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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Tomasque on April 25, 2018, 11:06:29 am

Title: Wild Mage Adventure!
Post by: Tomasque on April 25, 2018, 11:06:29 am
A group of wild mages sit in the corner of the tavern. After many rounds of ale, they reflect upon their exile. Their unpredictable art has shunned them from the Adventuring Guilds, and the few out there who have used their powers for ill have made enemies for them everywhere. Tonight however, they decide that they will no longer wallow in their fate, and for once in their lives, they will take destiny into their own hands. Tonight, they will make a pact: To destroy those who make a bad name for the wild mages, and to finally achieve a victory worthy of an entire Adventuring Guild! Together, they will succeed in an Epic Quest!
~~
You wake up the next morning, bleary eyed and with a terrible hangover. The determination of yesterday is slightly dampened by your rather excessive bar tab (what a night!), but that won't stop you. If you don't have the 200 Gold Pieces right now, that means there's just another reason to start your quest, right? You squint at your fellow adventurers that have assembled around the table, trying to make out how many there are. There's at least another one (maybe you imagined the others?), but there's probably more... heck, you think there could be as many as 8 wizards here, if there's enough player interest.

Spoiler: Character Sheet (click to show/hide)
Spoiler: Mechanics (click to show/hide)
Spoiler: Current Players (click to show/hide)

Spoiler: To Do List (click to show/hide)
Title: Re: Wild Mage Adventure!
Post by: Glass on April 25, 2018, 11:12:52 am
Name: Spades
Favorite Number: Jack
Name of Distant Relative: Diamonds
One Piece of World Lore: Supposedly, the guys over in Adjilia don’t mind wild mages. They’re kinda weird, though. Something about “the crossroads between realities” and “mad science” and “magical girls” or stuff like that. That said, normal people avoid them about as much as they shun wild mages.
Title: Re: Wild Mage Adventure!
Post by: HugeNerdAndProudOfIt on April 25, 2018, 11:30:54 am
Name: Robert.
Favorite Number: 5
Name of distant relative: Eugene.
World lore: The town of Grenheld is inhabited solely by people with boring names, due to an ancient curse.
Title: Re: Wild Mage Adventure!
Post by: ziizo on April 25, 2018, 11:32:01 am
Name: Thomas
Favorite Number: 3
Name of Distant Relative: Trinity
One Piece of World Lore: Gold Pieces are used as currency because gold has anti-magic properties while it cannot prevent a spell from being casted a gold shield would perfectly block a magical attack and a gold blade would easily pierce a magical barrier.
Title: Re: Wild Mage Adventure!
Post by: Smoke Mirrors on April 25, 2018, 11:36:12 am
Name: Lonwen Merlin
Favorite Number: Aces (in case this is invalid, 27)
Name of Distant Relative: Merlin the Magnificent (you know, the Camelot guy)
One Piece of World Lore: This lady, Morgan le Fay, has been going around offering wild mages jobs. Don't help her! She gets them wrapped up in some evil conspiracy and they end up getting killed by demons or something. Whatever the case, no one here's from them even again.
Title: Re: Wild Mage Adventure!
Post by: NRDL on April 25, 2018, 04:27:19 pm
Name: Nix
Favorite Number: 11
Name of Distant Relative: Tracy Engerburg
One Piece of World Lore: The Blue Horseman shows up every month, during a full moon. He only comes for those who betray the ones they love, and exacts a requisite price.
Title: Re: Wild Mage Adventure!
Post by: The_Two_Eternities on April 25, 2018, 05:19:54 pm
Name: Da Capo Al Fine
Favorite Number: 8
Name of Distant Relative: Robert Bumaro
One Piece of World Lore: There is a divide in the Adventuring Guilds about whether magic is inherently evil or not.
Title: Re: Wild Mage Adventure!
Post by: Mallos on April 25, 2018, 05:25:07 pm
Name: John Holiday
Favorite Number: 9
Name of Distant Relative: Akashir
One Piece of World Lore: The Gods died long ago, leaving an empty void in place of the Heavens to be inherited by the first to ascend.
Title: Re: Wild Mage Adventure!
Post by: Glass on April 25, 2018, 05:26:41 pm
Favorite Number: 11
11 is not a valid number, and Jack is already taken.
:P
Title: Re: Wild Mage Adventure!
Post by: Questorhank on April 25, 2018, 05:26:56 pm
Name: Luke
Favorite Number: 13
Distant Relative: Frank
World Lore: Cats have an innate ability to detect magical effects/items, hence their popularity as familiars.
Title: Re: Wild Mage Adventure!
Post by: Failbird105 on April 25, 2018, 06:21:29 pm
Name: You
Favorite Number: 2
Name of Distant Relative: I
One Piece of World Lore: Fairies exist in a variety of types outside the usual tiny roaming magical pranksters, such as House fairies that occasionally help hard-working people with mundane tasks, Redcaps who are no less cute than other fairies but are all blade wielding psychopaths that drink blood, and Tooth fairies who are named such because despite most of them being cute and friendly they are also child sized humanoid monsters with three rows of viciously sharp teeth.

(well, looks like there's already 8 players. I guess there's nothing to do but hope one of the others is invalid or maybe wait for a spot to open up if that will actually happen.)
Title: Re: Wild Mage Adventure!
Post by: Tomasque on April 25, 2018, 07:52:45 pm
Name: You
Favorite Number: 2
Name of Distant Relative: I
One Piece of World Lore: Fairies exist in a variety of types outside the usual tiny roaming magical pranksters, such as House fairies that occasionally help hard-working people with mundane tasks, Redcaps who are no less cute than other fairies but are all blade wielding psychopaths that drink blood, and Tooth fairies who are named such because despite most being cute and friendly they are child sized humanoid creatures with three rows of viciously sharp teeth.

(well, looks like there's already 8 players. I guess there's nothing to do but hope one of the others is invalid or maybe wait for a spot to open up if that will actually happen.)
With 8 players, one is bound to die soon.

 I'll get this game up and running once I get home.
Title: Re: Wild Mage Adventure!
Post by: Tomasque on April 25, 2018, 11:21:08 pm
Everyone:
 The eight of you stumble to your feet. With no one else in the tavern (except the rather patient bartender), you decide to hit the road. The sun is steadily climbing over this little town, and the outside is brimming with fresh air the possibilities of adventure. Perhaps there is a quest available within this motley collection of tavern, store, church, guild hall and half dozen houses, but there is also a road to the east towards a larger town (within a day's worth of travel), and a road to the west towards the quarry (only an hour away). A less comfortable trip (of around half a week) lies to the south, the direction of Sapphire Lake and the shore-side cabin of Diamonds, Spades' great uncle. Directly to the north of here is an expansive forest, rolling over the growing hills all the way up to the Northern Cavern (a month of travel), the rumored lair of a Frost Giant and the edge of the known world - not to say that there aren't any mysteries left in the vast forest preceding it.

 You suppose that - since there are 8 of you, and many different locations to choose from - you could split up and the Gamemaster God wouldn't be too mad about it.

Spoiler: To Do List (click to show/hide)
Title: Re: Wild Mage Adventure!
Post by: NRDL on April 25, 2018, 11:23:16 pm
Nix

Head to the forest, I wanna see what the edge of the world looks like.
Title: Re: Wild Mage Adventure!
Post by: Mallos on April 26, 2018, 04:09:32 am
Holiday sighs, clearly feeling a bit indecisive. "Guess I'll go with you, Nix."

Head with Nix to the forest. I'm a bit curious as well.
Title: Re: Wild Mage Adventure!
Post by: ziizo on April 26, 2018, 05:27:30 am
Thomas

Search for a quest in this city.
Title: Re: Wild Mage Adventure!
Post by: Glass on April 26, 2018, 06:02:20 am
ONEWARDS TO THE FOREST! :D
Title: Re: Wild Mage Adventure!
Post by: Smoke Mirrors on April 26, 2018, 06:16:03 am
I say forest
Title: Re: Wild Mage Adventure!
Post by: HugeNerdAndProudOfIt on April 26, 2018, 09:40:05 am
FOrest
Title: Re: Wild Mage Adventure!
Post by: The_Two_Eternities on April 26, 2018, 04:01:00 pm
Go with ziizo
Title: Re: Wild Mage Adventure!
Post by: Questorhank on April 26, 2018, 10:27:11 pm
((There's too little potential for chaos, let me fix that.))

Attempt to teleport myself to the quarry.
Title: Re: Wild Mage Adventure!
Post by: Tomasque on April 27, 2018, 10:14:32 pm
Turn 1
Timespan: 5 Minutes

NRDL, Mallos, Glass, Smoke Mirrors & HugeNerdAndProudOfIt:
 You follow the road north. Few people venture this way except lumberjacks, hunters and wannabe adventurers, so you don't expect to run into anyone here who could see you use your powers. As you catch sight of the forest, however, it seems to you that there are more people here then usual. Clustered around the edge of the woods is a group of spooked onlookers, hesitating to enter. When you get closer, you can hear the reason why: from the forest echoes a spine-chilling sound - the ghastly groan of every tree in sight. Their branches twist menacingly as grimacing mouths in the bark cry out in dissonance. When you approach to investigate, a wannabe adventurer sees you and yells out a warning cry. His party rushes into the forest, leaving a mildly confused group of lumberjacks and hunters in their wake. "The loot will be ours!" he cries.

ziizo & The_Two_Eternities:
 You ask around everywhere, but everyone you talk to tells you that other wannabe adventurers have already finished their quests! You're considering giving up when the Adventuring Guild master waves you over. "I heard you're looking for a quest, lads. I've got one for you, if you don't spread the word. There's some giant rats in my basement and I don't know what to do about them! If I told a Guild adventurer, they'd laugh me out of business! Could you take care of them, and keep quiet about it? They'll be 30 GP in it for you - each!"

Questorhank:
 The quarry sounds like a good place to start, so you set out to the west. Once you've found a sufficiently high wall to hide behind, you cast a spell to take you the rest of the way there. [6] Things go downhill from the start. With too much energy to control, all you can do is cross your fingers and hope you don't lose a limb. The spell peaks to a reality-shattering crescendo, and you brace yourself for the worst as... as... nothing happens? Hold on, something appeared in your pocket. You pull it out - it's an alchemical scroll! Unlike normal scrolls, these ones are based on SCIENCE and so don't need a roll to be cast, nor do they fall apart after use. However, they are powered by "equivalent exchange," and therefore cannot create more than they require to cast. This one, for instance, brings a person back to life by killing the caster... hmm... You stick it into your pocket, and hope you'll never have to use it.
Spoiler: Questorhank (click to show/hide)

Spoiler: To Do List (click to show/hide)
Title: Re: Wild Mage Adventure!
Post by: Glass on April 27, 2018, 10:20:47 pm
Make the forest stop being spooped with ARCANERY!
Title: Re: Wild Mage Adventure!
Post by: Tomasque on April 27, 2018, 10:57:26 pm
Make the forest stop being spooped with ARCANERY!
There are witnesses - are you sure?
Title: Re: Wild Mage Adventure!
Post by: NRDL on April 28, 2018, 12:01:46 am
Nix

Duck, cover and back away from whatever the hell Spades is about to do.
Title: Re: Wild Mage Adventure!
Post by: Glass on April 28, 2018, 07:22:12 am
Make the forest stop being spooped with ARCANERY!
There are witnesses - are you sure?
I have approximately 2 idea what I’m doing any moment in time. Make it look like science or something.
Title: Re: Wild Mage Adventure!
Post by: Imic on April 28, 2018, 07:50:16 am
For the wait list:
Name: Imic
Favorite number: 4
Name of distant relative: Æmic
Random piece of world lore: The local area has three kingdoms: Banyeth, the smallest, situated in tall mountains and valleys, Osural, Largest, situated in highlands around Banyeth, and the coast further out, and Getia, somewhere in between, located north of the other two in deep forests and lakes. Banyeth has large merchant fleets, Banyeth has many mountain fortresses and keeps, but Getia has the strongest army. They don't like each other, and only Banyeth is accepting of magic. There hasn't been a war in about 4 years, though. There is an area in the middle which is used as a neutral zone, and has no central government. Outlaws and wizards shunned by society often come here...
Banyeth is close to Adjila.
Title: Re: Wild Mage Adventure!
Post by: ziizo on April 28, 2018, 08:16:40 am
accept the "cleaning job" and go to the basement.
Title: Re: Wild Mage Adventure!
Post by: HugeNerdAndProudOfIt on April 28, 2018, 09:25:15 am
Find an unobserved place.
Title: Re: Wild Mage Adventure!
Post by: The_Two_Eternities on April 28, 2018, 10:18:35 am
Accept and follow ziizo.
Title: Re: Wild Mage Adventure!
Post by: Questorhank on April 28, 2018, 12:20:05 pm
Walk to the quarry.
Title: Re: Wild Mage Adventure!
Post by: Mallos on April 28, 2018, 10:46:31 pm
Assist Glass in his foray into arcane fuckery.
Title: Re: Wild Mage Adventure!
Post by: Tomasque on April 29, 2018, 04:25:05 pm
Waiting on Smoke Mirrors.
Title: Re: Wild Mage Adventure!
Post by: Smoke Mirrors on April 30, 2018, 08:22:03 am
Try to cover for Glass and Mallos, if magic needs hand motions, say as follows.

"Oh no, my comrades are having simultaneous strokes!"
Title: Re: Wild Mage Adventure!
Post by: Tomasque on May 01, 2018, 01:45:23 pm
Turn 2
Timespan: 30 Seconds

NRDL:
 [2] You try to get as far as possible from Spades' magic, but before you can hardly react, the spell is cast. Good thing it wasn't a fireball, or you might have been toast. Your sense of relief fades as you see the townspeople are less-than-convinced by his excuse about him and John using science. Then, it turns to positive dread when Lonwen explains it as "simultanious strokes," and the two are taken towards the town to the Adventuring Guild master himself.

Mallos:
 [4] You cast the spell with far less arcane fuckery than expected, but it only seems to have affected a single tree. Spades tries to explain to the crowd that you were using science, but they look kind of skeptical. Things are looking grim, but then Lonwen comes in on your behalf and explains that you both have strokes. The townspeople agree, and think it would be a fine idea to take you both to the Adventuring Guild for treatment. The burly lumberjack pushing you forward implies that you have no say in this matter.

Glass:
 [5] Your spell goes off without a hitch, affecting a fair portion of the afflicted area. You're not quite sure what it did, though... You turn to the flabbergasted crowd and remark, "It's... science!" [3] Some of them shrug it off, but the rest look at you with slight disbelief and suspicion. Lonwen tries to cover you by claiming that you and John got a stroke, and it seems to convince them - a little too much. One person grabs each of your arms as the townspeople march you towards the Adventuring Guild for treatment.

Smoke Mirrors:
 Seeing your fellow wizards are in need of someone to cover their back, you explain that they must be suffering from strokes. [6] A mummer disperses through the crowd - it seems they believed you. Then one of the hunters speaks up: "Then we gotta do something to save them. Let's bring them to the Guild master, he'll know what to do!" They all nod in agreement, and to your horror, begin forcibly escorting the two towards the town.

HugeNerdAndProudOfIt:
 [3] You scan the forest edge and find a large-looking rock to hide behind. When you get closer, you realize that it's a little smaller than you expected, you can hide behind it, but you'll practically have to lay on the ground to remain unseen. You hear a commotion behind you, and turn around to see Spades and John being taken away by the group of lumberjacks and hunters!

ziizo & The_Two_Eternities:
 The Guild master leads you around the back of the Guild Hall, and points to a door. "Just go down there," he says, as he ushers you towards it. Using a heavy iron key, he unlocks it and - with an effort - pulls it open. You notice the gold plates on the inside of the door, but it's too late. He shoves you both inside and slams the door shut, locking it behind you. You hear his muffled voice from the other side, "...and rot in hell, you filthy sorcerers!" Stumbling to your feet, you find the room you are in is dimly lit by an occasional small (and barred) window and sparsely furnished. To the east is the door and the small staircase you were thrown down. A little ways to the north, the room bends to the left, and a pile of random junk has been pushed into the northeast corner. Immediately to the west and south is the wall, with a doorway to another room to the west.
Spoiler: Map (soon) (click to show/hide)

Questorhank:
 After walking for less than a minute, you come across an unexpected problem. The road forks here, and you don't know which way leads to the quarry. To the right, the wide & paved road becomes thinner, and starts running down towards a cluster of trees. To the left, the road lose  its paving, and continues over a small hill.
Spoiler: Questorhank (click to show/hide)

Spoiler: To Do List (click to show/hide)
Title: Re: Wild Mage Adventure!
Post by: Glass on May 01, 2018, 02:00:07 pm
Cheerfully assure people that I did not, in fact, have a stroke.
Title: Re: Wild Mage Adventure!
Post by: Smoke Mirrors on May 01, 2018, 02:20:43 pm
Apologize for worrying people. "You see, my father had a stroke and was no longer able to work the fields as he dint get care in time, so I'm a little jumpy. Thank you all for your quick reaction, and I humbly beg your forgiveness for worrying you."
Title: Re: Wild Mage Adventure!
Post by: ziizo on May 01, 2018, 02:50:40 pm
Check the pile of random junk for useful stuff.
Like weapons or gold.
Title: Re: Wild Mage Adventure!
Post by: The_Two_Eternities on May 01, 2018, 04:51:34 pm
Check the other room.
Title: Re: Wild Mage Adventure!
Post by: HugeNerdAndProudOfIt on May 01, 2018, 08:05:24 pm
Cast a spell. Make the farmers fall asleep.
Title: Re: Wild Mage Adventure!
Post by: NRDL on May 02, 2018, 01:33:54 am
Nix

Follow along to where Spades and Lonwen are being taken, as sneakily as possible.
Title: Re: Wild Mage Adventure!
Post by: Mallos on May 02, 2018, 02:11:54 am
"Wow. Look at all these peasants who have never even seen science before! What a silly place this is."

Walk away nonchalantly. Big lumberjack or no, I'm not going to get dragged to the Guildmaster unless I'm already half-dead.
Title: Re: Wild Mage Adventure!
Post by: Tomasque on May 02, 2018, 10:16:12 am
Try and sneak into the town, figure out where Spades and Lonwen were taken.
They haven't been taken anywhere yet. The procession toward the town is starting right now.

Also, I'm changing the rules for casting freehand a little bit:
 3: Your spell succeeds.
 4: Your spell succeeds, and the better of 2 effects is chosen.
 5: Your spell succeeds, and the better of 5 effects is chosen.
 6: Your spell succeeds, and the better of 10 effects is chosen, as well as 1d4 additional effects.

This should help you guy have your spells achieve more of what you want.
Title: Re: Wild Mage Adventure!
Post by: NRDL on May 02, 2018, 12:18:42 pm
Edited muh action.
Title: Re: Wild Mage Adventure!
Post by: Questorhank on May 02, 2018, 04:59:20 pm
Conjure a compass that points toward where the user wants to go.

((Summoning magic items, what can go wrong?))
((Also I'm all for rolling separately for summoning, (item summoned), and magical effect
Title: Re: Wild Mage Adventure!
Post by: Tomasque on May 02, 2018, 05:30:43 pm
((Also I'm all for rolling separately for summoning, (item summoned), and magical effect
Hmm? What do you mean?