these bastards keep shrieking you'll keep going crazy. (Don't worry, they can't shriek much.)

Since you won't be being ambushed next turn, you probably won't do a panic roll. Well, you might since you're all alone except for Thuun who is flailing around somewhere behind you. And I imagine said flailing life mage will possibly panic too.




Long story short: These creatures are nasty. When I first created them I designed them specifically to be tough to kill, hard to fight and completely and utterly mad. They're living nightmares. <.<; Canonically, their very presence is enough to instill paralysis, but I didn't think I'd subject that to you guys on top of everything else. Like near-immunity to magic.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: USEC_OFFICER on December 05, 2013, 10:13:53 am
Find another demon and slash at it!
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Pancaek on December 05, 2013, 10:29:55 am
"Wots it going to be ya lily-livered treehuggers, I've fought plankton more fierce than you!"
Fire at the nearest demon, try to aim for center mass or head.if they come close, try to dodge  and retaliate with my dirk.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: GreatWyrmGold on December 05, 2013, 10:49:21 am
It's the beginning of Psalm 23. Not Google Translated, taken from a German bible website. Hopefully it's actually correct; I wouldn't have the foggiest.
Looked it up to figure out what it was.
I'll take your word for it.

Quote
And that final 1 wasn't forcing you to cower. It's... well, it's your mental stability. These critters have the ability to erode your mind and will over time. There are ways to restore mental stability, but as long as these bastards keep shrieking you'll keep going crazy. (Don't worry, they can't shriek much.)
Whoo. Go me.

Quote
Long story short: These creatures are nasty. When I first created them I designed them specifically to be tough to kill, hard to fight and completely and utterly mad. They're living nightmares. <.<; Canonically, their very presence is enough to instill paralysis, but I didn't think I'd subject that to you guys on top of everything else. Like near-immunity to magic.
1. Transparent is better. White is just visible on Standard, and sticks out like a sore thumb on any weirdo using Darkling.
2. Um, you sent us from a bar brawl to a horde of nightmares. Isn't there supposed to be an intermediate bit?
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 05, 2013, 06:06:18 pm
I didn't expect you guys to want to fight them all! I mean, who does that?

Well you guys apparently.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: USEC_OFFICER on December 05, 2013, 08:31:25 pm
I didn't expect you guys to want to fight them all! I mean, who does that?

Well you guys apparently.

We're PCs. What did you expect?
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 05, 2013, 09:05:37 pm
xD I see that NOW. Oh well, I imagine the Law of Conservation of Ninjutsu (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConservationOfNinjutsu) applies to these guys.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: GreatWyrmGold on December 05, 2013, 09:34:46 pm
F^#%, I'm only fighting one.
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: BFEL on December 05, 2013, 11:34:17 pm
I didn't expect you guys to want to fight them all! I mean, who does that?

Well you guys apparently.
((Well we 1. Didn't expect to get ganked with a horde of boss monsters right away, and 2. Running didn't really work. At all.

So basically our options at this point are DIE ore DIE AND THEN BE EATEN.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: GreatWyrmGold on December 05, 2013, 11:39:29 pm
((You could also try running.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: BFEL on December 06, 2013, 01:25:20 am
((You could also try running.))
((I DID. Unintentionally, but still. And it just made me cornered by 3 of them. So yeah, that didn't work.))
Title: Re: Roll to Go Mad: Turn 15 - Enter the Beast
Post by: Niccolo on December 06, 2013, 02:35:19 am
I think I'm enjoying this way too much.

Okay, writing the turn up now.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 06, 2013, 03:32:24 am
Jesus, BFEL.

I mean, I was gonna say that Baldur kicked awesome ass in this one, but then you had to go and roll a fucking 8.

- Turn 16: Level 1 Derm -

Outnumbered, you valiantly (or foolishly) decide to face off against the myriad demonic creatures rather than fleeing for the possible safety of the village...


Beat these demonic creatures into submission with my trusty staff! Focus on the ones my nearby teammates are fighting in particular, the one approaching Cyrus first of all.
You turn around, spotting the flaming demon-beast thing flailing at Cyrus. You growl and heft up your staff! (5+1, 3) With an almighty crack, your staff slams into the beast’s arm, crunching through the arm and into the ribs. There’s a horrific snapping sound as the beast’s humerus shatters like glass and its ribs cave inwards, slicing the poor thing’s right lung into so much casserole.

The dying, flaming beast is launched sideways; it smashes into another one of the creatures and both go tumbling into the undergrowth. You set yourself and wait for the inevitable counterattack when the whole place suddenly flares up with a fiery light...

Cyrus is just sorta staring at the light. There's a couple of dead monsters at his feet, charred beyond recognition.


Find another demon and slash at it!
One of the beasts soars past you, but you see that Lyu has it quite handled. You turn back to face the forest. Where could they be?

There’s a skitter behind you. You turn. Two of the demonic Elf things are behind you, their yellowed eyes glazed over with madness. One eyes you up and down and licks its lips with a blackened tongue. You shudder. You heft your sword into your right hand and charge!

(2+1, 6) You stumble as you swing, so your swipe only nicks the one creature’s foot. You brace for the shock, but nothing happens. Weird. The monsters growl and swipe at you with their hands! (1+1, 1) One ragged hand scratches you across your face, dirty nails slashing across your eye. You scream in rage as you realise you can’t see out of your left side! (5+1, 3) The second one strikes your right arm, just near the shoulder, but you let it. The critter leaves itself open to a counterstrike! (5+2, 5) With a swipe you take both of its ragged, dirty hands off before booting it in the chest. It flies backwards, slams into a tree and just sorta… explodes.

Holy shit.

You turn so as to see the one creature left with your good eye, as crimson light pours out of the forest...

You're blinded in your left eye! You'll need to get it fixed, or suffer -2 to dodge rolls for attacks from your left. Or get an eyepatch and train your senses, I guess.


Ok, just gotta concentrate, lightning is a power of wind magic right? Then I just need to use Earth Magic! That'll shut them up!
Focus power through my blade and stab it into the ground, making the Earth under their feet swallow them!
Concentrate… Concentrate… (3+1)
You growl and focus on the three creatures in front of you. You draw your sword, calling on the power of the Earth, focusing your will on the very tip of the blade. (6+2) (Oh shit) You slam the blade into the ground, releasing your will at the same time.

A rumbling, heaving wave of rock ripples out from your feet in every direction for thirty feet. Not done yet, you draw your sword up in a dramatic swing, howling your might into the forest. Crimson light pours out of the cracked, broken ground.

A second later, molten rock jets from the ground in a widening ripple around you. The heat is scorching, but you survive. The monsters, not so much.

(2) You scream and fall to your knees. A thousand tiny wounds split open all over your body and blood pours out sluggishly. If you don’t do something fast, you’ll probably bleed out. (In three turns!)

On the upside, the monsters are too fucking terrified of you to come anywhere near you. The forest goes dead quiet as every monster heads for the goddamn hills.

On the downside, the huge wave of molten lava has kinda blocked you off. And set the forest on fire.

Ridiculous overpowered casting! +2 exp to Earth magic, +1 exp to Fire magic!


Use Force magic to strengthen my staff and increase the force of its blows. Strike the demon with it, then flee some more.
You feel a sudden wave of heat come from behind you. You turn to behold liquid fire pouring out of the ground in an expanding, rippling wave. The monster behind you shrieks and vanishes into the undergrowth; you turn and growl. The wave of lava crests and breaks towards you; you focus force magic into your staff and slam it into the ground! (5+1) A bubble of force billows out from where your staff strikes the earth and the wave of lava is repulsed. Fires ignite around you, but the expanding force bubble crushes them. No lava encroaches for twenty feet around you.

(5) Somehow, you escape paying any price for the magic. You feel fine!

Perfect Force casting! +1 exp!


"Wots it going to be ya lily-livered treehuggers, I've fought plankton more fierce than you!"
Fire at the nearest demon, try to aim for center mass or head.if they come close, try to dodge  and retaliate with my dirk.
"Wots it going to be ya lily-livered treehuggers, I've fought plankton more fierce than you!" you yell at a creature that’s just dropped from a tree in front of you. It cowers as you draw back your bow, but bolts before you can sight properly. “That’s right, you better run!”

You yell after it. Belatedly you notice that the scene has turned red; you turn to find lava sluggishly flowing out of the forest, cooling into rock as it does so. Huh. Weird.

The carriage appears to be on fire from the intense heat, and small fires are burning in the forest where Thuun and Ekoka ran off to.



So, the monsters all ran from the sudden miniature volcano. The forest is on fire, but the fires are small. The lava is very quickly cooling on account of the seriously cold weather. Thuun is at Ground Zero, bleeding out. It's still far too hot to get within about twenty feet of him, but everywhere else is mostly okay. If a little on fire.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Harry Baldman on December 06, 2013, 06:08:58 am
"One thing we should probably do now is regroup, I believe, and head over to the village. It had only one creature living in it if I recall what the fellow said, and that is about twenty times better than the number we face here. Fortunately, it seems we did kill about half of the ones that came at us - they are not extraordinarily tough, it seems."

Get the gang together - we shouldn't be split up.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 06, 2013, 06:21:04 am
Fortunately, it seems we did kill about half of the ones that came at us - they are not extraordinarily tough, it seems.

Get the gang together - we shouldn't be split up.

Yeah, that's what happens when a succession of sixes, sevens and eights happens.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: GreatWyrmGold on December 06, 2013, 09:54:56 am
((HOLY WORF (http://tvtropes.org/pmwiki/pmwiki.php/Main/WorfEffect)!))

"My. This is...unexpected."

Use Fire Magic to douse the flames, touching them with my pebbley hand.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: USEC_OFFICER on December 06, 2013, 10:24:02 am
"Bwahahaha. Demons aren't so tough."

Baldur grins and sheaths his sword before heading back to the carriage.

"Anybody got something for my bleeding eye?"
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: BFEL on December 06, 2013, 01:24:53 pm
"Damn...I wanted to capture one! Ah well, terrifying an army of living nightmares will just have to do for today." At this thought Thuun smiles, until he fully notices the pain wracking his body and the many cuts he is afflicted with.

After noticing he starts pouring some sweet sciency life magic into his body, beginning the process of not dying.


((So yeah....apparently Thuun doesn't do anything halfway huh? Well anything magic related at least :P))
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Pancaek on December 06, 2013, 02:24:51 pm
"Well, at least I landed a hit before you swept in and took all the glory." Feliz looks around, and smiles "credit where credit's due, that's quite the party trick"

stay with the rest of the gang
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 06, 2013, 07:35:30 pm
I love how y'all are commenting on how not-tough they are because it only took a miniature volcano to scare them off.

((HOLY WORF (http://tvtropes.org/pmwiki/pmwiki.php/Main/WorfEffect)!))

Yeah I know. First I rolled six for BFEL, which meant he could pull off what he wanted (Since, you know, rank zero means his earth magic sucks ass). Then I remembered the +2. And swore.

Join up with the rest of the gang

You're kinda with the rest of the gang. Cyrus, Baldur, Lyu and you are all on the road, close-ish to the dead body. It's Ekoka and Thuun who decided running for the hills was the best idea ever.


After noticing he starts pouring some sweet sciency life magic into his body, beginning the process of not dying.

((So yeah....apparently Thuun doesn't do anything halfway huh? Well anything magic related at least :P))
Yeah, no. Those are magically inflicted wounds. You realise that healing them will induce another wonderful price, right? It's like punching yourself in the face to cure blocked sinuses.

And no. For some reason, when I roll dice for your magic it's either a 1 or a 6. I mean wow.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: GreatWyrmGold on December 06, 2013, 11:28:58 pm
I love how y'all are commenting on how not-tough they are because it only took a miniature volcano to scare them off.
Actually, the big one was this:
You turn around, spotting the flaming demon-beast thing flailing at Cyrus. You growl and heft up your staff! (5+1, 3) With an almighty crack, your staff slams into the beast’s arm, crunching through the arm and into the ribs. There’s a horrific snapping sound as the beast’s humerus shatters like glass and its ribs cave inwards, slicing the poor thing’s right lung into so much casserole. The dying, flaming beast is launched sideways; it smashes into another one of the creatures and both go tumbling into the undergrowth. You set yourself and wait for the inevitable counterattack when the whole place suddenly flares up with a fiery light...
Although this:
Quote
(2+1, 6) You stumble as you swing, so your swipe only nicks the one creature’s foot. You brace for the shock, but nothing happens. Weird...The critter leaves itself open to a counterstrike! (5+2, 5) With a swipe you take both of its ragged, dirty hands off before booting it in the chest. It flies backwards, slams into a tree and just sorta… explodes. Holy shit.
certainly contributes.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 07, 2013, 04:19:15 am
xD Yeah, fair point. They weren't particularly dangerous. Honestly, they're just mad.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: BFEL on December 07, 2013, 10:26:43 am
((Ah, so I guess I need to find another way to heal myself?...Like cauterization?....y'see where I'm going with this? :P))
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 07, 2013, 10:55:29 am
I guess you COULD roll in the lava field to seal the cuts shut, but there are possibly less risky ways of doing so.

I just meant that it'll be pretty much like last time you tried to heal a magic price. Remember when your arm bones turned into dust? Your life magic will succeed, but only on a six. And the price will almost certainly involve losing your ability to cast magic for a period of time determined by Lady Luck.

It's meant to be impossible to heal the price-wounds with more magic, but thanks to the wonderful nature of this RtD system, a six will heal you. Buuuuut the price is heavy.
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: GreatWyrmGold on December 07, 2013, 11:02:59 am
((C'mon, thermodynamics! You used to be cool!))
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: BFEL on December 07, 2013, 03:53:06 pm
((Eh screw it, cauterization it is :P))

Attempt to use convection from the lava to cauterize wounds.

((I.E. Don't thrust self INTO lava, but just hold arms and legs over it and let the superheated air cook the wounds a bit. Still a terrible idea, but hey I have a 1/6th chance of dying pretty much no matter what I do :P))
Title: Re: Roll to Go Mad: Turn 16 - Level 1 Derm
Post by: Niccolo on December 08, 2013, 02:18:25 am
((Eh screw it, cauterization it is :P))

Attempt to use convection from the lava to cauterize wounds.

((I.E. Don't thrust self INTO lava, but just hold arms and legs over it and let the superheated air cook the wounds a bit. Still a terrible idea, but hey I have a 1/6th chance of dying pretty much no matter what I do :P))

Note to self: NEVER ask BFEL for first aid advice.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 08, 2013, 08:31:19 am
BFEL, this might be your worst idea yet.


- Turn 17: With a Fine Honey Glaze -

The monsters are defeated and fleeing. All that's left is to regroup and investigate that village...


"Bwahahaha. Demons aren't so tough."

Baldur grins and sheaths his sword before heading back to the carriage.

"Anybody got something for my bleeding eye?"
You laugh heartily. “Demons aren’t so tough!” you chuckle, sheathing your sword. You saunter back towards the carriage - which is still on fire - and decide it makes as good a gathering point as any. Your eye is rather painful, but you’ve had worse. “Anybody got something for my bleeding eye?”

Cyrus looks a tad nauseated. “Gods, you look like a bandit I once knew,” he mutters and hands you a length of bandage. “Sorry, I’m terrible at Life magic. Maybe you could ask your healer friend? Wherever he is.”

You think it’s probably a very bad idea to ask Thuun for any healing, but it is an option. You bind the bandage into a makeshift eyepatch in the time being.


"Well, at least I landed a hit before you swept in and took all the glory." Feliz looks around, and smiles "credit where credit's due, that's quite the party trick"

stay with the rest of the gang
You smile and quietly congratulate Thuun on his rather… spectacular magical dealings. (4) You manage to recover your arrow, intact! You slip it back into its quiver before wandering towards Baldur and Cyrus, over near the burning carriage.

((Is it Felis, Felice or Feliz? I swear I’ve seen it spelled all three ways.))


"My. This is...unexpected."

Use Fire Magic to douse the flames, touching them with my pebbley hand.
"My. This is...unexpected." You are rather astonished at the sheer magical effort it must have taken to cause this. Unfortunately, the forest is now on fire, so you decide to put them out with a little fire magic of your own.

Your hand flies into the nearest flame. Oops, maybe you should deactivate Alacrity? You can’t control your movements very well yet. (4) Luckily, you manage to stop your hand before your whole body falls into the fire! You also manage to put the fire out.

Your path to Thuun is clear, since most of the brush between the two of you is flattened by sudden rock injection. The rest of the fires are slowly spreading, but the thin forest will take a while to properly catch. You could probably make it back to the road quite safely.


"One thing we should probably do now is regroup, I believe, and head over to the village. It had only one creature living in it if I recall what the fellow said, and that is about twenty times better than the number we face here. Fortunately, it seems we did kill about half of the ones that came at us - they are not extraordinarily tough, it seems."

Get the gang together - we shouldn't be split up.
You eye the dead creatures. They seemed demonic, but they’re clearly mortal. Huh. You shudder at Baldur’s bravado and almost tell him what true demons are like, but decide to bite your tongue.

Instead, regrouping seems smarter. You wander closer to Cyrus, Baldur and Felice and stand with them, watching the forest slowly begin to burn. Hopefully Ekoka and Thuun find their way out!


"Damn...I wanted to capture one! Ah well, terrifying an army of living nightmares will just have to do for today." At this thought Thuun smiles, until he fully notices the pain wracking his body and the many cuts he is afflicted with.

Attempt to use convection from the lava to cauterize wounds.

(3)
Spoiler: Your leg. (click to show/hide)

Your legs are now burned. You can no longer walk properly. Just be glad you didn’t roll lower.



Cyrus raises his hands, concentrating. All around the group, the flames begin to waver and shrink. He grunts in effort. It’ll probably take him a minute or two.

The carriage is on the road and on fire. It’s a quarter mile walk to the village and one known lifeform is present. There’s nothing remaining in the forest, everything ever has fled thanks to sudden lava.



Spoiler: The Players (click to show/hide)

Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Harry Baldman on December 08, 2013, 08:48:58 am
"Right, that's most of us. But where's the others?"

Search for Ekoka and Thuun - hopefully they're not dead just yet.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Pancaek on December 08, 2013, 09:21:00 am
((Is it Felis, Felice or Feliz? I swear I’ve seen it spelled all three ways.))
((It's Felice, I'm apparently just really bad getting the spelling it consistently. Sorry about that))

"I'm sure they're fine, they both have magic after all." he stops for a second and scratches his head "On second though, we may want to go look for them"

Follow the priest and help search for our companions. Keep out an eye for trouble as well
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 08, 2013, 10:00:24 am
Hah, doesn't bother me! It's your character, after all.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: USEC_OFFICER on December 08, 2013, 10:27:24 am
Baldur shrugs. "Alright then."

Help Lyu Brak look for the two mages.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: GreatWyrmGold on December 08, 2013, 11:53:25 am
"Ooh, that could have been bad."

Deactivate Alaracity. Head over to the others, putting out fires as I pass them.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: BFEL on December 08, 2013, 03:25:46 pm
((WHY IS NO ONE HELPING ME?))

attempt to crawl toward the others.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 08, 2013, 06:13:04 pm
Because we enjoy watching you suffer for our amusement?
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: BFEL on December 08, 2013, 08:20:50 pm
Because we enjoy watching you suffer for our amusement?
Welp, next time you guys need a bunch of crazy demon-elves to stop bothering you, don't come crying to THIS GUY. Especially if this guy bleeds to death.
That would present a serious problem to the "coming crying to me" thing.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: GreatWyrmGold on December 08, 2013, 09:02:28 pm
For me, it's because I'm busy putting out fires, returning to the group, and basically being unaware of your plight.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 09, 2013, 12:28:34 am
Welp, next time you guys need a bunch of crazy demon-elves to stop bothering you, don't come crying to THIS GUY. Especially if this guy bleeds to death.
That would present a serious problem to the "coming crying to me" thing.

May I also point out that part of it is your own damn fault? You're the one who decided grilling your legs into well-done was a good idea.

But don't worry, Ekoka is about to trip over you, presuming he can cross the lava field. Hmm. GWG, would you like to go around or through?
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: BFEL on December 09, 2013, 07:37:38 am
Welp, next time you guys need a bunch of crazy demon-elves to stop bothering you, don't come crying to THIS GUY. Especially if this guy bleeds to death.
That would present a serious problem to the "coming crying to me" thing.

May I also point out that part of it is your own damn fault? You're the one who decided grilling your legs into well-done was a good idea.

But don't worry, Ekoka is about to trip over you, presuming he can cross the lava field. Hmm. GWG, would you like to go around or through?
HEY I WAS JUST FOLLOWING THE ADVICE OF YOUR SIG!
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 09, 2013, 09:23:28 am
... I honestly don't know whether I should be worried that you're applying Dwarven logic to this game. Huh.

Well folks, sorry that the turn isn't up but I just ran out of time today. I'll try and get it done tomorrow. (For those of you wondering, I'm in Aus and it's currently 10:15 pm.)
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: GreatWyrmGold on December 09, 2013, 10:35:53 am
But don't worry, Ekoka is about to trip over you, presuming he can cross the lava field. Hmm. GWG, would you like to go around or through?
What, the lava field? Are you seriously asking if I want to walk through molten lava?
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: BFEL on December 09, 2013, 05:59:58 pm
But don't worry, Ekoka is about to trip over you, presuming he can cross the lava field. Hmm. GWG, would you like to go around or through?
What, the lava field? Are you seriously asking if I want to walk through molten lava?
Well given my last action he probably has a low opinion of us....
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 09, 2013, 07:10:50 pm
Hahaha, no, the lava has mostly cooled into rock. It's just rather warm at the moment.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: GreatWyrmGold on December 09, 2013, 08:50:31 pm
Alright.

You're asking if I want to walk over recently-cooled igneous rock?
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: Niccolo on December 09, 2013, 09:37:48 pm
I'll... pencil that in as a no, then.
Title: Re: Roll to Go Mad: Turn 17 - With a Fine Honey Glaze
Post by: GreatWyrmGold on December 09, 2013, 09:45:04 pm
Correct. It's still burning-hot, and it's probably sharp.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Niccolo on December 10, 2013, 05:10:24 am
A nice, quiet turn.

For once.


- Turn 18: All Together Now -

Time to gather yourselves and treat your wounded… The monsters won’t stay gone forever.

Search for Ekoka and Thuun - hopefully they're not dead just yet.
Follow the priest and help search for our companions. Keep out an eye for trouble as well
Help Lyu Brak look for the two mages.
"Right, that's most of us. But where's the others?" Lyu asks, looking around. His gaze locks onto the burning forest and the newly-visible clearing about thirty yards into the forest full of black rock. “Ah. Naturally.”

"I'm sure they're fine, they both have magic after all," Felice points out. Lyu raises an eyebrow. Felice smiles ruefully and scratches his head. "On second thought, we may want to go look for them."

"Alright then." Baldur growls. “That’s settled. Let’s go find our mages, eh?” The three of you head tentatively towards the burning forest. Cyrus gives out a final gasp behind you and the fires ebb all the way down to no more than embers. One of you whistles softly in amazement.

Cyrus slumps against the charred carriage. “I’ll… stay here, I  think…” he mutters, already falling asleep. you can see that the magic has really done a number on him; bruising is spreading all up and down his limbs. The three of you shrug and head into the blackened forest.

The heat is intense as you approach the rocky clearing. You stop, surveying your surroundings. To your left, there’s a rustling...


"Ooh, that could have been bad."

Deactivate Alaracity. Head over to the others, putting out fires as I pass them.
You sigh and release the spell, feeling the sense of relief as your limbs slow down to match your mental commands. “Ooh, that could have been bad,” you mutter. At least now you are no longer clumsy!

(5) You reach out with your mind into a fire, but already find Cyrus’ will at work. So you stop and watch the master Pyromancer. You quietly take a few pointers in how to handle fire from one of the best!

Master lesson! +2 exp to fire magic!

You push your way through the charred undergrowth, skirting the hot field of rock. You can see Thuun lying in the middle of the field, somehow unburned - except for his legs.

Finally, you break through and find Lyu, Baldur and Felice. You nod at them in greeting. They nod back. “Where’s Thuun?” Lyu asks.

You gesture at the rock. “There, of course. Who else would do that?”


attempt to crawl toward the others.
You crawl towards the edge of the lava. Your magic has mostly faded from the rock, and along with it, the searing heat. You somehow manage to cross the field without incurring any more burns. It’s damn uncomfortable and if you tarry - or stop - you’re toast, but you’ll make it.

However, you’re leaving bits of your legs behind along with a rather alarmingly large trail of blood. You fall collapse in front of the other four, who were helpfully watching you suffer from outside the ex lava field. The sound of your blood sizzling on the hot rock is really disturbing.

(1+1) You slowly fade into unconsciousness. Thankfully, you made it off the rock and won’t cook yourself to death. Maybe just bleed out, though.

Blood loss and pain has knocked you unconscious. Luckily, since your heart rate has dropped, you’ve gained a turn to bleed out.


You all sigh as the strength given by Lyu Brak’s Righteous Litany fades.

Spoiler: The Players (click to show/hide)

Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: GreatWyrmGold on December 10, 2013, 06:52:34 am
Huh. It WAS quiet.



"What did that idiot do to himself?"
Heal Lao.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Harry Baldman on December 10, 2013, 08:04:44 am
"Well, whatever he did definitely worked nicely, so we probably should heal him to the best of our ability."

If Ekoka should fail at helping Thuun, go and address his bleeding wounds with more traditional medicinal methods.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: BFEL on December 10, 2013, 10:37:51 am
((Ah, sentences like "who were helpfully watching you suffer outside the ex-lava field" are what make this so epic. Also I'm starting to wonder just what kind of crazy history poor Thuun will end up having in this worlds canon. Right now I imagine he might already qualify for a footnote about "that one mage who did everything either really good or really badly." :P))
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Niccolo on December 10, 2013, 11:05:09 am
"Thuun, the mage who single-handedly documented the myriad ways that magic could go wrong."
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Pancaek on December 10, 2013, 03:55:42 pm
Stand around and watch our surroundings, assist the priest if he needs help
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: BFEL on December 10, 2013, 04:59:13 pm
"Thuun, the mage who single-handedly documented the myriad ways that magic could go wrong."

I'm sigging this.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Niccolo on December 11, 2013, 11:29:02 pm
"Thuun, the mage who single-handedly documented the myriad ways that magic could go wrong."

I'm sigging this.

I always appreciate being sigged.

Anyhoo, I think we're just waiting on USEC. Then I can get back to abusing poor Thuun.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Mighty_Soulz on December 12, 2013, 04:05:23 am
Hi

This character just going for the waitlist

Name: Weiss Glamryn
Race: Southlander
Appearance: Tall, dark skinned (of course), dark, wavy hair. Has a neatly trimmed beard.  Has a not-so-fully-healed scar next to his lip running halfway up to his cheekbones.
Profession: Elemental shaman
Magic Affinity: Water, Summoning
Favored Weapon: Slingstaff (doubles as Melee and ranged)
Backstory:  Weiss was taught at a young age by his father that nature and all it's elements were to be treated with respect. Use one element too roughly or too flippantly, the element you control will turn on you. By the time of the sundering of the moon, he was 21 years old and had almost perfected the mastery the water elements. However, the sundering caused an water elemental summoning to go wrong and resulted in the death of his father. Since then, he was afraid of summoning watery spirits, lest they were to go rogue and attack him again.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Niccolo on December 12, 2013, 05:15:22 am
You're added to the list!

Hm. If BFEL's effect on dice continues, he might just die soon. I should probably contact Xantalos and ask if he plans on ever making a bio. I'm actually a little scared to think of what he'd come up with.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: USEC_OFFICER on December 12, 2013, 09:07:39 am
Anyhoo, I think we're just waiting on USEC. Then I can get back to abusing poor Thuun.

Huh. So we are. Uh...

Assist anybody who needs help.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: GreatWyrmGold on December 12, 2013, 09:10:06 am
Hm. If BFEL's effect on dice continues, he might just die soon. I should probably contact Xantalos and ask if he plans on ever making a bio. I'm actually a little scared to think of what he'd come up with.
Makes one of us. I've seen it all before when it comes to Xantalos. He's not so bad, really.
Title: Re: Roll to Go Mad: Turn 18 - All Together Now
Post by: Niccolo on December 12, 2013, 10:40:45 am
And it's 11:40 at night. I'll write this up in the morning. And if I roll y'all snake eyes, I'm going to laugh myself sick.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 06:48:39 am
BFEL, BFEL, BFEL. You poor bastard.

- Turn 19: One Step Forward, Two Steps Back -

The party healer done got himself roasted, so you all decide to heal his sorry ass...

Heal Lao.
If Ekoka should fail at helping Thuun, go and address his bleeding wounds with more traditional medicinal methods.
Stand around and watch our surroundings, assist the priest if he needs help
Assist anybody who needs help.

"What did that idiot do to himself?" Ekoka asks in an astonished voice, eyeing the charred form of Thuun with bemusement.

"Well, whatever he did definitely worked nicely, so we probably should heal him to the best of our ability," Lyu points out. Ekoka nods, kneels and rests his hands on Thuun’s relatively unburned shoulders.

(6) (WTF) Green light kindles under Ekoka’s hands. Emerald fire appears in similar splashes from every cut on Thuun’s arms. The wounds slowly begin to close before the party’s eyes. Against all odds, when magical healing should have been able to do absolutely nothing for Thuun, Ekoka decided to ignore centuries of knowledge and do it anyway.

Huh.

Good news! Thuun’s no longer going to bleed out. His legs are still chargrilled, though. Ekoka’s magic isn’t nearly strong enough to handle that amount of damage.

Beyond the Impossible! +1 Life exp!

Now for his legs. Lyu kneels next to Thuun’s legs, where the life magic strangely refused to even go. There doesn’t seem to be much that can be done for them, but at least they can be bound and infection prevented.

“Maybe… Uh…” Lyu gets up and wanders over to a bush covered in small, spiky fruits. They’ve managed to survive both the frost and fire pretty well, although they’re certainly on their way out. “We have a plant like this up north… The fruit juices rubbed on a wound help them heal. I’m not sure about his legs, but it might stop infection!” The priest picks several of the fruits and, with a small dagger, rapidly skins each one and squeezes the juice out over the unconscious mage’s legs.

He then takes a length of bandage from Cyrus, who’s watching on in interest; the legs are bound quite well, the others agreeing that the priest’s handiwork looks most professional and Thuun will almost certainly be okay now. After all, priests are smart, educated  people, right?

(2) Turns out Lyu’s education stayed the hell away from herblore. Probably shouldn’t have rubbed jimsonweed into the wounds. The poisonous liquid rapidly soaks through the burned flesh, passing into the sort-of-functioning venous system. On the upside, it also kills the infection.

“Oh Gods, he’s having a seizure!” Felice yells, pushing Lyu aside as Thuun begins to shake uncontrollably. (4) Felice manages to pin Thuun down, collecting a couple of minor bruises on the way, but avoids serious injury. “Shit, his heart is going nuts!” the seaman shouts. “But he’s just not waking!”

Yup! Jimsonweed makes your heart race. In three turns, It also induces comas. And hallucinations. You won't die, but you won't wake up naturally.

Thuun’s eyes slowly open. He sits up to find himself lying on a huge expanse of black sand. Hills of obsidian rise all around him. A path seems to wind off to his left, through the jagged, lethally sharp rock. To his right is a lake of fire that extends for miles into the distance. He can only just see the far shore.

He looks up. The sky is a dark, scabrous red. Stars that gleam a sickly mustard yellow can be seen through the reddish sky, and clouds the colour of blood and ash glide over the sky. He looks down, at himself. His legs are whole. Odd. He also notes that he can see all of his legs… What the hell happened to his clothes? And his sword? And his… everything?

There’s a soft wailing in the background. It permeates the bloody night, worming into his skull. And through it all is this pitter-patter, pitter-patter. Feet? Perhaps he should move before whatever owns those feet can find him.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Execute/Dumbo.exe on December 13, 2013, 06:53:18 am
You.

you, my friend, are one of a bloody kind, you weren't kidding when you said one step forward two steps back.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 07:01:36 am
You.

you, my friend, are one of a bloody kind, you weren't kidding when you said one step forward two steps back.

A compliment... I think.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Harry Baldman on December 13, 2013, 07:02:21 am
((That's pretty damn harsh for a 2, especially if you consider that I stipulated that Lyu wouldn't help Thuun if Ekoka stopped the bleeding.))

Hm. Regrettable! While others presumably help the guy, do no further harm. Instead, collect more of that jimsonweed - could be extremely useful. Gives visions, don't you know.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 07:05:13 am
You said if Ekoka couldn't help. He couldn't, not for the legs, so away you went. But it is a bit harsh, isn't it? Hm. Maybe I'll ditch the 'sploding heart. But I'm going to keep him in the coma.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Execute/Dumbo.exe on December 13, 2013, 07:07:33 am
Honestly, I've noticed that throughout all of this, the party has been doing the most damage of all, I'm serious, both life threatening situations BFEL has been in, it's been magics fault, I'm very interested in this kind of 'magic', it isn't a cure all, but it can get you out of sticky situations, but at the same time that's not to say it would blow up in your face.

Speaking of, what would have happened if that had rolled a 1? Douse his leg in thermite and gunpowder then roll his leg back in the lava? Now I want that to happen really
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 07:12:00 am
Well, if Ekoka had rolled a one then Thuun's chest probably would have imploded.  And if Lyu had rolled a one, then I'd have left in the bit about the bursting heart. Or maybe I'd have gotten Baldur to help... who, on a one, would have amputated.

And yeah, pretty much! Magic is dangerous. That's pretty consistent with the world - magic isn't a cure-all, it's a force of nature. Actually, in the original world there was no such thing as Life magic - healing came from elsewhere. I simply put it in so that the party could actually patch themselves up. Of course, I didn't expect hulkification or hand 'splosions to follow.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Execute/Dumbo.exe on December 13, 2013, 07:18:15 am
Looking at it, the reason magic went nuts on wizards who originally enjoyed the fruits to be gained from it was from the moon splitting into three pieces, taking away the essence of the goddess of creation, but it never mentions where the three pieces ended up, hmmm....
This wouldn't be leading up to finding said pieces, would it?
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: GreatWyrmGold on December 13, 2013, 07:41:18 am
I do the impossible and get one measly experience point? :(

Use Earth Magic to give Thuun neat artificial legs. Use Life Magic to animate them.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 07:59:29 am
Looking at it, the reason magic went nuts on wizards who originally enjoyed the fruits to be gained from it was from the moon splitting into three pieces, taking away the essence of the goddess of creation, but it never mentions where the three pieces ended up, hmmm....
This wouldn't be leading up to finding said pieces, would it?
The three pieces are just sorta hanging in the sky. They're terribly hard to miss.

I do the impossible and get one measly experience point? :(

Yeah, because I knew you'd be trying something like
Quote
Use Earth Magic to give Thuun neat artificial legs. Use Life Magic to animate them.
and if you pull that off, would end up getting double experience for mixing the elements. It'll be double points to earth 'cause that's the primary element (Like Thuun got for his little volcano shenanigans).
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: BFEL on December 13, 2013, 08:55:59 am
I do the impossible and get one measly experience point? :(

Use Earth Magic to give Thuun neat artificial legs. Use Life Magic to animate them.

((I'm thinking maybe you should practice on something other then the "currently fixed but unconscious" guy before you make things worse. Because that's what will happen with almost certainty.))

Take off to the left, down the rock way. Use earth magic to harden feet against sharpness.

((Oh god if my magic actions translate over to the real world.....craaaaaaaap))
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Harry Baldman on December 13, 2013, 09:02:28 am
((I'm thinking maybe you should practice on something other then the "currently fixed but unconscious" guy before you make things worse. Because that's what will happen with almost certainty.))

((I would agree. How about making him a cool stone wheelchair instead?))
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: GreatWyrmGold on December 13, 2013, 09:45:43 am
((That's just silly. :P
On a serious note: How on earth would I--crap, I can't believe I just thought that.))
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Niccolo on December 13, 2013, 10:41:57 am
I'm thinking maybe you should practice on something other then the "currently fixed but unconscious" guy before you make things worse.

Worst comes to worst, he rolls a one. The earth magic inverts and suddenly you're launched a hundred feet into the air.

Okay, that actually is worse. Wow, I didn't actually think that was possible.

Quote
((Oh god if my magic actions translate over to the real world.....craaaaaaaap))

You know what I like best about you, BFEL? You always give me such good ideas.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: GreatWyrmGold on December 13, 2013, 10:46:07 am
I'm thinking maybe you should practice on something other then the "currently fixed but unconscious" guy before you make things worse.
Worst comes to worst, he rolls a one. The earth magic inverts and suddenly you're launched a hundred feet into the air.

Okay, that actually is worse. Wow, I didn't actually think that was possible.
If that happens, I just need to use some kind of magic to catch him and he's no worse off than he was before. Unless I make him smash into the ground at a hundred and fifty miles per hour. That would be much worse.
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: Pancaek on December 13, 2013, 11:15:46 am
If the man keeps convulsing, keep him pinned down. If he has stopped, go with the priest, make sure he doesn't get ambushed or something
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: BFEL on December 13, 2013, 12:51:05 pm
Quote
((Oh god if my magic actions translate over to the real world.....craaaaaaaap))

You know what I like best about you, BFEL? You always give me such good ideas.
((I'M HELPING!....to kill myself....I'm not really helping am I?))
Title: Re: Roll to Go Mad: Turn 19 - One Step Forward, Two Steps Back
Post by: USEC_OFFICER on December 13, 2013, 05:04:34 pm
Continue being a productive member of the team!

By which I mean stand watch for any baddies.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Niccolo on December 14, 2013, 10:31:23 pm
Let’s give Thuun new rock legs! what could go wrong?


- Turn 20: Half-Assed Pauper’s Grave -

The itinerant priest has poisoned your healer, who’s now locked in some insane nightmare…


Hm. Regrettable! While others presumably help the guy, do no further harm. Instead, collect more of that jimsonweed - could be extremely useful. Gives visions, don't you know.
You… decide to stop helping. Instead you turn and gather a few of the strange fruits. You’re not entirely sure what they do, exactly, but maybe some deliciously poisonous fruits will be useful.

For, you know, something.


If the man keeps convulsing, keep him pinned down. If he has stopped, go with the priest, make sure he doesn't get ambushed or something
You get up, slowly. Thuun is still shaking, but not much; besides, Ekoka’s making with the magic again and you don’t want to be anywhere near that. You decide to follow the priest; he seems to be the only one here who comes out of every scrape unharmed.


Use Earth Magic to give Thuun neat artificial legs. Use Life Magic to animate them.
(1) (Tails: Other Failure) You place your hands on Thuun’s thighs, trying to ignore the weird looks the others are giving you.

Ochre-coloured light pours out from beneath your hands. The ground underneath Thuun begins to soften! You leap up in surprise and watch as he sinks, foot first, into the ground. The sound is magnificently terrible, a hearty squelching sound like a pie being hit with a club in slow-motion, with delicate undertones of rampant screaming as the tortured rock is bent to your misguided will.

You hurriedly release your magic. The ground re-hardens and the awful sound stops. Thuun is now stuck in granite up to his waist. Awesome going.

(4) Your head thumps painfully! Ow. Too much magic. You probably shouldn’t do any magic for a little while. (For two turns, any magic will result in crippling pain)


Take off to the left, down the rock way. Use earth magic to harden feet against sharpness.
You reach out with your mind, but magic seems… gone. You reach out further, but you can’t even sense the moon! Any mage worth his salt can, but for some reason the moon no longer exists. And with that, no magic.

You sigh and turn away from the fiery lake and walk up the low, short hill. As you crest it…

What.

A herd of black and white giraffes gallop gaily through a field of orange wildflowers. The sky is a cerulean blue above you, little white puffy clouds scudding across the sky. The grass plain extends as far as the eye can see! Herds of multicoloured animals seem everywhere. Lions, that seem to be performing cabaret for an audience of pangolins in top hats. Zebras that are obviously drug dealers hiding under flat savannah trees, their red and blue stripes making them ludicrously noticeable… but the police-penguins just ignore them.

You turn back, only to find the hellscape gone; all you can see now is a very large, very angry rhinoceros. He’s pink, for some reason. And there’s a cute little daisy on the end of his horn. You think it’s growing out of his head.

The rhinoceros grunts and stamps his feet.


Continue being a productive member of the team!
You turn away from the amusing scene of people fondling the prone Life mage, single eye scanning the forest. There’s a terrible squelching sound from behind you, like all of the people in the world just spontaneously jumped into a pot of custard; you turn back to find Thuun up to his waist in solid rock.

Well, you didn’t expect that.



Spoiler: The Players (click to show/hide)


Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 10:38:57 pm
"Ow! Double (insert Southerner curse here). Sorry, Thuun, I didn't mean to do that..."

Clutch and rest my head. Plan a spell to make a hovering rock, in hopes of getting a bonus when I actually do so.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Execute/Dumbo.exe on December 14, 2013, 10:49:23 pm
This is just beautiful.

Seriously, get some medicinal plants, it can't be any worse than you are continually making it!
Well, the GM could anyway.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 14, 2013, 11:08:03 pm
(4) Your head thumps painfully! Ow. Too much magic. You probably shouldn’t do any magic for a little while. EVER. AGAIN. Any magic will result in crippling pain
FTFY!

RUNRUNRUNRUNRUNSAVEMEPENGUINPOLICE!
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 11:09:49 pm
(4) Your head thumps painfully! Ow. Too much magic. You probably shouldn’t do any magic for a little while. EVER. AGAIN. Any magic will result in crippling pain
FTFY!
((...Are you threatening me?))
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 14, 2013, 11:17:24 pm
(4) Your head thumps painfully! Ow. Too much magic. You probably shouldn’t do any magic for a little while. EVER. AGAIN. Any magic will result in crippling pain
FTFY!
((...Are you threatening me?))
((More saying that every time you cast magic one of our team ends up hurt XD))
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 11:20:34 pm
((Not every time. Not even half the time, I'm sure! When I have more time, I'll check. Not tonight. Maybe tomorrow, but if not then, probably not for a while, since I'm going to need to be posting from my tablet for a while starting some time next week, likely sooner rather than later.))
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 14, 2013, 11:23:28 pm
((Not every time. Not even half the time, I'm sure! When I have more time, I'll check. Not tonight. Maybe tomorrow, but if not then, probably not for a while, since I'm going to need to be posting from my tablet for a while starting some time next week, likely sooner rather than later.))
((TODAY IN THE NEWSROOM: PROBABLY ALMOST POSSIBLE SLIGHTLY NONCOMMITAL-ISH-ISMS))
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Niccolo on December 14, 2013, 11:25:17 pm
((Not every time. Not even half the time, I'm sure! When I have more time, I'll check. Not tonight. Maybe tomorrow, but if not then, probably not for a while, since I'm going to need to be posting from my tablet for a while starting some time next week, likely sooner rather than later.))
You poor bastard.

I wrote about 10 of the first 15 turns up on my ipad and I never want to do that again. It's a freaking nightmare.

((More saying that every time you cast magic one of our team ends up hurt XD))

At least he hasn't turned anybody into a raging abomination of scienceMAGIC.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 11:28:12 pm
((Not every time. Not even half the time, I'm sure! When I have more time, I'll check. Not tonight. Maybe tomorrow, but if not then, probably not for a while, since I'm going to need to be posting from my tablet for a while starting some time next week, likely sooner rather than later.))
You poor bastard.
I wrote about 10 of the first 15 turns up on my ipad and I never want to do that again. It's a freaking nightmare.
I've been there before.

It wouldn't be such a problem if I wasn't in so many games where text color and effects were required to distinguish characters. Or if I didn't have like 100 characters in the one.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Execute/Dumbo.exe on December 14, 2013, 11:28:20 pm
Ahem, I'll put up a counter:
First turn: magic of fists of windy fury: worst part: broke a guys arm. (4)
Second turn: no magic, sheleilegh hit, succeeded in throwing a guy out of the bar (5)
Third turn: takes away the healing powers of the incredible mayor (4)
Turn 4: tries to chuck a rock at the incredible mayor, fails with a (2)
Turn 5: successfully traps the hulk on the floor with wind magic. (6)
Turn 6: releases the wind bonds and helps the mayor calm down. (4)
Turn 7: after screwing up talking to a guard, he gets absolved by the good priest, who just gets him out of the mess (1)
Turn 8: dream sequence mostly, nothing important.
Turn 9:talks talky turn, no magic unfortunately.
Turn 10: SO. MUCH. TALKY.
Turn 11: ah, here we go, he picks up a pebble and makes it rock about with a (2) but then gets a (6) an makes every pebble in a 100 feet levitate between waist and head height, that was interesting, then, two ones and first, the light magic inverts and becomes invisible, great, then, it explodes and sears his hand off, yay!
Turn 12: yay! Gets a one in fixing his hand and it gets covered irreparably in a weird stony substance.
Turn 13: perfect (5) and gets an inanimate potable rock hand! Yay!
Turn 14: experiments with the hand, mostly trying to reform it.
Turn 15:try's to use a clarity on him and teammates, got a three so it only gets to him.
Turn 16: just uses force magic to prevent himself from getting roasted with lava, lucky roll for certain.
Turn 17:nearly flies into the fire with a clarity, but prevents himself from falling in and stops some fire, yay him.
Turn 18: about to use magic to stop some fires, but another person beats him to it, still, he learns something.
Turn 19: I think GWG is ekoka, but he gets a six in healing mr chargrilled there and succeeds in clearing up the cuts, not the legs however.
Turn 20: right now, he gets a one and buries him half down into the ground, great going there GWG.

So far, approximately 15% percent screw up rate! great going buddy!
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 14, 2013, 11:30:27 pm
((Not every time. Not even half the time, I'm sure! When I have more time, I'll check. Not tonight. Maybe tomorrow, but if not then, probably not for a while, since I'm going to need to be posting from my tablet for a while starting some time next week, likely sooner rather than later.))
You poor bastard.

I wrote about 10 of the first 15 turns up on my ipad and I never want to do that again. It's a freaking nightmare.

((More saying that every time you cast magic one of our team ends up hurt XD))

At least he hasn't turned anybody into a raging abomination of scienceMAGIC.
Hey that "abomination" is the mayor of a respectable township, and is in fact FULLY satisfied with my work. And he didn't even hurt anyone who wasn't actively attacking him.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 11:45:34 pm
Ahem, I'll put up a counter:
First turn: magic of fists of windy fury: worst part: broke a guys arm. (4)
Second turn: no magic, sheleilegh hit, succeeded in throwing a guy out of the bar (5)
Third turn: takes away the healing powers of the incredible mayor (4)
Turn 4: tries to chuck a rock at the incredible mayor, fails with a (2)
Turn 5: successfully traps the hulk on the floor with wind magic. (6)
Turn 6: releases the wind bonds and helps the mayor calm down. (4)
Turn 7: after screwing up talking to a guard, he gets absolved by the good priest, who just gets him out of the mess (1)
Thank you.
Counting the magic...all of the magics did more or less what they were supposed to. Less in the Turn 3, more in the Turn 1, all acceptable results.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Execute/Dumbo.exe on December 14, 2013, 11:50:53 pm
Turn 11, not so much, of course, pebble grenades sound cool, but you could only do it when holding them.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 14, 2013, 11:53:07 pm
You hadn't reached that point yet. Still, a 20% chance of bad stuff is nowhere near the 100% chance claimed.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Execute/Dumbo.exe on December 14, 2013, 11:55:36 pm
Haven't I reached that point yet? Seems like it because I'm at turn 14, I'm updating one at a time really quickly.

I agree however, good job on the magic, seems like a small amount so far.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 15, 2013, 12:03:14 am
Hadn't, not havn't.

And, so far, two that hurt me alone and five that were successes to various degrees. Nothing near
every time you cast magic one of our team ends up hurt XD
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 15, 2013, 02:41:27 am
HYPERBOLE.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Execute/Dumbo.exe on December 15, 2013, 02:48:37 am
Even then, you were off by about a... Hmm, so he used magic in twenty turns... 15 times, he screwed up... 3 times, huh, I think I missed something, nope, apparently not, so 20% of screwing up with magic, that's an acceptable number really.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Harry Baldman on December 15, 2013, 02:51:34 am
While the others screw around, gather other plants of value and use! Even if said value and use is dubious!
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Niccolo on December 15, 2013, 04:14:39 am
While the others screw around, gather other plants of value and use! Even if said value and use is dubious!

(1) You decide to personally sample each plant in the forest, working off of Skyrim logic.

This does not end well.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 15, 2013, 09:53:47 am
While the others screw around, gather other plants of value and use! Even if said value and use is dubious!

(1) You decide to personally sample each plant in the forest, working off of Skyrim logic.

This does not end well.
Is he chasing the Rhino chasing me?
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: GreatWyrmGold on December 15, 2013, 10:30:52 am
Even then, you were off by about a... Hmm, so he used magic in twenty turns... 15 times, he screwed up... 3 times, huh, I think I missed something, nope, apparently not, so 20% of screwing up with magic, that's an acceptable number really.
Since both 1's and 6's tend to cause screwups, that's nicely above-average.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Niccolo on December 15, 2013, 10:35:18 am
Since both 1's and 6's tend to cause screwups, that's nicely above-average.

On that note: Ones don't always cause magic to invert. It's a 50/50 thing to keep life interesting.

And yeah, so far Ekoka's been doing rather nicely with magic. The others have rolled surprisingly few 1's, but hopefully once the sanity trait is introduced that'll change. I want one of you to go mad, damn it!



While the others screw around, gather other plants of value and use! Even if said value and use is dubious!

(1) You decide to personally sample each plant in the forest, working off of Skyrim logic.

This does not end well.
Is he chasing the Rhino chasing me?
Communal dreams? Hah, that'd make your escape too easy.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Harry Baldman on December 15, 2013, 10:53:14 am
(1) You decide to personally sample each plant in the forest, working off of Skyrim logic.

This does not end well.

Did that actually happen, or are you simply messing around? I figure it's best to ask.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Niccolo on December 15, 2013, 10:58:02 am
Haha, no, just messing around! I haven't written the new turn up at all. Although if you do in fact roll a 1 that is possibly what might happen. Unless I think up something more amusing.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: Pancaek on December 15, 2013, 11:34:43 am
having decided that he really, really did not want to mess with anything magical any time soon, Felice will help the priest with what he is doing
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: USEC_OFFICER on December 15, 2013, 02:54:39 pm
"Did I miss something?"

Try to pull Thuun out of ground. Carefully, of course.
Title: Re: Roll to Go Mad: Turn 20 - Half-Assed Pauper's Grave
Post by: BFEL on December 15, 2013, 07:42:57 pm
While the others screw around, gather other plants of value and use! Even if said value and use is dubious!

(1) You decide to personally sample each plant in the forest, working off of Skyrim logic.

This does not end well.
Is he chasing the Rhino chasing me?
Communal dreams? Hah, that'd make your escape too easy.
((Was more going on the thing about drug use is sometimes called "Chasing the Dragon" or somesuch))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 03:52:45 am
Thuun gets high, Ekoka gets smart and Lyu and Felice feed off of each others’ stupidity.


- Turn 21: Fool Me Once/Fool Me Twice -

Thuun is buried up to his waist in the rock, Lyu is picking flowers and Ekoka is nursing one hell of a hangover. A normal day in an RtD…

"Ow! Double (insert Southerner curse here). Sorry, Thuun, I didn't mean to do that..."

Clutch and rest my head. Plan a spell to make a hovering rock, in hopes of getting a bonus when I actually do so.
“Ow! Double $&%@!!” you yell, clutching your head. On the far side of the mountains to the south, your mother pales and reaches absently for the soap.

“Sorry, Thuun… Didn’t mean to do that,” you apologise to the distinctly comatose mage. You’ve read somewhere that people in comas can still hear you. Hopefully you won’t need to apologise again when he wakes, since that’d be awkward.

You sit down, far away from Thuun to nurse your aching head. To pull your thoughts in, you try and slowly construct a spell in your mind. You want to make a rock levitate, damn it! It slowly pieces together in your mind.

New Ability Gained: Slow Cast! If you take two turns to cast a spell, it will always have the dynamic bonus applied - Unless it’s way too complex.


While the others screw around, gather other plants of value and use! Even if said value and use is dubious!
Having decided that he really, really did not want to mess with anything magical any time soon, Felice will help the priest with what he is doing
Felice and Lyu wander together through the forest. “You know,” the priest starts. “We have a fairytale like this. Two kids wander through forest, picking fruit. Find a witch. She captures them and eats them.” the priest seems way too cheerful about this.

Felice glares at the priest. “You’re not helping.”

(1) Lyu finds some small red berries! “Hey, these look delicious!” he exclaims. He immediately picks and crams about five into his mouth.

(2) Felice doesn’t recognise them, so he shrugs and apes the priest, but daintily selects merely one to eat. One shouldn’t be too bad.


"Did I miss something?"

Try to pull Thuun out of ground. Carefully, of course.
The priest and the seaman (You chuckle, remembering a tawdry ballad from Shas Cyrra) have wandered off, leaving you with the half life mage. “Did I miss something?” you ask aloud, eyeing Thuun. “Huh. Well. Um.” Shrugging, you bend down and loop your arms through his armpits and heave.

(4) You pull gently, but not too gently. The man’s a life mage, he can fix what’s broke. Probably. Anyway, you slowly begin to drag him out of the ground. You manage to pull him out to about his knees, so he can at least sort of sit on the ground now.

You’re about to pull him up further when you hear a horrified screaming from the forest. Lyu and Felice burst back into the clearing, screaming and frothing at the mouth!

”OHGODWHYDIDIEATCHILLIES!”


RUNRUNRUNRUNRUNSAVEMEPENGUINPOLICE!
You break into an all-out sprint down the waving plain of grass as the rhinoceros behind you begins to stamp his feet. The ground beneath your feet begins to shake as he charges! You can feel him getting nearer and nearer. You sprint through the trees and hurtle straight off a cliff!

You immediately faceplant into a mudpool. You slowly straighten up and look around, almost unsurprised that the area has changed again. The pool of mud is actually a green rug. What. It’s a rug. Made of wool. How did you… What?

You look around. The woolen rug is on top of a building. You’ve never been on a building this high before. You look over the edge and immediately recoil; the ground is so far below that the trees look like blades of grass. The building must scrape against the very sky! You reach up hesitantly, but can’t touch the sky. Even here, at the top of the world, it’s out of reach.

You stand. To your left and right is the dizzying drop; in front of you is a small trapdoor. Huh. Apart from the ridiculous height of the building, the world is more… normal. Why is there nothing dangerous here? What’s going on? Are you slowly waking up? (No)


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Execute/Dumbo.exe on December 16, 2013, 04:24:46 am
You are so good at this, I was expecting the fruits to be poison but now pretty much everyone has injuries that they themselves have inflicted upon themselves, I'm curious how if ever you introduce these people to your own little story because the best I can see is in the time periods Guinness book world records of screw ups.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 04:42:05 am
Well, history always smiles rather kindly on heroes after a thousand years have passed. Nobody remembers that the heroic priest who slew the five thousand demons of Re'norakk never actually learned from his mistakes. Or that the legendary Cylenian healer literally couldn't cast a spell to save his life.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: BFEL on December 16, 2013, 07:59:00 am
Well, history always smiles rather kindly on heroes after a thousand years have passed. Nobody remembers that the heroic priest who slew the five thousand demons of Re'norakk never actually learned from his mistakes. Or that the legendary Cylenian healer literally couldn't cast a spell to save his life.
Hey I DID save my life with a spell. Probably everyone elses lives too. I just made poor decisions afterward and crippled myself :P
Also NO FAIR! GWG gets a new ability every other turn and I just get horribly maimed and start tripping out!

SurprisinglyobviousforitsnamesakeTRAPDOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOR
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 08:44:44 am
Hey I DID save my life with a spell. Probably everyone elses lives too. I just made poor decisions afterward and crippled myself :P
Also NO FAIR! GWG gets a new ability every other turn and I just get horribly maimed and start tripping out!

You know if you stopped and tried to slow-cast a spell you'd learn the ability as well. You haven't really given me a reason to find you new abilities because every time I try, the dice just laugh at you.

On the upshot, once you finally find your way out of this nightmare you'll probably get a good ability. Hmm.

Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: USEC_OFFICER on December 16, 2013, 10:13:46 am
"Shit, when did I become the responsible one?"

Keep pulling Thuun out of the ground. Alternatively, if Lyu and Felice do anything stupid/dangerous, tackle them to the ground.

You are so good at this, I was expecting the fruits to be poison but now pretty much everyone has injuries that they themselves have inflicted upon themselves.

Hey, all of my injuries have been inflicted by other people. So far...
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 16, 2013, 11:16:15 am
Also NO FAIR! GWG gets a new ability every other turn and I just get horribly maimed and start tripping out!
I don't have much reason to complain...but yeah, I'm kinda surprised that I've gotten a couple new abilities when no one else has gotten any that I can remember. Sure, they're pretty minor, but still.

Hey, all of my injuries have been inflicted by other people. So far...
Showoff.



Sigh. Focus on casting a spell which would give Thuun a plume of wind he can control to make him levitate.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 11:20:08 am
You are so good at this, I was expecting the fruits to be poison but now pretty much everyone has injuries that they themselves have inflicted upon themselves.

You're going to make me blush.

"Shit, when did I become the responsible one?"

I honestly don't know how that happened. You went from the guy bored and sleepy in the middle of a barfight to the only sane man in a group of what appear to be 4-year-olds with ADD.

Also NO FAIR! GWG gets a new ability every other turn and I just get horribly maimed and start tripping out!
I don't have much reason to complain...but yeah, I'm kinda surprised that I've gotten a couple new abilities when no one else has gotten any that I can remember. Sure, they're pretty minor, but still.

You've just found the right triggers. But yeah, you and Harry are the only ones to get new abilities so far. There hasn't been enough combat to spread them around... but hopefully that will change soon.

That second ability (Slow cast) is one that all mages get. You were just the first to learn it.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 16, 2013, 11:35:19 am
"Shit, when did I become the responsible one?"
I honestly don't know how that happened. You went from the guy bored and sleepy in the middle of a barfight to the only sane man in a group of what appear to be 4-year-olds with ADD.
Dude, I'm right here.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 06:52:01 pm
Dude, I'm right here.
And you're sitting on the ground thinking about flying rather than helping dig Thuun out of the ground.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 16, 2013, 08:33:03 pm
Dude, I'm right here.
And you're sitting on the ground thinking about flying rather than helping dig Thuun out of the ground.
((No, I'm preparing for how he's going to be able to move after he's removed from the ground! Besides, you're doing pretty well on your own; you'll probably have him out next turn regardless of what I do.))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 08:40:06 pm
((No, I'm preparing for how he's going to be able to move after he's removed from the ground! Besides, you're doing pretty well on your own; you'll probably have him out next turn regardless of what I do.))

xD I'm doing squat. I'm the GM, I don't do stuff - I watch you guys do stuff and laugh as it goes up in flames. (Did you confuse me and USEC? Or is your comment directed at USEC...? Actually that makes more sense.)

Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 16, 2013, 08:45:52 pm
((No, I'm preparing for how he's going to be able to move after he's removed from the ground! Besides, you're doing pretty well on your own; you'll probably have him out next turn regardless of what I do.))
xD I'm doing squat. I'm the GM, I don't do stuff - I watch you guys do stuff and laugh as it goes up in flames. (Did you confuse me and USEC? Or is your comment directed at USEC...? Actually that makes more sense.)
((Um...your avatars look the same?))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: USEC_OFFICER on December 16, 2013, 08:59:45 pm
((Um...your avatars look the same?))

((Wat. We look nothing alike.))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 09:02:36 pm
Mine is the one with the fancy red hat.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 16, 2013, 09:03:07 pm
((You're both faces with a yellow-orange-ey color scheme!))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 09:04:04 pm
Technically, so is one of yours. It's just a dragon face rather than a people face.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: USEC_OFFICER on December 16, 2013, 09:04:08 pm
Mine is the one with the mooks. Not all of the mooks, but a lot of them.

((You're both faces with a yellow-orange-ey color scheme!))

Also a rotating avatar, of which a minority are yellow/orange.

EDIT: Heck, some of them aren't even human!
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 16, 2013, 09:21:09 pm
And I'm now the one with a Zero Punctuation avatar.
D: The previous page is quickly approaching a critical level of yellowness with both GWG's and my avatars.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Harry Baldman on December 17, 2013, 02:50:44 am
"Well, that was enlighteningly stupid of me! I suppose I require milk now!"

Don't go looking for milk. Instead, take the burning like a cheery holy man.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Execute/Dumbo.exe on December 17, 2013, 02:52:16 am
Stampede of cows, stampede of cows, stampede of cows...
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Niccolo on December 17, 2013, 05:13:36 am
Stampede of cows, stampede of cows, stampede of cows...

Sadly, Lyu has learned his lesson: he sucks at first aid.
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Pancaek on December 17, 2013, 10:10:41 am
Realizing that eating habareno-expy-berries was not, in fact, a good idea Felice will now try to bear the burning sensation like a man, and otherwise just scan his surroundings
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 17, 2013, 11:25:54 am
((It's "jabañero". Or possibly "jalapeño". Or "Trinidad Moruga Scorpion".))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: Pancaek on December 17, 2013, 02:17:12 pm
((I was thinking more along the habareno, with it's 300,000 scovilles. Not quite where the scorpion is at with its >1,000,000 scovilles, but then we're not exacly fainting on the spot, yet.))
Title: Re: Roll to Go Mad: Turn 21 - Fool Me Once/Fool Me Twice
Post by: GreatWyrmGold on December 17, 2013, 02:49:32 pm
((Oh. I thought you types "habanero," not "habareno".))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 17, 2013, 10:47:55 pm
Welp.

- Turn 22: Plot? -

Lyu and Felice ate some chillis, Ekoka thought hard and Baldur actually helped Thuun, unlike everyone else. Let us continue...

"Well, that was enlighteningly stupid of me! I suppose I require milk now!"

Don't go looking for milk. Instead, take the burning like a cheery holy man.
"Well. That was enlighteningly stupid of me." You grumble and spit, trying to get the burn out of your mouth. You resolve to sit and wait the burn out like a real man and so plonk yourself down next to the unconscious and slightly-buried Lao Thuun. You briefly contemplate feeding him a chilli to see if that wakes him up.


Realizing that eating habareno-expy-berries was not, in fact, a good idea Felice will now try to bear the burning sensation like a man, and otherwise just scan his surroundings
You grunt and spit heavily, otherwise cursing like a good and proper sailor. As you fill the air with truly sulphurous words, you scan the surroundings.  Nope, nothi-(5) There's something over there! It gleams prettily.


Sigh. Focus on casting a spell which would give Thuun a plume of wind he can control to make him levitate.
"Eeeeehhhhhhhhhh." You sigh in a most dramatic fashion and roll your eyes at the priest and the seaman. Shrugging, you turn your mind back to the solution of the buried mage.

(4) Success! You're pretty sure that you've worked out how to help him levitate. He'll need some pretty good skill in wind magic to use it, though.

On the upshot, you can cast it no problem.

Slow Cast success! Next turn, you can cast Wind Levitation and receive a guaranteed dynamic bonus.


"Shit, when did I become the responsible one?"

Keep pulling Thuun out of the ground. Alternatively, if Lyu and Felice do anything stupid/dangerous, tackle them to the ground.
Lyu and Felice seem to have calmed down and decided to take it like men, so you turn your attentions back to the buried Life mage. You lever your arms under his again and pull.

(1) You pull Thuun from the ground!

No, not out of the ground. From the ground. You belatedly notice that his legs, from the knees down, stayed embedded. A delicious smell fills the air, like perfectly-roasted pork. The smell makes your stomach rumble slightly, until you work out that it's coming from his well-done legs that juts tore apart like cheesecake.

Oops.


SurprisinglyobviousforitsnamesakeTRAPDOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOR
As you open the trapdoor, there is a terrible ripping sound and you feel a wrenching in your legs. The sudden sensation makes you tumble head-first through the open trapdoor into darkness...

You tumble through the air for a second before you hit the ground. Hard. You're in the middle of a plain again, although this one seems slightly more sane than the last one. You see a few people out hunting. Wait, they're elves! Huh. Are you in the real world now? What's going on?

The sun is high above you. It must be close to midday. This sun seems... Yellower than usual. Almost like... Huh. It's the old sun! Solvarion's physical avatar hangs in the sky above you. Your chest, where the Amulet normally rests against your skin, tingles. Is this... A message?

But Solvarion is dead.

A door hangs in the air behind you. None of the surrounding creatures take note of it. Either this is a very weird dream, or this is something else and that door isn't there, not really.

A voice whispers in your mind. "I advise you to flee, young mage. Your fate is tied up in this and the knowledge you would gain from watching could prove invaluable. But there is always a cost and you may find it too much, young healer."

The door hangs open and inviting. There is only blackness through it, leading to the next dream. You know if you tarry, that door will shut. In every dream, you have chosen to flee instead of stand. What will you do now?


Through all of this, Cyrus had been standing around watching the surroundings.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 18, 2013, 12:01:59 am
Cast the spell on Thuun, letting him fly! And, you know, move under his own power. When he wakes up. Until then, it'll make him easier to carry without dragging him!
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: BFEL on December 18, 2013, 12:11:15 am
Take the advise of the dead Sun God and get the hell out.

((Goddamn it USEC :P. I'm starting to think I need to get some permanent regeneration spell-bility just to keep up with all the crazy injuries that I attract like flies XD
Hint-Hint Niccolo :P))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 18, 2013, 12:28:26 am
((Goddamn it USEC :P. I'm starting to think I need to get some permanent regeneration spell-bility just to keep up with all the crazy injuries that I attract like flies XD
Hint-Hint Niccolo :P))
((Alright, I'll get right on it!))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 18, 2013, 12:39:53 am
Cast the spell on Thuun, letting him fly! And, you know, move under his own power. When he wakes up. Until then, it'll make him easier to carry without dragging him!
You'll have to concentrate on the spell, which will likely incur a penalty to other magic until Thuun wakes up and can control it himself. You're not quite good enough to let the running spell just sit at the back of your mind, unlike with alacrity. Hold it for a few turns and it'll become second nature, though.

Huh. I was about to tell you what'd happen on a six when I remembered you have a dynamic bonus. Damn, I wanted him to fly off Team Rocket style.


Take the advise of the dead Sun God and get the hell out.

((Goddamn it USEC :P. I'm starting to think I need to get some permanent regeneration spell-bility just to keep up with all the crazy injuries that I attract like flies XD
Hint-Hint Niccolo :P))
I reckon if you can cast Wisp with better than a 6 you might find something to your liking.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Execute/Dumbo.exe on December 18, 2013, 12:44:37 am
Cast the spell on Thuun, letting him fly! And, you know, move under his own power. When he wakes up. Until then, it'll make him easier to carry without dragging him!
You'll have to concentrate on the spell, which will likely incur a penalty to other magic until Thuun wakes up and can control it himself. You're not quite good enough to let the running spell just sit at the back of your mind, unlike with alacrity. Hold it for a few turns and it'll become second nature, though.

Huh. I was about to tell you what'd happen on a six when I remembered you have a dynamic bonus. Damn, I wanted him to fly off Team rocket style, damn.
We're blasting of againnnnn... *ping*

It's much less funny when you figure out so much electrical interference would give them constant strokes, not to mention how many fractures and spine breakages they might have had.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 18, 2013, 12:45:44 am
Cast the spell on Thuun, letting him fly! And, you know, move under his own power. When he wakes up. Until then, it'll make him easier to carry without dragging him!
You'll have to concentrate on the spell, which will likely incur a penalty to other magic until Thuun wakes up and can control it himself. You're not quite good enough to let the running spell just sit at the back of your mind, unlike with alacrity. Hold it for a few turns and it'll become second nature, though.
Dang. I need to figure out how to enchant stuff, or bind it to his will, or something.

Quote
Huh. I was about to tell you what'd happen on a six when I remembered you have a dynamic bonus. Damn, I wanted him to fly off Team Rocket style.
Like I don't have enough of an undeserved reputation for horrible miscasts.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 18, 2013, 02:05:45 am
We're blasting of againnnnn... *ping*

It's much less funny when you figure out so much electrical interference would give them constant strokes, not to mention how many fractures and spine breakages they might have had.

It's a show that features a magical turtle that could solve every water shortage problem forever, another that can punch you so hard you hit the moon and a special move that not only renders entire money-based economies broken but is perfectly legal and used only for the purposes of beating others up..

I don't see why logic would even apply.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Mighty_Soulz on December 18, 2013, 03:27:01 am
((What I can't quite work out is how BFEL's character is even still alive, even in a dream sequence. Didn't his legs just get ripped in half?))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Execute/Dumbo.exe on December 18, 2013, 03:52:37 am
We're blasting of againnnnn... *ping*

It's much less funny when you figure out so much electrical interference would give them constant strokes, not to mention how many fractures and spine breakages they might have had.

It's a show that features a magical turtle that could solve every water shortage problem forever, another that can punch you so hard you hit the moon and a special move that not only renders entire money-based economies broken but is perfectly legal and used only for the purposes of beating others up..

I don't see why logic would even apply.
Also a hive mind fungus colony inside a nigh indestructible shell whose juices from fruits out inside its body is normally seen as completely healthy and totally not infected with fungus colonies.

Quick! Everybody start talking about Pokemon from their description alone!
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 18, 2013, 03:56:12 am
((What I can't quite work out is how BFEL's character is even still alive, even in a dream sequence. Didn't his legs just get ripped in half?))

They were previously roasted quite thoroughly into something approaching well-done. That tends to destroy any chance of him bleeding out. Although given the way his opponentsfellow adventurers are going, he's probably going to die soon.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Pancaek on December 18, 2013, 06:24:06 am
"Well, that was almost as unpleasant as that time I was in the middle of sea when both the flu and scurvy broke out amongst the crew. Fun times and explosive Diarrhea for all."

Go to here the shiny is at. Inspect shiny. If shiny seems harmless enough, acquire shiny
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Harry Baldman on December 18, 2013, 07:18:27 am
"So... do we take the legs with us? They seem rather well-done. Maybe we can find a use for them."

Grab roasted legs. They shouldn't be too hard to remove from the ground, right? And if they are, just break off whatever pieces I can and pocket them for later.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: BFEL on December 18, 2013, 07:33:05 am
((What I can't quite work out is how BFEL's character is even still alive, even in a dream sequence. Didn't his legs just get ripped in half?))
((Cauterization via lava. Hell of a procedure :P))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 18, 2013, 08:40:58 am
"So... do we take the legs with us? They seem rather well-done. Maybe we can find a use for them."

Grab roasted legs. They shouldn't be too hard to remove from the ground, right? And if they are, just break off whatever pieces I can and pocket them for later.

Lyu Brak. Itinerant priest, amateur apothecary, cannibal.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Mighty_Soulz on December 18, 2013, 08:47:33 am

Lyu Brak. Itinerant priest, amateur apothecary, cannibal. definitely not a surgeon

Only as long as he doesn't plan to eat them, methinks it would burn his mouth....
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 18, 2013, 08:53:41 am
Only as long as he doesn't plan to eat them, methinks it would burn his mouth....

God I hope not. Some priest he'd be.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: USEC_OFFICER on December 18, 2013, 11:53:05 am
"Shit. Uh... if you want to carry his legs around, do it. You aren't putting them in my pack though."

Carry Thuun to the carriage and put him in it.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Niccolo on December 19, 2013, 04:16:17 am
- Turn 23: Nope, No Plot -

Cast the spell on Thuun, letting him fly! And, you know, move under his own power. When he wakes up. Until then, it'll make him easier to carry without dragging him!
(1+1) Thuun just sorta flops around a bit.


"So... do we take the legs with us? They seem rather well-done. Maybe we can find a use for them."

Grab roasted legs. They shouldn't be too hard to remove from the ground, right? And if they are, just break off whatever pieces I can and pocket them for later.
“So… uh… Hm.” You decide to try and tear the bits of roasted flesh from their earthen prisons, even though there is no story ever which started with that line and ended well.

You try and grab the leggy bits by the flesh, but no dice; it just sorta tears off more. Ew. Probably best to leave them there. What the hell were you going to do with dead and cooked legs, anyway?

Rations?


"Shit. Uh... if you want to carry his legs around, do it. You aren't putting them in my pack though."

Carry Thuun to the carriage and put him in it.
You pick up the flopping not-quite-corpse of Thuun and lever him into the charred carriage. Nobody’s sure why, since the horse probably bolted as soon as the monsters showed up and the carriage driver was riding the horse.

The village nearby might just have another horse in it? Hopefully? And driving the carriage can’t be too hard.


"Well, that was almost as unpleasant as that time I was in the middle of sea when both the flu and scurvy broke out amongst the crew. Fun times and explosive Diarrhea for all."

Go to where the shiny is at. Inspect shiny. If shiny seems harmless enough, acquire shiny
You recount the truly horrifying story for anybody who will listen; strangely, everyone avoids you afterwards. Nobody will make eye contact with you. So you shrug and leave to investigate the shiny in the woods.

(4) Well how about that. It’s a bracelet. Looks like a Limerete one, too! A band of copper, inscribed with sharp designs in a style favoured by some of the smaller Limerete islands. It shimmers in the golden sunlight as you pick it up; a small tingle passes through your hand. It’s probably worth a fair bit!

Coooooool.


Take the advice of the dead Sun God and get the hell out.
You back away from the vista in front of you before turning and bolting through the door and passing into blackness. As you do so, the voice whispers into your mind again. ”Very well, young mage… I shall release your mind back into the web of dreams. We shall meet again…”

The blackness around you thickens and tears. You fall and land face-first on rock. You stand woozily and dust yourself off - really wishing for once you’d dream about clothing - before looking around.

Huh. The rock is something black, but not obsidian… It smells a bit like the bubbling, black pits that spell doom for anything that wanders into them. It’s laid in neat… lines. It’s a road? Maybe? You’ve never seen a road like this. Buildings soar up around you, just like the one you lay upon some time ago. This must be how they appear from the ground?

You hear a weird sort of hissing, whirring sound from your right. A man is sitting at a table, the first man you’ve ever met in this weird dream, apart from the elves from the strange message. The table is a simple wooden affair. The man is playing with a child’s spinning top; that’s where that whirring sound is coming from. Weird.

The buildings are gone. Just… gone. it’s like you took your eyes off of them and they evaporated like a puddle in the sunlight. You’re standing in hard-packed sand now and the light is dizzyingly bright from marble walls around you… Ah. it’s a coliseum. And you’re apparently the main event.

The mayor of Shas Isa is watching you.  A horde of him is watching you. Seven feet tall and built like an ox, an army of hulkified mayors are hooting and yelling as they cheer your demise from the stands.

There is a loud rumble from behind you. You turn to look and see a carriage bearing down on you! The carriage is carved in the shape of a drago-wait, no, it actually is a dragon. Breathing fire. And it looks hungry.


Through all of this, Cyrus had been standing around watching the surroundings.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Execute/Dumbo.exe on December 19, 2013, 04:25:15 am
Look, you really don't need to update this quickly, I'm not complaining but... You know, sleep is nice once in a while.

I'm just joking really, but wow, you update quick and with high quality at an unnerving rate, also, I'm very interested in that small throwaway text about the shiver going through his hand.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Niccolo on December 19, 2013, 04:33:35 am
Dude, I'm the same timezone as you, just about. I live on the west coast, it's only 5:30 pm here :P

But anyway, thanks! Nice to know I'm maintaining good quality. Compliments are always welcome; they're wonderful for my ego.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: BFEL on December 19, 2013, 07:09:48 am
((Hmm...return me to the dream world? Suddenly I'm not so sure about that last decision :P))

Well screw it, TIME FOR SLICING AND DICING! That is, yknow, if I have a weapon. If not then just run away again :P
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Harry Baldman on December 19, 2013, 08:32:12 am
"Stubborn, aren't they?"

Keep trying! This stuff would make amazing bait for woodland creatures.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Pancaek on December 19, 2013, 09:02:20 am
"Jackpot. This reminds me somewhat of home."

Put on the bracelet, then go stand next to cyrus and also watch our surroundings. Ask him how he's doing
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Niccolo on December 19, 2013, 09:44:16 am
"Stubborn, aren't they?"

Keep trying! This stuff would make amazing bait for woodland creatures.
Oh sweet Jesus.

((Hmm...return me to the dream world? Suddenly I'm not so sure about that last decision :P))
Yeeeaaaah. My thoughts: "Hmm. I can finally kick him out of the dream world AND introduce some plot! Awesome, I got a twofe-Oh, wait, no, he's deciding to leg it. Goddamnit. Oh well, I guess I'll just try and kill him off now."
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: USEC_OFFICER on December 19, 2013, 09:56:04 am
"Goddamn it. Can we hurry up and get the hell out of here before more of those demons show up?"
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Harry Baldman on December 19, 2013, 09:59:59 am
"Goddamn it. Can we hurry up and get the hell out of here before more of those demons show up?"

"Be right there, just have to make sure there's no flesh left behind!"
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: USEC_OFFICER on December 19, 2013, 10:00:56 am
Baldur sighs, sits in the carriage and places his head in his hands.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 19, 2013, 10:36:56 am
Keep up the good work! If I could update this frequently and non-terribly and didn't always let 10 times as many players as I should join, and probably if I stopped overthinking everything which would probably help the update speed thing actually I would be one of the best GMs on Bay12.

It's a show that features a magical turtle that could solve every water shortage problem forever, another that can punch you so hard you hit the moon and a special move that not only renders entire money-based economies broken but is perfectly legal and used only for the purposes of beating others up..
I don't see why logic would even apply.
((Don't be silly.
Only one of those is a turtle, and it was a video game first.))

Quick! Everybody start talking about Pokemon from their description alone!
How about the whale-ray thing that wants to flood the world, and the dinosaur thing that wants to parch it?



"Well, that was almost as unpleasant as that time I was in the middle of sea when both the flu and scurvy broke out amongst the crew. Fun times and explosive Diarrhea for all."
"I really don't need the distractions..."
(You know only one color is actually applied, right?)

Baldur sighs, sits in the carriage and places his head in his hands.
Ekoka joins him.
"I know. Idiots. All of them."

Ekoka rises from the carriage, before climbing on top of it. This probably wasn't needed, but it would certainly be more dramatic. And you never know. He then prepares a spell that would let them get out of this hellhole.

Focus on casting a spell similar to Alacrity, which will propel the carriage rather than accelerating my movements.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: USEC_OFFICER on December 19, 2013, 10:38:29 am
Baldur grunts in response.

Wait for everyone else to get ready.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Niccolo on December 19, 2013, 10:46:03 am
I really don't know why you're all so attached to the carriage. Note to self: Next time, destroy their transport more thoroughly.

Keep up the good work! If I could update this frequently and non-terribly and didn't always let 10 times as many players as I should join, and probably if I stopped overthinking everything which would probably help the update speed thing actually I would be one of the best GMs on Bay12.

Thanks! :D More fuel for my ego!
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: USEC_OFFICER on December 19, 2013, 10:47:51 am
I really don't know why you're all so attached to the carriage. Note to self: Next time, destroy their transport more thoroughly.

It's a landmark, I suppose. Even if you smashed it into rubble, we'd still gather around it.
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: GreatWyrmGold on December 19, 2013, 10:50:11 am
I really don't know why you're all so attached to the carriage.
It can carry more stuff than we can, more easily, and if I get this thing working more quickly. Heck, we could even keep moving while everyone except Ekoka slept.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 20, 2013, 04:56:49 am
FRIGGING FINALLY.

Note to self, addendum: Next dream sequence, don’t require Inception style methods to leave it.

- Turn 24: Riding the Dragon -
You’ve been still for too long. It’s time to move, very soon…

"Stubborn, aren't they?"

Keep trying! This stuff would make amazing bait for woodland creatures.
“Stubborn, aren’t they?” you remark to anybody listening before crouching and getting a really good grip on Thuun’s tibias.

"Goddamn it. Can we hurry up and get the hell out of here before more of those demons show up?" Baldur growls from behind you.

"Be right there, just have to make sure there's no flesh left behind!" You focus back on the bones. You heave! (1) The tibias shatter and you stumble backwards, still holding jagged shards of bone. The sudden lack of resistance makes your hands fly up, releasing the bones.

(6) The bones tumble through the air before one jaggedly stabs through your right foot like a knife through butter. The other tumbles through the air towards Felice as he exits the surrounding forest!

Congratulations.

Your right foot is punctured and bleeding! you’re going to have trouble walking, running or doing much of anything foot related. Good thing you already have a staff, hm? You won’t bleed out quickly, but the pain is also damn distracting.


"Jackpot. This reminds me somewhat of home."

Put on the bracelet, then go stand next to cyrus and also watch our surroundings. Ask him how he's doing
“Jackpot!” you crow, slipping the bracelet on. It tingles like mad. “This reminds me somewhat of home!” As it slips on you feel almost as though your mind is expanding. It’s weird. You can hear the rustling of the leaves in the trees. Each individual leaf.Shrugging, you turn and head back through the bush. As you push aside a branch, a ragged, sharp-looking blade comes slowly tumbling through the air towards you. You reach out and catch it effortlessly. “What the hell?”

You eye the destroyed legs and the bleeding priest before it clicks that it’s Thuun’s bone that just flew at you. “UGH!” you yell, dropping it. You cautiously edge around the priest before sidling up next to Cyrus. “Hi there,” you greet as you survey the surroundings..

He nods in greeting to you. “Nice bracelet. Never noticed you wearing that before…?”

You chuckle. “It’s new.” You slip it off and hand it over; the tingles fade. The world feels slightly smaller.

Cyrus’ eyebrows rocket up. “You just casually found a magical artefact, lying in the bush?” he asks incredulously. He angles the bracelet to show you the designs. “Limerete magic.” He goes off on a tangent, guessing at the meaning of the different runes. He taps one mark, the one he calls the ‘master’ rune. “I don’t recognise this one, though.”
You glance at it. It’s Limerete, not some magical rune. “Kidzuku. It means Perceive.” You chuckle at his bemused look. “It’s a Limerete character. Of course I can read it.”

He hands it back and you slip it on, allowing your mind to open once more. “If I’m right… Well, you notice the world better, don’t you?” You nod, gloriously taking in the world around you.

Artifact gained! Kidzuku is a bracelet that enhances your perceptions of the world. You passively gain +1 to dodging or otherwise neutralising any ranged attack. You can also focus your senses on your surroundings (+1 to search/noticing rolls), although to do so can be quite distracting, so this bonus doesn’t apply unless you specifically mention it.


Baldur sighs, sits in the carriage and places his head in his hands.
You sigh as yet another party member manages to injure himself. “Rampel grant me strength,” you mutter, invoking the patron angel of Cylenia.


Ekoka joins him.
"I know. Idiots. All of them."

Ekoka rises from the carriage, before climbing on top of it. This probably wasn't needed, but it would certainly be more dramatic. And you never know. He then prepares a spell that would let them get out of this hellhole.

Focus on casting a spell similar to Alacrity, which will propel the carriage rather than accelerating my movements.
“Idiots, all of them,“ you mutter to Baldur, waving a hand at the rest of the party. He grunts in response and looks pointedly at the spot where you sank Thuun up to his waist in the ground. You reply by patting Thuun’s leg, just above where Baldur severed them.

Moving on, you climb on top of the carriage that somehow doesn’t give way under your weight, even though the roof was never made to hold people. You adopt a mystical-looking meditative pose as you focus on modifying Alacrity to move the whole carriage.

(4) Pieces fall into place. You rise to your feet, the air around you tingling with power. You can do this.


Well screw it, TIME FOR SLICING AND DICING! That is, yknow, if I have a weapon. If not then just run away again :P
“SCREW THIS!” you yell at the dragon. You knock the man’s table over, sending his top flying; in one sharp movement you snap a leg off and brandish it like a club at the dragon. The giant lizard inches closer, his long, snakelike neck contorting as his head - which is the size of a horse - glides towards you. Fire spills from around the monster’s lips. Razor-sharp fangs as long as your arm gleam with saliva as the dragon’s jaw opens slightly. Is… is it drooling? Ew.

“RAAAARGH!” You scream, more in fright than in rage, and bravely leap at the dragon. Somehow you avoid its snapping jaws; you grab one horn and swing up on top of its head and begin laying into its snout with your club. The dragon roars in pain and shakes its head viciously; you whip through the air, but manage to cling on tightly.

In an effort to dislodge you the dragon’s wings snap out and within seconds you’re airborne. The beast lurches beneath you and suddenly the ground is rushing away; a wave of vertigo tears through your stomach. You continue beating the dragon furiously with your stick, savaging the beast’s snout.

The ground is almost a mile away now. You try and not pay attention to the fact that you are now in the clouds. You focus solely on the dragon, not even questioning the wisdom of beating the one thing keeping you alive.

“I shall release your mind back into the web of dreams...“ The words tumble through the back of your mind for a moment. Dream? really?

This is a dream? Then…

“SWORD!” You bark at the stick. Suddenly it’s no longer a stick but your bronze sword, gleaming in the golden sunlight like the day you forged it. The dragon’s head whips around dizzyingly; you almost fall. As it is, you slide backwards down its neck. You wrap your arms around the neck as well, barely staying on.

You growl and stab your bronze sword deep into the dragon’s neck. The beast roars, a roar so loud that the reverberations knock you loose. You tumble through the air and away from the only thing keeping you aloft. The ground is far, far below you. A screech above you; you look up only to catch a blast of fire as the dying dragon swoops down towards you. All-consuming heat wraps you in blazing pain. You feel your skin charring, your flesh burning, even your bones crumbling…

All that is left is your soul. As a bright spark of light, you continue to plummet downwards. Above you the dragon itself finally dies as well, its body too burning away until all that is left is a blazing comet. The comet smashes into you with the force of an avalanche and again you are consumed by burning light.

You feel a voice in your being once more. ”You rose to my challenge, young mage. I give you my strength for the trials ahead.” The voice - and the comet of fire - fades, leaving you and the rapidly-approaching ground. The ground fills your vision… and you startle awake. You remember the dream so vividly, so clearly. It’s astonishing. You can remember the strength of that dragon, the strength of its soul as it collided with you… In fact, you can still feel its furious strength, burning inside you.

Ability Gained: Dragon Aspect (Level 1)! The strength of the dragon that you beat the stuffing out of burns inside of you. Gain +1 to strength and fire- and light-magic rolls. This ability fades if you become very cold.



Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Execute/Dumbo.exe on December 20, 2013, 05:06:54 am
I saw that I title and I expected so much.

I was not disappointed, speaking of, that was a cool artifact, so the tingling did have a reason, too bad you didn't get to have some story from the sequence there.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 20, 2013, 05:28:32 am
Yeah, the tingling had a good reason.

Seriously though, if he had rolled anything but a 5 he'd have lucked out. It would have been gold or something. Felice is damn lucky.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Harry Baldman on December 20, 2013, 05:47:01 am
"Ah! Those are some very sharp bones!"

Collect shards of bone - if these can easily pierce a foot without any real force put behind them, they should be pretty dangerous. Particularly the one that did pierce my foot. Also, bind foot with available materials.

"Say, does anybody want to help with my bleeding foot? It's a bit of a liability presently."

If my foot is successfully bound by the end of the turn, get moving!
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Execute/Dumbo.exe on December 20, 2013, 05:50:27 am
This is perfect, it's like: "shit, my foot has been stabbed through by a shard of Tibia bone from someone's well done legs while I was trying to tear it from the ground, I'll make those into blades!"
Seriously, everything the GM wants to happen, you seem to want to do the opposite, not that it's not funny however.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Harry Baldman on December 20, 2013, 05:55:00 am
This is perfect, it's like: "shit, my foot has been stabbed through by a shard of Tibia bone from someone's well done legs while I was trying to tear it from the ground, I'll make those into blades!"
Seriously, everything the GM wants to happen, you seem to want to do the opposite, not that it's not funny however.

((Come on, the shard fell onto my foot and went through it like a knife through butter - it went through bone. While falling, without anybody actually putting their weight behind it. If that's not some kind of holy artifact right there, I don't know what is.))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Execute/Dumbo.exe on December 20, 2013, 06:00:48 am
I don't see that changing the fact you are using tibia bones from a comatose man who had been torn from his legs after being trapped in a half assed paupers grave AFTER turning his legs into Mc'burnt steak legs and then being fed a special herb that sent him into a coma.

Great going guys.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 20, 2013, 06:11:45 am
"Ah! Those are some very sharp bones!"

Collect shards of bone - if these can easily pierce a foot without any real force put behind them, they should be pretty dangerous. Particularly the one that did pierce my foot. Also, bind foot with available materials.

"Say, does anybody want to help with my bleeding foot? It's a bit of a liability presently."

If my foot is successfully bound by the end of the turn, get moving!

Jesus, Mary and Joseph.

(http://imgs.xkcd.com/comics/the_difference.png)

Anyway, the shard went through your foot, yes, but so does jagged glass. It missed your bones. By the way, if you had rolled a one on the target you'd have lost an eye.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Harry Baldman on December 20, 2013, 06:17:54 am
((Aw. Well, I'll be making holy artifacts out of those anyway, thank you very much. When Thuun's career really takes off, these'll be going at a premium!))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 20, 2013, 06:47:05 am
((Aw. Well, I'll be making holy artifacts out of those anyway, thank you very much. When Thuun's career really takes off, these'll be going at a premium!))

Yeah, I just realised that I might have accidentally turned Thuun into Maska's messiah. It's a Christmas miracle!


And then it hits: This is THUUN.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Pancaek on December 20, 2013, 07:59:28 am
Quote
“You just casually found a magical artefact, lying in the bush?”
((I had a hard time not laughing out loud when I read this. I love the style you write in, it's very amusing to read. also, yay, magical shiny))

"Old man, you really should be more careful"

Go to Lyu and help him with his foot. When he's ready to move to the rest of the group, support him if his foot can't take his weight
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: BFEL on December 20, 2013, 09:03:52 am
"Stubborn, aren't they?"

Keep trying! This stuff would make amazing bait for woodland creatures.
Oh sweet Jesus.

((Hmm...return me to the dream world? Suddenly I'm not so sure about that last decision :P))
Yeeeaaaah. My thoughts: "Hmm. I can finally kick him out of the dream world AND introduce some plot! Awesome, I got a twofe-Oh, wait, no, he's deciding to leg it. Goddamnit. Oh well, I guess I'll just try and kill him off now."

((In my defense, you literally had THE SUN GOD TELL ME ITS A GOOD IDEA TO GET OUT. I'm not a religious person, but Thuun IS, so it stands to reason that he would follow that instruction. Also OOC the *GM* was telling me to GET OUT OF THERE BEFORE YOU DIE. At least that is how it seemed to be worded at the time.

Also I find it hilarious that my character is now apparently the Dragonborn, especially considering how close his name is to Thu'um, a.k.a. the dragon shout powers :P))

Quote
“You just casually found a magical artefact, lying in the bush?”
((I had a hard time not laughing out loud when I read this. I love the style you write in, it's very amusing to read. also, yay, magical shiny))

"Old man, you really should be more careful"

Go to Lyu and help him with his foot. When he's ready to move to the rest of the group, support him if his foot can't take his weight

((Oh yes, that one guy has a small hole in his foot, better go help him. Meanwhile: Tug of war for the comatose healers crispy legs. WHEN DID THIS BECOME DWARF FORTRESS?))

Ask Solvarion if I'm awake yet, and if not how to wake up. Once awake exclaim in pain before looking down and yelling out "WHAT THE FUCKING MONKEY BALL SWEATSHOPS HAPPENED TO MY LEGS?!?!"
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Pancaek on December 20, 2013, 09:10:00 am
((I don't see how I can help you with those legs, honestly. I mean, this is a kinda of shitty situation, seeing as you're our life mage. Couldn't Ekoka try some life magic?))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 09:14:41 am
((I don't see how I can help you with those legs, honestly. I mean, this is a kinda of shitty situation, seeing as you're our life mage. Couldn't Ekoka try some life magic?))


STOP. HELPING. ME. PLEASE.

This goes for all of you :P
Title: Re: Roll to Go Mad: Turn 23 - Nope, No Plot
Post by: Niccolo on December 20, 2013, 09:42:08 am
((In my defense, you literally had THE SUN GOD TELL ME ITS A GOOD IDEA TO GET OUT. I'm not a religious person, but Thuun IS, so it stands to reason that he would follow that instruction. Also OOC the *GM* was telling me to GET OUT OF THERE BEFORE YOU DIE. At least that is how it seemed to be worded at the time.

Also I find it hilarious that my character is now apparently the Dragonborn, especially considering how close his name is to Thu'um, a.k.a. the dragon shout powers :P))

Yeeeaaaah. I'd kinda hoped Thuun would look at it as a test of character or stay for curiosity's sake, but I guess I got too ambiguous there. Yup. I was sorely tempted to change the exit conditions away from "you have to die to wake up", but then you decided to fight the dragon and I thought "Fuck that, I can make awesome happen."

And yes. I think your name - and the fact I'm currently playing Skyrim for my 430th hour (Don't judge me D:) - factored heavily into what new ability I came up with for you.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 20, 2013, 10:49:39 am
GreatWyrmGold's Patented OOC-Only PostTM

((I don't see how I can help you with those legs, honestly. I mean, this is a kinda of shitty situation, seeing as you're our life mage. Couldn't Ekoka try some life magic?))
Maybe once I finish--

STOP. HELPING. ME. PLEASE.

This goes for all of you :P
Oh alright. But if you get knocked out I'm healing you anyways. Also we're getting you a wheelchair.

And yes. I think your name - and the fact I'm currently playing Skyrim for my 430th hour (Don't judge me D:) - factored heavily into what new ability I came up with for you.
He shouldn't be complaining. (unless he overshoots his fire spells).
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: USEC_OFFICER on December 20, 2013, 10:51:13 am
Wait for everyone to finish what they're doing.

((*shrug* I'm more or less ready to go.))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 20, 2013, 10:52:03 am
GreatWyrmGold's Patented IC-Only PostTM

"Everyone to the carriage, please!"

Continue focusing on the spell. If, somehow, everyone actually does get to the carriage before the end of the turn, cast it and start heading for civilization.

((It just occurred to me..how will we prove our story? I mean, what kind of demigod can slay 20 demons? At once?))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 11:31:19 am
GreatWyrmGold's Patented IC-Only PostTM

"Everyone to the carriage, please!"

Continue focusing on the spell. If, somehow, everyone actually does get to the carriage before the end of the turn, cast it and start heading for civilization.

((It just occurred to me..how will we prove our story? I mean, what kind of demigod can slay 20 demons? At once?))

((I DIDN"T slay 20 demons at once. I slayed like 3? At once, the rest WERE SO TERRIFIED THEY RAN AWAY. And I don't think those were actual demons))

After he gets done with the screaming and the cursing and the vowing revenge upon those who have maimed him, he turns his attention toward fixing his legs, and decides he needs to properly meditate and think hard on the task at hand before attempting something like that.

((why yes I AM working toward that perma-regen. Why do you ask? :P

Also don't worry bout the Skyrim thing, it happens to all of us, and I'm pretty sure I have well over 4 THOUSAND hours logged on it :3))

Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 20, 2013, 11:32:30 am
(I have never played or looked at an Elder Scrolls game in my life.)

"Oh, good, he's up."
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 11:33:32 am
(I have never played or looked at an Elder Scrolls game in my life.)

"Oh, good, he's up."
((They are so sexy and addictive and YOU WILL NEVER LEAVE. Also now they have dragons!))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Execute/Dumbo.exe on December 20, 2013, 04:25:52 pm
(I have never played or looked at an Elder Scrolls game in my life.)

"Oh, good, he's up."
((They are so sexy and addictive and YOU WILL NEVER LEAVE. Also now they have dragons!))
It's like if you had a massive desert that took over 300~ hours to eat! and then add dragons! dragons make everything better.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 20, 2013, 04:29:03 pm
((Why would you want to spend two weeks or more eating a desert?))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 04:37:04 pm
((Why would you want to spend two weeks or more eating a desert?))
((I think he meant dessert :P
Unless he was making a funny about sandwiches. That is also possible))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Execute/Dumbo.exe on December 20, 2013, 05:06:00 pm
((Why would you want to spend two weeks or more eating a desert?))
((I think he meant dessert :P
Unless he was making a funny about sandwiches. That is also possible))
I hate the English language, I can tell you that.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 05:08:16 pm
((Why would you want to spend two weeks or more eating a desert?))
((I think he meant dessert :P
Unless he was making a funny about sandwiches. That is also possible))
I hate the English language, I can tell you that.
((I rather enjoy it personally. Probably because I'm too lazy and incompetent to learn any other languages :P))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 20, 2013, 06:26:21 pm
GreatWyrmGold's Patented IC-Only PostTM

"Everyone to the carriage, please!"

Continue focusing on the spell. If, somehow, everyone actually does get to the carriage before the end of the turn, cast it and start heading for civilization.

((It just occurred to me..how will we prove our story? I mean, what kind of demigod can slay 20 demons? At once?))

((I DIDN"T slay 20 demons at once. I slayed like 3? At once, the rest WERE SO TERRIFIED THEY RAN AWAY. And I don't think those were actual demons))

Yeah... Well, who's going to believe that story, either? Humans with demonic something? As your priest has noted, that's physically impossible.

And no, those were the small fry.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 20, 2013, 08:49:49 pm
GreatWyrmGold's Patented IC-Only PostTM

"Everyone to the carriage, please!"

Continue focusing on the spell. If, somehow, everyone actually does get to the carriage before the end of the turn, cast it and start heading for civilization.

((It just occurred to me..how will we prove our story? I mean, what kind of demigod can slay 20 demons? At once?))

((I DIDN"T slay 20 demons at once. I slayed like 3? At once, the rest WERE SO TERRIFIED THEY RAN AWAY. And I don't think those were actual demons))

Yeah... Well, who's going to believe that story, either? Humans with demonic something? As your priest has noted, that's physically impossible.

And no, those were the small fry.
STILL regret not Pokemoning them :(
And If my action wasn't completely obvious, I'm going for the "Slow cast" thing, because I will need that extra plus to fix those legs and possibly become regenerator :P
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 20, 2013, 09:02:53 pm
You would probably need a lucky overshot to regenerate.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: BFEL on December 21, 2013, 12:03:53 am
You would probably need a lucky overshot to regenerate.
Take the advise of the dead Sun God and get the hell out.

((Goddamn it USEC :P. I'm starting to think I need to get some permanent regeneration spell-bility just to keep up with all the crazy injuries that I attract like flies XD
Hint-Hint Niccolo :P))
I reckon if you can cast Wisp with better than a 6 you might find something to your liking.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 21, 2013, 12:11:41 am
You would probably need a lucky overshot to regenerate.
Take the advise of the dead Sun God and get the hell out.

((Goddamn it USEC :P. I'm starting to think I need to get some permanent regeneration spell-bility just to keep up with all the crazy injuries that I attract like flies XD
Hint-Hint Niccolo :P))
I reckon if you can cast Wisp with better than a 6 you might find something to your liking.

Quote
you MIGHT find

I'm not giving you Wolverine's ability on top of freaking dragon aspect. At least not for free. You're going to have to damn well work for it.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 21, 2013, 12:33:09 am
I'm not giving you Wolverine's ability on top of freaking dragon aspect. At least not for free. You're going to have to damn well work for it.
((Whoo! Game balance is in play!))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 21, 2013, 01:17:07 am
((Whoo! Game balance is in play!))

xD Of course. And different aspects are certainly kicking around out there for you guys to stumble across.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: BFEL on December 21, 2013, 01:28:20 am
I'm not giving you Wolverine's ability on top of freaking dragon aspect. At least not for free. You're going to have to damn well work for it.
((Whoo! Game balance is in play!))

((Yes, because clearly the ability to not die of the horrible injuries my own powers and teammates constantly burden me with ruins game balance))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 21, 2013, 03:18:33 am
((Yes, because clearly the ability to not die of the horrible injuries my own powers and teammates constantly burden me with ruins game balance))

I think the old adage "You break it, you bought it" applies. I might, if all of the moons of Saturn align, find the goodwill to give you back your legs. Since you didn't break those yourself.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: BFEL on December 21, 2013, 09:35:13 am
((Yes, because clearly the ability to not die of the horrible injuries my own powers and teammates constantly burden me with ruins game balance))

I think the old adage "You break it, you bought it" applies. I might, if all of the moons of Saturn align, find the goodwill to give you back your legs. Since you didn't break those yourself.

((What I'm saying is its hard not to break things when playing the role I am intended for in the party, that of healer, results in my blood finding the shortest route out of my veins. And not only that, but because of the mechanics of the setting I can't really fix that for myself, due to my own attempts to fix it having a better chance of just making things worse and imploding my intestines.

I'm the squishiest member of the party, because everyone else gets free heals from me, but I can't get the same without being poisoned and having my legs torn off.))
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: GreatWyrmGold on December 21, 2013, 10:29:47 am
I'm not giving you Wolverine's ability on top of freaking dragon aspect. At least not for free. You're going to have to damn well work for it.
((Whoo! Game balance is in play!))
((Yes, because clearly the ability to not die of the horrible injuries my own powers and teammates constantly burden me with ruins game balance))
You have magic, and now a bonus to strength and fire magic, plus a draconic spirit. If you get regeneration, I want bug control.

And you could always apply some of those "free heals" to yourself. Or, for big things, focus a turn fkor a dynamic bonus.
Title: Re: Roll to Go Mad: Turn 22 - Plot?
Post by: Niccolo on December 21, 2013, 11:03:27 am
I'm the squishiest member of the party, because everyone else gets free heals from me, but I can't get the same without being poisoned and having my legs torn off.))
I wonder what would happen if Ekoka ever asked an Earth Spirit for help with magic?

In the original version of the story, Life magic doesn't even exist. The source of healing magic was different - and was like cocaine, sugar and booze for those demon things. If someone used healing magic, they could guarantee that any of those blasted creatures within fifty miles would get a whiff of it and come a-runnin'.

So it could always be worse. I built this magic system from scratch mostly to make sure you guys could heal yourselves without demons appearing every time you fixed up a papercut. For some reason, I am incapable of designing a happy world. I'm really not sure why.

But don't worry. You can still die, but I'll try and make sure it's not from you healing one of the others. Healing yourself is fair game, but you pretty much won't die from using your healing magic on the others. Just be ruthlessly crippled and therefore experimented upon by the other mages.

If you want to get around injuries, you've just got to be creative. For instance, if you were to happen to take some metal from the deceased carriage (Thus helping me continue my vendetta against the thing) you could probably get creative with some earth magic. The key to this magic system, which I probably shouldn't give away but I'm going to anyway because I find the possibilities exciting, is to be creative. Brutish strength is all well and good, but the mind trumps all.

At least in this world.

There are spells that can help you get past those tiresome 'no healing this wound, sucker!' issues. I've recently given you a damn big hint towards what you need for that to happen - and it's not the wisp. Things should become clear soon. Solvarion

You have magic, and now a bonus to strength and fire magic, plus a draconic spirit. If you get regeneration, I want bug control.

And you could always apply some of those "free heals" to yourself. Or, for big things, focus a turn fkor a dynamic bonus.
Focusing will be useful for him, that's for sure, but to heal wounds from magical backlash he needs to roll a six. Also, don't worry too much about the draconic aspect. There are other aspects around, provided you can beat their challenges - not all of them require a vision quest, either (So kindly don't go hork down some jimsonweed).

Also don't forget that you have dual focus. You can mix any non-opposing elements without inhibition and only take a -1 to opposing ones. This skill can be upgraded to no negative modifiers... Hell, the sky's the limit. You seem to have taken a shine to Earth magic... have you ever thought of the potential?

Of course, the others have no magical ability whatsoever... At least in their cases though they won't ever accidentally implode their lungs. Eh. There are certainly other channels open to them - such as Felice's recent bullet-time upgrade. Of course, it certainly wasn't meant to be a hint directed at what sort of enemies you'd be facing next.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: GreatWyrmGold on December 21, 2013, 11:27:06 am
Hork some jimsonweed.
Determine what horking and jimsonweed are.
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: BFEL on December 21, 2013, 11:51:56 am
Hork some jimsonweed.
Determine what horking and jimsonweed are.
((Horking=eating
Jimsonweed=poisonous berry that made me comatose.
Smart.

Also my point was that I can't really heal my own injuries, because 90% of the time they will be caused by me healing someone else, and the other 10% of the time they are caused by me using it offensively so I don't have to heal someone else later. As you pointed out, I can't even touch them without a 6, and even then theres the roll for backlash, which could end up just replacing one problem with another. The earth magic thing helps, but still leaves the backlash problem.
I suppose I'll just have to try and find that hint you mentioned....maybe something to do with the sun or moon? A moon fragment? Fuck if I know.

Anyway to reduce the magic backlash? Like y'know, get a bonus so all my spells don't mortally wound me?))
Title: Re: Roll to Go Mad: Turn 24 - Riding the Dragon
Post by: Niccolo on December 21, 2013, 07:40:23 pm
Also my point was that I can't really heal my own injuries, because 90% of the time they will be caused by me healing someone else, and the other 10% of the time they are caused by me using it offensively so I don't have to heal someone else later. As you pointed out, I can't even touch them without a 6, and even then theres the roll for backlash, which could end up just replacing one problem with another. The earth magic thing helps, but still leaves the backlash problem.
I suppose I'll just have to try and find that hint you mentioned....maybe something to do with the sun or moon? A moon fragment? Fuck if I know.

Anyway to reduce the magic backlash? Like y'know, get a bonus so all my spells don't mortally wound me?))

Creativity. Instead of directly healing the wounds, try 'encouraging' them to heal by themselves. (It takes a blend of magics applied in a certain way.) you should meditate on the issue, I'm sure an appropriate solution will come to you. Thuun IS a well-trained healer, after all. It'd be strange if he couldn't work out a tricky way to thumb his nose at the laws of magic and heal the unhealable.

The magical backlash thing is weird. The more powerful your spell (relative to your level) the bigger the backlash. It's caused by the magic basically tearing its way out of your body. You throw a spell and it just sort of slams out. But, what would happen if you let your magic just flow out instead?

Dynamic bonuses help for most everything; on a 5, the subsequent magical cost will be quite small. And a 5 for cost means you get away scot free. Seriously. Even if you've just levelled a city, rolling a five for cost gives you, like, a minor headache.

I didn't think this through.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Niccolo on December 23, 2013, 11:10:08 pm
Hey guys! I won’t be updating again until the new year.

Merry Christmas to all of you and have a happy and safe new year!


- Turn 25: To the Village! -
With everyone finally in roughly the same place, it’s time to gather yourselves and book it out of there…


Collect shards of bone - if these can easily pierce a foot without any real force put behind them, they should be pretty dangerous. Particularly the one that did pierce my foot. Also, bind foot with available materials.

If my foot is successfully bound by the end of the turn, get moving!
“Ah! Those are some very sharp bones!” you exclaim, carefully extracting the shard of Thuun’s tibia from your foot. The hole is leaking, but luckily it didn’t go all the way through. Just as much damage as you’d expect from dropping a very pointy, rather heavy bone onto your foot.

Nope, certainly not magical at all.

You decide to keep them anyway, because… uh… you don’t learn quickly.

“Say, does anybody want to help with my bleeding foot?” you ask the others.

(Righteous Litany has cooled down completely)


Go to Lyu and help him with his foot. When he's ready to move to the rest of the group, support him if his foot can't take his weight
You sigh and pinch the bridge of your nose. "Old man, you really should be more careful." You borrow some more bandage from Cyrus and crouch next to the wounded priest to help him.

(3) Your inexpert wrapping is mediocre, at best, but at least the foot is mostly bound. He won’t be able to walk much without his staff, but it’ll do.

Lyu’s foot is bandaged, but it’s still rather weak. It will also need more attention before it will properly heal.

You help Lyu into the carriage and climb in yourself.


After he gets done with the screaming and the cursing and the vowing revenge upon those who have maimed him, he turns his attention toward fixing his legs, and decides he needs to properly meditate and think hard on the task at hand before attempting something like that.
You blearily try and sit up, noting you appear to be in the charred shell of the carriage. But you can’t seem to get good leverage. Well, not easily. “Right… my legs are burned,” you mumble. You heave yourself up using a chair and get a good look…

"WHAT THE FUCKING MONKEY BALL SWEATSHOPS HAPPENED TO MY LEGS?!" you scream, startling several birds into flight. They’re gone! They’re just fucking gone!

You look out the door in a panic and see bits of bone sticking out of the ground. “GODS BE DAMNED FUCKING STUPID--” you lapse into swearing in one of the various Limerete dialects that you picked up in the temple, cursing whoever tore your legs off with the fury of a dozen scorned women, leeches in their genitals, peeling the skin from their eyeballs, that kind of thing.

Feeling calmer, you decide to maybe heal your legs yourself. You know there’s no ways in hell you’ll be able to just regrow your legs. Charred wounds, maybe. Missing limbs? Not a chance.

You sink into a trance as the others pile into the carriage around you, stopping only to wave at them so they know you’re awake and not to steal any more limbs. If they didn’t guess from the cursing.

(5) ”There are a thousand different ways to approach a wound. Even a wound as complex as a destroyed eye or amputated hand can be fixed, with the right knowledge.” The words of one of your teachers rumbles through your mind, filling it with images.

Another image slowly forms in your mind. A Southlander -Ekoka? - focusing on a rock. The rock explodes in his hand, leaving nothing but a stump behind. Then he suddenly has a new hand. Made of rock.

With the right magical combination, you could probably build something similar. But you’re a master of healing, so you could take it a step further… Possible solutions pour through you. And if you release the magic slowly,  ever so slowly, you could probably avoid the worst of the magical backlash, too!

Again and again, three elemental signs appear in your mind. Life, Fire and Light. What could it mean?

New Ability Gained: Slow Cast! If you take two turns to cast a spell, it will always have the dynamic bonus applied - Unless it’s way too complex.

Success! The spell you cast next turn will have a dynamic bonus applied. Probably.


Wait for everyone to finish what they're doing.
You sit in the carriage and wait. When Thuun  wakes up and begins screaming, you jump a foot or so in the air in fright. You also prudently decide to not mention that you helped remove his legs.


Continue focusing on the spell. If, somehow, everyone actually does get to the carriage before the end of the turn, cast it and start heading for civilization.
“Everyone in? Let’s go!”

(5) As Cyrus hurriedly joins the others in the carriage, you perform the final muttered incantations from your perch on top. You dramatically raise your hand skywards, calling a swirling vortex of wind, before gesturing forwards. The vortex surrounds the carriage which lurches into life and begins pounding down the road. Seeing the turn to the village, you shunt the air around and the carriage tilts wildly, but manages to turn without killing anyone.

You’re flying down the road now, way faster than anybody should ever go. Will you ever be able to stop? The quarter mile to the village vanishes in less than a minute and you’re releasing the airstream, tugging it backwards to slow the carriage before it smashes directly into the village gates.

The carriage skids sideways, sliding to a stop a bare inch before the gates. You thrust your fist triumphantly into the air. “Boo yaaaargh!” (2) Your happy shout turns into one of pain as your arms and legs cramp. Your right arm cramps up worst of all, since that was the limb you were directing the magic with. The arm stiffens right up and probably won’t work for a while (2 turns).

But you cast the magic perfectly (Didn’t even need the dynamic bonus!). +1 experience to Wind magic and an extra +1 for the perfect slowcast!


Hork some jimsonweed.
Determine what horking and jimsonweed are.
You sit down and pull out a jimsonweed fruit, biting deeply into it and swallowing the tangy flesh. Almost immediately you feel your heart begin to race. Colours around you begin to blend together into a psychedelic smear of pinks and fluorescent greens. You suspect that the carriage is plotting against you, as are the tre--

NO NO NO NO NO



The village is quiet. Very, very quiet. There are a couple of rustling sounds, but you can’t hear much at all. The gate is shut, but probably not a big obstacle to you five. There are signs of recent damage.

You can almost hear a thin voice. Is it calling for help?



Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: GreatWyrmGold on December 23, 2013, 11:20:41 pm
Avoid crashing.

"That was...fun. Definitely swift."

Descend from atop the carriage, carefully to avoid issues from the cramps.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: BFEL on December 24, 2013, 12:46:03 am
Thuun continues thinking about his latest vision...Life is obvious, but why Fire and Light? Fire...and...Light....His thoughts turn to his previous experience, wherein he was granted the aspect of a dragon, which included the domains he needs to see the spell come to fruition!

"Clearly they must be linked" he mumbles to himself, before he focuses his mind on the needed elements, letting them flow into his blade for amplification, then passing the sword slowly along the length of where his legs should be, intent on drawing outward the aspect of that mighty creature inside him and binding it seamlessly to the rest of his flesh, inch by inch if need be.


((I'm SOOO hoping this is what I was supposed to get out of those hints. Because if not I'm probably screwed :P))
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Niccolo on December 24, 2013, 01:34:56 am
Yes, no and maybe.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Harry Baldman on December 24, 2013, 02:01:54 am
"Well, this has been a productive day."

Ponder my foot, evaluate the best way to bind it. Make sure to just prepare, though. Better not get hasty.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: USEC_OFFICER on December 24, 2013, 11:44:48 am
Baldur gingerly steps out of the carriage and looks around.

"Need some help, Thuun?"
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: BFEL on December 24, 2013, 02:42:47 pm
Baldur gingerly steps out of the carriage and looks around.

"Need some help, Thuun?"

NOOOOOOOOO!
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: USEC_OFFICER on December 24, 2013, 03:01:40 pm
"Hmpfh. Just asking..."
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: BFEL on December 31, 2013, 06:28:30 pm
((SO is this updating tomorrow or the next day? BECAUSE TOMORROW IS NEW YEAR.))
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Niccolo on December 31, 2013, 09:56:32 pm
WHOO! Happy new year, you lot! Hope y'all didn't kill too many liver cells. Me, I helped build a chicken pen. Oh yeah, check out my mad party style.

Anyway, we're updating just as soon as you've all checked in. I'm just missing Pancaek for the moment.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Execute/Dumbo.exe on December 31, 2013, 10:06:37 pm
I love my chickens, I have five of them and they are so cute! I also have a kitten who just views those chickens with no small amount of envy.

When you see them in action, you wonder why anyone kills them.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Pancaek on January 01, 2014, 09:31:46 am
((sorry about that))

Get out of the carriage, intently look around for anything out of of place. Listen more closely to that voice
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Niccolo on January 01, 2014, 10:35:51 am
Welcome back, all of you!

I'll write up the update tomorrow evening (GMT+8), since it's nearly midnight here and I don't think you guys want midnight-writing. It'd be all "You did this" rather than my usual half-decent prose. Aaaaand there's a chicken coop to build tomorrow during the day.

BUT IT WILL GET WRITTEN!
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: GreatWyrmGold on January 01, 2014, 10:44:34 am
It's pretty easy to see why people eat chickens. They're easy to take care of, willing to eat easily-found material that humans cannot eat (bugs they find), and have nice byproducts (eggs, feathers).

Also, whoo updates.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: BFEL on January 01, 2014, 08:55:05 pm
It's pretty easy to see why people eat chickens. They're easy to take care of, willing to eat easily-found material that humans cannot eat (bugs they find), and have nice byproducts (eggs, feathers).

Also, whoo updates.

((....What exactly do the feathers get used for?? I've never even HEARD of something being made with chicken feathers :P))
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Niccolo on January 01, 2014, 10:11:20 pm
Golf balls. Once upon a time.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Execute/Dumbo.exe on January 01, 2014, 10:23:04 pm
Icarus's wings could have been much more cheaply manufactured, that's for sure.

"come now and get the latest edition of Icarus wings! Fall out of the sky with style!"
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 02, 2014, 07:53:10 am
Holy shit. Thuun… Oh jeez.


- Turn 26: Sunlight -

You’ve found the village and someone is calling for help. What do you do…?

Avoid crashing. Descend from atop the carriage, carefully to avoid issues from the cramps.
You shakily climb down from atop the carriage. Your muscles feel a little weak as the adrenaline from the rapid ride fades. "That was...fun. Definitely swift."

You massage your right forearm gently. the pain is fading, but you can’t quite control your arm just yet. It’s still a little stiff.


Thuun continues thinking about his latest vision...Life is obvious, but why Fire and Light? Fire...and...Light....His thoughts turn to his previous experience, wherein he was granted the aspect of a dragon, which included the domains he needs to see the spell come to fruition!

He focuses his mind on the needed elements, letting them flow into his blade for amplification, then passing the sword slowly along the length of where his legs should be, intent on drawing outward the aspect of that mighty creature inside him and binding it seamlessly to the rest of his flesh, inch by inch if need be.

Fire… Light… Hmm… You turn your mind inwards, mentally touching the raging flame of the dragon within your soul. “Hmm…” You wonder if the dragon aspect drew your mind towards those two magical elements. Maybe.

Well.

“I wonder…” You ponder your legs. They’re partially destroyed, but you’ve seen worse wounds healed! Time to try it out.

The matrix of the spell begins to form in your mind. A web of Life, spiralling green lines and whorls delicately pick out the shape of your body. It’s the simplest Life action in the world, simply sensing the Life within your own body.

Unbidden, sigils for Light bloom like flowers throughout the spell matrix, followed swiftly by traceries of fire. The light and fire combine to form sigils of heat and warmth; as one drifts past a green Life line, you see it warp into a sigil for growth, like the Sun’s light shining onto a plant.

Of course. The Sun. Solvarion, your patron God, represents Fire and Light bringing forth Life. It couldn’t be that simple, could it? You decide to give it a try.

(4+1=5) Green whorls form around your body, slowly and carefully. The magic just… dribbles out of you. You’re glowing now, with an emerald green haze.

You lift your sword and focus Light and Fire magic into the blade. (Lt: 2+1+1+1=5, Fi: 5+1+1-1=6) (Holy hell) The bronze sword begins to glow, dully at first and then up to a blazing golden light. The light itself makes you feel so amazingly good! You pass the blade down the length of your body, letting the fiery light kindle the green haze.

Simmering tongues of flame spiral around you, delicately tracing your form out. You draw out the Dragon within you, letting it too catch alight and meld with your body.

Before your eyes, the cuts all down your arms seal and fade as the light touches them. Your aches and pains, left overs from years of magic, are burned away by the healing light. And then the light touches your stumps.

Flakes of charred skin fall away, revealing pink and healthy skin. Abrasions, cuts and tears seal up. Your stumps are now sealed up tightly, new and pink and healthy - and you have kneecaps again! Awesome. Weirdly, the dead parts are still dead - but before your eyes, Life begins to flow into them again. You see the green spell matrix begin to fill in those parts under the healing light.

You bid the light to leave your skin and enter your flesh; it does so, setting your legs alight with a dull red glow. You can feel the healing continuing very slowly within you. You won’t be able to cast any other magic for as long as this spell is active and drawing your power, but it is healing your dead flesh - and eventually, your lower legs may just grow back!

Active state: Regenerative magic. No other magic can be cast for as long as this is active.

+1 experience to Fire magic! (The others didn’t naturally roll a five)

AWESOME! You’re now Level 1 in Fire magic! You can now generally control fire in a cone of about twenty feet as well as attempt to put out most fires with just your will.


Baldur gingerly steps out of the carriage and looks around.

You creep out of the carriage and look around. The gate of the village stands in front of you, shut to trespass but not sturdily locked. Behind you, the forest is mostly quiet save for some rustling. Really unnerving rustling. Maybe you guys should get inside the village?

You turn to pick up the Life mage, since he’s entirely incapable of walking anywhere, to find him aglow in weird magics. "Need some help, Thuun?" you ask, secretly hoping he’ll say no.

He does. Strenuously. “Hmph, just asking,” you mutter. As you turn away, his sword glows fiercely. The light pierces deep into your brain and you blink and look awa-no, you can’t, your eyes are locked to the amazing spectacle. Your burned hand tingles and the pain fades away completely.

You see… wings? You can’t quite pick them out. You raise your bushy eyebrows in amazement as his cuts and legs begin to heal before your eye… and then, as the magic jumps from his sword into his red-glowing legs, a spark of it leaps off and slams into your dead and destroyed eye!

You feel it burning there, a spark of some weird-ass magic of Thuun’s. And you realise you can see it. is… Is your eye regenerating? No way.

You can use “I’m not right handed” again, since your hand is fully healed!




Ponder my foot, evaluate the best way to bind it. Make sure to just prepare, though. Better not get hasty.
"Well, this has been a productive day." You grouch and climb carefully from the carriage before leaning against a carriage wheel and surveying your foot. “Hmm…” You ponder your foot, wondering how best to bandage it.

Before you can think too hard on it, gleaming golden light spills from the carriage onto you. “What the hell?” You exclaim, jumping to your feet and backing away, failing to notice that the stab-wound on your foot has mysteriously closed up and vanished.

You can walk! Hallelujah!


Get out of the carriage, intently look around for anything out of of place. Listen more closely to that voice
You climb out, just as Thuun begins glowing green. “Welp.” You make feet, getting the hell away from that carriage. Behind you it goes up in weird yellow light and you’re very, very glad you weren’t nearby when Thuun went nuclear or whatever the hell he did this time.

You stop. The village is quiet, except for... A voice. (Kidzuku: Comprehension) Your copper bracelet heats up and begins to gently hum as you open your mind. (4+1) “Help!” someone shouts. They sound… muffled? “Oh Angels, somebody help!” The voice comes again, from deep inside the village. You reckon you could almost pick which building its from, once you get inside. Which you should soon, because...

(5+1) Something is rustling the forest around you. Lots of somethings. They sound humanoid. They smell… you crinkle your nose. The smell is damn nasty. Ugh. You know exactly where they are - and one is very close! There’s no ways in hell that they’re friendly. You slip your bow off your shoulder and focus for a second before snapping an arrow into the foliage directly over your head.

A khaki-skinned humanoid falls from the thick canopy, gasping for air around the arrow in its lung. “Uh. Guys?” you call, backing towards the village gates. “Maybe we shouldn’t be standing around like this…”


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: Harry Baldman on January 02, 2014, 08:03:12 am
"It is a miracle! My mild wounds have completely disappeared!"

Seek a way inside the village. A way to open the gates, for instance.
Title: Re: Roll to Go Mad: Turn 25 - To the Village!
Post by: BFEL on January 02, 2014, 08:13:09 am
((BOOYAH! I GOTS ME TEH REGENS!))

Thuun Looks out towards the old sea dog, and shouts back "Kinda busy regrowing my legs. Would you lot mind taking up a defensive posture till then? Stay close by, the regeneration seems to rub off on other people. Afterward we can go wherever you want."
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 02, 2014, 08:22:34 am
Yeeeeaaah. One note: The regen is veeeerry slow. It's going to take a long time to regrow your legs. It's about a mile below Wolverine. Plus you can't cast any other magic... and if you want to cast it again, you somehow have to achieve at least a five in all three elements (A four would have healed all of your minor wounds, but nothing else).
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 02, 2014, 08:25:50 am
Yeeeeaaah. One note: The regen is veeeerry slow. It's going to take a long time to regrow your legs. It's about a mile below Wolverine. Plus you can't cast any other magic... and if you want to cast it again, you somehow have to achieve at least a five in all three elements (A four would have healed all of your minor wounds, but nothing else).

((Well right now I'm pretty much immobile. So could we get a rough estimate of when I'll be able to move under my own power again?

Also: DAMN. Here I thought it would be basically a toggle ability :())
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 02, 2014, 08:48:11 am
Also: DAMN. Here I thought it would be basically a toggle ability :())

xD I love how you think I'll just give you a regeneration. No, what I've actually given you is, if you've noticed, the only way to heal magical price wounds without incurring an exponentially higher one.

As an estimate? Uh. Maybe a couple of days or so? Don't worry, a travel turn is coming up that'll take a couple of days. Last until then and you'll have your legs back. And your legs function fine up to your kneecaps, so you can sorta waddle around.



LASTLY: One of you guys asked how you'd report back the success of your mission. Well, that's what Cyrus is doing there, isn't he? (I've just been reading over old turns... I've forgotten a few things... Like you're supposed to be paid for this.)
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Pancaek on January 02, 2014, 09:12:19 am
((question for the GM, this voice I hear. Do I know wether its coming from inside the village or from the forest?))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 02, 2014, 09:13:54 am
((question for the GM, this voice I hear. Do I know wether its coming from inside the village or from the forest?))

Right. Sorry. No, it's inside the village. You can pinpoint it right down to one of about four buildings. I'll put that in the turn.

EDIT: Done
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 02, 2014, 11:27:11 am
Also: DAMN. Here I thought it would be basically a toggle ability :())

xD I love how you think I'll just give you a regeneration. No, what I've actually given you is, if you've noticed, the only way to heal magical price wounds without incurring an exponentially higher one.

As an estimate? Uh. Maybe a couple of days or so? Don't worry, a travel turn is coming up that'll take a couple of days. Last until then and you'll have your legs back. And your legs function fine up to your kneecaps, so you can sorta waddle around.



LASTLY: One of you guys asked how you'd report back the success of your mission. Well, that's what Cyrus is doing there, isn't he? (I've just been reading over old turns... I've forgotten a few things... Like you're supposed to be paid for this.)

((Ok so question then. If I were to cancel the regen to cast spells again, would this travel turn still give me my legs back? Due to effectively having limitless tries to get the "all 5s" thing right to turn it back on?))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: GreatWyrmGold on January 02, 2014, 04:52:42 pm
Holy shit. Thuun… Oh jeez.
That's what we want to hear.

Quote
(Lt: 2+1+1+1=5, Fi: 5+1+1-1=6) (Holy hell)
With that kind of intro, between the prelude, the 6, and the hell, I expected at minimum his new legs to be on fire.

Oh, and is the khaki guy real or just in Felice's head?
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 02, 2014, 06:28:57 pm
((Ok so question then. If I were to cancel the regen to cast spells again, would this travel turn still give me my legs back? Due to effectively having limitless tries to get the "all 5s" thing right to turn it back on?))
It depends A) at what point you succeed in getting all fives and B) what point your companions get freaked out by your constant magic usage and throw you from the carriage.


With that kind of intro, between the prelude, the 6, and the hell, I expected at minimum his new legs to be on fire.

Oh, and is the khaki guy real or just in Felice's head?

I try. I didn't expect him to get all fives and sixes on his first try. It wasn't until I added up all the bonuses that I realised just how foolish I've been in offering bonuses.

And the khaki guy is quite real. But well ahead of the rest of the pack.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: USEC_OFFICER on January 02, 2014, 06:30:56 pm
Baldur nods at Thuun, "Thanks."

Baldur walks over to the village gates and tries to force them open.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Harry Baldman on January 02, 2014, 06:34:53 pm
((One question - should Thuun really get a +1 to casting a spell if he uses that spellsword ability? Isn't that purely for attack spells, hence the choices between +1 to hit and bonus damage?))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 02, 2014, 09:45:13 pm
((One question - should Thuun really get a +1 to casting a spell if he uses that spellsword ability? Isn't that purely for attack spells, hence the choices between +1 to hit and bonus damage?))

((Shut up. It makes perfect sense for that to work. Due to Thuun's training he can use blades as a spell focus. Think the way most mages use staves.
And for my secondary argument, STOP TRYING TO NERF THE PARTY! We're kinda screwed already, the GM doesn't need help being evil!))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 03, 2014, 12:57:32 am
I try. I didn't expect him to get all fives and sixes on his first try. It wasn't until I added up all the bonuses that I realised just how foolish I've been in offering bonuses.

((One question - should Thuun really get a +1 to casting a spell if he uses that spellsword ability? Isn't that purely for attack spells, hence the choices between +1 to hit and bonus damage?))

Hmm. As it is, the Spellsword ability has a three-turn cooldown. I may bump that up to four or five. I might just fiddle with the other cooldowns as well, since they're a little unbalanced at the moment.

Alternatively, BFEL, we can compromise a little. I've mentioned in the alt-text that using Spellsword focus increases the chance of your weapon shattering, but I haven't really enforced that. I might have to actually start doing that.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: GreatWyrmGold on January 03, 2014, 01:01:51 am
Keep an eye on Khaki Man, which is possibly a good name for a superhero so I should write that down. Ahem. Also look for some kind of rock to throw at him if he turns out to be hostile.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Pancaek on January 03, 2014, 09:30:46 am
"You gentlemen do whataver you want, but just so you know, there's a whole bunch of these stinkin' arseholes coming our way. I'm just going to go ahead and get to relative safety now.

Also, there's someone calling for help inside of the village. Just so you know"

Back up towards the village gate, keeping an eye on our surroundings. Shoot at any kakhi's that attack the group. Enter village if my teammates get the door open.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 03, 2014, 09:33:35 am
I try. I didn't expect him to get all fives and sixes on his first try. It wasn't until I added up all the bonuses that I realised just how foolish I've been in offering bonuses.

((One question - should Thuun really get a +1 to casting a spell if he uses that spellsword ability? Isn't that purely for attack spells, hence the choices between +1 to hit and bonus damage?))

Hmm. As it is, the Spellsword ability has a three-turn cooldown. I may bump that up to four or five. I might just fiddle with the other cooldowns as well, since they're a little unbalanced at the moment.

Alternatively, BFEL, we can compromise a little. I've mentioned in the alt-text that using Spellsword focus increases the chance of your weapon shattering, but I haven't really enforced that. I might have to actually start doing that.

((Piecewise truly has nothing on your sadistic GMing chops. And his slogan is TORTURE FOR FUN))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 03, 2014, 10:49:46 am
We're kinda screwed already, the GM doesn't need help being evil!))
((Piecewise truly has nothing on your sadistic GMing chops. And his slogan is TORTURE FOR FUN))

You make me so happy, BFEL. Piecewise is my role model for RtDs!

I must admit, I've rather enjoyed how this magic system works. But it definitely needs polishing if I ever decide to use it again. And I need to put more thought into balancing skills and whatnot BEFORE the game starts up. Changing skills midway through a game is terribly gauche.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 03, 2014, 07:55:33 pm
Changing skills midway through a game is terribly gauche.

((Not to mention INCREDIBLY disheartening for the players. I feel like the universes buttmonkey, and not only that, but I'm the universes buttmonkey who can physically see the universe polishing its hope-stomping boots for another go.

It certainly doesn't help that when I raise a concern about game balance cockslapping me and anyone who plays my "class" the response is "don't worry, I'm currently working on a way to cockslap you HARDER"

I would have honestly preferred the healing system that has demons pop out when you use it, because as I have demonstrated, demons are something that large displays of magical might can solve quickly. And then you get wounds from that but in this system I could HEAL those wounds, thus summoning more demons and giving us a wonderful recursive success mechanic.

Whereas in THIS system, trying to fill the role my character was CUSTOM TAILORED to fill in the party results in maiming, dismemberment and losing my legs, which means that until they regrow, I am 100% fully useless as a character. And since that's apparently not happening within this mission I might as well just go dark and not post.

I honestly feel like I have to use every trick in the book and most of the ones the book never considered, just to not SPONTANEOUSLY COMBUST, let alone have anything resembling success.

I'm probably overreacting, and probably reading too much into this, but it feels like what happens in this game isn't up to the cold unfeeling hand of fate, like it is in any other RTD, including those made by Piecewise, but up to the whims of the GM, and his whims are permanently stuck on "stomp the players into the dirt"))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: GreatWyrmGold on January 03, 2014, 09:49:05 pm
((Eh. It's a mad, mad world, and you just got the long end of the madness. Which is also the short end of everything else.))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 03, 2014, 11:31:39 pm
It certainly doesn't help that when I raise a concern about game balance cockslapping me and anyone who plays my "class" the response is "don't worry, I'm currently working on a way to cockslap you HARDER"

Honestly, most of the time when I suggest something like that I'm joking.

I've tossed in a couple of things to actually make life easier for mages. To begin with, I never intended on having the slow-cast ability, but then GWG considered contemplating a spell for a turn and I had to think of how this would actually affect the game. Secondly was the technique you quietly discovered last turn - by slowly releasing the magic, nothing explodes. To be a mage in this game involves trickery and alternative thinking, not just brute-forcing your way to a solution by excessive magic.

Quote
I would have honestly preferred the healing system that has demons pop out when you use it, because as I have demonstrated, demons are something that large displays of magical might can solve quickly. And then you get wounds from that but in this system I could HEAL those wounds, thus summoning more demons and giving us a wonderful recursive success mechanic.

Whereas in THIS system, trying to fill the role my character was CUSTOM TAILORED to fill in the party results in maiming, dismemberment and losing my legs, which means that until they regrow, I am 100% fully useless as a character. And since that's apparently not happening within this mission I might as well just go dark and not post.

You are a Life mage and can happily heal anybody else; the price you end up feeling is dependent on a bunch of factors, including how slowly you let the magic out. Plus you get a nice bonus to Life spells, since you've specialised heavily in it. And I've given you the tools you need to heal yourself - that healing light spell is how to patch yourself up. It takes a little while, but you can heal nearly any wound with it. And since it's a nice little loophole around the exponential cost problem, you generally don't end up paying much at all. (You should try casting it as a Wisp. The wisp spell can't short-circuit and blow you to pieces or tear a limb off. With practice, you'll be able to cast it on a single dice roll instead of three. Plus the Wisp is an easy spell to cast.)

I do need to rejig the magical injury system somehow, though. This little experiment has proved that although the blood-for-magic system works brilliantly in a book world, it doesn't translate nicely to a game without some work. If you have any input on that, do pipe up.

One thing I SHOULD do, though, is apply your endurance bonus to the price roll. I haven't actually considered it at all - honestly I keep forgetting you have that bonus - but it would actually make sense.

Quote
I honestly feel like I have to use every trick in the book and most of the ones the book never considered, just to not SPONTANEOUSLY COMBUST, let alone have anything resembling success.

I'm probably overreacting, and probably reading too much into this, but it feels like what happens in this game isn't up to the cold unfeeling hand of fate, like it is in any other RTD, including those made by Piecewise, but up to the whims of the GM, and his whims are permanently stuck on "stomp the players into the dirt"

No, you're a little right. I've been doing my level best to keep you guys alive (Despite what I've claimed), but I have perhaps been enjoying injuring you a little too much. And I'm sorry about that. You always seemed to react so well about it that I think I got a tad carried away. So thanks for bringing it to my attention, I'll try and tone it down a little.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 05, 2014, 01:49:07 am
((Thanks...I got a bit carried away there with the venting, sorry bout that :P

Its nice to know that you're looking into ways to make it more survivable, I appreciate that a lot, it helps morale :)

As for the magical price thing I definitely support taking the endurance bonus into account. Perhaps it could also get bonuses or maluses based on the scale of the magic used was? For example lighting a candle would have an insane bonus to the price roll because its so trivial while the volcanosplosion I performed would have a large malus, because the term volcanosplosion was applicable XD. That's about the only thing I can think of at the time.

Also what do you mean "cast it as a wisp"? I thought the wisp was its own spell, I didn't realize you could "load" other spells into it. And if I "loaded" the regen spell into it would that allow me to use other spells while the regen was going on?
Could other types of spells be "loaded" in it? Like a flamethrower?
Can the wisp move off on its own?
Wisp is starting to seem like a semi-sentient pet instead of a spell :P))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 05, 2014, 03:20:59 am
Thanks... I got a bit carried away there with the venting, sorry bout that :P
Hey, it's all good. It's my first RtD, so criticism is always good. Maybe next time bring it up before I drive you to venting, but hey.

The Wisp... is kinda like the Wisp spell from Dragon Age. It hovers around you doing its thing. You have no real control over it - I guess it functions in the same way an 'aura' spell would, just... as a wisp. And yes, you can load other spells onto it. For the moment you have to cast Wisp as a Life spell and you can toss other elements into it, but with time you may work out how to cast just a Fire wisp (Which would, incidentally, give you a +1 to fire rolls. Like you need more of those.). And if you get really good - and if Ekoka ups his Life level too - you'll be able to teach him how to cast the spell.

Yes, you could use other magic, since you wouldn't have to focus on it! There is the standard 1-in-6 chance of magic disrupting the Wisp, but that's always there. It's seriously the only downside to the spell - it can't even explode on you. Like Ekoka's alacrity. The worst that can happen with that is he loses focus for a second and runs into a tree - the spell itself can fail to cast, but it can't misfire and kill him by burying him up to his neck in dirt or launching him into space.

I suppose you could make it sentient? With a hell of a lot of work and focus.

And towards the price... well, what I've tried to do is scale the damage based on the spell. So if you rolled a one while healing a papercut, you'd get a splitting headache that'd hamper you for a turn. But that hasn't worked so well, so I'll probably consider bonuses vis-a-vis the complexity. That's easier to balance. (By the way, GWG, this concerns you directly too, so if you have input voice it! Same for the rest of you fellows, although it's not directly affecting you...)
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 05, 2014, 03:39:37 am
((Hey I just got an idea while reading the "and if Ekoka also got good" thing.

Is it possible for two casters to combine magic? Like a dual fireball? And then we get Cygnus in on it too to make it the most hilariously OP thing in history? XD
Seriously, imagine if my volcano had also had two other casters, one a professional pyromancer, pouring into it :P

Also, another idea for dealing with cost. Can a caster slowly "charge up" a spell to release it in a big burst later, with the cost being like if they eased into it? The idea here being "slowly pour fire energy into a ball and prepare ball for firing, then fire later" instead of FIREBALL FIREBALL LIGHTNING BOLT!...or is that just what Slow Cast is? :P))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 05, 2014, 03:54:39 am
((Hey I just got an idea while reading the "and if Ekoka also got good" thing.

Is it possible for two casters to combine magic? Like a dual fireball? And then we get Cygnus in on it too to make it the most hilariously OP thing in history? XD
Seriously, imagine if my volcano had also had two other casters, one a professional pyromancer, pouring into it :P

Also, another idea for dealing with cost. Can a caster slowly "charge up" a spell to release it in a big burst later, with the cost being like if they eased into it? The idea here being "slowly pour fire energy into a ball and prepare ball for firing, then fire later" instead of FIREBALL FIREBALL LIGHTNING BOLT!...or is that just what Slow Cast is? :P))

Well, well, well. Now there's a use I hadn't considered. I hadn't even thought of that method.

I guess you could. As long as you slowly formed it and held it outside your body, then you'd have almost no price since as you 'use' it later the magic isn't actually tearing out of your body now. Huh. Maybe, with a little earth magic you could imprison the spell inside a crystal or a lump of glass? Then throw the glass ball at someone and WOOMF.

I like it! You surprised me and it's absolutely inventive. Therefore, yes it totally is possible.

... And I'm going to say yes to the mixing of magics. But you'd have to get it just right. It's a hell out powerful technique, so I'll have to come up with some suitable drawbacks.
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 05, 2014, 04:11:19 am
... And I'm going to say yes to the mixing of magics. But you'd have to get it just right. It's a hell out powerful technique, so I'll have to come up with some suitable drawbacks.
((Potentially destroying the universe isn't a drawback?
I mean I SUPPOSE you could list it as a feature, but it would need a hell of a lot of asterisks to get on store shelves.))
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: Niccolo on January 05, 2014, 09:53:18 pm
So, BFEL, are you planning on changing your action?
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 05, 2014, 11:31:12 pm
So, BFEL, are you planning on changing your action?
Why do you ask?....actually what WAS my action?
No idea what it was, so lets just go with sitting there twiddling my thumbs, because I cant twiddle my toes, on account of not having toes.

Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: GreatWyrmGold on January 05, 2014, 11:37:36 pm
Who would twiddle their toes?
Title: Re: Roll to Go Mad: Turn 26 - Sunlight
Post by: BFEL on January 06, 2014, 01:21:29 am
Who would twiddle their toes?
A toetwiddler
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 08, 2014, 08:10:13 am
Sorry it took me so long to write this turn!


- Turn 27: The Village of Cnoc Adh -
Having decided to enter the village and find the source of the crazy demon-monster-things, you gather yourselves at the village entrance…

Back up towards the village gate, keeping an eye on our surroundings. Shoot at any kakhi's that attack the group. Enter village if my teammates get the door open.
"You gentlemen do whataver you want, but just so you know, there's a whole bunch of these stinkin' arseholes coming our way.” You gesture at the fallen khaki thing before drawing another arrow and notching it. “I'm just going to go ahead and get to relative safety now.” Seeing the priest and the swordsman moving towards the gate, you quickly sign your intent to stand guard and cover their backs. “Also, there's someone calling for help inside of the village. Just so you know."

The forest is getting strangely quiet around you. That’s weird. You can’t hear anything at all moving out there. You haven’t travelled the forested highlands of Cylenia very much - being a seaman from a tiny tropical archipelago - but you’re pretty sure that there should be a bunch of rowdy birds pretty much at any point when the sun is up. No deer, no birds, no mice… even worse, you can’t hear any more of the khaki monsters. You know they’re there, but… Oh dear.

Cyrus is standing next to you, fire glimmering in his hands as he too surveys the forest. “I don’t like this,” he murmurs in his cultured voice. You wonder how he ever fell in with bandits like that. The travel and battles have been a little rough on the poor mage; he looks positively exhausted from his magical use in the firefight. Somehow, though, his hair is still utterly immaculate. Where does he find the time?

Behind you, the gate swings open. You cast one eye back over your shoulder...


Seek a way inside the village. A way to open the gates, for instance.
"It is a miracle! My mild wounds have completely disappeared!" you crow happily, clapping your hands gleefully. Possibly because it seems to confirm Thuun’s possible sainthood and thus the great value of his holy bone shards.

Turning thoughts of miracles and money aside, you eye the newly-fallen, rapidly dying khaki man. This one appears to not be an elf - unlike the others - which is odd, as this village was primarily comprised of elven people. You decide that you’d feel a fair bit safer with stout village walls between you and its friends, so you turn and survey the gates.

The village wall is a sturdy wooden palisade, able to withstand most banditry and the encroachment of the forest, but nothing that an irate mage couldn’t take down. Undamaged save for the natural wear and tear of an old fortification, it gives you some hope. However, villages have been abandoned quietly before - and it’s all too common in Yagal.

You hesitantly step towards the gate. It looks to be in relatively sound condition. You go to push on the one gate and Baldur strolls over to assist you...

Baldur walks over to the village gates and tries to force them open.
“Thanks,” you mutter to the mage who’s still glowing disturbingly. You edge away from him and decide it’s high time to get inside this village and see what’s in there. Hopefully something good. You’re not expecting much, though. In your years as a mercenary you’ve seen villages like this before. Murder, monsters and mayhem on the outside; you know exactly what’s going to be inside.

You step up to the gate, joining the priest there. You lean your shoulder into the strong, heavy door and give it a good shove. The gates ponderously swing open…


Keep an eye on Khaki Man, which is possibly a good name for a superhero so I should write that down. Ahem. Also look for some kind of rock to throw at him if he turns out to be hostile.
You backstep from the dying monster/man thing and pick up a rock just in case he springs up and bites you. While bleeding profusely from the arrow through his chest. You decide not to think about exactly how much good a rock will do against a monster that can’t be killed by such a high level of trauma.

As the monster gasps out its last, you hear the gates behind you creak open. You turn to survey the village entrance...


Sitting there twiddling my thumbs, because I cant twiddle my toes, on account of not having toes.
You sit and twiddle your thumbs. Your glowing legs are a little distracting. They feel tingly. You feel a popping sensation on the base of your stumps which topples yo in shock. You blink and look closely at the stumps.

Are those… Are those tiny feet? Really? That’s how they’re going to regenerate? You mutter incoherently about the inconsistency of the laws of magic and go back to twiddling your thumbs. Your tiny feet are far too tiny to do anything except wiggle.

You hear a creak behind you as the gate opens, so you turn and look…


The wooden gates ponderously swing open to reveal a wide dirt track into the village. A cadaverous mist hangs low to the ground, giving the village an unearthly presence, as though it’s not quite there… which makes what you see all the worse.

Small houses can be seen just inside the palisade. One of them is missing most of its roof, signs of fire showing just how the thatching was removed. The other has a door hanging by a single hinge, creaking faintly in a breeze. Further in are some more houses in similar disrepair. Windows are broken; rosebushes are torn forcibly from the ground; doors smashed and splintered. And everywhere that you look you see bodies. And… pieces of bodies.

You can see clear down the track to the centre of the village, maybe fifty metres away. In the centre square is the village’s maypole, erected for the upcoming solstice celebrations. Tied to the maypole in some macabre mockery of the traditional ribbons are four severed heads, lashed to the pole by their hair. Blood has run down the pole in rivulets so thick you can see them from the entrance, looking for all the world like a barber’s sign.

Closer to you, three women have been torn into pieces, their limbs used to paint crude signs and sigils on the walls of the houses. Their torsos are just piled to one side like morbid apple cores, freshly divested of their flesh. Another woman is hanging from the eaves of a tall building, her own intestines looped in a ghoulish noose around her neck.

Blood is thick on the ground, splatters and trails and pools. Most of it has coagulated, binding the dirt track into a sticky, red-brown mess. And square in the middle of a puddle, although strangely unbloodied, is one corpse. A young woman is lying not twenty feet away, her arms and legs limp and exhausted in death. You can see only one wound on her, one of her delicately tapered elven  ears is torn off and has been stuffed roughly into her mouth. Her eyes are staring directly at the gate, hanging open and dull. Her dress is torn into tatters. You shudder to think at just how she died. Just behind her is lying another corpse, this time of a young man. He is run through, pinned to the ground by a copper spear.

Again, you hear a voice. A plaintive, mournful and wordless cry for help. It seems to be coming from the centre of the village.


Spoiler: The Players (click to show/hide)



Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 08:20:54 am
Cyrus is standing next to you, fire glimmering in his hands as he too surveys the forest. “I don’t like this,” he murmurs in his cultured voice. You wonder how he ever fell in with bandits like that. The travel and battles have been a little rough on the poor mage; he looks positively exhausted from his magical use in the firefight. Somehow, though, his hair is still utterly immaculate. Where does he find the time?
((OH REALLY? *looks at legs*))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 08:29:57 am
"Well, that's highly interesting!" Lyu reflexively says, then turns away from the scene, his smile slightly shrunken. Seems likely that whatever's caused those fake demons outside is probably in here someplace. Presumably the voice, even.

Take everyone inside the village, close the gate. Then commence the looting of all the bodies in immediate vicinity. Don't stroll toward the center of the village just yet, though.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 08, 2014, 08:50:45 am
Cyrus is standing next to you, fire glimmering in his hands as he too surveys the forest. “I don’t like this,” he murmurs in his cultured voice. You wonder how he ever fell in with bandits like that. The travel and battles have been a little rough on the poor mage; he looks positively exhausted from his magical use in the firefight. Somehow, though, his hair is still utterly immaculate. Where does he find the time?
((OH REALLY? *looks at legs*))

Ehehehe. At least he didn't try and cauterise his own wounds with lava. I must say, that really was one of your more insane decisions.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 09:03:53 am
((Well, at least now we know what action Cyrus defaults to when the GM forgets he exists.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 09:30:02 am
((Well, at least now we know what action Cyrus defaults to when the GM forgets he exists.))
((Clearly we must wait a few turns and then all simultaneously tussle his hair :P))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 08, 2014, 10:03:57 am
"My. We have a habit of being in disaster areas, now don't we?"

Then commence the looting of all the bodies in immediate vicinity.
Smack him.
"One, why are you desecrating the corpses? Two, what do you expect to find?"

Head towards the voice, keeping an eye out for anyone alive that could be saved with timely application of life magic.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 10:08:59 am
Make every effort to stay in the carriage, safely away from my teammates demons
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 10:12:03 am
"One, why are you desecrating the corpses? Two, what do you expect to find?"

"It's hardly possible to desecrate a corpse that's been eviscerated and horribly mutilated out in the street like this, no? If you wish to try and give them all their last rites and burials to return some form of dignity - which, as corpses, they really don't have any use for, and I would know, as I've done several funerals in the past -, you are perfectly welcome to do so! Also, there could be valuable clues on them, not to mention even more valuable valuables. Whoever killed all these people was probably not a thief is all I'm saying, and we do need as many valuable things as we can get, no?" Lyu explains, his smile widening.

Continue looting regardless of getting smacked or not. Make sure to pay attention to how these people were killed, mentally recreating the circumstances of their death to see if they match what we've seen the false-demons do, and also for fun.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 10:18:09 am
"One, why are you desecrating the corpses? Two, what do you expect to find?"

"It's hardly possible to desecrate a corpse that's been eviscerated and horribly mutilated out in the street like this, no? If you wish to try and give them all their last rites and burials to return some form of dignity - which, as corpses, they really don't have any use for, and I would know, as I've done several funerals in the past -, you are perfectly welcome to do so! Also, there could be valuable clues on them, not to mention even more valuable valuables. Whoever killed all these people was probably not a thief is all I'm saying, and we do need as many valuable things as we can get, no?" Lyu explains, his smile widening.

Continue looting regardless of getting smacked or not.
((As the team morality pet I would object to this if I weren't in the utterly destroyed carriage and thus out of earshot.

Also Niccolo, do demons have blood? Just a perfectly innocent question that in no way indicates Thuun's strategy for dealing with one if it should see the carriage as a nice wrapping for a meal.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 08, 2014, 10:22:56 am
"It's hardly possible to desecrate a corpse that's been eviscerated and horribly mutilated out in the street like this, no? If you wish to try and give them all their last rites and burials to return some form of dignity - which, as corpses, they really don't have any use for, and I would know, as I've done several funerals in the past -, you are perfectly welcome to do so! Also, there could be valuable clues on them, not to mention even more valuable valuables. Whoever killed all these people was probably not a thief is all I'm saying, and we do need as many valuable things as we can get, no?" Lyu explains, his smile widening.
Smack again.
"They don't even have intact clothing! What valuables would they have on them? In the houses, maybe, but on the bodies you'll find nothing but rags and blood. And as to the first...it's one thing to rip a man to shreds, but to then treat the shreds as some kind of treasure chest for you to loot?"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 10:31:57 am
"Well, clothing is less durable than objects of great value, you must realize. And what if one of these poor, poor people was at the center of some kind of holy elven prophecy that involved them utilizing an ancient, powerful family heirloom to save a whole lot of people or trees or whatever it is that elves save, and now they're dead and can't do anything about it, leaving priceless or at least fetching elven artifacts lying around? I'm not feeling terribly optimistic about the chances of such a thing happening, of course, but you can never discount these possibilities. Besides, one of our fine companions seems to have found a really nifty bracelet in a bush of all places, so we also cannot discount the possibility of wonderful objects being located in a large mountain of corpses, either. It can't hurt to look, can it? I'd like to examine how they were killed as well, which would work as a splendid bit of multitasking, yes?"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Pancaek on January 08, 2014, 11:16:46 am
"god damn, this is even worse than pirate raids..." Felice mutters under his breath, and tries looking around. He looks over at the two men argueing over a dead body. "Would you two be quiet for a second? I know looting corpses and having a discussion over what's right and wrong may seem like something very important to you right now, but there's someone in there..." He wave his hand through the air, indicating the village and the scene of the slaughter "...who is still alive! Now shut up for a bit so I can find them. If anyone wants to help me go save them, feel free to tag along."

Stand still and try to pinpoint the location of the voice and anything else of interest. Is it the same voice that I heard before?. If I've got an idea as to where it's coming from, carefully make my way there. ((Kidzuku: comprehension go))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 11:21:19 am
"god damn, this is even worse than pirate raids..." Felice mutters under his breath, and tries looking around. He looks over at the two men argueing over a dead body. "Would you two be quiet for a second? I know looting corpses and having a discussion over what's right and wrong may seem like something very important to you right now, but there's someone in there..." He wave his hand through the air, indicating the village and the scene of the slaughter "...who is still alive! Now shut up for a bit so I can find them. If anyone wants to help me go save them, feel free to tag along."

Stand still and try to pinpoint the location of the voice and anything else of interest. Is it the same voice that I heard before?. If I've got an idea as to where it's coming from, carefully make my way there. ((Kidzuku: comprehension go))

"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Pancaek on January 08, 2014, 11:33:52 am
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 11:38:21 am
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Pancaek on January 08, 2014, 11:51:52 am
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
((I'm just hoping it either dissapears completely or stays where it is. No zambies for me, please))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 12:04:21 pm
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
((I'm just hoping it either dissapears completely or stays where it is. No zambies for me, please))

((And Pancaek has officially learned nothing. :P))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Pancaek on January 08, 2014, 12:11:12 pm
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
((I'm just hoping it either dissapears completely or stays where it is. No zambies for me, please))

((And Pancaek has officially learned nothing. :P))
((I don't know what you're talking about. I mean, what could possibly go wrong? :P))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 12:15:10 pm
"Well, I'd follow you, but the thing is, I do want to take a look at all these dead people first - some deduction is in order, you see! The findings of this investigation may be crucial to the mission, in fact!"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 08, 2014, 12:27:11 pm
"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
((I'm just hoping it either dissapears completely or stays where it is. No zambies for me, please))

((And Pancaek has officially learned nothing. :P))
((I don't know what you're talking about. I mean, what could possibly go wrong? :P))

((And thus began the total party kill.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: USEC_OFFICER on January 08, 2014, 12:36:41 pm
"Well, I'd follow you, but the thing is, I do want to take a look at all these dead people first - some deduction is in order, you see! The findings of this investigation may be crucial to the mission, in fact!"

"I doubt you'll find any clues besides the fact that they've been brutally murdered," Baldur grumbles.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 08, 2014, 12:42:05 pm
"Ah, but 'brutally murdered' is such a vague term. The methods of murder, when closely examined, reveal quite a bit about the murderer! If there was, say, a 12-foot demon made of poisonous tentacles roaming about here, I'd assume I'd be able to discover some signs of such a thing from the bodies of its victims. Really, I'm wondering if the beasties in the woods did this or some other, as of yet undiscovered party is the culprit!"
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 08, 2014, 09:12:52 pm
Well, at least now we know what action Cyrus defaults to when the GM forgets he exists.
Yeah. Cyrus devotes a lot of time to combing his hair. He's like a slightly-more-functional Johnny Bravo with the voice of Michael Caine's and David Attenborough's love child.



"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
"Which is why I would appreciate it if you'd leave the corpse alone for a moment and come with me. Don't worry, I'm sure the corpse will be here when we get back"

((You realize that by saying this you have guaranteed that it will disappear right? Or WAS THAT YOUR PLAN ALL ALONG????:P))
((I'm just hoping it either dissapears completely or stays where it is. No zambies for me, please))

((And Pancaek has officially learned nothing. :P))
((I don't know what you're talking about. I mean, what could possibly go wrong? :P))

((And thus began the total party kill.))
You have no idea.


"Well, I'd follow you, but the thing is, I do want to take a look at all these dead people first - some deduction is in order, you see! The findings of this investigation may be crucial to the mission, in fact!"

"I doubt you'll find any clues besides the fact that they've been brutally murdered," Baldur grumbles.
Are you going to make a more substantial action, USEC?
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: USEC_OFFICER on January 08, 2014, 09:22:22 pm
Baldur gives the dead bodies a wide bearth, and heads towards the centre of the village.

((Whoops.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 08, 2014, 11:45:04 pm
"Well, clothing is less durable than objects of great value, you must realize."
"There is literally nowhere on what remains of their persons to put things of great value."

Quote
"And what if one of these poor, poor people was at the center of some kind of holy elven prophecy that involved them utilizing an ancient, powerful family heirloom to save a whole lot of people or trees or whatever it is that elves save, and now they're dead and can't do anything about it, leaving priceless or at least fetching elven artifacts lying around?"
...
*smack*

Quote
"Besides, one of our fine companions seems to have found a really nifty bracelet in a bush of all places, so we also cannot discount the possibility of wonderful objects being located in a large mountain of corpses, either. It can't hurt to look, can it?"
"A pair of dice coming up twelve once doesn't guarantee it will happen next time."

Quote
"I'd like to examine how they were killed as well, which would work as a splendid bit of multitasking, yes?"
"Remarkably, trying to look for two things at once makes you less likely to find either."

"That is, unless it happens to be a trap, good fellow! Demons love nothing more than seeing you die with a stupid look on your face, don't you know. This is why Yagalians never investigate suspicious noises from unknown places! Especially not by themselves!"
*smack*
"There are at least two individuals investigating already. If you don't hurry, you will be the one left alone."

((I don't know what you're talking about. I mean, what could possibly go wrong? :P))
*smack*

"Ah, but 'brutally murdered' is such a vague term. The methods of murder, when closely examined, reveal quite a bit about the murderer! If there was, say, a 12-foot demon made of poisonous tentacles roaming about here, I'd assume I'd be able to discover some signs of such a thing from the bodies of its victims. Really, I'm wondering if the beasties in the woods did this or some other, as of yet undiscovered party is the culprit!"
*smack*
"You are not a forensic postcognitive. I highly suspect you will be able to discern no specific information...and any of us can tell, for instance, that that individual was killed by ramming his femur through his chest. At least, I hope that's his own femur... Anyways, what does that information tell you? That whoever did this was powerful and sadistic. Or powerful and insane. Probably numerous, too. You don't need to investigate the bodies to figure that out, and you can't figure anything else out."
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 09, 2014, 01:13:28 am
THUMB TWIDDLING!
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 09, 2014, 08:41:50 am
So.

Thuun is an extraordinarily clumsy healer who's greatest achievement to date is misplacing his own legs, Lyu is the priest with a heart of gold (if it hasn't been pawned), Felice is so lucky that four-leafed clovers spontaneously grow out of his ears, Baldur really is the straight man in this comedy act and Ekoka is now master of the pimp-slap.

Since the Southlanders are the resident black people, I think there's some terrible racial commentary occurring.

Maybe I should stop over-analysing you guys and just accept you're all nuts.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Pancaek on January 09, 2014, 09:02:55 am
So.

Thuun is an extraordinarily clumsy healer who's greatest achievement to date is misplacing his own legs, Lyu is the priest with a heart of gold (if it hasn't been pawned), Felice is so lucky that four-leafed clovers spontaneously grow out of his ears, Baldur really is the straight man in this comedy act and Ekoka is now master of the pimp-slap.

Since the Southlanders are the resident black people, I think there's some terrible racial commentary occurring.

Maybe I should stop over-analysing you guys and just accept you're all nuts.
((Well, I did just put 'luck' into google translate and picked two languages at random to come up with Felice's name, so I suppose it's kind of fitting.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 09, 2014, 09:12:50 am
So.

Thuun is an extraordinarily clumsy healer who's greatest achievement to date is misplacing his own legs, Lyu is the priest with a heart of gold (if it hasn't been pawned), Felice is so lucky that four-leafed clovers spontaneously grow out of his ears, Baldur really is the straight man in this comedy act and Ekoka is now master of the pimp-slap.

Since the Southlanders are the resident black people, I think there's some terrible racial commentary occurring.

Maybe I should stop over-analysing you guys and just accept you're all nuts.
((HEY! I saved the party with a nuclear volcano, I think that should count towards "Great Achievements"
And the legs thing technically happened while I was unconscious.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Harry Baldman on January 09, 2014, 09:14:52 am
((Besides, being a master of the pimp-slap would mean he only requires one slap to put both the impertinent and the subservient in their places. So Ekoka can't be said to have that down yet.

That would be a cool ability to have, though.))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 09, 2014, 10:03:18 am
Maybe I should stop over-analysing you guys and just accept you're all nuts.
((Probably. Although in my case, I think it's more because I'm not nuts (http://tvtropes.org/pmwiki/pmwiki.php/Main/OnlySaneMan).
And I imagined the slaps to be more like this (http://tvtropes.org/pmwiki/pmwiki.php/Main/DopeSlap) than a "pimp slap".))
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 09, 2014, 11:30:00 am
((Well, I did just put 'luck' into google translate and picked two languages at random to come up with Felice's name, so I suppose it's kind of fitting.))

:D You should try that with other little gems.

Like the village name? I wonder what it could mean?

Maybe I should stop over-analysing you guys and just accept you're all nuts.
((Probably. Although in my case, I think it's more because I'm not nuts (http://tvtropes.org/pmwiki/pmwiki.php/Main/OnlySaneMan).
And I imagined the slaps to be more like this (http://tvtropes.org/pmwiki/pmwiki.php/Main/DopeSlap) than a "pimp slap".))

GOD DAMN IT'S 12:30 AM I NEED TO GO TO SLEEP LEAVE ME ALONE TVTROPES!
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 09, 2014, 11:41:56 am
Just open the tabs and read them tomorrow.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 09, 2014, 03:10:28 pm
Just open the tabs and read them tomorrow.
Don't you WANT this to update?
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: Niccolo on January 09, 2014, 10:06:12 pm
Up... date? What is this? There is no trope called update.

Do you mean the website? (http://tvtropes.org/pmwiki/pmwiki.php/Website/Update)
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: GreatWyrmGold on January 09, 2014, 11:15:52 pm
Kinda...interesting. Although BushOklahoma sucks at names.
Title: Re: Roll to Go Mad: Turn 27 - The Village of Cnoc Adh
Post by: BFEL on January 11, 2014, 02:46:21 pm
I BUMP IN YOUR GENERAL THREADSURRECTION!
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Niccolo on January 12, 2014, 08:27:31 am
Fun fact: Cnoc Adh is Irish. You really should have translated that.

You also possibly should have paid more attention to the devilish signs painted on the walls and less attention on phat lewt and the morality thereof.

- Turn 28: Of Crystals and Charred Carriages -

Stand still and try to pinpoint the location of the voice and anything else of interest. Is it the same voice that I heard before?. If I've got an idea as to where it's coming from, carefully make my way there. ((Kidzuku: comprehension go))
"God damn, this is even worse than pirate raids..." you mutter, swearing profusely. You’ve seen worse, but only once.

The bickering of Ekoka and Lyu distracts you. "Would you two be quiet for a second? I know looting corpses and having a discussion over what's right and wrong may seem like something very important to you right now, but there's someone in there who is still alive! Now shut up for a bit so I can find them. If anyone wants to help me go save them, feel free to tag along."

Leaving them to their amusements, you step a little way past the first bodies and stop still, opening your mind. Wind rustles. The heads tied to the maypole a couple dozen feet away from you clank like a devil-child’s rattle. You shut your eyes and focus fully on your ears…

“Help!”

The voice is thin. Feminine. Quite thready, a little throaty. You’re almost totally convinced it belongs to a woman in her final few years of life, which makes her survival all the more peculiar. (6+1) You’re also shocked to discover you can hear her heartbeat! Bloody hell.

Curiously, you can hear two more heartbeats. One is strong and young, sounding for all the world like the gorillas you’ve seen in some of Limero’s jungles, beating his chest in a display of dominance. It sounds like it’s coming from the same cellar as the old woman’s. You can’t make out the words, but by the tone of the whispering your crazy-sharp ears pick out, he’s telling the old woman to be quiet.

(2+1) There’s a third heartbeat in that cellar, too. You can’t quite pick out it’s details. Your mind just slides around the edges. Curious.

However, you’ve pinpointed the exact house. “Small cottage, one street beyond the maypole, on the left.” Good lord your ears are sharp.


Smack him.

Head towards the voice, keeping an eye out for anyone alive that could be saved with timely application of life magic.

You and Lyu hold a long and tangentially philosophical debate on the merits of looting bodies, which you punctuate heavily with smacks to the priest’s head. While ordinarily most people would feel that hurting priests is probably a good way to get cursed, it would appear that in this case the universe has given you free reign.

So you smack him. Several times. But he doesn’t seem to get the message.You sigh in disgust and stand close to the gate, watching in revulsion as Lyu begins to pat down the various body pieces. At least he isn’t collecting them this time…

Grumbling, you stalk past the priest and head towards the center of the village, following Felice’s cue. You and the sailor slowly stalk through the bloodied village, pausing a few feet from the maypole to wait for Baldur and Cyrus, who is trailing along behind you with a handkerchief pressed to his nose. Privately, you wonder just where Thuun has gotten off to. Surely he knows it’s no safer outside the village?


Continue looting regardless of getting smacked or not. Make sure to pay attention to how these people were killed, mentally recreating the circumstances of their death to see if they match what we've seen the false-demons do, and also for fun.
You endure the slappings of the irate mage with good humour, quietly thankful that he didn’t use the hand made from rocks. When he gives up, you smile and stroll towards the first corpse, humming to yourself. Naturally, it stinks. Really, really badly. Thankfully the cold air keeps most of the stink down; had it been a hot day you would currently be throwing up last week’s meals. You wrap your cloak around the lower part of your face and kneel to examine the pieces.

There’s a perverse sort of artistry to the destroyed corpses. The wounds bear a passing familiarity to the dead messenger’s body, but to say they are caused by the same being would be akin to saying a lion and a housecat are the same. The monsters outside were mad, you could see it in their eyes. Whatever killed these was methodical. And judging by the state of several of the womenfolk, he enjoyed it.

You shudder. You’ve never heard of demons that treat women like this. Yet the maddened monsters outside were certainly demon-touched. Just what the hell is going on here? You play the smiling and unflappable priest to the others and most of the time, it’s true. But right now? You’re just a little too sickened to properly notice the fine details. You can see it was all dony by one creature, though. One human. Or demon that looks] human. You’re not sure which is worse.

You mutter darkly under your breath before beginning to pat the bodies down for valuables. You decide to search the five most assembled bodies, since picking through piles of organs doesn’t really seem like a  good idea.

(6, 4, 2, 1, 3) You pick up some interesting loot. One body yielded a curiously-shaped dagger in a crude buckskin sheathe, while another body contained nothing but maggots. An alarming number of them. As you turned over a third body, something jabs you through the fabric of the remaining garments! You wince and push the cloth aside to find a small collection of dark shards. They appear to be from a shattered black sapphire that would have been about the size of your thumb; as it is, the remaining shards appear to be still of somewhat respectable size. Score! The remaining bodies contain nothing but a few coins. No magical items, no Elven artefacts. Sad.

You shrug and examine the collection of black sapphire fragments in your hand. The sight of them makes you smile.

(3) The hairs on back of your neck begin to prickle...


Baldur gives the dead bodies a wide berth, and heads towards the centre of the village.
“I doubt you’ll find any clues besides the fact they’ve been brutally murdered,” you mumble to Lyu as you pass by the incorrigible priest. You don’t stop to listen to his reply, instead picking your way through the village.

(3) A familiar smell assaults your nose, cutting through the charnelhouse reek of the village. A mix of bronze, leather and oil. You can’t quite pinpoint the source of the smell, but it certainly grows stronger as you reach Ekoka, Cyrus and Felice in the village square.

You stare at the morbidly-decorated maypole in the center of the village. It’s terrible and you know you should look away, but you just can’t tear yourself away from the grisly sight. Finally you manage and begin to look around, keeping your back to the others and your eyes on the buildings.


Make every effort to stay in the carriage, safely away from my teammates demons
You decide that the safest place for you is in the charred, flimsy carriage, outside the gates. You’d better hope that no predators with a keen sense of smell and supernatural strength happen alo-Oh, wait. Right. They live in this forest. You begin to wonder if this was altogether wise.

Within the village, the sigils painted on the walls begin to glow a musty cinnabar red. Similar signs begin to blaze all through the village, where bloody markings were made and then partially washed away to hide their true purpose. The gates and walls flare up brightest of all as an unseen force slams the heavy wooden structures shut with a dreadful finality.

Pitch-black flames roar into being atop the walls, tongues of fire reaching for the heavens themselves. An oblivious hawk soars too close to the fire wall and is reduced to ash in an instant; it would seem that entry or exit is no longer possible.

A dense, clinging mist begins to rise from the ground with no apparent source. There are whispers and howls within the mist, half-remembered words and sighing secrets that you can’t quite catch.

You can feel your teeth being set on edge slowly as adrenaline begins to pump through your system... Anxiety courses through your mind! What's going on?

Oops.



Spoiler: The Players (click to show/hide)







Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: USEC_OFFICER on January 12, 2014, 08:30:52 am
Baldur grumbles, "What a fine mess we've gotten ourselves into."
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Harry Baldman on January 12, 2014, 09:54:56 am
Lyu feels oddly vindicated by his investigation - he has both a new dagger and a black sapphire now, and he also has a clue about what might have done this! Success!

Quickly locate my good friends. Relay information!

"Hey, friends! I've discovered that these people were obviously killed by somebody who enjoys killing things, rather than some manner of beast like the ones in the forest. Also, said killer also seems to have been a person. So, watch out for suspicious murderers. I also found some good stuff on the corpses. Well, that and some maggots."

"Finally, is anybody else feeling very unsafe all of a sudden?"
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: USEC_OFFICER on January 12, 2014, 09:58:04 am
Baldur sighs and shakes his head.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: BFEL on January 12, 2014, 10:16:25 am
((Predators with supernatural strength? You mean like a +2? Like what I have to strength rolls? And +1 to endurance? And also constantly healing from any current and future wounds?
I'm pretty sure I've avoided the boss battle, so unless you decide to go crazy and send an army of demons again I think I'll be good. And even then I can turn off my regen and...presumably go thermonuclear, seeing as you up and gave me a giant tower of fire within easy magical reach.

Note that an army of what amounts to Cthulu cultists/hybrids looked at me, crapped themselves and ran, and that was before my last TWO powerups.))

Thuun wonders how many of his teammates have just soiled themselves. Then he wonders how they expect to survive without him. They're probably pretty doomed.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Niccolo on January 12, 2014, 10:31:25 am
((Predators with supernatural strength? You mean like a +2? Like what I have to strength rolls? And +1 to endurance? And also constantly healing from any current and future wounds?
I'm pretty sure I've avoided the boss battle, so unless you decide to go crazy and send an army of demons again I think I'll be good. And even then I can turn off my regen and...presumably go thermonuclear, seeing as you up and gave me a giant tower of fire within easy magical reach.

Note that an army of what amounts to Cthulu cultists/hybrids looked at me, crapped themselves and ran, and that was before my last TWO powerups.))

Thuun wonders how many of his teammates have just soiled themselves. Then he wonders how they expect to survive without him. They're probably pretty doomed.

What I read: GM, please try your hardest to kill me because I bet I can kill whatever you send at me.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: BFEL on January 12, 2014, 12:13:01 pm
((Predators with supernatural strength? You mean like a +2? Like what I have to strength rolls? And +1 to endurance? And also constantly healing from any current and future wounds?
I'm pretty sure I've avoided the boss battle, so unless you decide to go crazy and send an army of demons again I think I'll be good. And even then I can turn off my regen and...presumably go thermonuclear, seeing as you up and gave me a giant tower of fire within easy magical reach.

Note that an army of what amounts to Cthulu cultists/hybrids looked at me, crapped themselves and ran, and that was before my last TWO powerups.))

Thuun wonders how many of his teammates have just soiled themselves. Then he wonders how they expect to survive without him. They're probably pretty doomed.

What I read: GM, please try your hardest to kill me because I bet I can kill whatever you send at me.
I really need to learn to keep my mouth shut huh? :P
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Harry Baldman on January 12, 2014, 01:19:35 pm
I really need to learn to keep my mouth shut huh? :P

((You should also probably realize that having 0.5 legs (not one whole leg, mind you) does not bode well for your survival of terrible odds.))
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: BFEL on January 12, 2014, 03:28:17 pm
I really need to learn to keep my mouth shut huh? :P

((You should also probably realize that having 0.5 legs (not one whole leg, mind you) does not bode well for your survival of terrible odds.))
((Which is EXACTLY WHY I STAYED IN THE CAR SHAGGY))
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: GreatWyrmGold on January 12, 2014, 03:39:32 pm
While ordinarily most people would feel that hurting priests is probably a good way to get cursed, it would appear that in this case the universe has given you free reign.
1. As a shaman(-in-training), I receive many of the same cursey types of privileges as priests.
2. The universe has had to deal with Lyu, it understands.

Quote
Pitch-black flames roar into being atop the walls, tongues of fire reaching for the heavens themselves. An oblivious hawk soars too close to the fire wall and is reduced to ash in an instant; it would seem that entry or exit is no longer possible.
Um...break the gates? We have two mages.



Lyu feels oddly vindicated by his investigation - he has both a new dagger and a black sapphire now, and he also has a clue about what might have done this! Success!
Quickly locate my good friends. Relay information!
"Hey, friends! I've discovered that these people were obviously killed by somebody who enjoys killing things, rather than some manner of beast like the ones in the forest. Also, said killer also seems to have been a person. So, watch out for suspicious murderers. I also found some good stuff on the corpses. Well, that and some maggots."
"Finally, is anybody else feeling very unsafe all of a sudden?"
Ekoka stares at Lyu, with a mixture of irrutation and disgust on his face.
"Empty your pockets of maggots. And yes, things are VERY unsafe! It's obvious!"

Head towards where Felice indicated the survivors are. Manipulate my rocky hand into a fist.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Pancaek on January 12, 2014, 03:49:08 pm
Felice swears every nasty word his vast vocabulary of swearwords contains, in both common and Limerate. "This is bad, why did I ever get on land. Nothing good comes from being on land, capn' used to say. All right, gotta stay together, land-beasts are cowardly and try to pick off stragglers."

Stick with the others. Keep a lookout for nasties. Defend against possible nasties.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Niccolo on January 13, 2014, 12:13:09 am
Um...break the gates? We have two mages.
You're welcome to try and break the glowing-with-blatantly-evil-signs gates, but I'd recommend standing far back. All that energy is going to have to go somewhere.
Title: Re: Roll to Go Mad: Turn 28 - Of Crystals and Charred Carriages
Post by: Harry Baldman on January 13, 2014, 04:55:48 am
Ekoka stares at Lyu, with a mixture of irrutation and disgust on his face.
"Empty your pockets of maggots. And yes, things are VERY unsafe! It's obvious!"

"Why would someone keep maggots in their pockets? They'd spoil. You'd need a jar with a piece of meat inside to keep them for any length of time. And it's good to know that somebody is paying attention at least."

You also possibly should have paid more attention to the devilish signs painted on the walls and less attention on phat lewt and the morality thereof.

((I think we might have missed a save point, you guys.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 14, 2014, 07:36:43 pm
Hey guys! Guess what’s getting introduced soon? Yup, the insanity rolls! And some new monsters. I’ll include the stats for each monster if they’re above the norm; a couple of them get bonuses here and there. I’ll explain those when you encounter them.

About Insanity:
You guys each have 30 sanity points. Every five points, you gain an erratic effect which will appear from time to time throughout the story. Dice also get rolled.

26 - 30 points: No dice roll.
21 - 25 points: On a 1, crazy stuff.
16 - 20 points: On a 1 or 2, crazy shenanigans!
11 - 15 points: On a 1, 2 or 3, baaaad stuff.
6 - 10 points: On a roll of 1 to 4,  you soil yourself, see monsters, set your teammates on fire because they look like fireplaces…
1 - 5 points: Roll of 1 to 5, you do naughty things.
0: You get a nasty surprise.

- Turn 29: The Tines of Madness -

You’re trapped in Cnoc Adh! Oh dear…


The sun is setting in the western sky; where the sky can be seen past the inky black flames, it’s burning the more conventional golden-orange. To the east the moon has begun to rise above the treeline, the three pieces of the Goddess’ corpse hang delicately in the night sky, aglow with silvery light yet somehow… flat. The light just isn’t right. Nobody can quite put their finger on it, but the moon just looks subtly wrong. It’s almost nauseating to see.

 “And there’s not even a hill here. Why did they call the village Silent Hill? That makes no sense!” Grouching, Cyrus sets himself and faces the gates, examining the magical trap walls. “Hm. This is quite unlike any magic I’ve ever seen,” he murmurs, adjusting his glasses idly with one hand. “But I can sense the power. We would have a rough time of it if we tried to smash down that gate. Well, the least I can do is try and put the fires out.”

The air around him ripples gently as his magic flows forth. The ripples brush up against the towering tongues of fire and slide right off. “What?” he muses, trying again. His magic has the same result, just slipping over and around the black flames. “Oh hell,” he swears. “I can’t touch the flames!” He kicks at an unoffending rock. “Well. It would seem that whatever force has created this trap is incredibly resistant to normal, Goddess-given magic. We might be in a bit of trouble.”

He mutters darkly and wanders back over to the maypole. “Stupid magic. And what are those damn signs? They’re really annoying me!” he shouts before wandering over to the nearest devil-sign and inspects it. “I have no clue what this sigil is for. It has none of the usual control loops, power routes or shapers. Is it just for dramatic effect?”

He groans and holds his head. “Ow!  No. No, they’re not for drama… Oh Gods!” he falls to his knees. “It’s in my head… It’s in my head!” He shakes himself roughly to focus his mind and clear his thoughts. “Damn. It’s an insanity sigil. Fellows, we had best move quickly. These signs on the houses will slowly drive us mad.”


Baldur grumbles.
You grumble. "What a fine mess we've gotten ourselves into." ((Please give me a little more to work with))

A sense of unease slides over your shoulders. Are you already mad? Maybe. Who knows?

Your eye has finally totally regenerated. From next turn on, you have full vision!


Quickly locate my good friends. Relay information!
You feel happy, despite the incredibly obvious trap. You have a new dagger of some kind and a pile of gem fragments that should be worth a good amount! You also seem to have worked out what killed those creatures. "Hey, friends! I've discovered that these people were obviously killed by somebody who enjoys killing things, rather than some manner of beast like the ones in the forest,” you explain to them when you finally catch up. They’re standing near the maypole in the centre of town, trying to ignore the multitude of bodies in every direction. “Also, said killer also seems to have been a person. So, watch out for suspicious murderers. I also found some good stuff on the corpses. Well, that and some maggots."

“Empty your pockets of maggots!” Ekoka says in disgust. His normally-dark skin has paled somewhat since entering the village.

“Why would someone keep maggots in their pockets? They'd spoil. You'd need a jar with a piece of meat inside to keep them for any length of time. And it's good to know that somebody is paying attention at least."

“How do you know it was a person?” Cyrus asks quizzically. He has tied his handkerchief into a bandanna around his nose. “The bodies are torn to shreds!” You shrug and explain your findings in greater detail to the mage, cheerfully describing the methodical slaughter and how the wounds seem similar to the ones on the messenger’s corpse, but not quite the same.

You finish by showing your gems proudly to Cyrus, since he seems the most interested. He pales and backs away. “Ow… those hurt my head!” he mutters, averting his eyes from those beautiful gems. You shrug and put the fragments back in your pocket. If he can’t appreciate them, he doesn’t need to benefit from their lovely value, does he?,

"Finally, is anybody else feeling very unsafe all of a sudden?"

“Yes, things are VERY unsafe! It's obvious!" Ekoka retorts as next to him, Baldur sighs and shakes his head. He waves that rocky hand of his at the giant walls of fire. “We’re kinda stuck here in crazy butcher land!”

You shake your head. “No, this is more… uh…” Something dark skitters through the edge of your vision and neatly scatters your thoughts. “What was that?”


Thuun wonders how many of his teammates have just soiled themselves. Then he wonders how they expect to survive without him. They're probably pretty doomed.
You sit in the carriage and think about your teammates, wondering if they know just how screwed they are. Mist is continuing to rise around the village, slowly seeping into the carriage. You shudder at its cold fingers on your slowly-growing legs, wishing you had something to cover up your teeny tiny feet with.

Angels be praised! You have incy-wincy ankles now! They’re so tiny and adorable and can take absolutely no weight whatsoever without shattering like the pathetic little glass bones that they are, but you have ankles! It’s a definite improvement.

The mist glows where it touches your legs, set alight by the warm orange light seeping forth from your knees. You shudder at the cold touch, but marvel at the luminous beauty of the mist. It takes a while for you to notice, but you slowly realise that the light of the regeneration spell appears to be dimming slightly! What’s going on?

You hear a rustling from outside. The gentle patter of feet carrying something over the dusty path towards the carriage.  Suddenly there’s a thump from the roof of the carriage! Your heart races. You would swear, but if you remain quiet you might not get noticed. At which point you realise that the mist all around the carriage is glowing with refracted bronze light from your legs.

Oh  dear.

Spellsword has completely cooled down! Now there's good timing.


Head towards where Felice indicated the survivors are. Manipulate my rocky hand into a fist.
You mutter darkly about the priest before forcibly shaping your rockhand into a fist. You’ve decided you’re going to put your fist through the first creature you meet. This is bloody nonsense! Magic that’s impervious to magic, signs that make people go crazy, and that damn annoying buzzing sound in your ears…

You swear and stalk off towards the house that Felice pointed at. You haven’t quite decided yet whether you want to save the old woman in the house or punch her lights out for dragging you guys all into crazytown, but you’re going to find out.


Stick with the others. Keep a lookout for nasties. Defend against possible nasties.
“This is bad, why did I ever get on land. Nothing good comes from being on land, capn' used to say.” You start swearing. A lot. Crows’ feathers turn white in shock, rocks tremble at your language and hide. You truly are eloquent as you loudly speculate on the identity of the monsters’ fathers and the origins of this bloody village.

When you finally run out of words, you notice that Ekoka has wandered away from you, Cyrus, Baldur and Lyu. “All right, gotta stay together, land-beasts are cowardly and try to pick off stragglers,” you explain to the others, making shooing motions to indicate that they should follow Ekoka. He has the right idea. Find a nice basement. Get underground. Hide. No, wait. That’s the crazy talking. Cyrus said you were all going crazy. Slowly. Or did he say slowly but mean quickly because he wants you all to go crazy so he can take your stuff?

He did say he was a bandit. That’s like a pirate, isn’t it? Hm.  It bears closer thought.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Harry Baldman on January 15, 2014, 03:30:47 am
"Ah, so it must have been the wisest course of action all along to pay no attention whatsoever to the signs on the walls and whatnot. Thanks, Cyrus! What would we do without you?"

Guide everyone to follow Ekoka. With my staff. Like a shepherd and whatnot!
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 15, 2014, 08:08:12 am
((Great, so if my assumptions are correct, then my regeneration is effectively turned off by the mist, possibly refracted onto MY ENEMIES and is also giving away where I am. You realize that my "I'll be fine" thing wasn't a challenge, but an EXPLANATION. I was trying to say that staying in the carriage wasn't completely retarded because a b and c, not "Oh please send things to kill me" :P

I mean you set us down next to "obviously a trap village" which btw does Cnoc Adh mean Silent Hill? That's hilarious :).
Anyway, the village was so obviously a trap that staying in the carriage seemed the only sane thing to do, and I was explaining why I thought that. But yeah I'll wait till you tell me if my regen is still actually working before I turn it off, because that shit be a pain to turn on yo.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 15, 2014, 01:48:57 pm
((Great, so if my assumptions are correct, then my regeneration is effectively turned off by the mist, possibly refracted onto MY ENEMIES and is also giving away where I am. You realize that my "I'll be fine" thing wasn't a challenge, but an EXPLANATION. I was trying to say that staying in the carriage wasn't completely retarded because a b and c, not "Oh please send things to kill me" :P
((Wow. (http://tvtropes.org/pmwiki/pmwiki.php/Main/GenreBlind) Just wow. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TemptingFate)))

Quote
I mean you set us down next to "obviously a trap village" which btw does Cnoc Adh mean Silent Hill? That's hilarious :).
((Yup.))

Quote
Anyway, the village was so obviously a trap that staying in the carriage seemed the only sane thing to do
((OOC, maybe. IC, it seemed sensible to go inside. At least we'd have walls if more demons attacked.))



Continue towards the place. Try to calm down. No punchies.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 15, 2014, 02:40:34 pm
((Great, so if my assumptions are correct, then my regeneration is effectively turned off by the mist, possibly refracted onto MY ENEMIES and is also giving away where I am. You realize that my "I'll be fine" thing wasn't a challenge, but an EXPLANATION. I was trying to say that staying in the carriage wasn't completely retarded because a b and c, not "Oh please send things to kill me" :P
((Wow. (http://tvtropes.org/pmwiki/pmwiki.php/Main/GenreBlind) Just wow. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TemptingFate)))

((Yeah yeah, I know. :P))

Anyway, the village was so obviously a trap that staying in the carriage seemed the only sane thing to do
((OOC, maybe. IC, it seemed sensible to go inside. At least we'd have walls if more demons attacked.))
((How in any way shape or form would it be different IC? We knew full well that the major threat of the area, the ONLY thing to show up on my life-dar, as FLAMES no less, was in there. While we pretty much intended to go in anyway, we could easily have waited till Thuun was back in the fight so we didn't split the party or at least till we had more of a plan then "walk blindly into trap, be slaughtered"
You'll notice that Thuun specifically asked everyone to stay by him, as he is a....well not a WALKING font of healing, but you get the point. I did my best IC to make sure you guys didn't wander blindly into danger and you ignored me.
And frankly what was gonna happen was patently obvious from ANY perspective.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 15, 2014, 03:59:29 pm
((And staying outside by a broken carriage all night would have been better?))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Pancaek on January 15, 2014, 04:16:02 pm
Follow ekoka. Keep my bow ready at all times, if we go indoors, get my dirk out instead. Ask cyrus if he's feeling allright.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 15, 2014, 07:06:55 pm
((Great, so if my assumptions are correct, then my regeneration is effectively turned off by the mist, possibly refracted onto MY ENEMIES and is also giving away where I am. You realize that my "I'll be fine" thing wasn't a challenge, but an EXPLANATION. I was trying to say that staying in the carriage wasn't completely retarded because a b and c, not "Oh please send things to kill me" :P

I mean you set us down next to "obviously a trap village" which btw does Cnoc Adh mean Silent Hill? That's hilarious :).
Anyway, the village was so obviously a trap that staying in the carriage seemed the only sane thing to do, and I was explaining why I thought that. But yeah I'll wait till you tell me if my regen is still actually working before I turn it off, because that shit be a pain to turn on yo.))

Yup, Cnoc Adh translates to Silent Hill from Irish. keep an eye out for weird-looking words and try to translate them. If they translate they'll occasionally give hints.

Your regen isn't switched off (Although if the temperature keeps dropping you'll lose your Dragon Aspect), but you are glowing like a lighthouse. And no, it's not refracting onto your enemies. Only people who were there when you originally cast the spell are affected, unless you specifically try and extend the spell to them. So don't worry about fighting a crazy Wolverine.

The "Flames" from your life-dar are a bit of rhetoric.  You know the old cliche of the 'spark of life'? Yeah, that's what I was going for with your life-dar.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 18, 2014, 04:05:23 am
So. Uh.

BFEL? USEC? Actions for you two would be awesome.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 08:50:52 am
((And staying outside by a broken carriage all night would have been better?))
((It wouldn't have split the party and you would still have your healer. You abandoned your White Mage. People who abandon their White Mage tend not to survive very long. You could very well have waited till my legs healed and we could have spent the time coming up with a plan. But instead you split the party and ran off to evisceration station.))

Thuun grabs his blade, setting up in the closest thing he can to a defensive stance while sitting legless in a burnt up carriage.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 18, 2014, 09:53:39 am
((And staying outside, with no protection from more demon-beasts, isn't as likely? Besides, what clues should we have had?
Also, Ekoka is perfectly capable of healing wounds.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: USEC_OFFICER on January 18, 2014, 11:21:34 am
Baldur sticks with the party, his sword at the ready.

((Sorry about that.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 06:53:03 pm
((And staying outside, with no protection from more demon-beasts, isn't as likely? Besides, what clues should we have had?
Also, Ekoka is perfectly capable of healing wounds.))
((It will bug me forever that the hedge mage with a 0 in healing got his severed limb back long before I did. I didn't just do the earth thing you did because I assumed that when Niccolo said "GWG did this, so you could do even CRAZIER STUFF" It meant "stuff that will not just grow your leg back but make it better and less likely to fall off again"
I was sorta expecting to grow dragon legs :P
But anyway, it was pretty obvious that TRAP TRAP TRAP, so we should have had a strategy. A way to ambush IT instead of the other way around))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 18, 2014, 07:01:29 pm
((There was a bit of meta-thinking, too.
"Investigating seems like an obvious trap, so the GM probably prepared something outside for us, too. Besides, my character doesn't have much reason to be suspicious, and the ability to investigate plus the houses and such should outweigh any increase in the likelihood of ambushes."))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 07:10:17 pm
((There was a bit of meta-thinking, too.
"Investigating seems like an obvious trap, so the GM probably prepared something outside for us, too. Besides, my character doesn't have much reason to be suspicious, and the ability to investigate plus the houses and such should outweigh any increase in the likelihood of ambushes."))
((You're a weirdo :P
But whatever, arguing about it won't help.
I have an idea for how to get to you guys once/if my legs grow back and I beat up any outside threats.
Naturally it means turning off the regen, but if it works it will be an awesome big damn hero moment.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 18, 2014, 07:24:09 pm
Well, one way or another you're going to have to deactivate your regeneration soon, since you can't use magic while doing it.

What amuses me is you're so sure that the demon/monster/person/thing that made and triggered the trap is in there with you.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 07:36:23 pm
Well, one way or another you're going to have to deactivate your regeneration soon, since you can't use magic while doing it.

What amuses me is you're so sure that the demon/monster/person/thing that made and triggered the trap is in there with you.
((I don't have to deactivate it. I'm a spellSWORD remember? I can handle physical combat as well as magical. Just need to regrow my legs a bit first, which I'm working on :P
And I really hope the boss of the area didn't just land 2 feet above my head. That would suck. Especially because SOMEONE SPLIT THE PARTY!))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 18, 2014, 07:40:40 pm
((There was a bit of meta-thinking, too.
"Investigating seems like an obvious trap, so the GM probably prepared something outside for us, too. Besides, my character doesn't have much reason to be suspicious, and the ability to investigate plus the houses and such should outweigh any increase in the likelihood of ambushes."))
((You're a weirdo :P
((In other news, grass is green.))

And I really hope the boss of the area didn't just land 2 feet above my head. That would suck. Especially because SOMEONE SPLIT THE PARTY!))
((Told you you should have come in...wait...Why did you idiots leave Thuun outside? I at least had the excuse of not being a physically-oriented character.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 07:42:19 pm
And I really hope the boss of the area didn't just land 2 feet above my head. That would suck. Especially because SOMEONE SPLIT THE PARTY!))
((Told you you should have come in...wait...Why did you idiots leave Thuun outside? I at least had the excuse of not being a physically-oriented character.))
((Answer: Because I made a point of staying outside. BECAUSE I THOUGHT OTHER PEOPLE WOULD BE SMART ENOUGH TO DO THE SAME.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 18, 2014, 07:43:56 pm
((Says the person who stayed outside and is about to be caught without cover by what may be the boss-monster.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 18, 2014, 07:47:17 pm
((Says the person who stayed outside and is about to be caught without cover by what may be the boss-monster.))
((Once again, thought people would listen to me, which admittedly by now I should know THEY NEVER DO. No matter how intelligent or well-reasoned my ideas are.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 18, 2014, 08:23:39 pm
((Again, if we get ambushed in the city we have cover and such. Plus supplies and clues to what caused all this. Which is important, because the cause of all this is kinda important to the plot.
Besides, meta-arguments prevailed.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 19, 2014, 10:20:09 am
((Again, if we get ambushed in the city we have cover and such. Plus supplies and clues to what caused all this. Which is important, because the cause of all this is kinda important to the plot.
Besides, meta-arguments prevailed.))
((If you get ambushed in a open forest you have the not being boxed in right in the lair of the beast. Plus not surrounded by insanity glyph traps. Which is important because THE NAME OF THIS GAME IS ROLL TO GO MAD, ITS AN OBSESSION OF THE GM's APPARENTLY.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: GreatWyrmGold on January 19, 2014, 02:13:30 pm
((Glyphs appearing on the walls, closing the gates and whatnot, were about as predictable as, say, a bunch of demon-wolves or something investigating and attacking. Or some kind of tainted rain. Or a nearby river flooding, not a problem with the city walls. Really, if the GM wanted to screw us over, he would have had at least as many options outside as inside, and we wouldn't even be able to further investigate.))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 20, 2014, 07:42:21 am
Okay, I swear I'm working on the update and not getting distracted by Skyrim.

Like, for real. Totally.
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: BFEL on January 20, 2014, 09:07:03 am
Okay, I swear I'm working on the update and not getting distracted by Skyrim.

Like, for real. Totally.
((I on the other hand, completely am being distracted by Skyrim. Mostly getting all the mods I downloaded to play nice with each other on Skyrim :P
Ever tried Frostfall? It adds exposure and hypothermia and camping and freezing to death. ITS SO COOL!....PUN. Yeah I'm trying to get that to play nice with a hundred other "immersion" themed mods. Like Imps More Complex Needs. And the Civil War Overhaul....and about 20 other mods.....I have an addiction...))
Title: Re: Roll to Go Mad: Turn 29 - The Tines of Madness
Post by: Niccolo on January 20, 2014, 09:31:18 am
I've tried Frostfall and Hunterborn, along with Civil War Overhaul, but I got sick of Frostfall. It was immersive and all but I just found it annoying after a while. I'm currently playing around with Better Vampires and enjoying it thoroughly.

And I'm writing the next update. Slowly.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Niccolo on January 20, 2014, 09:52:43 am
By the way,  it’s only fair to say that four of you are actually slowly going mad. You can check your sanity levels by mousing over your names. I originally wasn’t going to tell you about the stats, but fair’s fair. I may toss the sanity thing out eventually if it doesn’t work well. Again, experimentation!

Also, a hint. Get into the habit of closely examining stuff. And listen to Cyrus. He’s a bit like a more useful and less annoying Navi.


- Turn 30: The Basement -
You’ve found your way into the center of town, trapped by signs that will slowly make you go mad. Fortify your minds lest you lose all sanity and attack your teammates…

Continue towards the place. Try to calm down. No punchies.
You take deep breaths, pushing the thoughts about those glowing signs out of your mind. It’s tough, but you manage to distract your mind suffici-Seriously, what the hell is that sound? You have to wake up. It’s like this constant droning buzz, as though a horde of bees are sitting two feet behind you. Weird.

You reach the house with Felice, Cyrus, Baldur and Lyu in close step behind you. “The basement, right?” you ask the seaman. Really, it’s time to wake up. He nods, opens his mouth and buzzes at you. What? You roll your eyes. Your mind will have to do better than that to drive you crazy.

You head around the side of the house to the trapdoor that leads into the basement. One blow of your rockhand shatters the crude chain holding it shut and you kick the door open before heading down the stairs...


Guide everyone to follow Ekoka. With my staff. Like a shepherd and whatnot!
"Ah, so it must have been the wisest course of action all along to pay no attention whatsoever to the signs on the walls and whatnot,” you announce, quite pleased with how it all turned out. “Thanks, Cyrus! What would we do without you?"

“Don’t be stupid!” Cyrus roars. The air shimmers around him as though he is giving off a tremendous amount of heat. He stops, claps his hands together and shuts his eyes, evidently focusing. The shimmering slowly fades. “Sorry about that,” he apologises embarrassedly. “But really, what kind of trap would they be if they only worked when you paid attention?” The pyromancer shakes his head roughly and turns back towards the sigils. “I could probably destroy them, but it would waste a lot of power. Let’s find the source of the energy instead.”

You nod and smile disarmingly, hoping to distract Cyrus from his rage. Evidently the signs affect different people in different manners. You wonder what it will feel like for you. You shrug and turn back to the other two, directing them with your staff to follow Ekoka, who is determinedly walking in the direction that Felice indicated.

Ekoka looks… odd. He doesn’t seem quite right. Surely he wasn’t that tall. Maybe you’re remembering incorrectly.

Yeah, that must be it. Nobody grows six inches in a day.

You follow Ekoka down into the basement...


Thuun grabs his blade, setting up in the closest thing he can to a defensive stance while sitting legless in a burnt up carriage.
The thumping and thudding on the roof is growing tiresome. You try and manoeuvre yourself into something approaching a swordsman’s stance, but with only half of your legs it’s a little cumbersome. You silently curse your instructors for not covering legless swordsmanship, blatantly ignoring the absurdity of that notion.

There’s noise all around you, now. Whispers rustle through the cabin, half-heard phrases that make no sense and probably make even less sense if you caught the whole line. Voiceless screeches resound through the twilight, accompanied by hair-raisingly loud shrieks of tortured metal. What on earth is going on outside?

The mist is now so thick that you can barely see your hands. The light from your legs is scattered for hundreds of feet in every direction, quite neatly masking your presence - but it’s the only good thing to come of it all. The cold air is seeping deep into your bones and will take some serious work to dislodge the icy grip on your innards. You shiver, taking extra care to not let your teeth rattle.

You can see little through the carriage door, but every now and then foggy shadows slip through the air. It’s all rather unnerving; the shadows change size regularly, the misty air altering everything about them. Even their number is clouded. All of a sudden, one shadow looms particularly large near the doorway! Whatever it is can’t see you in the darkness of the carriage, but if whatever-it-is climbs inside with you, it’ll be a very short, very ugly fight.


Follow Ekoka. Keep my bow ready at all times, if we go indoors, get my dirk out instead. Ask Cyrus if he's feeling alright.
“You feeling alright, mate?” you ask Cyrus as you follow Ekoka towards the basement that’s apparently designated old-people-storage. He nods and gives you a wan smile, but the skin around his nostrils is white. He’s clearly under a significant level of strain trying to keep his mind together.

Ekoka kicks the basement open and you draw your razor-sharp dirk in anticipation...


Baldur sticks with the party, his sword at the ready.
You follow Ekoka, herded along by Lyu’s insistent staff. You draw your broken greatsword, holding the shattered weapon negligently in one hand, ready to sweep it up into a guard. The mist is thin on the ground within the village; you glance back over your shoulder only to find thick clouds pressed up against the village wall, threatening to boil over but held back by… something. Possibly the black fire. Creepy.



The basement is perhaps twenty by thirty feet. The walls are bare save for several torches giving off thin tendrils of dirty black smoke; several barrels line the far wall, obviously for food preservation in winter times.

An old woman is sitting in a chair, her wrinkled hands folded demurely in her lap. “Well, it’s about time!” she tells you tartly.

“Mother, be quiet!” orders the young man standing behind her. “We have no clue who these people are.  I mean, look at them!”

“They’re perfectly healthy,” the old woman responds. “Except him, he’s got something wrong with his hand. And that one’s a greyskin. Well, no matter. They’re here now, so quit your bellyaching.”

The young man sighs and shrugs in apology to the five of you. “I’m sorry about all that. We’ve been stuck in this damn cellar for a week now. Her yelling was getting on my nerves.”


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 20, 2014, 10:37:05 am
((...Who is Cyrus, again, and why isn't he in the Players spoiler?
Also, why is everyone always gushing about Skyrim?))

"Greetings, Mr. and Mrs..."
Implore them to introduce themselves.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 20, 2014, 11:01:06 am
((So mousing over for sanity levels, the guy who actually gets a BONUS to those is slightly more mad then the rest of you. Nice :P
Also despite the GMs embellishment Ekoka is apparently perfectly fine. Or losing even 2/30ths of your sanity makes you hear people talking as buzzing, which means we are SOOOO fucked XD.
Most of all me, because unless the guy or elderly woman are demons (which is quite possible, as only one life sign was detected in that place. My bets on the old woman being a necromancer or something and the guy is her summoned demon familiar) then the big bad of the area is currently outside with ME, THE LEGLESS FUCKING CRIPPLE. GODDAMMIT I HATE YOU GUYS RIGHT NOW.

Niccolo did me getting screwed over this hard just happen organically (I.E. You fully planned for all enemies to be outside all along, and I just blundered into that shitfest) or was this an actual PLAN of yours? Because HAAAAAAAAAATE. Oh and thanks for turning the air conditioning on, removing what could easily be a life saving bonus in this situation. FUCKING THANKS!....eh done ranting now.))

Thuun activates plan "Get the fuck out of this carriage" which begins with a (hopefully) leaping stab at the shadowed figure followed by repeated stabbings till it stops moving, then a lot of crawling under the carriage and out the other side and into any place that looks easy to hide with less monsters.

((Seriously, this scenario sucks and you all know it sucks.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Pancaek on January 20, 2014, 11:11:35 am
((I agree, IC we do find ourselves in quite the sucky situation. OOC, I'm having a lot of fun watching everything getting just a little but worse with every step we take ))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 20, 2014, 11:45:31 am
((Yeah, leaving Thuun might not have been the best choice.
Seriously, is no one physically-oriented enough to carry him?))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: USEC_OFFICER on January 20, 2014, 11:49:39 am
((Yeah, leaving Thuun might not have been the best choice.
Seriously, is no one physically-oriented enough to carry him?))

((I offered to carry him, but he said no...))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 20, 2014, 11:55:48 am
((Yeah, leaving Thuun might not have been the best choice.
Seriously, is no one physically-oriented enough to carry him?))
((I offered to carry him, but he said no...))
((Next time, ignore him.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: USEC_OFFICER on January 20, 2014, 12:03:26 pm
((Noted. Assuming that there is a next time, obviously.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Harry Baldman on January 20, 2014, 12:13:29 pm
Also, a hint. Get into the habit of closely examining stuff. And listen to Cyrus. He’s a bit like a more useful and less annoying Navi.

((What? But that's how you learn Mythos lore! And you should never listen to the sensible one - their ideas will inevitably lead to mortal peril.))

"Good tidings to you both! Say, did you two happen to kill all those people outside? And if not, do you know who did?" Lyu asks bluntly and jovially of the two individuals. It was getting to be a long day already.

Ask in a friendly and neighborly way.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 20, 2014, 12:21:58 pm
Glare at Lyu.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Niccolo on January 20, 2014, 05:52:32 pm
...Who is Cyrus, again, and why isn't he in the Players spoiler?

Cyrus is the mage that accompanied you from Shas Isa as an observer/guide courtesy of the Baron. He's got the bounty letter, so once you've finished up here you can actually get paid for all of your hard work. He also serves as a handy-dandy mouthpiece whenever I need to explain some craziness.

((So mousing over for sanity levels, the guy who actually gets a BONUS to those is slightly more mad then the rest of you. Nice :P
Also despite the GMs embellishment Ekoka is apparently perfectly fine. Or losing even 2/30ths of your sanity makes you hear people talking as buzzing, which means we are SOOOO fucked XD.
Most of all me, because unless the guy or elderly woman are demons (which is quite possible, as only one life sign was detected in that place. My bets on the old woman being a necromancer or something and the guy is her summoned demon familiar) then the big bad of the area is currently outside with ME, THE LEGLESS FUCKING CRIPPLE. GODDAMMIT I HATE YOU GUYS RIGHT NOW.

Niccolo did me getting screwed over this hard just happen organically (I.E. You fully planned for all enemies to be outside all along, and I just blundered into that shitfest) or was this an actual PLAN of yours? Because HAAAAAAAAAATE. Oh and thanks for turning the air conditioning on, removing what could easily be a life saving bonus in this situation. FUCKING THANKS!....eh done ranting now.))

Well. I originally planned on you guys entering the village, getting trapped and the shutting gates basically being a giant dinner bell. But you decided to stay outside so things got a little interesting. Also, note that it's not yet cold enough to lose your Dragon Aspect. Although, moving is probably a good choice; keeping the blood flowing is a good way to avoid losing it.

And I'm just tossing in random little bits to fuck with you guys. Ekoka's still perfectly sane, but the crazy-signs are trying to drive him mad so of course he's going to hear things.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Pancaek on January 20, 2014, 06:06:44 pm
((I might end up regretting this, or maybe not.))

Stand in a corner of the basement. Use kidzuku: comprehension to inspect both people. If I think one of them might not be human, whisper this to Cyrus/anyone of my of my teammates I can tell without the two people hearing. If both of them seem human, use kidzuku to scour the rest of the basement, might as well do that while we're using it.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Harry Baldman on January 21, 2014, 02:21:08 am
Well. I originally planned on you guys entering the village, getting trapped and the shutting gates basically being a giant dinner bell. But you decided to stay outside so things got a little interesting. Also, note that it's not yet cold enough to lose your Dragon Aspect. Although, moving is probably a good choice; keeping the blood flowing is a good way to avoid losing it.

((Hey, BFEL, try running away on your hands! You've got the strength and endurance for it, I think.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 21, 2014, 09:20:25 am
((Hey, BFEL, try running away on your hands! You've got the strength and endurance for it, I think.))
((I'm going less for speed and more for stealth at the moment.
Also Niccolo, you said that Cyrus is a more useful version of Navi....except YOU FREAKING FORGET HE EXISTS. He's supposed to be at LEAST a fairly decent pyromancer, but his defining actions so far have been fixing his hair and utterly flipping his shit. If there's a use to that, I have yet to find it. Can't even feed him to the demonlings because he's important to getting paid.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 21, 2014, 09:23:38 am
Also Niccolo, you said that Cyrus is a more useful version of Navi....except YOU FREAKING FORGET HE EXISTS. He's supposed to be at LEAST a fairly decent pyromancer, but his defining actions so far have been fixing his hair and utterly flipping his shit. If there's a use to that, I have yet to find it. Can't even feed him to the demonlings because he's important to getting paid.))
((Reminds me of when my little brother GMs.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Harry Baldman on January 21, 2014, 09:36:36 am
((Hey, BFEL, try running away on your hands! You've got the strength and endurance for it, I think.))
((I'm going less for speed and more for stealth at the moment.
Also Niccolo, you said that Cyrus is a more useful version of Navi....except YOU FREAKING FORGET HE EXISTS. He's supposed to be at LEAST a fairly decent pyromancer, but his defining actions so far have been fixing his hair and utterly flipping his shit. If there's a use to that, I have yet to find it. Can't even feed him to the demonlings because he's important to getting paid.))

((He did set some fake demons on fire. And I suspect keeping his hair immaculate is like a full-time job in these circumstances. It is true that he's mostly been flipping his shit otherwise, though. But someone has to, right?))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Pancaek on January 21, 2014, 09:40:04 am
((It's a good thing cyrus doesn't actually fight all that much, we really don't want some kind of mary sue DMNPC. I believe Niccolo meant that cyrus has a lot of actually usefull information while being relatively non-intrusive, unlike Navi who was the exact opposite.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Harry Baldman on January 21, 2014, 09:43:26 am
((It's a good thing cyrus doesn't actually fight all that much, we really don't want some kind of mary sue DMNPC. I believe Niccolo meant that cyrus has a lot of actually usefull information while being relatively non-intrusive, unlike Navi who was the exact opposite.))

((It makes sense that Cyrus doesn't use magic all that much - after all, he has seen what keeps happening to Thuun and, to a lesser extent, Ekoka. Can't blame the poor guy at all.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 21, 2014, 12:53:00 pm
((It's a good thing cyrus doesn't actually fight all that much, we really don't want some kind of mary sue DMNPC. I believe Niccolo meant that cyrus has a lot of actually usefull information while being relatively non-intrusive, unlike Navi who was the exact opposite.))
((I know, I know. But still, he's almost TOO non-intrusive, to the point we could probably have just run off and forgotten this quest altogether and he woulda just twiddled his thumbs and combed his hair :P
What I'm saying is that there's non-intrusive and then there's "the GM forgot he existed at one point"))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 21, 2014, 01:07:02 pm
((And "The players can't remember who he is".))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Niccolo on January 21, 2014, 07:37:47 pm
((And "The players can't remember who he is".))
Well, you can't. I get the impression the others at least remember him.

((It's a good thing cyrus doesn't actually fight all that much, we really don't want some kind of mary sue DMNPC. I believe Niccolo meant that cyrus has a lot of actually usefull information while being relatively non-intrusive, unlike Navi who was the exact opposite.))
This is sorta what I was going for. Yes, Cyrus is a pyromancer. But he's not the star of this show. He's my handy-dandy Mr. Exposition (http://tvtropes.org/pmwiki/pmwiki.php/Main/MrExposition) for when I need a mouthpiece. Aaaand I only forgot that he exists once. For about four turns. But he:

1) Prevents forest fires, like Smokey the Bear taught him to.
2) Identifies magical artifacts.
3) Guides you to the right village.
4) Kills monsters with magic without burning his own legs.
5) Points out that the magic sealing you into the village can't just be torn down.
6) Points out that the other magic is going to drive you crazy (and subtly hinting maybe someone should have done something about that...).
7) Fixes his hair.
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 21, 2014, 10:24:49 pm
((1. Because burning down a forest infested by horrid monsters is totally a bad thing
2. Er...I guess I'll give you that?
3. Yes, guiding us into the murderpit is obviously a service
4. Hey, I did that too, the leg burning came AFTER the magic. And IC I will attribute it to magical fatigue. OOC it was just a poor decision, but with RTDs you       never know what will succeed or fail.
5. I'm guessing this also means no using it as handy fuel for my own maginukes, so actually helpful
6. Helpful, if anyone actually gave a damn.

So overall I suppose he's a decently helpful influence.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: GreatWyrmGold on January 21, 2014, 11:40:29 pm
((1. Because burning down a forest infested by horrid monsters is totally a bad thing
2. Er...I guess I'll give you that?
3. Yes, guiding us into the murderpit is obviously a service
4. Hey, I did that too, the leg burning came AFTER the magic. And IC I will attribute it to magical fatigue. OOC it was just a poor decision, but with RTDs you       never know what will succeed or fail.
5. I'm guessing this also means no using it as handy fuel for my own maginukes, so actually helpful
6. Helpful, if anyone actually gave a damn.
+1
Although I don't remember him doing #6...

Quote
So overall I suppose he's a decently helpful influence.))
-1
He's more useful than hindering, but I'm not sure I'd call him "helpful".
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 22, 2014, 08:15:23 am
So overall I suppose he's a decently helpful influence.))
-1
He's more useful than hindering, but I'm not sure I'd call him "helpful".
((Actually that was my response as well, but I thought I would just be tactful and concede he had more "good" points then bad.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Pancaek on January 22, 2014, 08:32:49 am
((You guys really like to complain. A lot.))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: USEC_OFFICER on January 22, 2014, 10:26:43 am
Baldur grunts, "Hello there. Mind explaining what happened here?"
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: BFEL on January 22, 2014, 04:59:22 pm
((You guys really like to complain. A lot.))
((Its a hobby))
Title: Re: Roll to Go Mad: Turn 30 - The Basement
Post by: Niccolo on January 22, 2014, 07:48:28 pm
Awesome, we have all five actions! Let's roll.

Turn will be up in a couple of hours.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Niccolo on January 23, 2014, 12:43:41 am
So, we have our first death. And Felice is awesome.

- Turn 31: Light and Dark -
You’ve found your way into a cellar containing a way too creepy pair…

Implore them to introduce themselves.
Ask in a friendly and neighborly way.
Baldur grunts and asks a question.
Baldur, Ekoka and Lyu crowd forwards, all clamouring to question the old lady and her grandson. “Greetings, Mr. and Mrs…” Ekoka begins, giving them a questioning look.

The young man smiles. His teeth are really very white. Hypnotically so. “Miodóg,” he answers the unspoken question. “I’m Lonracha Miodóg, and this is my grandmother, Géar. Welcome to our humble abode.”

Lyu elbows Ekoka aside and grins, hoping to appear friendly and neighbourly. "Good tidings to you both! Say, did you two happen to kill all those people outside? And if not, do you know who did?"

The old woman cackles. It’s a dreadful sort of cackle, like she’s gargling a pile of dead bugs. “No, no! We employ a professional butcher to kill our livestock for us.” She’s completely blasé about it. “I’m far too old to do it, and my strapping young grandson here,” she adds in a crackly sarcastic tone, “wouldn’t know which end of the knife to hold.”

Ekoka and Lyu share a glance. Baldur steps forwards. "Hello there. Mind explaining what happened here? Those piles of bodies are not butcher work."

The young man, Lonracha, shrugs. “We had a party, you see. Lots of guests. They always get a bit carried away.” He sighs mournfully. “It always takes so long to clean up after they leave.”

The old woman cackles again. That sound is really disturbing. “Never fear, my lad. Our friends are on their way back, since dessert has just arrived. Would you be a dear and go fetch the butcher?”


Stand in a corner of the basement. Use kidzuku: comprehension to inspect both people. If I think one of them might not be human, whisper this to Cyrus/anyone of my of my teammates I can tell without the two people hearing. If both of them seem human, use kidzuku to scour the rest of the basement, might as well do that while we're using it.
You stand unobtrusively in a corner of the basement as Ekoka, Lyu and Baldur question the two strangely alive people in the middle of a village of bodies. You shut your eyes momentarily and focus on the bracelet, feeling the crackling energy within.Your mind falls into the infinite void within Kidzuku and slowly grows, falling into the cracks in the world and filling itself to bursting. In a rush your mind overflows into the real world.

(6+1) Your mind explodes into reality around you. Lights flare from your irises; to the others in the room, they see your eyes as orbs glowing in a shifting hue of colours from violet, through a cerulean blue and on into green as though the Northern Lights were trapped in your head.

The world takes on a strange violet hue as illusion upon illusion are peeled away. The cackling grandmother turns her face to stare at you; she looks human, but her eyes are… gone. Just gone. Smoking black pits that threaten to suck you into oblivion gaze at you and you hurriedly avert your eyes. The man is huge and grotesque in your sight. His eyes too are gone, replaced with the nothingness of the void. He is turning away from you, thankfully keeping that terrible gaze away. You see a tail, a forked tail, just for an instant. You’re not sure whether it’s real, symbolic or magical, but it’s there. Creepy.

They're both human, you can see that. You can see everything that's ever happened to them in their short, miserable lives. How in the middle of the Ten Day Night, a creature came to them. Something born of that terrible darkness, a piece of the malevolence that shattered the Sun and the Moon. A force that was no mere demon, but something so far above demons that you shudder as your mind gropes around the edges of understanding. You see how it captured them, twisted their minds with magic and words until they became the freak show before you. How it twists others into abominations of demon and human blood, stripping their minds of their sanity and gifting them with strength, speed and cunning beyond that of most mortals.

(SAN: 3) You feel as though a wire brush has been run through your thoughts from their appearance, but you manage to mostly hold your thoughts in line. (-1 SAN)

You turn your eyes to the world around you. Glittering, gleaming lines trace eye-catching patterns on the walls of the basement, whirling and spiralling through the air and even scratching out webs of mental traps on the floor. Your mind, infinitely expanded, sees through the traps and you understand. It’s a spell, a complex magic unlike anything ever seen on the face of the earth before. It’s attacking your mind, but it can’t come close to denting it since your mind is currently filling the entire village.

And… you understand. (5) You draw an arrow, fit it to your bow and fire it, all in one smooth motion. The grandmother has barely had enough time to blink before the arrow is embedded in her skull, the root of the spell. Around you the line explode into black fragments not unlike the crystal Lyu so proudly found earlier. The fragments shatter in turn into smaller slivers before dissolving into nothing.

The young man falls to his knees, screaming and crying. The blackness in his eyes begins to smoke harder, the pits on his face expanding to rapidly consume his entire head.

The vanishing lines peel away one final illusion as your mind begins to shrink once more, revealing the source of the third heartbeat in the basement. You don’t know how he hid from your infinite mind, but you’re pretty glad he did.

You slump to the ground, exhausted but strangely fulfilled. You can feel something tingling on the edge of your awareness, something that should maybe be investigated in greater detail - but perhaps when you are in less mortal peril.

(In case it’s not clear, the insanity spell has been destroyed. As have the crystals in Lyu’s pocket. Sorry Harry!)



A… man is standing there in the basement, behind the dead old lady and her weeping grandson. He appears to be about seven feet tall and built more akin to a gorilla than a human; his arms are muscled enough to be bigger around than most people’s thighs and end in hands that could pass as shovels if they were a tad smaller. His hair, ragged and unkempt, is long and black. His skin is a distressingly familiar shade of khaki.

His eyes glow with a golden light as he examines the five of you. His presence is somewhat overwhelming.

And then he speaks.

A dreadful sound, plucked from somewhere between the whisper of a knife sinking into flesh and the scream of a dying man. Garnished with the wails of a terrified child and completed with delicate undertones of tearing meat, the creature speaks.

“I wondered who would come first. How did so few kill so many of my children? I guess I must work harder on the next batch.” The monster’s face drops, eyes fixing on the wailing young man. “These two served… adequately.  But I do so hate overly emotional people.”

There’s a flicker. A flash, so fast nobody is quite sure that it even happened. The monster is standing as he always was, not even appearing to have moved. A black line glimmers across the man’s throat and with a slow and definite finality Lonracha’s head topples to the floor. The illusion fades from his eyes, showing the blackened pits to all five of you.

Finally the monster looks back at the group. “But to send only four against me… Fools will always underestimate my kind.”

Cyrus glances around. “Um, I do believe there are five of us, Mr…”

The monster’s eyes fix on Cyrus. “Bah. Mages. Always think they’re smarter than the rest of us. My name is Vanda Maraṇālu. And like I said,” he retorts, his hand blurring, “There are only four.”

Cyrus sags to the floor. Something dull and grey is sticking out of his chest; a knife hewn from some peculiar, dark grey metal. His face is wan. “Oh Gods…” he whispers. Brilliantly white light flares from his wound and his robes begin to char. As they smoke and evaporate away in an ever-expanding circle around the wound, his chest is slowly revealed. Blood is pouring from the wound, but it can barely be seen as his skin is glowing. First a buttery yellow before brightening into an eye-searing white, the glow spreads all through his skin. “Run!” he yells hoarsely, his final breath escaping his body.

The light spouting from his wound is solidifying into a blazing column. You four decide it’s prudent to heed the mage’s words as the basement floor begins to rumble and shake from the colossal energies being unleashed. The four of you tumble and roll towards the staircase, fighting your ways up the shaking stairs and into the sunlight. A shockwave knocks you all flying, to land in a heap several metres away from the house.

Behind you, the modest cottage is filled to the brim with light. Blazing white spears of light are pouring from the windows as Cyrus’ unleashed magic eats the house from the inside out. With a final roaring detonation that blasts you back even further, a brilliant white explosion of light ignites the sky around you for miles.

With a groan, the remaining shell of the cottage collapses into the basement, sending up a huge cloud of dust. The dust slowly settles to reveal the monster, Vanda, standing on the opposite side of the ex-basement, none the worse for wear.


Boss Fight: Vanda Maraṇālu
Spoiler: Traits (click to show/hide)



Thuun activates plan "Get the fuck out of this carriage" which begins with a (hopefully) leaping stab at the shadowed figure followed by repeated stabbings till it stops moving, then a lot of crawling under the carriage and out the other side and into any place that looks easy to hide with less monsters.
You sit and wait in the carriage, trying to judge the perfect moment to leap out and strike. All of a sudden you sense a huge upheaval in magical energies; above the fog, you witness the pillars of black flame belch once and vanish. Huh. One of your comrades must have found out how to destroy the trap spell.

Nonetheless, it’s high time for you to vacate the carriage. It’s about a thousand years before canned food is invented, after all.

You gather yourself to spring for the shadow in front of you. (5-1) You less leap gracefully through the air and more flop forwards, but you flop far enough to tackle over the shadowy figure and stab him in the general chest region with your shortsword. “RAARGH!” you scream in rage, stabbing him over and over again, hoping like hell that it IS a monster and not some hapless human puttering around the village entrance to investigate.

Wait. Wasn’t there… something… on the carriage roof? (2) Something collides with your back like a goddamn cannonball and the two of you go tumbling off of the freshly-corpsified shadowy figure thing. Your mind reassembles itself to find yourself lying flat on the ground with your attacker straddling you, clawing viciously at your back with what feels like simple fingers and nails. Huh.

There’s a sudden flare of bright, white light. Your senses go ballistic as the sheer magical energy overwhelms you for a second. The light rushes over you and your attacker in a wave, burning away the fog. The thing on your back screeches and leaps off you; you hurriedly sit up and spin  on your stumpy legs, putting the light out of your mind for now.

The dead body is revealed to be one of the monsters from the forest; you heave a sigh of relief. Your relief fades into horror a moment later as the khaki colour drains away from the body, revealing a perfectly ordinary Cylenian body. The one still standing, however, is indeed still a khaki colour. His eyes are shiny yellow, frosted around the edges with madness. It… he… hisses at you a few times before crouching!



Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 03:34:43 am
"Well, that situation got resolved quickly. Shame about our friend, though. Oh well."

Righteous Litany. Chant, baby, chant.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Execute/Dumbo.exe on January 23, 2014, 03:53:57 am
Would jimson weed poison work on the daemon?
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 23, 2014, 07:49:36 am
((Oh fucking CHRIST Niccolo you had me going there for awhile. I saw "We have our first death" and nearly had a breakdown. This is so fun to play, and beyond that I have never had a character I played die in a RTD before. Well once, but I all but made him for the sole purpose of testing one thing that had a 90% chance of killing him, so I don't count it.

So first up, question: Did I take any serious damage from that scrupple, or did all of it just regen away immediately?

Secondly, and most importantly, a VOTE on what I should focus on next.

I have a pretty awesome idea that would let me seriously get the jump on Mr. BossMonster, but it requires me to turn off my regen and leave myself open to attack from the flunky/flunkies. If it works out the way I think it would, it could very well be an instant win or just a crazy goddamn awesome distraction.

Alternatively, should I do what I've been doing, try and kill this flunky and then be Mr. SneakySilent till my legs grow back?
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 08:39:43 am
Would jimson weed poison work on the daemon?

((I don't aim to stuff any down his throat to find out.))

((I have a pretty awesome idea that would let me seriously get the jump on Mr. BossMonster, but it requires me to turn off my regen and leave myself open to attack from the flunky/flunkies. If it works out the way I think it would, it could very well be an instant win or just a crazy goddamn awesome distraction.

Alternatively, should I do what I've been doing, try and kill this flunky and then be Mr. SneakySilent till my legs grow back?

((I don't think you even know Mr. BossMonster is there IC. And maybe turning off regen is not the best idea right now. Just stay alive and whatnot. For now, anyway.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 23, 2014, 09:29:36 am
((You said there was a death. Did I miss something? I mean, sure, the old lady and the grandson seem to have died, but why do they count more than the demon things?))

Create a shield of wind between us and Mr. Boss Monster.
I could try making a shield of stone, sturdier, but now is not a time to try leveling up.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 09:46:34 am
((You said there was a death. Did I miss something? I mean, sure, the old lady and the grandson seem to have died, but why do they count more than the demon things?))

((Nobody anybody in this world cares about died in this turn, as sad as it may seem.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 23, 2014, 09:57:14 am
((Surely that freaky demon guy cared for some of the people that died this turn?))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 10:06:04 am
((Surely that freaky demon guy cared for some of the people that died this turn?))

((He didn't seem to. After all, he decapitated the poor sap who was crying for his dead grandmother.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: USEC_OFFICER on January 23, 2014, 10:10:52 am
Baldur adopts a defensive stance, ready to strike if Vanda gets past Ekoka's air shield. "Damn it, I knew that something like this was going to happen!"

((You said there was a death. Did I miss something? I mean, sure, the old lady and the grandson seem to have died, but why do they count more than the demon things?))

((Unless I'm mistaken, Niccolo decided to yank our chains by killing off Cyrus and then saying that we had our first death.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 23, 2014, 10:17:41 am
((You said there was a death. Did I miss something? I mean, sure, the old lady and the grandson seem to have died, but why do they count more than the demon things?))
((Unless I'm mistaken, Niccolo decided to yank our chains by killing off Cyrus and then saying that we had our first death.))
((Way to explain the joke. Jerk.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: USEC_OFFICER on January 23, 2014, 10:19:40 am
((Way to explain the joke. Jerk.))
Heuh heuh heuh.

((Seriously though, I'm not entirely sure what your joke was supposed to be.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 23, 2014, 10:20:57 am
((Mostly making fun of Cyrus as a side character. When the GM forgets he exists for like an eighth of the game...))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: USEC_OFFICER on January 23, 2014, 10:22:00 am
((Mostly making fun of Cyrus as a side character. When the GM forgets he exists for like an eighth of the game...))

((Ah. I sorta realized that about three seconds ago, so... Sorry?))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 23, 2014, 02:27:26 pm
((The problem with Cyrus dying is that he was supposed to tell the dude to give us our loots....HOW WE GONNA GET LOOTS NOW?
Other then looting I mean))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 02:35:40 pm
((The problem with Cyrus dying is that he was supposed to tell the dude to give us our loots....HOW WE GONNA GET LOOTS NOW?
Other then looting I mean))

((I have a brilliant plan. We will advance you as a suitable replacement as the Baron's court wizard. And then we'll all stop going into demon-infested forests and try to make our fortunes in less dangerous ways, like crime, show business and cult leadership.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Pancaek on January 23, 2014, 02:38:40 pm
((goddamn I've got some lucky rolls. Also, somehow I don't think we'll ever get rid of the demons even if we do go into crime and showbusiness. We might get a repreive of forests, though, which is something.))

"Oh, heads up, the insane-O scribbles were all linked to the old woman. Just in case you wondered why I killed her."

Get behind the shield and behind Baldur. Shoot arrows at boss-nasty.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 02:45:07 pm
"Oh, heads up, the insane-O scribbles were all linked to the old woman. Just in case you wondered why I killed her."

"I commend you on an excellent job, my nautical friend. I gathered as much when she started crazily rambling in response to my question. Can you shoot that demon fellow in the face as well, mayhap?"
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 23, 2014, 03:54:10 pm
((So does Vanda Maraṇālu mean anything in English? It's apparently Swedish according to Bing, but its translation to English is apparently Vanda Maraṇālu.))

quickly roll on side toward the flunky, then cut its legs till it falls down and initiate plan "stab repeatedly until dead"
Then try and sneak away without being found again.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Harry Baldman on January 23, 2014, 06:00:54 pm
((So does Vanda Maraṇālu mean anything in English? It's apparently Swedish according to Bing, but its translation to English is apparently Vanda Maraṇālu.))

((Sounds like it could mean something in Sanskrit or some other language of the Indian subcontinent. That's just a wild guess, though.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Niccolo on January 23, 2014, 06:40:37 pm
((You said there was a death. Did I miss something? I mean, sure, the old lady and the grandson seem to have died, but why do they count more than the demon things?))

((Nobody anybody in this world cares about died in this turn, as sad as it may seem.))

): You two make me a sad Nick.

So first up, question: Did I take any serious damage from that scrupple, or did all of it just regen away immediately?

Secondly, and most importantly, a VOTE on what I should focus on next.
1) Nah. Dude just clawed at you for a bit. You rolled a two and all, but since his main attack was tackling you senseless and you're so low to the ground, nothing really lasting got to you.

2) What the hell are you planning? You're outside the village and a fair way away from demon dude. If you do try any crazy long-range big exploding magics, you stand a very good chance of getting the others, too.
...
Go right ahead.

Quote
((So does Vanda Maraṇālu mean anything in English? It's apparently Swedish according to Bing, but its translation to English is apparently Vanda Maraṇālu.))

It's Telugu, although for some reason Google Translate won't understand it unless you write it using Telugu characters. It translates roughly to "Hundred Deaths".


Quote from: BFEL
((The problem with Cyrus dying is that he was supposed to tell the dude to give us our loots....HOW WE GONNA GET LOOTS NOW?
Other then looting I mean))
Would it surprise you to learn that Cyrus was always going to die like that?
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 23, 2014, 06:59:34 pm
2) What the hell are you planning? You're outside the village and a fair way away from demon dude. If you do try any crazy long-range big exploding magics, you stand a very good chance of getting the others, too.
...
Go right ahead.
\

((Well I didn't really wanna reveal my strategy, but here goes: Deactivate Regen, Flow Earth magic into my sword and press the tip to the ground, focusing on swirling the earth round and round the tip, forming a drill. When sufficiently fast, use drill to tunnel into basement (using pulses of life magic to see where everyone is)
I bet Mr. "Hundred Deaths" isn't expecting to be attacked from BELOW. Also that was conceived when the traps were active, with my idea for how to get to everyone despite that. Would that have worked or would the flames have just flowed underground as well?))

Quote from: BFEL
((The problem with Cyrus dying is that he was supposed to tell the dude to give us our loots....HOW WE GONNA GET LOOTS NOW?
Other then looting I mean))
Would it surprise you to learn that Cyrus was always going to die like that?
((Not in the slightest. I was counting on it ever since hearing how essential he was to getting payed :P))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 23, 2014, 10:35:48 pm
((The problem with Cyrus dying is that he was supposed to tell the dude to give us our loots....HOW WE GONNA GET LOOTS NOW?
Other then looting I mean))
((That's a problem.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Niccolo on January 23, 2014, 11:07:50 pm
((Well I didn't really wanna reveal my strategy, but here goes: Deactivate Regen, Flow Earth magic into my sword and press the tip to the ground, focusing on swirling the earth round and round the tip, forming a drill. When sufficiently fast, use drill to tunnel into basement (using pulses of life magic to see where everyone is)
I bet Mr. "Hundred Deaths" isn't expecting to be attacked from BELOW. Also that was conceived when the traps were active, with my idea for how to get to everyone despite that. Would that have worked or would the flames have just flowed underground as well?))

That's fucking ingenious. I'd never have seen that coming in a hundred years, so it would definitely have worked. The only drawback is since your Earth skill is shite, it would have taken you two turns to cover the distance.
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 24, 2014, 07:47:37 am
((Well I didn't really wanna reveal my strategy, but here goes: Deactivate Regen, Flow Earth magic into my sword and press the tip to the ground, focusing on swirling the earth round and round the tip, forming a drill. When sufficiently fast, use drill to tunnel into basement (using pulses of life magic to see where everyone is)
I bet Mr. "Hundred Deaths" isn't expecting to be attacked from BELOW. Also that was conceived when the traps were active, with my idea for how to get to everyone despite that. Would that have worked or would the flames have just flowed underground as well?))

That's fucking ingenious. I'd never have seen that coming in a hundred years, so it would definitely have worked. The only drawback is since your Earth skill is shite, it would have taken you two turns to cover the distance.

((That's the thing about Thuun/me. He may be crazy and stupid enough to cook his own legs, but dude is CREATIVE. And giving the raw forces of magic to creative people results in someone who can become SCARY AWESOME.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 24, 2014, 09:58:16 am
((That's the thing about Thuun/me. He may be crazy and stupid enough to cook his own legs, but dude is CREATIVE. And giving the raw forces of magic to creative people results in someone who can become SCARY AWESOME.))
((If he doesn't kill himself first.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 24, 2014, 09:59:56 am
((That's the thing about Thuun/me. He may be crazy and stupid enough to cook his own legs, but dude is CREATIVE. And giving the raw forces of magic to creative people results in someone who can become SCARY AWESOME.))
((If he doesn't kill himself first.))
((Hey at least my injuries happened while being awesome.
You got your hand blown off because you were playing with a rock :P))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: GreatWyrmGold on January 24, 2014, 10:06:24 am
((My injuries were caused by bad luck. Yours were caused by sheer stupidity. I'm still ahead.))
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: BFEL on January 27, 2014, 09:34:53 am
BUMPDISSHIT
Title: Re: Roll to Go Mad: Turn 31 - Light and Dark
Post by: Niccolo on January 27, 2014, 06:09:07 pm
Wow I'm slack. I'll try and get the next turn up in the next few hours.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Niccolo on January 27, 2014, 10:08:05 pm
Mouse over the Litany for a translation.


- Turn 32: The Hundred Deaths -
Just when it was all going so well, some sort of maddeningly powerful beast has shown up like a bad cliche…


"Well, that situation got resolved quickly. Shame about our friend, though. Oh well."

Righteous Litany. Chant, baby, chant.
(2) The beast before you is truly fearsome, his eyes of yellow piercing your soul to pin you to earth. Nevertheless, you raise your hands skywards and let your voice boom forth, the words of Solvarion rolling from your tongue to lift your spirits and those of your comrades.

“Wer unter dem Schirm des Höchsten sitzt und unter dem Schatten des Allmächtigen bleibt, der spricht zu dem HERRN: Meine Zuversicht und meine Burg, mein Gott, auf den ich hoffe.

Denn er errettet dich vom Strick des Jägers und von der schädlichen Pestilenz.
Er wird dich mit seinen Fittichen decken, und deine Zuversicht wird sein unter seinen Flügeln. Seine Wahrheit ist Schirm und Schild!“



Create a shield of wind between us and Mr. Boss Monster.
I could try making a shield of stone, sturdier, but now is not a time to try leveling up.
(Your action doesn’t get a +1 from Righteous Litany because it wasn’t an attack.)

You decide that the first order of business is a barrier. Let the monster come to you! (1) (Tails: Inversion) You reach forth to call upon the power of the skies, but your mind slips and falls and comes crashing to earth.

With a resounding crack and a scream, the ground between you and Vanda splits open. Unfortunately, it’s not a very deep crack, nor a very wide one, but it might form a barrier.

If he were the size of a rabbit.

Sadly, he is not.

(3) The force of the inverted magic leaving your body tears the Earth power holding your right hand together into shreds. There’s a clattering, barely audible over the shrieking of the ground, as your rockhand crumbles to the floor. It’ll probably take a few seconds for the magic to reassert itself. (Rockhand is nonfunctional for a turn)


Get behind the shield and behind Baldur. Shoot arrows at boss-nasty.
You slip your bow back off your shoulder and nock an arrow. "Oh, heads up, the insane-O scribbles were all linked to the old woman. Just in case you wondered why I killed her,” you explain, feeling the need to justify your homicidal impulses to the others.

(2) You fire two arrows in quick succession, your hands blurring between bow and quiver. (5+1) Your first arrow lances forth like the fury of a god and tears a hole completely through the beast’s left shoulder. (4+1) Your second arrow follows suit, stabbing deep into his gut.

Vanda lurches slightly, before straightening. His lips pull back from his teeth in a disturbingly wide grin and lightning, pitch black and crackling, fills both wounds. When the lightning fades, the bleeding in both wounds has stopped.


Baldur adopts a defensive stance, ready to strike if Vanda gets past Ekoka's air shield.
"Damn it, I knew that something like this was going to happen!" you shout, drawing your sword and stepping in front of Ekoka, standing squarely between him and the ‘chasm’. Your greatsword, broken in half, is held ready in one hand. You wish you had strayed to investigate the village’s smithy to investigate possible replacement weapons, but it’s a tad late now.

Oh well.




Manda laughs at your pathetic attempts to defend yourselves. “A mage who can barely control his power, a man with a broken sword and a priest who can only chant? Bah!” He stalks forward slowly, seemingly intent on biding his time.

“You, however,” he murmurs in a sultry voice, pointing one sickly-green finger at Felice, “I like your style.” His voice is worming into your ears, dripping like poisonous honey. “You would make a fine lieutenant… You’re even of the right blood.” His lips peel back from his teeth again, revealing disturbingly shiny teeth. Man, that’s just not right. “But then… You would never agree, would you?” He pouts like a child with his favourite toy taken away. “Pity. Don’t worry, my kinsman. I’m sure you taste delicious. I’ll savour every bite.” His eyes drift over the other three. “Although… I’ve never tried Southlander.”

He turns his hand over so it’s palm up. Light - or a lack thereof - flickers and the surroundings darken as though his hand was a source of shadow. Inky black fire blooms into existence, a ball of flame that’s the colour of midnight. Ekoka tilts his head. “It’s… not magic. I don’t know what that is!” he mutters.

The fireball flares up before shrinking, condensing on itself in the span of a few seconds until Vanda is holding a ball of pitch blackness. He grins. “Catch.” He lobs the ball directly at Ekoka!

Baldur steps forth, greatsword held in both hands, and swings as though to bat the ball away. (2) He misses and the ball flies past to crash into the ground at Ekoka’s feet. It pulses once and that’s all the warning the four of you get.

DODGE ROLL:
Lyu: 5
Ekoka: 4
Felice: 5+1
Baldur: 3

Lyu dives sideways as the ball explodes; a chunk of cobblestone the size of his head flies past, narrowly missing out on flattening his nose. He pulls his hands up to shield his face as more pebbles and chunks of rock rain down, but little more than dust lands on him. He climbs swiftly to his feet, staff raised and ready to parry any incoming attack.

Ekoka is knocked backwards by the blast, but manages to land on his feet. He sets himself a little shakily, spitting sideways to get the dust from his mouth.

Felice rolls sideways but hurriedly rises to his feet as he goes immediately for the counter. It’s a danger, but he has an opening! An arrow is in his hand and on the string before the sound of the blast has completely faded; a rock crashes into his back painfully, probably bruising a rib, but it worked; the monster hasn’t fully recovered from his throw. (4+1+1) The arrow streaks forth and pierces Vanda in his right hand, the shaft travelling directly up his arm. Vanda screams as the arrow is embedded in his hand up to his elbow!

Baldur gets knocked head over heels by the blast and lands flat on his back with a massive crash. A lump of cobblestone lands squarely on his stomach, pushing all of the air out of his lungs in one great exhale.

(Vanda can’t use his weird demon magic with his right hand anymore.)

(Felice is bruised on his back. He can’t quite draw his bow back fully. -1 to ranged attacks for three turns.)

(Baldur is winded! -1 to all rolls for the next turn while he catches his breath.)



Vanda is thoroughly angry now. “You… You filthy animals!” he growls, crouching slightly. “How dare you lay a finger on me!” He darts forward and leaps, arms outstretched, directly for (3) Felice!






Quickly roll on side toward the flunky, then cut its legs till it falls down and initiate plan "stab repeatedly until dead"
Then try and sneak away without being found again.

You dimly hear an oration coming from the direction of the village, but you pay it no mind. The shrieking and screaming of rock is a little more disconcerting, but of no moment; the gibbering and mad monster in front of you takes precedence.

You dive sideways, rolling around in the dirt like a flustered chicken. This strange movement has the desired effect, however, confusing the monster and allowing you to roll within reach, so you roll a little more and take a swing at his legs! (5) There’s a rather nasty thwuck as your sword embeds in the creature’s thigh. It screams and falls over.

You heave yourself on top of the screaming and crying beast and lever yourself into a half-decent stabbin’ position. (1) You… uh… Well, you miss. Shoot. Which gives the monster all the opening he needs to grab you by the shoulders! He pulls your torso down (Really, you’re not much more than a torso, head and arms anyway…) and bites deeply into the thick band of muscle at the base of your neck!

(2+1) You flounder and flail at the thing with the deathgrip on your neck, but to no avail. At least you didn’t slip into unconsciousness or lose hold of your sword. That would have made it really difficult to escape this thing that’s determined to have you for dinner.




Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: BFEL on January 28, 2014, 11:20:51 am
((So sorry to keep asking this, but did that bite do any serious damage? I mean my wounds aren't updated, which tells me no, but the flavor text makes it out to be pretty bad))

Push blade into its throat and sever its head. Then get out of there, stealthily as possible.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Harry Baldman on January 28, 2014, 02:08:44 pm
"Well."

This demon's talking is tiresome. Drive the staff into its throat.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 28, 2014, 08:34:13 pm
((Um, my LEFT hand was the one that got blown off.))

"I will show you who can't control my power!"
Strike the earth with my right hand. Channel Earth magic through it, creating a ridge of earth rising up and forward to strike Vanda.
Also work on reforming my hand.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: USEC_OFFICER on January 28, 2014, 09:30:20 pm
Baldur leaps forward to try to protect Felice. He also tries to slash at Vanda if he gets the opportunity.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: BFEL on January 28, 2014, 10:10:28 pm
((Um, my LEFT hand was the one that got blown off.))
((Obviously you just put two hands onto your right instead of fixing your left :P))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 28, 2014, 10:50:07 pm
((Um, my LEFT hand was the one that got blown off.))
((Obviously you just put two hands onto your right instead of fixing your left :P))
((I'll need to fix that when reforming my hand.
And if I have to make a new one...do you think I could use earth magic to manipulate metal?))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Niccolo on January 29, 2014, 02:10:48 am
Sorry that I haven't been around! I just moved cities.
((Um, my LEFT hand was the one that got blown off.))
Uh. No. Check page 13, that's the page with the turn where you blow your hand off. And it's the right hand.

Quote from: GreatWyrmGold
Strike the earth with my right hand. Channel Earth magic through it, creating a ridge of earth rising up and forward to strike Vanda.
Also work on reforming my hand.
I'm not entirely sure that Felice will be impressed with you trying to launch massive waves of rock in his general direction.

Also, since your Earth skill is 0 you'll only succeed on a six. However, since it's a massive-scale magic that's well above your level, succeeding on it would be worth two experience points - putting you at level 1 in Earth magic and allowing you to do it more naturally.

Quote from: GreatWyrmGold
And if I have to make a new one...do you think I could use earth magic to manipulate metal?))
You don't need to make a new one, the magic will reassert itself after this turn. But yes, Earth magic covers metal.

((So sorry to keep asking this, but did that bite do any serious damage? I mean my wounds aren't updated, which tells me no, but the flavor text makes it out to be pretty bad))
Not yet. Since piercing the skin there will probably result in a rather important artery in your neck being opened, I figured it'd be polite to give you a fighting chance :P

Baldur leaps forward to try to protect Felice. He also tries to slash at Vanda if he gets the opportunity.

You had better reeeeaaaally hope GWG doesn't roll a six.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 29, 2014, 08:42:30 am
I'm not entirely sure that Felice will be impressed with you trying to launch massive waves of rock in his general direction.
Ideal world, it'll function as an attack on the demon.

Quote
Also, since your Earth skill is 0 you'll only succeed on a six. However, since it's a massive-scale magic that's well above your level, succeeding on it would be worth two experience points - putting you at level 1 in Earth magic and allowing you to do it more naturally.
Whoo! I can't overshoot!
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: BFEL on January 29, 2014, 08:47:19 am
((So sorry to keep asking this, but did that bite do any serious damage? I mean my wounds aren't updated, which tells me no, but the flavor text makes it out to be pretty bad))
Not yet. Since piercing the skin there will probably result in a rather important artery in your neck being opened, I figured it'd be polite to give you a fighting chance :P
((WOOOO +1 ENDURANCE :D
That comes SERIOUSLY in handy. I mean I know I'm probably suicidally cocky about this, but what does it take to kill me right now?
I have the +1 not dying skill and regeneration. Not particularly FAST regen mind, but its enough to regrow limbs so assuming I did get arteried there, but killed the monster and did some fast tourniqueting what would my chances be?

Actually that brings up something I've been meaning to ask, what would you consider to be the level of Thuun's non-magical training in regards to healing/medicine? I mean is he just at basic first aid level without the fanciness, or could he perform open heart surgery with a reasonable degree of success?))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Pancaek on January 29, 2014, 08:53:30 am
"Bah, I've caught fish more fiercesome than you"

Evade the attack. Depending on how far away I can evade the charging demon, retaliate with my bow or my dirk. aim for either his undamaged hand or his head. 
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 29, 2014, 09:08:18 am
...so assuming I did get arteried there, but killed the monster and did some fast tourniqueting what would my chances be?
((Worse than if you didn't tourniquet, because that's intended more for making sure people don't die from amputations. And you'd be tying it around your own neck.))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Niccolo on January 29, 2014, 10:05:26 am
...so assuming I did get arteried there, but killed the monster and did some fast tourniqueting what would my chances be?
((Worse than if you didn't tourniquet, because that's intended more for making sure people don't die from amputations. And you'd be tying it around your own neck.))

Go on, try it. At least your graveyard entry will be amusing.

((WOOOO +1 ENDURANCE :D
That comes SERIOUSLY in handy. I mean I know I'm probably suicidally cocky about this, but what does it take to kill me right now?
You misunderstand. You didn't get wounded yet. Not because of your endurance but because I wanted to give you a fighting chance. You can still die from basically anything - it just has to hit you a little harder to actually stick. I haven't quite worked out how to apply it to you because nothing's actually laid a finger on you yet.


Which makes the fact that you're the most grievously wounded person in the party utterly astonishing.


Buuuut I imagine that it'll mostly apply in a case of wounds take one turn less to close up and you take one turn longer to bleed out.

Quote from: BFEL
Actually that brings up something I've been meaning to ask, what would you consider to be the level of Thuun's non-magical training in regards to healing/medicine? I mean is he just at basic first aid level without the fanciness, or could he perform open heart surgery with a reasonable degree of success?))
First aid level. Slightly better than Lyu, since you wouldn't go rubbing random shit into a cut. You could probably bandage a wound and do half-decent sutures, but if you try and treat an amputation without magic your best bet would be fervent praying.

Quote from: GreatWyrmGold
I'm not entirely sure that Felice will be impressed with you trying to launch massive waves of rock in his general direction.
Ideal world, it'll function as an attack on the demon.
In the context of earth magic, you're basically an untrained lunatic waving a dangerous weapon around hoping to perform a single tactical strike.

Quote from: GreatWyrmGold
Quote
Also, since your Earth skill is 0 you'll only succeed on a six. However, since it's a massive-scale magic that's well above your level, succeeding on it would be worth two experience points - putting you at level 1 in Earth magic and allowing you to do it more naturally.
Whoo! I can't overshoot!
You can - you still have Righteous Litany - but it'll be damn hard. Huh. I never realised that. Well there you go.
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 29, 2014, 10:45:04 am
((Whoo, untrained guy with a dangerous weapon not pointed at me!))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: BFEL on January 29, 2014, 10:54:53 am
...so assuming I did get arteried there, but killed the monster and did some fast tourniqueting what would my chances be?
((Worse than if you didn't tourniquet, because that's intended more for making sure people don't die from amputations. And you'd be tying it around your own neck.))

Go on, try it. At least your graveyard entry will be amusing.

((Twould appear I am not a healer in real life :P
I meant bandaging it to generally stop the bleeding, didn't realize there was a difference))

((WOOOO +1 ENDURANCE :D
That comes SERIOUSLY in handy. I mean I know I'm probably suicidally cocky about this, but what does it take to kill me right now?
You misunderstand. You didn't get wounded yet. Not because of your endurance but because I wanted to give you a fighting chance. You can still die from basically anything - it just has to hit you a little harder to actually stick. I haven't quite worked out how to apply it to you because nothing's actually laid a finger on you yet.
((So the endurance thing is something along the lines of "it needs a 6 to critically wound you, but a 5 will still wreck your shit pretty bad" or is it just the slightly longer to bleed out thing?

Does the regen have ANY conceivable impact on my combat survivability? I mean I know its not perfect by any means, but it healed some wounds off my teamies while they were nearby, and did so in a timely fashion. Though I suppose that could just be its initial activation effect, but from what I've seen it seems like it would make it much harder to put Thuun down for good.

Also unrelatedly, I PMed you some more "backstory-y" questions, in case you didn't notice :P))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: GreatWyrmGold on January 29, 2014, 12:12:25 pm
((The question is one of speed. Sure, over several minutes it can let you regrow limbs, but what good does that do you over the seconds of combat?))
Title: Re: Roll to Go Mad: Turn 32 - The Hundred Deaths
Post by: Niccolo on January 29, 2014, 08:46:08 pm
((So the endurance thing is something along the lines of "it needs a 6 to critically wound you, but a 5 will still wreck your shit pretty bad" or is it just the slightly longer to bleed out thing?
Longer to bleed out and shorter to recuperate. Call it an executive decision as of now; the way the RtD combat is structured, I can't find any sane way to work in any other uses. Maybe next time round when I rework the system, but for now you take slightly longer to die from a mortal wound.

Quote from: BFEL
Does the regen have ANY conceivable impact on my combat survivability? I mean I know its not perfect by any means, but it healed some wounds off my teamies while they were nearby, and did so in a timely fashion. Though I suppose that could just be its initial activation effect, but from what I've seen it seems like it would make it much harder to put Thuun down for good.

Again, GWG has the right of it. You'd probably heal a graze before the confused beast's eyes, but if he tears your throat open you're dead. If he tears an arm off and you stop the bleeding, over a day you'll regrow your arm, but in a fight it's worth nothing. In general, it reduces the number of turns wounds take to heal by one or two, depending on the severity of the wound.

Your teamies got healed 'cause you rolled a six or two in the casting, so the magic sorta overflowed onto whoever was handy.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 06:40:34 am
Well. All I can say is that thankfully Thuun wasn’t there to add his own little flavour to the gemors.

- Turn 33: The Hundred Tombs -
Vanda of the Hundred Deaths is facing off against the four of you… who will make it out alive?

Push blade into its throat and sever its head. Then get out of there, stealthily as possible.
(2) Your blade completely misses his throat. Thankfully, it distracts the little bastard from eating you. The monster hisses and rears up in astonishment and anger before drawing back one fist to strike you. (6) You let its fist strike you across the jaw - you feel something crack, painfully - so that you receive the opening you need. (4+1) Your shortsword slams into the creature’s throat, properly hitting this time and killing the damn thing instantly. There’s a jolt and the khaki colour fades, revealing that the now-dead monster was once a Cylenian.

You heave the monster off, resheathe your blade and decide to high-tail it out of there. (2) Naturally, you break several sticks as you drag your sorry arse into the bushes to hide. Well, shit. There’s a few more hooting calls from the trees around you and three more monsters appear, dropping to land silently next to their fallen brethren.

You watch in disgust as they tear the corpse apart, each of them grabbing a limb and biting deeply into the flesh. You struggle to keep your lunch down; throwing up right now would be a very, very bad idea.

Your legs feel funny. You feel your legs tenderly. Are… Are those shins? Teeny tiny shins? Yes!


This demon's talking is tiresome. Drive the staff into its throat.
“Well.” You step in between Vanda and Felice and draw your staff back as the demon-beast-thing comes flying through the air directly at your face. You have a momentary thought that perhaps this wasn’t the best idea. You grip your staff with both hands and set yourself. (6+1) Vanda’s yellow eyes momentarily widen in panic, but (4+1) he manages to twist himself in midair just enough to almost entirely avoid your bronze-shod staff.

He screams in an unearthly, mind-shattering voice as his hand catches on your staff at the wrist and is completely torn off. He flies through the air and collides with you, knocking you over and sending your staff flying. His weight is pinning you solidly to the floor; you notice that he is far heavier than any human should be, yet still apparently as fit as any prime swordsman. Vanda clambers to his feet. “You bastard!” he yells, drawing back the stump of his right arm. Lightning, blacker than the inside of a coal mine, is already crackling around the wound and burning it shut.

He swings at you, twice. (3, 1) His right stumpy arm cracks you across the jaw but does very little in the way of damage. (5, 1) His left hook comes streaking down for your face again, but you somehow manage to interpose your arm and block his strike. Good God it feels like a freaking sledgehammer just blasted into you. You manage to deflect the blow, however, and take a swing at his angry, mottled face with your left hand. (3+1) You crack him across the jaw and he winces.

(1) Vanda manages to grab both of your arms in his huge, meaty hand and pins your arms above your head. He draws the stump of his left arm level his his growling face. Black lightning begins to coalesce around the stump; the shadow of fire blooms. “Now, you arrogant little shit…” He mutters, before pausing. His jaw works for a second and then he spits out a tooth that you must have knocked loose with your fist.  He presses his arm stump against your forehead as the terrible blast builds up, clearly intending to fire it at point-blank range. “Now it’s time for you to die!”


Evade the attack. Depending on how far away I can evade the charging demon, retaliate with my bow or my dirk. aim for either his undamaged hand or his head. 
"Bah, I've caught fish more fiercesome than you!" you howl as he leaps for you. You’re about to roll out of the way, but suddenly Lyu is there. Their little scrap is over in an instant and Vanda is about to blow Lyu’s head off.

You have a split second to act; out of the corner of your eye, you see Ekoka’s arm-stump glowing with the wan, orange-ochre colour of earth magic, but it’ll be too late. Your dirk comes whistling out of its sheathe in the small of your back. With only moments to spare you go to fling the dirk (3+1, 4) and it sinks into his left hand, the one holding Lyu’s arms down. Vanda rears back, his khaki face contorted in an expression of rage, pain and… hunger? “You degenerate freak!” he thunders and thrusts his stump towards you.

A black ball of pulsing energy has formed there, lightning coursing across the surface. As you watch the lightning shimmers and vanishes as the monster’s will relaxes, releasing the torrent of energy directly at you. (4+1) You effortlessly dodge the blast, but an arrow tumbles out of your quiver as you dive to the side. You grab it between two nimble fingers, twirl it into your hand and fling it. (1+1) The arrow flies well wide and the demon-thing just laughs.

Lightning begins to form again, on both hands this time. A ball of power rapidly forms in his left hand; on his stump, the lightning condenses into a clawed, crackling mockery of a hand.


Strike the earth with my right hand. Channel Earth magic through it, creating a ridge of earth rising up and forward to strike Vanda.
Also work on reforming my hand.
"I will show you who can't control power!" you yell, drawing your will into the stumpy bits on the end of your right arm. Ochre light flares. (6+1) (What. The. Hell.) The light blazes so brilliantly that your eyes sting, but you manage to maintain coherency enough to slam your stumpy arm into the ground.

The ground is like an extension of your will; shockwaves of power ripple forth and a wave of rock rips from the ground and bears down on Lyu and the demon-monster-thing. Oh. Shit. Right, Lyu’s still in the way. Well. In the instant remaining, you offer a quick prayer to Solvarion to protect his priest. Then you remember the priest’s habits and wonder just what Solvarion would think, anyway.

Vanda tries to avoid the wave, but it still catches him; it sweeps up both him and the priest in a humungous torrent of airborne earth and rock and flings them bodily into the side of a house. The gigantic shockwave of earth crashes into the house after them, burying the two in rubble.

As the dust settles it reveals a startling visage. Massive spikes of rock jave torn their way out of the ground and trace a path right through where Vanda and Lyu were, ending at the rubble of the house the magic collided with. The house itself has clearly collapsed; the shockwave has knocked down four more. (1+1) A pile of bricks falls away, revealing Vanda’s broken body. The creature struggles to sit up, but it’s apparent that he can’t, since (3) his arms are totalled. There’s nothing left of his arms but flattened smears of bloody flesh; not even the black, cursed lightning can heal that. You hope.

(1) Lyu’s staff can be seen, snapped into three pieces. There’s an awful lot of blood leaking out of the bottom of the rubble pile. If even half of that is Lyu’s, then he is in serious danger.

(4-1) Your body pulses painfully and is racked with spasms as the magic fades from your blood. You slump to your knees, absolutely exhausted. Bruises rapidly spread across your entire body and your joints stiffen up, making it very difficult and painful to move. (-1 to all physical activity for three turns; -2 if it’s extremely strenuous)

You somehow cast that ridiculously complex spell! +2 Earth experience - which means you’re now a Level 1 Earth magic adept!

There’s a clattering sound as pebbles leap up and reform your rockhand.


Baldur leaps forward to try to protect Felice. He also tries to slash at Vanda if he gets the opportunity.
You stride over to Vanda. The monster is gasping like an air-drowning fish. “Curse… you…” he mutters as his one good eye fixes on you. His other eye is glazed over and bloody. “How… could mere food… kill me?”

You lift up your sword. “Guess your last meal didn’t agree with you.”

The broken blade of your greatsword slides effortlessly into and through his broken chest.

An ugly light flares and you feel a jolt course up your arm. As you draw your blade out of the body, you watch in astonishment as the creature’s khaki skin fades. In a wave emanating from your fatal wound, the green tone vanishes to reveal the brown skin of a Limerete; the dead yellow eyes soften and melt into their usual green colour. Apparently, on death the curse is destroyed.



Deep under the rubble, Lyu stirs. He can feel that he’s in intense pain and rather deep trouble; he panics slightly in his tomb under all of the rock. He knows that he’s been wounded somehow, but he can’t quite figure out how under all of the rock pressing on his… everywhere. But if he doesn’t get out soon, the rock will crush him completely under its weight.

Lyu currently has one turn to live. You guys have to dig him out. Unfortunately, he also has been wounded and that will require treatment; it’s not life-threatening, but there is a chance he may lose a limb.

On the upshot, next time Ekoka does that he’ll have the control to avoid hitting his teammates. Hopefully.


Spoiler: The Players (click to show/hide)




Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Execute/Dumbo.exe on January 31, 2014, 06:55:57 am
I've noticed every time a fight happens, it's always one balls out move that put at least one person in danger that finishes the fight, how badass is that?
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 07:18:03 am
Despite the fact that death was undeniably snuggling up to him and demanding a nice, long kiss on the lips after a hard day's work, Lyu couldn't help but keep on smiling widely underneath the rubble. The pain was quite excruciating, and he might not survive if he is not immediately helped in some way, and yet he was filled with such supreme happiness. What a worthless bag of wind that demon was. To see the moment of complete, utterly undignified panic in the thing's eyes... that was quite possibly the most priceless sensation Lyu had ever had. If he was to die now, that was surely a wonderful image to die to. That and the scream it made when its hand was torn off by the staff. It was, literally, the stuff of dreams for him.

It was also rather pleasant to know that, no matter how much peril he may have ever found himself in, the greatest danger to his continued safety was always going to be the presence of his teammates in the area. Thinking about it, Lyu just had to laugh. And he did. It was a pretty long laugh, in fact.

Laugh heartily. Try to resist being crushed.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on January 31, 2014, 08:16:39 am
YEEES!
I mean, OOOW!
Also...not sure if I proved my point, or his.

Also:
Quote
"Bah, I've caught fish more fiercesome than you!" you howl as he leaps for you. You’re about to roll out of the way, but suddenly Lyu is there. Their little scrap is over in an instant and Vanda is about to blow Lyu’s head off. You recognise the
What does he...recognise?

And uh, sorry Harry. But hey, I notice that my new status has absolutely no penalty to magical actions!
Try to lie in a comfortable position without straining anything.
Use earth magic to try and manipulate the rubble off of Lyu.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 08:20:00 am
Quote
"Bah, I've caught fish more fiercesome than you!" you howl as he leaps for you. You’re about to roll out of the way, but suddenly Lyu is there. Their little scrap is over in an instant and Vanda is about to blow Lyu’s head off. You recognise the
What does he...recognise?

Oops. Artifact from a prior draft. Fixed now.

Quote from: GreatWyrmGold
And uh, sorry Harry. But hey, I notice that my new status has absolutely no penalty to magical actions!
Except, apparently, for a lack of pattern recognition.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on January 31, 2014, 08:22:56 am
((You know I didn't notice this before, but both our mages take penalties due to temperature. I take penalties in the cold, and Ekoka takes them in the heat.
Weird. Also, I take it once you guys save and/or watch Lyu die you'll come to help me right? RIIIIGHT?))


Be vewy vewy quiet. They're hunting cripples!

I.E. STEALTHYNESS


YEEES!
I mean, OOOW!
Also...not sure if I proved my point, or his.

Also:
Quote
"Bah, I've caught fish more fiercesome than you!" you howl as he leaps for you. You’re about to roll out of the way, but suddenly Lyu is there. Their little scrap is over in an instant and Vanda is about to blow Lyu’s head off. You recognise the
What does he...recognise?

And uh, sorry Harry. But hey, I notice that my new status has absolutely no penalty to magical actions!
Try to lie in a comfortable position without straining anything.
Use earth magic to try and manipulate the rubble off of Lyu.
((I think despite your lack of training in it, your action would be better spent preparing/casting a healing spell. I'm pretty sure that's the only real option for him to not die at this point.
Let the others dig him out, then hopefully you can not suck enough to keep him stable.
Then maybe have Baldur and Felice come bail me out and I can come heal him better.
PLANNING))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 08:27:12 am
((I think despite your lack of training in it, your action would be better spent preparing/casting a healing spell. I'm pretty sure that's the only real option for him to not die at this point.
Let the others dig him out, then hopefully you can not suck enough to keep him stable.
Then maybe have Baldur and Felice come bail me out and I can come heal him better.
PLANNING))

((Ahem.))

Lyu currently has one turn to live. You guys have to dig him out. Unfortunately, he also has been wounded and that will require treatment; it’s not life-threatening, but there is a chance he may lose a limb.

((Yes?))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on January 31, 2014, 08:28:19 am
Quote from: GreatWyrmGold
And uh, sorry Harry. But hey, I notice that my new status has absolutely no penalty to magical actions!
Except, apparently, for a lack of pattern recognition.
He does not have poor pattern recognition! He's just a bit reckless. And sometimes short-tempered when people insult him.

((I think despite your lack of training in it, your action would be better spent preparing/casting a healing spell. I'm pretty sure that's the only real option for him to not die at this point.
Let the others dig him out, then hopefully you can not suck enough to keep him stable.
Then maybe have Baldur and Felice come bail me out and I can come heal him better.
PLANNING))
((Can't really move, or shouldn't at least. Maybe if others had actions to A. dig him out and B. get him over to me...))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on January 31, 2014, 08:32:24 am
((I think despite your lack of training in it, your action would be better spent preparing/casting a healing spell. I'm pretty sure that's the only real option for him to not die at this point.
Let the others dig him out, then hopefully you can not suck enough to keep him stable.
Then maybe have Baldur and Felice come bail me out and I can come heal him better.
PLANNING))

((Ahem.))

Lyu currently has one turn to live. You guys have to dig him out. Unfortunately, he also has been wounded and that will require treatment; it’s not life-threatening, but there is a chance he may lose a limb.
((He's saying you die if they don't fix you up this turn...or maybe they can dig you out this turn and heal you next turn?? That parts kinda vague, but he means ON TOP OF THAT, *IF* they fix you up to "not bleeding out" levels, you'll still probably end up short some parts))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 08:35:07 am
((He's saying you die if they don't fix you up this turn...or maybe they can dig you out this turn and heal you next turn?? That parts kinda vague, but he means ON TOP OF THAT, *IF* they fix you up to "not bleeding out" levels, you'll still probably end up short some parts))

((I believe what is meant is that I will be crushed to death if I am not immediately dug out - I am wounded, but not crushed yet, and if I am not dug out, I will be. Head crushed into goo and all that. Hence why the status says 'being crushed by a rock' and 'entombed in rubble' rather than 'a whole lot of broken bones and massive internal injuries'.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on January 31, 2014, 08:51:54 am
((He's saying you die if they don't fix you up this turn...or maybe they can dig you out this turn and heal you next turn?? That parts kinda vague, but he means ON TOP OF THAT, *IF* they fix you up to "not bleeding out" levels, you'll still probably end up short some parts))

((I believe what is meant is that I will be crushed to death if I am not immediately dug out - I am wounded, but not crushed yet, and if I am not dug out, I will be. Head crushed into goo and all that. Hence why the status says 'being crushed by a rock' and 'entombed in rubble' rather than 'a whole lot of broken bones and massive internal injuries'.))

((Hmm...looking it over that does make sense. Though I suppose it requires GM clarification before we can say anything for sure.

On a different note, I just got an absurd image in my head of them digging you out and finding you somehow completely looted Cyrus' corpse while down there, even though said corpse is presumably across the room.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on January 31, 2014, 09:03:26 am
((I think it has at least as much to do with suffocation as anything.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 09:05:10 am
GM CLARIFICATION AHOY!

Lyu will die if they fail to dig him out. He'll suffocate and be squished into Yagalian pancakes. If they DO manage to, then I roll a dice to find out how badly he's injured. Nothing life-threatening, but multiple broken bones is almost certain unless he gets really lucky on his dice rolls. Now, if it was Felice I wouldn't worry a bit; man's luckier than a four-leafed clover made out of rabbits' feet.

Also, Cyrus' corpse isn't so much 'across the room' as it is 'spread evenly in a fine dust across the better part of the village'. He did get knifed with iron and explode, after all. Vanda, on the other hand, probably only has more of those crystals and maybe some pants.

You're not going to take the dead dude's pants, are you? Please don't.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on January 31, 2014, 09:07:08 am
Mm, pancakes.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 09:13:00 am
You're not going to take the dead dude's pants, are you? Please don't.

((Hey, he stole them from humanity, and we're stealing them back.

Also, is the Limerete body left behind also seven feet tall and built like a gorilla?))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 10:37:14 am
((Hey, he stole them from humanity, and we're stealing them back.

Also, is the Limerete body left behind also seven feet tall and built like a gorilla?))

I don't know. You guys should probably take a closer look and find out. Baldur shivved him and all, but I imagine everyone's a little too busy digging you out of your pre-emptive grave to find out.

Really, please don't take his pants. If I have to write about the demon's... appendage as well as the mayor's gigantic green one I'll be a little put out with you lot.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: USEC_OFFICER on January 31, 2014, 10:38:21 am
Baldur immediately rushes over and attempts to dig Lyu out.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Nunzillor on January 31, 2014, 12:18:30 pm
Please, for the love of god, take those pants!  The demon-thing does not deserve decency in death!
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 12:20:48 pm
Please, for the love of god, take those pants!  The demon-thing does not deserve decency in death!

((Besides, I bet somebody would pay for pants worn by an actual demon. Pay well, as a matter of fact.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Pancaek on January 31, 2014, 02:27:26 pm
"That'll do it...I can't believe scurvy Pete was right, all those drunken dagger flinging competitions really did pay off"

Felice takes in the scene of the battle, and sees the cracked staff.

"Where's the priest? WHERE'S THE PRIEST?! I CAN'T LET A HOLY MAN DIE, THAT'S WORSE THAN GOING OUT TO SEA WITHOUT A CAT ON BOARD!"

Aid in saving Lyu from his unfortunate situation
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: USEC_OFFICER on January 31, 2014, 02:49:30 pm
"Quit panicking and start digging. Hopefully we'll get to him in time."
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Pancaek on January 31, 2014, 03:12:40 pm
"I'm digging, I'm digging! I'm more scared than that one time we heard someone singing during our voyage."
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on January 31, 2014, 03:38:32 pm
Also, Cyrus' corpse isn't so much 'across the room' as it is 'spread evenly in a fine dust across the better part of the village'. He did get knifed with iron and explode, after all. Vanda, on the other hand, probably only has more of those crystals and maybe some pants.
((HOW DID I MISS THAT PART?? I'm pretty sure you didn't say it was iron. Then again I guess we don't know what iron IS yet, so that makes sense.

Also, someone grab those crystals, they're probably valuable/ I think they might be soulgempokeballs))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 06:05:31 pm
Also, Cyrus' corpse isn't so much 'across the room' as it is 'spread evenly in a fine dust across the better part of the village'. He did get knifed with iron and explode, after all. Vanda, on the other hand, probably only has more of those crystals and maybe some pants.
((HOW DID I MISS THAT PART?? I'm pretty sure you didn't say it was iron. Then again I guess we don't know what iron IS yet, so that makes sense.

Also, someone grab those crystals, they're probably valuable/ I think they might be soulgempokeballs))

Uh. I thought it was pretty clear what happened to Cyrus? I mean there was glowing light and a massive explosion that levelled the entire building and would have done more if he wasn't underground... Since I didn't specify that it was iron did y'all assume that Vanda was hiding nuclear warheads up his sleeve or something?



Please, for the love of god, take those pants!  The demon-thing does not deserve decency in death!
My players have enough bad ideas as it is, thank you very much.
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Harry Baldman on January 31, 2014, 06:17:01 pm
Uh. I thought it was pretty clear what happened to Cyrus? I mean there was glowing light and a massive explosion that levelled the entire building and would have done more if he wasn't underground... Since I didn't specify that it was iron did y'all assume that Vanda was hiding nuclear warheads up his sleeve or something?

((Actually, yes. Or the magical equivalent, anyway. If you can do that by shanking a pyromancer with an iron object... ooh, the mind boggles at what you could do with an iron arrow. Need to get those for Felice as soon as possible.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Pancaek on January 31, 2014, 06:23:21 pm
Uh. I thought it was pretty clear what happened to Cyrus? I mean there was glowing light and a massive explosion that levelled the entire building and would have done more if he wasn't underground... Since I didn't specify that it was iron did y'all assume that Vanda was hiding nuclear warheads up his sleeve or something?

((Actually, yes. Or the magical equivalent, anyway. If you can do that by shanking a pyromancer with an iron object... ooh, the mind boggles at what you could do with an iron arrow. Need to get those for Felice as soon as possible.))
((Step one: aqcuire loads of iron arrows. Step two: seriously train that multiple arrow attack i tried to do at the beginning of this fight. Step three: anti-mage machine gun))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on January 31, 2014, 08:30:03 pm
Uh. I thought it was pretty clear what happened to Cyrus? I mean there was glowing light and a massive explosion that levelled the entire building and would have done more if he wasn't underground... Since I didn't specify that it was iron did y'all assume that Vanda was hiding nuclear warheads up his sleeve or something?

((Actually, yes. Or the magical equivalent, anyway. If you can do that by shanking a pyromancer with an iron object... ooh, the mind boggles at what you could do with an iron arrow. Need to get those for Felice as soon as possible.))
((Step one: aqcuire loads of iron arrows. Step two: seriously train that multiple arrow attack i tried to do at the beginning of this fight. Step three: anti-mage machine gun))
((No step three is NEVER EVER EVER HIT A TEAMATE. EVER.
I CANNOT POSSIBLY STRESS THAT HARD ENOUGH.

And yes I pretty much assumed Vanda was using some kind of magic.))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on January 31, 2014, 11:33:13 pm
((No step three is NEVER EVER EVER HIT A TEAMATE. EVER.
I CANNOT POSSIBLY STRESS THAT HARD ENOUGH.
((ESPECIALLY NOT THE MAGES.
ESPECIALLY NOT WHEN THEY'RE IN MIDST OF THE GROUP!
))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on January 31, 2014, 11:47:11 pm
((No step three is NEVER EVER EVER HIT A TEAMATE. EVER.
I CANNOT POSSIBLY STRESS THAT HARD ENOUGH.
((ESPECIALLY NOT THE MAGES.
ESPECIALLY NOT WHEN THEY'RE IN MIDST OF THE GROUP!
))

Felice gets iron arrows --> "Hi, I'm Felice and welcome to Jackass"
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: BFEL on February 02, 2014, 02:44:09 pm
((No step three is NEVER EVER EVER HIT A TEAMATE. EVER.
I CANNOT POSSIBLY STRESS THAT HARD ENOUGH.
((ESPECIALLY NOT THE MAGES.
ESPECIALLY NOT WHEN THEY'RE IN MIDST OF THE GROUP!
))

Felice gets iron arrows --> "Hi, I'm Felice and welcome to Jackass"

((Since we're on the subject, does that "anti-magic" used by Vanda respond to iron in the same way normal magic does? If not, could it possibly "cloak" a mage and keep them from kerceasingtoremainintact? Also, could the back end of an arrow (the...quill?...feather? Fuck if I know) be enchanted without enchanting the rest? And then have the arrowhead be iron and essentially make a personal artillery shell?))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: GreatWyrmGold on February 02, 2014, 03:38:49 pm
((...By "back end of an arrow," do you mean the fletchings?))
Title: Re: Roll to Go Mad: Turn 33 - The Hundred Tombs
Post by: Niccolo on February 02, 2014, 06:31:53 pm
((No step three is NEVER EVER EVER HIT A TEAMATE. EVER.
I CANNOT POSSIBLY STRESS THAT HARD ENOUGH.
((ESPECIALLY NOT THE MAGES.
ESPECIALLY NOT WHEN THEY'RE IN MIDST OF THE GROUP!
))

Felice gets iron arrows --> "Hi, I'm Felice and welcome to Jackass"

((Since we're on the subject, does that "anti-magic" used by Vanda respond to iron in the same way normal magic does? If not, could it possibly "cloak" a mage and keep them from kerceasingtoremainintact? Also, could the back end of an arrow (the...quill?...feather? Fuck if I know) be enchanted without enchanting the rest? And then have the arrowhead be iron and essentially make a personal artillery shell?))

Why do you keep calling it anti-magic? It's not. It's just another form of power and stems from the same source as demons. Probably. It's at least in the same zip code. If you look hard enough, there's other forms of power. Mostly available to the non-magical people in the team. Felice's Kidzuku is actually one of these and is the... beginning step, I guess, to gaining some rather neat little abilities. But no. The crazy's power was good for one thing and one thing only: killing people.

Yes you could enchant the fletchings of an arrow, but if the arrow has an iron head then the enchantment would have to be pretty weak. Plus it's a serious pain in the ass to enchant anything. That's why people stick to weapons that'll be used more than once. Like that greatsword that we passed back in the unnamed little village on our way to this craphole. Speaking of which, I'm going to go roll and find out if Lyu survives.

Turn up in an hour or two.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 02, 2014, 08:50:52 pm
Have fun, BFEL.


- Turn 34: The Most Unhelpful Magic -
Lyu is buried! Quick, dig him out before he suffocates…


Despite the fact that death was undeniably snuggling up to him and demanding a nice, long kiss on the lips after a hard day's work, Lyu couldn't help but keep on smiling widely underneath the rubble. The pain was quite excruciating, and he might not survive if he is not immediately helped in some way, and yet he was filled with such supreme happiness. What a worthless bag of wind that demon was. To see the moment of complete, utterly undignified panic in the thing's eyes... that was quite possibly the most priceless sensation Lyu had ever had. If he was to die now, that was surely a wonderful image to die to. That and the scream it made when its hand was torn off by the staff. It was, literally, the stuff of dreams for him.

It was also rather pleasant to know that, no matter how much peril he may have ever found himself in, the greatest danger to his continued safety was always going to be the presence of his teammates in the area. Thinking about it, Lyu just had to laugh. And he did. It was a pretty long laugh, in fact.

Laugh heartily. Try to resist being crushed.
You laugh, regardless of your predicament. And try to resist getting crushed. You fervently hope that your friends manage to dig you out. Preferably without more magic.


Aid in saving Lyu from his unfortunate situation
"That'll do it… I can't believe scurvy Pete was right, all those drunken dagger flinging competitions really did pay off," you mutter, bending to retrieve your dirk which must have been knocked loose during Ekoka’s little rock show. You idly test the edge of the dirk on your thumb; it’s lost some of its sharpness, but it’s still pretty good. Awesome. You resheathe the dirk and take a look around.

A pile of wood in the rough shape of a staff catches your eye and you begin swearing. "Where's the priest? WHERE'S THE PRIEST?! I CAN'T LET A HOLY MAN DIE, THAT'S WORSE THAN GOING OUT TO SEA WITHOUT A CAT ON BOARD!" you scream, running over to the pile of rocks. You aren’t sure, but you think you got your superstitions right. Probably. “Is he under here? Really? What the hell!” you yell and begin tugging rocks away. “Damn it, damn it, damn it!”


Baldur immediately rushes over and attempts to dig Lyu out.
"Quit panicking and start digging. Hopefully we'll get to him in time,” you growl at the panicking sailor, cuffing him over the head.

"I'm digging, I'm digging! I'm more scared than that one time we heard someone singing during our voyage!” Felice retorts, pulling another rock out of the way. You wince, having heard some sailors with truly terrible voices before.

“Just focus. Let’s find that priest.” You tug a large chunk of rubble off of the pile and toss it aside. “Just how deep did he get buried, anyway?”


Try to lie in a comfortable position without straining anything.
Use earth magic to try and manipulate the rubble off of Lyu.
You whimper and slide gratefully to the floor before doing your best to stretch out into something approximating the same duchy as a comfortable position. Your muscles inform you exactly what they think of this plan. You never knew muscles could be so rude and noisy.

You sigh and slowly let your eyes shut, hoping to rest for just a moment. But Felice and Baldur are yelling at each other. Damn it. You open one eye and regard what they’re doing, trying to piece together some logic through your slightly scrambled brain. The appear to be digging. Why? For treasure? Surely not. Besides, didn’t Lyu collect all of the tre… Ah. Right. The priest. You raise your rockhand and wave it negligently at the rubble pile, orange-brown light playing out over the ground for a second.



Felice: 5
Baldur: 6
Ekoka: 1

Felice works tirelessly, tossing rocks over his shoulder. “Hey, priest!” he yells. “You in there?” There’s a muffled response which might have been ‘yes’ and that’s enough for the sailor. he kicks several more offending bricks off of the pile and levers up a particularly large chunk of wall to reveal Lyu’s face.

“Oh thank the heavens!” the priest crows, clearly taking his first breath of fresh air in a while. “Could you see your way clear to getting the rest of this rock off?”

Baldur shoves an offending boulder off of the general region where Lyu’s legs would be. “Give us a minute here,” he tells the priest, effortlessly picking up what looks like a quarter of a ton’s worth of boulder.

What remains of the wall above Lyu’s head begins to glow a distressing orange colour. “Hurry, hurry, hurry!” Lyu orders, one fearful eye on the wall. “Oh Gods, not again!”

Without further ado, Baldur shoves the last entrapping sheet of rock aside, picks up the injured priest and slings him over one shoulder. The three of them manage to get clear just in time for the rest of the building to collapse directly on top of Lyu’s previous grave.

Baldur lays Lyu down next to Ekoka. “Bloody mages,” he swears. “How’re ya feeling?”

(2, 3, 3, 2, 2) “Gods, I hurt all over,” Lyu groans. “But it’s... only bad in two... places.” He waves his left arm gingerly. “I think... this is... broken. Lucky it’s... not smashed.” He pauses again, trying to catch his breath. “I… suspect… I have broken… ribs, too…” he smiles, which rapidly contorts into a grimace. “Okay. Lots… of sprains… Ouch.”

Lyu is pretty badly injured! His broken left arm is a clean break, easy to fix, but there’s nothing he can do with it until it’s at least set. His ribs are another matter; they’re impinging slightly on his lungs. If he moves there’s a chance that a broken rib will open a lung, probably get that strapped up right away. Otherwise, he has a -3 to all actions for the rest of this chapter (Which is not much more… like, one turn? Maybe two?) And then -1 for a while after.

(2) Ekoka gets a nosebleed.


Be vewy vewy quiet. They're hunting cripples!

I.E. STEALTHYNESS

You freeze in place, trying to remain very quiet. The Elmer Fudds pace around the burned out shell of the carriage, one still gnawing on a humerus from their fallen comrade. Ugh.

One of them spots a crow and leaps onto the hapless bird in a single blurring motion; there’s a puff of feathers and a single startled squawk. “Dessert!” the monster growls cheerfully. Oh Gods, you wish it had never spoken. None of the other monsters ever spoke and now you fervently wish they would remain so. The creature’s voice was like tar, oozing out of their mouth and gumming up your ears.

A single tiny feather floats on the breeze, gently drifting towards you. You dare not make any motion; the monster is far too close to you now. You silently will the feather to leave you the hell alone, but no dice; it stubbornly drifts into your face and tickles your nose.

Shit.

(1, 5, 3) You sneeze and it’s about as stealthy as an erupting volcano. Which you should know, since you’ve made one. Regardless, all three monsters know that there’s something around here.

One monster is something of an idiot, apparently - even for completely insane, cannabilistic murder beasts. It lopes in the opposite direction and vanishes into the trees as swiftly as it first appeared. The second one seems more cautious and is peering curiously in your general direction.

”Go,” the third monster orders in its disgustingly slimy voice. ”It came from that direction.” The monster waves a khaki hand in the direction that his first comrade ran off in. Huh.

The other one tilts its head. ”No… It was here…”

”Oh, for pity’s sake. I don’t have time for this.” There’s a flash of the purest white light and the too-curious monster slumps to the ground, his khaki skin fading to reveal he was once a Yagalian.

The final monster turns back to the bushes. ”Come on out, young Life Mage.” As you watch in astonishment, the monster begins to glow. It straightens from its gorilla-like crouch and stretches, becoming taller and thinner. And… uh… female. You weren’t expecting that. “I said come out. We don't have time for this! You need to get moving!”

You feel quite confused. Standing before you is a young woman carrying a short staff that looks almost like a drop spindle, except its capped with an hourglass. Odd. Her clothing is of a style you don’t recognise, simple knee-length robes belted at the waist with what appears to be a rope woven from gold thread. A simple mantle is draped around her shoulders, decorated with more gold thread in weaving, flowing designs that threaten to ensnare the eye.

And then there’s the wings. Wait, what? Why… Wings that wouldn’t be out of place on a hawk are folded up. The feathers flutter slightly in the breeze, revealing that the wings are a chestnut brown and further patterned through with gold.

Yeah, whoever this is, she most certainly is not your ordinary mage. Is she even human?

”Don’t you recognise me, young Life Mage?”


Spoiler: The Players (click to show/hide)

Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 02, 2014, 08:58:13 pm
((What did my magic do?))

Rest. Attempt to stop nose bleeding. Prepare healing spell.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 02, 2014, 09:06:19 pm
((What did my magic do?))

Rest. Attempt to stop nose bleeding. Prepare healing spell.
You misfired and tried to pull the wall down on top of them. That's why the bricks were glowing orange, the same colour as your earth magic.

I really have to be more clear about these things, I think.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 02, 2014, 09:08:40 pm
Ah.

All I knew was that I was making the wall glow orange.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Nunzillor on February 02, 2014, 09:22:20 pm
Damn this whole magic thing is dangerous.  Honestly, I don't think I'm exaggerating when I say that whoever broke the moon should've finished the job and made the world a safer place.

Was magic always this dangerous or is this a result of the broken moon?
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Execute/Dumbo.exe on February 02, 2014, 09:25:43 pm
Damn this whole magic thing is dangerous.  Honestly, I don't think I'm exaggerating when I say that whoever broke the moon should've finished the job and made the world a safer place.

Was magic always this dangerous or is this a result of the broken moon?
I believe broken moon, in the intro it said that magic was easy to use before the moon got asurad pretty badly, but I'm confused as to how the moon helps the users of magic, does the moon do the same with magic as it does waves? Does it focus magic?
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 02, 2014, 09:30:54 pm
Damn this whole magic thing is dangerous.  Honestly, I don't think I'm exaggerating when I say that whoever broke the moon should've finished the job and made the world a safer place.

Was magic always this dangerous or is this a result of the broken moon?
I believe broken moon, in the intro it said that magic was easy to use before the moon got asurad pretty badly, but I'm confused as to how the moon helps the users of magic, does the moon do the same with magic as it does waves? Does it focus magic?

The Moon - More specifically, the Moon Goddess - is the source of all magic in the world. Magic is literally a piece of her power that she donated to humans, partly for shenanigans but also for various philosophical reasons which don't really have a place in a game concerning graverobbing priests and wisecracking mages with terrible medical practice.

Magic was always dangerous to use - dangerous to the wielder, anyway - but it never backfired or did weird stuff. After the moon broke magic became difficult to control. In a few decades mages work the kinks out, but for now stuff is pretty crazy.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Execute/Dumbo.exe on February 02, 2014, 09:33:40 pm
So using it still had a cost, but at least it wasn't a game of Russian roulette whenever you tried to cast something, that seems cool.
Speaking of, does the sun have any part in this? Or is it just there because you know, sun.

Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 02, 2014, 09:40:17 pm
So using it still had a cost, but at least it wasn't a game of Russian roulette whenever you tried to cast something, that seems cool.
Speaking of, does the sun have any part in this? Or is it just there because you know, sun.

Yep. Rule 1: Everything has a cost. And you literally cannot use your magic unless you accept that one day it's going to kill you.

The sun did get freaking cut in half. Basically the sun and moon were the earthly avatars for the top God and Goddess of the setting and something murdered the Sun God and plunged the world into darkness for ten days; when the lights switched back on (A new sun formed from spoilers) they discovered that some asshole had broken the moon, as well. Mages the world over suspected something had happened around day three or so, 'cause that's when magic started going fucking bananas.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Nunzillor on February 02, 2014, 11:10:23 pm
I see.  Interesting.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 12:30:24 am
"Well, at least I'm not quite buried alive anymore. That's nice. Did you all kill the demon, mayhap?"

Remain still. Try not to injure myself further.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 03, 2014, 08:15:15 am
((I'm gonna guess the chick is Sariel, angel of time and fate.
I'M A LORE WHORE))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 03, 2014, 08:37:56 am
((I'm gonna guess the chick is Sariel, angel of time and fate.
I'M A LORE WHORE))
It's not like she's the only valid entry under "Gods" or anything. Before someone asks, some people call 'em angels, others call 'em Lesser Gods. Same thing. (On another note you've inspired me to update the God Glossary.)

Anyway, yeah. It's time for the story's meat to appear, so the odd angel's gonna drop in - although miss Sariel here will be your main contact. The angel who gave you the dragon aspect will probably make an appearance at some point too, probably to take it back when you're done.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 03, 2014, 09:01:23 am
((I'm gonna guess the chick is Sariel, angel of time and fate.
I'M A LORE WHORE))
The angel who gave you the dragon aspect will probably make an appearance at some point too, probably to take it back when you're done.
((..WAIT WHUT
What do you mean gave? I EARNED that. With a little help from some drugs. Delicious nutricious narcotics.))

Thuun emerges from his hiding place, crawling toward the woman. "I do, you're Sariel aren't you? The depictions don't do you justice" FLIRTING GO!
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: USEC_OFFICER on February 03, 2014, 09:16:24 am
"Well, at least I'm not quite buried alive anymore. That's nice. Did you all kill the demon, mayhap?"

"Yeah, we did."

Baldur checks if the unholy barrier around the village has gone away, and if so goes to grab Lao.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 10:33:57 am
"Yeah, we did."

"Pretty unsurprising, I guess. If you monologue that much, how can you not turn out to be a total wuss, after all? Make sure to steal anything he's got on him, by the way. You never know what you'll find on these demon corpses, you know?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: USEC_OFFICER on February 03, 2014, 10:35:28 am
"Pretty unsurprising, I guess. If you monologue that much, how can you not turn out to be a total wuss, after all? Make sure to steal anything he's got on him, by the way. You never know what you'll find on these demon corpses, you know?"

"Later. I'm grabbing the life mage."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 10:36:57 am
"Later. I'm grabbing the life mage."

"Oh, don't be silly. You're not supposed to do that until after you hear the explosion. He's probably alright if you haven't heard one. I mean, how much trouble could he possibly get into that doesn't involve mass destruction of some kind?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: USEC_OFFICER on February 03, 2014, 10:39:55 am
"Oh, don't be silly. You're not supposed to do that until after you hear the explosion. He's probably alright if you haven't heard one. I mean, how much trouble could he possibly get into that doesn't involve mass destruction of some kind?"

Baldur shrugs, "So you don't want him to tend to your wounds?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 10:45:35 am
Baldur shrugs, "So you don't want him to tend to your wounds?"

"I can't honestly see how him doing that is likely to help my situation any."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: USEC_OFFICER on February 03, 2014, 10:47:52 am
"I can't honestly see how him doing that is likely to help my situation any."

"You sure?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 10:51:00 am
"You sure?"

"Maybe later. If the pain doesn't stop soon, I might have a transcendental experience! Or we could just get the other guy to do it. You know, the guy that buried me in rubble."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: USEC_OFFICER on February 03, 2014, 10:52:52 am
"Maybe later. If the pain doesn't stop soon, I might have a transcendental experience! Or we could just get the other guy to do it. You know, the guy that buried me in rubble."

"I'm still grabbing Lao in that case."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 03, 2014, 11:03:27 am
"You sure?"
"Maybe later. If the pain doesn't stop soon, I might have a transcendental experience! Or we could just get the other guy to do it. You know, the guy that buried me in rubble."
"It worked, didn't it?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 03, 2014, 11:05:12 am
((I'm pretty sure Lyu is delirious from the pain already :P
Or well, he just has no confidence whatsoever in Thuun's healing powers...:())
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 11:13:03 am
"It worked, didn't it?"

"Well, I really wouldn't know. I missed the subsequent events for some reason. But you can do a bit of healing, right? As long as you do it nice and slow, I mean."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 03, 2014, 12:11:52 pm
"It worked, didn't it?"
"Well, I really wouldn't know. I missed the subsequent events for some reason. But you can do a bit of healing, right? As long as you do it nice and slow, I mean."
"Just wait a few minutes."
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 03, 2014, 12:17:42 pm
"Just wait a few minutes."

"Hey, take all the time you need. I'm not going anywhere, am I?"
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 03, 2014, 07:26:53 pm
So all I can take from this conversation is that Vanda was marginally unsuccessful in being even remotely difficult to fight. Okay, lesson learned, next boss fight will be much harder.

I'm learning!
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Pancaek on February 03, 2014, 07:34:47 pm
So all I can take from this conversation is that Vanda was marginally unsuccessful in being even remotely difficult to fight. Okay, lesson learned, next boss fight will be much harder.

I'm learning!
((no, bad niccolo. What you should take away from all this is that teamwork leads to good results and giving Felice shinies is generally a great idea, and you should do it more.))

"Oh thanks the waves you're all right. I was afraid I'd have bad luck for a year."

Gather arrows that aren't broken. Use kidzuku to inspect Vanda's body, and if possible for possible shinies around these parts.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 03, 2014, 07:40:20 pm
So all I can take from this conversation is that Vanda was marginally unsuccessful in being even remotely difficult to fight. Okay, lesson learned, next boss fight will be much harder.

I'm learning!

((How bout in lieu of a boss fight you have them crawl around legless in a monster infested fog like some Medieval Navy SEAL? I've found that works wonders for the suspense quotient.))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 03, 2014, 08:32:37 pm
So all I can take from this conversation is that Vanda was marginally unsuccessful in being even remotely difficult to fight. Okay, lesson learned, next boss fight will be much harder.

I'm learning!
((I think the reason we beat it effortlessly had more to do with luck than anything. We cut off its extremities and crushed it before it could do anything much.))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 03, 2014, 09:21:41 pm
((I think the reason we beat it effortlessly had more to do with luck than anything. We cut off its extremities and crushed it before it could do anything much.))

Yeah, I know. Seriously those were some of the craziest rolls I've seen. Every attack of his missed (bar one) and you guys just stripped him of his limbs in nothing flat.

((How bout in lieu of a boss fight you have them crawl around legless in a monster infested fog like some Medieval Navy SEAL? I've found that works wonders for the suspense quotient.))
:P You looked like you were having fun, right up until one of them decided to use your trachea as an afternoon snack anyway. And you did shiv him in the throat.

((no, bad niccolo. What you should take away from all this is that teamwork leads to good results and giving Felice shinies is generally a great idea, and you should do it more.))

"Oh thanks the waves you're all right. I was afraid I'd have bad luck for a year."

Gather arrows that aren't broken. Use kidzuku to inspect Vanda's body, and if possible for possible shinies around these parts.
:P You looking for more magical artefacts? Really? You're already medieval Neo. Well, don't worry, I'm sure you guys will find something. Maybe more crazy crystals, though.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 03, 2014, 09:38:36 pm
Can some of the non-magpies get some of that loot?
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 04, 2014, 12:33:30 am
So all I can take from this conversation is that Vanda was marginally unsuccessful in being even remotely difficult to fight. Okay, lesson learned, next boss fight will be much harder.

I'm learning!
((I think the reason we beat it effortlessly had more to do with luck than anything. We cut off its extremities and crushed it before it could do anything much.))

((Well, obviously. What I'm offering is mostly an IC perspective.))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 04, 2014, 08:31:30 am
((So what should our updated footnotes be? Felice is Medieval Neo, Thuun is Medieval Navy SEAL, what should our other teammates be? I suppose Lyu can be...Medieval...Pancake? :P))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 04, 2014, 09:32:49 am
((So what should our updated footnotes be? Felice is Medieval Neo, Thuun is Medieval Navy SEAL, what should our other teammates be? I suppose Lyu can be...Medieval...Pancake? :P))
Thuun's not a SEAL, dude. You tried to hide from each demon that came by and all of them found you. Not exactly special ops material :P
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 04, 2014, 12:58:11 pm
((He's part of the very special forces unit.))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 04, 2014, 03:08:22 pm
((So what should our updated footnotes be? Felice is Medieval Neo, Thuun is Medieval Navy SEAL, what should our other teammates be? I suppose Lyu can be...Medieval...Pancake? :P))
Thuun's not a SEAL, dude. You tried to hide from each demon that came by and all of them found you. Not exactly special ops material :P
((Not exactly my FAULT, I mean jeez, RtD man. Unless Stealth is some special art like magic that has to be worded a certain way or you just wiggle your bum at them :P))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: GreatWyrmGold on February 04, 2014, 03:17:42 pm
((So what should our updated footnotes be? Felice is Medieval Neo, Thuun is Medieval Navy SEAL, what should our other teammates be? I suppose Lyu can be...Medieval...Pancake? :P))
Thuun's not a SEAL, dude. You tried to hide from each demon that came by and all of them found you. Not exactly special ops material :P
((Not exactly my FAULT, I mean jeez, RtD man. Unless Stealth is some special art like magic that has to be worded a certain way or you just wiggle your bum at them :P))
((It's not your, BFEL's, fault, but I still wouldn't trust Thuun to be able to sneak past a sleeping senior citizen.))
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: BFEL on February 04, 2014, 05:02:07 pm
((So what should our updated footnotes be? Felice is Medieval Neo, Thuun is Medieval Navy SEAL, what should our other teammates be? I suppose Lyu can be...Medieval...Pancake? :P))
Thuun's not a SEAL, dude. You tried to hide from each demon that came by and all of them found you. Not exactly special ops material :P
((Not exactly my FAULT, I mean jeez, RtD man. Unless Stealth is some special art like magic that has to be worded a certain way or you just wiggle your bum at them :P))
((It's not your, BFEL's, fault, but I still wouldn't trust Thuun to be able to sneak past a sleeping senior citizen.))
Well I guess we know what the "to be healed" list is gonna look like for the conceivable future :P
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Niccolo on February 04, 2014, 06:40:45 pm
Bahaha, you guys are fantastic.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 06, 2014, 05:38:20 am
You know, as long as Thuun is in touch range, he can heal you with a very nice dynamic bonus. And since there’s blood, I’d be happy to allow touch range Life magic to be from an inch or two above the wound to avoid Thuun going the way of Cyrus.

Prematurely, anyway.

- Turn 35: The Epilogue of Cnoc Adh -
One dead demon, one unburied priest. Seems all is in order…


Remain still. Try not to injure myself further.
"Well... at least I'm not... quite buried alive anymore. That's nice. Did you... all kill the... demon, mayhap?" you rasp around your broken ribs, trying to lie in one spot on the ground. You hurt pretty much all over but as long as you don’t move too much it doesn’t seem too bad.

"Oh thank the waves you're all right! I was afraid I'd have bad luck for a year," the sailor answers, seeming most relieved. You can’t quite tell if he’s relieved just because of his superstitions or if he actually does feel concern towards you. But that’s a thought for another time. Right now, most of your energy is focused on staying conscious.

"Yeah, we did," Baldur responds to your unanswered question. He’s busily wiping blood from his broken sword. You guess he’s the one who finally did for the monster, although the miniature avalanche undoubtedly helped.

"Pretty unsurprising, I guess. If you monologue that much, how can you not turn out to be a total wuss, after all?” you shrug and immediately regret it. Apparently your shoulders do not appreciate that. “Make sure to... steal anything... he's got on him... by the way. You never know what... you'll find on these... demon corpses, you know?" You secretly hope for more crystals, even though they tried to drive you mad.

"Later. I'm grabbing the life mage," Baldur remarks, ambling towards the village’s main gate. His greatsword is sheathed in its sling across his back now.

"Oh, don't be silly. You're not supposed to do that until after you hear the explosion.” Just outside the gate, you hear a muffled sneeze. You put it out of your mind. “He's probably alright if you haven't heard one. I mean, how much trouble could he possibly get into that doesn't involve mass destruction of some kind?” you remark to whoever’s listening, hoping that the healer won’t prove you wrong.

Baldur stops and turns. He shrugs. You’re momentarily jealous of his ability to move his shoulders without crippling pain, but you put it behind you."So you don't want him to tend to your wounds?" he asks, giving significant glances at your arm that’s currently crinkled up like a piece of waste paper.

"I can't honestly see how him doing that is likely to help my situation any."

"You sure?"

"Maybe later. If the pain doesn't stop soon, I might have a transcendental experience! Or we could just get the other guy to do it. You know, the guy that buried me in rubble."
"It worked, didn't it?" Ekoka responds indignantly from his spot on the ground. “The bastard’s dead, what more do you want?”

"Well, I really wouldn't know. I missed the subsequent events for some reason. But you can do a bit of healing, right? As long as you do it nice and slow, I mean."

"Just wait a few minutes."




Rest. Attempt to stop nose bleeding. Prepare healing spell.
You grumble a bit about complaining priests and stretch out on the ground, trying to find a comfortable spot amongst a large pile of stones. You wriggle until one offending stone dislodges from your spleen and then sit, sighing as you can finally relax. You lean forwards and pinch the bridge of your nose to try and control the trickle of blood.

As you sit there, you decide to piece together a spell to heal the priest. (2) Unfortunately,  your collective aches and pains distract your mind and you can’t quite put the spell together. Damn. “Sorry, Lyu… Might take a bit longer.”

"Hey, take all the time you need. I'm not going anywhere, am I?"


Baldur checks if the unholy barrier around the village has gone away, and if so goes to grab Lao.
"I'm still grabbing Lao in that case," you rumble to the others, stepping around the mage trying to stop his nose from bleeding.

The gates are cracked and broken and the signs and sigils that covered the walls are blackened as though they’ve been burned out. You gingerly step up to the threshold of the village and poke one finger across.  When nothing happens, you shrug, take a deep breath and hurriedly step across the threshold.

There’s no flare of light, no sudden annihilation. Good. Now to find Thuun… You glance around and your eyes finally lock onto a stumpy little person waddling out of some bushes on itty-bittty feet.

Bingo.

You stroll across the clearing towards Thuun but stop when you see who he’s with - a lady with… uh… wings. An angel? Here? And she didn’t lend a hand? Damn.


Gather arrows that aren't broken. Use kidzuku to inspect Vanda's body, and if possible for possible shinies around these parts.
You scout around and manage to recover both of your arrows.

Well, time to get a look at your opponent. You draw your mind inwards, standing perfectly still and marvelling at the feel of the breeze on your skin, the sunlight on your neck and the ground beneath your feet as your mind slowly stills. You gradually funnel it into the bracelet and through; in a rush, your mind opens to the glories of the world around you.

You stride over to the body and peer down at what was once Vanda Maranalu. (4+1) “Male, aged about thirty five, half-Limerete. Cursed for seven days, one of the originals born of the chaos. Looks like he was actually an artist.” You stop and shake your head as a myriad tiny details thunder through your mind. “The curse… I don’t know. It’s fading fast. It seems as though it feeds on his life force and now that we killed him, it’s dying.” You take a deep breath and focus all of your huge mind on that curse. “It’s… It stinks of blood, but not mortal blood. I can’t see what created it, though.”

You sigh and step back. You open your mind once more, allowing it to simply expand as it wants to as you let your senses examine the surroundings. (4+1) Five things catch your eye. Five spots where something of value may well be hidden.

(3+1, 4+1, 2+1, 3+1, 1+1)

(4) You find a sword. The blade is pretty heavily nicked, but it’s solid enough. It looks to have once been wielded by a pretty deadly warrior; you can only sense one person has ever wielded it and it’s seen a lot of killing. Huh. You test the edge. Yup, nicely sharp.

(5) Across the plaza, in what would be the small church, you find a library. You try and ignore the desecrated altar as you walk in and cast your gaze over the treasure trove of books. (4) Four books jump out at you as being particularly valuable. You tug them off the shelf and stow them in your pack.

(3) It must have been the mayor’s house, judging from the extremely gaudy architecture. It’s been pretty well ransacked, but you manage to find a pair of silken underwear. Silk is fairly valuable, but still…

(4) A gnarled old staff, capped at one end with a small crystal trapped in twining roots or something. An affectation, most likely - you can’t sense anything magical about it, even with your expanded mind.

(2) It’s… a skull. That someone has scribbled swear words on. You’re not entirely sure why.

--------------------

(3) There’s a small chance that there’s something else here, but you can’t quite sense it. (If someone wants to search, they’ll only find something on a roll of 5 or 6. Everyone can try, of course.)

You sigh and relax your mind, allowing it to draw back to normal. The pressure in your skull slowly decreases and you smile as it no longer feels like your brain is about to squirt out of your nostrils.



Thuun emerges from his hiding place, crawling toward the woman. FLIRTING GO!
You totter your way out of the bushes, trying to preserve some form of dignity - which is difficult for someone with tiny-ass feet. "I do, you're Sariel aren't you? The depictions don't do you justice," you mumble around your broken jaw, finally sitting yourself down with a modicum of dignity so you don’t fall over.

She smiles. It’s the kind of smile that would make babies spontaneously giggle. “I must confess, I was worried… Last time I spoke to you, you seemed convinced that I was my late Father.” She steps closer and kneels so that she’s somewhat closer to your eye level. “I don’t have much time, young mage. My siblings and I are a tad distracted.” She grumbles. “I also can’t tell you much. Even after all this, my father’s Laws are still in force. You mortals must defend yourselves, we can only guide you.” She reaches out and touches your forehead with one delicate finger. There’s a pulse of rose-coloured light that fills your vision with it’s brightness and your nose with the delicate scent of rosewater. When it fades, she’s gone.

Your mind’s eye is consumed by a vista from high above Cylenia. A city lies in front of you, squatting on the coastline where Cylenia is bordered by the Eastern Sea. You look to your right and see the distant sparkles that mark Limero, although it’s nearly a thousand miles away.

Suddenly you’re falling into the city.

You’re standing in front of a large cathedral, domed in gold. The doors are massive affairs; one is gold, the other is silver. Small sally ports set into the centre of the huge doors form a smaller, more practical entrance; these are made out of some unknown, jet-black metal. You feel a pulse tugging you inside. “Seek the answers within here,” Sariel’s voice whispers.

You sit up and you’re back in the land of the living. Baldur’s got you slung over one shoulder and is carrying you resolutely back towards the small village.


Dark is falling. It seems wise to finish up soon; the darkness holds creatures far worse than simple wolves now. Finish looting the place and let’s get moving!

Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Execute/Dumbo.exe on February 06, 2014, 05:50:55 am
That bracelet is the perfect tool for revealing exposition and giving players a deep and breathing backstory, as well as not being really contrived.
Title: Re: Roll to Go Mad: Turn 34 - The Most Unhelpful Magic
Post by: Harry Baldman on February 06, 2014, 07:15:03 am
"Ooooommm..."

Meditate. Distract myself from the pain with the sound of my own voice. Don't move.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 06, 2014, 07:59:32 am
That bracelet is the perfect tool for revealing exposition and giving players a deep and breathing backstory, as well as not being really contrived.

That was sorta the idea. I'm rather pleased with it myself. Pancaek's used it at all the right times, too!
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 09:42:56 am
That bracelet is the perfect tool for revealing exposition and giving players a deep and breathing backstory, as well as not being really contrived.

That was sorta the idea. I'm rather pleased with it myself. Pancaek's used it at all the right times, too!

((Whereas all my exposition contributions involve being visited by god-angels. I'm like RtD Moses bro.
Hey is that sword bronze or iron? Because if its bronze I want it, I didn't quite communicate it correctly in my bio, but Thuun was intended to be a dual wielder :P
I'm kinda glad that didn't happen though, as it inevitably would've pushed out that racial trait, which is awesome.))

Thuun mumbles lightly to Baldur: "You saw her too right? We need to get...ung...to a city on the east coast, has a really ornate cathedral."
He then returns to being carried, and silently wills his regen to work faster
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: USEC_OFFICER on February 06, 2014, 09:55:41 am
Thuun mumbles lightly to Baldur: "You saw her too right? We need to get...ung...to a city on the east coast, has a really ornate cathedral."
He then returns to being carried, and silently wills his regen to work faster

"I did."

Baldur carries Thuun back to the group.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 06, 2014, 10:34:18 am
Continue attempting to focus on casting a simple healing spell.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Pancaek on February 06, 2014, 03:29:58 pm
"Screw me sideways, This thing comes in handy. Hey, guys! I found some goodies for us! I've got a new staff for Lyu and a non-broken sword for Baldur. It used to belong to a deadly warrior. If...you care....just throwing that tidbit out there."

Give staff and skull to Lyu! Give sword to Baldur! Inspect the books and start reading a random one, unless it looks evil! Follow party!
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 06, 2014, 03:54:54 pm
"Neat. Anything useful for those of us who haven't been getting new goodies lately? Other than inanimate rock hands..."
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Pancaek on February 06, 2014, 04:04:43 pm
"I dunno. I've got some silk underwear, but I was thinking of just selling those. I also found some books, but I'd like to read them myself, firstly. There was also a skull with some obscene language on it, not sure when or how that will come in handy." he scratches his head "I get the feeling that there's still a goodie out there somewhere, but I can't quite seem to pinpoint where."
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 06, 2014, 04:05:44 pm
"Mm. Let me heal the guy and I'll see what I can find..."
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 05:55:44 pm
"Screw me sideways, This thing comes in handy. Hey, guys! I found some goodies for us! I've got a new staff for Lyu and a non-broken sword for Baldur. It used to belong to a deadly warrior. If...you care....just throwing that tidbit out there."

Give staff to Lyu! Give sword to Baldur! Inspect the books and start reading a random one, unless it looks evil! Follow party!

((Doesn't Baldur use a Greatsword whereas what you grabbed is a Broadsword? Granted his current sword is broken so I guess it would be about the same anyway...hmm...))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: USEC_OFFICER on February 06, 2014, 05:59:25 pm
((Doesn't Baldur use a Greatsword whereas what you grabbed is a Broadsword? Granted his current sword is broken so I guess it would be about the same anyway...hmm...))

((True on both accounts. Having a non-broken weapon might be better though, at least until he gets his greatsword reforged.))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 06:01:45 pm
((Doesn't Baldur use a Greatsword whereas what you grabbed is a Broadsword? Granted his current sword is broken so I guess it would be about the same anyway...hmm...))

((True on both accounts. Having a non-broken weapon might be better though, at least until he gets his greatsword reforged.))

((True. I'll be buying Thuun a second sword at some point. And then hopefully by the time I have to worry about weapon breakage and such my Earth Magic will be at the level I can just summon new swords up from the ground :P

Actually once I get everyone healed up I might try and do that to fix your greatsword, then I can take the new sword. EVERYONE WINS :))))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: USEC_OFFICER on February 06, 2014, 06:03:32 pm
((True. I'll be buying Thuun a second sword at some point. And then hopefully by the time I have to worry about weapon breakage and such my Earth Magic will be at the level I can just summon new swords up from the ground :P

Actually once I get everyone healed up I might try and do that to fix your greatsword, then I can take the new sword. EVERYONE WINS :)))

((Sweet, for both things. Try not to fuck up though, that sword has lots of sentimental value.))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 06:05:53 pm
((True. I'll be buying Thuun a second sword at some point. And then hopefully by the time I have to worry about weapon breakage and such my Earth Magic will be at the level I can just summon new swords up from the ground :P

Actually once I get everyone healed up I might try and do that to fix your greatsword, then I can take the new sword. EVERYONE WINS :)))

((Sweet, for both things. Try not to fuck up though, that sword has lots of sentimental value.))

((Bitch, no worries! I only make things worse roughly half the time, the other half I do things so completely awesomely that I warp reality in on itself in a horrid sexual act that makes Xantalos blush.))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: USEC_OFFICER on February 06, 2014, 06:07:14 pm
((Bitch, no worries! I only make things worse roughly half the time, the other half I do things so completely awesomely that I warp reality in on itself in a horrid sexual act that makes Xantalos blush.))

((So long as you haven't jinxed yourself, of course...))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Execute/Dumbo.exe on February 06, 2014, 06:12:25 pm
You'd be better off with GWG honestly, he seems to have the best track record of this stuff, especially with dangerous and complex magic, as long as he trains of course.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 06:14:34 pm
You'd be better off with GWG honestly, he seems to have the best track record of this stuff, especially with dangerous and complex magic, as long as he trains of course.
((Granted him actually training will cost someone a limb, but hey, whats that matter when you have a healer who will only explode you half the time?

My point is, do you want to risk your sword, or your character?

Also, THUUN NEED LAST PERFECT USE IN EARTH MAGIC, CMON GUYS!))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 06, 2014, 07:33:22 pm
GWG, are you trying to train up your life magic? Anyway, you and Thuun should make sure to take a closer look at those books. You can't use everything in there, but you might find some nice shiny spells. Or tips. Who knows?

Well. I know that broadswords are quite different to greatswords - one-handed for one thing... and for another, basket-hilted. Huh. Anyway, it's there pretty much as an interim weapon for Baldur, unless he wants to examine the town and go hunting for a smithy. There's almost undoubtedly one around here somewhere.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: USEC_OFFICER on February 06, 2014, 07:37:43 pm
Well. I know that broadswords are quite different to greatswords - one-handed for one thing... and for another, basket-hilted. Huh. Anyway, it's there pretty much as an interim weapon for Baldur, unless he wants to examine the town and go hunting for a smithy. There's almost undoubtedly one around here somewhere.

((Baldur doesn't know how to forge/smith though. :P))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 06, 2014, 08:11:05 pm
GWG, are you trying to train up your life magic? Anyway, you and Thuun should make sure to take a closer look at those books. You can't use everything in there, but you might find some nice shiny spells. Or tips. Who knows?

Well. I know that broadswords are quite different to greatswords - one-handed for one thing... and for another, basket-hilted. Huh. Anyway, it's there pretty much as an interim weapon for Baldur, unless he wants to examine the town and go hunting for a smithy. There's almost undoubtedly one around here somewhere.

((Oh I plan to do much bookness, not gonna be all that much to do while waiting for my legs to grow back anyway is there? :P))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 06, 2014, 08:41:50 pm
Well. I know that broadswords are quite different to greatswords - one-handed for one thing... and for another, basket-hilted. Huh. Anyway, it's there pretty much as an interim weapon for Baldur, unless he wants to examine the town and go hunting for a smithy. There's almost undoubtedly one around here somewhere.

((Baldur doesn't know how to forge/smith though. :P))

I doubt it, but the smith probably does! And even if he's monster chow, he's probably left something lying around that would be useful to you.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 06, 2014, 09:05:21 pm
You'd be better off with GWG honestly, he seems to have the best track record of this stuff, especially with dangerous and complex magic, as long as he trains of course.
...Thank you?

GWG, are you trying to train up your life magic?
Long-term? Yes. Short-term? I'm focusing on slow-casting the healing spell next turn.

((Oh I plan to do much bookness, not gonna be all that much to do while waiting for my legs to grow back anyway is there? :P))
((I call other books!))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Harry Baldman on February 07, 2014, 10:29:34 am
"I dunno. I've got some silk underwear, but I was thinking of just selling those. I also found some books, but I'd like to read them myself, firstly. There was also a skull with some obscene language on it, not sure when or how that will come in handy." he scratches his head "I get the feeling that there's still a goodie out there somewhere, but I can't quite seem to pinpoint where."

"Can I have the skull? It sounds interesting!"
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Pancaek on February 08, 2014, 11:16:37 am
"I dunno. I've got some silk underwear, but I was thinking of just selling those. I also found some books, but I'd like to read them myself, firstly. There was also a skull with some obscene language on it, not sure when or how that will come in handy." he scratches his head "I get the feeling that there's still a goodie out there somewhere, but I can't quite seem to pinpoint where."

"Can I have the skull? It sounds interesting!"
"Certainly, knock yourself out. Figuratively speaking."

-edited previous post-
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 08, 2014, 11:24:21 am
"I dunno. I've got some silk underwear, but I was thinking of just selling those. I also found some books, but I'd like to read them myself, firstly. There was also a skull with some obscene language on it, not sure when or how that will come in handy." he scratches his head "I get the feeling that there's still a goodie out there somewhere, but I can't quite seem to pinpoint where."

"Can I have the skull? It sounds interesting!"
"Certainly, knock yourself out. Figuratively speaking."

-edited previous post-

"Oh he can do it literally too. Now where's Cyrus?
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 08, 2014, 11:31:38 am
"Dead, poor bastard."
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 08, 2014, 06:23:10 pm
BFEL, I would take it as a kindness if you picked a different colour other than that particularly eye-searing orange. Try teal. Or maroon But please, don't spend the rest of the game typing in that orange.

Anyway, writing the turn up now.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 08, 2014, 07:49:41 pm
((Maroon works. Also I'm currently in the unenviable position of experiencing some real-life sympathy for Thuun and his legs problem. Specifically, this morning I sprained my ankle to fucking hell and back, and I'm pretty much a cripple for the next two days or so.
This sucks :(
But I get two days off work, so MOAR UPDATES PLOX!))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 08, 2014, 07:50:08 pm
((If only you had some jimsonweed.))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Execute/Dumbo.exe on February 08, 2014, 08:02:42 pm
Wouldn't jimson weed work as poison on a sword? trust a stab and bam! instant knockout! with massive hullucinations and deadly for anybody with heart problems but whatever.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 08, 2014, 08:04:10 pm
((Maroon works. Also I'm currently in the unenviable position of experiencing some real-life sympathy for Thuun and his legs problem. Specifically, this morning I sprained my ankle to fucking hell and back, and I'm pretty much a cripple for the next two days or so.
This sucks :(
But I get two days off work, so MOAR UPDATES PLOX!))
Try casting a regen spell on it. Maybe that'll help.

Unless, of course, your GM is mean and has banned healing magic.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Execute/Dumbo.exe on February 08, 2014, 08:18:40 pm
((Maroon works. Also I'm currently in the unenviable position of experiencing some real-life sympathy for Thuun and his legs problem. Specifically, this morning I sprained my ankle to fucking hell and back, and I'm pretty much a cripple for the next two days or so.
This sucks :(
But I get two days off work, so MOAR UPDATES PLOX!))
Try casting a regen spell on it. Maybe that'll help.

Unless, of course, your GM is mean and has banned healing magic.
You aren't mean, just strict about the games rules.
...right?
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: BFEL on February 08, 2014, 08:19:25 pm
((Maroon works. Also I'm currently in the unenviable position of experiencing some real-life sympathy for Thuun and his legs problem. Specifically, this morning I sprained my ankle to fucking hell and back, and I'm pretty much a cripple for the next two days or so.
This sucks :(
But I get two days off work, so MOAR UPDATES PLOX!))
Try casting a regen spell on it. Maybe that'll help.

Unless, of course, your GM is mean and has banned healing magic.
((He's a right bastard that GM o' mine))
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 08, 2014, 08:28:41 pm
((Maroon works. Also I'm currently in the unenviable position of experiencing some real-life sympathy for Thuun and his legs problem. Specifically, this morning I sprained my ankle to fucking hell and back, and I'm pretty much a cripple for the next two days or so.
This sucks :(
But I get two days off work, so MOAR UPDATES PLOX!))
Try casting a regen spell on it. Maybe that'll help.

Unless, of course, your GM is mean and has banned healing magic.
You aren't mean, just strict about the games rules.
...right?
Yeah, go with strict. The basic rule is that Healing magic can fix any wound, save for one resulting as the price for using magic. To fix those, you need to get creative. Thuun found one method, but there's a handful out there. Ekoka went the old 'rebuild it better, faster, stronger' method like he's the six million dollar man, but his budget took a severe cut. Incidentally, GWG, your earth magic is more refined now. You should fiddle with your hand.

Blimey that was a badly worded sentence.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Niccolo on February 08, 2014, 08:52:02 pm
Finally managed to get you guys all back in roughly the same space! Jeez, it’s like herding cats. Please please please don’t split the party on me.

- Turn 36: Splitting the Loot -
At the end of the day, split up the pay…

Meditate. Distract myself from the pain with the sound of my own voice. Don't move.
Trying to mimic a Toan monk you met once, you attempt to meditate so as to distract yourself from the pain. “Ooommmmmm,” you hum under your breath. You’re not entirely sure why monks say that, but they do, so you do too.

However, you keep one eye on the others - particularly Felice. The lucky bastard is hunting for treasure! Enlightenment and one-ness with the universe can wait, there’s gold to be had! He reappears in your field of vision with a peculiarly gnarled and seriously ugly staff that’s capped with a chunk of raw crystal. The crystal looks to be cloudy quartz; not particularly valuable, but not liable to shatter if you brain somebody with it. Felice lays the staff - really, it looks like someone just picked up a tree branch - next to you. “Here you go, mate. Since your last one broke.”


He then returns to being carried, and silently wills his regen to work faster
You, uh, sorta burrow into Baldur’s arms. And mumble, like you’re half-asleep. "You saw her too right? We need to get to a city on the east coast, has a really ornate cathedral." Are… are you curling up?

For your sake, I hope Baldur isn’t a married man, or there’s all sorts of opportunity for hilarious misunderstandings here. Like in those terrible theatre productions you’ve seen sometimes… who was that actor? Sandal? Sandle? Something like that.

Anyway, while you’re doing that you focus on your regeneration. Your legs are still tingling and it feels like the process is coming along swimmingly. Maybe you can nudge it into moving a little faster. (5) You nudge it. And it begins to regenerate your legs faster. Hooray, the time necessary has decreased by a full minute!

(By the way, your jaw is still broken. Maybe extend your regen into your face?)


Baldur carries Thuun back to the group.
“I… uh… I did. Are… Are you nuzzling?” you ask the half-asleep mage. He glares at you. And his cheeks are red. Perfect. You shake your head and put it out of your mind.

“Hey boys, I found our missing mage. Damn fool was hiding under the carriage the whole time!” you call to the others as you meet up with them. You set Thuun down next to the priest and hastily step back, lest the mage try healing Lyu and turn him into a giant green rage-monster.

Felice offers you a basket-hilted sword. “Here you go, mate. I know ya favour using both mitts, but this’ll do nicely.” You shrug and accept the broadsword and buckle it onto your belt. It feels nice to have a whole weapon again, even if it’s one you’re not entirely used to using.


Continue attempting to focus on casting a simple healing spell.
You shut your eyes and draw your mind together, silently sketching out how a simple healing spell would work. (3) You’ve mostly worked out the kinks - you’re pretty sure you know how to avoid critically messing the spell up and having the magic invert and turn Lyu’s chest into a pile of mince.

(Next turn you get a guaranteed +1 if your roll is lower than five. You can still overshoot, though.)


[/color]

Give staff and skull to Lyu! Give sword to Baldur! Inspect the books and start reading a random one, unless it looks evil! Follow party!
You stop to admire your score. “Screw me sideways, this thing comes in handy,” you mutter, absently polishing Kidzuku in gratitude. “Welp. Hey, guys! I found some goodies for us! I've got a new staff for Lyu and a non-broken sword for Baldur. It used to belong to a deadly warrior. If...you care....just throwing that tidbit out there.” You wander around, dishing out your haul to whomever seems to be best equipped to make use of it. You’re a little stumped on Thuun, since he manages to injure himself with most everything, so you decide to hold off on giving him anything just yet.

When you  get to Ekoka, he raises an eyebrow. “Neat. Anything useful for those of us who haven't been getting new goodies lately? Other than inanimate rock hands..."

"I dunno. I've got some silk underwear, but I was thinking of just selling those,” you offer, holding up the fancy silky thing. You idly wonder if it’s as comfortable as it looks, but decide to not try it on. “I also found some books, but I'd like to read them myself, firstly. There was also a skull with some obscene language on it, not sure when or how that will come in handy." You hold up the skull so Ekoka can see it. His eyes peruse the dirty language covering the bleached white bone and, if possible, his eyebrow creeps even higher. You shrug. “I get the feeling that there's still a goodie out there somewhere, but I can't quite seem to pinpoint where.”

"Can I have the skull? It sounds interesting!" Lyu calls from just beyond Ekoka.

"Certainly, knock yourself out. Figuratively speaking." You lob the skull to the priest, who manages to catch it despite his numerous injuries. You privately wonder if he isn’t trying to collect enough bones to build a complete skeleton.

"Oh he can do it literally too,” Thuun remarks dryly as Baldur sets him down. “Yeesh, this place is a mess. Now where's Cyrus?”

"Dead, poor bastard. He got stabbed and then he exploded," Ekoka explains. Thuun’s face pales. “Yeah, it was like he’d picked up a lodestone. Blew the entire buildiong apart. You can see it over there.” He waves over at the still-smoking ruin where the pyromancer met his sudden end.

You sigh and sit next to the mages and pull the books out to examine them more closely. The first book is a royal blue; the front of the book is marked with a weird swirly symbol that looks a little bit like the Limerete symbol for River. The second book, a startling shade of scarlet, has a single golden teardrop on the front. The third book is a pale cream, marked with a starburst drawn in gold foil. The final book is a reddish purple and the golden symbol on the front is a simple circle.

Shrugging, you open the purple book. It… appears to be discussing Force magic. You flick through the pages more out of idle curiosity than anything. The book seems to actually contain magic as well, given how your bracelet is humming; the buzzing intensifies every time you move your left hand closer to turn a page.




Okay folks, that’s it. Next turn, post two actions. The first one is a short action, anything final that you want to do in the village before it’s all wrapped up. GWG, you’re welcome to heal Lyu and go hunting for precious objects, so don’t worry.

Then we’re travelling. I don’t feel like writing up a separate turn just for travelling, so it’s all being lumped into one post.

As such, the second action is a ‘travel’ action - ie, a long-ish action/set of actions you want to do when you stop in a village on your travels. Hopefully it doesn’t finish with Ekoka missing another hand. Be a little creative. The city will have stalls, smiths and the like, but if you want to look around the small village you’re welcome to. There’s all sorts lying around villages that doesn’t turn up in the cities.



Spoiler: The Players (click to show/hide)

Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: GreatWyrmGold on February 08, 2014, 10:20:15 pm
Incidentally, GWG, your earth magic is more refined now. You should fiddle with your hand.
Because that's the highest priority at the moment.
Huh. We have a timeskip.

Heal Lyu. Look for precious objects. Contemplate ways to improve my hand.

Read books. At some point when we're stopped, use Life Magic to make my hand alive and under my control. And ideally detachable.
Title: Re: Roll to Go Mad: Turn 35 - The Epilogue of Cnoc Adh
Post by: Niccolo on February 08, 2014, 10:26:10 pm
Incidentally, GWG, your earth magic is more refined now. You should fiddle with your hand.
Because that's the highest priority at the moment.

It was just in the nature of a reminder.

Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Harry Baldman on February 09, 2014, 04:19:42 am
Lie peacefully and appreciate the skies for now. If I get bored, examine swear words on skull.

If I travel, do the same if I am not healed. If I am healed, practice my staff battling skills. If we stop anywhere, look into purchasing armor.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: BFEL on February 09, 2014, 11:59:25 am
1.Focus some regen into fixing my jaw, and assuming Lyu actually gets healed by Ekoka then ask him to give Cyrus a few words and quick service. If Ekoka makes it worse, try and shunt regen into Lyu to make him stable

2. Assuming Ekoka doesn't screw up and intervention isn't necessary, continue waiting for legs to regen. If Intervention had to occur, spend time recasting my regen so that my legs get fixed.

Assuming everything goes well and my legs get totally fixed by the time we reach a town, help Baldur get his greatsword reforged and take the extra broadsword off his hands ((NOT if its iron, you never specified so I'm going to assume its just bronze. I'm further going to assume if it IS iron then Thuun would get some "oh wow this doesn't feel right" sense when reaching for it and stop himself))
After that use any remaining time to look through the scarlet-with-teardrop book first, and the others if enough time still remains.

If I'm stuck once again waiting for sweet regrown legs, just read through the books.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: GreatWyrmGold on February 09, 2014, 12:02:11 pm
((Why does no one have confidence in my ability to heal? Is it the 0 Life Magic I have?))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: BFEL on February 09, 2014, 12:07:16 pm
((Why does no one have confidence in my ability to heal? Is it the 0 Life Magic I have?))
((With me its more "our teammates life is on the line, leave nothing to chance" then just not having confidence in you. I mean, that's there too, but mostly its just for backup :P))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Niccolo on February 10, 2014, 05:12:34 pm
Three down, two to go! USEC? Pancaek? Helloooooo?

... Is that an echo?
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: USEC_OFFICER on February 10, 2014, 05:16:43 pm
Short Term Action: ... Search for loot, I guess.
Traveling Action: Find a blacksmith to reforge my greatsword! If that's not possible/it breaks, purchase another greatsword.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Pancaek on February 10, 2014, 05:21:57 pm
((Sorry about not posting, I had class from 8:30 to 20:00 today.))

Short term: Look through the other three books to see what they're about
Long term village action: Find someone who is willing to buy the silken underwear. Also look for a shop that sells bows/arrows and some kind of armor, check what they have for sale. also look if there are any other interesting shops.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Niccolo on February 10, 2014, 06:17:26 pm
((Sorry about not posting, I had class from 8:30 to 20:00 today.))

Dude. Ow. What the hell? How... Okay, that's not funny. What are you studying?
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: BFEL on February 10, 2014, 06:22:25 pm
((Sorry about not posting, I had class from 8:30 to 20:00 today.))

Dude. Ow. What the hell? How... Okay, that's not funny. What are you studying?
((Putting my bet down for Temporal Mechanics.))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: GreatWyrmGold on February 10, 2014, 09:55:22 pm
((Sorry about not posting, I had class from 8:30 to 20:00 today.))
Dude. Ow. What the hell? How... Okay, that's not funny. What are you studying?
Not nearly enough, if he spends half his time in class. (Or at meals, or in transit between classes, or...)
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Pancaek on February 11, 2014, 07:00:34 am
((Sorry about not posting, I had class from 8:30 to 20:00 today.))
Dude. Ow. What the hell? How... Okay, that's not funny. What are you studying?
Not nearly enough, if he spends half his time in class. (Or at meals, or in transit between classes, or...)
((The two hours of transit between home and school weren't calculated in.  And between start of classes at 8:30 and the end at 20:00 I've got about an hour and half of free time. So that makes for about 10,5 hours spend in class. The good thing about all of my classes being heaped onto monday is that I've got very reasonable hours for the rest of the week. So yeah, just a heads up if I don't seem to post much mondays this semester))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Niccolo on February 11, 2014, 07:14:18 am
((Sorry about not posting, I had class from 8:30 to 20:00 today.))
Dude. Ow. What the hell? How... Okay, that's not funny. What are you studying?
Not nearly enough, if he spends half his time in class. (Or at meals, or in transit between classes, or...)
((The two hours of transit between home and school weren't calculated in.  And between start of classes at 8:30 and the end at 20:00 I've got about an hour and half of free time. So that makes for about 10,5 hours spend in class. The good thing about all of my classes being heaped onto monday is that I've got very reasonable hours for the rest of the week. So yeah, just a heads up if I don't seem to post much mondays this semester))

Duly noted, m'boy. You're mildly crazy for trying to shove everything onto one day, but hey.
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Pancaek on February 11, 2014, 07:19:32 am
((To be fair, only the lesson that starts at 8:30 was my choice, the rest weren't up to me. ))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: GreatWyrmGold on February 11, 2014, 08:42:10 am
((...Are you taking a weird combination of classes, like dual-majoring in biology and theater, or does your school just suck as scheduling?))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Pancaek on February 11, 2014, 08:58:37 am
((...Are you taking a weird combination of classes, like dual-majoring in biology and theater, or does your school just suck as scheduling?))
((The latter, I'm afraid. They apparently screwed up with the classrooms at one point and had to shuffle around a bit, resulting in these weird giant blocks of classes, or classes that have a 3 hour break between them because they couldn't find a room that were empty for that timeslot))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Harry Baldman on February 11, 2014, 10:31:22 am
((The two hours of transit between home and school weren't calculated in.  And between start of classes at 8:30 and the end at 20:00 I've got about an hour and half of free time. So that makes for about 10,5 hours spend in class. The good thing about all of my classes being heaped onto monday is that I've got very reasonable hours for the rest of the week. So yeah, just a heads up if I don't seem to post much mondays this semester))

((I had a similar situation last semester, though I had to go back and forth between two facilities about half an hour apart that day, and it was from 8.30 only every other week. Then again, most of that was lab work, which I like (including one potentially six-hour block of lab stuff). I actually really like these unequal schedules, particularly when most of the workload is on Monday.))
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: BFEL on February 11, 2014, 10:40:29 am
UPDATE TIEM GO!


Please? Today is my last day off from work and I want to spend it horribly injuring Thuun some more :P
Title: Re: Roll to Go Mad: Turn 36 - Splitting the Loot
Post by: Niccolo on February 11, 2014, 06:38:30 pm
I'll do my best!
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 11, 2014, 11:17:22 pm
HOLY SHIT THIS TOOK FOREVER TO WRITE.


- Turn 37: Chapter 1 End -
Welcome to the final stages of Chapter One...

Heal Lyu. Look for precious objects. Contemplate ways to improve my hand.
The spell held mostly firm in your mind, you stand up from your seat on the rather uncomfortable cobblestones and approach Lyu, green lights whirling and cavorting around your rockhand. You kneel next to the severely injured priest and lay your rockhand on his chest. “Right, let’s see what happens,” you mutter and cast the spell.

(3+1) Your pebbles rattle a little as the magic passes through them and into Lyu. Green sparks spiral out and dance along Lyu’s chest, every now and then a single spark stopping next to a graze or cut. The majority of the cloud of sparks continues on until they reach the badly bulging, rather dented pieces of his broken ribs. There’s a terrible rattling, gurgling sound followed by a sickenly wet crackle as his chest reinflates and the bones are reforged. The priest is sent into a coughing fit, but it rapidly subsides and he winces and touches his chest gingerly. “I’d not care to repeat that,” he winces.

You shrug and stand, stretching your muscles that cramped under the magic usage. “Well, I’ve still got to do your arm,” you inform him and rearrange yourself. The spell is still mostly complete in your mind. You lay both hands on the broken arm and release your magic. (6) Green light flares brightly and the village square is momentarily turned emerald. The rich smell of fertile, wet earth fills your nostrils and grass spontaneously blooms into existence beneath Lyu’s arm, rapidly spreading into a circle about two metres wide. Lyu’s arm begins to glow, too, first a startling green and then slowly inching into eye-searing white. The glow rapidly spreads to his chest and head.

After a few instants the light fades, leaving Lyu’s arm brand new. Except… for… Huh. Deep, bottle-green marks reminiscent of tattoos in the design of some Limerete tribals now spiral up Lyu’s left arm. Their spidery design traces from the back of his left hand to his shoulder, where they appear to bloom out in a strange sort of flame pattern across his chest. The pattern continues up his neck and underneath his grey hair, although the designs avoid his face.

You sit back and eye the design. “Uh… Thuun?” you call over your shoulder. “What the hell is this?”

“What the hell is what? I can’t exactly get up and look,” he answers.

“Lyu. I healed his arm and now there’s some weird tattoo thing.”

Thuun is silent for a moment. Finally he props himself up on one arm. “Ah. You over-extended yourself and reshaped his flesh a bit. Don’t worry, it’s harmless. He’ll just be more receptive to his next healing, that’s all.”

Lyu gained an attribute! You warped his flesh with Life magic so badly that it created purpose-built channels! The next time Lyu gets healing magic applied to his head, torso or left arm, the magic gets an automatic +1 applied to it!

Perfect casting! +1 Life exp! One point to go to level up.

You shrug and stand, arching your back. “Well, all done.” You take a few steps back from the priest and eye your work. Satisfied, you turn to glance over the village. Felice mentioned that there might be something of value left that he couldn’t find; you decide to have a look for yourself. You dust off your hands and decide to go potter around the ruins for a couple of minutes. (4) Your heart’s not really in it, since Felice and his fancy bracelet have surely already picked the place clean. Nevertheless, you press on. Your foot knocks against a small box. You stop and crouch to take a closer look. Inside, you find 76 gold! (5) Buoyed by this find, you move on. Something glittery catches your eye. You roughly bend your rockhand into the shape of a scoop and dig a bit at the rocks. (4) It’s another book! The book is leatherbound and a chocolate brown. The front is marked with a golden symbol, the glitteriness that caught your eye. The symbol is a triangle but the bottom line extends out  beyond the vertices, almost as though its an extremely simple drawing of a mountain.


Lie peacefully and appreciate the skies for now. If I get bored, examine swear words on skull.
Your chest and arm are seriously sore. Apparently Ekoka’s remedial Life magic skills don’t extend to magical anaesthesia, but ohwell. You decide that the best thing to do is to just lie back and wait for the pain to wander off by itself.

With nothing better to do other than look at the slowly darkening sky and hoping a bird doesn’t fly overhead, you pick up the skull and examine the words. They appear to have been carved into the skull with a knife and then dyed black. The writing is really quite pretty, whoever did it was a master of penmanship. So why the hell did they write swear words all over a skull? The reasoning utterly baffles you. You’re not entirely sure that there’s any rhyme or reason to the swear words, even. Maybe whoever did it was crazy. The harmless kind, not the I-eat-babies-and-old-grandmas kind.


1.Focus some regen into fixing my jaw, and assuming Lyu actually gets healed by Ekoka then ask him to give Cyrus a few words and quick service.
You nudge some of the light out of your legs and into your jaw. You wince as the pain in the break doubles and redoubles; all of a sudden it fades in a tidal wave of endorphins. “Much better,” you sigh and rub your newly healed jaw as the light fades.

Your legs feel really odd now. You struggle to sit up and look at them. Well, the entire leg structure appears to be there, but everything from the knee down is miniature. Awesome. However, it does seem to be growing slowly!

Wait. Wait wait wait. Are those BABY LEGS? So… you really do actually regrow lost limbs entirely from scratch? Huh. Well. You decide that next time you’ll try harder to not lose your limbs. Having baby legs is not your idea of a good time.

You put your disturbingly small legs out of mind and glance over at the healed and inked up priest. “Hey, Lyu, will you say some words for Cyrus?”

The priest nods his assent. “When the rather debilitating pain in my chest leaves, I’ll be glad to,” he answers.


Short Term Action: ... Search for loot, I guess.
You eye the flimsy sword… thing that Felice gave you. “People actually fight with these things?” you ask nobody in particular. Oh well, it’ll do for now. You shrug and decide to have a poke around for valuables. No mercenary ever got rich by avoiding looting, after all. (4) In a mostly-intact house, you find a small safe. Heavy application of a boot cracks the safe open to reveal 90 gold coins inside! You gleefully scoop them into your pockets. (6) The glee is mildly infectious and you happily turn over the rest of the house. You find five more caches of coins, amounting to another 246 coins.

You’re really rather pleased about that.


Short term: Look through the other three books to see what they're about.
Dismissing the buzzing of your magical bracelet as mere happenstance and not some sort of message - that’d just be superstitious and silly, after all - you shut the book on Force magic. The buzzing immediately cuts off. Huh. You shrug and check out the other three. As you suspected,  they’re all books on magic; one of Fire magic, one on water magic and the last one, the cream one, appears to be about Light magic. Cool. Entirely useless to you, since you don’t practice magic, but still pretty cool.

Kidzuku buzzes again and startles you into dropping the Light magic book. The book hits the floor with a thud and falls open to a very peculiar page covered in hundreds of different symbols. As you bend to pick up the precious book the symbols catch your eye. It’s a design, similar to the network that covers Kidzuku. It appears to be a treatise, or a map? Maybe? At the centre of the design is a winged shape. Some sort of bat? No, it’s tail and neck are too long. The network of lines centre around and stem from the winged shape, spiralling out in a web.

You wonder what it means.





“Hey, I found us a horse and cart!” Baldur calls from the back of the village. Somehow, one lonely old nag escaped the slaughter. Too placid to run and too old and stringy to be butchered, the nag has survived alongside a small cart that’s probably big enough for the five adventurers. “What do you guys say to getting the hell out of here?”

The others all voice their assent. The sun hass almost completely set, leaving an overlay of shadows to the already-way-too-creepy village of Cnoc Adh. Baldur comes slowly around the corner, riding in the driver’s seat of a dinky little cart. The mare is old and grey - nobody’s sure if the greyness is natural colour or sheer time. The mercenary clucks her to a stop near the wreckage that is Cyrus’ tomb and sits negligently holding the reins in one hand.

Ekoka and Felice are the first in, each carrying books of varying colours. Thuun, ambulatory for the first time in hours, totters over on legs that would better suit an eight year old child. He too climbs in.  Finally Lyu wanders across. He stops next to the wreckage of the house, turns and raises his hands. “Father of Life and Light, grant this kind soul rest among the stars and may his rebirth be into a life as brilliant as the sun’s.” The eulogy is simple, but has been said for nearly a thousand years. Lyu takes a deep breath and continues. “May these other souls, touched and tainted by demon’s blood and fire, find peace in the greater beyond.”

A breeze sighs through the empty village. The last glimmer of fire fades from the sky as the newborn sun sinks beneath the horizon. Lyu turns and climbs aboard the cart. “let’s go.”

- Chapter 1 End -





- Interlude -

The cart trundles on, stopping only around midnight when the five of you feel safely far from the creepy village. By general consent, the cart is headed in the general direction of Shas Ria, the capital of Cylenia and the next stop along the road. The huge temple that Thuun saw in his vision is from a city beyond Shas Ria, but nobody knows which one. Hopefully in Shas Ria somebody will know where to go next.

As the sun rises the five of you set out once more. Iin the distance can be seen a tiny village, perhaps breaking there for a time is a good idea…


Read books. At some point when we're stopped, use Life Magic to make my hand alive and under my control. And ideally detachable.
The journey is long and the cart rattles annoyingly underneath you, but it’s a damn sight better than walking. You pick a book at random. (5) You pick the cream book with the golden starburst and open it. Light magic. Hmm. You’ve never done much Light magic, having never seen any point in it beyond creating a source of light.  But the book explains some of the concepts involved in Light magic and its like a whole new vista of possibilities opens before your eyes.

Light, it appears, is good for more than just lighting something up. It appears to be a crucial part in summoning rituals, although they look to be a tad beyond you just yet. It also, disturbingly, seems to extend into magical rituals involving the soul. That’s creepy. The book doesn’t describe them much, since soul-magic tends to be frowned upon by most people

The book also describes more normal techniques, such as creation of light, blinding of opponents and how to focus the light into burning a target from far away. You feel much smarter once you’ve finished reading the book. (+1 Level in Light magic! You can now create limited solid light.)

In time, the carriage comes to a stop. You gratefully climb out to stretch your legs. You’ve been itching to  try some new magic on your rockhand, too. Since the last time you experimented on rocks you blew your hand off, you decide to step away from the cart.

(6) Emerald light gleams and thunders through your hand. There’s a thunderous detonation followed by an immense pressure in your ears, as though the air around you was being compressed into your head. Just as the pressure become too intense it fades almost as fast as it appeared.

You look down at your rockhand, hoping to see something pretty cool. Sadly, it’s still just a rockhand. You can’t even twitch it.

You’re about to try again when you come to a realisation. This is a hand made of stone, there’s absolutely nothing alive in there. Life magic will do diddly squat for a lifeless lump of rock. You realise you’ll need some Earth magic in the mix to bind it properly.

(If you hadn’t rolled a six, you wouldn’t have had the wonderful realisation.)

(3+1) Each little pebble begins to glow orange. As you force Life magic in little spindles of green light appear. Using Earth magic as crude sutures and glue, you bind the Life magic into each stone and then into your arm. You’re not skilled enough for anything more exotic just yet, but at least you could achieve something…

As the light fades, you see that the central pebble of your rockhand has been metamorphosed into a lump of quartz. You can see a tiny green spark trapped inside the crystal; as you focus, the spark grows and rapidly forms a network through the surrounding rocks, laying out a pattern that is reminiscent of blood vessels and nerves. Well, that’s something.

+1 Life magic! Congratulations, you have reached level 1 in Life magic! You can heal from a distance of twenty feet or so. Touch-based healing gets a dynamic bonus, too.

Congratulations, you now have limited movement in your rockhand! You’ve reached the limits of what a bunch of pebbles can do. You can sort of control it with your mind - you can grip things, but fine motor control sucks. With better materials (Like copper and tiny crystals) you could make a truly impressive hand. You can also will it into various ‘shapes’. A cloud of pebbles, a whip, whatever you need. The downside is if the little quartz crystal ever breaks, the magic is destroyed and you have to start from scratch.


If I travel, do the same if I am not healed. If I am healed, practice my staff battling skills. If we stop anywhere, look into purchasing armor.
You feel much better for a night’s rest. When Baldur pulls the cart over at a small village, you clamber out and pick up your staff, intent on stretching your limbs out. You dip, strike and slide through a half-dozen different forms, practicing your handiwork as well as your footwork. It feels good to be up and moving again!

With your morning workout done, you decide to investigate the village. Hopefully a leatherworker will be able to provide you with some armour. (6) You find a leatherworker alright, and what a leatherworker he is! He normally trades with passing merchant caravans, but you’ve managed to reach him before any of this season’s merchants did. You step into the cool dimness of his shop. “Do you have any armour, my good man?” you ask cheerfully.

The leatherworker looks up and eyes you suspiciously, but when he sees the religious pendant around your neck and your - admittedly rather tattered - priestly garb, his suspicions noticeably fade. “Come in, come in! Yes, I do indeed have suits of armour!” He waves you to follow him towards a cabinet. “Our hunters occasionally run into bears and wolves, so my armour is often in demand.” He opens the cabinet to reveal several leather cuirasses and, with a glance at your proportions, he pulls down one suit in particular.

The cuirass is beautifully stitched together. You can see that a tremendous amount of work has gone into each piece of leather and the greatest of care has been taken in ensuring that the pieces are properly bound together. The garment is light yet quite sturdy. At a permissive nod from the shopkeeper, you decide to try it on. Somehow, the garment fits almost perfectly. The shopkeeper hands you accompanying greaves and vambraces, which fit snugly onto your legs and arms respectively. You feel significantly safer. “It looks good on you!” he grins, pointing you at a mirror.

You step into the light coming from the small window and turn to face the mirror. You can’t help it; you smile. The light reveals that the armour has been delicately inscribed with various Cylenian designs. Although they’re not magically empowered, you recognise runes for speed and protection carved into discreet places on the armour. The arm and leg armour is no less decorated, with swirls and whorls covering the leather in their tracery. “I’ll take it!” you crow happily. “How much?”

“Three hundred gold for the lot,” the leatherworker answers promptly. You balk slightly, since you’re carrying only a little more than half of that. He watches your face crumble. “Two hundred, twenty five if you don’t buy the vambraces,” he adds.

That’s a more reasonable number. Time to bargain. (5+1) “It’s fine craftsmanship,” you begin; “But I think a hundred for the lot is more suitable.” You know it’s an outrageously low number, but it’s important to follow procedure in these things.

“Excuse me?” he nearly shouts. “The cuirass is worth a hundred and fifty alone!”

Back and forth you two barter. He lingers on the craftsmanship of the runes, hinting that a mage of sufficient knowledge could empower them for you. You counter by saying that no merchants will be coming for some time due to the Ten Day Night hampering trade. He ripostes by remarking on how there are no other nearby armorers. You respond by shrugging your shoulders and saying you’re headed for Shas Ria, where you receive an ecclestial discount, but you thought to help the isolated village.

He gives in.

You pay full price for the cuirass and he tosses in the greaves for free. “You had better tell everybody who you bought these from!” he growls as he takes your money. You smile beatifically and slip the armour on before leaving the shop.


Assuming everything goes well and my legs get totally fixed by the time we reach a town, help Baldur get his greatsword reforged and take the extra broadsword off his hands. After that use any remaining time to look through the scarlet-with-teardrop book first, and the others if enough time still remains.
You wake up the following morning to a wonderful realisation. You have legs! You have fully grown, real, manly legs! When you awoke from your fever dream to discover that Baldur had divested you of your legs, you had feared that you would never again dance the cantata naked beneath the moon, as is only proper. At least, that’s what the Limeretes in the temple told you when you asked how they danced it back in Limero.

As the cart rumbles on, Baldur patiently guiding the sleepy mare along the dusty track, you pull out the book on Fire magic. You see that the teardrop is more of a stylised flame than anything, which makes sense. You idly flip through the book, hoping to find something of interest. In the very centre of the book, you find a diagram. At the centre of the diagram is a dragon you recognise from your dream. You shudder. After a moment, you realise that the page is describing Nathaniel, the Angel of Creativity. The implications make your brain hurt. Did you really meet an angel? And he gave you his strength? Holy crap. You continue examining the designs. Apparently you are not the only one that the angels have invested their power in. They’ve done it before. You stop and pull out the cream book, flipping to the middle. Yup, as you expected, the exact same diagram is in the centre there.  Huh. You go back to the red  book and keep reading. According to the treatise, the Aspect within continues to grow for as long as the mortal’s actions please the angel. Annoyingly, it doesn’t say how to do that.

You shrug and keep reading the rest of the book. The book describes some truly arcane uses of Fire magic, such as the best temperature to remove only a certain amount of skin from a person. It waxes lyrical on how to adjust and maintain temperatures, even varying them across a single spell. It also describes the various ways Fire magic interacts with other elements and after reading. Fire and Wind create lightning? That sound pretty sweet.

Finally, you find a new spell. A pretty neat spell, too!

Spell learned: Flame Cloak! You can sheathe yourself in flames. You become immune to Fire magic and gain a resistance to Ice magic and the cold. Anybody within reach can get burned. It would appear that the spell is quite draining and as long as its active you can only use touch-based magic and only in schools you have some mastery in. The spell lasts for three turns or until you end it. It has a three turn cooldown.
When the cart pulls over you leap out and caper around in sheer joy, ignoring the fact that your newly-grown legs actually rather hurt. Probably a side effect of cramming twenty-odd years of growth into a single day.


Traveling Action: Find a blacksmith to reforge my greatsword! If that's not possible/it breaks, purchase another greatsword.
You’re about to wander into town when a capering, dancing Thuun appears in front of you. “Ooh, ooh, let me!” he yells excitedly. Before you can even say anything he’s somehow stolen the scabbard right off your back! You shrug. It’s not like he can make things any worse than before, right?

“Hmm… Earth or Fire magic?” he mutters to himself. You decide to back up. “Maybe a bit of both?” he continues, oblivious to your concern. You back up further. A lot further. Finally he shrugs and tips the scabbard over, letting both halves fall to the floor. You see him kneel and draw himself in, clearly focusing on the unusual spell. Probably for the best that he’s taking his time about this. (1) You get the feeling he’s only halfway there. Probably forgot to focus on how to limit the spell, damn fool.

(Ea: 6) (Fi: 2+1+1) Sooty red light blazes up from in front of him all of a sudden. There’s a terrible earth-shattering wrench and a chasm splits open in front of the mage. There’s a golden glow from within the chasm; you inch closer and peer into it. Magma! There’s goddamn magma down there! You back far, far away and murmur a quick prayer to any angels listening.

Thuun stands and tosses both halves of your blade into the furnace. Strangling noises come from your mouth. That was a favourite sword! You’re going to kill him! You’re going to push that damn mage into the hole so he can go fetch it for you! You’re going to--

Thuun raises his hands and holds them dramatically over the chasm. Fiery red light mixes with the ochre you all have come to associate with earth magic and pours down into the chasm. The light turns sooty as the magics mix. Rumbles and crunches from deep within the earth continue to threaten to spill you to your knees.

There’s a final heart-rending shriek as the hole closes up; Thuun sighs and steps back. There, sticking out from the ground like some damn fairytale, is your sword! Minus a grip, of course. That was simple leather. But your sword, gleaming golden like the day it was forged, is there for the taking. You stand shakily and step towards the blade, one hand outstretched. “Go on, take it,” Thuun murmurs. You notice a small crystal embedded in the crosspiece - that’s new. (6) As your hand closes around the hilt, a bright orange spark appears deep within the crystal.

You draw the gleaming, golden blade from the earth in one swift movement. It feels like your blade. It whistles through the air as you swing it experimentally. You smile, then grin. “Awesome.”

You gained a new, really sharp, freshly forged greatsword! The crystal holds something as yet untapped.

Thuun gained 1 experience point in Earth magic!


Find someone who is willing to buy the silken underwear. Also look for a shop that sells bows/arrows and some kind of armor, check what they have for sale. also look if there are any other interesting shops.
Strangely, nobody wants to buy used underwear from a swarthy and grumpy Limerete sailor who might or might not be a pirate, based on his heavily armed status. You sigh and put them back in your pocket. Maybe there’s something else of use in this town.

You stumble across the same leatherworker that Lyu did. “Hi, can I buy some armour?” you ask.

“Wow, two in one day!” the shopkeeper exclaims. “And a Limerete, to boot. Well, I may have something for you.” (2) It seems that Lyu has already bought the best pieces. All that’s left is  fairly plain armour, the kind that he supplies to the village’s hunters. However, you manage to purchase a complete set for two hundred gold.

You go looking for other stores. (5) You find a local fletcher and eye his stock. Wait… Are those… You pick up one of the arrows with shaking hands and show it to the fletcher. “Is this what I think it is?” you ask.

He nods. “Explosive arrows, yep. Y’recognise ‘em, eh? Y’must be a sailor out from th’East. ‘S’where I learned me craft.” You marvel at the explosive arrows, a Limerete specialty. You haven’t seen their like in nearly a decade! “They’re only ten gold a pop,” he offers. “We use ‘em mostly f’r settin’ off rockslides ‘n such. They’s weak ones, t’be’sre, but they’ll do th’job.”

You fight through the accent long enough to buy five explosive arrows and slip them carefully into your quiver. Even if they are much weaker than normal ones, they should still prove nice and useful!


- Interlude End -

Baldur jumps up onto the driver’s seat of the cart as the other four pile onto the back. “Right, we all here?” he calls over his shoulder. “Let’s go!” He clucks to the nag and flicks the reins once, setting the cart to rolling. The villagers are glad to see you leave, given Thuun’s little experiments in earthmoving. Next stop, Shas Ria!





- Chapter Two: Shadows -

The cart rumbles to a stop near the southernmost gate of Shas Ria. The city has stood on this spot for nearly eight hundred years and has sprawled to cover most of the plains. A river runs through the centre of the town, directly towards the ocean. On the far bank can be seen the majestic palace of the Archduke, the temporal ruler of Cylenia. The palace is a crescent moon shape, with the great Sun and Moon Basilica within the arms of the palace. Great markets stud the city; near the palace is the University, one of the finest centres of learning outside of Toa. Although the angel has advised you to seek a city by the sea, there may well be information within this great city that will help your quest.

Rumours have already reached the city of monsters roaming the night, bringing madness and death in their wake. Apparently little news has reached the capital from outlying cities. What little there is doesn’t sound good. From the sounds of it, Shas Isa was destroyed by rampaging mages and a horde of ten-foot-tall monsters that they summoned from the bowels of the earth. Shas Cyrra’s mines are thinning out, meaning that soon there will be a shortage of summerstone and the major raw good of Cylenia and  an essential ingredient in most of Cylenia’s exports will perhaps dry up.

The city is your playground, but beware… the alleys and markets hold more than just information. Tarry not within the shadows.





Spoiler: The Players (click to show/hide)


Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 12, 2014, 09:09:20 am
((OMG, this has provided SOOOO much material for my mad min/maxing. I mean, for one thing I'm possessed by the ANGEL OF CREATIVITY, which I read as the Lord Almighty of Munchkinry. So I imagine keeping him happy will mostly involve "do what you been doing, you crazy motherfucker" and probably also "don't be a dick" which my negative trait kinda weans me away from anyway.

On top of that, the revelations about Light magic are pretty awesome, and mean I now theoretically have a bonus to YOURSOULISMINE and the Pokémon summons that I will probably find flimsy justification for at some point.

So yeah, just the lore and understanding granted by that ALONE compel me to READ ALL DA BOOKS BRO. ALL DEM. But I'm mostly eyeing that Force one so I can possibly balance out that particular shortfall in my repertoire.

And reforging Baldur's sword was EPIC.))

Go to the University with the magic books (borrow books from Felice and Ekoka) then READ ALL DA BOOKS BRO. ALL DEM. MOSTLY THE FORCE ONE.
After that is done look around and talk to the scholars there, discuss magic and also the monsters from Cnoc Adh that I encountered and how the others described "The Hundred Deaths"


((Munchkin-y idea of the day: Life magic and transformation/polymorphing, is it possible and could I use it selectively on bodyparts to turn myself into a genetic abomination of sexiness? Particularly I want to permanently harden my skin, possibly into a scaly type exterior, and possibly increase muscle mass for things like teh supa jumps. Could also go for gills/waterbreathing/other permanent natural abilities that make evolution scary and those who can force it scarier.
Related: Could those Life conduits of Lyu's be made permanent? And if so, what kind of interaction would they have with the regen ability?

There is DEFINATELY a reason you gave me the Angel of Creativity, huh? :P))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 09:22:42 am
At some point, have attempted to bring life back into the old nag with magic.

Continue study at various convenient points. Say...the Mysterious Brown Book.

Locate a place for us to stay. Inn, tavern, barn, whatever.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 12, 2014, 09:41:55 am
At some point, have attempted to bring life back into the old nag with magic.

Continue study at various convenient points. Say...the Mysterious Brown Book.

Locate a place for us to stay. Inn, tavern, barn, whatever.
((I'll assume you don't want to loan Thuun that Mysterious Brown Book then? :P
I guess I'll read that one later.
Ah well, here's hoping Felice doesn't mind me taking the books he can't use off of him))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 10:04:26 am
((I'll assume you don't want to loan Thuun that Mysterious Brown Book then? :P
((I'd like to see what it's about first. It sounds...plotty.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Harry Baldman on February 12, 2014, 01:31:49 pm
"Ah, Shas Ria! What a town! Definitely the least pestilent excuse for a hole in the ground I've been to this week, that much is certain!"

Follow Ekoka around and help negotiation of proper living quarters if I can. Also, read his book over his shoulder stealthily.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 12, 2014, 03:41:05 pm
"Wait, I've only got the water and force book here. Which one of you took my fucking light magic book, I was going to read that one! In fact I distinctly remeber having 5 of these damn things, you bastards better return them, because I was planning on selling them to buy more arrows and a new bow."

Swear like the sailor I am and get my light magic book back. Help the guys looking for a place to stay, read the page with the kidzuku symbol again if I get the time, using kidzuku:comprehension.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 04:00:18 pm
"Wait, I've only got the water and force book here. Which one of you took my fucking light magic book, I was going to read that one! In fact I distinctly remeber having 5 of these damn things, you bastards better return them, because I was planning on selling them to buy more arrows and a new bow."
"Not until the magic-users have all read them all. Alright?"
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 12, 2014, 04:09:54 pm
"I don't know what backwater shithole you were born in, but you usually don't just assume you can use other people's stuff without at least asking. I know I can't do anything with them, so I'll let it slide and you can use them. But you will get them back to me in tip-top shape and you will hand me back the one about light magic right now. Find your own magic books next time."
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 04:11:53 pm
Ekoka tosses it back. "Didn't realize it was yours. You just left it laying around a couple days back."

((In my defense, I had no intent of stealing the book. And I think that Ekoka would have asked to borrow it if the GM had asked if I asked.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 12, 2014, 04:22:16 pm
((No reason to defend yourself, I personally don't terribly mind but I also found it odd that they weren't in my backpack when I didn't explicitly hand them out. Honestly, it's just the book about light magic I'm interested in for the kidzuku symbols, though selling the rest of them would be nice, for obvious reasons (http://www.youtube.com/watch?feature=player_detailpage&v=ETxmCCsMoD0#t=47)

Also, I hope none of you mind if Felice goes full on stereotype and swears all the time.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 04:49:20 pm
((It is a bit odd.

And for equally obvious reasons, all magic people should read all books before we sell them. And we should consider keeping any remarkable ones, if only for reference. And when we DO get ready to sell them, we should do so somewhere where there is demand for them, like a big city. What would the people here do with it, and why would they pay anywhere near its potential value?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 12, 2014, 05:23:22 pm
"I don't know what backwater shithole you were born in, but you usually don't just assume you can use other people's stuff without at least asking. I know I can't do anything with them, so I'll let it slide and you can use them. But you will get them back to me in tip-top shape and you will hand me back the one about light magic right now. Find your own magic books next time."
"Apologies for any offense. We've been a bit out of sorts since the devil-town, as most of us were quite injured, or at the least very, very tired. Would you mind lending me the Force and Water books so that I might study them and harm less teammates when I eventually use those spheres? I'm particularly bad at Force magic, so that one would be appreciated especially. I'll be heading over to the University, as that seems the popular place for some reading, and after doing so I will be asking around about the Cnoc Adh devils.
And if you still have doubts about my ability to return them in the same condition I would be willing to put down gold as collateral."

((What would the people here do with it, and why would they pay anywhere near its potential value?))
((DERES A *UNIVERSITY* HERE. Presumably it has lots of books and probably a above-average number of magic users. And they probably ALREADY HAVE THESE BOOKS, as they seem to be pretty basic treatises on the "schools" of magic. These would probably sell BETTER in a shit town where such things are rare, especially if you spin it off as a means of protection from mages i.e. "knowing about magic helps fight it" kinda thing.

Also for Pancaek I personally kinda assumed that the timeskip turn where we "took" "your" books would include our characters politely asking instead of just snatching them like you did when it was looting time. While I can understand a certain amount of possessiveness with looting, its generally a good idea if we allow any loots that have no real benefit to the looter but lots of benefit to other teammates to be taken by those teammates freely. For example, when I reforged Baldur's Greatsword I didn't try and keep it for myself, I handed it right off to him. Granted I wasn't ASKED in that case, but I didn't need to be, I woulda given it anyway.
We are a PARTY, and making sure our companions are all they can be is a major part of being successful with that. Hell my character was DESIGNED for just that reason. He's....kinda grown since then :P but the concept still stands and I don't intend to put my healing on the back shelf just cuz I have a crazy amount of munchkinry to do.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 06:23:34 pm
((DERES A *UNIVERSITY* HERE
((Dangit, for some reason I thought we were still in the little village.))

Quote
And they probably ALREADY HAVE THESE BOOKS, as they seem to be pretty basic treatises on the "schools" of magic. These would probably sell BETTER in a shit town where such things are rare, especially if you spin it off as a means of protection from mages i.e. "knowing about magic helps fight it" kinda thing.
((I suppose we might consider heading to a slightly smaller town first, then.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 12, 2014, 06:37:44 pm
Okay, before the High Lord of Munchkinry here gets too carried away, I might just clarify a few things.

The five books you've found are five basic books on magic - Water, Fire, Force, Light and Earth. They are meant to help mages who can't project magic to learn the basics of doing so. Which is why it bumped Ekoka up to level one, but Thuun just learned a new spell. Each book also has some generalities, such as other applications for the fields. Non-mages can't always find useful things, but if Felice was of a mind to learn psychic abilities then he might find something useful.

Your best chance for selling the books, if you so desire, is in a big town. As you might remember even larger towns currently don't like mages very much on account of suspicions vis a vis cutting the damn sun in half, but at least larger towns should be less suspicious. You can hope.


"Wait, I've only got the water and force book here. Which one of you took my fucking light magic book, I was going to read that one! In fact I distinctly remeber having 5 of these damn things, you bastards better return them, because I was planning on selling them to buy more arrows and a new bow."

You only had four books. The fifth one was found by Ekoka and it's all his.



((OMG, this has provided SOOOO much material for my mad min/maxing. I mean, for one thing I'm possessed by the ANGEL OF CREATIVITY, which I read as the Lord Almighty of Munchkinry. So I imagine keeping him happy will mostly involve "do what you been doing, you crazy motherfucker" and probably also "don't be a dick" which my negative trait kinda weans me away from anyway.

On top of that, the revelations about Light magic are pretty awesome, and mean I now theoretically have a bonus to YOURSOULISMINE and the Pokémon summons that I will probably find flimsy justification for at some point.

So yeah, just the lore and understanding granted by that ALONE compel me to READ ALL DA BOOKS BRO. ALL DEM. But I'm mostly eyeing that Force one so I can possibly balance out that particular shortfall in my repertoire.

It's less 'be creative and I'll love you' and more 'be creative or I'll take my gift back, thank you very much.' If you want it to grow you have to seriously impress the angel.


Quote
((Munchkin-y idea of the day: Life magic and transformation/polymorphing, is it possible and could I use it selectively on bodyparts to turn myself into a genetic abomination of sexiness? Particularly I want to permanently harden my skin, possibly into a scaly type exterior, and possibly increase muscle mass for things like teh supa jumps. Could also go for gills/waterbreathing/other permanent natural abilities that make evolution scary and those who can force it scarier.
Related: Could those Life conduits of Lyu's be made permanent? And if so, what kind of interaction would they have with the regen ability?

There is DEFINATELY a reason you gave me the Angel of Creativity, huh? :P))

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 07:24:16 pm
((What, and new spells aren't enough of a temptation to read the books?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 12, 2014, 07:43:58 pm
((Munchkin-y idea of the day: Life magic and transformation/polymorphing, is it possible and could I use it selectively on bodyparts to turn myself into a genetic abomination of sexiness? Particularly I want to permanently harden my skin, possibly into a scaly type exterior, and possibly increase muscle mass for things like teh supa jumps. Could also go for gills/waterbreathing/other permanent natural abilities that make evolution scary and those who can force it scarier.
Related: Could those Life conduits of Lyu's be made permanent? And if so, what kind of interaction would they have with the regen ability?

There is DEFINATELY a reason you gave me the Angel of Creativity, huh? :P))

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

((So is there an in-universe reason for this not being possible or is it just because it would be unbalancing? Game-wise OR story-wise, seeing as you're planning to make a novel with this, I see how having ONE DUDE do all the crazy awesome shit would throw a wrench into readability, but if that becomes a problem you could just throw the crazier-awesomer shit into other, new characters you think up.
Like taking the "Life-magic Genetic Abomination" idea and also giving a character some shadow magic and suddenly they're the GODDAMN BAT-MAGE!

I'M JUST DOIN WHAT THE DRAGON-ANGEL INSIDE ME WANTS TO DO!))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 12, 2014, 08:39:55 pm
In-universe: The laws of nature in Maska are rigid and quite scientific. You'd need ridiculously fine control of your magic to alter genetic structure and people aren't even aware that genes exist. It's the freaking bronze age, man.You'd need to reroute dozens of nerves to allow gills to work as well as completely rebuild your respiratory system to cope with secondary input; you'd need to come up with a way of fitting your nerves together with hardened skin so that you can still maintain some usefulness of your hands - remember, sensory nerves in your fingers work based on pressure! You'd also need to somehow make it all flexible enough that you don't just turn into a statue. Everything would require extra matter, since you can't create something from nothing. And you'd need to do it all, really fast, since they all involve massive bodily changes that if stopped halfway through would kill you.

About the only doable one would be increased muscle mass, but you have to be wary of the square-cube law. But if you want super-jump or increased strength, what the hell do you think force magic is for?


Out of universe: I've already accidentally given you freaking Dohvakiin powers, I'm not letting you become some sort of mash-up of Colossus, Mystique and Aquaman.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 12, 2014, 09:18:30 pm
...as well as completely rebuild your respiratory system to cope with secondary input
I'd say that that shouldn't be too hard, especially if the gills are in the chest area. A bigger problem would be avoiding dehydration when out of water.

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And you'd need to do it all, really fast, since they all involve massive bodily changes that if stopped halfway through would kill you.
Depending on the change and the method, he might be able to do some of them halfway.

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Out of universe: I've already accidentally given you freaking Dohvakiin powers, I'm not letting you become some sort of mash-up of Colossus, Mystique and Aquaman.
Wait, that was an accident?
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 12, 2014, 09:32:59 pm
In-universe: The laws of nature in Maska are rigid and quite scientific. You'd need ridiculously fine control of your magic to alter genetic structure and people aren't even aware that genes exist. It's the freaking bronze age, man.You'd need to reroute dozens of nerves to allow gills to work as well as completely rebuild your respiratory system to cope with secondary input; you'd need to come up with a way of fitting your nerves together with hardened skin so that you can still maintain some usefulness of your hands - remember, sensory nerves in your fingers work based on pressure! You'd also need to somehow make it all flexible enough that you don't just turn into a statue. Everything would require extra matter, since you can't create something from nothing. And you'd need to do it all, really fast, since they all involve massive bodily changes that if stopped halfway through would kill you.

About the only doable one would be increased muscle mass, but you have to be wary of the square-cube law. But if you want super-jump or increased strength, what the hell do you think force magic is for?


Out of universe: I've already accidentally given you freaking Dohvakiin powers, I'm not letting you become some sort of mash-up of Colossus, Mystique and Aquaman.

((Thanks, its nice to see the actual problems with the stuff I want to do instead of just HERBLERB NUU YUUU CANNN'T! Helps work out the kinks in my munchkinry :P
Also I think force magic is for short bursts and not permanent changes XD

Oh and hilariously, I sent you a message about how it was 2 AM where you are and basically being sarcastic about how you "NEED TO BE ONLINE WHEN I'M ONLINE" and when I finished that PM I looked down and you were online. You psychic bastard :P

And this "augmentation" stuff is obviously some longer-term goals, and not something I plan to do in the next turn or something retarded. I just figured I would ask and see what the issues were so I can start putting an actual plan into action about it.

BTW, did the "NOOOOOOOOOOOOOOOOOO" include the thing about Lyu's Life Tattoos? COULD that kind of thing be made permanent? And could it also be applied with other forms of magic? RESEARCH MUST BE DONE!))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 12, 2014, 11:14:07 pm
BTW, did the "NOOOOOOOOOOOOOOOOOO" include the thing about Lyu's Life Tattoos? COULD that kind of thing be made permanent? And could it also be applied with other forms of magic? RESEARCH MUST BE DONE!))

That's actually an offshoot of overloading Lyu with Life magic. There's a one in six chance that that's what happens, the other various ones being hulkification (Which is, yes, augmentation, but that mayor is currently eating like a bear who's just come out of hibernation to replace all of the rearranged mass), residual life energy causing a terrible reaction to the next piece of iron touched and a couple of others.

I'm sure you could figure out how to create them, but they wouldn't be permanent... unless you worked really, really hard.


...as well as completely rebuild your respiratory system to cope with secondary input
I'd say that that shouldn't be too hard, especially if the gills are in the chest area. A bigger problem would be avoiding dehydration when out of water.
Which happens to be a really big part of the rebuilding process. Along with, y'know, finding ways to make an airtight seal across your throat that can resist high pressures (such as those generated at depths, which force you to expel the air from your lungs leading to you swallowing water and shit going haywire), finding a way to make the oxygen exchange across your gills efficient enough to support the high rate of oxygen consumption terrestrial mammals use and making sure that wherever you locate the gills, the muscles already there don't interfere with the massively increased blood flow to the region that would be required.

He would also have to have extra channels in his mouth so as to swallow water to direct across the gills (The gills are the site of water expulsion, not water intake) and that's a whole other kettle of fish.

Long story short, no, you can't have gills.

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And you'd need to do it all, really fast, since they all involve massive bodily changes that if stopped halfway through would kill you.
Depending on the change and the method, he might be able to do some of them halfway.
If he starts dismantling his skin, he's going to be wide open to infection for at least part of the process. If he builds the stuff over his skin and then reabsorbs it, he has to go back into magically contaminated scaly skin and start attaching nerves, which risks all sorts of weird stuff happening - it's the same as when he tries to heal wounds caused by magic tearing its way out of his body. And his regeneration spell would destroy all of his hard work and revert him to 100% pink-skinned, fleshy human.

And he certainly couldn't stop halfway with the gills thing. Again, openings for infection - at least until he then goes through and builds in redirections for the lymphatic system - and once he starts rerouting respiratory processes (so as to include the gills in the circuit) he's going to have to break something first, which gives him a minute, tops, before his brain freaks out and he starts gasping for air involuntarily, destroying his concentration and then he falls over dead.

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Out of universe: I've already accidentally given you freaking Dohvakiin powers, I'm not letting you become some sort of mash-up of Colossus, Mystique and Aquaman.
Wait, that was an accident?
I didn't realise the full implications of the power I'd given him until a turn or two later.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 07:09:02 am
Which happens to be a really big part of the rebuilding process. Along with, y'know, finding ways to make an airtight seal across your throat that can resist high pressures (such as those generated at depths, which force you to expel the air from your lungs leading to you swallowing water and shit going haywire)...
Either copy sperm whales, expel the air and suppress various reflexes, or don't go deep if you're not designed for it.

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...finding a way to make the oxygen exchange across your gills efficient enough to support the high rate of oxygen consumption terrestrial mammals use...
I'd say lowering oxygen consumption rate would be easier. That, and not needing the gills much.

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He would also have to have extra channels in his mouth so as to swallow water to direct across the gills (The gills are the site of water expulsion, not water intake) and that's a whole other kettle of fish.
Why would water intake need to be in the mouth? It would make sense to have it be a slit or something in the neck or collarbone area, near the natural area for gills to be placed (the chest, near the heart). This also (slightly) lowers the difficulty of finding a pathway for it.
And the gill slits are for water expulsion. The gill filaments are for oxygen exchange.

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Long story short, no, you can't have gills.
Not contesting that, just some bits of your reasoning.

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-snip-
I said depending on the change and the method.

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I didn't realise the full implications of the power I'd given him until a turn or two later.
Ah.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 07:41:48 am
Also for Pancaek I personally kinda assumed that the timeskip turn where we "took" "your" books would include our characters politely asking instead of just snatching them like you did when it was looting time. While I can understand a certain amount of possessiveness with looting, its generally a good idea if we allow any loots that have no real benefit to the looter but lots of benefit to other teammates to be taken by those teammates freely. For example, when I reforged Baldur's Greatsword I didn't try and keep it for myself, I handed it right off to him. Granted I wasn't ASKED in that case, but I didn't need to be, I woulda given it anyway.
We are a PARTY, and making sure our companions are all they can be is a major part of being successful with that. Hell my character was DESIGNED for just that reason. He's....kinda grown since then :P but the concept still stands and I don't intend to put my healing on the back shelf just cuz I have a crazy amount of munchkinry to do.))
((I've got a few problems with your...problems. First of all, I didn't just snatch them, I found them. Or are you also saying Lyu "snatched" the gold he found? And yes, I am possessive about them, since they might be a nice form of income to me later on, maybe for a special bow or something. You will be pleased to note that the only book I'm not letting you guys see is the one pertaining to my magical bracelet, the others are being passed around as we speak. And really, you're honestly going to call me out on not sharing items that aren't as usefull to me as they are to other teammembers when I gave away the sword and the staff the very moment I found them? Anyway, the way I see this we aren't some kind of marxist commune that has to share everything they own, but rather it's up to the finder to decide what to do with the loot.

Also, your argument with Baldur's greatsword doesn't really apply here in my opinion, because no matter wether you reforged it or not, it was and is still his sword, so it was at no point yours to keep anyway.

But hey, let it never be said that I'm a cross asshole, and I do understand that the books are pretty important to you guys. So I'll just give them to you guys as a sign of good intentions.))

"Apologies for any offense. We've been a bit out of sorts since the devil-town, as most of us were quite injured, or at the least very, very tired. Would you mind lending me the Force and Water books so that I might study them and harm less teammates when I eventually use those spheres? I'm particularly bad at Force magic, so that one would be appreciated especially. I'll be heading over to the University, as that seems the popular place for some reading, and after doing so I will be asking around about the Cnoc Adh devils.
And if you still have doubts about my ability to return them in the same condition I would be willing to put down gold as collateral."

"Oh by the waves, keep the damn things if you like them so much. Just keep your grubby mitts off of the light book."
Felice leaves the water and force book for the mages to fight over, following Baldur.

-edited for reading the inventories wrong-
Non-mages can't always find useful things, but if Felice was of a mind to learn psychic abilities then he might find something useful.
((I'm assuming that psychic powers fall under the light category, yes?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 07:59:12 am
And his regeneration spell would destroy all of his hard work and revert him to 100% pink-skinned, fleshy human.

((Why would it work that way? Is the default for healing spells keyed to Thuun's genetic code or something? Cuz if that's the case then everyone I ever heal will turn into me. Which is AWFULLY exploitable :P
But in all seriousness, why would we assume that Thuun wouldn't just automatically change the spell slightly to account for his changes? I mean we ARE talking about MAGIC. As in a force that can best be explained as "hey reality, go fuck yourself"

I know I know, "game balance" but I like watching you squirm to try and come up with In-universe justification. Kinda important for turning shit into book form.))

Also for Pancaek I personally kinda assumed that the timeskip turn where we "took" "your" books would include our characters politely asking instead of just snatching them like you did when it was looting time. While I can understand a certain amount of possessiveness with looting, its generally a good idea if we allow any loots that have no real benefit to the looter but lots of benefit to other teammates to be taken by those teammates freely. For example, when I reforged Baldur's Greatsword I didn't try and keep it for myself, I handed it right off to him. Granted I wasn't ASKED in that case, but I didn't need to be, I woulda given it anyway.
We are a PARTY, and making sure our companions are all they can be is a major part of being successful with that. Hell my character was DESIGNED for just that reason. He's....kinda grown since then :P but the concept still stands and I don't intend to put my healing on the back shelf just cuz I have a crazy amount of munchkinry to do.))
((I've got a few problems with your...problems. First of all, I didn't just snatch them, I found them. Or are you also saying Lyu "snatched" the gold he found? And yes, I am possessive about them, since they might be a nice form of income to me later on, maybe for a special bow or something. You will be pleased to note that the only book I'm not letting you guys see is the one pertaining to my magical bracelet, the others are being passed around as we speak. And really, you're honestly going to call me out on not sharing items that aren't as usefull to me as they are to other teammembers when I gave away the sword and the staff the very moment I found them? Anyway, the way I see this we aren't some kind of marxist commune that has to share everything they own, but rather it's up to the finder to decide what to do with the loot.

Also, your argument with Baldur's greatsword doesn't really apply here in my opinion, because no matter wether you reforged it or not, it was and is still his sword, so it was at no point yours to keep anyway.

But hey, let it never be said that I'm a cross asshole, and I do understand that the books are pretty important to you guys. So I'll just give them to you guys as a sign of good intentions.))

((1. We can't all be magpies. Especially when 3/5ths of the team is too injured to move of their own power.
2. Letting the mages get some neat spells and power levels out of your books isn't going to decrease their value, so there is no reasonable explanation for being upset about it. Unless the mage somehow manages to tear the book to shreds, at which point I'm sure the general consensus would amount to "mage pays Felice for destroying his income source"
3. You don't have to share EVERYTHING, but when there are no perceivable downsides to doing so it just seems PETTY to avoid it.
4. Baldur's sword was basically scrap at that point, whereas I reforged it for him for free. Ask any blacksmith what that service would normally cost.
5. Thank you, and when you're done getting psychic powers we would also like to see the light book before it's sold off, as it would give both mages a level in that skill.
6. If you need a special bow and can't afford it then Thuun would be happy to chip in gold. I'm not advocating "Communism the RtD" I'm advocating helping out our party members who our character's lives could well be saved by some day.))

"Oh by the waves, keep the damn things if you like them so much. Just keep your grubby mitts off of the light book."
Felice leaves the water and force book for the mages to fight over, following Baldur.
"Hey, big guy, I see you've got your sword back. It's bigger than I expected. You still using the sword I gave you a bit earlier then?"
((Er, Thuun currently has the other sword, because DUAL WIELD. Also his other one is blunted. Do you expect payment?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Harry Baldman on February 13, 2014, 08:14:46 am
And his regeneration spell would destroy all of his hard work and revert him to 100% pink-skinned, fleshy human.

((Why would it work that way? Is the default for healing spells keyed to Thuun's genetic code or something? Cuz if that's the case then everyone I ever heal will turn into me. Which is AWFULLY exploitable :P
But in all seriousness, why would we assume that Thuun wouldn't just automatically change the spell slightly to account for his changes? I mean we ARE talking about MAGIC. As in a force that can best be explained as "hey reality, go fuck yourself"

I know I know, "game balance" but I like watching you squirm to try and come up with In-universe justification. Kinda important for turning shit into book form.))

((I'd guess that it's because life magic is mostly about reversing changes to the body rather than creating them, at least the healing part of it. Self-mutilation, even if done for a noble cause, I would also guess is one such change.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 08:21:46 am
And his regeneration spell would destroy all of his hard work and revert him to 100% pink-skinned, fleshy human.

((Why would it work that way? Is the default for healing spells keyed to Thuun's genetic code or something? Cuz if that's the case then everyone I ever heal will turn into me. Which is AWFULLY exploitable :P
But in all seriousness, why would we assume that Thuun wouldn't just automatically change the spell slightly to account for his changes? I mean we ARE talking about MAGIC. As in a force that can best be explained as "hey reality, go fuck yourself"

I know I know, "game balance" but I like watching you squirm to try and come up with In-universe justification. Kinda important for turning shit into book form.))

((I'd guess that it's because life magic is mostly about reversing changes to the body rather than creating them, at least the healing part of it. Self-mutilation, even if done for a noble cause, I would also guess is one such change.))

((Yeah that's the cliché answer, but Niccolo never explicitly stated that that's how Life magic works in this universe.
In fact the consequences of its first successful usage all but eliminate that explanation :P That mayor wasn't a hulk BEFORE Thuun came around.

Pretty much all we know about Life magic right now is that it does heal-y stuff and that it was originally supposed to be REALLY different then the other magic and attract demons with every use.

It seemed a natural assumption to me that the sphere of Life covered other forms then just human, and it also seemed a logical conclusion that a powerful life mage could use that to their advantage.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 08:25:40 am
((1. We can't all be magpies. Especially when 3/5ths of the team is too injured to move of their own power.
2. Letting the mages get some neat spells and power levels out of your books isn't going to decrease their value, so there is no reasonable explanation for being upset about it. Unless the mage somehow manages to tear the book to shreds, at which point I'm sure the general consensus would amount to "mage pays Felice for destroying his income source"
3. You don't have to share EVERYTHING, but when there are no perceivable downsides to doing so it just seems PETTY to avoid it.
4. Baldur's sword was basically scrap at that point, whereas I reforged it for him for free. Ask any blacksmith what that service would normally cost.
5. Thank you, and when you're done getting psychic powers we would also like to see the light book before it's sold off, as it would give both mages a level in that skill.
6. If you need a special bow and can't afford it then Thuun would be happy to chip in gold. I'm not advocating "Communism the RtD" I'm advocating helping out our party members who our character's lives could well be saved by some day.))


((Er, Thuun currently has the other sword, because DUAL WIELD. Also his other one is blunted. Do you expect payment?))

((1. Really, I'm a magpie because I loot after the battle when there wasn't much of anything else I can do? Allright then.
2.I don't know what you're on about here, seeing as I'm not keeping you from the books at all. I am also not being upset, Felice had a little outburst because the books weren't where he thought he left them. Seemed reasonable enough for me at the time. 
3.again, I'm not avoiding it. The only book I'm not lending out at the moment is the light one, because I'm using it.
4. Still doesn't mean you would have gotten to keep it at any point. Usually when you want something in return you state the details of the deal on beforehand. But whatever, this is between Baldur and you.
5. Naturally I'm going to let you guys read it when I'm done with it.
6. How generous of you.

And yeah, I read the inventories wrong about the warriors sword. I was keen on getting it back because Baldur had a two hander and all I have for melee is a knife. You also don't seem have some kind of bonus for dual-wielding, but if you really think having two swords will help out then I'll just drop it.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Harry Baldman on February 13, 2014, 08:27:49 am
((Yeah that's the cliché answer, but Niccolo never explicitly stated that that's how Life magic works in this universe.
In fact the consequences of its first successful usage all but eliminate that explanation :P That mayor wasn't a hulk BEFORE Thuun came around))

((Ah, but that's only when it goes wrong. If life magic reverses changes, then errors in its practice would naturally do the opposite and introduce changes. The question, though, would be what would happen if somebody healed the mayor - would he regain his original form, or is his new form is also the new shape that healing magic returns him to?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 08:41:38 am
((Yeah that's the cliché answer, but Niccolo never explicitly stated that that's how Life magic works in this universe.
In fact the consequences of its first successful usage all but eliminate that explanation :P That mayor wasn't a hulk BEFORE Thuun came around))

((Ah, but that's only when it goes wrong. If life magic reverses changes, then errors in its practice would naturally do the opposite and introduce changes. The question, though, would be what would happen if somebody healed the mayor - would he regain his original form, or is his new form is also the new shape that healing magic returns him to?))

((That wasn't a REVERSAL, that was an OVERLOAD. So I would assume that's his new permanent form, no matter how much healing magic you use.
Just like I assume that I can spawn a swarm of wasps inside your lungs AT ANY TIME.
Note: never piss off Life mages.))

((1. Really, I'm a magpie because I loot after the battle when there wasn't much of anything else I can do? Allright then.
2.I don't know what you're on about here, seeing as I'm not keeping you from the books at all. I am also not being upset, Felice had a little outburst because the books weren't where he thought he left them. Seemed reasonable enough for me at the time. 
3.again, I'm not avoiding it. The only book I'm not lending out at the moment is the light one, because I'm using it.
4. Still doesn't mean you would have gotten to keep it at any point. Usually when you want something in return you state the details of the deal on beforehand. But whatever, this is between Baldur and you.
5. Naturally I'm going to let you guys read it when I'm done with it.
6. How generous of you.

And yeah, I read the inventories wrong about the warriors sword. I was keen on getting it back because Baldur had a two hander and all I have for melee is a knife. You also don't seem have some kind of bonus for dual-wielding, but if you really think having two swords will help out then I'll just drop it.))

((Oh, sorry about that then, I saw you being upset in character and kinda thought you were upset OOC. Nevermind! :P
Oh...well Thuun doesn't actually have a dual-wield bonus right now as I didn't really clarify that all too well in his original character sheet XD, so yeah, have the sword.))

Give Warrior's Sword to Felice before leaving for the UNIVERSITY.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 08:45:29 am
-snip-
((Thanks. I'm just happy this got resolved. It's horribly easy to have misunderstandings when you comminicate through text. And if you do get some kind of dual wield bonus I'd be happy to give the sword to you.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Harry Baldman on February 13, 2014, 08:51:25 am
((That wasn't a REVERSAL, that was an OVERLOAD. So I would assume that's his new permanent form, no matter how much healing magic you use.
Just like I assume that I can spawn a swarm of wasps inside your lungs AT ANY TIME.
Note: never piss off Life mages.))

((You should actually try conjuring wasps. Otherwise you'll look really silly when you're making the defecation expression I imagine mages make when they're magicking and nothing happens. Or worse, when you manage to conjure complex life out of nothing and your brain turns into paste and shoots out of your ears (which would be pretty hilarious, but I digress). You know what they say about assuming things, after all. Assumptions are the noose that a vengeful GM constricts around munchkins' unwitting throats.

No, this is stuff you should research. Do science and shit. Magic has become the unpredictable, undiscovered country now, and those who do the most testing are the new archmages.

Also, you don't know if the overload wasn't actually a reversal. Overloads have varying side effects, after all.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 09:42:52 am
Yeesh. Here we go!



Which happens to be a really big part of the rebuilding process. Along with, y'know, finding ways to make an airtight seal across your throat that can resist high pressures (such as those generated at depths, which force you to expel the air from your lungs leading to you swallowing water and shit going haywire)...
Either copy sperm whales, expel the air and suppress various reflexes, or don't go deep if you're not designed for it.
That is indeed possible. If he knows that sperm whales exist and such a solution is viable. But really, what's the point in being able to breathe underwater if you can only go down a couple of feet?

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...finding a way to make the oxygen exchange across your gills efficient enough to support the high rate of oxygen consumption terrestrial mammals use...
I'd say lowering oxygen consumption rate would be easier. That, and not needing the gills much.
You have no idea how much oxygen mammals in general need, do you? Dolphins have several hundred million years headstart on Thuun and they can only take in enough oxygen in one go to stay down for ten minutes or so. Mammals are incredibly complex creatures. We have dozens upon dozens of systems and subsystems going non-stop and at a much higher rate than fish or reptiles. It's why we needed to eat at least twice a week as hunter-gatherers, but crocodiles only need to hunt once a week or once every two weeks if they caught a big meal. Everything about mammals is designed to be moving rapidly.

Slowing that down would mean, essentially, becoming more reptilian. For a start, Thuun would have to disable his body's internal heating, since that's one of the largest drains on oxygen. All active forms of temperature control would probably have to go, actually - as would most of his higher brain functions. Critical, rational, logical thought takes a lot of energy, which means in this case a lot of oxygen. To conserve oxygen, Thuun would have to find external heat sources like a sunny rock and sit there and just do nothing but bake for a while. Basically Thuun would be a potato.

(Okay, there are a few species of endothermic fish, but they're the exception.)

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He would also have to have extra channels in his mouth so as to swallow water to direct across the gills (The gills are the site of water expulsion, not water intake) and that's a whole other kettle of fish.
Why would water intake need to be in the mouth? It would make sense to have it be a slit or something in the neck or collarbone area, near the natural area for gills to be placed (the chest, near the heart). This also (slightly) lowers the difficulty of finding a pathway for it.
And the gill slits are for water expulsion. The gill filaments are for oxygen exchange.

(Point: Yes, I know the difference between gill slits and filaments. I wanted to ensure that bystanders were aware that water didn't enter through the gills.)

The percentage of oxygen in water can be measured in parts per million. He'd need to take in a phenomenal amount of water to sustain a normal human-sized body. One of the reasons that sharks, for example, cannot stop moving - they need to constantly be on the move to ensure that the volume of water going in is of a high enough rate to provide the oxygen they need.

Tidal volume of the average human male: 0.5 L per breath.
Volume of oxygen inhaled with each breath: 0.1 L (Oxygen ~ 20% of our atmosphere)
Average breathing cycle: 7 seconds (At complete rest)
Concentration of oxygen in water ~ 20 degrees C: 20 mL/L

Therefore, for Thuun to take in the same amount of oxygen through his gills as through his lungs (and thus maintain all higher order functions), he'd need to 'inhale' just under litre of water each second while he's underwater. The opening would need to be quite large to ensure that the water inflow wasn't basically a high-pressure jet, and his gills would need to be pretty big to ensure that the oxygen was rapidly extracted. And this is all assuming Thuun's just floating along merrily in the water; the second he starts moving, up go his oxygen requirements.

I suppose that the best point would be gigantic openings on his shoulders or something, but then you're disrupting muscles and blood vessels. The shoulder joint and general region is an extremely complex anastamosis of blood vessels, since flimsy tubes of blood and moving parts tend not to mix too well.

Ultimately, wherever Thuun decided to put the gills he would have to sacrifice something of great importance to functioning as a terrestrial mammal or as a human.

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Long story short, no, you can't have gills.
Not contesting that, just some bits of your reasoning.
Hopefully I can answer your questions.

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-snip-
I said depending on the change and the method.
He'd still have to do it exactly right. One fuck-up and stuff would go terribly wrong, since he's futzing around with very delicate and rather important processes. And given Thuun's proclivity for disasters, I'm going to go ahead and say he'd die.





Long story short: Thuun is now a potatofish.








Non-mages can't always find useful things, but if Felice was of a mind to learn psychic abilities then he might find something useful.
((I'm assuming that psychic powers fall under the light category, yes?))
What I love is how you paid absolutely no attention to what Kidzuku was doing.

I'm going to tell you straight up, because I did an absolute shit job of explaining it in-universe: The design on Kidzuku is a central character (That being the titular kidzuku, which means comprehension). It looks a little like:

(http://t1.gstatic.com/images?q=tbn:ANd9GcRNMJXAIrMfzI4nnUHS6iujNzy0UT4YKBmZXhFiExSecMmYklww)

Carved lines run out from that to other lesser signs, governing its power and whatnot. The page that you read is the same page that Thuun read; you recognised it because the information was written in the same way as it was on your bracelet; a central idea with lines running to connected themes and meanings - whereas he recognised it as describing the angel Nathaniel, who's sphere of influence covers Light and Fire (and he found the exact same diagram in the centre of the Fire manual, too).

Sorry for the confusion.

Anyway, some psychic stuff might be in the Light book.







And his regeneration spell would destroy all of his hard work and revert him to 100% pink-skinned, fleshy human.

((Why would it work that way? Is the default for healing spells keyed to Thuun's genetic code or something? Cuz if that's the case then everyone I ever heal will turn into me. Which is AWFULLY exploitable :P
But in all seriousness, why would we assume that Thuun wouldn't just automatically change the spell slightly to account for his changes? I mean we ARE talking about MAGIC. As in a force that can best be explained as "hey reality, go fuck yourself"

I know I know, "game balance" but I like watching you squirm to try and come up with In-universe justification. Kinda important for turning shit into book form.))

You didn't pay attention to your regeneration spell's flowery, overly long description. It's okay, I knew you wouldn't. There's a reason I spent so long describing it in plant metaphors - it works in the exact same manner that sunlight and warmth do on a plant. You didn't heal your legs, you literally grew them. From scratch. For a while, you had tiny little zygote-legs, which grew into a newborn's legs and onwards and upwards until it hit your current age. Same thing for Baldur's eye. Eyes are complex, but they don't grow much once they've fully formed, so his eye didn't need thirty-odd years of growth on top of the nine months - which is why it regrew so much quicker.

For smaller wounds, again it doesn't heal them - it massively boosts the body's inbuilt regenerative capabilities (and pushes them a little further to eliminate scars because fuck tracking scars). So basically, you grow back into what you were. It strips everything away and rebuilds from scratch. You would have to alter your genetic code so that the changes are the norm. But, as I mentioned before, Thuun doesn't know about genetic code, since Maskan scientific progress is best defined as still being in the 'poke shit with a big stick' stage of the tech tree.

Also, Life magic won't appear anywhere in the books. Your entire existence is going to be somewhat edited; you'll keep the cool stuff like volcanoes and epic reforgings, but Baldur tearing your legs off? Not so much.




((Yeah that's the cliché answer, but Niccolo never explicitly stated that that's how Life magic works in this universe.
In fact the consequences of its first successful usage all but eliminate that explanation :P That mayor wasn't a hulk BEFORE Thuun came around))

((Ah, but that's only when it goes wrong. If life magic reverses changes, then errors in its practice would naturally do the opposite and introduce changes. The question, though, would be what would happen if somebody healed the mayor - would he regain his original form, or is his new form is also the new shape that healing magic returns him to?))

The mayor was turned into the Hulk because shenanigans.

If you reeeaaaaally want a more in-depth explanation: you healed his body and then shoved it full of so much Life energy that it had to do something with it, so it does what any organism with a vast excess of resources does: it grew. And he is now eating twice as much as anybody else in the town to make up for the fact that although he's so much bigger, he's not all that heavier; Life magic temporarily filled in for missing muscle filaments and bone mass, but with that dissipated he's currently in terrible condition.

If somebody tried to heal the mage, his body would immediately start using the Life energy to fill in the gaps where he was still missing mass like some sort of terrible magical spackle. He'd then probably turn into a rage-monster again. or, y'know, they could carefully compress him down to a normal size. They'd have to be damn good at what they were doing. Thuun's regenerative spell wouldn't have a freaking clue what to do, though, since as far as it's concerned he is perfectly normal. Just a little big.

Before you ask, yes you COULD have made glowing green energy-legs. They would have been a bitch to design and you'd probably leave a trail of grass wherever you walked like some kind of fertility goddess. But too bad, no take-backs. And if you cut your legs off solely for ferti-feet I swear to God I'll designate the next source of evil as being Thuun's bollocks.



((That wasn't a REVERSAL, that was an OVERLOAD. So I would assume that's his new permanent form, no matter how much healing magic you use.
Just like I assume that I can spawn a swarm of wasps inside your lungs AT ANY TIME.
Note: never piss off Life mages.))

((You should actually try conjuring wasps. Otherwise you'll look really silly when you're making the defecation expression I imagine mages make when they're magicking and nothing happens. Or worse, when you manage to conjure complex life out of nothing and your brain turns into paste and shoots out of your ears (which would be pretty hilarious, but I digress). You know what they say about assuming things, after all. Assumptions are the noose that a vengeful GM constricts around munchkins' unwitting throats.

No, this is stuff you should research. Do science and shit. Magic has become the unpredictable, undiscovered country now, and those who do the most testing are the new archmages.

Also, you don't know if the overload wasn't actually a reversal. Overloads have varying side effects, after all.))

No you can't spontaneously create life. And you certainly can't induce death by lungwasp. Can you imagine the fun coroners would have with that particular corpse? Yeesh. If you beat up a bunch of devilwasps and somehow convinced them to be your little summoned pets, you could thereby launch wasps at Lyu and hope that he inhales one or two, but that's decidedly less impressive.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: USEC_OFFICER on February 13, 2014, 10:06:48 am
Baldur rolls his eyes as his companions squabble over the books. He helps Ekoka find lodgings (+1 to barter!). Afterwards he finds a convenient tavern to sit in, quaff booze and listen to rumours.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 11:07:55 am
Anyway, the way I see this we aren't some kind of marxist commune that has to share everything they own, but rather it's up to the finder to decide what to do with the loot.
((The way I see it, we're a team. Should I get punished because I chose to heal Lyu instead of getting first dibs on searching? Should the others fall behind because they were busy enough with other stuff to let us do the loot-finding?))

((1. Really, I'm a magpie because I loot after the battle when there wasn't much of anything else I can do? Allright then.
((No, he never said that. If everyone had to find their own loot or trade with fellow party-members to get it, though, everyone else would be searching instead of other stuff, assuming they could, which would make everyone magpies.
And refusing to give up any loot is a bit...magpish.))

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4. Still doesn't mean you would have gotten to keep it at any point.
((I don't think he's saying that...))

That is indeed possible. If he knows that sperm whales exist and such a solution is viable. But really, what's the point in being able to breathe underwater if you can only go down a couple of feet?
Without any kind of diving gear, people commonly dive to a dozen feet or more, without even expelling air from their lungs. Some people manage to (briefly) achieve depths in the hundreds of feet without significant problems (and what problems there are have more to do with eardrums than sphincters.
And rereading...why would depths lead to air being forced from your lungs?


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You have no idea how much oxygen mammals in general need, do you?...
I do. I said easier, not easy.
And you have some facts...off. Firstly, dolphins don't have terribly long breath-holding times, but sperm whales can go an hour or so, without extracting additional oxygen from the water. And all that complexity you cite isn't really the issue; that would be from high metabolic rate, which is almost entirely due to the constantly high body temperatures mammals keep. Brain activity is a pretty big sink, a solid quarter, but it's not entirely enormous. And, remember, these are with normal creatures; with sufficient biological knowledge, because body-modding wouldn't work without at least a subconscious understanding of it, I have no doubt one could find a way to exceed the record-holders of real-world biology, without even considering magic.

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(Okay, there are a few species of endothermic fish, but they're the exception.)
And this fishman wouldn't be?

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The percentage of oxygen in water can be measured in parts per million...
((You're assuming baseline human metabolism. I can't find any sources, but I'm pretty sure you could reduce it significantly if you had to.))

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He'd still have to do it exactly right. One fuck-up and stuff would go terribly wrong, since he's futzing around with very delicate and rather important processes. And given Thuun's proclivity for disasters, I'm going to go ahead and say he'd die.
((Fair enough.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 11:25:41 am
((Ok so what I got out of that first part was pretty much "NO GILLS EVER" which is fine, I was actually just using gills as an example.
What I REALLY want to do is grow 2 extra arms and get claws on all my fingers, because QUAD-WIELDING. Then I can level Force magic and Telekinetically sword people while quad-clawing them as well. Ah MAGIC.

Also about the ferti-feet, go back and look at the wording of the action I posted. I was trying to grow dragon-reptilian legs. Because you said "Thuun could do things even MORE impressive then the rock-hand" so immediately I thought "oh hey, lets grow super-awesome dragon legs, because awesome" and you either dismissed it as impossible (More impossible then ferti-energy feet? SERIOUSLY?) or just ignored it completely. So in the long line of people not paying attention to shit in this RtD, the GM is also in on it, have no doubt :P

From the Kidzuku stuff does that mean Kidzuku is an angel as well? Did Felice just FIND A GOD-ANGEL LYING IN A BUSH? I mean yeah I got mine from a poison-induced hallucination but JEEZ. I mean, one angel is just hanging around in drugland, one is napping in a bush as a bracelet, and the chick one is A FUCKING STALKER :P

I am now upset that like 90% of Thuun's character is just out the window for the novelization :(

And why COULDN'T I just spawn life? You specifically stated just now that I GREW legs. Granted apparently that's because genetics, but whateves, I could just grab a wasp and run some "detect" style Life magic through it and discover, if not what genes are, at least the general idea of how to grow one. Then its just "change piece of lung into wasp-cancer"....oh god, wasp-cancer is like the worst thing possible in all worlds.

But yeah, failing that, the summoning thing works too. But couldn't I summon them INSIDE someone? It just kinda loses that sadistic edge if they aren't eating them from the inside out.))

Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 11:40:38 am
Anyway, the way I see this we aren't some kind of marxist commune that has to share everything they own, but rather it's up to the finder to decide what to do with the loot.
((The way I see it, we're a team. Should I get punished because I chose to heal Lyu instead of getting first dibs on searching? Should the others fall behind because they were busy enough with other stuff to let us do the loot-finding?))

((1. Really, I'm a magpie because I loot after the battle when there wasn't much of anything else I can do? Allright then.
((No, he never said that. If everyone had to find their own loot or trade with fellow party-members to get it, though, everyone else would be searching instead of other stuff, assuming they could, which would make everyone magpies.
And refusing to give up any loot is a bit...magpish.))

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4. Still doesn't mean you would have gotten to keep it at any point.
((I don't think he's saying that...))

1. Again, in what way am I withholding stuff that would benefit you guys? Yes, I did go looting while you were healing. And the first thing I did was give away half the things I found to people who could use them better than I could. And I'm currently giving away three out of four books. I was simply having Felice state that he doesn't like it when people grab his things without asking.

2. Refuting to give up any loot is a bit magpie-ish, I agree. So why are you saying this when I've giving up over half of what I've found to people who needed it more at that time?  Finders should still recieve first dibs, in my opinion.

3.
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For example, when I reforged Baldur's Greatsword I didn't try and keep it for myself, I handed it right off to him.
this implied that the alternative for him was to keep the sword. Though this might just be because English isn't my native language and I didn't understand it.

In conclusion, and let us drop this little debacle forever after this: I am sorry I didn't immediatly give you guys the books, either before or after we actually knew they were magic books.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 12:12:18 pm
1&2. We're not complaining so much about your actions as much as your stated intents about not splitting loot in the future.

3. He was giving an example of how the group helps each other out without demanding repayment. I think.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 12:20:23 pm
And with we, you mean you, because BFEL and myself resolved the misunderstanding some posts ago. Also, when did I state those intents, because I cannot remember saying anything of the sort.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 12:33:49 pm
If y'all could stop arguing about books that'd be great. I don't want this to be known as "the RtD where they argued about loot for several pages"

Thank you.




You have no idea how much oxygen mammals in general need, do you?...
I do. I said easier, not easy.
And you have some facts...off. Firstly, dolphins don't have terribly long breath-holding times, but sperm whales can go an hour or so, without extracting additional oxygen from the water. And all that complexity you cite isn't really the issue; that would be from high metabolic rate, which is almost entirely due to the constantly high body temperatures mammals keep. Brain activity is a pretty big sink, a solid quarter, but it's not entirely enormous. And, remember, these are with normal creatures; with sufficient biological knowledge, because body-modding wouldn't work without at least a subconscious understanding of it, I have no doubt one could find a way to exceed the record-holders of real-world biology, without even considering magic.

..............

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The percentage of oxygen in water can be measured in parts per million...
((You're assuming baseline human metabolism. I can't find any sources, but I'm pretty sure you could reduce it significantly if you had to.))

I specifically used dolphins because they are of a comparable intelligence to humans and are closer in size to a person than a sperm whale is. And yes, I am assuming baseline human metabolism. All of those processes occur for a reason - to maintain our bodies and minds. If you start reducing energy flow, the entire system is thrown into haywire. Secondary processes such as immune systems, digestion and a couple others can be temporarily shut down (as during fight or flight response mode), but long-term that's a really bad idea. Body temperature can be decreased through manipulation of the thyroid gland, but that just sends the body's enzymes into utter chaos. And since those enzymes are heavily involved in the process of producing and using energy, altering them would be bad. Short term, the effects are minor, since we do have limited enzymatic function - it's why people with fevers or hypothermia don't immediately drop dead - but in the long term it's deadly.

So I'm assuming that if Thuun has gills, it's because he wants to be able to operate underwater for long periods of time without incredibly essential functions being disabled. That means maintaining a humanlike metabolic level and core temperature. Ultimately, with everything that he'd need (gills, much bigger heart, four times as many blood vessels, water intakes as well as everything normal humans have) he'd have to sacrifice something and it'd end up being muscle mass, since that's the only thing not dedicated to keeping him alive.

To have a physiology suitable for extended periods of either aquatic or terrestrial use through a wide range of biomes (and maintaining humanlike cognitive ability, probably the most important point) would require building a creature entirely from scratch, because if you're going to alter that much genetic code you may as well just tear it all into bits and play lego. I have no idea of how to even begin mapping out such a creature. You might be able to start with a human, but the result would be as closely related to a human as the common banana is, I suspect. We, with our several thousand years of scientific advance on Maska, are only just beginning to touch the possibilities of genetic engineering. This kind of thing might be possible for us in twenty or thirty years time.

Thuun could just give himself extra-strength neck and chest muscles and increased lung capacity along with webbed feet. Then he could make like a seal. But he'd still be limited by his human form; he'd never outpace a shark or outmanoeuvre a dolphin. The human body is simply not designed to operate underwater and a lot of the reasons are really small, fiddly reasons that are just part of being human.

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(Okay, there are a few species of endothermic fish, but they're the exception.)
And this fishman wouldn't be?
The exceptions are pretty much exclusively sharks and a couple of fish which are large, oily and eat a shit-tonne. The sharks that pull it off dine on dolphins, seals, penguins; good red meat with plenty of energy. Fish flesh is not exactly energy dense, y'know? The oily fish that do... couple of kinds of tuna, mostly. But they also pretty much just constantly eat.

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He'd still have to do it exactly right. One fuck-up and stuff would go terribly wrong, since he's futzing around with very delicate and rather important processes. And given Thuun's proclivity for disasters, I'm going to go ahead and say he'd die.
((Fair enough.))
We agree on something! Awesome!

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That is indeed possible. If he knows that sperm whales exist and such a solution is viable. But really, what's the point in being able to breathe underwater if you can only go down a couple of feet?
Without any kind of diving gear, people commonly dive to a dozen feet or more, without even expelling air from their lungs. Some people manage to (briefly) achieve depths in the hundreds of feet without significant problems (and what problems there are have more to do with eardrums than sphincters.
And rereading...why would depths lead to air being forced from your lungs?
When you have a container at pressure X and the surroundings are at pressure 5X, what happens? As those divers sink, they expel the air from their lungs. It's not entirely voluntary; the water pressure compresses their chest and literally forces them to exhale. By actively exhaling they can at least control the rate to a degree.



((Ok so what I got out of that first part was pretty much "NO GILLS EVER" which is fine, I was actually just using gills as an example.
What I REALLY want to do is grow 2 extra arms and get claws on all my fingers, because QUAD-WIELDING. Then I can level Force magic and Telekinetically sword people while quad-clawing them as well. Ah MAGIC.
Fuck your goddamn munchkinry.

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Also about the ferti-feet, go back and look at the wording of the action I posted. I was trying to grow dragon-reptilian legs. Because you said "Thuun could do things even MORE impressive then the rock-hand" so immediately I thought "oh hey, lets grow super-awesome dragon legs, because awesome" and you either dismissed it as impossible (More impossible then ferti-energy feet? SERIOUSLY?) or just ignored it completely. So in the long line of people not paying attention to shit in this RtD, the GM is also in on it, have no doubt :P
It's quarter past one as I'm reading this. Which turn am I looking at? I want to answer this properly but I'm kinda tired.


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From the Kidzuku stuff does that mean Kidzuku is an angel as well? Did Felice just FIND A GOD-ANGEL LYING IN A BUSH? I mean yeah I got mine from a poison-induced hallucination but JEEZ. I mean, one angel is just hanging around in drugland, one is napping in a bush as a bracelet, and the chick one is A FUCKING STALKER :P
Oh for fuck's sake.

It's a way of displaying information: a central theme with radiating points around it. You learned about it in junior school, probably called a brain-cloud or mind-map or something. This is the bronze age, they're simplistic like that.

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I am now upset that like 90% of Thuun's character is just out the window for the novelization :(
Not really. There are ways.

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And why COULDN'T I just spawn life? You specifically stated just now that I GREW legs. Granted apparently that's because genetics, but whateves, I could just grab a wasp and run some "detect" style Life magic through it and discover, if not what genes are, at least the general idea of how to grow one. Then its just "change piece of lung into wasp-cancer"....oh god, wasp-cancer is like the worst thing possible in all worlds.

But yeah, failing that, the summoning thing works too. But couldn't I summon them INSIDE someone? It just kinda loses that sadistic edge if they aren't eating them from the inside out.))
I didn't mention it before, but Thuun is looking kinda wasted away right now. Plus a lot of the mass came from the lovely, fertile soil you were so dutifully rolling around in.

Summoning is a possibility. You could, if you were really good at summoning and thus able to do it where you couldn't actually see.

But you couldn't twist their lungs into wasps. Each magical element takes a state of mind - have you watched Avatar? You need stubbornness to master earth, drive to master fire, and so on. Life magic comes from your desire to heal. It is literally sourced from that. So the very act of trying to fuck nature in the ass and give someone lungwasps is impossible with Life magic. And no amount of rationalising will save you. This power is sourced directly from a Goddess and it is by Her will that the constraints are set on the elements. If you test your will against the Goddess you lose.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 01:35:38 pm
And with we, you mean you, because BFEL and myself resolved the misunderstanding some posts ago. Also, when did I state those intents, because I cannot remember saying anything of the sort.
How about the part where you compared loot-sharing to Marxism?

Spoiler: Stuff (click to show/hide)
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 05:24:47 pm
((:P you know you love my goddamn munchkinry. It's what gives you the initiative to get up in the morning, going "so HOW can I counterbalance this crazy bastard today?"

As for turn, here's the quote:
Thuun continues thinking about his latest vision...Life is obvious, but why Fire and Light? Fire...and...Light....His thoughts turn to his previous experience, wherein he was granted the aspect of a dragon, which included the domains he needs to see the spell come to fruition!

"Clearly they must be linked" he mumbles to himself, before he focuses his mind on the needed elements, letting them flow into his blade for amplification, then passing the sword slowly along the length of where his legs should be, intent on drawing outward the aspect of that mighty creature inside him and binding it seamlessly to the rest of his flesh, inch by inch if need be.


((I'm SOOO hoping this is what I was supposed to get out of those hints. Because if not I'm probably screwed :P))
Notice the "intent on drawing outward the aspect of the dragon" part? Yeah, wanted dragon legs :P

Well I know that they were trying to communicate something, but since you referenced the book where the thing they were referencing was my Dragon-God-Angel it seemed logical to assume they would be referencing that in this book as well. Sorry for being wrong bro, get some sleep and we can talk about it when you aren't so cranky :P

So is he gonna use the weird demon-attracting heal magic? Or is that not going into the book either?

Ah, that makes sense.

Good to know about the state of mind thing.
But isn't the Goddess who I would theoretically be clashing wills with THE MOON? And thus y'know, DEAD?))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 06:45:08 pm
((:P you know you love my goddamn munchkinry. It's what gives you the initiative to get up in the morning, going "so HOW can I counterbalance this crazy bastard today?"
Provided you keep it within limits. Don't make me play the tired old "The GM says no because no" card.

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As for turn, here's the quote:
Thuun continues thinking about his latest vision...Life is obvious, but why Fire and Light? Fire...and...Light....His thoughts turn to his previous experience, wherein he was granted the aspect of a dragon, which included the domains he needs to see the spell come to fruition!

"Clearly they must be linked" he mumbles to himself, before he focuses his mind on the needed elements, letting them flow into his blade for amplification, then passing the sword slowly along the length of where his legs should be, intent on drawing outward the aspect of that mighty creature inside him and binding it seamlessly to the rest of his flesh, inch by inch if need be.


((I'm SOOO hoping this is what I was supposed to get out of those hints. Because if not I'm probably screwed :P))
Notice the "intent on drawing outward the aspect of the dragon" part? Yeah, wanted dragon legs :P
Ah. I read it as binding the strength and power of the dragon into your legs as they grew, to try and counter me saying "but they're new and from after you got the dragon aspect so +1 strength doesn't apply to your kicks!" I wasn't going to do that anyway, but I read it like that for some weirdass reason.

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Well I know that they were trying to communicate something, but since you referenced the book where the thing they were referencing was my Dragon-God-Angel it seemed logical to assume they would be referencing that in this book as well. Sorry for being wrong bro, get some sleep and we can talk about it when you aren't so cranky :P
:P I was cranky more because it read an awful lot like somebody complaining and I was just thinking "Oh dear God he's got completely the opposite idea. I think I'll just nip that in the bud right here before somebody starts worshipping the bracelet."

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So is he gonna use the weird demon-attracting heal magic? Or is that not going into the book either?
It is, but it doesn't exist yet. If all goes according to plan, you guys will actually bring that into existence. Magic in the books isn't really divided into elements in the same way that it is in the game; that's pretty much exclusively for gaming purposes.

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Good to know about the state of mind thing.
But isn't the Goddess who I would theoretically be clashing wills with THE MOON? And thus y'know, DEAD?))
Is she? Huh. Go ahead and try it then.



- SNIP -

Look, enough. Neither of us is going to agree with the other. I didn't really want to do this, but as thread owner and GM of this game I'm going to say let's move the hell on. We're getting waaaaay off track here.




In the future, if any of you guys ask me for an in-universe explanation please just accept my vague semi-scientific bullshit at face value, okay? Let's try and stay relatively on the rails here.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 07:16:07 pm
(http://3.bp.blogspot.com/-XxNxXGlm4jg/TyP_5r7tQzI/AAAAAAAAEus/LMrUuXcM0Ks/s400/cute%2Blittle%2Bkittens.jpg)

New post, new life!

The last two pages are an absolute clusterfuck of arguments about fish, books and God knows what else. I'd like you all to repost your actions, 'cause I'd like to know that I actually got them and didn't lose them in amongst the horde of quote boxes.

And please, for the love of all that is good and holy, don't anybody mention the magical books and ownership thereof. Felice currently owns them and can do with them as he will; standard finders-keepers rules. I'm going to assume that he shared them with you on the long-ass cart ride to Shas Ria because hogging all of the reading material is just evil, but he now has them all back in his possession unless Pancaek specifically says otherwise.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Execute/Dumbo.exe on February 13, 2014, 07:28:48 pm
"Ah, Shas Ria! What a town! Definitely the least pestilent excuse for a hole in the ground I've been to this week, that much is certain!"

Follow Ekoka around and help negotiation of proper living quarters if I can. Also, read his book over his shoulder stealthily.

Swear like the sailor I am and get my light magic book back. Help the guys looking for a place to stay, read the page with the kidzuku symbol again if I get the time, using kidzuku:comprehension.
At some point, have attempted to bring life back into the old nag with magic.

Continue study at various convenient points. Say...the Mysterious Brown Book.

Locate a place for us to stay. Inn, tavern, barn, whatever.
Go to the University with the magic books (borrow books from Felice and Ekoka) then READ ALL DA BOOKS BRO. ALL DEM. MOSTLY THE FORCE ONE.
After that is done look around and talk to the scholars there, discuss magic and also the monsters from Cnoc Adh that I encountered and how the others described "The Hundred Deaths"

Dammit, that's four, hold on.

Give Warrior's Sword to Felice before leaving for the UNIVERSITY.
Second action for BFEL.
Baldur rolls his eyes as his companions squabble over the books. He helps Ekoka find lodgings (+1 to barter!). Afterwards he finds a convenient tavern to sit in, quaff booze and listen to rumours.
FOUND IT!
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 08:46:06 pm
Oooookay. Uh. Thank you. That's actually really helpful!

Now, did anybody want to alter their actions (eg. Felice?) Courtesy of new information?
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 09:10:48 pm
((edit; actually, could I'd like to read the entire book, not just the one page. using comprehension. if possible. sorry.))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 09:18:38 pm
Sure you don't want to read the Force book too? And don't apologise, this is actually exactly why I asked; a lot has happened and plenty of new information is on the table, so people need a chance to adapt.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 13, 2014, 09:33:05 pm
Sure you don't want to read the Force book too? And don't apologise, this is actually exactly why I asked; a lot has happened and plenty of new information is on the table, so people need a chance to adapt.

((Mine's good. I'll just borrow whatever books aren't being used and take them to the UNIVERSITY, and then do the rest of the action))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Pancaek on February 13, 2014, 09:34:28 pm
(( right, yeah, the force book too. I'm gonna go now though, cause it's nearing 3:30 am here. if I still missed anything obvious I'll just do it next turn))
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 09:54:39 pm
GWG, I'm going to have to stop our argument there. I hope you understand that I'm not trying to insult you now, but I'm going to speak absolutely bluntly.
Please, please, please stop arguing with every thing I say - It's tremendously irritating to have you go after each little point in my argument like you're a goddamn terrier after a bone. There's no prize for pissing me off and all you're doing is making me want to just throw my hands in the air and refuse to justify anything with any more than a cursory "I'm the GM, so suck it".
I don't want to be a GM whose world revolves around "You can't because the GM says so." I'm happy to answer questions, but please show a little courtesy and don't immediately savage my justifications into tiny pieces and then sift through them with a fine-tooth comb for logical inconsistencies like I'm on trial for fucking war crimes.
Look, I want you to keep playing and keep having fun. You're not a bad guy, just hell out argumentative. And probably considering being a lawyer. Just... tone the arguing down while you're playing, okay? 'Cause I'd like to have fun too.
I'm sorry. I was just enjoying a chance to stretch my imagination, figure out how we would go about such a thing. I hadn't realized you weren't enjoying it or even participating in it so much as trying to defend your position.

I wonder how many painful arguments could be avoided if I had realized this kind of thing earlier than I did.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 13, 2014, 10:07:07 pm
I'm sorry. I was just enjoying a chance to stretch my imagination, figure out how we would go about such a thing. I hadn't realized you weren't enjoying it or even participating in it so much as trying to defend your position.

I wonder how many painful arguments could be avoided if I had realized this kind of thing earlier than I did.

Uh. Okay? Apology accepted. You're free to stretch your imagination, by all means. Just... be judicious. Any particular reason why you posted the PM in the thread, though?




Eh. What the hell. Let's move on, there's nothing to be gained be rehashing old stuff. Anyhoo, GWG, did you still want Ekoka to go hunting for a place to stay in Shas Ria?
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 13, 2014, 10:15:52 pm
Uh. Okay? Apology accepted. You're free to stretch your imagination, by all means. Just... be judicious. Any particular reason why you posted the PM in the thread, though?
It's really directed towards everyone annoyed by the large (and evidently not fun to non-biology-majors) argument.

Quote
Anyhoo, GWG, did you still want Ekoka to go hunting for a place to stay in Shas Ria?
Can't think of anything else to do, and we do need somewhere to stay.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 14, 2014, 09:33:02 pm
*POKETHREADWITHASTICK!*
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 14, 2014, 10:36:02 pm
Mmmrrr... Mumflenrrr. Not tonight, I'm not in the mood... (Snore)
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 14, 2014, 10:42:01 pm
Mmmrrr... Mumflenrrr. Not tonight, I'm not in the mood... (Snore)
((Then I have no choice but to get you IN the mood!
*Big Spender by Shirley Bassey begins playing, right before Thuun begins a sexy strip dance*

So yeah, that mental image is now something to haunt you forever.))


Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 14, 2014, 10:50:58 pm
That is now White Circuit canon and is how Thuun attempts to get the university professors to give him information.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: BFEL on February 14, 2014, 11:50:27 pm
That is now White Circuit canon and is how Thuun attempts to get the university professors to give him information.

:P

Also is White Circuit the name of the novel?
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 15, 2014, 04:45:08 am
Well, one of them, set about 800 years after these events.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Execute/Dumbo.exe on February 15, 2014, 04:54:17 am
Jesus, the rate they would be going at they seem to be incredibly powerful, summoning volcanoes, someone getting their legs roasted while being sent into a coma, got better while kicking the shit out of a dragon and gaining its powers while then growing back new legs, another making a rock hand who then upgrades it to be movable through power of MAGIC CRYSTAL TIME, then another guy opening up a volcanic split, throwing a great sword into it, and taking out a earth blade with hidden powers no one knows.

You are honour bound to include these characters, even as some historical figures in a museum from what they have done.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: GreatWyrmGold on February 15, 2014, 09:19:13 am
I'm trying to figure out if I should be insulted by you putting the rockhand (a kinda pathetic achievement) alongside such great deeds.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Execute/Dumbo.exe on February 15, 2014, 05:45:13 pm
I'm trying to figure out if I should be insulted by you putting the rockhand (a kinda pathetic achievement) alongside such great deeds.
Well, as well as making it possible to be moved by your mind, you also proved capable to transmutation by making some of the rocks into quartz.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Niccolo on February 16, 2014, 05:11:25 am
Writing the turn up as we speak. For the love of God, BFEL, keep your clothes on.
Title: Re: Roll to Go Mad: Turn 37 - Interlude
Post by: Execute/Dumbo.exe on February 16, 2014, 05:15:05 am
Writing the turn up as we speak. For the love of God, BFEL, keep your clothes on.
And thus Nicollo learnt the true power of being a GM, quiet cliffhangers.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 16, 2014, 09:02:23 am
Ekoka gets a new spell, Lyu gets a new skill, Felice gets spherical and Thuun gets a headache.


- Turn 38: Shas Ria, the City of Summer -

You have just arrived in Shas Ria, the city of Summer. You decide to find a place to stay and then go your separate ways…

Day 1: Morning

At some point, have attempted to bring life back into the old nag with magic.

Continue study at various convenient points. Say...the Mysterious Brown Book.

Locate a place for us to stay. Inn, tavern, barn, whatever.
Follow Ekoka around and help negotiation of proper living quarters if I can. Also, read his book over his shoulder stealthily.
Swear like the sailor I am and get my light magic book back. Help the guys looking for a place to stay, read the page with the kidzuku symbol again if I get the time, using kidzuku:comprehension.
Baldur rolls his eyes as his companions squabble over the books. He helps Ekoka find lodgings (+1 to barter!). Afterwards he finds a convenient tavern to sit in, quaff booze and listen to rumours.
Give Warrior's Sword to Felice before leaving for the UNIVERSITY.

Go to the University with the magic books (borrow books from Felice and Ekoka) then READ ALL DA BOOKS BRO. ALL DEM. MOSTLY THE FORCE ONE.
After that is done look around and talk to the scholars there, discuss magic and also the monsters from Cnoc Adh that I encountered and how the others described "The Hundred Deaths"[/b]

"Ah, Shas Ria! What a town! Definitely the least pestilent excuse for a hole in the ground I've been to this week, that much is certain!" Lyu Brak exclaims extravagantly, waving his hands melodramatically at the soaring golden walls that surround the city. The sandstone walls, more delicate and decorative than fortress-like, show no signs of damage from the Ten Day Night. More importantly, the gates are wide open and manned by two of the Guard in sturdy forest green clothing beneath leather armour. Bronze spears gleam in the morning sunlight as the four of you walk through the Eastern gate, eyes a-wander as you behold the city known as the ‘Jewel of Cylenia’.

Far in the distance, in the exact centre of the town, can be seen Ria’Manc. The tower is made of curious reddish blocks and even from this distance of more than a mile, the capstone can be seen. The capstone is as tall as a person and more than two feet wide; a piece of ria carved into the shape of a flame, the work of nearly a decade at the hand of a master gemcutter. The jewel is a deep amber colour and sparkles brilliantly in the morning sun, a fair indicator of why ria is also known as summer diamond and is the main export of Cylenia.

The five of you wander along the main eastern boulevarde, aiming for the centre of town. The city is slowly coming alive around you. Tall lamp-posts are spaced along the boulevarde; as the sun creeps higher, the light emanating from the small crystals within fades. And everywhere, people can be seen going about their daily routines. Mothers are shooing children out of the house before taking up their brooms; fathers wearing simple workman’s smocks are ambling along in small groups towards their various places of business. All in all, there seems to be a refreshing lack of craziness present. Which is rather pleasant.

Everywhere, rumours are running through the crowds. Although the creatures of the dark have not yet apparently reached the city, news of them has; judging from the rumours, messengers between all cities have been targeted - not just Shas Ria and Shas Isa. Which is mildly creepy. However, the four of you feel slightly smug in knowing that messengers can now get through from Shas Isa. In fact, by the sounds of it one did; that madman who galloped past on a horse while you were all frolicking in a tiny village buying stuff must have been a messenger from the Baron of Waterstone. The townspeople are all talking about a messenger in red livery who arrived in the dead of night and was allowed through the gates, even though by ancient tradition the gates are barred shut at sunset.

In time, the five of you find yourselves in the central square of Shas Ria. The square is easily a quarter of a mile long; much of the centre is dominated by the massive base of the tower. The base of the tower has a door set in it, but the door is barred shut. The rest of the square is made up of a large set of gardens that wrap around the tower; normally the gardens are green and overflowing with flowers, but they are still currently dead and brown following the Ten Day Night.

It is here, looking onto the gardens, that you find a series of inns, taverns and restaurants. Nicely centred within the city, any one of them will provide an ample base of operations for your stay within the city.The four of you wander into an inn at random - and then immediately wander back out, given the activities taking place within.

Picking another inn, this one with a nice tasteful banner of a fern branch painted in silver, the five of you make your ways inside. Immediately in front of you is a desk, unmanned given the early hours. The taproom through a door on your right seems to contain a fair amount of noise; given the number of people who choose to drink their breakfast, this doesn’t surprise you. There is a little brass dingbell sitting on the desk; Lyu rings it a couple of times.

A rather tubby Yagalian sticks his head out of the taproom door. “Oh, customers? This early?” he bustles on through, dodges around the four of you and steps behind the desk. Then he stops and looks closer at you four. “A priest, a shaman, a sailor, a healer and a mercenary. Are you setting me up for a joke?” He shrugs; the motion makes disturbingly distracting little ripples pass down his rotund figure. “So, you wish to stay the night. Just the five of you?”

Ekoka coughs. “We’re not sure how long we’ll be staying.”

“Ah, you are adventurers then. Far too mixed a group for anything else. We get your kind through here every now and then. There’s always some world-shattering evil to fight.” The innkeeper mutters under his breath; you suspect it’s swear words. “Well. Don’t be expecting any saviour specials. We have two rooms, a three-bed and a two-bed. That will be fifty gold per night.”

Baldur nudges Ekoka aside with his shoulder. “Fifty gold to stay in this dump?” he growls. (5+1) “You have rats in the taproom and I can smell your food is burning from here. The dust tells me you’ve got about five tenants. I wouldn’t pay a tenth of that to stay here.” The innkeeper looks tremendously upset. “Besides. After the Ten Day Night, how many tenants are you even going to have? Everyone except us is too scared to travel. So we’re each paying one gold a night and that’s final.”

The innkeeper is now extremely upset, but the gruff mercenary has cowed him into acceptance. (5+1) “Don’t mind my burly friend here,” Lyu proclaims cheerfully, patting his kinsman on the shoulder. “Look at it this way. You’ll barely have to do anything to look after us and we’ll almost certainly be gone before trade picks up. Where’s the harm in collecting a few coins a day for doing nothing? Why, it’s basically charity what you’re doing, isn’t it?”

The innkeeper looks much happier and so is far less likely to rob and murder you in your sleep. “It is charity, isn’t it?” he smiles at the four of you. “Well then, allow me to extend the charity of the rooms for a mere five gold a night. Here are your keys.” He slides two brass keys across the counter. “Here you go. One floor up, last two doors on the left. Baths are in the cellar, cold water only unfortunately. We had a mage employed here, but he got stoned to death about a week ago.”

Ekoka and Thuun decide to just not mention their magical ability. The wisdom of the ages right there. The five of you split up and head in different directions.


- Ekoka -

You let yourself into the small room, pleased at how clean it is. You had privately expected rats at the very least, but the room is rat-free and in rather good condition. A small window looks out onto the Manc Gardens outside; a plush armchair positioned nearby. A tiny stove and kettle feature in another corner of the room. You set the water to boiling, prepare yourself a cup of tea and sit down to read through the leatherbound brown book. Lyu sits down on the windowseat behind you. He’s ostensibly just watching the world go by, but you catch him reading over your shoulder every now and then.

The embossed triangle on the front catches your eye. A simple equilateral triangle, the base extends out beyond the corner. You assume it’s meant to represent a mountain. The book turns out to be a primer in Earth magic, as you had expected. The layman’s guide to Earth magic lays out the basic guiding principles of the art, centred largely around the idea of being in command at all times. Unlike the Wind magic with which you are more familiar, which espouses the need for guidance and a certain willingness to just go with the flow, Earth magic is far more obdurate.

Most of it is stuff you’ve pretty much worked out for yourself through - sometimes rather painful - trial and error. You eye your rockhand in amusement. The book, however, appears to contain some rather good ideas for spells. The book specifically describes a technique for treating any rock like clay. By passing magic into your hands, you could theoretically reshape any rock that you desired as though it were clay.

New spell learned: Clayform! The spell charges through your hands and allows you to simply reshape rock into whatever form you see fit. You need your hands to do this with.

When you look up, the sun has passed to almost directly overhead. The pink and orange clouds of dust of a newborn star can still be seen around the sun and undoubtedly will for several decades more. You idly wonder just where it could have come from. The spirits of Maska have no idea and less advice for you. Well, they’ve never been known for their understanding of anything beyond their realms.

Nevertheless, it’s now midday.



- Lyu Brak -

You follow Ekoka up into the small room looking out onto the gardens. It would probably be quite pretty at literally any other time, but for now the only view is of depressingly dead flowers. You ensconce yourself in the window-seat, giving yourself a rather nice view of Ekoka’s treatise on Earth magic.

One page in particular - the centre page - catches your eye. it appears to be another mind-map type drawing of an angel. Rampel, this time, one you recognise from several drawings and passages in the various holy texts you’ve studied over the years. It would appear that Rampel has governance over the sphere of Earth magic.

The mage flips through the book, barely giving you time to read the pages. (5) Nevertheless, you manage to catch enough of the book to get an understanding of what’s going on. The book talks about the proper methods for casting Earth magic; setting yourself right, standing your ground and being extremely forceful and stern. You wonder if the techniques couldn’t be applied to your staff techniques? Setting yourself properly could avoid a lot of pain.

New passive ability gained: Obdurate! Upon taking a critical hit, a coin is flipped. On heads the hit is no longer treated as a critical hit.

Eventually Ekoka finishes the book and glances out of the window; you do too and notice that it’s already midday.



- Felice Nasib -

You ferociously beat Thuun away from the Light magic book that he seems so intent on borrowing from you. He finally relents and returns the broadsword to you as well, which was nice of him. You shrug.

You wander up to one of the rooms and open the door, slipping inside. The curtains are drawn; a breeze reveals a view of the brown and dead gardens. You sigh and long for the simple sight of ocean once more. Ah well, maybe one day.

You pick up the book on Light magic, wondering exactly why you decided to read this book. Hmm, maybe there’ll be something interesting in here? You open your mind through Kidzuku and gently open the cover...

(1+1) Even with Kidzuku enhancing your perceptive powers, much of the book goes straight over your head. The book rapidly descends into in-depth discussions on the nature of light and frequently refers to something called a photon, a word you’re about eighty percent sure doesn’t actually exist. You struggle and push harder at the bracelet, hoping to expand your mind even further.

You fight with the book until burning pain lances through your mind like fire. Just like that, the pain vanishes and your mind is empty of thought. Of emotion. Left in its place is a void. Gradually, bits and pieces fall into the void. Shards of a broken mirror, tiny glimpses of who you are caught in them.

A fragment falls with nothing but two words. Felice Nasib.

A shard shows a ship, your life’s work, your dreams and your livelihood.

You see a bow, arrows, islands. A jumble of shards of your family, of friends.

The shards fall. As they fall they begin to coalesce into… (3+1) a ball. Each piece simply falls into place, a glass orb forming in the middle of that vast emptiness that’s subsumed your mind.

The last piece falls into place and rays of intense, blue-white light pour forth within your mind.

The startling image makes your eyes snap open; pale blue light pours out from them, lighting up the room around you. You collapse to the floor as your brain shorts out from the overload.

In time, the light fades. You slowly sit up and roll your neck from side to side, wincing as the joints let out a crack. You look down at your bracelet, only marginally surprised to see the copper dulled and cracked, the rune for Kidzuku faded into nothingness. The bracelet apparently burned out, but before doing so clawed your mind wide open to the world around you.

You shakily climb to your feet and collapse into a chair. Your nerves are absolutely buzzing now and you feel incredibly weird. You take a deep breath and calm yourself. That icy, glowing ball is still there within your mind’s eye. What secrets could it hold? You mentally prod at it, but nothing happens. You wonder what’s inside and how to open it.

You’re shocked to see that it’s nearly midday. Where did the day go?

Kidzuku was destroyed! Comprehension is now a permanent, passive ability for you. With time and practice your powers will grow… once you find the right key.



- Baldur Bergfalk -
You slip out of the door and amble along the street, aiming for a tavern you passed earlier. The sign out the front is a bird of prey of some kind with a bandaged wing. You push the door open with a creak and step inside.

(2) You while away a few hours, but nobody else in the tavern seems to be talkative. You catch a couple of bits of idle conversation; news is beginning to trickle in from down south, harvests are terrible and odd monstrous sightings. Ultimately, nothing you didn’t know already.

(5) As you are ready to give up and just start drinking properly, the door tinkles. You glance over your shoulder to see a man in red livery step through, the familiar crest of Baron Waterstone on his breast. “Good God, I need a drink!” he bawls as he slumps down at the bar. “The strongest thing you have.”

The bartender cocks an eyebrow but nevertheless pulls out a yagalian import, something that you’ve heard is brewed from potatoes. “Whatcha tryin’ to forget?” he asks the messenger in a casual voice, clearly expecting to hear a tale of illicit love or something similar.

“The Baron of Waterstone is dead,” the messenger replies in the deadpan, haunted voice of a man who’s seen something truly terrible. “He just suddenly grabbed me and threw me through that bloody great window of his. Saved me life. His last words to me were to grab a horse and ride to the Duke. As I was leaving, I saw a creature just tear him in half.” The messenger shudders. “You ever seen a person get torn in half? I ain’t never going to forget it.”

The bartender is quite pale. “That’s… That’s impossible!” he whispers, sliding a rather full glass of vodka across the bar.

“You don’t know the half of it…” the messenger grumbles. He swigs back nearly half of the glass in one go. “The whole city of Shas Isa is going nuts. There were five witch-burnings going as I rode through on my way north. And they had another twenty to go that day!” He polishes off the rest of the glass. “I ain’t never going back there.”

Your eyebrows are now thoroughly lodged in your hairline. You remember Shas Isa as being rather unfriendly to mages when you were leaving, but burnings? That was new.

Outside, the shadows have nearly vanished, telling you that it’s nearly midday.



- Lao Thuun -

(2) You try and gather up all of the books, but fail miserably. You only manage to spirit away the Force magic book, which you will hopefully get a chance to study soon.

You sit in a quiet corner and pull out the Force book. (1) Given your heavy ineptitude with Force magic, you find you can’t make hide nor hair of the book. It makes no sense! Force projection? Kinetic energy? Statics? Moments? Words just sort of blur together. Finally you shut the book and just curl up in a ball, your head thumping.

Yeah, your head hurts waaaay too much to do much anything else magical.




Spoiler: The Players (click to show/hide)


Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 16, 2014, 10:14:06 am
"Interesting. I wonder what I could do with this..."

Locate some rocks/pebbles. Take them to my room. Repeat until I have a pretty good number of them. Use Clayform to lump rocks together until I have a chunk of stone about as big as my head, then rest until any aftereffects have faded. Once I have done so, use Clayform to shape the rock into the form of...
"Hm. What should I make this?"
Ekoka glances around the room, his eyes falling on the books.
"Might as well start with something...relatively simple."
...into the form of a book, partly open.

Don't take the long, multi-Clayform route if I can do all this with one casting of the spell.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Harry Baldman on February 16, 2014, 12:32:42 pm
"Hey, uh... Ekoka, yes! I just realized something!" Lyu suddenly says. "About the demons. I think I know what their problem is!"
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 16, 2014, 12:47:10 pm
"Hm? Oh, good. What is it?"
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: BFEL on February 16, 2014, 12:54:34 pm
((GOD. DAMN. IT.

I saw the update was in this morning after work, but then had to go out for breakfast, spending the whole time wondering what had happened during the update, what wonders would be learned, got home and IMMEDIATELY had to crap, so no update for another half hour or so, THEN mom forced me out to watch Dog Whisperer with her before I could read the update and I FINALLY get to read it and I just get SHAFTED. Completely UTTERLY shafted. Thuun did nothing but fail and cry in a corner while everyone else did interesting things. FUCK. Not only did he fail, but did so so hard that he couldn't even finish the rest of his action.

GOD. DAMN. IT.))

Just fucking go to bed and head to the university in the morning I guess. Ugh.

((...well I guess not EVERY turn can be volcanoes and dragons and wonders, but still, there was so much I wanted to do before we inevitably get shoehorned into some midnight invasion or some shit and now its just gone forever.
Some of which was talk to the important people around the city and look into preparing the city for said inevitable midnight invasion. That "Capstone" sounded promising. A gem shaped like a flame huh? Gems have facets. Each facet could potentially hold a rune of fire. The Capstone could be turned into some kind of automated defense system that enhances the natural heat of the desert to burn devilings. I refuse to call them demons because apparently demons already exist and are very different then what we encountered.
ADDENDUM: Or we could have half fire runes and half LIGHT runes, giving Shas Ria PERMANENT DAYTIME. Which somehow fights devilings. Because shut up.
Why would we do this for a town we might never return to? Well because we already had ONE town just go to fucking hell in our wake, and I would rather not let it become a habit. Damaging Rumors that way lie.))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Harry Baldman on February 16, 2014, 01:15:15 pm
"Hm? Oh, good. What is it?"

"Well, you see, you know how the demon we met was all 'foolish mortals, you are mere food, you are unworthy, weak and good for only murdering for fun!' I think I realized why that was. You see, I kept having this recurring thought - 'real evil demons don't flex nuts, 'cause real evil demons know they got 'em.' It's relevant! It's also why no really terrible demons have come out of whatever netherworld they inhabit that isn't Yagalia. The demons coming out right now, they're weak in demon terms, because they're the only ones who need to come out to the mortal world in the first place. There's no, say, elder evils hanging around the world. It's not because the powerful ones are too huge to fit through portals or anything. But why else would the weak demons come out here and nobody else, you might ask?"

"Simple! Imagine, if you will, the life of a demon, or any similar extradimensional entity that's not quite like what we have in Yagalia. They live in the dark and infinite realms beyond human comprehension, in what I presume to be some sort of bureaucratic system or at least some kind of pecking order. Now, them being demons and all, I don't imagine the system being either nice or fair to the little guys. In fact, I imagine that they spend every second of their lives getting, for lack of a better term, shit on in all sorts of nasty ways by horrors we dare not envision. And the only reprieve they ever get from that is probably when they get to pull out of there and land in the mortal world - I imagine they don't go to the godly realms for fear of getting their demonic derrieres completely destroyed. So being here is, in a manner of speaking, a vacation for them with quite a bit of escapist power fantasy mixed in! It's why they go for dramatic speeches and tell everyone their names. It's also why they try to act out as much as possible and destroy whatever they can - it must all be really cathartic for them, being the big man or top dog for a couple days or weeks until a mortal comes along and tears it to pieces, or maybe binds it into service. The greater demons, obviously, don't come to the mortal world because they can humiliate and degrade their lessers all they want back home and nobody can tell them any different, plus their realms are probably infinite and wouldn't really benefit from expansion in any significant way, so the only reason they'd be interested in the mortal world would be to mess with the gods, and right now that's probably not a priority because the gods are pretty messed up as it is. I imagine some thousand-mouthed monstrosity is still laughing its billion-cheeked ass off in some dark pit about the whole Ten Day Night debacle!"

"So, yes. I think we rather ruined some poor schmuck's dream vacation when we brutally dismembered him back in the village. It's an interesting perspective on the thing, I think. Makes me feel for the demons, in a way."

Watch what Ekoka's doing. Provide moral support. Read more of his earth magic book if he's not using it. Not to learn magic, oh no, gods forbid. Just see if there are more interesting tidbits about angels and whatnot there, or maybe generally practical advice.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Pancaek on February 16, 2014, 03:22:52 pm
((Son of a bitch, there goes my only combat bonus. In return I get a abstract mind magic ball puzzle that I'll never be able to solve because I am absolute shit at these sorts of things. At least I still have the explodey-arrows, those will come in handy.))

 "Ow, fuck me sideways, that wasn't all that pleasant..."

Read the fire book, try not to burn out my brain this time. After this, go ask the innkeeper if he knows if there's a place to train my bows skills around here.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 16, 2014, 04:32:47 pm
-snip-
"Interesting. Also possible that they're the small fish in the big pond, so they're going to try and be big fish in the little pond. If you're going to read that book, could you find another for me to use? Any book will do, I just need a model."
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Harry Baldman on February 16, 2014, 04:51:27 pm
"Interesting. Also possible that they're the small fish in the big pond, so they're going to try and be big fish in the little pond. If you're going to read that book, could you find another for me to use? Any book will do, I just need a model."

"I suppose I could look. And I also suppose the demons would certainly love being on permanent vacation here. Who wouldn't, if their alternative was being tormented or at least horribly annoyed forever in eternal darkness? I worry about what will happen if or when too many of them start popping up! Imagine this entire world becoming some sort of slum for aspiring demon youths to escape to and live out the tradition-free life! It would be somewhat awful, I believe. I wonder if they would be smart enough to not kill everyone?"
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 16, 2014, 05:45:16 pm
((GOD. DAMN. IT.

Yeah, I saw your rolls and just thought "Ah shit, that's not good."

But really, the rest of your action was "Study as many of the magical texts as I could and then take them all to the university and talk with the professors there about everything that's happened." There was no way I could fit the entire thing into just one turn, or else I'd have been writing for another couple of hours!

Although if you notice, your headache stops you from doing anything magical. You really should just go for a nice long walk. It'll probably sand the edges off the headache and let you spend the afternoon talking with people.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: BFEL on February 16, 2014, 09:44:32 pm
((GOD. DAMN. IT.

Yeah, I saw your rolls and just thought "Ah shit, that's not good."

But really, the rest of your action was "Study as many of the magical texts as I could and then take them all to the university and talk with the professors there about everything that's happened." There was no way I could fit the entire thing into just one turn, or else I'd have been writing for another couple of hours!

Although if you notice, your headache stops you from doing anything magical. You really should just go for a nice long walk. It'll probably sand the edges off the headache and let you spend the afternoon talking with people.
((Well the books thing was obviously out at that point, but I still wanted to discuss the devilings with them.
Also the ENTHUSIASM you put into "you should go for a walk" just tells me I'll be assassinated immediately :P))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 16, 2014, 10:24:39 pm
No, no, I guarantee you won't be brutally murdered the second you step outside. That won't happen until tomorrow.

I was thinking about writing up your entire action, but I decided that since it took half a day for everyone else to study one book, you shouldn't get to study five of them and find the university and have long talks about demons/devils/creaturesofthenight. You can spend your entire afternoon and evening at the university if you really want to.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: BFEL on February 17, 2014, 08:56:47 am
Well, assuming I can have conversations without falling comatose:

Talk to University lecturers/leaders about the devilings that our group encountered. Attempt to group-theorize what they are and what their purpose is.

*Relevant Information Thuun Currently Knows:
They are normal men and women "cursed" by some unknown quasi-magical force that doesn't conform to normal magic laws.
Most are feral, but one among them, encountered by the other members of the group was intelligent and used the quasi-magic to attack and sustain itself.
They are entirely separate from the typical demons encountered in Yagalia normally.
They are cutting off messages between cities, indicating some degree of organization.
They are resistant to normal magical power.
They can use runes and other means of magical projection to drive others insane.
They use Iron Weapons ((Would Thuun know this? I assume if the others knew they told him?))
They're afraid of volcanoes :P


((Anything I miss?
Last part is semi-joking, as most people don't have snap access to volcanism like Thuun does :P))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 17, 2014, 10:00:19 am
You're metagaming a little there vis a vis magical resistance, but otherwise I can see where each point is based in experiences. Whether your conclusions are correct or not is an other matter. There's a pretty big clue floating around in every single update so far.

I would assume that as a mage you'd have a passing familiarity with this crazy new metal that makes mages explode. Given you're also a Life mage trained in a large-ish school, it's almost certain that you know iron exists. You've just never encountered it until now, is my guess. However, you're also aware that it's an incredibly rare metal - normally found in rock form in the current age. Beyond that, you have no knowledge of iron's properties.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: BFEL on February 17, 2014, 11:18:38 am
((Well the first stage of ANY massive invasion is to cut off communications :P
So I imagine that's the deal behind them killing off messengers. There have been rumors of the enemy having mages, but that could easily be the quasi/anti-magic.
What exactly they ARE, however isn't completely clear. They seem to be a magic parasite or something like that which takes people over with a curse, but beyond that its pretty much guesswork at this stage.
Wait, are the "intelligent" ones former mages that contracted this curse? That would explain a lot actually.
It would also make this suspiciously similar to Dragon Age Darkspawn :P

Anyway, MUNCHKINRY!!
I was watching Dog Whisperer some more and I was wondering if Life magic could be used to communicate with/control animals.
Why is the type of magic I find the most awesome uses for the one that's gonna get retconned? :())
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 17, 2014, 12:00:45 pm
((What if the "magical parasite" is just one of the invaders' weapons? Like...cryssalids or something.))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: BFEL on February 17, 2014, 01:48:18 pm
((So who here is psyched to read the books when they're out?

Also Niccolo, you seem to have implied there would be multiple novels, do you have titles for all of them, or just White Circuit?))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: USEC_OFFICER on February 17, 2014, 05:31:10 pm
Baldur chuckles grimly to himself and goes to drink with the messenger to pump him for more information about what happened to Waterstone and everything else. Keep an ear open for anything else too.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 17, 2014, 08:24:44 pm
((So who here is psyched to read the books when they're out?

Also Niccolo, you seem to have implied there would be multiple novels, do you have titles for all of them, or just White Circuit?))

I have a few basic stories in mind - there's probably three key points in the world's history that I want to describe? The first is the period of time that you guys are floundering about hulkifying people and making volcanoes and whatnot, the second concerns a time in the future when the world has forgotten that Solvarion ever existed. It's that second period of time I'm writing in at the moment. The third one is... nebulous.

The first novel is on its third draft now... I really should get that completed.



((Well the first stage of ANY massive invasion is to cut off communications :P
So I imagine that's the deal behind them killing off messengers. There have been rumors of the enemy having mages, but that could easily be the quasi/anti-magic.
What exactly they ARE, however isn't completely clear. They seem to be a magic parasite or something like that which takes people over with a curse, but beyond that its pretty much guesswork at this stage.
Wait, are the "intelligent" ones former mages that contracted this curse? That would explain a lot actually.
It would also make this suspiciously similar to Dragon Age Darkspawn :P

Anyway, MUNCHKINRY!!
I was watching Dog Whisperer some more and I was wondering if Life magic could be used to communicate with/control animals.
Why is the type of magic I find the most awesome uses for the one that's gonna get retconned? :())

You're almost on the right track, but you took a detour just a little too early. Don't worry, you'll learn more soon. I'll say this, they're not darkspawn expies. :P I got the idea for them long before Dragon Age was even released.

And no. At least, not with magic.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 17, 2014, 10:43:16 pm
Are there any overshots like ours in that first novel? Because there should be approximately 1-2 per mage per chapter.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 17, 2014, 11:04:33 pm
Are there any overshots like ours in that first novel? Because there should be approximately 1-2 per mage per chapter.

Thaaat's mostly in the game because half the fun of RtDs is watching everything go up in flames at a badly-timed 6.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 18, 2014, 12:03:40 am
I thought it was because someone went Marvin the Martian on the Moon.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 18, 2014, 12:37:12 am
I thought it was because someone went Marvin the Martian on the Moon.

Eh, something like that too. I don't want to say too much more for fear of giving away the story of this game prematurely.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Niccolo on February 18, 2014, 01:56:35 am
Writing the turn up now.


By the way:

*Relevant Information Thuun Currently Knows:
They are normal men and women "cursed" by some unknown quasi-magical force that doesn't conform to normal magic laws.
Most are feral, but one among them, encountered by the other members of the group was intelligent and used the quasi-magic to attack and sustain itself.
They are entirely separate from the typical demons encountered in Yagalia normally.
They are cutting off messages between cities, indicating some degree of organization.
They are resistant to normal magical power.
They can use runes and other means of magical projection to drive others insane.
They use Iron Weapons ((Would Thuun know this? I assume if the others knew they told him?))

Quick question, how well convinced are each of your characters on Thuun's conclusions? It's nice to know these things for when you're inevitably asked about them by a well-meaning but accidentally obstructive guard/scholar/inconsequential NPC.
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: Pancaek on February 18, 2014, 02:47:18 am
I would say Felice mostly agrees, except for a few things.
point 3: he's not so sure they're entirely seperate,but then again to him demons are demons, regardless of form
last point: kinda muddy, as we've really only seen one case of this. something he's weary of, though, iron is nasty.

for the rest he mostly agrees with Thuuns ideas for now
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 18, 2014, 03:49:07 am
Ekoka misplaces his hand again, Baldur gets someone else drunk and Thuun has a good time.



- Turn 39: Revelations -

Your morning passed relatively uneventfully, but that won’t last forever. Shas Ria is a cosmopolitan city, but even it has its prejudices. Be careful…

Day 1: Afternoon

Locate some rocks/pebbles. Take them to my room. Repeat until I have a pretty good number of them. Use Clayform to lump rocks together until I have a chunk of stone about as big as my head, then rest until any aftereffects have faded. Once I have done so, use Clayform to shape the rock into the form of a book, partly open.

Don't take the long, multi-Clayform route if I can do all this with one casting of the spell.
"Interesting. I wonder what I could do with this..." you mutter, ideas for using the spell running through your head. You pass the Earth magic book to Lyu, who seems most interested in the tome, before heading downstairs.

On your way back in, the innkeeper gives you a bit of a weird look when he sees that one of your hands - currently made out of rocks - is itself carrying more rocks. But he declines to comment, figuring it’s for some obscure Southlander ritual. You find your way back to the bedroom and drop the large armful of rocks onto the floor, shaping them into a rough pile. Back and forth you go, pointedly ignoring the incredulous looks that the innkeeper is giving you, until you have a pile of rocks about as big as a pumpkin.

Before you’re about to start, Lyu suddenly interrupts you to share his current theory on the demons. It sounds plausible.

You mutter the incantation under your breath. (4) Your tongue almost trips over some of the words, but you make it through. Both of your arms begin to shimmer with a dull light, but (1) the light reacts oddly with your rockhand. Your left hand is nicely glowing now, but your right hand doesn’t look quite right. You decide to give it a go anyway.

You pick up a good-sized rock in your right hand and try and squeeze it. Nothing happens. “Damn!” you growl and pick up a rock with your glowing left hand. It feels ever so slightly squishy, so you give it an experimental squeeze. It sort of oozes between your fingers; the harder you push, the more malleable the rock becomes. You smile and begin to force the squishy rock into the one you’re holding in your right hand. It squelches satisfyingly and crushes against the other rock, blending in just like clay. You can’t help but grin as you realise that the spell went off without a hitch!

You hurry along, steadying the one big rock in your right hand against the ground and using your glowing left hand to smash all of the other rocks into it. Pretty soon you have a lumpy, sized rock that’s about a dozen different colours. Grains of sand and dust litter the floor. You let go of the big rock… only to find that you can’t. Ah, right - your hand is made of rocks, and thus is susceptible to the spell! You’ve managed to partially embed your rockhand in the rockpile! Oops.

You sigh and release the clayform spell within your mind as well as mentally disassemble your rockhand. You sit back on your haunches to assess the lumpy rock and look at what’s left of your hand. The quartz rock is still present, thank goodness, and the green spark inside is still strong. Four other smallish rocks are also present, so you have about a third of the hand part present and no fingers.

You shake your head and get up. Lyu is still engrossed in the Earth magic book and doesn’t seem to have even noticed what occurred. You slip out the door and head back down to the street to find more pebbles.

(4) Once your rockhand is rebuilt, you head back inside, flexing the new pebble-fingers experimentally. It feels much like the old one did, although it’s now a riot of colours ranging from golden sandstone to greyish granite. You sit yourself down in front of the lumpy rock and look about for a model.

"Hm. What should I make this?" You eye your Earth magic book. "Might as well start with something...relatively simple." Since Lyu seems unwilling to give it up for your modelling purposes, you search the room until you find a simple Cylenian bible. Figuring it would do, you sit yourself back down next to the lump and re-cast the spell.

(6) The incantations fall off your tongue effortlessly! Within moments both of your arms are afire with the ochre colour of Earth magic - and you are pleasantly surprised to note that your rockhand appears to have taken up the magic properly this time too! Excellent.

You rapidly reshape the lump, marvelling at how easily it moulds to your touch. Soon you have the rough model of a book sitting in front of you. If you were a better craftsman you could make a truly lifelike work of art, but for now you’ll have to settle for being able to crudely beat whatever rock or stone you want into whatever shape you want.

You sit back and smile, content with how your experiment went.

Outside the window, the sun is just beginning to set. You wonder where the afternoon went.


Watch what Ekoka's doing. Provide moral support. Read more of his earth magic book if he's not using it. Not to learn magic, oh no, gods forbid. Just see if there are more interesting tidbits about angels and whatnot there, or maybe generally practical advice.
You greedily tear into the Earth book, hungrily devouring the words on the pages. It’s a little pedestrian in its language, nowhere near a challenge for a well-learned priest, but the ideas are fascinating and the insight given to Earth mages is quite astounding. It seems that Earth mages must have a direct connection of some kind to the earth they are trying to manipulate; in fact, any solid route will suffice for their magic to pass through into the earth.

It seems, then, that this would be quite the useful technique to fight Earth mages; by breaking their connection to the earth, one could disrupt their ability to attack and defend. Other than that, you don’t find too much more interesting. Not like that treatise on parsley that you read while on the carriage from Shas Isa… the writing in that was exquisite. You daydream for a time about that particular scroll.

Once the book is finished, you turn to watching Ekoka. He is methodically sculpting rock into the shape of a book; it’s really quite astounding to watch him work. His glowing hands seem capable of deforming rock at a mere touch! You wonder if he could do the same to bricks or even metal, since both would logically be altered by Earth magic.

Ekoka doesn’t finish until the sun is just setting and you sit and offer him silent moral support the whole time.


Read the fire book, try not to burn out my brain this time. After this, go ask the innkeeper if he knows if there's a place to train my bows skills around here.
“Ow, fuck me sideways, that wasn't all that pleasant..." you groan, holding your aching head. You can’t shake the image of that icy blue orb from your mind. Just what the hell is that thing? You put it out of your mind and pull out the scarlet-coloured Fire magic book and flick through it. Unfortunately, there’s nothing of interest in the book. There’s a little bit on the properties of fire and how to make explosions by mixing powders, which seems interesting, but also a damn good way to blow your fingers off. You shrug and put the book aside before rubbing your sore eyes.

You decide it’s time for a good stretch, so you sling your bow and quiver over your shoulder and head downstairs. On the advice of the innkeeper, you head to a public archery range and while away a few hours practicing your shooting. (5) You’re pleasantly surprised to find that three of your arrows are of really high quality! They fly almost perfectly true whenever you fire them.

Three of your arrows are High Quality Arrows and gain a dynamic bonus to hit.

The range shuts as the sun kisses the top of the decorative walls around the city, so you decide to head towards the inn.


Baldur chuckles grimly to himself and goes to drink with the messenger to pump him for more information about what happened to Waterstone and everything else. Keep an ear open for anything else too.
You chuckle into your tankard before finishing it off. it seems that Felice doesn’t have all of the luck in the party! You stand and wander over to the bar, setting down a handful of gold. “Leave me the bottle,” you ask the bartender. “Actually,” you put a few more coins on the pile; “Give us a fresh one.”

The bartender shrugs and cracks open a fresh bottle of the clear, apparently potent liquor and sets it in front of you. “It’s your casket,” he says before heading down the bar to greet the lunchtime arrivals.

You top up the messenger’s glass, who smiles gratefully at you. “I knew the baron,” you say. “Doesn’t seem like he’d be easy to kill.”

The messenger tosses back a third of the glass. “He was a freaking bear is what he was. I thought nothing but a damn mountain falling on him could kill him. We all did.” He shudders. “The creature, though… It was horrid. Had skin the colour of rotted meat.” You feel a shiver go down your spine. This is beginning to sound a little too familiar. “I was speakin’ to the baron, he wan’d me to ride north. I was a tellin’ him, no way, all the other messengers are dead!” He finishes off his glass; he’s looking much more mellow now.

“Then this damn thing just kicks in the fucking front door like it’s a goddamn mammoth. Y’ever seen his front doors? They’re twenty feet tall, a foot thick and weighs as much as two dozen cows. And this goddamn thing just boots it off the hinges. Whole building shook. Next second, the damn thing punches through the door into the baron’s main hall. Crosses the room to me in an eyeblink. All I see are it’s eyes. Yellow as a scared Limerete’s belly and full o’ anger and hunger. Then the baron just tosses me over his shoulder and through the window, yellin’ at me to ride like me life is dependin’ on it. Then that beastie appears behind the baron and just picks him up by each shoulder and…” he mimes a tearing motion.

You shudder and fill up his glass again before swigging back a full one for yourself. “What happened in town?” you press.

“When I got to town, they hadn’t heard yet. But it was pretty crazy there too. Shas Isa’s never liked mages too much, y’know? But they’s worth something. Ol’ Cyrus kept our wells defrosted and the streets mostly free o’ ice. Nice fellow, bit prim and proper though.”

You don’t say anything.

“Fun to drink with. When he’s drunk, he c’n do this trick where he belches out fire into all sorts of shapes and colours! He mighta burned down a tavern once or twice. Anyway, them townspeople was runnin’ around, screamin’ about witches. If a buncha them started callin’ the same name as a witch, they’d have him or her up on a bonfire lickedy-spit.” The messenger shudders. “It’s like they’s all crazy. I saw them all burn one dear old man who’s too simple to even know the day of the week! The only sane one was that damn brute of a mayor they has. Y’seen him? Grew a foot overnight and suddenly has hisself a whole passel of pretty girls workin’ for him. Word I hear is their pay ain’t amazin’, but sommin’ about him must be. Anyway, he’s like the only normal person in the whole town, which is sayin’ something!”

He swigs back the last of his glass of vodka. “Say, this is really fine stuff. Y’got any more, my friend?” You smile and set the bottle next to him invitingly. “Mighty kind of you!” he slurs. You chuckle and get to your feet, backing away before he can get to the drunken hugging.

Time to find a new information source, though. This guy is way too drunk.

(35 gold spent on vodka bottle)

You wander the streets, wrapped against the afternoon chill in your cloak. Nobody is talking about Shas Isa, which means word hasn’t gotten out of the Ducal Palace yet following the messenger’s delivery. Given the messenger was currently passed out in a bar after telling his whole story in a loud voice, you figure by tomorrow’s end most of the town would know about the craziness.

You find yourself on the northern side of the great square. (3) After making a few more circuits and stopping in at random taverns, you hear nothing more of interest. You do hear a few professional messengers discussing routes, but that does nothing more than confirm your knowledge that they’re pretty widespread.

Well, that was mostly a waste of an afternoon. You shrug and head back in the general direction of the inn as the sun begins to set.


Well, assuming I can have conversations without falling comatose:

Talk to University lecturers/leaders about the devilings that our group encountered. Attempt to group-theorize what they are and what their purpose is.

*Relevant Information Thuun Currently Knows:
They are normal men and women "cursed" by some unknown quasi-magical force that doesn't conform to normal magic laws.
Most are feral, but one among them, encountered by the other members of the group was intelligent and used the quasi-magic to attack and sustain itself.
They are entirely separate from the typical demons encountered in Yagalia normally.
They are cutting off messages between cities, indicating some degree of organization.
They are resistant to normal magical power.
They can use runes and other means of magical projection to drive others insane.
They use Iron Weapons


You roll your neck to try and dispel the rather annoying pain of your headache and decide to head for the university. A nice long walk will sort your head out!

The very second you step outside, a gang of vicious thugs descends on you! (1, 1, 2) Three knives find their way into fleshy parts of your body.

You fall to the ground and wake up on the floor of the room, soaked in sweat. Ow. Your head still hurts. Judging from the sun, you were only asleep for a few minutes. You get to your feet and head for the door. What are the odds of that actually happening?

………

You find your way to the university without incident. The walk is brisk, pleasant even. The campus is rather large, the buildings made of expensive marble. What is it about universities that makes them think they must be built out of marble? You sigh and shake your head before making for the Department of Magical Studies.

The department is… rather empty. There are very few professors wandering around and any you try to stop just act scared and scurry away. You finally get annoyed and corner a student. “Where the hell are all the magical professors?!” you bark at the somewhat cowed student.

The boy cowers and squeaks slightly. “They all ran! City folks were gettin’ real angry with them, so most o’ them left. There’s only old Gromvell still here.” He points at a window. “That’s his office. Can I please go?” You let him leave and stalk towards the office.

You finally find his door and knock. “Professor Gromvell?” you call.

“Go away or I’ll burn you to cinders!” a voice roars. Charming.

“Professor Gromvell, my name is Lao Thuun. I’m a mage from the Temple of the Setting Sun. I’d like to talk to you,” you espouse hurriedly, hopnig he doesn’t decide to follow through on his threats and the burning.

The door creaks open. “You’re a mage?” he asks suspiciously. His face peers out. It’s got a neat, well-trimmed grey beard framing a hard, sturdy jaw. His eyes are bottle-green and watching you closely. You note that he’s surprisingly fit for a man supposedly given over to naught but teaching.

You nod. He grunts and holds up a short bronze rod. “Prove it.” Before you can ask, he jabs you with the rod! As it nears you feel a peculiar wrenching in your… everywhere. The rod raps against your hand painfully and there’s a shower of sparks. “Good enough,” he remarks, eyeing the sparks. He holds the rod so you can see the end. “Got a bit of lodestone in the end of the rod. Come in.”

You follow the gruff old man in and take a seat opposite him. “I’ve just come from the south,” you begin. “And on my way north, I met… Well. It’s like a demon, but not a demon. It’s a human with ferocious strength, speed and quasi-magical power.”

(4) The old man glares at you for a second before gesturing with the rod. “Get out. I don’t have time for your nonsense. Go bother someone at the zoology department with your crap.”

You stand and slowly unlace the top of your shirt. “Okay… What if I…” You wriggle your hips rhythmically as you delicately slide the laces of your shirt apart. “Dance a little? Does that… get you in the mood to talk?”

The gruff professor reddens slightly. “What makes you think that’ll do anything?” he mutters, but it doesn’t have much ire to it. You give him a sly smile when he settles back in his chair. You watch him through heavy-lidded eyes as your arms slowly slip out of the shirt. You continue to move sensuously to an unheard beat, gradually moving closer to the man.

He’s panting ever so slightly as you delicately perch yourself on his knee. With one finger you trace the edge of his jaw. “Tell me, how can I convince you to help me?”

His answering smile is one of a cat that’s stolen a pint of cream. “Well, let’s talk a little about that…

You’re lying on the floor, gasping for breath and soaked through in sweat. You look up to see him sitting back in his chair, packing tobacco into his pipe. His finger sparks for a second and a thin tendril of smoke curls up from his pipe as he puffs. “Ah,” he murmurs as you shakily climb to your feet and begin to pull your clothes on. "Hmm," he murmurs, eyeing you. "Before you do that, why don't you come over here again..."


NOPENOPENOPE

You growl and grab a piece of paper. “Damn it, at least tell me what this is!” you snap as you sketch one of the runes that were drawn on the buildings in Cnoc Adh. “These runes were designed to make someone go insane. I’ve never seen their like. Have you?”

You seem to have the professor’s attention now. He takes the paper from you and looks it over. “It looks… Almost like a fusion of Light and Shadow principles, but not quite. They don’t look at all right. And you say these made people mad?”

You spend the next several hours recounting your journey to the professor and describing the magics you had encountered. Sadly, the professor had not heard of anything similar. He did offer some advice, though, and with him you manage to devise a spell that should destroy any more of the crazy-making runes that you come across. It’ll take some strong skill in Light and Shadow magic, though.

“If angels are getting involved, it’s big. They don’t stick their feathered fingers in for garnets, you know?” he says as you’re getting ready to leave. “And if they’re involved so soon after their ma and pa are killed… you can be sure it’s all related.” The realisation of what he’s saying dawns on his face. “Oh, saints preserve me.” His face is ashen beneath the beard. “You had best be careful, boy. Could be whatever is controlling these beasties is the same as what went and killed the sun and cracked the moon. If you screw up, Maska could be next!”

Shaken, you leave the old man’s office. The sun is setting as you head towards the inn.

Spell Tome found! It teaches Lucidity. This powerful spell can, in its most basic form, destroy the crazy-magic of the ‘devilings’. At it’s simplest it only requires Light or Shadow magic skill, but the spell won’t be able to reach its full potential until you are quite skilled in both. You need at least one rank in either Light or Shadow to learn and cast it.



The newborn sun sets on the city of Shas Ria. Predators, both human and not, stir in the shadows. Tread carefully.



Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 07:51:51 am
((Interestingly, I have intended from the beginning for Thuun to be gay :P
Though, naturally being a priest he probably won't indulge that. At least not without some serious relationshipping.
So basically he's gay, but don't expect it to come up anytime soon. Except now it probably will because Niccolo knows and so does everyone else.))

Get back to the Inn and relate the information to my compatriots.
Tell Felice I'll need to see that Light book in the morning to be able to learn the lucidity spell.
Suggest we sleep in shifts, because seriously, shit is gonna go down and we all know it even WITHOUT OOC knowledge.


((NICE JOB SHOWIN THE TOWN YOUR MAGERY EKOKA :P))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 18, 2014, 08:06:03 am
Huh. I didn't see that one coming, but there you go.

I haven't really thought about how gay people would be treated in Maska, mostly because I only have two gay characters that I know about and nobody messes with them anyway... And then there's the fact that the main character is a twelve year old street urchin and she has no idea that consensual relations even exist, so sexuality as a whole is fairly foreign to her.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 08:51:28 am
Huh. I didn't see that one coming, but there you go.

I haven't really thought about how gay people would be treated in Maska, mostly because I only have two gay characters that I know about and nobody messes with them anyway... And then there's the fact that the main character is a twelve year old street urchin and she has no idea that consensual relations even exist, so sexuality as a whole is fairly foreign to her.
((Well I assumed it wouldn't be overly positive because its medieval and in our world that meant "treat gays horribly" so I kinda assumed it would be similar here.

Also, note to self/Thuun: Make nice with street urchins :P))
Title: Re: Roll to Go Mad: Turn 38 - Shas Ria, the City of Summer
Post by: GreatWyrmGold on February 18, 2014, 09:11:16 am
I thought it was because someone went Marvin the Martian on the Moon.
Eh, something like that too. I don't want to say too much more for fear of giving away the story of this game prematurely.
Well, there is an in-story explanation for it then?

*Relevant Information Thuun Currently Knows:
[1] They are normal men and women "cursed" by some unknown quasi-magical force that doesn't conform to normal magic laws.
[2] Most are feral, but one among them, encountered by the other members of the group was intelligent and used the quasi-magic to attack and sustain itself.
[3] They are entirely separate from the typical demons encountered in Yagalia normally.
[4] They are cutting off messages between cities, indicating some degree of organization.
[5] They are resistant to normal magical power.
[6] They can use runes and other means of magical projection to drive others insane.
[7] They use Iron Weapons ((Would Thuun know this? I assume if the others knew they told him?))
Quick question, how well convinced are each of your characters on Thuun's conclusions? It's nice to know these things for when you're inevitably asked about them by a well-meaning but accidentally obstructive guard/scholar/inconsequential NPC.
1. Seems probable enough, especially for the beigemen.
2. I'm not sure those were all the same thing.
3. The beigemen, yes, but the other guy? Perhaps not. It's hard to tell.
4. "Speculation, pure speculation. It's quite possible, but it could just as easily be something else."
5. Probable.
6. Unlikely possessed by all--probably not the beigemen, perhaps only some of the others. To be on the safe side, we might as well assume all of them can, though.
7. Indeed. This doesn't mean they normally do, though.

((Well I assumed it wouldn't be overly positive because its medieval and in our world that meant "treat gays horribly"
Gays, Jews, Middle Easteners, heathens, "heathens," "witches," etc etc.



"Hm. I'll need to practice this."
First off, make a mental note to buy a glove for my rockhand.
After that, study one of the unread magic books until it's time to sleep.
Let's see, which ones are left...
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 18, 2014, 09:18:20 am
Eh, I don't really feel like tossing that in. Like, every medieval world has that tired old trope, y'know? (Except for Tamora Pierce's books, in parts) I think my world will be one where it's a little odd, but it was never really made a big deal of to begin with so it never became a big deal. I know that my religion and it's two siblings have a lot to answer for in this world; they have no home in Maska, so neither do many of their prejudices.

I thought it was because someone went Marvin the Martian on the Moon.
Eh, something like that too. I don't want to say too much more for fear of giving away the story of this game prematurely.
Well, there is an in-story explanation for it then?

Provided you guys succeed? Yes.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 09:27:20 am
Eh, I don't really feel like tossing that in. Like, every medieval world has that tired old trope, y'know? (Except for Tamora Pierce's books, in parts) I think my world will be one where it's a little odd, but it was never really made a big deal of to begin with so it never became a big deal.
So, a bit like ancient Greece then?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 09:55:34 am
((Well I guess Thuun will just fit right in then, because he doesn't make a big deal about it either, seeing as he's a priest and probably celibate.
Is celibacy a priest thing in this though? Or is that another tired old trope that isn't getting used here?

Also I suggest that you read the light book GWG, so that you can learn Lucidity as quickly as possible. Having a defense against insany-stuff is a very good thing.
And +1 to the glove :P
Note that I will ALSO be reading the Light book and getting Lucidity post-haste, and that I get a bonus to light magic from Nathaniel.

Hmm...maybe I should focus on light magic and you should try and practice shadow magic? Then we can compare notes and teach each other so that we both have the abilities. After all, Lucidity uses BOTH.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Harry Baldman on February 18, 2014, 10:02:14 am
Eh, I don't really feel like tossing that in. Like, every medieval world has that tired old trope, y'know? (Except for Tamora Pierce's books, in parts) I think my world will be one where it's a little odd, but it was never really made a big deal of to begin with so it never became a big deal.
So, a bit like ancient Greece then?

((It makes sense, considering that this is still the Bronze Age. I haven't really heard of any particular historical condemnations of homosexuality that don't stem from Abrahamic religions, and most of those didn't even exist (except maybe Judaism, in some highly limited fashion or another) back in the Bronze Age.))

"Ah, good literature! How I love it!"

Pick up a random magic book if I can, and commence reading it! Otherwise look through the Cylenian bible and examine Cylenian beliefs.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 18, 2014, 10:11:19 am
Eh, I don't really feel like tossing that in. Like, every medieval world has that tired old trope, y'know? (Except for Tamora Pierce's books, in parts) I think my world will be one where it's a little odd, but it was never really made a big deal of to begin with so it never became a big deal.
So, a bit like ancient Greece then?

Maybe? I don't know too much about Ancient Greece. It's just... not going to be a big deal. I mentioned Tamora Pierce before for a good reason; in her books, gay characters rock up time and again, but they're just sorta there. At least one is a main character (Who, admittedly, is a bit worried about how her friends and family will react), another is mentioned solely in passing and there's minute attention drawn to it, it's just a tiny background detail of the culture like anything else.

Really, though, it's tertiary information. The story doesn't revolve around sexual themes, it revolves around punching demons in the face, because I'm sick to the gills (Don't start) of fantasy novels full of murky alliances and tenuous peace and betrayals because man is truly the worst creature and the entire goddamn world is painted in shades of grey ranging from mid-tone through to 80% black. And it sure as hell won't be a modern fantasy book about a young girl torn between two paramours because that idea has been written into the freaking ground. It's like nobody wants to write a feel-good "The good guys are going to rip the king of hell a new one" fantasy story with a thrilling and amazingly climactic battle against evil. Everybody wants to be either the next Martin or Meyer.

I just wish the fantasy genre as a whole would pull its head out of its ass and quit acting like a goth kid that's lived in its parents' basement for years never paying rent but believes the world is black and grey because nobody can understand their pain, man.

Why yes this is a bone I pick at on occasion. Sue me, I like my villains a little more clear-cut.




BFEL! You're finally getting it! :P I wonder what happens if you both cast the opposite forms of the spell together? Also, Ekoka's already read the Light book; he has a rank of 1 in Light magic.

And no, celibacy isn't really a thing. Priests are encouraged to find husbands or wives so they can really become part of their communities.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 10:34:17 am
((First up, primer on Ancient Greece: Shiznit was epic, playas strutted round nude cuz they was proud as a muthafucka of they sexiness, dudes could bang dudes n' hoes could bang hoes n' no one straight-up gots all up in arms or anythang because they was too busy worryin bout dem wild-ass Romans next door

Primer on Ancient Greece provided by Gizoogle.

Also, while its nice to have someone just doing a straight good vs. evil story, its still good to have a BIT of grey vs. gray. Preferably in a subplot somewhere. Keeps it grounded in reality a bit y'know?

As for my "finally getting it": FUCK. IT ISN'T CREATIVITY IF YOU ALREADY THOUGHT OF IT NICCOLO!  >:(

Although really that part wasn't really me being creative, it was just suggesting we each play to a strength and divide the problem.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 10:44:58 am
((It makes sense, considering that this is still the Bronze Age.
((On the other hand, most of the non-technological stuff reminds me more of the Middle Ages than Ancient Greece. And really, society doesn't proceed along a set path with technology.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Harry Baldman on February 18, 2014, 10:56:03 am
((On the other hand, most of the non-technological stuff reminds me more of the Middle Ages than Ancient Greece. And really, society doesn't proceed along a set path with technology.))

((Still, it's not like intolerance of homosexuality is an absolute requirement of social progress. In our world it's just that the ones who did not tolerate it became popular due to reasons totally unrelated to the fact they didn't like man-on-man action. And even then persecuting homosexuals is something that I suspect they only seriously started to do when more fundamentalist times rolled around, like in the 16th-17th century.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 11:05:39 am
((On the other hand, most of the non-technological stuff reminds me more of the Middle Ages than Ancient Greece. And really, society doesn't proceed along a set path with technology.))

((Still, it's not like intolerance of homosexuality is an absolute requirement of social progress. In our world it's just that the ones who did not tolerate it became popular due to reasons totally unrelated to the fact they didn't like man-on-man action. And even then persecuting homosexuals is something that I suspect they only seriously started to do when more fundamentalist times rolled around, like in the 16th-17th century.))

((There was PLENTY before that :P))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 11:26:29 am
((On the other hand, most of the non-technological stuff reminds me more of the Middle Ages than Ancient Greece. And really, society doesn't proceed along a set path with technology.))
((Still, it's not like intolerance of homosexuality is an absolute requirement of social progress.
((I never said that. I merely said that there were a number of characteristics in this world reminiscent of medieval society, so it's fair to assume that other characteristics are also reminiscent of said society in lieu of evidence either way.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 11:39:36 am
((On the other hand, most of the non-technological stuff reminds me more of the Middle Ages than Ancient Greece. And really, society doesn't proceed along a set path with technology.))
((Still, it's not like intolerance of homosexuality is an absolute requirement of social progress.
((I never said that. I merely said that there were a number of characteristics in this world reminiscent of medieval society, so it's fair to assume that other characteristics are also reminiscent of said society in lieu of evidence either way.))
((This was my point as well, so could we please re-rail this before Niccolo loses our other posts? :P))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Harry Baldman on February 18, 2014, 11:52:11 am
((I never said that. I merely said that there were a number of characteristics in this world reminiscent of medieval society, so it's fair to assume that other characteristics are also reminiscent of said society in lieu of evidence either way.))

((It isn't really fair to assume that, though, given how in this world demons, magic and gods are all very much present and obvious unlike in actual medieval society. Magic alone is a definite game changer, probably making plagues impossible and many natural disasters possible to avert (like how mages managed to avert towns freezing over when the sun itself died for a while), not to mention the complete lack of need for faith or piety, given that pretty much everybody knows the gods and angels do or at least did actually exist and that they don't seem too control-freaky in most ways.

I would be interested to know the position of women in society, though. I'd suspect a little differently, though we haven't really met any women aside from an angel, who doesn't really count, and an old crone hiding in a basement that immediately got shot in the face, from which we may, of course, infer certain things.))

((This was my point as well, so could we please re-rail this before Niccolo loses our other posts? :P))

((Sure! I love not derailing threads, and hate it when I always manage to do it somehow.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 11:54:46 am
((It isn't really fair to assume that, though, given how in this world demons, magic and gods are all very much present and obvious unlike in actual medieval society. Magic alone is a definite game changer, probably making plagues impossible and many natural disasters possible to avert (like how mages managed to avert towns freezing over when the sun itself died for a while), not to mention the complete lack of need for faith or piety, given that pretty much everybody knows the gods and angels do or at least did actually exist and that they don't seem too control-freaky in most ways.
((And in what way does any of this imply anything about societal attitudes towards homosexuality?))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Harry Baldman on February 18, 2014, 12:03:28 pm
((And in what way does any of this imply anything about societal attitudes towards homosexuality?))

((That they have no obvious religious basis, for one. Homophobia isn't hardcoded into the human psyche or anything, you know. The world doesn't seem to have any popular version of Leviticus or a particular need for anything like it. Most distrust and xenophobia that exists gets leveled toward mages. We don't even have any reason to assume the idea of deviancy beyond, say, incestuous relationships even exists.

Okay, stopping for real now.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 12:08:40 pm
((And you think the similar traits just happen by chance? Or that religion wouldn't be important in a world with real gods?))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Pancaek on February 18, 2014, 01:08:11 pm
Felice goes to see the rest of his companions.

"All right, so, weird stuff happened inside of my nogging. Now, whenever I concentrate, I see some kind of blue sphere inside of me. I ge the feeling I need to open this thing up somehow, but I have no clue how to begin doing this. Any ideas? Oh, also, I'm done with the books, so if you want to borrow them, now's your chance."

Loan out magic books to companions, try to get some kind of idea as to what to do with my mind orb thingy
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 18, 2014, 03:57:04 pm
((Crap, just remembered something))

Before heading to bed, Thuun realizes just how long its been since he has eaten, and immediately rushes to the tavern/inn owner and buys up a enormous amount of food, practically a banquet, before promptly stuffing his face in the most expedient manner.

((THEN the other action))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 18, 2014, 07:12:37 pm
Wait, did this thread get put back [/i]on the rails[/i]?

Spoiler (click to show/hide)

To answer quickly: Yes there's quite a few bits of medieval stuff tossed through our bronze-age world. That's mostly because I know Medieval Maska better than I do Bronze Age Maska, so it slips through. I'll fix that when I get there, if I can. Bronze age Maska is reasonably gender-equal, largely as an offshoot of the primary religion having a top God and top Goddess of equal standing. It's funny how much the game changes when you have a dualist religion like that. There are a few weird things concerning genders, but those tend to be offshoots of the dozen or so smaller religions that have sprung up around one angel or another, a couple of demons in Yagal and of course the elemental worship in Zue'Qki'Ptar. The Gods don't make a huge noise of their presence and most people accept that they exist, but there are a few atheists around who are adamant that the moon is really just a ball of dust and the sun is actually no more than a massive fire really far away. But it's not like the angels go walking down the main street and stop in at the Bee and Barb for a quick pint. They tend to only get involved when stuff is seriously fucked up, and then only if magic is involved since normal people trying to take down a crazy mage is like two guys with sticks trying to stop a tank.

Maska really is an exploration into what happens when religion is utterly different, and so far I'm liking the results. Really, it's shaping up quite a bit like early Celtic culture more than anything.


Anyhoo, back to the game! I think I'm just waiting on USEC to comment. Maybe I should make a separate thread for us to sit around discussing Maska...

Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 18, 2014, 07:26:39 pm
We don't even have an OOC thread, a Lore Thread is a bit out of place.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: USEC_OFFICER on February 18, 2014, 07:27:26 pm
Loan out magic books to companions, try to get some kind of idea as to what to do with my mind orb thingy

Having not much else he wants to do, Baldur flips through a few of the magic books before heading to bed.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 19, 2014, 08:42:24 am
((ITS MUNCHKIN TIME!

So I remembered that the Light Book noted that Light magic relates to the soul and it got me thinking, is body surfing possible in this setting? I.E. Throwing your soul into someone else's body and taking over their body.

Because immortality. There's not much munchkinry you can do past immortality, aside from becoming god, and I already have one of those inside me.))
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 19, 2014, 08:53:07 am
No you don't have a God camped out in your soul, he's given you a sliver of his power. Provided you don't start abusing it, he may even let you keep it.

Body-surfing... well, it IS possible. But the soul is a tremendously powerful energy construct, ludicrously so. To move it out of a body (even, like, a frog's soul out of it's body) and not have it immediately explode into a million little pieces would take the willpower of an angel/god/whichever. So yes, it is possible, but not for you.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 19, 2014, 10:07:13 am
Hm. So we'd need some kind of transfer medium. I think my rockhand might be a sort of starting place with that--it clearly contains some of my soul, doesn't it? So if I took a mechanism to connect some limb to both me and a target...could work, maybe.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 19, 2014, 10:26:44 am
No you don't have a God camped out in your soul, he's given you a sliver of his power. Provided you don't start abusing it, he may even let you keep it.

Body-surfing... well, it IS possible. But the soul is a tremendously powerful energy construct, ludicrously so. To move it out of a body (even, like, a frog's soul out of it's body) and not have it immediately explode into a million little pieces would take the willpower of an angel/god/whichever. So yes, it is possible, but not for you.
So I would what, need a 4 in Light magic?
Because I can get that.

Hm. So we'd need some kind of transfer medium. I think my rockhand might be a sort of starting place with that--it clearly contains some of my soul, doesn't it? So if I took a mechanism to connect some limb to both me and a target...could work, maybe.
Ah and my munchkinry is spreading :)
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 19, 2014, 07:58:52 pm
No, BFEL, you'd need about twenty. And a similar rank in Shadow magic. To deal with the soul requires both sides of the same coin. Yes I am giving you that knowledge free of charge; you don't even need to read the grey book to learn that. To put it in perspective, the maximum rank possible for a human is ten. Your mind simply can't focus to a finer point than that... and most mages have killed themselves in various violent and humorous ways long before that.


Sorry GWG, your rockhand doesn't contain any portion of your soul. A little bit of your mind, yes. But no soul. A conduit might work, but it would have to be extremely advanced and truly bonded to both you and your target. Your rockhand is currently at the level of early-stage cybernetic prostheses; some mental control but if you try and pick up a baby bird somebody's going to cry. The bond would need to be similar to that of a baby in a womb - truly and totally connected to its mother via the placenta. There are a few other ways, but I'm not telling you those, that's for damn sure.

Let's be honest, this is one of those times when I say "If you really think I'll let you get away with that, go for it."
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 19, 2014, 09:50:19 pm
Ah well, I guess I'll just have to look for those ways as the lore opens up to us :P

But am I at least giving you good ideas for the books?


You probably consider me a endless font of crazy ideas at this point huh?
I should start charging XD
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 19, 2014, 10:41:13 pm
Hm. What is the difference between the mind and the soul?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 20, 2014, 03:55:04 am
Hm. What is the difference between the mind and the soul?

Like, in general? I don't know. Ask a priest who specialises in theological theory, I guess.

More specifically in regards to the book... there's three energetic forms within the person: The mental circuit, the physical circuit and the spiritual one. They each have separate roles and metaphysical meanings. Psychic power stems from the mental circuit, magical power from the physical one.

The interconnection and interplay between the three forms a fourth circuit and that set of interconnections is the soul.

There's a bit more to it than that, but that's the gist of it.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 07:16:29 am
Hm. What is the difference between the mind and the soul?
Like, in general? I don't know. Ask a priest who specialises in theological theory, I guess.
In this game, silly.

Quote
More specifically in regards to the book... there's three energetic forms within the person: The mental circuit, the physical circuit and the spiritual one. They each have separate roles and metaphysical meanings. Psychic power stems from the mental circuit, magical power from the physical one.
The interconnection and interplay between the three forms a fourth circuit and that set of interconnections is the soul.

There's a bit more to it than that, but that's the gist of it.
So, the soul is more or less as much of the body as anything?
What happens if you were to, say, transfer a mind to something else?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 20, 2014, 08:00:58 am
Which one is the "White" Circuit? :P

Also, magic comes from the physical one? Interesting, I shall have to meditate on the meaning of this. Actually since magic comes from the physical and psychic power is from mental does that mean a mage can't read minds?

What connection do Light/Shadow have to these "circuits"?

Are all the novels gonna explore a different one of these pieces of the soul? Cool premise.

EDIT: Oh yeah, and what is the state of knowledge of the "circuits" in the game/book worlds? What would our chars be expected to understand about these?

Wait, did this thread get put back [/i]on the rails[/i]?
Spoiler (click to show/hide)
Yes, I am a wizard. Haven't you been paying attention?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 20, 2014, 08:21:55 am
More specifically in regards to the book... there's three energetic forms within the person: The mental circuit, the physical circuit and the spiritual one. They each have separate roles and metaphysical meanings. Psychic power stems from the mental circuit, magical power from the physical one.
The interconnection and interplay between the three forms a fourth circuit and that set of interconnections is the soul.

There's a bit more to it than that, but that's the gist of it.
So, the soul is more or less as much of the body as anything?
What happens if you were to, say, transfer a mind to something else?

A mind can reach out. A psychic can move his mind out, but he'll always keep a tether to his original body; relaxing his willpower would cause his mind to instantly snap back into his prior body. The mind could be trapped and the body would function solely on its reptilian and instinctive part, heartbeat, breathing, digestion etc. Once the entrapment was broken the mind would again snap back, provided the body wasn't dead.

To break that tether one would have to kill the original body. On death the two other circuits... move on, to use the common parlance. The mental circuit will eventually find its way back, generally. You can't actually break the links between the three separate circuits, because that's tantamount to literally tearing the soul apart. I mean... Yeah, I'm just going to straight up say you can't do it, because if I say you can then BFEL will try it for munchkining himself into a lich or something. No, BFEL, you cannot become a lich. Or a ghost, servitor, immortal, gargoyle, archdemon, golem or anything else that will convey immortality and/or unfathomable power on you.


Which one is the "White" Circuit? :P

Also, magic comes from the physical one? Interesting, I shall have to meditate on the meaning of this. Actually since magic comes from the physical and psychic power is from mental does that mean a mage can't read minds?

What connection do Light/Shadow have to these "circuits"?

Are all the novels gonna explore a different one of these pieces of the soul? Cool premise.

The White Circuit is, to put it simply, a fourth piece of the soul. It's an addendum a select few people have in their souls which grants them the ability to heal anybody who doesn't possess the same white circuit. There will be explorations of each part of the soul, but not in-depth; the books focus mostly on the soul as a whole.

Yep, magic is physical. Why do you think it hurts so much? No, mages can't read minds.

In-depth knowledge of the circuits is not common. You would know (being a healer, but spiritual healings are... quite advanced), Lyu probably knows the outline, Ekoka would have a fair understanding, but most people just sorta accept that your soul moves on to whereverafter when you die and that poking it is a bad idea.

Honestly, I don't know the connection between Light and Shadow and the soul. I imagine if someone was spiritually wounded, you could blend a little light and shadow with your life magic to heal them.  Or maybe a little force? I imagine there's a similar potentially representative blend to heal minds, too. Who knows. Again, I dreamt up the eight-element split for the sole purpose of this game. The split didn't occur before the game started, although the same constraints and laws still existed; no creation or destruction of matter, it's painful and will one day kill you (Seriously, it's the leading cause of death for mages) and so on. About the only bonus for mages is they tend  to have supercharged immune systems.

Their white blood cells know fireball.





Strictly speaking, in the book world mages are instruments of order. Those more predisposed to imposing order tend to have magical power. Lots of mages serve in police forces for that reason. Every now and then, there's a prophecy of somebody who's going to come in and toss everything into the air, as all good prophecies do (There's never one of "This man shall appear and be really good at taxes). That's never a mage. But there will almost always be a mage who will help them, who will temper their natural chaos with his natural order. Hopefully guide it into something productive rather than 'I stab everybody now'.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 09:54:23 am
Tearing the soul apart just makes me think of horcruxes.
Is it possible to...distance the mind and spirit, still tethered to the physical but "stored" in some other location?

And if mages are agents of order...what the hell is with what's gone on so far?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 20, 2014, 01:02:20 pm
:)

I'm not just munchkining for my own benefit you know. I consider playing in this RTD to be something like being an alpha tester. But for a book instead of a game.

Its my job to think of all the crazy shit you haven't already and throw it at you and yell "EXPLAIN!" because lets face it, if I don't, eventually your readers will :P

Just thought I would throw that out there, seeing as I already threw the "Its not being creative if you've already thought of it" thing. Which is another reason I munchkin so hard, and I hope that since he is currently something along the lines of "The Avatar of Creativity" that such things transfer to BOOK!Thuun.

So, question time: How much of the book that we are currently "playing in" do you have planned out? Because it seems like you have it 99% figured out and just brought us in to put some names and faces to some characters.
I guess what I'm trying to say is at the beginning of this you said we would be "helping you create the history of this world" but so far it kinda feels like we're just playing out the history you have written down.

Now this isn't gonna make me quit the game or anything, don't get me wrong, this game is crazy fun, but it feels less like an RtD writing a book and more like a book writing an RtD.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 01:08:03 pm
Heh. Yeah, planning RtDs doesn't end well when magic and overshoots come into play. See my game, Thawed. It was supposed to be a game about a sort of fantasy special forces unit, but one of the characters accidentally turned the whole base to crystal and everyone else got lost chasing her. Let's see how many casualties there are before we get through basic training.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 20, 2014, 01:12:37 pm
Heh. Yeah, planning RtDs doesn't end well when magic and overshoots come into play. See my game, Thawed. It was supposed to be a game about a sort of fantasy special forces unit, but one of the characters accidentally turned the whole base to crystal and everyone else got lost chasing her. Let's see how many casualties there are before we get through basic training.

I hope its 97. That's probably a record for most deaths in an RtD, and you'd break it before basic training is done :P
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 03:40:02 pm
There is no way that would be a record. Entire worlds have been destroyed in RtD games. Entire worlds have been destroyed in RtD games that were never supposed to leave the room they started in.

If it was 97 PC deaths, maybe, but I only have six of them.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 20, 2014, 06:19:03 pm
The book itself is mostly planned out. I know roughly what happens, I know who lives, who dies and who pulls off awesome stuff.

But this setting, the one you guys are playing in? It's the history, the backstory of the world. It's stuff I've never gotten around to thinking about other than "yeah, eight hundred years ago a malevolent thing killed the sun, broke the moon and caused chaos for a while." I DO know the canonical solution that happens at the end, but as to how the saints got there? Not a clue.

Sooo, I've plotted out a rough journey for you guys and I'm just going to keep throwing random shit at you and see what sticks.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 09:01:28 pm
Are we the "saints"?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 20, 2014, 09:36:27 pm
Are we the "saints"?

If all goes according to plan and you destroy the monstrous evil trying its level best to drive humanity to madness?

Yes.


Tearing the soul apart just makes me think of horcruxes.
Is it possible to...distance the mind and spirit, still tethered to the physical but "stored" in some other location?
Yeah, I guess so? It'd take a lot of power to hold them in place, kinda like the effort it takes to hold a spring stretched right out.

Quote
And if mages are agents of order...what the hell is with what's gone on so far?
*Shrug* People go off the reservation on occasion. And the humans still have free will. Mages have a predisposition towards being orderly, but if they choose to embrace disorder, then they have the ability to cause a lot more chaos than most.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 20, 2014, 10:26:01 pm
1. Is it possible to anchor them to other things?

2. Is it just me, or is the magic causing most of the group's disorder?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Nunzillor on February 20, 2014, 10:55:55 pm
2. Is it just me, or is the magic causing most of the group's disorder?

AlcoholMagic: the cause, and solution to, all of life's problems.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 21, 2014, 02:37:00 am
1. Is it possible to anchor them to other things?

2. Is it just me, or is the magic causing most of the group's disorder?

1. Depends. Wherever you stick it, you're going to have to tie it down really hard to get it to stay. Some things naturally work to provide anchoring points, I'd guess - I would advise against trying to stickytape your mind into the ocean.

2. Which is why I didn't make a big deal of the "mages are agents of order" thing. I fully expected this game to be a general roller-coaster of chaos thanks to my petulant magic system. Really, it's an extraneous detail. In-universe, I guess you can say that since the heavens have just been turned upside down, then a little chaos is going to find its way into every damn thing. Ultimately, it's not magic itself that creates order, it's the person who's using it. Mages are simply more likely to end up working as policemen, librarians, advisors, guides - they're generally not the ones at the forefront of a revolution. They may advise the revolutionaries and may get fired up about it, but they don't lead revolutions, generally because they tend to favour far more moderate and tempered approaches to problems; revolution is not a moderate response.

Honestly, don't worry about it. It's not something that works in this game, mostly because I haven't placed in D&D alignments and because I want the game to be rather chaotic and fun. But the books, where I am literally in full control of what happens? Then I can make it work.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 21, 2014, 10:33:21 am
Hmm....Niccolo, you mentioned before that souls are basically enormous amounts of energy right? Does that mean they could be used to power spells? Well, I mean could I use SOMEONE ELSES soul to power up a spell? :P

And if I did, how many sanity points would I lose? XD
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 21, 2014, 06:49:42 pm
Yes and all of them, respectively. You'd be so filled with guilt you'd probably immediately commit suicide.

You're a Life mage and the soul is something that you - or at least your temple - would hold sacred. Yes I can and will use your backstory.




The next turn's going to be up in a while. I've got a busy day, but hopefully I can write it up this afternoon.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 21, 2014, 08:49:27 pm
Yes and all of them, respectively. You'd be so filled with guilt you'd probably immediately commit suicide.

You're a Life mage and the soul is something that you - or at least your temple - would hold sacred. Yes I can and will use your backstory.
...Is there something in my backstory that would prevent me from draining soul energy?
And if I didn't destroy any bit of the soul, could it regenerate? And if so, how much could I take from any given soul?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 21, 2014, 09:30:29 pm
You know, I'm not sure. I can't imagine the soul's owner would be entirely happy with you, but as long as you took... I'd say, less than half of the energy within any one circuit and no more than a third of the total energy, it'd bounce back.

As to your backstory, I don't know. You didn't give me quite as many openings as BFEL did.
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 21, 2014, 11:04:15 pm
Bwa ha ha.

Anyways, good to know I guess if I ever need to do anything particularly powerful. Could I use non-human souls? Frogs or bugs or plants or something?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: BFEL on February 21, 2014, 11:16:07 pm
Bwa ha ha.

Anyways, good to know I guess if I ever need to do anything particularly powerful. Could I use non-human souls? Frogs or bugs or plants or something?

NoNo, you use the soul of the thing you're FIGHTING, use its own soul to nuke it. Its the absolute ultimate "fuck you"
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: GreatWyrmGold on February 21, 2014, 11:16:49 pm
...Would that be plausible?
Title: Re: Roll to Go Mad: Turn 39 - Revelations
Post by: Niccolo on February 21, 2014, 11:42:08 pm
You have to overcome their defences. Just to expand on that: every living thing's soul wants to stay inside their body and conform to only their will. (Yes, you occasionally get psychic frogs. Yes it's as weird as it sounds.) The stronger their will, the harder you have to fight - and it leaves you wide open to them and to other attacks, due to the brutal levels of concentration required. And if they're actively fighting you, then they're even more opposed to you, almost entirely negating your ability to even attack their soul.

Just as a side note, fully supercharging yourself off of a soul would give you equivalent strength to an extra five ranks. In every school.

But, you're welcome to try, just as BFEL is. Find a hapless NPC, suck out his soul through a mystical drinking straw and hold onto the energy. You'll just have to be prepared to accept the consequences, whatever they may be.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 22, 2014, 07:13:53 am
A quiet round, although Felice has some fun/headaches.


- Turn 40: Diamond Nights -

Night falls on the City of Diamonds. Predators stalk the nights, but you all gather in the inn…


Before heading to bed, Thuun realizes just how long its been since he has eaten, and immediately rushes to the tavern/inn owner and buys up a enormous amount of food, practically a banquet, before promptly stuffing his face in the most expedient manner.

Relate the information to my compatriots.

Tell Felice I'll need to see that Light book in the morning to be able to learn the lucidity spell.
Suggest we sleep in shifts, because seriously, shit is gonna go down and we all know it even WITHOUT OOC knowledge.

You walk into the inn’s taproom just as the last rays of light fade from the sky. It’s now truly dark outside. You storm up to the counter. “Rightio. I’ll have two dozen mutton shanks, ten bowls of rice, three pounds of roast beef, four roast pumpkins and as much cranberry jam as you have in stock.”

The serving girl behind the counter looks at you blankly. “Huh?” she mumbles. She looks… stupid. As though she’s been hitting the pipe. You dutifully repeat your order. “We got a pig on the spit, roast winter vegetables  and some bread. Is that okay?”

You sigh. “Yeah, that’ll be fine. Make mine two orders.”

Your compatriots begin to appear. Ekoka looks smug; he must have pulled off something pretty cool. Baldur looks - and smells - like he’s been drinking as he wanders in from the street Somehow, he’s still perfectly ambulatory and barely even weaving. Lyu looks like he always does; perpetually smiling. You wonder how he does it.

Lastly, in comes Felice. You look closely at him; something seems different. Suddenly you spit out a mouthful of cheap beer in surprise. His eyes are glowing! They’re glowing with an icy blue light, like marsh-flames are trapped within his skull. You’ve never seen anything like it.

Strangely, he doesn’t even seem to notice. He orders food along with the others and the four of them sit down to join you. Finally the others notice Felice’s new acquisitions; you cover your food as they all take it in turns to spit-take as well.

“What the hell is up with your eyes, Felice?” you ask finally. He raises an eyebrow. “They’re glowing! Burning, even!”

He blinks. “Ah. All right, so, weird stuff happened inside of my noggin. Now, whenever I concentrate, I see some kind of blue sphere inside of me. I get the feeling I need to open this thing up somehow, but I have no clue how to begin doing this. Any ideas?” He looks hopefully around, but everyone’s faces are as blank as yours. ”Damn it,” he mutters. ”Oh, also, I'm done with the books, so if you want to borrow them, now's your chance."

Everyone’s still a little startled by Felice’s new eyes to register what he’s saying right away. Finally, your brain restarts enough for you to share your day’s gleanings. ”Well. In other news, mages aren’t exactly welcome here in Shas Ria. Which is damn weird… Outside of Sinlamurien in Limeros, Shas Ria has always been the biggest magical centre in the world. It seems that they’re as terrified here as they were back in Shas Isa.” You eat some pork. It’s not great, but at least it’s filling. ”Those devilings? The mages here haven’t heard of them. Professor I spoke to damn near chased me out the second I mentioned demon-inside-human.”

”So he agrees with me, then,” Lyu observes. ”Demons can’t control humans. Whatever this is, it’s like a demon, but it’s not one. It’s…”

”Something new,” you finish. You place the pile of sketches and diagrams on the table, studiously avoiding wet patches. ”Good news, though, he and I managed to theorise a way to destroy any more crazy-maker sigils. Bad news is it takes serious firepower. Ekoka and I won’t be able to fully destroy them until we get much stronger.” You glance at Felice, still slightly unnerved by his burning eyes. ”I’ll need that Light magic book in the morning… if I’m to learn this spell, I need to get a hang of Light magic first.”

The others murmur. Ekoka seems keen to get started, but also quite wiped. Finally, Baldur speaks. He barely slurs at all, not showing the faintest sign of his day of drinking. ”I spoke with the messenger who visited the Palace,” he begins. ”Turns out, Shas Isa went nuts. The Baron is dead, most of the town is crazy and apparently ‘witches’ are the new kindling.” He taps his chin thoughtfully. ”According to the messenger, the only normal one is the mayor. Eating like a horse, though.”

The news is disquieting. The baron, dead? That just doesn’t seem possible. The man was as indomitable as the mountains he lived in.

”Apparently, the beastie that killed the Baron was a fair sight stronger than ol’ Vanda whatsisname. The messenger said the beastie physically tore the Baron in half!”

With news like that, there’s not much more else to say. You all quietly and soberly go back to your food.



Loan out magic books to companions, try to get some kind of idea as to what to do with my mind orb thingy
You’re a little surprised that your eyes are apparently glowing. You hadn’t noticed at all! You shrug. The news is sobering, but at least it’s pretty much what you had expected. ”Well, I’ll take the graveyard shift.” You set the pile of magical texts on the table and get up to leave.

As you’re walking, you prod a little at the mental orb. (1) Something… Just on the edge of your vision. With a start you realise the world has blue-shifted. You glance around quickly, but nobody else is reacting. In fact, nobody else is moving. Everything around you is flat and blued over, as though the world were dyed. Everything appears inanimate, as though painted onto a canvas.

You walk through the still world, stepping around frozen patrons. It’s eerily silent. There must be… You shut your eyes. The orb in your mind is still whole, but glowing brighter than ever. ”Stop it!” you shout in the depths of your mind. “Whatever you’re doing, stop!” There’s a sudden swirl of red to your right and then the colours are back.

”Okay. What in the name of sanity was that?” you growl. Behind you, your compatriots are swearing in surprise. You call out to them and wave, and they calm down. You chuckle and walk out the door and head for the room.

Okay, ball, let’s see what you’ve got, you think at the glass orb thing. (3) You give it a rather vicious mental jab.  It sparks, but doesn’t really do anything. (4) So you jab it again, imagining getting a massive run-up and driving your elbow into it. The orb flashes and suddenly you’re swept off your feet and flying towards the stairwell! (3, 6) you mostly manage to recover your footing, but stub your feet hard enough to bruise. Interesting.

(4) This time, you imagine caressing the ball. It hardens for a moment and becomes clarified in your head; you stop and grab hold of the banister as images swarm into your brain. There’s no rhyme or reason to the pictures; you see carriages pulled by explosions. You don’t know how it’s explosions, since you can’t see them, but you do. People sitting in front of little boxes that have glowing sides. Metallic birds that have eaten hundreds of people. And you see the infinite, vast chasm between stars and suddenly you open your eyes and the images are gone.

Okay, that was weird.

You drag yourself up to the room, exhausted, and collapse onto a bed.


First off, make a mental note to buy a glove for my rockhand.
After that, study one of the unread magic books until it's time to sleep.

"Hm. I'll need to practice this,” you mutter as you look over the rough clay book. But you feel pretty proud of your accomplishment, and with a smug grin on your face that you know will annoy Thuun, you head down to get something to eat.

A short time later, you return to your room carrying the Force magic tome. You sit in the armchair and read about Force theory for a few hours; behind you, the cracked pieces of the moon slowly rise over the city and paint it a pale grey.

You while away a few hours reading. Force seems to be the most elemental of magics, a simple outpouring and focusing of energy. Of the eight schools, it is one of the most dangerous to deal with; as you read that, you give your rockhand an amused glance. But it would seem that Force is not all about brute strength; you read about how the subtle use of Force magic can be used to simulate luck. In particular, the book seems to detail one weak but undeniably skilled mage who, incapable of simply blowing his opponents apart, would use delicate nudges to upset their footwork or guide their blades harmlessly past. Well beyond your level, but still pretty interesting.

The angel described in the book’s centre is none other than Rampel, the same as the angel in your Earth magic text. The four angels seem curiously interlinked. But Rampel in particular is a quite obdurate fellow, judging from his spheres of guidance. You chuckle. He’s certainly a good match for the hard-headed Cylenians.

Congratulations, you’re now Level 1 in Force magic! Useful by itself, Force magic can be combined with other elements to give them a nice extra ‘oomph’.


Pick up a random magic book if I can, and commence reading it! Otherwise look through the Cylenian bible and examine Cylenian beliefs.
"Ah, good literature! How I love it!" you sigh happily and pick up a random text. It turns out to be the Water magic book! You take it up to the room you’re sharing with Ekoka, not at all surprised to find him already engrossed in a book.

You sit and read for a while. Apparently Water magic is as much about entropy and simple redirection of forces as it is about directly controlling water. It’s also apparently pretty important in weather magic!

The book also contains a treatise on Haamiah, the patron saint of priests as well as Yagalia. It doesn’t contain much that you didn’t know, although it turns out that Haamiah should apparently be keeping an Eye on Thuun as well, given His sphere covers both Water and Life magic. You idly wonder what would happen if Thuun were to try and combine water and Life magic. Would it attract Haamiah’s attention?


Having not much else he wants to do, Baldur flips through a few of the magic books before heading to bed.
You sit and idly flick through the Fire magic text. The book seems to have been written by a young hothead, which is rather fitting, you think.

A curious diagram catches your eye. It’s not Nathaniel, that one was a few pages back. This one is more familiar… ”Ah!” you shout. It’s a description of the forging technique that Thuun used on your blade! Damn, that event was scary. You were not expecting the son of a bitch to split the goddamn earth open.

The page describes a rune that is a weird mix of the characters for bronze, fire and rivers. You’re not entirely sure what it’s meant to be, but you’ve seen it somewhere before… Curious.

You keep reading. The book is rather interesting; it delves into the theory of Fire magic and how it’s about aggression as much as it is about passion. it also describes the ‘momentum’ of a fire, and how once a fire has properly caught it is so much more difficult to combat. Interestingly the language seems to describe swordplay just as much as it does magic. You’re not entirely sure that swordplay is a whole lot like a forest fire, but this author certainly seems to think so. Nevertheless, the author describes how to ensure that magical Fire acts like real fire does; you let that sink in a little and smile.

New passive trait gained: Momentum! On attack, your opponent rolls to block. On a roll of 4 or 5 the strike is only blocked (no parry) and on a coin-flip of heads you immediately strike again. The second strike cannot critically fail, and if the second strike is blocked then they are knocked over and gain a -1 to actions next turn. 



The moon slowly passes over the night sky. The five of you take turns watching out for one another through the night, but nothing at all happens.

The next day dawns cloudy and damp. There will undoubtedly be rain at some point, and judging from the clouds, a rather spectacular lightning storm.




Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 22, 2014, 09:17:08 am
((So Felice can apparently see the future now. Cars, Planes and Televisions oh my!
Also more knowledge with which to munchkin KEKEKEKEKEKE.
Oh, did you originally intend for Thuun to get Haamiah as his aspect? I mean Haamiah is the patron of PRIESTS AND HEALERS. Thuun is kinda both :P

Can one person have more then one aspect? >:D

Anyway: DISCUSSION))

So what shall we do now? Options, options. I believe I'll visit the cathedral to see if they know where the place that Sariel told me we should go is.
Beyond that I'm not sure what to do. I am unsure as to whether we should talk to the court here as Thuun begins whispering I and Ekoka are mages.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 10:59:27 am
"I have no idea what's going on, honestly! What were we doing again?" Lyu asks of his companions.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: USEC_OFFICER on February 22, 2014, 11:07:03 am
"I have no idea what's going on, honestly! What were we doing again?" Lyu asks of his companions.

"Whatever we want to. We aren't getting paid, and what we did in the inn way back when is a moot point now."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 11:11:28 am
"I'm a bit confused, actually. Why didn't we go back to Shas... something or other? The place with the baron who got torn in half? I don't think anybody told me!"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: USEC_OFFICER on February 22, 2014, 11:12:59 am
"I'm a bit confused, actually. Why didn't we go back to Shas... something or other? The place with the baron who got torn in half? I don't think anybody told me!"

"You just answered your own question there."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 11:16:37 am
"You just answered your own question there."

"But we didn't know any of that when somebody decided that we should go in another direction. So I'm still pretty confused!"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 11:19:17 am
Felice grumbles and rubs his forehead.

"You're confused? My eyes started glowing and I've got some weird mental sphere in my head. I can't even make sense of the damned thing..."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 11:21:10 am
Felice grumbles and rubs his forehead.

"You're confused? My eyes started glowing and I've got some weird mental sphere in my head. I can't even make sense of the damned thing..."

"I'm sure you'll be fine. Trust me, I'm a priest. I know these things. Besides, what's happening to you right now is just a smaller bit of confusion in the rather sizable storm of missing information and context that is our current existence."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 11:26:24 am
"I'm sure you'll be fine. Trust me, I'm a priest. I know these things. Besides, what's happening to you right now is just a smaller bit of confusion in the rather sizable storm of missing information and context that is our current existence."

"I don't know, man. Last night I imagined tackling the thing, and I actually got flung backwards. As in, I almost fell down a stairwell. Honestly, I've got no idea how to appraoch this thing.

To make matters worse, I was planning on going to the archery range today, but I'm not sure people will like to see me coming, what with the glowing eyes and the general lynching of mages that going around."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 22, 2014, 11:27:46 am
Felice grumbles and rubs his forehead.

"You're confused? My eyes started glowing and I've got some weird mental sphere in my head. I can't even make sense of the damned thing..."

"I'm sure you'll be fine. Trust me, I'm a priest. I know these things. Besides, what's happening to you right now is just a smaller bit of confusion in the rather sizable storm of missing information and context that is our current existence."

Thuun sighs Lyu, we need to get to the cathedral by the eastern coast. It has two different colored doors, one is black the other is...white? Gold? I actually kind of forget that part....But anyway, It was literally shown to us by SARIEL. The ANGEL. But as for right now we have more or less free reign of the city, provided none of us spark a witch burning mob. And now that Felice has gone all glowy-eyed there is one more person likely to do that.

Actually Felice might be MORE conspicuous then me or Ekoka at this point. We should probably keep him from wandering the streets, less the mob thing.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 11:31:34 am
Thuun sighs Lyu, we need to get to the cathedral by the eastern coast. It has two different colored doors, one is black the other is...white? Gold? I actually kind of forget that part....But anyway, It was literally shown to us by SARIEL. The ANGEL. But as for right now we have more or less free reign of the city, provided none of us spark a witch burning mob. And now that Felice has gone all glowy-eyed there is one more person likely to do that.

Actually Felice might be MORE conspicuous then me or Ekoka at this point. We should probably keep him from wandering the streets, less the mob thing.

"Son of a bitch, this magic shit is getting on my nerves. Guess I'll be forced to stay in my room then."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 11:33:42 am
Thuun sighs Lyu, we need to get to the cathedral by the eastern coast. It has two different colored doors, one is black the other is...white? Gold? I actually kind of forget that part....But anyway, It was literally shown to us by SARIEL. The ANGEL. But as for right now we have more or less free reign of the city, provided none of us spark a witch burning mob. And now that Felice has gone all glowy-eyed there is one more person likely to do that.

Actually Felice might be MORE conspicuous then me or Ekoka at this point. We should probably keep him from wandering the streets, less the mob thing.

"Not only is that the first time I've heard of any of that, it's also real fishy, I think! Are you sure that wasn't just some hallucination? I did give you a lot of jimsonweed, you know."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 22, 2014, 11:35:13 am
Thuun sighs Lyu, we need to get to the cathedral by the eastern coast. It has two different colored doors, one is black the other is...white? Gold? I actually kind of forget that part....But anyway, It was literally shown to us by SARIEL. The ANGEL. But as for right now we have more or less free reign of the city, provided none of us spark a witch burning mob. And now that Felice has gone all glowy-eyed there is one more person likely to do that.

Actually Felice might be MORE conspicuous then me or Ekoka at this point. We should probably keep him from wandering the streets, less the mob thing.

"Son of a bitch, this magic shit is getting on my nerves. Guess I'll be forced to stay in my room then."

Sorry Felice. Anything you want me to get you while I'm out?

Thuun sighs Lyu, we need to get to the cathedral by the eastern coast. It has two different colored doors, one is black the other is...white? Gold? I actually kind of forget that part....But anyway, It was literally shown to us by SARIEL. The ANGEL. But as for right now we have more or less free reign of the city, provided none of us spark a witch burning mob. And now that Felice has gone all glowy-eyed there is one more person likely to do that.

Actually Felice might be MORE conspicuous then me or Ekoka at this point. We should probably keep him from wandering the streets, less the mob thing.

"Not only is that the first time I've heard of any of that, it's also real fishy, I think! Are you sure that wasn't just some hallucination? I did give you a lot of jimsonweed, you know."

I'm not the only one who saw it. And pay more attention, you grinning fool.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 11:42:03 am
Sorry Felice. Anything you want me to get you while I'm out?
"It'd be super if you could pick me up some supplies to fletch some arrows. Lord knows I'll have enough time to make some nice ones while I'm stuck in here. Don't pay more than sixty gold though, I'm not looking to make more than a handfull at the most."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 22, 2014, 11:44:39 am
Sorry Felice. Anything you want me to get you while I'm out?
"It'd be super if you could pick me up some supplies to fletch some arrows. Lord knows I'll have enough time to make some nice ones while I'm stuck in here. Don't pay more than sixty gold though, I'm not looking to make more than a handfull at the most."

Will do.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 11:45:46 am
I'm not the only one who saw it. And pay more attention, you grinning fool.

"Hey, nobody tells me anything for some reason. Go figure. Anyhow, if you have got some kind of silly angel quest, why aren't we already, you know, going in that direction? Is it some kind of 'the time has to be right' nonsense? This town's a bit boring, I find, and likely to soon be on fire and filled with horrible creatures that want to eat our flesh. And I find it really doubtful that anyone here can provide anything even vaguely resembling help, given the rectal-cranial inversion characteristic of people in large trading centers."

Lyu spent a moment thinking of Shas Ria in flames, people screaming as they were torn limb from limb, and smiled widely.

"So, we should probably get going as quickly as possible. Stay mobile, see the sights. Not spend time in crappy Cylenian metropolises."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 11:48:43 am
"Hear hear, maybe we could take a boat out of this place?"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 22, 2014, 02:35:26 pm
((Wait, the book is made out of clay? I thought it was stone temporarily made as soft as clay!))

"To make matters worse, I was planning on going to the archery range today, but I'm not sure people will like to see me coming, what with the glowing eyes and the general lynching of mages that going around."
"Perhaps we should look into getting some darkened spectacles for you or something, pretend you're blind? That would likely rule out archery as well, but at least you wouldn't be lynched...we might want to get gloves for myself as well..."

"Anyhow, if you have got some kind of silly angel quest, why aren't we already, you know, going in that direction? Is it some kind of 'the time has to be right' nonsense? This town's a bit boring, I find, and likely to soon be on fire and filled with horrible creatures that want to eat our flesh."
"And we know for certain that the wilds are already filled with horrible creatures that want to eat our flesh. And which will likely be on fire once we get involved." Ekoka chuckles. "We can use the chance to rest, study, prepare."

"Hear hear, maybe we could take a boat out of this place?"
"This would be a good idea. But first, we need to finish preparations..."

1. Read the Water Magic book.
2. Attempt to purchase gloves to conceal my hand.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 04:12:13 pm
"And we know for certain that the wilds are already filled with horrible creatures that want to eat our flesh. And which will likely be on fire once we get involved." Ekoka chuckles. "We can use the chance to rest, study, prepare."

"That's true... wait, no, it isn't! We didn't run into a single horrible creature who wants to eat our flesh on the way from the village! It's a tad disappointing, actually! Clearly, the woods need to step up their game a little. And we've done nothing but rest, study and prepare the entire time we've been traveling. This city... is... superfluous! A hole in the ground where we shall be distracted and waste all of our precious time until the woods do step up their game and render the silly people of this town extinct! Good riddance to them, obviously, but not so good for people who want to actually get somewhere and effortlessly fulfill grand destinies, like us and any other heroic souls. And what are we even doing here? You have been doing nothing but sitting in a room and reading books, as have I. I am absolutely certain you and I could do the exact same thing in a carriage or, for instance, in a cathedral on the coast where we're actually supposed to be. At least on the road any trouble we find was looking for us rather than the other way around, eh?"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 22, 2014, 06:07:34 pm
"And? That was only part of our journey. I seem to recall a rather large horde of demonic beings trying to eat us if we don't choose the one, small, safe leg of our journey. And we haven't seen any creatures here, either. It's nice to be able to rest and relax, and not have to worry about wolves and rain and such for once. Not to mention that studying in a travelling carriage is not as easy as you seem to think it is, especially if you want to do more than just read the book. Obviously we can't do it forever, but we can do it for a bit longer with no issues."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 22, 2014, 06:28:35 pm
"And? That was only part of our journey. I seem to recall a rather large horde of demonic beings trying to eat us if we don't choose the one, small, safe leg of our journey. And we haven't seen any creatures here, either. It's nice to be able to rest and relax, and not have to worry about wolves and rain and such for once. Not to mention that studying in a travelling carriage is not as easy as you seem to think it is, especially if you want to do more than just read the book. Obviously we can't do it forever, but we can do it for a bit longer with no issues."

"Until the demonic horde catches up with us, you mean, of course. I have to say, the boat idea certainly appeals to me quite a lot. We might get to fight insane demonfish! Besides, we were only in danger of getting eaten for a single day at best, so you're just being dramatic there. Also, rest and relaxation are something you can try to get after the end of the world as we know it has either happened or been averted, my friend! Time's a wastin'!"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 22, 2014, 07:11:18 pm
All I can gather from this is I suck at introducing questlines. Which kinda makes sense. I know what the main quest/objective is, so I sorta assume you guys do, so I just don't mention it.

GMing is hard.




1) You could always go speak to the duke, since originally that's how you were getting paid. A charisma check should convince him you're not lying, especially if you can describe the Baron or Cyrus in fair detail.

2) You could also go talk with the priests and seers in the temple.

3) You didn't go back to Shas Isa because the Baron barred you from returning for several years for the ruckus you guys caused (which may or may not have been your fault). It is a moot point now, since he's dead, so you guys can head back if you want.

4) I could always besiege the city if you really want something exciting.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 22, 2014, 07:26:18 pm
((say, while you're throwing out hints, mind giving me one about the mindsphere? Because right now it just seems that mentally touching it just provokes random reactions. also I am lazy and pretty thick so I won't be able to solve it by myself))
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 22, 2014, 07:48:58 pm
((say, while you're throwing out hints, mind giving me one about the mindsphere? Because right now it just seems that mentally touching it just provokes random reactions. also I am lazy and pretty thick so I won't be able to solve it by myself))

((Well, Kidzuku was enchanted with wind magic I believe, and light magic put it in your head. Lets see, what are the similarities between light and wind? Both are fast of course, neither are very solid, so they escape grasp easily.
Perhaps instead of trying to catch the wind you should try and guide it where you want it to go? Or maybe blow on it :P))

I have a suggestion then. I'll head over to the local temple and talk to the people there. Lyu and Baldur, you speak to the duke and convince him of our deeds. Maybe you two can actually get us paid. Ekoka, you can go shopping for gloves and fletching supplies and shaded spectacles.

Afterwards we'll spend the night reading the books and getting prepared before we all head out to the east. Sound good?
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 22, 2014, 07:59:43 pm
It's in your head. Nothing can happen in your head without permission from you. Maybe just try talking to it?

Don't slap it. And definitely don't blow on it.


But if you do feel the urge to smack it, think about Thuun. THEN smack it.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 22, 2014, 08:41:24 pm
"Until the demonic horde catches up with us, you mean, of course. I have to say, the boat idea certainly appeals to me quite a lot. We might get to fight insane demonfish! Besides, we were only in danger of getting eaten for a single day at best, so you're just being dramatic there. Also, rest and relaxation are something you can try to get after the end of the world as we know it has either happened or been averted, my friend! Time's a wastin'!"
"Firstly: We've fought more demons travelling here than staying here. Secondly: Do you really think you can keep going at full capacity without even a couple days here and there to rest and recuperate? Thirdly: Demonfish are hardly a serious danger compared to things we know actually exist."

4) I could always besiege the city if you really want something exciting.
NO. WE'VE HAD ENOUGH EXCITING. WE'LL LEAVE SOON I PROMISE!

I have a suggestion then. I'll head over to the local temple and talk to the people there. Lyu and Baldur, you speak to the duke and convince him of our deeds. Maybe you two can actually get us paid. Ekoka, you can go shopping for gloves and fletching supplies and shaded spectacles.
Afterwards we'll spend the night reading the books and getting prepared before we all head out to the east. Sound good?
"As good a plan as any."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 22, 2014, 09:20:40 pm
Hehehehehehe.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 23, 2014, 02:55:59 am
All I can gather from this is I suck at introducing questlines. Which kinda makes sense. I know what the main quest/objective is, so I sorta assume you guys do, so I just don't mention it.

GMing is hard.

((Oh, I know what the quest is. It's just that Lyu doesn't, as he was never informed of it, and only now noticed that he was in the middle of an unidentified quest. He's oblivious like that.))

"Firstly: We've fought more demons travelling here than staying here. Secondly: Do you really think you can keep going at full capacity without even a couple days here and there to rest and recuperate? Thirdly: Demonfish are hardly a serious danger compared to things we know actually exist."

"Firstly, when you have an advantage of no demons in the vicinity, the reasonable thing to do would be to press it, not sit on it! Secondly, you can easily rest while traveling, you big baby! What else do people even do on a boat, or a carriage, for that matter? Thirdly, it certainly would be amazing if you were right!"

I have a suggestion then. I'll head over to the local temple and talk to the people there. Lyu and Baldur, you speak to the duke and convince him of our deeds. Maybe you two can actually get us paid. Ekoka, you can go shopping for gloves and fletching supplies and shaded spectacles.

Afterwards we'll spend the night reading the books and getting prepared before we all head out to the east. Sound good?

"That's certainly my kind of plan, with all the running around it entails! Let's go!"

To the duke! Utilize priestliness to its utmost potential to reach the old dirty bastard as soon as possible!
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 23, 2014, 10:56:26 am
"Firstly: How do you propose we press it? By exhausting ourselves? Being properly rested is an advantage all its own. Secondly: In the wilderness, we have a multitude of things to worry about, same on a boat. We have next to none here, one or two. Thirdly: Why do you think I am wrong? Have you seen demonfish? Have you seen land-demons?"
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Harry Baldman on February 23, 2014, 11:13:31 am
"Firstly: How do you propose we press it? By exhausting ourselves? Being properly rested is an advantage all its own. Secondly: In the wilderness, we have a multitude of things to worry about, same on a boat. We have next to none here, one or two. Thirdly: Why do you think I am wrong? Have you seen demonfish? Have you seen land-demons?"

"Firstly, moving about in a timely fashion is hardly exhausting, and you look very well rested already (beaming with sheer listlessness, even!), so any complaints of that nature can be safely written off as laziness and tendencies toward procrastination! Secondly, boat rides, at least for the passengers, are shockingly relaxing and physically undemanding unless you get motion sickness. Thirdly, I'm not saying you're wrong, I'm simply stating that it would be really great if you were right, because then we would have pretty much nothing to worry about on a boat, which really does support the argument that we should go on a boat ride as quickly as possible."
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Pancaek on February 24, 2014, 01:56:29 pm
((So, I'll just use navy text to signify that Felice is conversing with the sphere in his head. It seems easier to do it this way.))

Felice, seeing as he will have quite some free time being locked up in his room, decides to try and get this sphere worked out.

"Okay, sphere, if that's your real name. It seems to me that we're going to be stuck together for some time, so we might as well make the best of it. I'll promise to not metnally punch you out fo frustration anymore, if you promise not to almost send me falling down a stairwell.

It would also help if we could work out some form of communication. Do you come with a manual or something?"

Think above, attempt to establish communication with the sphere
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 25, 2014, 06:07:27 pm
Okay, so, GWG, Harry and Pancaek have finalised their actions. if BFEL and USEC could move, we can get this party started!

In a similar vein, I'm now employed. This means my Telling-BFEL-no-you-may-not time is fairly limited during the week. I'll try to be around as much as I can, though.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 26, 2014, 07:02:28 am
(oh. Oops :P)

Off to the temple, leave Lyu and Ekoka to their argument and go ask the priests about our new destination. And possibly other things lapdances
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: USEC_OFFICER on February 26, 2014, 04:35:35 pm
Uh... Go wandering around the city and browse the markets.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 26, 2014, 05:40:10 pm
Don't tempt me, BFEL.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Execute/Dumbo.exe on February 27, 2014, 01:46:03 am
Now I always read BFEL as Beful (Bea-Full) and now I've really grown attached to that name.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on February 27, 2014, 02:16:07 am
I've always pronounced it as Biffel, personally. You're just ED-E in my head though. Yes you are now a robot.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 27, 2014, 07:09:07 am
Its actually Befell. As in "disaster befell the party over, and over, and over" :P

Pronunciation of Bee-fell if you're curious.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 27, 2014, 09:01:33 am
I always mentally pronounce it Bee'ee'efel.
(The apostrophes wouldn't be there is there was a better way to separate the five e's into three syllables.)
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 27, 2014, 09:11:39 am
I always mentally pronounce it Bee'ee'efel.
(The apostrophes wouldn't be there is there was a better way to separate the five e's into three syllables.)

WHERE DID YOU GET ALL THOSE E'S?
GWG DID YOU ROB E-SURANCE AGAIN?
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 27, 2014, 09:16:47 am
E is the most common letter in the English alphabet. You have as many in your question and accusation as I did in my transliteration. I make the e's myself, thank you very much.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: BFEL on February 27, 2014, 04:52:42 pm
E is the most common letter in the English alphabet. You have as many in your question and accusation as I did in my transliteration. I make the e's myself, thank you very much.

...funny how I didn't notice how much we use that letter until now. I CAN'T UNSEE IT AND ITS KINDA SCARY!
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: GreatWyrmGold on February 27, 2014, 05:33:48 pm
Second-most-common is t.
Title: Re: Roll to Go Mad: Turn 40 - Diamond Nights
Post by: Niccolo on March 01, 2014, 07:42:06 pm
Oookay. I really have to stop procrastinating about this. Gonna write the next turn up ASAP.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 01, 2014, 09:33:51 pm
- Turn 41: Apotheosis -

The following morning, the five of you meet in the inn’s simple and smoky taproom to discuss your next moves. At the end of it you decide to separate for the day and gather what you will, once more meeting at dinner time to discuss the day’s gleanings…

Day 2: Morning

1. Read the Water Magic book.
2. Attempt to purchase gloves to conceal my hand.

You head for the old, worn wooden stairs, your mind already focusing on the Water magic book that you aim to collect and read. What secrets will it hold?

You sit yourself in your customary loveseat, the book open in your lap. The frosty morning sunlight is streaming in over your shoulder. You smile contentedly and begin to absorb the knowledge within the tome. As hours pass, you read about basic water magical theory. It would seem that water magic is not, in fact, bound to the three forms of water alone - although without water around, the magical form is certainly extremely limited!

The text describes a way around that, however. The ability to summon water from the same realm wherein demons live! The water only lasts for as long as your concentration is focused upon it, making it impractical as a long-term water source, but if you ever needed water magic in a hurry you could certainly summon it.

It would appear that the demands of water magic are far less than that of earth magic, too! As water is far easier to manipulate, the magical rebound common to all magics is less for water as compared to earth. You have noticed something similar in regards to wind magic, although you have not used it in some time.

You've levelled up! You can now control water in jets for about 20 to 30 feet and can freeze, melt or boil small bodies of water (about ten cubic feet) at will.

Pleased with yourself, you put the book away and amble downstairs and towards the markets. A short stop at a tailor’s (-10 gold) provides you with a pair of gloves that nicely hide your hands from wandering eyes.



Attempt to establish communication with the sphere
You find a quiet corner to sit in and shut your eyes, focusing all of your attention on the sphere. "Okay, sphere, if that's your real name. It seems to me that we're going to be stuck together for some time, so we might as well make the best of it. I'll promise to not mentally punch you out fo frustration anymore, if you promise not to almost send me falling down a stairwell.”

The sphere doesn’t respond. You nudge it ever so slightly. ”Hello?” It pulses in your mind. You smile. ”It would also help if we could work out some form of communication. Do you come with a manual or something?" The orb pulses again and again, each pulse brighter than the one before. With another bright flash, the orb is suddnely glowing a steady blue.

You mentally reach out and touch the orb, laying one hand firmly on the surface. You can feel power coursing through you! Your eyes snap open and you understand. A bird flits by, practically in slow motion to your expanded mind. You glance at it and, not quite sure how, you understand. You know every move the bird is going to make. Curious. You let go of the bird and stand to look out the window, one hand still firmly on the orb in your mind. You reach out and, somehow, see the people below you.

He will step to the left to avoid the oncoming cart.

He will rob that woman.

She does not notice and will head straight for the stall up ahead selling bolts of bright cloth.

That child will thieve from the thief.

Curious.

You can’t see much, but you can see. Turning back to the room, you gesture imperiously at your bow. It flies into your hand. Grinning, you picture a made bed within the orb and wave your hand. Your bed makes itself in front of you. You laugh. It’s all so simple!

Ability unlocked: Psychic, Level 1! You can partially understand your opponent, gaining a +1 to hit and to dodge when you focus. You can also manipulate small, non-living objects, up to a mass of two kilograms. Both abilities have cooldown timers and your concentration can be disrupted.

You sense the power within you come under a semblance of control, although the orb is still there within your mind. Although you can't see it from your angle, the fire in your eyes has faded down to nothingness, merely a dim glow of the irises when you're in full darkness.


Off to the temple, leave Lyu and Ekoka to their argument and go ask the priests about our new destination. And possibly other things lapdances
You stride north, intent on the temple. It’s only when you get there that you stop and blink.  The temple is a huge, soaring affair with a large golden dome on top, with massive doors of gold and silver… just like your vision. But this one is damaged beyond repair! The dome is dented, blackened and torn open in several places. The golden door is wide open and cracked right through, a massive slab of the door having been torn off and lying on the ground. No looters have touched the door, even though it would be worth millions. The silver door is cracked as well, but the damage doesn’t seem as severe, since the door still looks mostly whole.

You shudder and head inside.

Before you can head anywhere, you’re met by the Head Priest. He looks… angry. Very angry. “You!” he growls. His nostrils flare. “I can smell the curse on you. How dare you enter this place?”

Awesome.

(1+1) You raise your hands to try to placate him; the movement draws his attention, thankfully, to your Suncloak and his face, mottle with rage, softens slightly. He still doesn’t seem entirely happy to see you. You’re utterly lost for words and entirely stumped. This is not how you pictured this going at all!

(4) Another priest comes to your aid. “Elder Typheus, relax!” he says, laying a placating hand on the older man’s shoulder. He turns to look at you; with a start, you notice that he has a long strip of cloth bound around his head so that it covers one eye. “This is the man I told you about. Take him to the Altar. Show him the truth of the world.”

The priest’s face reddens again. “The truth of the world?” he practically yells. You shrink back slightly. Other priests in the temple’s atrium have long since fled. “What truth? That our world is dying?” He gestures at you. No, not at you… At the broken doors behind you. “We are unmade! Our God is dead, cut in half, and an imposter hangs in his place!”

He’s purple by now. “And Lunette, the Goddess of Creation and Destruction, is cloven into three. Her broken body is garishly displayed above us like a trophy mounted on a hunter’s wall. We are but the playthings of some terrible fiend! That, boy, is the truth of the world!”

The head priest shakes off the other’s hand and storms off, still yelling, still purple. The other priest shrugs. “I’m sorry… Solvarion’s demise has affected everyone differently. Come. I will show you.”

The priest leads you through the inner doors and you enter the chapel proper, a massive circular room. You can see the dented dome high above you; the room is covered in flakes of gold from the roof. “Why has nobody cleaned?” you ask. “At my temple, the head priest would have whipped the acolytes black!”

The priest shrugs again. “The others are terrified to come in here. Many of them believe that the room is cursed. All of this happened in the very instant that the sun was cloven in two, so the others believe that the force that struck Solvarion resides here.” He leads you to the altar. “Look. And understand.”

You step up and look at the altar. A simple, circular table draped in white cloth, with the Orb of Solvarion set at the very centre. A masterpiece of magic, the Orb is made by twirling a pure white and pure black stone together with gold, swirling them into one perfect sphere with golden flecks throughout. The result is emblematic of the God’s powers over life and death as well as his literal presence as the light. It’s one of the holiest symbols and each temple treasures their Orb.

Except… this orb is broken into two pieces, one piece slightly larger than the other. The sight saddens you, stabs you with a spike of ice to your very core. How many hours did you spend, gazing into the depths of the Orb at your home temple?

You turn questioningly to the priest. “What am I meant to see, other than this?” you ask. He smiles and says nothing. He seems to be waiting for something. Damn priests.


To the duke! Utilize priestliness to its utmost potential to reach the old dirty bastard as soon as possible!
You wander out the door and follow the same path as Thuun, aiming instead for the palace that wraps around the Temple. It takes you the better part of an hour to arrive at the gates to the Palace. Once there, you give a reverent smile to the Guards and stroll sedately towards the gate. “Hello, good fellows!” you call, waving congenially at them. (2+1) “Might I be permitted to enter? I have business with the Duke.”

The guardsmen glance at each other. They’ve clearly been out here for several hours and appear quite surly about it. One looks about to open the gate, but his companion stops him. “What business do you have with him? We got no word of strange priests comin’ by,” he retorts.

(4+1) “I’ve come to claim a bounty,” you offer. Their faces light up in curiosity. “My comrades and I cleared the road south of here of a pack of ravening demons!” A little embellishment never hurt a good story; the trick is in giving them just enough details to keep them hooked. You give them a fairly inaccurate version of what happened in Cnoc Adh, mentioning that you had been sent to find the fate of the missing messengers - a solid starting point, since all of Shas Ria surely knew of the lack of communications.

“Anyway, since I’ve recently become a very rich man - yet am sworn to my priesthood - I feel I should share my bounty with valiant guards.” You offer them a small pouch of gold. “Charity is a virtue, and there should be enough charity here to buy wine for your whole platoon!”

The guards glance at each other, then shrug. The gate creaks open and you toss the small pouch to the guard that seems to be in charge. “Thank you for your charity, kind priest,” he chuckles and waves you through. (-35 gold)

You smile beatifically and with sedate, priestly grace you stride on through the gates and head for the main entrance. The story of your bounty races ahead of you, somehow, and you find few guards stopping you. It’s all a bit of a blur, but you find yourself standing before the Duke.

He’s not a very imposing man, fairly skinny and a little bug-eyed, but he moves as though he knows how to hurt people viciously. Given the well-used sword at his side, you figure he probably can. “A bounty?” he asks. “I have posted none such.”

“It was posted by the Baron of Waterstone, given to us maybe five days ago.”

The duke’s slightly buggy eyes sharpen. “I think you’d better start from the beginning, and don’t even think of lying to me.”

So you tell him the story, describing both the Baron and Cyrus in great detail to appease the Duke. You describe the monster that you fought, how it transformed a village into weaker, quite mad versions of itself, and how you killed it. (4+1) The Duke’s face pales throughout the story and he winces when you describe Cyrus’ death.

“Well. That’s quite a tale… and it certainly explains a lot.” He nods. “Well, I approve the bounty. And I think I’ll have several more posted, since these damnable creatures appear to have completely cut us off.” He draws up a note and signs it. “Present that to my valet as you leave; he’ll grant you your reward.”

Ten minutes later sees you wandering back down the street, a large and sturdy sack over your shoulder.

(+ 10,000 gold)


Uh... Go wandering around the city and browse the markets.
You wander for hours through the markets, marvelling at the many things for sale. One district houses weapons and armour; you see weapons of all kinds, from small throwing daggers to huge halberds, and armour for people of all sizes. Food stalls, clothing stalls, it seems almost as if the whole world is for sale in Shas Ria’s central markets!

And urchins are everywhere, constantly getting underfoot. You sigh. Why does every big city always have so many orphans? (2) It’s not for several minutes that you notice your purse is a little lighter… Oops. (-3 gold)

But the people seem antsy. Troubled. Bundled in their furs against the cold of the world, they hurry to and fro. There’s no laughter, no banter. People shoot surly glances at one another and as you pass, more than one bartering customer launches fists at the respective merchants. You shake your head. It’s all too weird for your taste. You get the feeling that you and your friends should leave the city, and soon.




Spoiler: The Players (click to show/hide)


Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 01, 2014, 11:25:12 pm
((1. Why did I get a spell instead of a levelup?
2. Felice has the makings of a decent superhero.
3. Anyone have anything specific they think Ekoka should do, or would finishing up his studies be good?))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Harry Baldman on March 02, 2014, 02:40:04 am
Hurry on back to our room at the inn. Stay away from any people until this point!
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 05:58:19 am
Waitwhat.

Ah, uh, oops, I thought you were already at level 1! Huh. Okay. Fixed now.

Well, you now know it's possible, so you're welcome to go ahead and summon in water anyway. it's a minor action so you can couple it with an actual magical action. There'll only be one roll overall, since it's all sorta one action.

Also, Pancaek: Your character no longer has the glowy eyes, so you can wander around without fear of being beaten up for being a mage. Apparently you're also turning into Batman.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Execute/Dumbo.exe on March 02, 2014, 06:40:37 am
I hope pancake can turn on the flashlight eyes on command, just to be even more badass.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 07:07:54 am
Of course he can. What would be the point in kickass crazy glowing eyes of doom if he couldn't summon them at will?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Harry Baldman on March 02, 2014, 07:20:01 am
((I have a question about psychic powers - do psychics have iron allergies as well? And if they do, are their effects purely mental?))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Pancaek on March 02, 2014, 07:39:03 am
Apparently you're also turning into Batman.
((Yes (https://www.youtube.com/watch?v=jPmb0F00YPE), this pleases me immensely. I've got a question that kinda goes along the same lines as Harry's. Do these psychic powers also evolve the same way as normal magic powers? ie. through repeated use?))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 08:35:55 am
Psychic powers are of the mind, not of the body - and aren't God-given. They react not at all to iron and aren't quite as prone to killing the user, either. However, they are far weaker than magic. Where Ekoka's rudimentary skill with force magic could allow him to blast apart an entire wall, you would maybe be able to shift a rock the size of your foot. So, no arm-splodey for using magic, but not as much bang for your buck.

And your powers do grow through use, but not in a set rate. If you go outside and toss a rock around for an hour, you might get stronger and be able to shift more mass, but you won't gain a new ability. Each time you use your gift creatively you have a small chance of discovering a new way to use your skill.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Harry Baldman on March 02, 2014, 08:44:57 am
Psychic powers are of the mind, not of the body - and aren't God-given. They react not at all to iron and aren't quite as prone to killing the user, either. However, they are far weaker than magic. Where Ekoka's rudimentary skill with force magic could allow him to blast apart an entire wall, you would maybe be able to shift a rock the size of your foot. So, no arm-splodey for using magic, but not as much bang for your buck.

((I wonder if the fact that magic is God-given and reacts poorly to iron might indicate that divine beings are vulnerable to iron.

I know, next time we see an angel, let's shoot it with an iron arrow. See what happens. The results ought to be amusing at the very least.))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 09:29:12 am
Psychic powers are of the mind, not of the body - and aren't God-given. They react not at all to iron and aren't quite as prone to killing the user, either. However, they are far weaker than magic. Where Ekoka's rudimentary skill with force magic could allow him to blast apart an entire wall, you would maybe be able to shift a rock the size of your foot. So, no arm-splodey for using magic, but not as much bang for your buck.

((I wonder if the fact that magic is God-given and reacts poorly to iron might indicate that divine beings are vulnerable to iron.

I know, next time we see an angel, let's shoot it with an iron arrow. See what happens. The results ought to be amusing at the very least.))

I'm all for it!
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 02, 2014, 10:34:59 am
Psychic powers are of the mind, not of the body - and aren't God-given. They react not at all to iron and aren't quite as prone to killing the user, either. However, they are far weaker than magic. Where Ekoka's rudimentary skill with force magic could allow him to blast apart an entire wall, you would maybe be able to shift a rock the size of your foot. So, no arm-splodey for using magic, but not as much bang for your buck.

((I wonder if the fact that magic is God-given and reacts poorly to iron might indicate that divine beings are vulnerable to iron.

I know, next time we see an angel, let's shoot it with an iron arrow. See what happens. The results ought to be amusing at the very least.))

I'm all for it!
As the team morality pet, I am NOT for it.
Although that IS a good point, might help explain how the Gods got all chopped into pieces.

Also, I just had a horrid realization. Lyu has 10000 gold right now.

HOW THE HELL ARE WE EVER GONNA GET THAT AWAY FROM HIM?
I mean, he's basically the team rogue. Or bard. Either way, not the best people to trust with ALL THE MUNNIES.

Stare at the orb some more. If that doesn't help, touch my finger to it.

((Note: If society doesn't completely break down while I'm on my way back, I want to get some stuff from the markets.
Specifically I want a fur cloak like Baldur has (I'm weaker in the cold) and a bronze chestpiece. Preferably one that can go over the leather I already have, or possibly just stud that leather with the bronze.))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Harry Baldman on March 02, 2014, 10:47:18 am
As the team morality pet, I am NOT for it.
Although that IS a good point, might help explain how the Gods got all chopped into pieces.

((Which is why it would be cool if we could get empirical confirmation of the fact, so we know what's going on when the gods get killed off next time!

It doesn't even have to be an arrow. We could just do that test that the university guy did, poking someone with a lodestone rod. Or, failing that, just ask an angel if they react terribly with iron.))

Also, I just had a horrid realization. Lyu has 10000 gold right now.

HOW THE HELL ARE WE EVER GONNA GET THAT AWAY FROM HIM?
I mean, he's basically the team rogue. Or bard. Either way, not the best people to trust with ALL THE MUNNIES.

((Lyu realizes perfectly well that it's best to spread your assets around, so that if someone gets robbed, one is not completely screwed. Besides, he has nothing to really spend it on, as real estate does not seem like a wise investment in the current apocalyptic climate.))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 11:39:44 am
I offer good price on apocalypse bunker! Very safe. Only ten thousand! Is cheap!
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 02, 2014, 02:21:22 pm
And I've got a bridge to sell ya. Leads straight to Brooklyn!
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 02, 2014, 04:50:48 pm
As the team morality pet, I am NOT for it.
Although that IS a good point, might help explain how the Gods got all chopped into pieces.

((Which is why it would be cool if we could get empirical confirmation of the fact, so we know what's going on when the gods get killed off next time!))

One would assume part of our job as heroes would be to keep other gods from getting torn asunder.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Execute/Dumbo.exe on March 02, 2014, 06:36:49 pm
I would like it If buying some property turns this game into a property management simulator.

Just my thoughts, you know.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 02, 2014, 07:03:56 pm
I would like it If buying some property turns this game into a property management simulator.

Just my thoughts, you know.

That'd be my luck. The five stalwart heroes spend the next two years buying and selling property like it's all of a sudden RtD Banished.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 04, 2014, 09:29:29 am
I would like it If buying some property turns this game into a property management simulator.

Just my thoughts, you know.

That'd be my luck. The five stalwart heroes spend the next two years buying and selling property like it's all of a sudden RtD Banished.

I MAY have put thought into derailing an RtD into "follow around the most boring NPC alive for 20 turns" just for the potentially massive Henderson rating, but I like this game too much to do that to it.

I'm saving that for something that turns out crappy :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 05, 2014, 06:21:18 pm
Okay, so, uh, it looks like some people have just utterly vanished. While we wait on them...

BFEL, everyone else is doing fairly long-ish actions, so you and I are going to have a small RP for a bit while we wander through your actions.


Stare at the orb some more. If that doesn't help, touch my finger to it.

You stare hard at the cracked and broken orb, even bend closer to get a better look. The break is smooth, with none of the jagged lines one would expect from fractured rock. It's as though the rock was sheared in two... You glance skywards, to where the old sun once hung, and remember that awful day two weeks ago. When stories began filtering in through the pitch-black day from villages on the coast of the continent on the far side of Maska. Mages relayed the story of how at midday the sun flared an angry red for an instant, before being cleaved in two by an unseen force. A concussive blast of fire and light seared the Elven lands into desert and glass, leaving no survivors anywhere on the continent except for the coastal cities and villages.

You remember hearing that the sun was split almost exactly in half but not quite, rather like this orb. Huh. The sacred object must be a more powerful artefact of faith than you thought.

Shrugging, you poke the smaller piece with your finger. Nothing happens. So you poke the larger piece. Again, nothing happens.

Lost, you look to the priest. He's still smiling that annoyingly serene smile. You notice that the bandage over his right eye is glowing faintly, as though light was spilling forth from the eye beneath.


Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 05, 2014, 07:08:55 pm
Lost, you look to the priest. He's still smiling that annoyingly serene smile. You notice that the bandage over his right eye is glowing faintly, as though light was spilling forth from the eye beneath.

This...is either really good or really bad...and its been awhile since we dealt with something really bad. At the same time, I'm not sure if you want to make this a combat turn...hmm.....

Eye the eye warily, is it magic or something....darker?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 06, 2014, 05:18:27 am
Ehehehehe.

Eye the eye warily, is it magic or something....darker?

You step back from the orb and eye his... eye. "Uh... I don't mean to alarm you, sir priest, but your eye is glowing." You nervously finger the pommel of your sword, wondering if you should draw it and stab him now, or wait for the fireworks to start.

The priest smiles at you. It's the kind of smile that makes babies spontaneously giggle. He seems absolutely benign. "Don't be alarmed, young healer. Have you never seen a seer before?" He gently touches the bandage over his eye as the glow fades. "Those of us blessed by Sariel with visions give one eye to the future and keep one firmly on the present." He lowers his hand. "the Lady of Time chose to reveal to me certain details about Shas Ria's future. But they matter not for your quest. Now," he gestures at the cracked swirly orb of Solvarion. "Show me what you can do."
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 06, 2014, 07:42:17 am
Thuun, put at ease by the revelation, and feeling slightly silly for having been alarmed so, lets out a nervous chuckle before turning his attention back to the orb.

It was a curious thing, what the Seer had obviously intended for him to do. Thuun was used to mending people, not relics of his God!

But regardless, he focused himself toward the task at hand...what magics would he need to utilize? Fire and Light spring to mind immediately, as they are the source of Solvarion's power. But the orb is well, an orb, and doubtless made of different forms of ore, requiring an application of Earth magic.
At the same time, it was clearly connected to Solvarion in a deep, intrinsic way and Solvarion, while divine, is...or was presumably a living thing, thus demanding the ministration of Thuun's specialty of Life magic.

All these thoughts swirled within his head as he stared deep into the orb, and made his decision.

Touching his finger once more to the broken orb, Thuun gently teased each of the four magic forms he had identified into the orb, watching for reaction, and pouring forth the powers that prove to help the task.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 06, 2014, 08:20:24 am
Ooooh. Interesting choice. And you've somehow got bonuses in all four of those elements! It's like I've planned this story and I'm not just making it up as we go!

But seriously, where is everyone else?


Thuun, put at ease by the revelation, and feeling slightly silly for having been alarmed so, lets out a nervous chuckle before turning his attention back to the orb.

It was a curious thing, what the Seer had obviously intended for him to do. Thuun was used to mending people, not relics of his God!

But regardless, he focused himself toward the task at hand...what magics would he need to utilize? Fire and Light spring to mind immediately, as they are the source of Solvarion's power. But the orb is well, an orb, and doubtless made of different forms of ore, requiring an application of Earth magic.
At the same time, it was clearly connected to Solvarion in a deep, intrinsic way and Solvarion, while divine, is...or was presumably a living thing, thus demanding the ministration of Thuun's specialty of Life magic.

All these thoughts swirled within his head as he stared deep into the orb, and made his decision.

Touching his finger once more to the broken orb, Thuun gently teased each of the four magic forms he had identified into the orb, watching for reaction, and pouring forth the powers that prove to help the task.


You draw your mind in, focusing solely on the orb, blocking even the seer's presence from your thoughts. You gently lay an index finger on each piece of the orb and sink within yourself. The first elements to spring to mind are Fire and Light, their symbols curiously interwoven in your mind's eye. (Fi: 6, Lt: 3+2) Your index fingers begin to glow a searing golden-white an instant before the fiery light seeps into the halves of the orb. The white spirals glow brilliantly while the golden flecks shine with inner fire.

Time for the third element. As the earthly symbol of Solvarion, you need the third element - Earth - as a structural matrix. You're not even entirely sure on what you're doing, rather functioning on instinct and educated guesses. Nevertheless, you reach deep within yourself and summon the third element. Your head begins to pound with the strain and you know that the magical kickback after this stunt is going to be hell, but it's important.

You're not sure why, but it's important.

(Ea: 4+1) From your knuckles up to your elbows, ochre light stems forth in a solid, sturdy glow. As the matrix forms and the three elements blend into one, your eyes shift and you can see the network of connections that once held the rocky orb together. Your fingers slide over the halves and suddenly you're cupping the two pieces and pressing them together. There's a pulse of red-orange light and the cracked orb is whole once more, the white swirl of rock shining all the brighter, the gold flecks bursting into rays of golden light. Yet the orb is inert.

You reach forth with the final element, Life. You wonder what you are doing, why you're trying to bring this rock to life. (Li: 1+1) Your thoughts stumble over the spell and the magic fades, the green energy of Life itself sinking into the dead rock you hold and failing to achieve anything. The black swirl darkens and seems to be shedding shadows now, in stark counterpoint to the radiant white light given off by the white. And you understand. Solvarion is the God of Life, but he is also the God of Death. You need both. Within your mind you see the spells of Life invert and you come to understand Life magic in a way that few before you have.

You murmur a prayer to Lunette, hoping she will forgive you for what you're about to do.

(Li: 6-1) Green light flares into brilliance beneath your right hand.

(Li: 5) All green light fades from existence beneath your left.

Your life magic passes in a circuit through the rock, tracing the intricate whorls and swirls of white rock through the centre, meeting  the end of the black rock and completing the spiral outwards to then be drawn into your left hand. There's a loud snapping sound and the rock shivers.

You set the Orb of Solvarion back upon its pedestal and step backwards. The orb is no longer glowing, except for the golden flecks - just as you remember. You genuflect to the Orb and turn back to the seer. He is... slightly disturbed. Horrified, perhaps. "I am sorry," he murmurs to you. "I did not know what I would be asking of you."

You smile grimly and shrug your shoulders. Warmth spreads down the outside of your legs. You look down, already knowing what you'd see. Vicious cuts crisscross your arms and legs and blood is flowing forth. Miraculously your arteries are still intact, but you're still in a lot of trouble. You swoon and collapse. Blackness rushes in around you, even as the seer turns to shout for help. The last thing you hear before unconsciousness claims you is one word.

"Congratulations."



You awaken to a familiar landscape. You're in the middle of the Elven plain again. You see a few elves out hunting. The sun is high above you. It must be close to midday. This sun seems... Yellower than usual, once again the old sun, Solvarion's physical avatar.

A voice sounds through your mind. "Hello again, young Healer. To stay is to learn the truth, but as you know you may well die. Are you ready this time?"
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 06, 2014, 01:40:42 pm
((I suddenly can't remember if I had a character color. I think it was maroon? If not smack me :P))

Yes, I'm ready now.

With his new understanding, Thuun is more then ready to risk his own death. He has seen that Life begets Death and Death begets Life, and if he must die so that others may live, that is what he must do.

((There you go, something to put in your book.

Except YOU CAN'T, BECAUSE LIFE MAGIC DON'T EXIST THERE! :P))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Pancaek on March 06, 2014, 05:25:14 pm
((honestly, I was waiting for someone else to post an action to see what we were doing right now. But, I guess I'll have to think for myself. scary.))

Go to the shooting range and practice shooting 2-3 arrows in rapid succession. Then try and see if I can use telekinesis to shoot an arrow and make it go where I want it to go. Return to the Inn with the rest of the crew before it gets too late
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 07, 2014, 06:22:28 am
Harry, BFEL and Pancaek are set! (BFEL, your next action will take up the rest of the time... Honestly, I'm impressed. I didn't expect you to work it out so quickly)

USEC and GWG need to just magically appear and make an action.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 07, 2014, 08:20:53 am
Harry, BFEL and Pancaek are set! (BFEL, your next action will take up the rest of the time... Honestly, I'm impressed. I didn't expect you to work it out so quickly)

USEC and GWG need to just magically appear and make an action.

I actually thought about touching the orb with magic when the challenge was first presented, but then I thought "well that would reveal me as a mage and that could be bad" :P

So I actually figured it out even sooner then you thought, just was wary of potential side effects. Wanted to be absolutely sure I wasn't gonna set off a lynch mob before I did anything like that.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 07, 2014, 09:47:56 am
As Sariel has so kindly pointed out, you may well die from this revelation.

Possibly because you are currently unconscious in a temple full of hysterical priests going through religious despair and the only one on your side is a half-blind seer.

So thank you very much for falling, rather neatly, into the trap!
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 07, 2014, 01:42:22 pm
I didn't post an action? Huh.

Read some book I haven't yet. If I've read them all...um...let me know so I can think of another action.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 07, 2014, 08:06:44 pm
Well, you haven't read the Fire book, I think... Nor the Lucidity spell tome.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 07, 2014, 08:39:07 pm
The second sounds neat.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: USEC_OFFICER on March 07, 2014, 08:53:19 pm
Baldur goes and purchases a sturdier wagon and a couple of horses to pull it for when the party leaves the town. Assuming that we have the money to, obviously.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 08, 2014, 03:32:57 am
The second sounds neat.
And all the plot essential details are forgotten :P

Also, Niccolo? Can magic skill grant passive abilities? Like would a grandmaster of fire be naturally resistant to heat, and a grandmaster of force naturally project a weak forcefield? Would be neato.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 08, 2014, 09:08:51 am
The second sounds neat.
And all the plot essential details are forgotten :P
Huh?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 08, 2014, 09:11:28 am
The second sounds neat.
And all the plot essential details are forgotten :P
Huh?
Saying the Lucidity tome "sounds neat" makes it seem like you forgot what it does. Which is kinda hilarious, seeing as how plot important it could be :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 08, 2014, 09:13:19 am
I did indeed forget. Is it the one that gave whats-his-face the Glowy Blue Ball of Knowledge?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 08, 2014, 10:57:17 am
Wow.

No, Lucidity is the spell which allows you to destroy the crazy-making sigils. Which Thuun got from a university by paying for it in an unconventional manner.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 08, 2014, 09:05:32 pm
Oh.

Read the fire book.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 08, 2014, 09:09:37 pm
Hey Niccolo, I just got an awesome idea.

I want to create a golem/construct. Now making a living creature with its own will and such is obviously gonna have some complications in this world, so heres what I've worked out so far.

The obvious approach would be to go with life magic, but wheres the fun in making something that is gonna get retconned in the book? Kinda defeats the purpose of making a immortal stone sentinel.

So then I hit on the idea of using light/shadow magic to give it a soul. But where would the soul come from? I can't move it from one thing to another, as you have pointed out.

So the answer is simple. I have to CREATE the soul.
Which probably needs even more energy then moving one, but I got it figured out.

I'll make it PIECEMEAL.
I'll start with the physical circuit, concentrate all my magic power (this is obviously a late-game thing, so hopefully I have max/near max light/shadow by then) into completing THAT circuit, then wait however long it takes to recover from that, then rinse and repeat with the mental, and then spiritual circuits.

And THEN I tie all those circuits together in a final bout of magic awesome.

So, how many problems have I missed? :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 08, 2014, 09:23:05 pm
I like the sound of that.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 09, 2014, 12:54:46 am
You can't really create souls, I'd say. But Life magic will still work!

Thing is, magic in the book can do everything that this system can do, except healing. So all of the other uses of Life magic - encouraging plant growth, sensing living things, creating constructs and a few others - they can all be done. You just can't fix a broken bone. So you can legitimately shove someone's body full of magic and turn them into the Hulk! I've been saying that Life magic won't exist because none of them will - the book doesn't have the eight elements. In the book, healers (Not people with the White Circuit, just normal healers) use magic to supercharge medicines. They tend to be apothecaries and skilled at surgical procedures and such, along with using fine control of magic to either increase the potency of medicines or assist in surgery. (You want a clean cut? A razor-fine line of magical energy will do that for ya!)

For the game, I just cut out a lot of the menial work and said "it's all magic", mostly 'cause I don't want to describe hours of surgical procedures.

Yes, I will let you learn how to make healing potions. If you're a good boy and study hard.

The book's laws aren't as scientifically rigid as they are for this game - magic is more, well, magical. I'm simply using science to curtail a few of your more insane ideas. If you wanted, you could probably just pour the pure essence of magic itself into something and see what happens. You just don't get any elemental experience from that... Honestly, I'm not entirely sure what that'd look like.

For regarding the golem, Life magic would still be the basis, along with wind and fire - since Wind+Fire makes lightning, which you need for circuitry and control... if you're going to make replicas of nerves. Or maybe just build from your wisp spell? That thing is already semi-autonomous as it is.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 09, 2014, 01:04:12 pm
Wait, why can't you fix broken bones and stuff? Is there some kind of actual limitation, or just no one-size-fits-all panacea?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Harry Baldman on March 09, 2014, 01:22:09 pm
Wait, why can't you fix broken bones and stuff? Is there some kind of actual limitation, or just no one-size-fits-all panacea?

((He probably means you can set them with Force magic, but you can't exactly make them regenerate at will. At least, not without initiating wild growth and giving somebody a whole lot of cancer, which can be a side effect of regeneration in a complex being.))
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 09, 2014, 04:35:22 pm
I'm SOOOOO glad that most of Life magic is still ok for the books. I was kinda avoiding finding new and munchkin-y uses for it simply because I thought everything would be retconned that way.

As for the medical stuff, seems like mages in book could still do things like cauterize wounds (which I tried already....to hilarious effect), and use water magic to keep people from bleeding out.
So all the basics would still be there, just no "SHINY LIGHT HEALS YOUR WOUNDS!"

But yeah, most of my dealings with Life magic I've tried to be more creative then just "heal thing"
Like with the life-detect. Its supremely useful, not that tiring, and something the GM didn't think of beforehand.

Also, I assume Wisps will still be around for the novelization? Gonna have to munchkin the crap out of those.
Speaking of munchkinry:

Also, Niccolo? Can magic skill grant passive abilities? Like would a grandmaster of fire be naturally resistant to heat, and a grandmaster of force naturally project a weak forcefield? Would be neato.

Dis never got answered :3
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 09, 2014, 05:49:36 pm
Nope. But you'd be able to so easily cast a spell like heat resistance that all you'd feel is a slight twinge in your finger.

Wait, why can't you fix broken bones and stuff? Is there some kind of actual limitation, or just no one-size-fits-all panacea?

Mostly it's an actual narrative limitation I decided on that fits with the established lore. I wanted people with the gift of healing to be incredibly rare, their power almost miraculous in its scope, leaving the more commonplace mages to be the powerhouses that blow down mountains and stuff and who can 'make do' with magical equivalents to modern medical practice.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 09, 2014, 07:27:38 pm
Nope. But you'd be able to so easily cast a spell like heat resistance that all you'd feel is a slight twinge in your finger.

Wait, why can't you fix broken bones and stuff? Is there some kind of actual limitation, or just no one-size-fits-all panacea?

Mostly it's an actual narrative limitation I decided on that fits with the established lore. I wanted people with the gift of healing to be incredibly rare, their power almost miraculous in its scope, leaving the more commonplace mages to be the powerhouses that blow down mountains and stuff and who can 'make do' with magical equivalents to modern medical practice.

I noticed you said that those with the White Circuit can't heal anyone who has a White Circuit. So that means they can't heal themselves, or anyone else who can heal people? Interesting.

So will there still be mages running around with prosthetic rockhands and such? :P

Speaking of which, what about Book!Baldur? His backstory includes having a new arm grafted onto him, could a "normal" mage do that, or is he gonna get hit with the retcon stick? :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 10, 2014, 02:19:21 am
Baldur had a new arm grafted onto him? What?

And where did I mention the part about white circuit healers unable to heal other healers? Did I say that? Oops. It's more meant to be they can't heal themselves. Other healers are fair game. Maybe. I'm still thinking about that... but as it is, there's only one healer in the book (so far) so it's currently a moot point.
Title: Re: Roll to Go Mad: Currently seeking players! (0/5)
Post by: BFEL on March 10, 2014, 06:50:33 am
Baldur had a new arm grafted onto him? What?

Pay attention to the bolded parts:
Spoiler: Baldur Bergfalk (click to show/hide)

And where did I mention the part about white circuit healers unable to heal other healers? Did I say that? Oops. It's more meant to be they can't heal themselves. Other healers are fair game. Maybe. I'm still thinking about that... but as it is, there's only one healer in the book (so far) so it's currently a moot point.

Which one is the "White" Circuit? :P

The White Circuit is, to put it simply, a fourth piece of the soul. It's an addendum a select few people have in their souls which grants them the ability to heal anybody who doesn't possess the same white circuit.

Funny thing about munchkins- when we're doing it right, we pay more attention to the lore then the GM does :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 10, 2014, 07:20:46 am
Huh. I'd completely forgotten about that part of Baldur's backstory.

And I'm still pretty undecided on the limitations of the White Circuit, as I alluded to in my last post. But thank you for reminding me of that! While not immediately pertinent (Since the Circuit doesn't even exist for the sake of this story) it's good to be reminded of what I said.

Although I get the feeling I seriously have to be careful about what I say to you, or else I'll end up in a "I can wear purple when facing a dragon since they can't see that end of the spectrum" problem.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 10, 2014, 08:30:01 am
The thing about that is, you'd just look like you were wearing black. Something that doesn't reflect visible light doesn't necessarily let it through.

And it's important to determine if healers can heal healers, because...well...it'll come up at some point.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 10, 2014, 08:47:58 am
The thing about that is, you'd just look like you were wearing black. Something that doesn't reflect visible light doesn't necessarily let it through.

It's a reference to a blog I read about GMing, munchkinry and basically players in general - it went something like "And your players will quite happily wear purple armour and try and stealth it up to a dragon, since you once mentioned that they couldn't see purple light, three years ago, to justify some minor plot hole".
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 10, 2014, 11:03:19 am
I've read that before, and it kinda bugged me.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: BFEL on March 10, 2014, 12:21:25 pm
Ah...I totally would do that :P
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: GreatWyrmGold on March 10, 2014, 07:44:39 pm
I can't wait for someone to try that on me.
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Execute/Dumbo.exe on March 10, 2014, 08:15:54 pm
The thing about that is, you'd just look like you were wearing black. Something that doesn't reflect visible light doesn't necessarily let it through.

It's a reference to a blog I read about GMing, munchkinry and basically players in general - it went something like "And your players will quite happily wear purple armour and try and stealth it up to a dragon, since you once mentioned that they couldn't see purple light, three years ago, to justify some minor plot hole".
i now want to read that blog, do you have the link to it?
Title: Re: Roll to Go Mad: Turn 41 - Apotheosis
Post by: Niccolo on March 11, 2014, 02:21:07 am
Unfortunately not. I tripped over it a few years ago and I can't seem to find it again.

Anyway, finally writing the new turn up!
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 11, 2014, 03:42:41 am
So, things are falling into place. Thuun is serving as my storytelling mouthpiece, which is mighty obliging of him - so nice I decided to let him live through the dream. Thankfully this dream sequence only lasts the one turn, eh?


- Turn 42: What is Life? -
The afternoon of your second day in the city is passing. Money is yours and with it comes both great opportunity and great danger…

Day 2: Afternoon



With his new understanding, Thuun is more then ready to risk his own death. He has seen that Life begets Death and Death begets Life, and if he must die so that others may live, that is what he must do.
Thuun first examines the orb. (http://www.bay12forums.com/smf/index.php?topic=133412.msg5062736#msg5062736)

Thuun gets weirded out by the priest’s glowing eye (http://www.bay12forums.com/smf/index.php?topic=133412.msg5064057#msg5064057)

Thuun fixes the cracked orb and spirals into unconsciousness. (http://www.bay12forums.com/smf/index.php?topic=133412.msg5064214#msg5064214)

"Hello again, young Healer. To stay is to learn the truth, but as you know you may well die. Are you ready this time?" Sariel’s voice rings through your mind as you eye the frozen figures of the Elves all around you.

You nod. ”Yes, I'm ready now.”

You can’t see her, but you know that the angel is smiling. "Very well, young Healer. Watch and learn.”

With that, time resumes. It appears to be moving faster than normal, as though you’re skipping ahead to the pertinent part. The sun quickly climbs to its peak far above your head and then, all of a sudden, everything’s back to normal speed. You look up at the sun and see the Orb of Solvarion curiously overlayed with the sun itself. Perhaps a remnant of your recent magical working? Or perhaps you needed to fix the Orb to truly understand.

Suddenly, to one side of the sun a spot of red appears. ”What is that?” you ask. There’s no answer and you feel quite alone in this strange time, alone and unprotected. The spot extends into a ruby line, a brilliant scarlet gash perpendicular to the sun. It reaches down and touches the surface and the sun flashes, all of the colours of magic as Solvarion fights back. But the attack came on too suddenly for the half-asleep God and within a minute the ruby gash covers half of the sun’s surface.

Solvarion fights back incessantly, forcing scarlet shards to fall away from the line. Soon the sky is spattered with red, yet the sun is inexorably being cut still. Within another minute, the grisly murder of Solvarion is complete. You watch, aghast. The Orb overlays the picture for an instant and you see that the two colours of the orb, black and white, no longer swirl together. The sun is split into a black and a white half, a miniscule chunk of the white attached to the black all that remains of their join.

The white half slowly turns pink then red and you understand. The being that did this didn’t just kill Solvarion, he stole the God’s power over Life itself. And then…

And then the shockwave hits. The physical force of the furious battle high above you has only just reached your location. In an instant, the fury of the conflict flattens and burns the entire nation of Elves. Thousands die in the blink of an eye and then cease to exist at all. Trees wither and turn to ash; plants crumple and then crumble.

And you are left standing in a graveyard the size of a nation, even as the red light overhead fades and you are left in pitch blackness, one by one the stars appearing overhead as your eyes adjust, once more revealing the piles of ashes that used to be an entire people.

 "The truth, young Healer. And those red droplets have since fallen to Maska. On the fifth day of the Ten Day Night, they landed across Maska and congealed into the curse that you have faced, powered by my father’s divine gift of Life.”

You’re dumbfounded. This is so far beyond anything you could have imagined. ”Wait, I thought I had to go to a city on the coast to learn all of this?”

The presence of Sariel is pensive. Finally she appears beside you, gazing somberly up at the spot of inky blackness wrapping around a tiny core of white, the only remains of her father. "Not from me. My siblings and I know no more than this. But you humans, ever clever and eternally inquisitive, have stumbled across something, in Shas Tule. A seer there, one who knew the truth of things, has taken great care to hide what he learned from all divine creatures so that the being above could not find it. Subsequently, neither can I learn it - all that I know is that it exists.”  She shrugs. "I pity you, young Healer. Yet you and your companions are the only ones in the position to save your world. We cannot interfere more than we have - all of our powers are bent to trying to heal my mother, who somehow yet lives - so it falls to you to destroy this curse as best you are able. Now… sleep, and heal. I pray you don’t lose heart from this sight, for to do so is to die...”

Her voice fades and you slip into the blackness of a dreamless sleep.



You awaken in a simple bed, your wounds sewn shut. The seer is sitting at your bedside. Curiously, his bookshelf has been pushed across the bedroom door. You see out the window that the moon has risen, her three pieces glowing a muted grey. But is it just you, or are they drifting inexorably closer?


Go to the shooting range and practice shooting 2-3 arrows in rapid succession. Then try and see if I can use telekinesis to shoot an arrow and make it go where I want it to go. Return to the Inn with the rest of the crew before it gets too late
You wander out into the afternoon sun, your bow and quiver over your shoulder. Maybe you’ll go burn off some excess energy at the range. Yeah, that sounds nice. Now that your eyes no longer glow like bog-lights, you can probably walk down the street unhassled!

You find your way to an archery range and pay a few coins to enter. You set ten arrows point down into the dirt at your feet, focus your mind on the target and practice a few shots, limbering the bow up. Finally you decide to see how many arrows you can have in the air at once.

(4) You fire off an arrow and before its barely halfway to the mark your second arrow is already strung, drawn and fired. Both arrows thud into the target, but alarmingly off-centre. It would appear that you can fire two arrows in rapid succesion, but you can’t quite focus enough to keep them dead on target.

Skill: Doubleshot. You can fire twice in one turn, but each arrow takes a -1 to hit.

You’re about to walk down the archery range to retrieve your arrows, but you stop and reach out one hand instead. ”Return” you order them. (4) One by one, your ten arrows wriggle loose of the haybale target and slowly tumble through the air. You catch them one at a time and slip them each into your quiver. Finally you decide to see how well your newfound psychic abilities mesh with your archery!

(3) Your first try is to nudge the arrow mid-flight, but that fails miserably. You can’t quite keep your mind to pacing the arrow, falling behind and only tapping the feathers.

Next you decide to draw a mental line, a spring by which to pull the arrow in. (1) The haybale comes rocketing down the range towards you instead, pulled forwards by the mental spring! A lucky roll is all that saves you from being buried in hay. Luckily, nobody saw the antics - or is too scared to say anything - so you rapidly re-stuff the target bale and drag it all the way down the range to its place.

Finally, you decide to mimic a lodestone, keeping in mind that you don’t want to launch the haybale at your face again. (5) The process works remarkably well! Your arrows curve in mid-flight, unerringly hitting the bulls eye. You find that it can’t save you from a terrible shot, but it’s still a lovely help.

Psychic Skill: Guided Shot. By focusing your mind on the target, you can gain a dynamic bonus to your shot. The extreme focus results in a -1 to dodge and you can only fire one arrow at a time.

Mentally exhausted, you retrieve your arrows and wander back towards the inn, aiming for the taproom where the five of you shall surely be meeting once more.

Upon your arrival, you see three of the others, but no Thuun. He must still be at the temple. Curious…


Hurry on back to our room at the inn. Stay away from any people until this point!
You run back towards the inn, the thousands of gold in the sack over your shoulder calling to you like a siren to sailors. (5) You manage to make it all the way back to the inn without seeing anybody! You hurry up to the room, startling Ekoka from his reading, and stuff the sack as far under your bed as possible. You resolve to discuss it over dinner with your companions… Perhaps they don’t need to know exactly how much was awarded?

With that settled, you settle into a seat and pull a random book off of the room’s shelf and open it, whiling away the hours until dinner time...


Baldur goes and purchases a sturdier wagon and a couple of horses to pull it for when the party leaves the town. Assuming that we have the money to, obviously.
”I’ll get you the money tomorrow!” you growl at the merchant. ”I only want to order one.”

The merchant shrugs. “I don’t take orders. If I did, I wouldn’t have enough hours in the day to work, let alone sleep! Come back tomorrow and you’ll have your horse and wagon. It’s normally fifteen hundred , but if your wagon’s in good nick I’ll trade it to you for a thousand.”

You mutter darkly and leave without another word for the wagon merchant. You can’t do much bargaining just yet, since you have no collateral to back it up with, but tomorrow you’ll probably be able to take that thousand gold down a notch or two. Hopefully Lyu was successful in getting the money from the duke, or else you’ll all be stuck in the tiny carriage with the rickety wheels all the way to the city on the coast.

You kill some more time in the markets, perusing goods and the odd services,until the sun begins to set. Finally you head towards the inn so as to meet your companions for dinner.


Read the fire book.
The book describes some truly arcane uses of Fire magic, such as the best temperature to remove only a certain amount of skin from a person. It waxes lyrical on how to adjust and maintain temperatures, even varying them across a single spell. It also describes the various ways Fire magic interacts with other elements and after reading. Fire and Wind create lightning? That sound pretty sweet. And quite handy to somebody of your skills.

You marvel at the knowledge you’ve gained. You feel properly in command of fire magic now, able to create jets of flame to scorch your foes! No more dropping houses on priests, now you can just burn everything.

Awesome.

Welcome to Rank 1 in Fire magic! You can create jets of flame of up to twenty feet and can put out fires with your will.

As the sun goes down, you nudge Lyu and head for the taproom to meet your companions…


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 11, 2014, 07:21:28 am
((Why is Water magic still 0?))

"Alright. Is there anything else we feel we must do before we leave town?"
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 11, 2014, 09:10:26 am
Because every time I update it I forget to update my google document with the direct information. Which gets copied across.

Welp, it's fixed now. Thanks for spotting that.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 11, 2014, 10:09:39 am
((Why is Water magic still 0?))

"Alright. Is there anything else we feel we must do before we leave town?"

"Maybe find our healer? He seems to be highly important for some reason!"

"Also, you may be interested to know that I have..." Lyu lowers his voice, "ten thousand gold - the Duke was rather generous. Shall we split it equally?"
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 11, 2014, 11:27:13 am
First thought in my head: The curse can be affected/possibly CONTROLLED using Life magic.

I would be fucking SCARY as a mage in this world :P

Any chance the markets would still be open? Oh wait, we still have tomorrow, because carriage merchant dialogue.

The cloak/armor/extra sword can wait then.

Thank seer for his help. Query about the bookcase thing. Get to inn if there's no priest lynch mob waiting outside.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 11, 2014, 02:16:12 pm
((Why is Water magic still 0?))

"Alright. Is there anything else we feel we must do before we leave town?"

"Maybe find our healer? He seems to be highly important for some reason!"

"Also, you may be interested to know that I have..." Lyu lowers his voice, "ten thousand gold - the Duke was rather generous. Shall we split it equally?"
"That would be equitable."
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: USEC_OFFICER on March 11, 2014, 02:51:23 pm
"Ten thousand gold? Good. We could use it. We'll split it later, once we've got all the supplies we need, and a new wagon and some horses."
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 11, 2014, 02:56:14 pm
"Ten thousand gold? Good. We could use it. We'll split it later, once we've got all the supplies we need, and a new wagon and some horses."

"Better to split it right away while it's still there, friend. Who knows what might happen to a big honking bag of gold overnight. Let's spread the wealth between us, eh?"
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: USEC_OFFICER on March 11, 2014, 02:59:14 pm
"Better to split it right away while it's still there, friend. Who knows what might happen to a big honking bag of gold overnight. Let's spread the wealth between us, eh?"

"We should spend it on supplies we need first. It's more fair that way and nobody has to pay out of their pockets for things we need. And if we lose all of it overnight we probably deserved it."
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 11, 2014, 03:04:40 pm
"Does it matter that much when we split up the money? How about a compromise--we split the money now, so it's not all in one place, then if someone makes a large number of group purchases or a large purchase for the group, we can pay him for it."
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 11, 2014, 03:07:42 pm
"Does it matter that much when we split up the money? How about a compromise--we split the money now, so it's not all in one place, then if someone makes a large number of group purchases or a large purchase for the group, we can pay him for it."

"Yeah, let's just do that. Big bags of money make you very few friends in this cruel world!"

Split the cash between us - that'd be four ways, right? We'll pay Thuun his bit later.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: USEC_OFFICER on March 11, 2014, 03:15:01 pm
"Does it matter that much when we split up the money? How about a compromise--we split the money now, so it's not all in one place, then if someone makes a large number of group purchases or a large purchase for the group, we can pay him for it."

"Good idea."
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Pancaek on March 12, 2014, 04:46:06 pm
"Sounds good to me. I'll just pop out for a bit to do some shopping then, money has to flow, after all"

be given money! Go to market/shop district and look at special arrows, bows and/or upgrades for my bow. Just look, don't actually buy anything yet.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 16, 2014, 02:39:14 am
Okie dokie.

So, it's evening time. You four are splitting up the money (I'm assuming that Lyu is going to hold onto Thuun's two grand) and going shopping... Okay, well, there is a Nightmarket, but... well... things can occasionally get a tad rowdy. And there's a couple of pickpockets, muggers, etcetera. You know, business as usual. Anyhoo, assuming that the splitting of money takes very little time, tell me what else you want to do this evening, like Pancaek did.

Speaking of which... Pancaek, this is bronze-age fantasyland... what upgrades are you going to find for your bow? I'm not entirely sure what you're aiming for, really.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 16, 2014, 02:59:39 am
Speaking of which... Pancaek, this is bronze-age fantasyland... what upgrades are you going to find for your bow? I'm not entirely sure what you're aiming for, really.

((Maybe he could get a composite bow? That is, of course, if this is not too damp an area.))

Hole up in inn and guard that moolah!
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Pancaek on March 16, 2014, 07:07:45 am
Speaking of which... Pancaek, this is bronze-age fantasyland... what upgrades are you going to find for your bow? I'm not entirely sure what you're aiming for, really.
((I don't know. Surely there is some bow in the game/universe that is an upgrade over my stock Limerate shortbow? If not, then eh, I'll just buy some cool arrows and keep going to the practice range until I get some sort of bonus with the stock shortbow))
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 16, 2014, 07:44:02 am
He could certainly get something with enchantment slot runes on it. At least I think that's how enchantment works here, don't know if I or Ekoka could just enchant any old thing.

Also, I support the composite bow idea.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: USEC_OFFICER on March 16, 2014, 08:50:36 am
Lock the doors and go to sleep. We can get stuff in the morning.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 16, 2014, 08:54:35 am
Lock the doors and go to sleep. We can get stuff in the morning.
Sounds like a plan.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 17, 2014, 08:34:48 am
Lock the doors and go to sleep. We can get stuff in the morning.
Sounds like a plan.
You realize I'm still out in the streets right?
What is WITH you people and splitting me from the party? :P
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 18, 2014, 06:09:12 am
Eh. You won't die. I mean it's not like the town is about to be submerged in devilmen before you have a chance to study the spell that gives you a fighting chance against them, right?

In other news, I recently perfected my evil overlord laugh.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Execute/Dumbo.exe on March 18, 2014, 06:23:40 am
Eh. You won't die. I mean it's not like the town is about to be submerged in devilmen before you have a chance to study the spell that gives you a fighting chance against them, right?

In other news, I recently perfected my evil overlord laugh.
What kind? Is it the low, guttural laugh that's quiet but ominous? Because then you would require a small, fluffy cat for that, extra credit if it's old and gives that creep meow, noones afraid of a kitten stroking mastermind.

Or is it the laugh and movement that looks like you're having a seizure? You know, the MUHAHAHAHA kind of laugh, stuff like that.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 18, 2014, 06:43:55 am
Eh. You won't die. I mean it's not like the town is about to be submerged in devilmen before you have a chance to study the spell that gives you a fighting chance against them, right?

In other news, I recently perfected my evil overlord laugh.
What kind? Is it the low, guttural laugh that's quiet but ominous? Because then you would require a small, fluffy cat for that, extra credit if it's old and gives that creep meow, noones afraid of a kitten stroking mastermind.

Or is it the laugh and movement that looks like you're having a seizure? You know, the MUHAHAHAHA kind of laugh, stuff like that.

No, it's a deep and echoing one. Sort of Bond Villain meets Palpatine with a healthy dash of Darth Vader's tone.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Execute/Dumbo.exe on March 18, 2014, 06:50:14 am
Eh. You won't die. I mean it's not like the town is about to be submerged in devilmen before you have a chance to study the spell that gives you a fighting chance against them, right?

In other news, I recently perfected my evil overlord laugh.
What kind? Is it the low, guttural laugh that's quiet but ominous? Because then you would require a small, fluffy cat for that, extra credit if it's old and gives that creep meow, noones afraid of a kitten stroking mastermind.

Or is it the laugh and movement that looks like you're having a seizure? You know, the MUHAHAHAHA kind of laugh, stuff like that.

No, it's a deep and echoing one. Sort of Bond Villain meets Palpatine with a healthy dash of Darth Vader's tone.
Ahh yes, the magical villain tone, established commonly by early vampires and refined in a comedic fashion by that one dude from the smurfs.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 18, 2014, 08:34:08 am
Uh.

Well. I was going more for "fell and terrible" and less "I regularly get beaten up by tiny blue communists", but okay.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Execute/Dumbo.exe on March 18, 2014, 08:32:51 pm
Sorry, I'm being stupid again, I'm normally a dumbass like that.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 19, 2014, 05:34:21 am
Uh.

Well. I was going more for "fell and terrible" and less "I regularly get beaten up by tiny blue communists", but okay.

Sigging the hell out of this.

Also WHEN THE FUCK ARE WE GONNA GET AN UPDATE?
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 19, 2014, 09:00:47 am
Oh, wait, everyone's posted? For some reason I was convinced somebody hadn't.

Well, the general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 19, 2014, 02:30:51 pm
Oh, wait, everyone's posted? For some reason I was convinced somebody hadn't.

Well, the general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".

Man, Thuun is gonna be PISSED when he can't get inside.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 19, 2014, 02:40:28 pm
Oh, wait, everyone's posted? For some reason I was convinced somebody hadn't.

Well, the general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".

Man, Thuun is gonna be PISSED when he can't get inside.

((Serves him right for forgetting how to knock and identify himself first.))
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 19, 2014, 03:11:10 pm
Oh, wait, everyone's posted? For some reason I was convinced somebody hadn't.

Well, the general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".

Man, Thuun is gonna be PISSED when he can't get inside.

((Serves him right for forgetting how to knock and identify himself first.))
IMMA HUFF AND IMMA PUFF AND *Thuun summons tornado to blow the door down* :P

But seriously, I still have to spend an action to GET TO THE INN. Hopefully knocking and identifying myself comes in that as a package deal.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 19, 2014, 06:31:36 pm
Oh, wait, everyone's posted? For some reason I was convinced somebody hadn't.

Well, the general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".

Man, Thuun is gonna be PISSED when he can't get inside.

((Serves him right for forgetting how to knock and identify himself first.))
IMMA HUFF AND IMMA PUFF AND *Thuun summons tornado to blow the door down* :P

But seriously, I still have to spend an action to GET TO THE INN. Hopefully knocking and identifying myself comes in that as a package deal.

I'll assume it does. And if everyone rolls a 1 on identifying you I'll assume you wish to defend yourself from the ensuing attacks.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 19, 2014, 06:38:33 pm
...That would be hilarious. Incredibly unlikely, but hilarious.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 19, 2014, 07:20:35 pm
...That would be hilarious. Incredibly unlikely, but hilarious.
Well since I can apparently spawn volcanoes at will....I wouldn't be so enthusiastic about it if I was you :P
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 20, 2014, 07:47:49 am
Because spawning a volcano in the middle of the most populated city in the country is certainly not going to have repercussions.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Harry Baldman on March 20, 2014, 07:49:08 am
Because spawning a volcano in the middle of the most populated city in the country is certainly not going to have repercussions.

((Least of all any that would, say, immobilize or injure you and place you in a dangerous field of lava.))
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 20, 2014, 06:00:01 pm
Because spawning a volcano in the middle of the most populated city in the country is certainly not going to have repercussions.
Hey, I was making a joke. A pretty relevant joke, because pretty much everytime I even TOUCH Earth magic somehow volcanoes.

Seriously, both times that volcanoes got involved, I wasn't trying to do that. The first I time was trying to have the ground come up like a mouth and eat those demon things, and with Baldurs sword I literally just meant TO WALK TO THE BLACKSMITH WITH HIM.

I think Volcanoes are stalking me.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Execute/Dumbo.exe on March 21, 2014, 12:03:29 am
You have to admit, that would be some frickin sweet BBQ paties you could have there.

Mostly impromptu and with the smell of crispy human flesh, but whatever.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 23, 2014, 05:10:53 pm
DAMN IT NICCOLO WHERE IS UPDATE?
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: Niccolo on March 26, 2014, 05:28:07 am
Hi everybody!

So, I've been absolutely wiped at work. The bookshop I work at is busy gearing up for a move, so my last week has been filled with irate and demanding customers for our pre-move sale. And today was lots of boxes and filling with books.

HOWEVER! I now have time off. Soooo expect an update, probably within 24 hours.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: GreatWyrmGold on March 26, 2014, 08:59:10 am
Hi everybody!
Hi, Dr. Niccolo!

Quote
HOWEVER! I now have time off. Soooo expect an update, probably within 24 hours.
That's good.
Title: Re: Roll to Go Mad: Turn 42 - What is Life?
Post by: BFEL on March 26, 2014, 10:19:50 am
YAY! I was afraid this had died. I was much sads, so disappoint. Sorry bout your week.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Niccolo on March 27, 2014, 04:50:10 am
Hi everybody! Again, sorry for the massive slackitude with regards to updating this game.

Anyway, let’s get this party started!

- Turn 43: The Glow -
The day has ended once more... The night approaches and the moon's three pieces rise steadily in the east.

Day 2: Evening

The general consensus appears to be "Lock selves into rooms with money like Scrooge McDuck".
Lyu, Felice, Ekoka and Baldur sit around a small table in the inn’s taproom. Lyu quietly and conspiriatorially informs his companions about the large amount of money he recently acquired. At first, the consensus leans towards finding the missing healer, who is almost undoubtedly up to some form of mischief involving volcanoes. The sudden influx of golden light an hour or so previously would seem to indicate that he has, in fact, already done so.

But then the group realise that they simply cannot leave ten thousand gold lying around in an unsecured inn room. Lyu suggests that the four of them barricade themselves in their rooms, make a big pile of the money and just sort of swim around in it. This idea is met with clear approval. Thuun can probably look after himself for one evening.

The four men head upstairs, glancing into every shadow as though a horde of thieves would materialise before their eyes. They finally reach the two hired rooms and Lyu splits up their gold, keeping Thuun’s two thousand for the moment. Following this, the four decide to get a good night’s rest, hoping to spend their well-earned gains on the morrow. One by one they fall into the land of slumber.


Thank seer for his help. Query about the bookcase thing. Get to inn if there's no priest lynch mob waiting outside.
“So… Uh… why are we barricaded into this room?” you ask the seer. “Are the priests superstitious about mages too?”

The seer raises his uncovered eyebrow. “Not… quite.” He glances up at the ceiling, although you get the feeling he’s looking beyond the timber roof of the room. “Your magic not only healed the stone but you also remade the temple dome. It’s still glowing, in fact. Apparently it can be seen from all of the city gates.” The seer drags the bookcase away from the door. “So, well, the city knows that there’s a mage in the temple now. Most of the priests are still terribly upset, but at least they’ve regained enough composure to keep the populace from rioting in the hallways. Still… Better safe than sorry.”

His covered eye glows momentarily before he waves you out of bed. “Now, you had best be off. Quickly. The hallways are clear, but not for long. The people’s anger and terror will peak soon, fear of the mage in the temple. Fear of you.” He sighs. “Gods, but I hate mobs.”

You hastily climb out of bed, noting that your arms and legs are swathed in crisp white linen. You’re still rather woozy from your blood loss and terribly exhausted, but promise of arson and murder upon your person gets you moving. You hurriedly dress and belt on your sword. “Thank you, seer. I hope I haven’t brought too much trouble down on the temple…” You clasp his hand. ”Stay well.”

And with that, you’re gone. As you exit the temple from a small side door, you’re stunned by how bright it is. Did you sleep until noon? You glance up at the temple roof. Once dented gold, it shines now with the fury of the sun. You whistle in amazement. You couldn’t have pulled that level of magic off by yourself, so that extra power must have come from somewhere.

Your amulet, a simple starburst, tingles. An impossible thought blooms within your mind. Could He… Could He live?

* * * * * * * * * * * * * * *

You find your way back to the inn, the glow of the temple’s dome still washing golden light over you. The door is barred, but a knock calls the innkeeper to let you in. “Come in, quickly!” he orders. “Mobs are out tonight. Some crazy mage lit up the temple. Prob’ly tryin’ to desecrate it or sommin’ after killing the Gods. Y’d best stay indoors, good sir.” You nod, not saying anything. Although you are mildly angry that he thinks you’re blaspheming and desecrating temples. A small part of you wants to immolate him right there; for a moment your tongue is that of a dragon, ancient words of fire’s true nature filling your mouth. But you clamp down on the urge and smile at the innkeeper.

”I’m really tired, so I’m going to heada to bed. Goodnight.”

The innkeeper coughs. “Good sir… You must pay today’s rent.” You grunt and hand him five gold coins before stumping up the stairs.

You find your door locked, so you knock. loudly. ”Hey, Felice! Baldur! It’s me, can I come in?”

You hear a whispered conversation. Finally, Baldur’s muffled voice comes through the thin wood. ”What did you do to the mayor?”

What? Mayor? You’re a little confused. There’s only one mayor he could be talking about, but what’s with the identity test? ”I turned him into a giant, green, rather-too-well-hung ragemonster. Why?”

”Good, it IS you. Get in here.” There’s a scrabbling sound as a heavy piece of furniture is dragged from the door. The door creaks open and one massive, hairy arm looms out of the darkness, grabs your collar and drags you in. The door slams shut behind you and the chest of drawers is replaced by Felice. ”Lyu got our money. Ten grand. Had to check, y’know. Don’t want to get it stolen!”

You chuckle. ”As long as he gives me my share in the morning, ‘s all good.” You collapse onto the bed, quickly falling asleep as your wounds drag you under…



The next day dawns bright and sunny, birds chirping happily. They're the first birds you've all heard in some time. Outside, there's no sign of any of the rioting. Strange. Maybe it just never got really bad? There's the distant rumble of wagons up and down the main street, carrying goods to the markets. People are chattering happily, there's even a bit of singing from buskers. There's a little tension in the air and disagreements become fistfights a little more often than usual, the only signs remaining of the high emotions from the night before.

The five of you make your way downstairs to the taproom, determined to get something to eat and to discuss your plans for the day...


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: GreatWyrmGold on March 27, 2014, 06:01:09 am
"Good, you're here. What did you do?"



The next morning:
"Alright. We may need to leave, before things go...bad. Last night was a close enough call for my comfort."
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Niccolo on March 27, 2014, 11:39:05 am
Just so you know, GWG, I updated the post with a little blurb about the morning.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: GreatWyrmGold on March 27, 2014, 12:10:44 pm
Doesn't change much.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: BFEL on March 27, 2014, 05:56:23 pm
Thuun rises out of bed, stretches his arms above his head, then promptly falls to the floor.

((Suddenly I don't remember what color I'm supposed to be...was it maroon?))

Oww, jeez why does everything hurt...oh...right. Temple. I don't suppose anyone could help me up? Movement is...difficult.

Upon hearing Ekoka's statement: Well I WOULD like to get a few things from the market. Specifically a nice fur cloak like Baldur's, and perhaps a nice breastplate or chain shirt to wear over this leather.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Niccolo on March 27, 2014, 09:48:23 pm
Yes, it's maroon. Just like the last time you forgot. Which, incidentally, was shortly after you decided to be maroon :P
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Harry Baldman on March 28, 2014, 06:19:46 pm
Rise! Yawn! Smile at the new day!

"It is truly mornings like this that you have to appreciate being alive!"

Provide Thuun with his share of 2000 gold coins! Bury him in sweet monies and all that.

"It's almost a shame I'm going to have to spend most of this money, really!"
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Pancaek on April 01, 2014, 10:23:36 am
((you can try to ignore my action, but Felice will go shopping for shinies. ))

Quote
"It's almost a shame I'm going to have to spend most of this money, really!"

Felice yawns, and lazily looks over at the priest.

"Really? It wont do you any good sitting in your pocket, might as well spend it on useful things. Maybe we can buy a boat and get out of here, go live on an island?" He stretches out "Anyway, I'm going to the market to look for some arrows and a new bow."

Go to market/shop district and look at special arrows, bows and/or upgrades for my bow. Just look, don't actually buy anything yet.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Niccolo on April 01, 2014, 06:45:51 pm
Felice wants shinies. Lyu wants to give away his money. Ekoka wants to skedaddle out of town and Thuun wants to find cloaks and armour.

Baldur... wants to... buy a wagon?
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: USEC_OFFICER on April 02, 2014, 08:58:43 am
Baldur goes to buy a better wagon, some horses and supplies.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Harry Baldman on April 02, 2014, 09:04:22 am
Baldur goes to buy a better wagon, some horses and supplies.

Aid in the negotiations! And if I have time, try to find an object of iron in the markets of the city. Any object of iron. Check pockets if necessary. Then look into the possibility of obtaining mirror plate armor.
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: BFEL on April 03, 2014, 10:34:51 pm
Baldur goes to buy a better wagon, some horses and supplies.

Aid in the negotiations! And if I have time, try to find an object of iron in the markets of the city. Any object of iron.

You gonna check that "curious dagger" in your inventory first? :P
Title: Re: Roll to Go Mad: Turn 43 - The Glow
Post by: Niccolo on April 08, 2014, 06:00:38 pm
Hi all!

I've been swamped (AGAIN!) at work, but it's all finished now. Hopefully I can ACTUALLY get back to a regular update schedule for this. I'm not sure how many of you are actually still reading the updates, but I'm going to try and get the next turn up in the next couple of days.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 10, 2014, 06:21:03 am
So there’s opportune sixes and inopportune ones. On the bright side, nobody dies.


- Turn 44: The Markets -

It’s day three in Shas Ria… the air feels weird.

Day Three: Morning

The five of you are gathered in the inn’s taproom, consuming various breakfast items.

"Alright. We may need to leave, before things go...bad. Last night was a close enough call for my comfort." Ekoka points out, referring to the evening’s riots caused by Thuun’s antics. He manages to not glare holes in the healer’s skull.

The five of you talk amongst yourselves and eventually come to the agreement that one more day spent will come to no harm, provided Thuun can control himself, but tomorrow you’re on the road to Shas Tule.

"It's almost a shame I'm going to have to spend most of this money, really!" Lyu finally says, sighing as he caresses the money pouch that never leaves his side.

"Really? It wont do you any good sitting in your pocket, might as well spend it on useful things. Maybe we can buy a boat and get out of here, go live on an island?" Felice retorts, stretching. "Anyway, I'm going to the market to look for some arrows and a new bow."

[/quote]
Go to market/shop district and look at special arrows, bows and/or upgrades for my bow. Just look, don't actually buy anything yet.
Once breakfast is over you rise and wander out into the central market. People are still a little tense and there’s signs of looting and violence in many, many places. Far to the north, you can see the marble dome of the temp--wait a goddamn minute, wasn’t it made of gold yesterday?

Holy shit. That son of a bitch transmuted the goddamned temple roof! No wonder everybody was so damn pissed!

Anyway, you find your way to the markets. There’s a couple of fletchers around and one or two bowyers, so you decide to examine their goods. In your travels, you see (Mouse over for description):

(5T) 44 High Quality arrows (5 gold each)
(1T) 12 extremely crappy arrows (1 gold each)
(4H) A longbow (100 gold)
(3T) 2 below-average arrows (2 gold each)
(5H) An experimental bow that looks like a shortbow but boasts the power of a longbow (800 gold)
(1H) A truly terrible bowgun (25 gold)
(6H) Enchanted longbow (1,300 gold)
(2H) Kinda crappy bow (35 gold)
(4T) 14 arrows (3 gold each)
(6T) 9 lightning arrows! (10 gold each)


Provide Thuun with his share of 2000 gold coins! Bury him in sweet monies and all that.
You bury Thuun in 2,000 gold coins. He’s not sure whether to be happy about this or not. You then decide to follow Baldur.


Upon hearing Ekoka's statement: Well I WOULD like to get a few things from the market. Specifically a nice fur cloak like Baldur's, and perhaps a nice breastplate or chain shirt to wear over this leather.
You leave the others behind and wander through the market. There is a nice furrier who sells handsome fur cloaks; apparently he’s been doing rather brisk business since the sun went out. You examine a few of his cloaks, (2) but none of them seem to either appeal to you or fit you. Shame about that.

(1) The only breastplate you find is absolutely covered in blood. It’s really rather disturbing and you’re not sure why the person is trying to sell it so desperately. Anyway, all of that blood makes you feel quesy and a tad feverish, so you decide to stay the hell away from it.

(5)  Chainmail is back in fashion! Excellent. You find a lovely smith who’s got a rather nice range of armour for sale. All of it chainmail for some reason. Anyway, he has five items for sale.

(2) Very fine decorative chainmail (200 gold)
(1) An experimental design woven out of rat’s hair (100 gold)
(4) [Good and sturdy, won’t do shit against stabbity attacks but otherwise will keep you safe. -1 on all to hit rolls against you (unless it’s a stab)]Bronze chainmail (420 gold)
(6) Mysteriously enchanted chainmail! (1,250 gold)
(4) [Good and sturdy, won’t do shit against stabbity attacks but otherwise will keep you safe. -1 on all to hit rolls against you (unless it’s a stab)]Bronze chainmail (420 gold)


Baldur goes to buy a better wagon, some horses and supplies.
Aid in the negotiations! And if I have time, try to find an object of iron in the markets of the city. Any object of iron. Check pockets if necessary. Then look into the possibility of obtaining mirror plate armor.
The two of you wheel your wagon to the wagon dealer. Baldur takes the lead in the negotiations. ”Hello again! I’ve brought my own personal wagon. I’d like to trade this in.”

The wagoncrafter looks the goods over. (5+1) (Jeez) “Hey, this is a good wagon! Damn, I could learn a thing or two from this. Bit old, though, I can see why you want to trade her in. Tell you what, I’ll give you a nice six-seater for a thousand and this wagon.”

”Eight hundred.”

(1+1) The craftsman laughs. “Not a fucking chance, mate. Nine hundred. That’s the lowest I’ll go.”

Lyu chimes in. “Good sir, we require a wagon for the good of the world. I am but a poor priest and this is my loyal servant and guardian… surely you understand we do not have that much wealth?”

(4+1) The craftsman mulls it over. “Eight fifty. I can’t go any lower than that without losing money.”

Baldur grouches, but grudgingly hands over the money. ”There you go.”[/color] From there, he wheels the wagon back towards the inn, while Lyu wanders into the markets alone.



You wander for a while, but iron is still scant in the world. There’s none of it to be found in mere markets. (6) You feel a hand groping for your pocket, so you whirl on the pickpocket and by reflex pull the curious dagger out of your pocket. You grip the sheathe in your left hand and draw the blade out, revealing a silver-grey metallic blade. The pickpocket vanishes, leaving you there holding an iron dagger.

Huh.


Spoiler: The Players (click to show/hide)
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Harry Baldman on April 10, 2014, 06:44:04 am
"How wondrous!"

See if I could buy some metallic arm guards (pauldrons, gauntlets, that sort of thing).
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 10, 2014, 10:13:23 am
((I feel like I should buy something, but have no idea what. Suggestions?))
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Harry Baldman on April 10, 2014, 10:34:00 am
((I feel like I should buy something, but have no idea what. Suggestions?))

((Purchase a wisecracking parrot or thieving monkey. Or maybe a cat. And then purchase some armor for either of the three.))
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 10, 2014, 06:02:22 pm
The wisecracking parrot probably wouldn't be able to fly with armour.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Pancaek on April 10, 2014, 06:13:06 pm
((Yeah, I'm totally stealing the parrot idea. It's just too perfect what with Felice being a sailor.))

Buy the enchanted longbow for 1300, 9 lightning arrows for 90 and 2 high quality arrows for 10, coming to a total of 1400. Then inspect the enchanted longbow . And then go shop around for a parrot, preferably one that can talk. If no parrot is being sold, look at other small animals
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 10, 2014, 09:18:27 pm
The wisecracking parrot probably wouldn't be able to fly with armour.
...That's the only problem you have with that idea?
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Harry Baldman on April 11, 2014, 08:45:05 am
The wisecracking parrot probably wouldn't be able to fly with armour.

((Probably, yeah. But does one really get a parrot for its flight capabilities?

But yes, from a practicality standpoint an armored monkey (or better yet an armored orangutan) would be preferable. Though the armor would interfere with thievery. Hm.

Well, maybe armor isn't strictly necessary as long as we get a breeding pair. And maybe we could get, like, a parrot that we can then supercharge with life magic. Or a monkey that we supercharge with life magic. Imagine a magically supercharged monkey that obeys our every command. The possibilities are endless!))
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 11, 2014, 08:45:50 am
If someone else gets the parrot, you might be able to convince Ekoka to enchant it.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 11, 2014, 02:58:22 pm
Well, maybe armor isn't strictly necessary as long as we get a breeding pair. And maybe we could get, like, a parrot that we can then supercharge with life magic. Or a monkey that we supercharge with life magic. Imagine a magically supercharged monkey that obeys our every command. The possibilities are endless!))
Its so obvious that you think Thuun is the only one insane enough to enchant a monkey. Also a BREEDING PAIR? Are we gonna retire from saving the world and just operate a underground monkey breeding/thieving ring? :P

So Niccolo, I assume the enchanted chainmail gets the same bonus as the normal bronze? And why is the chainmail weak against STABBING? I mean, piercing attacks are pretty much what chainmail is MEANT TO DEFEND AGAINST. Bludgeoning, on the other hand....chain won't do shit to protect your ribs from getting cracked by a mace.

Assuming the enchanted chain is of the same quality as the bronze chain, buy it and put it on over my current leather armor, then meet the others on the outskirts of town. Sit in whatever transport Baldur has procured and read one of the magic books I haven't read yet.

I would have went for a less messed up sword too, but I'm pretty sure I can just repair the one I have and/or forge another one from pure magic.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 12, 2014, 02:45:50 am
The wisecracking parrot probably wouldn't be able to fly with armour.
...That's the only problem you have with that idea?

What, you having a pet parrot? I have no problem with that at all. You trying to stuff the poor thing into a tiny breastplate? Now that's just cruel.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 13, 2014, 06:18:44 pm
So Niccolo, I assume the enchanted chainmail gets the same bonus as the normal bronze? And why is the chainmail weak against STABBING? I mean, piercing attacks are pretty much what chainmail is MEANT TO DEFEND AGAINST. Bludgeoning, on the other hand....chain won't do shit to protect your ribs from getting cracked by a mace.

Funny thing about chainmail. It was great at stopping slashes and could generally stop light arrows (unless the heads were really really thin), but when you get stabbed by melee-type blades, the force tends to deform the links. If the links were welded shut, theoretically they would be slightly better at stopping stabs (though not too much better) but this is the bronze age; welding is a little ways off.

Now, I should note I took this all straight from a forum called "The survival podcast" where people were discussing the possibilities of using chainmail specifically as a defense against getting knifed. Whether they're actually correct or not, I don't know, but I'm going with the crazy survivalists on this one.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 13, 2014, 07:31:31 pm
It sounds reasonable. Not sure how they made chainmail, but it sounds pretty close to my trivial knowledge.
(It's part of the reason why stabbing-type swords eventually predominated over slashing-type swords.)
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 14, 2014, 06:19:52 pm
So Niccolo, I assume the enchanted chainmail gets the same bonus as the normal bronze? And why is the chainmail weak against STABBING? I mean, piercing attacks are pretty much what chainmail is MEANT TO DEFEND AGAINST. Bludgeoning, on the other hand....chain won't do shit to protect your ribs from getting cracked by a mace.

Funny thing about chainmail. It was great at stopping slashes and could generally stop light arrows (unless the heads were really really thin), but when you get stabbed by melee-type blades, the force tends to deform the links. If the links were welded shut, theoretically they would be slightly better at stopping stabs (though not too much better) but this is the bronze age; welding is a little ways off.

Now, I should note I took this all straight from a forum called "The survival podcast" where people were discussing the possibilities of using chainmail specifically as a defense against getting knifed. Whether they're actually correct or not, I don't know, but I'm going with the crazy survivalists on this one.

Well I guess I have to default to your knowledge of medieval chainmail, though I have heard stories of LARPers wearing real chainmail getting shanked by muggers and just laughing it off because they were wearing fucking chainmail. Also one where the guy in question pulled out a fucking broadsword and chased the silly mugger guy.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 14, 2014, 06:31:04 pm
Yeah, that's because if someone stabs a dude not expecting chainmail, then the blade won't have nearly enough force to penetrate. Though why you'd try and knife somebody who's walking around with a goddamn broadsword I don't know. To drive a blade through chainmail certainly takes more force than soft doughy flesh (No matter how iron-hard your abs are), but far less force than to drive through, say, a piece of plate armour. Even leather armour can be better, since the resistance offered gives you the second you need to twist out of the way. That's what the purpose of leather armour was; to give you the time to escape the attack before all of the force had actually been given to you.

Modern chainmail is also a fair bit better simply because metallurgical techniques have improved vastly in the few hundred years. Metals have gotten lighter and stronger! And welding! spot-welding the rings shut improves their resistance to stabbity action simply because the rings can't deform as easily.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 15, 2014, 07:25:18 am
Well I guess I have to default to your knowledge of medieval chainmail, though I have heard stories of LARPers wearing real chainmail getting shanked by muggers and just laughing it off because they were wearing fucking chainmail. Also one where the guy in question pulled out a fucking broadsword and chased the silly mugger guy.
Well, you really can't put much force behind a knife. Those things are useful for getting around armor, but less for getting through it.
And that is one of the funniest attempted muggings I've heard of. "Those people are wearing armor and carrying swords. Let's mug 'em!"
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 16, 2014, 06:55:33 am
Well I guess I have to default to your knowledge of medieval chainmail, though I have heard stories of LARPers wearing real chainmail getting shanked by muggers and just laughing it off because they were wearing fucking chainmail. Also one where the guy in question pulled out a fucking broadsword and chased the silly mugger guy.
Well, you really can't put much force behind a knife. Those things are useful for getting around armor, but less for getting through it.
And that is one of the funniest attempted muggings I've heard of. "Those people are wearing armor and carrying swords. Let's mug 'em!"
http://tvtropes.org/pmwiki/pmwiki.php/MuggingTheMonster/RealLife

Its in there.
And, bonus points, it was a chick who responded with "I'll see your six and raise you thirty-five"
Apparently, the LARPers now sing SONGS about it.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 16, 2014, 08:38:23 am
Ah, those creative anachronism people. They're quite amusing.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 17, 2014, 05:52:34 am
Ah, those creative anachronism people. They're quite amusing.
Unless you exclusively make money through shanking dudes, in which case it's more "Aw fuck, not another one."
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 17, 2014, 07:14:11 am
Ah, those creative anachronism people. They're quite amusing.
Unless you exclusively make money through shanking dudes, in which case it's more "Aw fuck, not another one."

Well if your career path is "shanking people" then living free for long enough to meet TWO victims with chainmail and broadswords is...actually kind of impressive.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 17, 2014, 09:43:01 am
Or you're just trying to make a quick buck at one of their conventions...met-ups...whatever they call them.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 17, 2014, 11:12:58 am
Or you're just trying to make a quick buck at one of their conventions...met-ups...whatever they call them.

Ye olde fayre?

Or maybe it's a hoedown.

Cue my brain providing me with an image of knights in full armour dancing to some redneck hillbilly's tune blown on an empty moonshine bottle. Why does that sound like a Monty Python skit?
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 17, 2014, 12:17:58 pm
Because Monty Python skits are often equal or exceeded that in insanity?

And I'm pretty sure ye olde faires aren't what the SCA does.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 18, 2014, 11:11:13 am
Somewhat relevant: Monty Pythons Flying Circus now has full episodes up on youtube.

Also...WHEN THE HELL ARE WE GETTING BACK TO THE ACTUAL GAME? I HAVEN'T ROLLED OR DODGED IN QUITE AWHILE, AND THIS IS A PROBLEM
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 20, 2014, 10:16:47 am
As soon as GWG and USEC make an action?
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: GreatWyrmGold on April 20, 2014, 10:17:29 am
I haven't?

...
Huh.

Alright, I just need to figure out what the hell to do.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: Niccolo on April 20, 2014, 06:13:26 pm
Might I humbly recommend buying some thin strips of copper? That way, when you inevitably have to rebuild your hand, you have the perfect ingredients... uh... on hand... to build it with.
Title: Re: Roll to Go Mad: Turn 44 - The Markets
Post by: BFEL on April 21, 2014, 10:48:37 pm
Might I humbly recommend buying some thin strips of copper? That way, when you inevitably have to rebuild your hand, you have the perfect ingredients... uh... on hand... to build it with.

BA DUM TISH