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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Terrahex on April 29, 2010, 05:43:57 pm

Title: Magical RTD Turn 23: Fatigue
Post by: Terrahex on April 29, 2010, 05:43:57 pm
This RTD takes place in middle ages and is based off Arcanum Octet I and II. (Hope you don't mind.) this is also my first RTD I'm doing on the internet.

Rolls will be standard. simple actions are auto-successed. simple actions include, (but are not limited to) walking short distances, talking, and using a magic spell 2 levels below your current level.

Spoiler: rolls (click to show/hide)

Skill levels are as follows. this is only partially based off of arcanum octet.

Spoiler: Skill levels (click to show/hide)

Magic areas are as follows. spells will have *'s behind them symbolizing level.

Spoiler: Magic (click to show/hide)

Gods are pretty much the same as in Arcanum octet I and II. they can be tricky and sometimes not even real.

okay I think that's it... everything above here is subject to change. everything.

Spoiler: character creation (click to show/hide)

Current Players:
Frelock
Batista
Nirur Torir
Paranatural
Meanmelter
Wolfchild

current waiting list:

Deceased:
None

I will accept 5 players.

you find yourself in the market square of Halley, the capital city. in the center of town is the capital. the west side of town meets the Audrey Ocean. catching a boat there, you can sail to the islands or any other town near the sea. to the north are the mountains, traditionally known as the home of dwarves. to the east is the Great Desert where many riches can be found if you survive. to the south are many small forests and towns. you forget why you are here. are you here to visit to Mage Acadamy to take classes? are you here as a salesmen?
Title: Re: Magical RTD
Post by: Frelock on April 29, 2010, 06:14:00 pm
Name: Frelock
Gender: Male
Race: Human
Skills: Major Necromancy
Minor Observation
Minor Persuasion
Inventory: Brown robe, wooden staff, small coin purse
Background: A man who had a sad childhood as a orphan.  Eventually he joined up with dark cult and studied the ways of Necromancy.  However, he no longer directly serves the cult, though he is still somewhat loyal to them for taking him in.  He now runs and orphanage, in order to keep other children from falling into the same lot as him.  He has come to Halley seeking patronage and general funding for his orphanage.
Title: Re: Magical RTD
Post by: Batista on April 29, 2010, 06:23:05 pm
IN

I will post my char tomorrow as I'm currently using my iThing, ok?
Title: Re: Magical RTD
Post by: Nirur Torir on April 29, 2010, 06:33:10 pm
Name: Frederick XVII
Gender: Male
Race: Dwarf

Skills:
Major - runecrafter
Minor - blacksmith, haggler

Inventory:
Clothes - blue pig tail shirt, leggings, belt, shoes, socks, gloves, and hooded cape.
Trade tools - Blacksmithing tools, small iron anvil, chisel for runecarving
Money - Small bag, hopefully enough to rent a room with a large fireplace for a few weeks, where I may set-up shop and begin my work.
Iron - Four sword-units worth.
Bronze - Two sword-units worth.

Background: Frederick is young, only 39 years old. He spent several years learning runes from his father, and the art of smithing from his mother. He has always been fascinated with the tales he read of the humans, wondering how they could still be alive after all this time. One day he was roughly shaken awake and yelled at for not crafting five fine pewter mugs for the baron. As a punishment for not knowing what the baron wanted, he was exiled until he returns with seventy *fine pewter statues*. He took his tools, and set out for human lands to observe them first hand and practice his trade.
Title: Re: Magical RTD
Post by: Paranatural on April 29, 2010, 06:39:49 pm
Name: Sargoth
Gender: Male
Race (human, elf, dwarf, etc.): Half-Orc
Skills (one major, two minor):
Major: Meta Magic
Minor: Elementalisim
Minor: Beasteology
Inventory: Heavy brown cloth robe, satin underwear (I likes the softness), leather backpack, Staff, several beltpouches (leather), leather belt, Knife, Dagger, Kopesh, 3 days of iron rations, 2 water skins, and any books of magic I'd need.
background (optional): As a young half-orc, he was birthed by his mother, an orc. She carried him into battle, where his clan attacked a mages tower. His clan was struck down, and he was taken in by the mage. At first he was a laborer, but after showing a quick aptitude, the mage took him as a full apprentice. After he showed enough skill, he was sent out into the world, to find his place. As a half-orc, he has trouble finding acceptance, however.
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:00:31 pm
Name: Frelock
Gender: Male
Race: Human
Skills: Major Necromancy
Minor Observation
Minor Persuasion
Inventory: Brown robe, wooden staff, small coin purse
Background: A man who had a sad childhood as a orphan.  Eventually he joined up with dark cult and studied the ways of Necromancy.  However, he no longer directly serves the cult, though he is still somewhat loyal to them for taking him in.  He now runs and orphanage, in order to keep other children from falling into the same lot as him.  He has come to Halley seeking patronage and general funding for his orphanage.

Observation?

Paranatural, what's a Kopesh?

Nirur, I think that's a little much. I'll let you keep the gold or the metals.
Title: Re: Magical RTD
Post by: Paranatural on April 29, 2010, 07:04:23 pm
http://www.google.com/imgres?imgurl=http://www.kultofathena.com/images%255CAH4317_l.jpg&imgrefurl=http://www.kultofathena.com/product.asp%3Fitem%3DAH4317&usg=__XjNLNHnly2aSDLRkKR1gHZkXxWw=&h=1068&w=492&sz=80&hl=en&start=1&itbs=1&tbnid=nficholrHH6VaM:&tbnh=150&tbnw=69&prev=/images%3Fq%3Dkopesh%26hl%3Den%26sa%3DG%26gbv%3D2%26tbs%3Disch:1
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:05:02 pm
Ahhhhh, Kopesh

is that the kind you want?
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:14:21 pm
BTW, you can post your action after I get everyone's stats up
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:33:03 pm
Frelock: Human
Status: fine
Skills
Spoiler (click to show/hide)
Magic
Spoiler (click to show/hide)
Inventory
Spoiler (click to show/hide)

I've just gotten Frelock's done, I might have missed something though. how do I title a spoiler?
Title: Re: Magical RTD
Post by: Nirur Torir on April 29, 2010, 07:36:52 pm
I don't quite see how I could get started without both a place to work and something to work with. Nobody's going to loan me materials unless I get a {5} on a beg role, and I can't work the metals without something that provides more heat then a campfire. Could I get, say, 3 units of iron and 6 turns worth of workspace?
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:39:25 pm
I don't quite see how I could get started without both a place to work and something to work with. Nobody's going to loan me materials unless I get a {5} on a beg role, and I can't work the metals without something that provides more heat then a campfire. Could I get, say, 3 units of iron and 6 turns worth of workspace?

I'll give you that iron, and why don't you just haggle a very low price to use a blacksmith?
Title: Re: Magical RTD
Post by: Nirur Torir on April 29, 2010, 07:40:50 pm
Eh, alright.
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 07:45:24 pm
I'll give you 10 silver pieces (sp) for you to haggle with, make all hagglers around the world proud. (Copper peices are worth less than silver, silver are worth less than gold.)
Title: Re: Magical RTD
Post by: Meanmelter on April 29, 2010, 08:11:04 pm
Name:Morul Logemegast
Gender:Male
Race:Dwarf
Major Skill:Blacksmithing. As in all types of smithing, not just blacksmithing.
Minor Skill:War hammers. As they are epic.
Minor Skill:Negotiator.
Inventory is...
Iron Chain Leggings,Iron Chain Mail, Iron Shield, Iron High Boots, Iron Mail Mittens, Iron Winged Helmet, Iron War hammer, Backpack, and a Small Smithing Kit
background.
Morul Logemegast was only 13 when he managed to open his own smithing business! Recently, he was engaged in a lawsuit and lost his shop, and everything else he owned. He might go back to smithing, or get together with some fellow adventurers and plunder deep into HELL!
(I tried to make the background short and sweet, did not want to bore anyone with a five paragraph background.)
Title: Re: Magical RTD
Post by: Frelock on April 29, 2010, 08:16:24 pm
Observation?

Good at noticing things, and being able to remember them later.  Helps with searching for traps or loot, noticing body language, overhearing conversations, that sort of thing.
If you don't like that, I could change it to street smarts.


Also, after looking over Nuir and Paranatural's inventories, is there any chance I could add a leather backpack with some food, a waterskin, rope, small journal and writing tools?

EDIT: If you want to title a spoiler just do [spoiler=yourstuffhere
Title: Re: Magical RTD
Post by: PopeRichardCorey on April 29, 2010, 09:37:22 pm

Name: Richard Corey
Gender: Male
Race: Gnome (The bright, slightly mad kind, not the kind that just steals alcohol.)
Skills:
        Major: Sleight of Hand
        Minor: Lying, Metamagic
Inventory: A leather suit (recently noticed to be quite uncomfortable); An assortment [5-6] of small daggers (used mostly as distractions); A jaunty hat; three [3] decks of cards: one tarot, one playing, one trick-playing; A slightly enchanted bag which can carry about 1.5 times as much as it should be able to.
background: R. Corey was once a ragamuffin in one of the less well-lawed towns beyond the forests.  Not very dangerous; a witty class clown and petty thief-for-the-sake-of-thieving.  If his loving parents had ever heard the word, they would have proudly called him "Puckish."  He has a natural talent for magical theory which he only cares about insofar as it can help him out of tight spots on occasion, and a preternatural talent for "mundane" magic -- card tricks and bilking people.  Of course, when he managed to bilk the mayor of his town, an act which went undiscovered for the ten minutes it took him to get home, and then spent the next 48 hours being quite thoroughly discovered, he had to exile himself.  Now he's in Halley, hoping more than anything to find something to do.

(I'm a bit new to this, but I think I've got the hang of it already, or at least close enough for nuclear warfare horseshoes Devastating Magical Blasts Directed At Coming Closest To Wrapping Around A Pole.)
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 11:11:12 pm
Observation?

Good at noticing things, and being able to remember them later.  Helps with searching for traps or loot, noticing body language, overhearing conversations, that sort of thing.
If you don't like that, I could change it to street smarts.


Also, after looking over Nuir and Terrahex's inventories, is there any chance I could add a leather backpack with some food, a waterskin, rope, small journal and writing tools?

EDIT: If you want to title a spoiler just do [spoiler=yourstuffhere

my name is Terrahex, I'm not playing. I'll add your backpack and other stuff, but unless specifically mentioned, you don't need food water or rest.

thanks for the tip by the way.
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 11:12:21 pm

Name: Richard Corey
Gender: Male
Race: Gnome (The bright, slightly mad kind, not the kind that just steals alcohol.)
Skills:
        Major: Sleight of Hand
        Minor: Lying, Metamagic
Inventory: A leather suit (recently noticed to be quite uncomfortable); An assortment [5-6] of small daggers (used mostly as distractions); A jaunty hat; three [3] decks of cards: one tarot, one playing, one trick-playing; A slightly enchanted bag which can carry about 1.5 times as much as it should be able to.
background: R. Corey was once a ragamuffin in one of the less well-lawed towns beyond the forests.  Not very dangerous; a witty class clown and petty thief-for-the-sake-of-thieving.  If his loving parents had ever heard the word, they would have proudly called him "Puckish."  He has a natural talent for magical theory which he only cares about insofar as it can help him out of tight spots on occasion, and a preternatural talent for "mundane" magic -- card tricks and bilking people.  Of course, when he managed to bilk the mayor of his town, an act which went undiscovered for the ten minutes it took him to get home, and then spent the next 48 hours being quite thoroughly discovered, he had to exile himself.  Now he's in Halley, hoping more than anything to find something to do.

(I'm a bit new to this, but I think I've got the hang of it already, or at least close enough for nuclear warfare horseshoes Devastating Magical Blasts Directed At Coming Closest To Wrapping Around A Pole.)

the roster is full, but I'll add you to the waiting list. once Batista posts his character, I'll post complete stats.
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 11:20:18 pm
Frelock: Human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

these are the stats so far. change what you want now. once Batista's stats are posted, the game begins.
Title: Re: Magical RTD
Post by: Meanmelter on April 29, 2010, 11:31:52 pm
Maybe I could get one spell that allows me to summon 1 Skeleton warrior? Probably to much for my guy...
Title: Re: Magical RTD
Post by: Terrahex on April 29, 2010, 11:37:16 pm
you don't have any magic skills that you chose so I can't give you any.
Title: Re: Magical RTD
Post by: Meanmelter on April 29, 2010, 11:51:44 pm
you don't have any magic skills that you chose so I can't give you any.
Ok.
Title: Re: Magical RTD Turn 0: preparations
Post by: Nirur Torir on April 30, 2010, 06:18:55 am
I request to start with a nice, dwarven rune of strength instead of that weak rune of finesse.

Also, try acronym tags. They create hidden text that is revealed upon mousing over the underlined word.

Code: [Select]
Also, [acronym=Useful for storing skill bonuses.]try acronym tags[/acronym].
Title: Re: Magical RTD Turn 0: preparations
Post by: Paranatural on April 30, 2010, 08:25:49 am
Ok, first round's actions:

I stroll about the marketplace, looking for work, or postings of which I could acquire some money.
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on April 30, 2010, 08:30:28 am
still need batista's character
Title: Re: Magical RTD Turn 0: preparations
Post by: Frelock on April 30, 2010, 11:41:43 am
I go to a rich neighborhood, and attempt to make friends with some rich benefactor.
Title: Re: Magical RTD Turn 0: preparations
Post by: Nirur Torir on April 30, 2010, 11:51:01 am
No rune of strength? Aw, fine.

I'll look around, trying to haggle for the use of a workspace that I can practice my craft at.
Title: Re: Magical RTD Turn 0: preparations
Post by: Batista on April 30, 2010, 03:20:15 pm
I havent posted before because I honestly couldnt, I will post my character in 90 minutes, I can't really do it right now

Sorry for the delay, and thanks for understanding
Title: Re: Magical RTD Turn 0: preparations
Post by: Meanmelter on April 30, 2010, 03:33:37 pm
Look around for any adventurers that would not mind me being along with them.
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on April 30, 2010, 03:48:35 pm
I request to start with a nice, dwarven rune of strength instead of that weak rune of finesse.
Rune of strength is a level 2 (amateur) spell. everyone is starting off with Novice spells regardless.
I havent posted before because I honestly couldnt, I will post my character in 90 minutes, I can't really do it right now

Sorry for the delay, and thanks for understanding
It's okay. It gives everyone else a time to change their characters.
Title: Re: Magical RTD
Post by: Terrahex on April 30, 2010, 03:55:42 pm
Observation?

Good at noticing things, and being able to remember them later.  Helps with searching for traps or loot, noticing body language, overhearing conversations, that sort of thing.
If you don't like that, I could change it to street smarts.

I think that that's a little much to be put into one catagory. those skills exist in seperate catagories= memory, perseption, hearing. perception seems to have most of those= noticing traps, bodylanguage, noticing of course. would you like to change?
Title: Re: Magical RTD Turn 0: preparations
Post by: Frelock on April 30, 2010, 04:07:44 pm
Sure thing, you're the boss.
Title: Re: Magical RTD Turn 0: preparations
Post by: Paranatural on April 30, 2010, 04:14:28 pm
Btw, any way I could get a summary of what my spells actually do? I mean yeah the name is a hint, but it'd be handy...
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on April 30, 2010, 04:34:35 pm
Btw, any way I could get a summary of what my spells actually do? I mean yeah the name is a hint, but it'd be handy...
I'll tell you what to do, but ussually players find a way of using them in clever (or very very very very dumb) ways.
Glow is a metamagic spell you can use it too make a light etc.
breeze is... do you really need me to explain that? (you didn't specify any kind of elemental mage you were anywhere in skills or background so I gave you this.)
Swarm is a beasteology spell. basically you call a horde of insects to attack. attack wasps!!!
Title: Re: Magical RTD Turn 0: preparations
Post by: Paranatural on April 30, 2010, 04:58:40 pm
Works for me, I just didn't know how limited/free we were allowed to be with these. I like earth better but breeze is fine with me. I'm sure I'll pick up more stuff as we move on.
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on April 30, 2010, 05:21:01 pm
If Batista doesn't post his character by 11:00 tonight, I'm moving down the waiting list
Title: Re: Magical RTD Turn 0: preparations
Post by: Batista on April 30, 2010, 06:37:30 pm
Posting my char right now, wait a sec


Name: Aethor
Gender: Male
Race : Elf
Skills : Major Meta Magic, minor elementalism and life magic (I want an element wich has a teleport spell in the later levels, and isn't wind if thats possible)
Inventory : Full leather armor (regular clothes if thats not possible, a blank book (to write on), ink, a feather, a leather backpack a wooden staff with a transparent stone on the top.
Background: This guy is known as a liar, so any background he provides isn't reliable.


Title: Re: Magical RTD
Post by: Terrahex on May 01, 2010, 12:15:04 am
Frelock: Human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: Skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Finally everything is done!!! Post actions now!!!
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on May 01, 2010, 12:18:14 am
So this team consists of a human, an elf, 2 dwarves, and a human-orc hybrid... this will be epic
Title: Re: Magical RTD Turn 0: preparations
Post by: Paranatural on May 01, 2010, 12:18:53 am
Ok, first round's actions:

I stroll about the marketplace, looking for work, or postings of which I could acquire some money.
Title: Re: Magical RTD Turn 0: preparations
Post by: Nirur Torir on May 01, 2010, 05:24:51 am
I'll look around, trying to haggle for the use of a workspace that I can practice my craft at.
Title: Re: Magical RTD Turn 0: preparations
Post by: Batista on May 01, 2010, 06:32:46 am
What does the prayer of clarity do?
Title: Re: Magical RTD Turn 0: preparations
Post by: Terrahex on May 01, 2010, 06:59:49 am
if you're drunk, it clears your mind, or someone elses. stuff like that.
Title: Re: Magical RTD Turn 0: preparations
Post by: Batista on May 01, 2010, 07:14:57 am
I head to the town's library and start reading up on Elementalism, if that's not possible I attempt to get some money doing light jobs and such
Title: Re: Magical RTD Turn 0: preparations
Post by: Nirur Torir on May 01, 2010, 10:29:19 am
Quote from: topic
Magical RTD turn 0 meanmelter, we're waiting
Or are we?

Look around for any adventurers that would not mind me being along with them.

That makes five. Rolls?
Title: Re: Magical RTD turn 0 meanmelter, we're waiting
Post by: Terrahex on May 01, 2010, 10:30:37 am
ohhhh... oops.... sorry mean melter... I thought...  :'( :'( :'( :'( :'( :'(
Title: Re: Magical RTD turn 0 meanmelter, we're waiting
Post by: Meanmelter on May 01, 2010, 11:09:22 am
It's okay.
Title: Re: Magical RTD turn 0 meanmelter, we're waiting
Post by: Terrahex on May 01, 2010, 11:21:23 am
Turn 1: the start of hilarity

I'll look around, trying to haggle for the use of a workspace that I can practice my craft at.

4) you suddenly remember something... You came here for a job! you know that you love to blacksmith and runesmith, so you decide to find a blacksmith who will let you use his stuff. after searching a bit, you are drawn to the sweet sound of hammers hitting metal. finally you find it. a couple of men are busy attack heated metal on iron anvils. as you come up another man comes out of the shadow. he is big and burly, twice your size in fact. you ask to use his blacksmith. he says it'll cost you a Gold peice, but being a dwarf that appretiates a good drink, you know how to haggle. 4) you put up a good haggling and lower the price to a staggering 1 silver peice!!!! he says that metal costs 3 silver pieces for a unit of either bronze, iron, steal, etc.

I head to the town's library and start reading up on Elementalism, if that's not possible I attempt to get some money doing light jobs and such

6) deciding that the best place to read about magic would be at the magic acadamy, you quickly run into town, knocking over every person daring to get in the way of a speeding elf. you reach the gates of the acadamy, but don't stop running there, you run al the way to the the help and support desk, then to the library, where you check out 3 books on elementalism. 2) but you're too tired to read anything right now. you spend awhile just resting and drinking water out of the fountain in front of the acadamy.

+3 Speed
Inventory + Novice elements
+ detailed description of fire magic
+ the elements


Ok, first round's actions:

I stroll about the marketplace, looking for work, or postings of which I could acquire some money.

5) you decide that if you are to be in this town, you will need to have money. you look around, asking people for jobs. after about an hour, you slump to the ground defeated, next to the fountain near the acadamy. not only is an obnoxious man drinking water from it, but you feel empty dissappointed... :'(
suddenly, your ear picks up the word of gold: treasure. two men are talking in hushed voices about a cave rumored to be full of treasure... but also monsters.

+2 to perseption

Look around for any adventurers that would not mind me being along with them.

3) you decide that adventuring is the best way in life, despite what your mom says about "going to colledge" and "getting a real job" or even "settling down." you decide you need adventuring buddies. you look around and you see a fellow dwarf looking around and you head towards him, quickly losing him in the crowds, even though there is barely anyone on the street.

I go to a rich neighborhood, and attempt to make friends with some rich benefactor.

6) you decide you need rich friends to make you look good, so you head to the castle, hoping to get the king's attention. when you get to the cast the guards refuse to let you through. you decide to persuade them to let you through. 6) you do such a good job, you leave with their weapons, having convinced them they're so intimidating, they don't need any. now you just need to find the king... or a princess.

+4 to persuasion
Inventory: + short sword, spear


Frelock: Human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: Skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: Skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

If you find any mistakes, notify me immediately
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Paranatural on May 01, 2010, 11:29:17 am
I got a +2 to Perception, but it didn't show up on my skills list.

I listen more to the tales of this cave and where to find it. If they notice me I ask them directly about it. If they won't tell me, I try and intimidate them. If they attack me, I run away. If I can't run, I defend myself with my kopesh.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Batista on May 01, 2010, 11:30:03 am
I rest, then I finish reading the books if I havent yet


((Speed does actually sound like a cool ability))

Spoiler (click to show/hide)

Should be elf, his perception cant be THAT bad
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Nirur Torir on May 01, 2010, 11:43:04 am
No skill gain from that?
Also, it's odd for bronze, iron, and steel to cost the same.

I accept the man's price, then make an iron scimitar with some of the iron I brought. I'll carve a rune of finesse on the hilt as I forge the sword.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Terrahex on May 01, 2010, 11:47:50 am
I got a +2 to Perception, but it didn't show up on my skills list.

dang... I coul've sworn I got everything...

besiddes that, did I do a good job?
I rest, then I finish reading the books if I havent yet


((Speed does actually sound like a cool ability))

Spoiler (click to show/hide)

Should be elf, his perception cant be THAT bad

man, refers to pretty much any inteligent being. besides, there aren't many differences between elves and humans.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Meanmelter on May 01, 2010, 12:31:09 pm
You realize that it is to late in the day to find anyone will to go on an adventure, so I shall adventure alone into a cave, that is not to overwhelming with baddies. Maybe gain some battle scars and drink to my pleasure!
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Frelock on May 01, 2010, 01:11:02 pm
Find and befriend king.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Terrahex on May 01, 2010, 01:14:47 pm
Find and befriend king.

I didn't think you'd mind going to the castle instead.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Frelock on May 01, 2010, 01:33:24 pm
Rich benefactors would include the king and the royal court; and I'm sure the palace is in the wealthy district.  Still, thanks.
Title: Re: Magical RTD turn 1: the Start of Hilarity
Post by: Terrahex on May 01, 2010, 06:55:06 pm
If you get a six, I am so making you save his daughter.
Title: Re: Magical RTD turn 2: caves hold treasures, so does the king.
Post by: Terrahex on May 01, 2010, 10:33:03 pm
Turn 2: Caves hold treasures, so does the king

I got a +2 to Perception, but it didn't show up on my skills list.

I listen more to the tales of this cave and where to find it. If they notice me I ask them directly about it. If they won't tell me, I try and intimidate them. If they attack me, I run away. If I can't run, I defend myself with my kopesh.

1) you decide that you're interested, but with the fountain near your ear it's hard to hear. you sneak up toward them, but they notice you. "I demand to know about the treasure!!!" You yell at the top of your lungs. they quickly shush you and agree to tell you where it is if you shut up. you quickly agree. 3) they say that it's just south of halley. you think that they're telling the truth but you're not sure. when you look up again, you see that they're gone.

+1 to stelth
+3 to yelling


I rest, then I finish reading the books if I havent yet

1) you don't rest quite well, seeming to think that sitting in a fountain is good for resting. unfortunately, one of your books is destroyed in the "resting." you quickly abandon the fountain to crack open Detailed Description of Fire Magic. 6) learning quite a bit in such a short time. you feel the need to practice... it's just itching under your skin. maybe drying that book

Inventory: soggy The elements
+5 to elementalism
New spell: cinders* (fire)
New Spell: Ash cloud* (Fire)


You realize that it is to late in the day to find anyone will to go on an adventure, so I shall adventure alone into a cave, that is not to overwhelming with baddies. Maybe gain some battle scars and drink to my pleasure!

4) realizing that there are hardly, if any, caves in the king's city, you decide to leave the town. you travel south, reaching the gate just as two men rush by you, acting like they're in a big hurry. in their rush to leave you hear "cave". you decide to follow them.

Find and befriend king.

4) (dang, I wanted a six) you look around for a bit, winding up in the throne room where his majasty is sitting on the throne, crying. realizing this could be your chance you quickly ask, "what's wrong sire?"
"My daughter has been kidnapped by an evil band of criminals, and is being held in their tower north of the Dwarven Mountains."
"I could get her my lord." you say overconfidently.
"If you would, I would reward you ten times your wight in gold."
Greed in your eyes, you turn around and leave the throne room. what did you get yourself into?

No skill gain from that?
Also, it's odd for bronze, iron, and steel to cost the same.

I accept the man's price, then make an iron scimitar with some of the iron I brought. I'll carve a rune of finesse on the hilt as I forge the sword.

Sorry I'll add a plus 4 to your negotiator skill. :D
6) quickly accepting the price, you get to work on your preject using the iron you brought to the job. you quickly dismiss the Idea of have a boring old scimitar, and instead, with speed grace and compassion that makes the otehr metalworkers kiss your feet, you make a scimitar that can be split into two, along with a hilt. the sheath is stunning, with so many symbols and meanings. you then craft the rune of finesse on both scimitars. you swear that you hear angels singing in the back of your head.

Inventory: -iron unit +twin iron scimitars of finesse
+5 blacksmithing
+3 rune smithing
+the respect of Halley Blacksmiths

Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Agian, tell me if I missed stuff.
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Meanmelter on May 01, 2010, 10:55:11 pm
Damnit my guy blows at this game :'(

Proceeds to the cave, Also remember to BUY A MAP next time. When You get there, start looting and killing anything that stands in your way unless it is friendly. If it agree's to join you, cheer!
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Paranatural on May 02, 2010, 01:53:10 am
Still no perception skills?


I go to the Mage's Library and learn up on some new Meta Magic spells. (Worked well for others)
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Batista on May 02, 2010, 05:31:19 am
I proceed to dry up de book, if it catches on fire, I throw it again in the fountain


My spells are all very weak in battle amiright?
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Nirur Torir on May 02, 2010, 05:50:21 am
Gold gold gold gold gold, gold gold, gold.

I now attempt to devise a rune of durability, allowing me to make weapons that seldom break.
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Terrahex on May 02, 2010, 09:18:10 am
we are waiting for Frelock. I checked carefully this time. from now on, im going to put all stats in a seperate post, and you may want to check everything that changed every turn.
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Frelock on May 02, 2010, 04:03:55 pm
Very good.  Sorry about the hold-up; I couldn't access bay12 for some reason...

Find a local cemetery outside of town, and raise a zombie minion.
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Terrahex on May 02, 2010, 05:01:57 pm
I'll post the turn later tonight.  :P
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Terrahex on May 02, 2010, 06:31:12 pm
Turn 3: ZZZZOOOOMMMM

Damnit my guy blows at this game :'(

Proceeds to the cave, Also remember to BUY A MAP next time. When You get there, start looting and killing anything that stands in your way unless it is friendly. If it agree's to join you, cheer!

4) you hurry up to catch up to the two men  that are going to the cave. finally you arrive at a cave mouth long after the men you were following. they seemed to be argueing before you got there. now they turn on you and draw there swords. 4) you quickly get out of the way before you get cut in half by their swords 1) but are too winded to retaliate.

+2 speed

Still no perception skills?


I go to the Mage's Library and learn up on some new Meta Magic spells. (Worked well for others)

6) The urge to learn is suddenly strikeing your heart. Magic, you must study magic!!! but which kind? elementalism? summoning? alchemy? Metamagic!!! it's perfect. like a speeding elf you sprint to the mage's acadamy. ZZZZOOOOOMMMM is all the people here, allong with a blast of wind in your wake. suddenly, you're in the courtyard of the magic acadamy hold a book on metamagic.

Inventory: + Arcane theory
+5 speed


I proceed to dry up de book, if it catches on fire, I throw it again in the fountain


My spells are all very weak in battle amiright?

3) you quickly dry the book with no problem, the book is still ruined though. all the pages are stuck together and some of the ink has run from it's lines.

Inventory: ruined the element
+3 elementalism


Gold gold gold gold gold, gold gold, gold.

I now attempt to devise a rune of durability, allowing me to make weapons that seldom break.

5) you decide that a rune of duribility would be best. you sit down with a peice of paper and start writing runes on it then ripping it until you finally can't. success!!!

New spell: Rune of durility**
+5 to runecrafting


Very good.  Sorry about the hold-up; I couldn't access bay12 for some reason...

Find a local cemetery outside of town, and raise a zombie minion.

5) deciding that now would be the best time to raise your zombie army, you search for the cemetary, finding one on the ecge of town... a giant one!!! you are so excited that you jump up and down, dancing on someones grave. you raise a zombie, 4) and it seems quicte friendlyt as its rotting corpse digs out of the ground and gives you a hug. AWWW!! so cute!!

it's still a free zombie though, its not bound to your will.

+3 necromany
Title: Re: Magical RTD turn 2: Caves hold treasures, so does the king
Post by: Nirur Torir on May 02, 2010, 06:36:45 pm
I craft an Iron Warhammer of Durability.
Title: Re: Magical RTD turn 2: caves hold treasures, so does the king.
Post by: Terrahex on May 02, 2010, 06:39:33 pm
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)

notify me if I missed stuff.
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Paranatural on May 02, 2010, 06:48:09 pm
With my new find, I head towards the cave the two men were talking about
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Meanmelter on May 02, 2010, 08:00:19 pm
Show those damn sword-fagots what it means to be hit with a Iron War hammer!
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Frelock on May 02, 2010, 09:50:11 pm
Ask zombie if it's willing to serve me. (explain to it that it's helping poor orphan children) 
If so, then leave it's free will, give it the short sword, and resurrect another.
If not, attempt to bind its will to mine.
(Those who do not wish to help orphans are obviously evil, and deserve no rest.)
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Terrahex on May 02, 2010, 09:52:56 pm
Ask zombie if it's willing to serve me. (explain to it that it's helping poor orphan children) 
If so, then leave it's free will, give it the short sword, and resurrect another.
If not, attempt to bind its will to mine.
(Those who do not wish to help orphans are obviously evil, and deserve no rest.)

I think you should bind it's will either way. you need that spell later on most likely. plus, you get exp.
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Frelock on May 03, 2010, 12:51:21 am
You forget, I'm a good necromancer.  Gotta RP dontchaknow?  Plus, a friend is always more useful than a slave.
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Batista on May 03, 2010, 01:58:35 pm
BURN DOWN THE BOOK, THROW IT INTO THE FOUNTAIN, and wander off searching for a melee fighter who would want to stick with me. Search for a quest if I still have time.
Title: Re: Magical RTD turn 3: ZZZZOOOOMMMM
Post by: Terrahex on May 03, 2010, 06:59:08 pm
You forget, I'm a good necromancer.  Gotta RP dontchaknow?  Plus, a friend is always more useful than a slave.

you only started off wth the spell resurect. I only gave people one spell for each magic skill they had.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Terrahex on May 03, 2010, 07:46:11 pm
Turn 4: A Path in the Woods

I craft an Iron Warhammer of Durability.

3+1=4) you craft an ordinary warhammer. everyone else seems a bit dissappointed, but don't react in any other way. 2) As you carve the rune of durability into the hammer, you get distracted, messing up in the proccess, making it a whole new rune that you don't even remember.

Inventory: -iron unit + Warhammer of unknown properties
+3 blacksmithing
+3 runecrafting
Inventory: Bam warhammer


With my new find, I head towards the cave the two men were talking about

5) not even bothered by the prospect of stealing, you decide that heading toward the cave that you heard those men talking about would be a good idea. you travel through the city, find the gates, and venture out onto the open rode. then you realize that "just south of Halley" is pretty genaric. you start to ponder this when you see a trail, freshly made, heading through the trees off the path. knowing that they went to the cave and lacking any better lead, you follow it, hearing a scuffle up ahead.

+4 tracking

Show those damn sword-fagots what it means to be hit with a Iron War hammer!

3) you reach to take out your hammer, but they attack again. 3) one of them jumps in the air and lands on his friends shoulders... 4) they stumble a bit, but regain their composure, if they have a composure to regain...

Ask zombie if it's willing to serve me. (explain to it that it's helping poor orphan children) 
If so, then leave it's free will, give it the short sword, and resurrect another.
If not, attempt to bind its will to mine.
(Those who do not wish to help orphans are obviously evil, and deserve no rest.)

1+1=2) you ask the zombie if it's willing to serve you, but you make it sound a little... evil. the zombie quickly runs away. you chase after it, running into town. it scares little orphan children, making it seem even less likely that you will get to save them. you begin to gain on the zombie and try to bind it's will to yours 3) the zombie manages to fight off your binding spells, but you feel like you might get it if you try again.

+2 to speed
+3 to necromancy
New spell: Soul Bind**

 
BURN DOWN THE BOOK, THROW IT INTO THE FOUNTAIN, and wander off searching for a melee fighter who would want to stick with me. Search for a quest if I still have time.

3) you burn the book, not caring if it was a library's book, feeling angered by its fragility. you need someone around you who will stop you from making these mistakes... a partner. you look around for a partner and see someone who looks kinda like an orc. he leaves the courtyard, looking like he's trouble. you decide to follow him. he leaves the city and starts making his way through the woods... you quickly lose sight of him, but the path isn't that mistakable.

+2 to stealth
+2 to elementalism


NPC's

Guy 1: Slice this fool in half 5) you go to slice him in half but your "buddy" thinks it's fun to piggy back

Guy 2: Jump attack!! 3) you leap high inot the air, and come down onto your friend's shoulders. he's not amused.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Terrahex on May 03, 2010, 07:49:50 pm
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)

notify me if I missed stuff.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Nirur Torir on May 03, 2010, 07:54:06 pm
I attempt to identify the rune on my hammer. (I don't see how I could forget an engraved rune. Trying to draw a rune with pure magic is highly dangerous. Plus, dwarves are usually not known for being able to use standard magic.)
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Paranatural on May 03, 2010, 09:05:26 pm
I try and use my Beasteologist magic to summon a small woodland animal to go find out what the scuffle is hand have it report back to me.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Meanmelter on May 03, 2010, 10:39:25 pm
Realizing that they could kill themselves without a motive, I shall try again to hit them untill My turn is over.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Terrahex on May 03, 2010, 11:45:04 pm
I attempt to identify the rune on my hammer. (I don't see how I could forget an engraved rune. Trying to draw a rune with pure magic is highly dangerous. Plus, dwarves are usually not known for being able to use standard magic.)
you didn't forget, you just accidentally drew one you didn't know, besides, this is the universe where dwarves can even be buissenes men. anything is possible

okay, that's 3/5 people. two more to go and I can do the next turn
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Frelock on May 04, 2010, 09:23:18 am
Bind the zombie's will, and get the heck out of town.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Batista on May 05, 2010, 10:03:06 am
I start running down the trail and attempt to catch up.

"Hey, mind if I join you? It's always cool to have a fire magic user around."

I will attempt to create a fireball
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Terrahex on May 05, 2010, 10:12:29 pm
Turn 5: This Runes my Day  :D

I attempt to identify the rune on my hammer. (I don't see how I could forget an engraved rune. Trying to draw a rune with pure magic is highly dangerous. Plus, dwarves are usually not known for being able to use standard magic.)

5) attempting to identify the rune, you swing the hammer in an arc and an energy field surrounds it, making anything you slam it it into feel as if they were being hit with ten times that much.

New Spell: Rune of Amplification***
+2 runecrafting
Inventory: bam warhammer


I try and use my Beasteologist magic to summon a small woodland animal to go find out what the scuffle is hand have it report back to me.

5) suspicious of any activity going on ahead, you cast a spell to bring in a small woodland creature. the bushes scramble a bit then a chipmunk bursts out, ready to do your bidding... anything, it seems to like you a lot. you tell it to go and check out what's ahead, when you realize you can't understand animals yet. you hold that order and decide to check it out yourself.

New Ally: Chippy
+4 Beasteology
New Spell: Small Woodland Command*


Realizing that they could kill themselves without a motive, I shall try again to hit them untill My turn is over.

2) fate seems to hate you, as your hammer is still snagged in the belt strap. the two men still argue and finally fall over 4) coming out relatively undamaged.

Bind the zombie's will, and get the heck out of town.

2+1=3) the zombie still resists your power, but it does slow down to a walk. realizing that the guard could come at any moment, you pull it into a decrepit building that seems to have ounce been a mansion. you bet you could find some valuable stuff in here. like books and old weapons. you lock the iron gates, seeing a padlock with a key in it.

+3 necromancy
Inventory: Old Iron Padlock Key


I start running down the trail and attempt to catch up.

"Hey, mind if I join you? It's always cool to have a fire magic user around."

I will attempt to create a fireball

4) you stumble into that man you were following, introducing yourself as Aethor. the orc responds that he is Sargoth. you ask if you could join him in adventures.
Title: Re: Magical RTD turn 4: a Path in the Woods
Post by: Terrahex on May 05, 2010, 10:14:18 pm
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Paranatural on May 05, 2010, 10:27:33 pm
Hey, that worked well.

I cast a spell to be able to telepathically communicate with Chippy. I also stealthily head down to see what the scuffle is about, after telling Aethor to keep it down so we can see what is going on.
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Nirur Torir on May 06, 2010, 06:40:07 am
I use my last bar of iron to create a battleaxe with a rune of amplification.
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Meanmelter on May 06, 2010, 06:40:54 am
My rolls suck. Take your Warhammer out of the strap and hit them allready!
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Batista on May 06, 2010, 06:21:35 pm
No fireball I guess.

I practice fire magic as we walk, focusing on ash cloud, I want to choke my enemies.
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Frelock on May 06, 2010, 06:46:56 pm
Bind that freakin zombie, then loot.
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Nirur Torir on May 06, 2010, 07:18:27 pm
loot
I like looting. Looting gives you money, which can be used to buy super-fun items from me.

I take requests, too.
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Terrahex on May 07, 2010, 07:12:05 am
sorry but I don't think I can get a turn in today. I'm going to see iron man2 right after school with a friend
Title: Re: Magical RTD turn 5: This Runes my Day
Post by: Terrahex on May 07, 2010, 10:53:09 pm
Turn 6: Born in the Blacksmith

Hey, that worked well.

I cast a spell to be able to telepathically communicate with Chippy. I also stealthily head down to see what the scuffle is about, after telling Aethor to keep it down so we can see what is going on.

6) you look at your animal friend... the chipmunk, not the human *ahem* and decide you want to talk to him telepathically. you concentrate on him, finding his tiny mind. suddenly, you hear a whole jumble of words from nowhere at all. they pulse through your brain like electricity. with a shock, you realize that you accidentally connected to ALL the animal minds around you. 1) the strain is too much for you and you fall unconsciouse. 3) you send a faint signal to aethor, but he's already gone.

+3 beasteology
New spell: Unfocused Telepathic Connection**


I use my last bar of iron to create a battleaxe with a rune of amplification.

4+1=5) you barely finish one project when you get started on another, mumbling to yourself something about sharp things that cut nicely or Barbed rings that cut icey. it doesn't seem to matter much though, because your new battleaxe turns out nicely. Taking your instriments, 4) you carve the rune of amplification, shakey with nervousness that if you make another mistake, it might not have such a friendly outcome this time. but your worries are for not, for loe and behold, an Amplified Battleaxe has been born in the blacksmiths of halley.

+3 blacksmithing
+3 runecrafting
Inventory: -Iron unit +amplified battleaxe


My rolls suck. Take your Warhammer out of the strap and hit them allready!

4) you finally manage to get that hammer out of its strap and, afraid it'll creat more problems, you jump at the two men, 2) missing them completely, hitting a tree 5) shattering it's trunk and making it fall over, 2) crushing the men. you stand there I-so-meant-to-do-that style.

+5 Hammer using

No fireball I guess.

I practice fire magic as we walk, focusing on ash cloud, I want to choke my enemies.

5) suddenly, Sargoth faints, making you worried about him as you didn't recieve an answer. you were about to shake him lightly when you here a CRACK!!! you run down the trail while practicing using your ash cloud, but it was really only meant for a smokescreen getaway and can't seem to make it thick enough to do much else. you arrive on scene, seeing Morul holding a hammer next to a toppled tree that landed on two men. their back packs are crushed under the tree but their swords seem fine. you look in between morul and the tree... "My name's Aethor and I'm a fire mage, you look like you could use a partner..."

+2 elementalism

Bind that freakin zombie, then loot.

6) The zombie seems more docile now, making it much easier to bind it... and that's what you do, bind it. you completely cut off free will and thinking, overdoing it a bit. you might be able to restore it later and have a more human mind to serve you but it's a start. you tell the zombie to help loot the house of anything valuable. you get to work on the first room and strike gold, a complete library on necromancy, Fell magic, beasteology, Elementalism!! it's pretty jumbled though, so you might have trouble finding things later. it also seems that they are very old and some have been eaten at by moths and worms. you continue raiding and come across a rapier and a couple gold pieces. you have only checked the bottom floor however and when you come out into the main room, you see the zombie dragging couches and chairs into a giant pile in the center of it. you quickly order him to stop before he goes on to the upper rooms. you turn toward the pile, knowing it'll take awhile to search thorough that... you have a hideout and a zombie.

+5 Necromancy
Inventory: 5 gold pieces, rapier
New ally: Bound Zombie
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Terrahex on May 07, 2010, 10:58:14 pm
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Meanmelter on May 07, 2010, 11:02:55 pm
Bury the men's body's with respect so that way you could gain some karma and possibly luck, then continue to venture into the cave onto an ADVENTURE!
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Frelock on May 08, 2010, 03:39:54 am
Instruct the zombie to barricade the doors with the furniture in the pile, then find a comfy armchair and begin to read up on Necromancy.
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Nirur Torir on May 08, 2010, 06:25:48 am
I am the mightiest blacksmith of all time. Titans quake before my might.

I'll buy a unit of iron and make a spear of durability.
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Batista on May 08, 2010, 06:35:57 am
Take one of the swords on the floor and attempt to burn any vegetation around me with Cinder, then follow my friend.


((Why didn't I get any speed exp in the last turn?))

EDIT: Typos fixed
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Paranatural on May 08, 2010, 11:31:00 am
Wake up, I guess. Cast a spell that will create an invisible force shield in front of me and ehad down to where the noise was coming from, readying myself for battle if need be.
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Terrahex on May 09, 2010, 12:03:58 am
Take one of the swords on the floor and attempt to burn any vegetation around me with Cinder, then follow my friend.


((Why didn't I get any speed exp in the last turn?))

EDIT: Typos fixed

skills like speed are generick and easily forgotten to include. don't let me forget stuff like that. I'll give you a +1 because it wasn't much of a distance
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Terrahex on May 09, 2010, 12:32:04 am
Turn 7: team of three

Bury the men's body's with respect so that way you could gain some karma and possibly luck, then continue to venture into the cave onto an ADVENTURE!

6) even though it would be much easier just to leave the bodies there and let them rot, you feel that all species deserve respect. ignoring the man who asked to join you on an adventure, you hit the tree with your hammer so hard it knocks over another tree. you then dig a narrow shallow grave that barely fits the two bodies, burying them afterward. it doesn't give you any skills but it does make you feel good inside. somehow you feel you're being watched, but no one besides aethor is around you. you shrug off the feeling as sargoth blasts through the trees, scaring you half to death.

+5 strength
+3 digging
+3 hammer using
+1 to rolls next turn


Instruct the zombie to barricade the doors with the furniture in the pile, then find a comfy armchair and begin to read up on Necromancy.

5) you tell the zombie to block the doors off with furniture and you think he gets it. satisfied, you go to the library and look for a book on necromancy 4) finding one wiht ease. you sit in a chair and absorb yourself into the book.

+6 necromancy
New spell: Small curse* Shadow minion** Shadow Bind***
Status: trance (must roll to get out)


I am the mightiest blacksmith of all time. Titans quake before my might.

I'll buy a unit of iron and make a spear of durability.

4+1=5) the blacksmith give you a unit of iron for free, being enthralled by your talents. you go to the anvils and furnices again and 3) smith yourself a nice spear. you don't get around to making the runes yet.

+5 blacksmithing
Inventory: Iron Spear


Take one of the swords on the floor and attempt to burn any vegetation around me with Cinder, then follow my friend.


((Why didn't I get any speed exp in the last turn?))

EDIT: Typos fixed

1) you try to snatch a sword from a body, but Morul brushes you away, burying it with the rest of the bodies. you look at the dirt longingly, then, 1) in frustration, try to start the dirt on fire. you lose control of the magic and 1) it blows up in your face, giving you minor burns.

+1 elementalism
Status: slight burns


Wake up, I guess. Cast a spell that will create an invisible force shield in front of me and ehad down to where the noise was coming from, readying myself for battle if need be.

5) you quickly wake up feeling refreshed and decide to create an invisible force field around you. 3-1=2) you can't create a forcefield, not knowing where to begin a spell that makes one. you look around and notice aethor is gone. thinking he must've gone ahead, you run through the trees, just in time to catch him with a new fellow. introductions are exchanged.

+2 meta magic
+2 speed
Title: Re: Magical RTD turn 6: Born in the Blacksmith
Post by: Terrahex on May 09, 2010, 12:37:08 am
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Slight burns
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 7: Team of Three
Post by: Frelock on May 09, 2010, 05:07:07 am
Go deeper into the trance.  Learn More!
Title: Re: Magical RTD turn 7: Team of Three
Post by: Nirur Torir on May 09, 2010, 07:29:12 am
Runify spear with Rune of Durability. Yes, "runify" is a word. How cruel to accuse me of making up words for no reason.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Batista on May 09, 2010, 08:01:35 am
Sigh, I rolled three 1's in a row, expected.

Heal my wounds and ask Sargoth why did he fall behind, then proceed to the cave we were heading to.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Paranatural on May 09, 2010, 12:44:46 pm
Tell Batista because I was in a mystical reverie.

Then I start up a glowing ball of light to provide light for us as we head towards the cave and go in.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Meanmelter on May 09, 2010, 10:26:26 pm
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Batista on May 10, 2010, 02:35:07 pm
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

I will be sure to not let that happen
Title: Re: Magical RTD turn 7: Team of Three
Post by: Meanmelter on May 10, 2010, 06:18:55 pm
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

I will be sure to not let that happen

Well I was still the first one to venture deep, it is only fair ^_^
Title: Re: Magical RTD turn 7: Team of Three
Post by: Batista on May 10, 2010, 06:48:53 pm
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

I will be sure to not let that happen

Well I was still the first one to venture deep, it is only fair ^_^

It would be fair if you had all the loot until this point, since we're together now, everyone should get equal loot.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Meanmelter on May 10, 2010, 10:38:11 pm
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

I will be sure to not let that happen

Well I was still the first one to venture deep, it is only fair ^_^

It would be fair if you had all the loot until this point, since we're together now, everyone should get equal loot.
Fine, We will split it evenly. But I am leader!
Title: Re: Magical RTD turn 7: Team of Three
Post by: Paranatural on May 10, 2010, 10:44:51 pm
Actually I'd gone in first.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Batista on May 11, 2010, 08:59:58 am
Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

I will be sure to not let that happen

Well I was still the first one to venture deep, it is only fair ^_^

It would be fair if you had all the loot until this point, since we're together now, everyone should get equal loot.
Fine, We will split it evenly. But I am leader!


Sounds fine, sorry for the misreading.
Title: Re: Magical RTD turn 7: Team of Three
Post by: Terrahex on May 11, 2010, 05:00:56 pm
Turn 8: The Baron is Tired of Waiting

Go deeper into the trance.  Learn More!

6) you flip through the pages a great speed, then, still wanting to know more and more, you grab a random book, open it and set it on your lap with the other book open, reading both books with one eye. it's doubtful you can stop, still learning a lot even though you're multitasking.

+3 necromancy
+3 elementalism
New spell: Growth* (nature)


Runify spear with Rune of Durability. Yes, "runify" is a word. How cruel to accuse me of making up words for no reason.

3) you are about to carve a rune into your new spear when a goblin suddenly appears in front of you 2) taking you by surprise as it wrenches the spear from you and knocks you away. looking around, you see three more goblins with weapons that were acheived in the same manner. a stone golem stands behind a man with an evil face. You ask what gives.
"I am a messenger from the baron, who says he is getting tired of waiting for those statues."  he says.
You regret typing your backround in such a way, wondering what to do.

Sigh, I rolled three 1's in a row, expected.

Heal my wounds and ask Sargoth why did he fall behind, then proceed to the cave we were heading to.

3) asking Sargoth why he fell behind, you decide to rid yourself of those annoying burns. casting the spell, you feel that they react a bit, but don't do much otherwise. you don't push it further, hating the feeling of worms crawling under your skin. you then lead the way into the cave in a leaderlike fashion after sargoth hands you a light stick. 4) nothing attacks you yet, letting you forge your way into the crevice.

+2 life magic
Inventory: Light Stick


Tell Batista because I was in a mystical reverie.

Then I start up a glowing ball of light to provide light for us as we head towards the cave and go in.


6) Caves are dark and since you'd rather not stumble around in the dark, you cast glow on a couple of sticks from the wreckage of the trees and give one to everyone. you then follow batista into the cave. braced for anything.

+4 meta magic
Inventory: Light Stick


Since You were obviously the first one destined into the cave, you will go in first, and get 50% of the loot, also, enter the cave and go on an adventure with everyone who seemed to follow you.

2) you enter the cave... that's it. you aren't even concerned about anything.

Inventory: Light Stick
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Terrahex on May 11, 2010, 05:05:12 pm
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Slight burns
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Meanmelter on May 11, 2010, 05:28:39 pm
Look for something to attack, if found, give it all you got! if nothing, then take any loot on the ground you can find and continue deeper into the cave of ADVENTURE!
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Nirur Torir on May 11, 2010, 05:42:18 pm
I was under the impression that I was near a fairly busy street, in a building with muscular blacksmiths. I don't see how the golem got past the guards without arousing a great deal of suspicion, meaning there should be quite a few guards nearby, unless the baron decided to outright declare war on the humans.

I yell for for the city guards about being robbed and attacked, I draw my axe, and kill any goblin that gets within striking distance. "Th' baron's got no right to rob from me, and ah owe 'im nothin'. Give that back and begone."
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Frelock on May 11, 2010, 06:21:47 pm
Go deeper into the necromancy book.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Paranatural on May 11, 2010, 08:34:40 pm
Continue on down, look through my Arcane Theory book for a spell taht will let me conjure a magical force shield to protect myself
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Terrahex on May 11, 2010, 11:37:48 pm
I was under the impression that I was near a fairly busy street, in a building with muscular blacksmiths. I don't see how the golem got past the guards without arousing a great deal of suspicion, meaning there should be quite a few guards nearby, unless the baron decided to outright declare war on the humans.

I yell for for the city guards about being robbed and attacked, I draw my axe, and kill any goblin that gets within striking distance. "Th' baron's got no right to rob from me, and ah owe 'im nothin'. Give that back and begone."

see that's the catch. it's virtually impossible to get this far with a golem in the city, meaning that it wasn't there before... hint hint
Title: Re: Magical RTD turn 7: Team of Three
Post by: Nirur Torir on May 12, 2010, 06:23:15 am
You regret typing your backround in such a way, wondering what to do.
As a punishment for not knowing what the baron wanted, he was exiled until he returns with seventy *fine pewter statues*. He took his tools, and set out for human lands to observe them first hand and practice his trade.

I don't really understand. That was written as a "Don't come back unless you manage to get an obscene amount of wealth and make me really happy," then it was a "Get out Now. You have a day after arriving to make a warehouse full of expensive statues."
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Terrahex on May 12, 2010, 07:55:59 am
I didn't realize that it was that recent. besides, people with power and money are so impatient, a day is a month.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Batista on May 12, 2010, 09:02:33 am
Quote
Look for something to attack, if found, give it all you got! if nothing, then take any loot on the ground you can find and continue deeper into the cave of ADVENTURE!

Pretty much what he said.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Terrahex on May 12, 2010, 02:07:23 pm
Turn 9: Goblin Force

I was under the impression that I was near a fairly busy street, in a building with muscular blacksmiths. I don't see how the golem got past the guards without arousing a great deal of suspicion, meaning there should be quite a few guards nearby, unless the baron decided to outright declare war on the humans.

I yell for for the city guards about being robbed and attacked, I draw my axe, and kill any goblin that gets within striking distance. "Th' baron's got no right to rob from me, and ah owe 'im nothin'. Give that back and begone."

3) you whip out your new hammer 5) giving the goblin a massive stomachache 1) sending it crashing through the blacksmith, into the other two goblins, then crashed into the wall, destroying them. you tell the man that the baron has no right to your stuff or your life. you quickly run to the wall and pick up the spear again.

+5 Hammer using
+4 Stregnth
Inventory: Iron Spear


Go deeper into the necromancy book.

2) you attempt to learn more from the book, but your multitasking is suddenly not so great.

+1 elementalism
+1 Necromancy


Look for something to attack, if found, give it all you got! if nothing, then take any loot on the ground you can find and continue deeper into the cave of ADVENTURE!

6) you feal the need to fight, having pretty much been left out of every brawl so far... every single (only) one of them. luck seems on your side as you come to a grand chamber. five goblins are around a large fire. they are armed with a (one each) bow, sword, axe, mace, and the last is unarmed. 4) you charge the unarmed one, hoping for an easy match 6) you swing your hammer and 5) get blasted back by a powerful gush of water. you go again with the same result.

+2 hammer using
+2 speed


Continue on down, look through my Arcane Theory book for a spell taht will let me conjure a magical force shield to protect myself

4) you decide walking while in adark cave with a dim light is a good Idea, but when you reach the large chamber you don't notice anything until Morul is blasted with water. you're surrounded by goblins now!!! 1) they can't seem to get their bearings together to attack, lucky you, 5) you cast your new spell perfectly, but it doesn't seem like it will last a large attack.

+3 meta magic
New spell: Small Weak Forcefield**
Status: Weakly Shielded


Quote


Look for something to attack, if found, give it all you got! if nothing, then take any loot on the ground you can find and continue deeper into the cave of ADVENTURE!

Pretty much what he said.

2) when you arrive in the chamber, you decide that attacking would be bad, after all, you are still drained from all the destruction from outside the cave, but that doesn't stop morul from charging in aimlessly. Sargoth seems to be absorbed in his book and lands himself in the middle of them.


I'll post stats later today
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Paranatural on May 12, 2010, 02:10:56 pm
Get behind the more melee-oriented types and try to figure out how to counterspell whatever water spell keeps defending the goblins.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Frelock on May 12, 2010, 02:21:46 pm
Stop multi-tasking and focus entirely on the necromancy book.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Meanmelter on May 12, 2010, 03:15:03 pm
Continue unleashing sheer brutality upon the goblins. After the fight, bury them with respect as they were brave enough to stand in my way.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Nirur Torir on May 12, 2010, 03:38:58 pm
I calmly return to my seat. "Ah've been 'ere scarcely one day, and yer already buggin' me? No, ah've nothin' for ye. Ah need to actually buy the metals 'ere, but have barely any money left after th' trip." I then haggle with him to get him to come back for the first statue at some other time.
Title: Re: Magical RTD turn 8: The Baron is Tired of Waiting
Post by: Terrahex on May 12, 2010, 03:51:12 pm
wow already four turns...

Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: weakly Shielded, fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Slight burns
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 9: Goblin Force
Post by: Batista on May 12, 2010, 04:13:34 pm
Quote
2) when you arrive in the chamber, you decide that attacking would be bad, after all, you are still drained from all the destruction from outside the cave, but that doesn't stop morul from charging in aimlessly. Sargoth seems to be absorbed in his book and lands himself in the middle of them.

I had nothing to do with that.

I venture deeper into the cave.
Title: Re: Magical RTD turn 9: Goblin Force
Post by: Terrahex on May 13, 2010, 02:22:15 pm
Since we're coming up on turn ten, i've decided to add one player. player who is highest on the waiting list that posts before the next turn will be put in.
Title: Re: Magical RTD turn 9: Goblin Force
Post by: Frelock on May 13, 2010, 11:53:40 pm
Just to let you know, I'm gonna be out for the next three days, so don't wait up for me if you want to get a turn in between there, just default to me studying.
Title: Re: Magical RTD turn 9: Goblin Force
Post by: Terrahex on May 15, 2010, 09:43:30 am
Turn the 10th: Baby Dragon

Stop multi-tasking and focus entirely on the necromancy book.

5) you put the elementalism book into your pack for a later date, focusing entirely on the book of the dead. 3) unfortunately it's starting to get bland, but you do find a new spell.

Inventory: The Power of the Elements
+2 necromancy
New spell: Mental commands**


I calmly return to my seat. "Ah've been 'ere scarcely one day, and yer already buggin' me? No, ah've nothin' for ye. Ah need to actually buy the metals 'ere, but have barely any money left after th' trip." I then haggle with him to get him to come back for the first statue at some other time.

4) you sit down, just in time to jump out of the way of the chargeing golem. 1) you can't counter attack, but you do give the man a piece of your mind. 2-1=1) but he's not going anywhere and the golem gets ready to charge again.

+2 persuasion

Get behind the more melee-oriented types and try to figure out how to counterspell whatever water spell keeps defending the goblins.

6) you sneak around the goblins, somehow making them forget all about you when they werre just about to attack, weird huh? looking at the golin that's unarmed, you realize why. it's a magician. goblin magicians are rare but not unheard of. you suddenly sneak right into a wall and curse loudly, gathering the sorcerers attention. it makes a small wave of water crash over you. 2) making you feal cold, but otherwise protected by the shield you put up the same cannot be said for your chipmunk friend as he floats away on the thin layer of water on the ground. your shield fades away however.

+5 stealth
Ally: Chippy= deceased
Status: -shield


Continue unleashing sheer brutality upon the goblins. After the fight, bury them with respect as they were brave enough to stand in my way.

5) you jump into the air, 5) letting your hammer come down on the archer's head 2-1=1) making it splatter the walls with brains and blood... ewe. you look at the others with bloodthirst and they quiver in fear.

+5 hammering
+3 strength


Quote
2) when you arrive in the chamber, you decide that attacking would be bad, after all, you are still drained from all the destruction from outside the cave, but that doesn't stop morul from charging in aimlessly. Sargoth seems to be absorbed in his book and lands himself in the middle of them.

I had nothing to do with that.

I venture deeper into the cave.

(sorry bout the mix-up, hard to remember everyone's specific stuff. either way you wouldn't have done anything spectacular) 6) completely ignoring the goblins, you march deeper into the cave until you meet a large locked iron gate guarded by a small baby dragon. it belches fire at you 5) and you quickly jump out of the way, breathing hard. even baby dragons are dangerous.

the zombie finishes baracading the door, making a pile high enough to swing across the chandelier... without anymore instructions it just stands there.
Title: Re: Magical RTD turn the 10th: baby Dragon
Post by: Terrahex on May 15, 2010, 09:49:18 am
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn the 10th: Baby Dragon
Post by: Meanmelter on May 15, 2010, 09:52:37 am
Quote
Continue unleashing sheer brutality upon the goblins. After the fight, bury them with respect as they were brave enough to stand in my way.
Repeat.
Title: Re: Magical RTD turn the 10th: Baby Dragon
Post by: Nirur Torir on May 15, 2010, 10:11:23 am
Use Warhammer of Death on golem while giving rambling complaints about illogical wizards and lazy human guards. "Why, back at the mountainhomes this smithy would be swarming with guards about now. It was a nice place, Garthan, you would have liked it. Finest forges this side of the Great Desert. O' course, we did have to deal with nobility who seemed unable to act consistently with what they said."
Title: Re: Magical RTD turn the 10th: Baby Dragon
Post by: Batista on May 15, 2010, 07:14:29 pm
Show the Dragon I have no intention whatsoever of harming him, show him that I am a fire user aswell

((Don't attack the Dragon, I want to try something cool))
Title: Re: Magical RTD turn the 10th: Baby Dragon
Post by: Paranatural on May 16, 2010, 11:39:30 am
cast swarm on the magician, and arm myself with my kopesh
Title: Re: Magical RTD turn the 10th: Baby Dragon
Post by: Frelock on May 17, 2010, 03:28:22 pm
Give the necromancy book one last go. (to level up, I hope.)
Title: Re: Magical RTD turn 11:
Post by: Terrahex on May 19, 2010, 04:43:02 pm
Turn 11: Stalagmites are Enemies

Use Warhammer of Death on golem while giving rambling complaints about illogical wizards and lazy human guards. "Why, back at the mountainhomes this smithy would be swarming with guards about now. It was a nice place, Garthan, you would have liked it. Finest forges this side of the Great Desert. O' course, we did have to deal with nobility who seemed unable to act consistently with what they said."

luck roll 6) guards seem to finally notice the golem 4) they rush the golem and 2) apprehend the golem, not noticing the man who summoned the golem.

you stand there muttering to yourself "about time"

Give the necromancy book one last go. (to level up, I hope.)

4) your resources seem to be completely exhausted as you finally manage to suck every bit of knowledge you can from the book!!! but you're still in a trance.

+4 necromancy
New spell: sight of the shadows***


cast swarm on the magician, and arm myself with my kopesh

1) you call a swarm of cockroaches and other cave dwelling insects to attack the goblins, but as you order them to attack, you realize they're going for you instead. 2) you run around in circles until you run right into a stalagmite and fall unconsious. how sad is that? the goblins are even too busy laughing to notice what morul is doing.

+2 beasteology
Status: unconsious


Quote
Continue unleashing sheer brutality upon the goblins. After the fight, bury them with respect as they were brave enough to stand in my way.
Repeat.

5) Seeing the perfect opportunity to attack, what with them laughing at your compadre's... predicament, you unleash your rage upon the goblins 4) chattering thier 1) brains, once again, your hammer is covered in goblin brain.

Status: covered in goblin brain (-1 to persuasion and negotiating in person)
+5 hammering Skilled; Hammerman gained WAHOO!!


Show the Dragon I have no intention whatsoever of harming him, show him that I am a fire user aswell

((Don't attack the Dragon, I want to try something cool))

5) in an attempt to win the dragons trust, you make a spark of fire dance on your fingers. 6) the dragon is so captivated, he walks right up to you, staring at the spark. while cooing soothingly, you eextingish the flame and walk cautiously past the dragon to examine the locked gates, but the dragon follows you no matter what...

New ally???: Baby Dragon
+2 elementalism


Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Paranatural on May 19, 2010, 04:47:11 pm
I always seem to end up unconscious in RTDs, or stunned.

Try and wake up. If I wake up, cast swarm on the magic-using goblin and defend myself.
Title: Re: Magical RTD turn the 10th: baby Dragon
Post by: Terrahex on May 19, 2010, 04:48:00 pm
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: unconsious
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Meanmelter on May 19, 2010, 04:53:18 pm
New smell: sight of the shadows*** (Misspell)
chattering thier 1) brains, (Misspell)

Continue to unleash brutality on the goblins.if no goblins or hostile 'things' left Bury the Goblins
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Terrahex on May 19, 2010, 05:06:20 pm
 :-[
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Nirur Torir on May 19, 2010, 05:11:48 pm
Hey, I think that Sight of the Shadows is a good name for a smell.

I shoot the wannabe murderer a Glare of Death (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathGlare).
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Terrahex on May 19, 2010, 06:12:04 pm
Hey, I think that Sight of the Shadows is a good name for a smell.

I shoot the wannabe murderer a Glare of Death (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathGlare).

It has many meanings. it envelopes your eyes with shadow temporarily so you can see other places in shadow, in the dark, etc.
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: wolfchild on May 23, 2010, 01:10:51 am
I would like to join the game / the waiting list, this is my character, if there are any issues please infrom and i will change.

Name: Asurth
Gender: Male
Race: Half werewolf
Major Skill: Elementalism (Ice magic, or if no ice magic, water magic)
Minor: if i have claws, using them, otherwise unarmed combat
Minor: Life magic

Items:
Wearing; Teal Rope Read Tunic and White Silk Trousers, Belt, Belt Pouch, Backpack
Carrying, Healing herbs, Bandages, Rations (gm decides number), some sort of life or elementalist book (unless that would be over powered)

Asurth was, fortunately cared fore in the village of his birth, because they respected his father, and his mother(werewolf) who protected the village, when it was clear he was interested in magic, the villager's helped him learn, unfortunately scince those happy times, slavers(most likely goblins, Asurth is unsure), Asurth has been turned away from gates more often than not, necesitating him becoming self sufficient.
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Frelock on May 23, 2010, 02:11:37 am
Sorry, forgot I hadn't posted an action yet.

Wake up from trance, and reflect upon my mental state while in it; were there any advantages, and can it could be turned to my purpose...
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Batista on May 23, 2010, 06:26:23 am
Pet my new ally. ((Does he spit fire?))

Unlock the gates.
Title: Re: Magical RTD turn 11: Stalagmites are enemies
Post by: Terrahex on May 25, 2010, 08:36:15 pm
sorry bout the wait, it's getting harder to get a turn up with internet that seems to go down every other day... I'll put your turns on my flashdrive and work on them tonight. maybe I'll post them tomarrow. the same is true about my other RTD
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on May 25, 2010, 11:54:47 pm
Turn 12: A Werewolf

Sorry, forgot I hadn't posted an action yet.

Wake up from trance, and reflect upon my mental state while in it; were there any advantages, and can it could be turned to my purpose...

2) your trance continues and you just sit in the chair with a book in your lap. You lack the motivation to get up and pick a new book or continue studying the book you started.

Hey, I think that Sight of the Shadows is a good name for a smell.

I shoot the wannabe murderer a Glare of Death (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathGlare).

4) you look at the man and glare 1) creeping him out and making him start to summon new creatures.

+1 intimidation

 
Pet my new ally. ((Does he spit fire?))

Unlock the gates.

4) you pet your new dragon friend and she coos gently, you ask her whether she can breathe fire but You can’t understand dragon speak. Maybe if your relationship got deeper, you could communicate telepathically like the dragon riders in old folk tales. Snapping out of your train of thought, you examine the iron bars, seeing that a key is needed. Hmm...

+5 trust between dragon. (give your dragon a name that might help your trust... and give me something to call her.)
 
New smell: sight of the shadows*** (Misspell)
chattering thier 1) brains, (Misspell)

Continue to unleash brutality on the goblins.if no goblins or hostile 'things' left Bury the Goblins


6) seeing that you have killed/destroyed all the goblins, you decide to bury them. You try to dig a hole until you realize that the floor is stone. You start whacking it with a hammer until you have a nice sized trench. You drag the headless bodies to the hole and start to throw them in, one by one, but you stop for some reason at the goblin mage, reaching into his pocket and taking out a key and a bag of gold. You throw the body into the trench and, in lack of anthing to cover them with, you pray for peace for them. After your ceremony is over, you feel exhausted, but feel like you have some divine force on your back, watching you.

Inventory: Cave Key, 50 gold in coin purse
+5 digging (amateur digger gained)


I always seem to end up unconscious in RTDs, or stunned.

Try and wake up. If I wake up, cast swarm on the magic-using goblin and defend myself.

5) you suddenly jump up, ready to cast a spell until you realize that the goblins are all dead. You go over and examine the bodies that morul is throwing into a pit.

I would like to join the game / the waiting list, this is my character, if there are any issues please infrom and i will change.

A half wereman, a rare breed of werewolf crossed human, has come to the gates of halley. The guards take in his black fur and claws, trying to decide whether or not he should be let in.

Summoner= Summon goblins: 3) he summons two unarmed goblins.
Title: Re: Magical RTD turn the 10th: baby Dragon
Post by: Terrahex on May 25, 2010, 11:58:31 pm
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: unconsious
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: fine, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 12: A Werewolf
Post by: wolfchild on May 26, 2010, 12:04:15 am
just posted a turn on my RTD, but i gotta go now, will do an action later today

edit: thought for sure id go on waiting list, thanks hex, i'll try to work up the courage to put a sixth player in mine soon ;)
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on May 26, 2010, 12:10:51 am
just posted a turn on my RTD, but i gotta go now, will do an action later today

edit: thought for sure id go on waiting list, thanks hex, i'll try to work up the courage to put a sixth player in mine soon ;)

no problem, that sixth slot has been open for awhile and no one from the list has answered my messages. glad to give you the slot though. the werewolf thing should be interesting.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: wolfchild on May 26, 2010, 02:08:41 am
I try to convince the guards to let me in, using reasonable arguments and logic, if i fail to do so, i go out of sight of them and try to climb the walls, grunting to myself "i'm sick of being turned away"

edit, bolded action, italicized in character talk

edit 2: adding more to my action if i get in, regardless of how, i play the, "iI got in so obviously i'm supposed to be here" card
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Nirur Torir on May 26, 2010, 05:48:20 am
I hit whatever is summoned with my hammer. If nothing is summoned, I'll just kill the wizard in self-defense.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Batista on May 26, 2010, 08:34:22 am
"I shall call you Aurora."

Wait until my mate unlocks the gate, try to find in the dragon's nest any personal objects Aurora would like to bring.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Paranatural on May 26, 2010, 08:44:40 am
Check around and make certain there is nothing else of value on the bodies then head down further into the cave.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on May 27, 2010, 12:15:05 am
that's five out of six...  :-\
Title: Re: Magical RTD turn 12: A Werewolf
Post by: wolfchild on May 27, 2010, 03:11:26 am
who is the 5th, i see 4 actions
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on May 29, 2010, 01:29:11 am
4/6  :-\
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on May 30, 2010, 01:35:47 pm
If frelock and meanmelter don't post their turns by tomarrow I'm going to GM them
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Frelock on May 30, 2010, 09:36:34 pm
Hey, sorry about being gone for so long.  I mentioned elsewhere that I was going on a trip.  I thought I'd be able to check in now and then, but internet at the hotel turned out to be insanely expensive(I could get high-speed internet for a month with that fee).  It'll probably be a few more days before I'll be able to post again.

Finish reading the necromancy book, in the hopes that finishing will break the trance.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: wolfchild on June 02, 2010, 03:35:59 am
terahex, it has been  while since you gaev you're ultimatum. Also jus incase you didnt know, i have put an extra spot into my game, so ure in
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on June 02, 2010, 09:06:58 pm
Sorry, my internet connection sucks I'll work on the turn tonight and (hopefully) get it up tomarrow. Pray to the internet connection gods.
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Meanmelter on June 02, 2010, 09:34:23 pm
Find a keyhole for the cave key and open it and go inside (or outside if it is like some outside thingy.)
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Terrahex on June 03, 2010, 09:27:49 pm
Turn 13: The Gates Open

I try to convince the guards to let me in, using reasonable arguments and logic, if i fail to do so, i go out of sight of them and try to climb the walls, grunting to myself "i'm sick of being turned away"

edit, bolded action, italicized in character talk

edit 2: adding more to my action if i get in, regardless of how, i play the, "iI got in so obviously i'm supposed to be here" card

3) seeing how logic always does the trick, you decide to use some. 6) you must’ve done something right because somehow you made them realize that you needed their stuff more than they did. Now with a bunch of shiny new items you can now tackle your next task: breaking the fourth wall…

+5 negotiating
Inventory: Bronze Scimitar, Bronze Pike, Wallet with 20sc, steal chest plate


I hit whatever is summoned with my hammer. If nothing is summoned, I'll just kill the wizard in self-defense.

6) you close your eyes, running toward the man while swinging your hammer wildly. 2+1=3) you hit something, but it clangs, telling you that you hit a steal anvil. You open your eyes and see that the man hasn’t yet finished

+3 hammering

Man: “It’s alive!!” 3) not quite. You can’t finish your summoning just yet.

"I shall call you Aurora."

Wait until my mate unlocks the gate, try to find in the dragon's nest any personal objects Aurora would like to bring.

1) tired of waiting, you check the nest for any personel items that Aurora might want. You don’t see anything except for a lone egg in the center of a pile of rocks, obviously left their by something big, judging from the size. Lacking any Beasteology skills, you sit and wonder what it might be, uncertain whether it’s draconic in origin.

+3 Elementalism
+6 Trust with Aurora (Amateur Bond Achieved!)
Inventory: unknown egg


Check around and make certain there is nothing else of value on the bodies then head down further into the cave.

3)  checking the dead bodies, you don’t find much besides their weapons, which you take. You follow Morul deaper into the cave.

Inventory: Bow and arrows, Bronze shortsword, bronze battleaxe, Iron Mace

Find a keyhole for the cave key and open it and go inside (or outside if it is like some outside thingy.)

Sorry but I already wrote the turn last night. I basically gave you the same turn though. Meanmelter: “Go and unlock that door, beating up anything hostile in my way”

4) you walk through the cave and find the rusty iron gates, you figure this mush be the lock the key is for. You slip it into the padlock, and twist. The lock opens with a chink and falls off, leaving the gates unlocked. You slip the lock into your pocket for later use.

Inventory: Rusty Cave Padlock

Frelock: “Crack that Elementalism book”

1) you are still too deep in a trance to take out another book, no matter how usefull the information might be to you. You sink even further into a trance. If you go much further, you might never wake up.
Title: Re: Magical RTD turn the 10th: baby Dragon
Post by: Terrahex on June 03, 2010, 09:34:26 pm
Frelock: Human
Status: Trance
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: unconsious
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: fine, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD turn 13: The Gates Open
Post by: Paranatural on June 03, 2010, 11:26:27 pm
I head down and meet up with Batista, and Identify that Egg for him, assuming I can. I'll also search Aurora's nest for anything I know Dragons like to have around, if it seems like Aurora won't get upset if I do so.
Title: Re: Magical RTD turn 13: The Gates Open
Post by: wolfchild on June 03, 2010, 11:29:27 pm
I will put on the cheastplate and procede to the smiths that Ninur is at, my intention, to exchange my weapons for armour., weapons are for those who dont trust thier body

Edit: Still pulling the i'm supposed to be here routine
Title: Re: Magical RTD turn 13: The Gates Open
Post by: Frelock on June 04, 2010, 01:01:15 am
Try to cast shadow minion while in my trance state.
Title: Re: Magical RTD turn 13: The Gates Open
Post by: wolfchild on June 04, 2010, 02:04:37 am
oh my character also mutters to himself "why has that not worked before?"

also hex, there is a spot in my rtd for you if you let me know you want it by monday, otherwise il have to shove you down 1 in the waiting list
Title: Re: Magical RTD turn 12: A Werewolf
Post by: Nirur Torir on June 04, 2010, 06:00:20 am
I hit whatever is summoned with my hammer axe of death. If nothing is summoned, I'll just kill the wizard in self-defense.
Title: Re: Magical RTD turn 13: The Gates Open
Post by: Meanmelter on June 06, 2010, 12:02:05 am
Continue inside the cave...
Title: Re: Magical RTD turn 13: The Gates Open
Post by: Terrahex on June 07, 2010, 03:53:19 pm
batista hasn't posted in my other RTD either... should I skip him?
Title: Re: Magical RTD turn 13: The Gates Open
Post by: Terrahex on June 09, 2010, 08:33:58 pm
Turn 14: Center of Attention

I head down and meet up with Batista, and Identify that Egg for him, assuming I can. I'll also search Aurora's nest for anything I know Dragons like to have around, if it seems like Aurora won't get upset if I do so.

4) you start going down the cave, seeing nothing of interest in the room you are in. you come to a large chamber of which you identify as a dragon's nest. you gulp silently, slowly making your way through the wreckage of cage stalagtites and stalagmites. you might've been afraid if you hadn't known this is what most dragon nests look like. when you see the dragon, you duck behind a pile of rubble, motioning for Aethor to hide as well. he just motions you over while petting thbe dragon. cautiously you come out and he explains that it's tame...ish. he askes you to look at the egg he founde and you do. identifying it as a Giant Spider's egg.

+3 beasteology

I will put on the cheastplate and procede to the smiths that Ninur is at, my intention, to exchange my weapons for armour., weapons are for those who dont trust thier body

Edit: Still pulling the i'm supposed to be here routine

6) deciding that you only need your claws for combat you go to a smith to trade your weapons for armor and see that there is a man causing problems for another one. you quickly put on your chest plate and leap! 6) slashing at his throat 1) which spews blood, sending you into a frenzy. you wake up a moment later and realize that you went into your blood frenzy mode. the people are all afraid of you. you feal ashamed until one man introducing himself as Fredrick lays a hand on your shoulder. everyone is still wary of you, but they accept you a bit more knowing you are a friend of one of the most famous blacksmiths in Halley.

+5 hand-to-hand fighting
Special: Respect of the blacksmiths of Halley


I hit whatever is summoned with my hammer axe of death. If nothing is summoned, I'll just kill the wizard in self-defense.

5) you see that a half-wolf has gone into a frenzy while protecting you, turning full wolfman. it's not a pretty sight after it's done you feel you should give him a friend while everyone else shuns him.

Try to cast shadow minion while in my trance state.

5) you can't tell while in your trance but you think that you casted it right. you even come out of your trance a little.

+3 necromancy
Experienced Necromancer acheived!!! first experienced skill in the game!!


Continue inside the cave...

3) you get distracted by the dragon... it's very distracting you know.

Batista will now be my NPC until he next posts. "go deeper in the cave with Aurora."

3) you get distracted by Morul getting disracted by Aurora.
Title: Re: Magical RTD turn the 10th: baby Dragon
Post by: Terrahex on June 09, 2010, 08:37:40 pm
Frelock: Human
Status: Trance
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: unconsious
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: fine, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 09, 2010, 08:40:53 pm
I ask one of the smiths if he would like to exchange the weapons i have for some armour. Also i thank frederick and offer him first offer

Edit: putting in some dialogue.
"Thank you frederik, my name is Asurth, i came here to trade these weapons for some armour, but i can't stand to see people oppressed like that"
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Nirur Torir on June 09, 2010, 08:52:50 pm
Was nothin'. Thanks fer the help with tha idiot. I'll gladly make ye some armor. I can make arm guards that'll make ye hit harder or or ones that'll grant more accuracy, mail leggings that should let ye jump and run better, ah think, or a helmet that'll ne'er break when ye need it most.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 09, 2010, 08:55:27 pm
"Well i am not a big fan of head trauma, if i can i think i will take the helmate, dont forget the ear holes."

edit: forgot a part, its included now
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Nirur Torir on June 09, 2010, 09:03:31 pm
"Good choice."
I create a steel helmet, engraving a Rune of Durability on it.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 09, 2010, 09:40:57 pm
I give Frederik the pike and scimitar, then read my book of Ice while I wait
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Frelock on June 10, 2010, 02:42:28 am
Transform the trance state into something more beneficial.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Batista on June 11, 2010, 07:22:08 am
Go deeper in the cave with Aurora.


((Sorry about the missed turn, IRL problems))
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 11, 2010, 07:38:19 am
Terrahex, just leting you know, in case you have not been chacking, i think RAM's character is going to become nothing but a coating on kilakan's claws, so i think a spot will open for you soon
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Paranatural on June 11, 2010, 01:29:56 pm
Head on down into the cave with Aethor, and try and recall knowledge of Giant Spiders, and if it's generally a good idea to try and hatch the egg, and if a bonding could happen with its hatchling.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Terrahex on June 12, 2010, 08:26:28 am
Terrahex, just leting you know, in case you have not been chacking, i think RAM's character is going to become nothing but a coating on kilakan's claws, so i think a spot will open for you soon
nah that's cool. I'm finally catching up with all the other RTD's i'm in (I think), I'll just concentrate on those. take my name off the waiting list
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 12, 2010, 08:29:20 am
Terrahex, just leting you know, in case you have not been chacking, i think RAM's character is going to become nothing but a coating on kilakan's claws, so i think a spot will open for you soon
nah that's cool. I'm finally catching up with all the other RTD's i'm in (I think), I'll just concentrate on those. take my name off the waiting list

I'll start on this turn later. ps, added Gust Jar and Cane of Pacci onto the list of items. more items from legend of zelda: Minish cap will follow later.

um i think that you meant to post this on you're OTHER RTD, plus if i remove you from waitlist there will be no1 on it
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Terrahex on June 12, 2010, 08:32:14 am
sorry forgot, I was looking for a way to make my post more pertaining to this rtd when I made it pertain more to my other one... :-[
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Terrahex on June 13, 2010, 08:41:36 am
I'll be gone for a week because I'm going on vacation  :D sorry I couldn't get the turn up in time.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on June 20, 2010, 06:40:10 pm
Hey hex, you gonna continue with this 1 too?
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Terrahex on June 21, 2010, 09:06:45 am
of course, I'm almost done with this one's turn. I'll probably post later.
Title: Re: Magical RTD turn 15: Choices
Post by: Terrahex on June 21, 2010, 01:30:27 pm
Turn 15: Choices

I ask one of the smiths if he would like to exchange the weapons i have for some armour. Also i thank frederick and offer him first offer

Edit: putting in some dialogue.
"Thank you frederik, my name is Asurth, i came here to trade these weapons for some armour, but i can't stand to see people oppressed like that"
"Well I am not a big fan of head trauma, if i can i think i will take the helmate, dont forget the ear holes."

edit: forgot a part, its included now
I give Frederik the pike and scimitar, then read my book of Ice while I wait

3) giving Fredrick the items for mentioned, the pike and scimitar, you decide magic would be nice to learn. You look to Your pal, and see he is having a rough time. You know it will take awhile for him to be done so you take out your book. It’s kind of hard to concentate with all the swearing going on in the smith, but you think you have learned a new spell.

Fredrick gives you a SUPER WOLF HELMET

New spell: Chill* (ice)
+2 Elementalism
In ventory: -Pike, -scimitar, +SUPER WOLF HELMET (rune of durability, rune of finesse, rune of amplification, and rune of speed)


Was nothin'. Thanks fer the help with tha idiot. I'll gladly make ye some armor. I can make arm guards that'll make ye hit harder or or ones that'll grant more accuracy, mail leggings that should let ye jump and run better, ah think, or a helmet that'll ne'er break when ye need it most.
"Good choice."
I create a steel helmet, engraving a Rune of Durability on it.

1+1=2) given the items from Asurth, and dialouge which shall not be repeated, you get to work crafting a very special helmet. You buy three units of steal, but with no idea of how to make it look, you wind up with a heap of scrap metal as the first unit. Darn right?

You decide to try again. 3+1=4) it turns out a bit crooked, but an amazing piece nonetheless. Now for the part you know you can do. 5+1=6) you start out making only the rune of durability, but once you get going, you can’t stop. You put the rune of durability, the rune of finesse, the rune of amplification, and even the rune of speed, which you didn’t previously know. You have turned an ordinary steal wolf helmet into the SUPER WOLF HELMET!!!! You give the helmet to Asurth.

+10 Runecrafting
+5 blacksmithing, Skilled blacksmith!!!!
Inventory: -3sp, +steal scrap, +1 unit of steal, +Pike, +Scimitar


Transform the trance state into something more beneficial.

1) you go deeper and begin to become a mindless zombie. Because I like you, you get another roll 4) you pull out of the trance breathing hard, wondering what the hell just happened.

Nobody likes dying from sleeping.

Status: Awake

Go deeper in the cave with Aurora.


 ((Sorry about the missed turn, IRL problems))

3) you skip carefree into the cave, following Sargoth who seems to be very distracted at the moment. you come to a fork in the cave, one path branching to the left and one just going straight. Sargoth goes straight, but you see something shiny down the path to the left. You are split on which way to go.

Aurora: “follow” 4… Aurora follows quite nicely.

+2 trust

Head on down into the cave with Aethor, and try and recall knowledge of Giant Spiders, and if it's generally a good idea to try and hatch the egg, and if a bonding could happen with its hatchling.

1) you recall that giant spiders are extremely dangerous, and poisonous, and deadly, and mean, and hard to train. Properly trained however, they become extremely loyal and will not let their master come to any harm. You gulp as you remember one more thing. They lay thousands of eggs which are all guarded by a giant, dangerous, poisonous, deadly, mean spider.

+4 beasteology

Meanmelter= “Go deep” 2) you trip on something 3) and fall to the ground 5) getting no harm done to your person. You look over at what you tripped over and see it is a glowing slagmite. You debate whether or not to take it while your comrades go deep instead.

Environment: 4) the cave is quiet. No traps are sprung.
Title: Re: Magical RTD turn 15: Choices
Post by: Terrahex on June 21, 2010, 01:30:53 pm
Frelock: Human
Status: Awake finally. it is now party time.
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: unconsious
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: fine, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

NPC: Aurora, dragon baby
Status: baby
Spoiler: skills (click to show/hide)

I bet that you’re really glad you can carry as much junk as you want, aren’t you Niror Torir?
Title: Re: Magical RTD turn 15: Choices
Post by: wolfchild on June 21, 2010, 07:34:07 pm
"Why thank you, this is simpley amazing, allow me to try something for you"

Put the SUPER WOLF HELMATE on and cast prayer of focus on fredrick

Edit: Fixed Typo
Title: Re: Magical RTD turn 15: Choices
Post by: Frelock on June 22, 2010, 12:38:16 am
Finally!

Find a ladder and a suitably high window/balcony to use as an entrance.
Title: Re: Magical RTD turn 15: Choices
Post by: Paranatural on June 22, 2010, 12:43:09 pm
Search the cave as we descend lower.
Title: Re: Magical RTD turn 15: Choices
Post by: Nirur Torir on June 22, 2010, 12:56:03 pm
I go to the market to attempt to sell most of my weapons, except for the Amplified Battleaxe and the Bam Warhammer. Those are my personal weapons.
Title: Re: Magical RTD turn 15: Choices
Post by: Terrahex on June 22, 2010, 11:03:48 pm
Hey Nirur, you need to post your turn for LoZ soon. everyone else did.

anyway folks, Meanmelter and Batista need to send in their turns
Title: Re: Magical RTD turn 15: Choices
Post by: Paranatural on June 24, 2010, 04:14:29 pm
I know that Batista and Nuir have both been really busy lately.
Title: Re: Magical RTD turn 15: Choices
Post by: wolfchild on June 25, 2010, 03:10:15 am
I'm going to be without internet for a while, ai me, probably by reading my books or helping nurir
Title: Re: Magical RTD turn 15: Choices
Post by: wolfchild on June 25, 2010, 05:44:55 am
my net issues are not as bad as i thought, still they exist, so assume that if i have not posted within 24 hours im having technical dificulties
Title: Re: Magical RTD turn 15: Choices
Post by: Terrahex on June 28, 2010, 03:17:02 pm
Turn 16: Sold

"Why thank you, this is simpley amazing, allow me to try something for you"

Put the SUPER WOLF HELMATE on and cast prayer of focus on fredrick

Edit: Fixed Typo

1) You put on the SUPER WOLF HELMET and instantly feel more powerful in a weird way. You decide to cast a magic spell, just to test it out. You try to cast prayer of focus on Fredrick, but your new helmet’s amplification rune has you all messed up. You lose control. 5-1=4) but manage to regain control before something bad happens. You successfully cast the spell and Fredrick feels +1-y.

+3 Life magic

Finally!

Find a ladder and a suitably high window/balcony to use as an entrance.

I’m not quite sure why you’d want to enter/exit through a window/balcony but okay. 1) You search for a ladder in the basement. You find an infestation of giant spiders, but find it hard to examine anything else. Three of them come toward you. 1) You run up the stone stairs and trip 3) giving you a massive bruise.

Status: badly bruised leg -1 to moving
+2 to speed


Search the cave as we descend lower.

5) You descend deeper into the cavern and finally come across something amazing. Two rings sit in a protective case on top of a cut off stalagmite. One ring is gold and decorated with gems. The other is silver with sapphires embedded all around. Both of them have runes crafted on them and are most likely quite powerful.

I go to the market to attempt to sell most of my weapons, except for the Amplified Battleaxe and the Bam Warhammer. Those are my personal weapons.

3+1+1=5) you go to the marketplace and start offering people your weapons. You talk to many people, emphasizing the brilliance of your goods. You persuade many to buy quite high prices.

Inventory: - twin iron scimitars of finesse, Iron Spear, Pike, Scimitar +35gp
+5 negotiating
+5 persuasion


Aethor and Morul seem to be goofing around right now.
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on June 28, 2010, 03:17:35 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: fine, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

NPC: Aurora, dragon baby
Status: baby
Spoiler: skills (click to show/hide)
Title: Re: Magical RTD Turn 16: Sold
Post by: Paranatural on June 28, 2010, 04:08:12 pm
Cast a spell to detect any magical protections that might be guarding the rings. If I can't detect anything, then I'll take them and put them on, one on each hand. If I do detect some sort of warding magic I try and determine what sort, and try and dispell it.

P.S. My status still says unconscious.
Title: Re: Magical RTD Turn 16: Sold
Post by: Nirur Torir on June 28, 2010, 04:52:18 pm
Woo-hoo, money!

I return to the smithy and devise a rune of strength.
Title: Re: Magical RTD Turn 16: Sold
Post by: wolfchild on June 28, 2010, 05:40:33 pm
I attempt to cast a prolonged prayer of focus on myself (+1ishness sounds excelent, but il probably want an overshot protection prayer down the line aswell)
Title: Re: Magical RTD Turn 16: Sold
Post by: Frelock on June 28, 2010, 07:22:05 pm
Call bound zombie to come defend me.  Cast small curse on the spiders.
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on June 28, 2010, 11:34:54 pm
Cast a spell to detect any magical protections that might be guarding the rings. If I can't detect anything, then I'll take them and put them on, one on each hand. If I do detect some sort of warding magic I try and determine what sort, and try and dispell it.

P.S. My status still says unconscious.
sorry, don't know where that came from. I'll fix
Title: Re: Magical RTD Turn 16: Sold
Post by: Meanmelter on June 29, 2010, 12:54:30 am
Ehh, yeah, I can't think of an appropriate turn. :'(
Title: Re: Magical RTD Turn 16: Sold
Post by: wolfchild on June 29, 2010, 01:13:37 am

Ehh, yeah, I can't think of an appropriate turn. :'(
and you dont have a magic book to read as a fallback action, i know you should LOOK FOR TROUBLE
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on June 29, 2010, 12:15:10 pm
Ehh, yeah, I can't think of an appropriate turn. :'(

take the glowing stalagmite :o
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on June 29, 2010, 01:03:01 pm
Wolfchild, you will be introed on turn 20 on my other RTD. until then, you have one more item to choose from the list.
Title: Re: Magical RTD Turn 16: Sold
Post by: Meanmelter on June 29, 2010, 01:03:40 pm
Ehh, yeah, I can't think of an appropriate turn. :'(
take the glowing stalagmite :o
I like that.

"For all my missed turns and current turn, look around for any gems/valuables/anything that has magical power/Cool looking rocks.
Title: Re: Magical RTD Turn 16: Sold
Post by: wolfchild on July 03, 2010, 09:41:04 am
BUUUMP+
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on July 06, 2010, 11:49:24 am
Hey guys, sorry for the wait. I've been camping the last couple days. anyway, I'll get working on it.
Title: Re: Magical RTD Turn 16: Sold
Post by: Terrahex on July 06, 2010, 04:38:50 pm
I couldn’t believe the rolls for this one.

Turn 17: Overdone

Cast a spell to detect any magical protections that might be guarding the rings. If I can't detect anything, then I'll take them and put them on, one on each hand. If I do detect some sort of warding magic I try and determine what sort, and try and dispell it.

P.S. My status still says unconscious.

6-1=5) using your knowledge of Metamagic, you create a spell to detect magical guards and the like. You cast it on the rings and discover that your instincs were right. They were very powerful, but there are no guards on the rings. You hesitantly reach out and grab them. Nothing happens. You look at them closely and you are shocked at what you find. These rings were some of the first ever crafted with runes when the dwarves created the area of magic. The gold one is the Ring of Wishes and is said to grant one wish in exchange for the wearer’s life. The silver one is the Ring of Wisdom and is said to increase the wearers capability to learn. You put the Ring of Wisdom on, but leave the Ring of wishes off.

+ 10 metamagic (creating a new spell, not becuase of ring.)
Inventory: Ring of Wishes, Ring of Wisdom
New spell: Detection***


Woo-hoo, money!

I return to the smithy and devise a rune of strength.

6+1=7) After an extremely successful day, you decide to press your luck and devise a rune of strength. You return to the black smith and pick up a pencil and piece of paper of the ground. After spending a couple of hours with intense calculation, you have a page of scribbles and math that add up to one thing, a Rune of Strength. You decide to test it out on a rock. 5-1=4) you draw the rune perfectly on a pebble and drop it on the ground. You were going to hit it with a hammer, but as soon as it hits the ground, it crumbles to dust.

After a moment or two of looking at your scribbled sheet, you realize you made a Rune of Extreme Weakness instead of a rune of strength... oops.

+8 rune crafting, experienced Rune crafter acheived!!!
Newspell: Rune of Extreme Weakness****
Inventory: pencil, Scribbled-on paper


I attempt to cast a prolonged prayer of focus on myself (+1ishness sounds excelent, but il probably want an overshot protection prayer down the line aswell)

6+1=7) you decide to cast a prayer of focus on yourself this time. 5+1=6) you lose control completely this time. Your magical spell drains your energy quickly and darness starts to spread around you, despite the fact that it’s in the middle of the day. People gather around you, wondering what the “freak” is doing. Suddenly, thunder clouds appear in the sky. Thunder crackles and you know that you have strayed very far from Life Magic.

+1 Life magic
+5 Demonology
New spell: Small Demon Summon*
Status: Uncontrolled magic, Weak


Call bound zombie to come defend me.  Cast small curse on the spiders.

5) you call for your zombie to come to you and it’s there in a second. You order it to defend you. You decide to help out by casting small curse on the zombies. With your superior magic, the curse becomes more powerful and evolves into Moderate Curse. The spiders, already weak, are weakened further.

+5 necromancy
New spell: Moderate Curse**


Zombie: “Attack the spiders.” 3) the zombie charges the arachnids at its master’s command and begins battling them. 3+1=4) he squashes quite a few, but thanks to the large number of spiders, he won’t last long.

Spider group 1: “Bite” 6) they bite the zombie but it doesn’t notice.

Spider group 2: “pummel” 1) they get distracted by someone that enters the basement from the shadows.

Ehh, yeah, I can't think of an appropriate turn. :'(
take the glowing stalagmite :o
I like that.

"For all my missed turns and current turn, look around for any gems/valuables/anything that has magical power/Cool looking rocks.

4) you pick up the stalagmite and feel that it is magical somehow... 1) you decide to head down the path that Sargoth didn’t go down and quickly come into a scene where a nest of giant spiders is attacking a zombie. You see frelock sitting on the steps. Now you are confused.

Inventory: Strange glowing stalagmite

Aether (batista) is doing something unproductive this turn.


I'm not sure how all this ended up this way, but... there it is...
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 06, 2010, 04:39:57 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Uncontrollable magic, Weak, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

NPC: Aurora, dragon baby
Status: baby
Spoiler: skills (click to show/hide)
Title: Re: Magical RTD Turn 17: Overdone
Post by: Frelock on July 06, 2010, 07:56:10 pm
Cast shadow minion to help my zombie.
Title: Re: Magical RTD Turn 17: Overdone
Post by: Paranatural on July 06, 2010, 08:13:01 pm
Check out the area and make certain it looks pretty safe for a moment before I sit down with Meta Magic Made Simple, Arcane theory and study the more advanced sections.
Title: Re: Magical RTD Turn 17: Overdone
Post by: wolfchild on July 06, 2010, 08:36:09 pm
Fix what i did, Fix what i did!, and if i have time research a prayer thet protects from overshots
Title: Re: Magical RTD Turn 17: Overdone
Post by: Nirur Torir on July 07, 2010, 07:41:24 am
My gold is missing from my inventory, and I don't think there's a reason to track common items such as pencils and used paper.

I spend up to 5g on fine pewter suited for statue making.
Title: Re: Magical RTD Turn 17: Overdone
Post by: Meanmelter on July 07, 2010, 09:41:57 am
Go ape-shivv on the spider.
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 07, 2010, 05:36:12 pm
Go ape-shivv on the spider.
:-\ uhm.... I'm not sure... what you mean here...
Title: Re: Magical RTD Turn 17: Overdone
Post by: Paranatural on July 07, 2010, 11:39:12 pm
Combo of ape-shit (Crazy violent) and shiv (A knife made from improvided materials in prison). I.E. He wants to stab them. A lot.
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 13, 2010, 09:07:55 pm
I'd have the turn up by now, but since batista hasn't posted in a very long time, I've decided to accept two players.
Title: Re: Magical RTD Turn 17: Overdone
Post by: wolfchild on July 13, 2010, 09:09:06 pm
is tehre even anyone in the waiting list hex?
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 13, 2010, 09:10:17 pm
is tehre even anyone in the waiting list hex?

nope. I know goter76 and he stopped going to this site a long time ago. there used to be another guy but i've contacted him numerous times with no luck.
Title: Re: Magical RTD Turn 17: Overdone
Post by: wolfchild on July 13, 2010, 09:24:01 pm
change the first post so that it advertises that there are open spaces?
Title: Re: Magical RTD Turn 17: Overdone
Post by: Ochita on July 14, 2010, 11:36:43 am
Did I see open spaces?
Title: Re: Magical RTD Turn 17: Overdone
Post by: maxicaxi on July 14, 2010, 12:13:58 pm
Name:Max Clyne (real name)
Gender:male
Race: human
Skills :major:rune crafting. minors: Death Magic meta magic
Inventory: casual clothes with script saying: all power corrupts but we need electricity, packet of milk and a home made aluminium sword (I have these)
background: teleported in from from earth then spontaneously learned magic to fit in with the story

waiting list for me if not accepted
Title: Re: Magical RTD Turn 17: Overdone
Post by: Ochita on July 14, 2010, 12:37:09 pm
Name: Ochita
Gender: Male
Race: Elf
Skills (one major, two minor): Major Runecrafting, minor blacksmithing, minor dimention magic
Inventory (if it's reasonable, you get it): clothes, +Leather Armor+, Steel rapier, Book on dimenton magic, book on runes (Both books in scroll case) and a large backpack.   
background (optional): N/a
Title: Re: Magical RTD Turn 17: Overdone
Post by: maxicaxi on July 14, 2010, 02:16:47 pm
I make a rune of finese on sword
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 14, 2010, 05:38:59 pm
well I'll start working on the turn tonight. I'll hopefully have it up tomarrow.
Title: Re: Magical RTD Turn 17: Overdone
Post by: Terrahex on July 17, 2010, 08:36:18 pm
sorry it's a little late.

Turn 18: SPIDERS!!!

Cast shadow minion to help my zombie.

5) Ignoring your pain and the newcomer, you cast Shadow Minion. Shadows all around start undulating until a body rises from them. It looks like a regular human silhouette in 3D. You tell it to help your zombie extinguish Spiders.

+2 necromancy
New ally: Zero Soul Shadow Being


Zombie: “attack” 3+1-1=3) The zombie tries to continue attacking, but falls over accidentally due to torn leg muscles.

Shadow Being: “Destroy spiders” 4+1=5) the curse on the spiders starts to take its toll as the Shadow attacks. 6-1=5) The shadow hits every single one, being nearly invisible among the dark shadows of the basement. 4+1-1=4) the spiders are greatly harmed, but few are killed. The Shadow Minion was a very low level shadow monster to begin with, but without a soul, it’s too weak to seriously affect them.

Spider group 1: “retreat” 1) they are too weak from an invisible attack.

Go ape-shivv on the spider.

3) you reach for your hammer, but the spiders are too quick, attacking you before you can get it out. 6) filled with adrenaline similar to the time you annihilated those goblins, you quickly jump straight up, dodging the spiders. Unfortunately, the ceiling is lower than you realized and you hit your head on it. 4) your helmet takes most of the force, and you fall to the ground with a slight headache.

+3 agility

Spider group 2: “Charge!!!” 2) before the newly arrived Morul can draw his weapon, the spiders charge him. To their surprise however, he jumps right over their heads.

Check out the area and make certain it looks pretty safe for a moment before I sit down with Meta Magic Made Simple, Arcane theory and study the more advanced sections.

6) After making sure that the area is completely safe, you take out Meta Magic Made Simple, wanting to test out the Ring of Wisdom. You open Meta Magic Made Simple but you realize that you already know most of the information in the book. You throw it into a corner and take out your other book. You open it and start reading, absorbing everything like a sponge. You get through half of the book and learn a lot.

+6 Meta magic
New spells: Illuminate**, Sturdy Forcefield***
Inventory: -Meta Magic Made Simple


Fix what i did, Fix what i did!, and if i have time research a prayer thet protects from overshots

4-1=3) you struggle to keep your magic under control, but you don’t get anywhere. A portal starts to open in front of you.

3) your soul is slowly being eaten away. You don’t have much time.

+3 demonology

My gold is missing from my inventory, and I don't think there's a reason to track common items such as pencils and used paper.

I spend up to 5g on fine pewter suited for statue making.

I was letting you keep the paper just in case you wanted to look over it and fix it. oh well.

6) you decide that you feel like sculpting now. You go out in search of a salesman, and find one in a very lonely booth. You ask how much a large block of pewter is and he replies that it is 1g. You quickly buy one but are faced with a problem. The block is too big to move without help.

inventory: +very large pewter block, -1g

Name: Max Clyne (real name)
Gender:male
Race: human
Skills :major:rune crafting. minors: Death Magic meta magic
Inventory: casual clothes with script saying: all power corrupts but we need electricity, packet of milk and a home made aluminium sword (I have these)
background: teleported in from from earth then spontaneously learned magic to fit in with the story

waiting list for me if not accepted

One of the people in the crowd around Asurth watches with growing concern. His name is Max.

Name: Ochita
Gender: Male
Race: Elf
Skills (one major, two minor): Major Runecrafting, minor blacksmithing, minor dimention magic
Inventory (if it's reasonable, you get it): clothes, +Leather Armor+, Steel rapier, Book on dimenton magic, book on runes (Both books in scroll case) and a large backpack.   
background (optional): N/a


Do you mean Demonology?

A mysterious elf is seen walking the lower streets of Halley. His past is a mystery, and his goal is unclear. His name is Ochita.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 17, 2010, 08:37:09 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Uncontrollable magic, Weak, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Nirur Torir on July 17, 2010, 08:46:03 pm
I ask the merchant for help getting my new purchase to ... My room. I have a room. Yes. It is at an inn. It is a cheap inn, in need of minor repairs, but the bed is comfortable. Yes. Oh, wait, the room isn't big enough.
I'll just ask for help getting it back to the smithy.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Meanmelter on July 17, 2010, 08:55:49 pm
Put your weapon away, and begin to step on those critters or at least hold them in place for punching or something epic.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: wolfchild on July 17, 2010, 08:59:52 pm
Flood the area with pure life magic, not bothering to direct it into a spell
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Frelock on July 19, 2010, 09:40:18 pm
If spiders have souls, bind the soul of a decaying spider to my shadow minion.

Else, use growth on my leg in an attempt to heal it.

Minions continue attacking.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: maxicaxi on July 20, 2010, 01:01:32 am
realise I am in a fantasy world then drink milk for awesome milk powers
everybody knows that drinking milk gives you infinite mana
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Paranatural on July 20, 2010, 01:05:50 am
Head back upstairs o find out what everyone else is doing.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Ochita on July 20, 2010, 01:17:00 am
I start to draw up some possible rune designs such as a rune of energy


Edit: I meant Dimension mgic eg; haste, slow, enchanting with a "holding spell", making a space for work
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 21, 2010, 11:54:25 pm
I start to draw up some possible rune designs such as a rune of energy


Edit: I meant Dimension mgic eg; haste, slow, enchanting with a "holding spell", making a space for work

That's more like Meta magic... or prayer/Life magic
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Ochita on July 22, 2010, 01:45:16 am
Meta-Magic it is then!
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 27, 2010, 02:59:08 pm
I'll get working on the turn tonight. sorry I'm getting late, i've taken on some other projects.
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 27, 2010, 04:27:53 pm
I just thought of something, does anyone want to take the chance of tattooing a rune onto their skin  :D
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Ochita on July 27, 2010, 04:58:41 pm
Me!
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 28, 2010, 10:52:39 pm
Turn 19: Rejuvenating

I ask the merchant for help getting my new purchase to ... My room. I have a room. Yes. It is at an inn. It is a cheap inn, in need of minor repairs, but the bed is comfortable. Yes. Oh, wait, the room isn't big enough.
I'll just ask for help getting it back to the smithy.


2) you ask the man for help moving your item when he says that he doesn’t deliver and that you have to move it or it’ll become his property again.

Put your weapon away, and begin to step on those critters or at least hold them in place for punching or something epic.

1) you put your weapon away to begin the ruthless squishing of spiders when you and frelock hear a hiss resonate through the basement/tunnel. All of the spiders scurry away as something huge steps out of the shadows. It’s... It’s... THE QUEEN OF ALL GIANT SPIDERS!!!! It’s huge, bigger than you and you’re a full grown man!!! You don’t think you can squish that... or hold it down.

Flood the area with pure life magic, not bothering to direct it into a spell

6) you completely release all of your life magic into the clearing, healing anything and everything. Weeds grow in the cracks of the sidewalk, sprouting becuase of the magic. Trees grow ten times larger. You even feel like your body is healing in places where there are no scars.

It was a bold move, but it had no effect on the portal.

Soul health: 4) you hold on for dear life and seem to make some progress in getting your soul to safety. The portal closes a bit more.

+2 demonology (amateur Demonologist gained...)
+5 Life magic
New Spell: Super Rejuvenation****
Status: tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks)


If spiders have souls, bind the soul of a decaying spider to my shadow minion.

Else, use growth on my leg in an attempt to heal it.

Minions continue attacking.


3) Seeing the gigantic giant spider makes you realize that you are going to need more than a souless minion and a zombie to protect you. You quickly flick your arms out to a body of a dead spider and grab the fleeting soul. It’s much weaker than a human soul, but it’ll do. You bind it and two others to your shadow minion. The shadow minion suddenly seems much stronger in a way.

+3 necromancy
Shadow Minion: +1 soul(s)


Shadow: “Falcon Punch!!!!” 5) the shadow minion jumps toward the spider with its new soul, winding back and letting loose a punch 6) hitting it right in one of the eyes, 5) but the spider doesn’t seem to notice and shakes the shadow minion off.

Zombie: “Wait for orders” 3) Due to the bad condition of bodily wounds and torn muscles, the zombie falls down, unable to use its legs.

Status: Unable to use legs

Super Giant Spider of DOOM!!!: “bite black thingy” 5) it lunges at the shadow minion, 2-1=1) but misses by a mile due to the dark room.

realise I am in a fantasy world then drink milk for awesome milk powers
everybody knows that drinking milk gives you infinite mana


2) you realize that your world is the only world there ever was, that the world is flat, and that the entire universe circles (insert this planet’s name here)

Head back upstairs o find out what everyone else is doing.

5) you begin walking down the cave corridor when you come to a tunnel you’ve never seen before. Maybe that’s where everyone went.

I start to draw up some possible rune designs such as a rune of energy


Edit: I meant Dimension mgic eg; haste, slow, enchanting with a "holding spell", making a space for work

3-1=2) although you are skilled at the art of crafting runes, you wuoldn’t know exactly how to make a rune. Maybe you should go check out a book at the library of the Magic acadamy. Or maybe take a class on runecrafting.


Hey guys, what should the planet’s name be. BTW, some of you guys should go visit some other places of the world. The desert, the mountains, the islands, the forests!! I’m kind of surprised that nobody did already.

Sorry it's a little late, I got caught up in an anime series that was cancelled awhile ago on youtube... anyway, it stopped the english speaking series at episode 26 or 7 so now I'm sad :'(
Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on July 28, 2010, 10:53:11 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth (Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Uncontrollable magic, Weak, black furred, claws, tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks)
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: wolfchild on July 29, 2010, 12:00:57 am
In desperation combine my life magic and the fell energies coming from the portal to seal said portal, if that fails GET THE F**K AWAY
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Frelock on July 29, 2010, 12:28:02 am
Shift human soul from zombie to shadow minion, small curse on the spiders
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: maxicaxi on July 29, 2010, 02:41:03 am
draw rune of focus on arm
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Ochita on July 29, 2010, 06:18:57 am
I shall find some sort of abandoned shack and study my books there.
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Nirur Torir on July 29, 2010, 06:25:24 am
I shall create a Lightweight Rune and carve it into a part of the block that I intend to remove later.
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Paranatural on July 29, 2010, 08:30:25 am

Cast a spell to detect the life forces of anything down the unexplored corridor, to determine if they are human or what.



I've been exploring, it's just that there's tons to find in this cave alone
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Terrahex on August 02, 2010, 07:27:20 pm
I'm tired of waiting. I'll start working on the turns for this RTD and my other one.
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Meanmelter on August 02, 2010, 07:52:48 pm
Let out a Dwarfish war cry, and attempt to Smash its Cephalothorax.
Title: Re: Magical RTD Turn 19: Rejuvenating
Post by: Terrahex on August 03, 2010, 12:35:01 am
Turn 20: Five Demons

In desperation combine my life magic and the fell energies coming from the portal to seal said portal, if that fails GET THE F**K AWAY

 4-1=3) your soul slowly fades out of your body and into the portal as it finally fully opens. 5 demons step out and roar. The first one seems to be made of stone and breaths fire, burn some passers-by to a chrisp. It spreads its mighty wings and flies north of the town toward the mountains. The second is completely blue and double the size of an ordinary man. It has horns like a bull and a giant blue trident. It heads west toward the sea. The third is short, made of sand, and lacks legs, instead having a twister of sand as its lower half. It heads east toward the desert. The fourth is like a typical demon and heads south into the forests. The fifth is a quadroped and is the size of a large dog, seems more like a hellhound than a demon. It has a pointed tail, and large, sharp horns. Its claws are razor sharp and it stays right where it is.

Luck: 5) as the portal closes, your soul is released by some miracle of epic proportions. It flies back to your body and reanimates it. unfortunately, with five demons running loose, one right in front of you, you don’t think that’s such a good thing.

Shift human soul from zombie to shadow minion, small curse on the spiders

3) you try shifting the soul of the zombie to the shadow, but it disintigrates slightly on the way, causing half of the soul to become useless. The spider seems to have targeted you now.

Shadow: 1.5 souls
+1 necromancy


Shadow: “Defend Frelock!” 6) using all of the techniques it learned at the how to be a bodyguard camp, the shadow charged the giant spider and 6) slams it right into a wall 3-1=2) squashing it hard and causing spider guts to fly everywhere. It quickly collects the spider’s soul and goes to Frelock to see if he’s okay.

Shadow: 3 souls

draw rune of focus on arm

4) you pick up a pen off the ground and draw the rune of focus on your arm. after a moment, you don't seem any different. it occurs to you that maybe you have to have something to focus on.

Status: Rune of Focus on arm
+2 runecrafting


I shall find some sort of abandoned shack and study my books there.

5) knowing that there are no abandoned shacks in town, you go outside of the city gates and into the woods. after thirty minutes of searching, you find an old dilapitated one. you seem quite pleased with it.

I shall create a Lightweight Rune and carve it into a part of the block that I intend to remove later.

1) you can't seem to get your mind set on creating a new rune, deciding to wing it. you messilly draw a rune onto the stone surface and step back. the rock begins to vibrate and it suddenly explodes!!! 4) you get hit with some small pebbles but nothing big. 2) everyone else is hit with large chunks however and are all either knocked out or very disoriented. you quickly grab a large chunk of pewter and run away. 2) you don't seem to remember the rune design.

Inventory: -large pewter block, +large pewter chunk
+2 runecrafting



Cast a spell to detect the life forces of anything down the unexplored corridor, to determine if they are human or what.



I've been exploring, it's just that there's tons to find in this cave alone

3) you cast the spell a bit slopily, but manage to get it to work, scanning the surrounding area. you detect two people ahead and one magical servant.

+2 meta magic

Let out a Dwarfish war cry, and attempt to Smash its Cephalothorax.

2) with the spider already squashed, you decide to squash it even more, letting out a dwarven fury that blinds you as you smash internal organs and exoskeletin. suddenly, you slip on spider guts and slide to a stop in front of a sword made of exoskeletin that is floating in the air. confused, you unwisely take the floating sword by the handle. luckily nothing happens. examining the sword, you see the mark of the dwarven god of combat carved into the handle. it seems that the gods are ammused by you.

Inventory: ExoSword
+3 hammering


Title: Re: Magical RTD Turn 18: SPIDERS!!!
Post by: Terrahex on August 03, 2010, 12:38:32 am
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth (Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Uncontrollable magic, Weak, black furred, claws, tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks)
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine, Rune of Focus on arm
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Frelock on August 03, 2010, 01:42:20 am
Hey, uh, how many spiders are left in the basement?
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Terrahex on August 03, 2010, 02:00:06 am
Absolutely none.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: maxicaxi on August 03, 2010, 05:00:27 am
attune rune to necromancy and walk toward the powerful Necromancer frelock with the intent of becoming his apprentice. I do this using the the Necromancy tracker all Necromancers have.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: wolfchild on August 03, 2010, 05:32:12 am
First thing attempt to bind the demon in front of me and make it fight the others, failing that sear it with life magic and go full wolf form
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Paranatural on August 03, 2010, 10:11:23 am
Cast a sturdy Forcefield to protect myself, arm myself with the mace, and head down the corridor to see what's down there.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Ochita on August 03, 2010, 11:06:10 am
I Explore the shack for any valueables.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Frelock on August 03, 2010, 01:14:27 pm
Use Growth on my broken Leg
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Terrahex on August 03, 2010, 02:21:56 pm
First thing attempt to bind the demon in front of me and make it fight the others, failing that sear it with life magic and go full wolf form

Great going Wolfchild, you let loose five powerful demons into [inser world name here (we really need to come up with a name for this)]. as if this town wasn't traumatized enough with exploding pewter blocks, zombies running amuck, and evil villains plotting to raid caves.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Meanmelter on August 03, 2010, 03:41:27 pm
Take a good look at the sword, see if anything epic will happen if I use it in a battle or something.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Nirur Torir on August 03, 2010, 07:31:57 pm
I shall design a rune that greatly enhances the strength of whoever is wearing an object inscribed with it.
Title: Re: Magical RTD Turn 20: Five Demons
Post by: Terrahex on August 04, 2010, 11:28:53 pm
Turn 21: Not-So-Clever

attune rune to necromancy and walk toward the powerful Necromancer frelock with the intent of becoming his apprentice. I do this using the the Necromancy tracker all Necromancers have.

2) For some reason, you have the urge to seek out and gather the wisdom of a powerful necromancer. You think for awhile, trying to come up with a way to find one. Suddenly it hits you!!!

“I’ll use a rune to find one!!” you say to yourself, attracting the attention of numerous passers-by who now think you are crazy. You chuckle to yourself at your cleverness until you realize that you have no idea how to do that. You suddenly feel not-so-clever.

First thing attempt to bind the demon in front of me and make it fight the others, failing that sear it with life magic and go full wolf form

6) Realizing that you have to act fast before the demons get out of control, you stand up and yell: “You! Demon! I’ve brought you into this world, you must obey ME!” your voice seems weak and small compared to the beast of hell.

The dog sized creature turns around to face you. “We serve no one. It is only pure luck that your soul had the strength to survive summoning the five of us. We have gone hungry for thousands of years! Now is the time that the Apocalypse eats again!!!”

Your eyes fly open. Could you really have summoned them? The Apocalypse that was sealed away long ago by the gods? The five demons of the Apocalypse raged across the land in ancient times, devouring the Gods’ creations and spreading ruin across the land.

Suddenly, you are interrupted from your thoughts as the demon begins to grow. “You smell of darkness mortal, but that does not fool us. We can sense the light inside of you. It is the light of those accursed gods!” the demon lets out a roar. “We will devour you!!”

It suddenly leaps at you, but you jump out of the way, instantly knowing that this is the first of the five demons, Kalion the Beast. Knowing you cannot defeat him in your half-wolf state, you decide to unleash your own power.

You become full wolf, growing a foot taller. Your strength is increased ten-fold, your speed and agility seem to be infinite. But there is a price. You have to fight for control, but as you face Kalion, control is the last thing on your mind.

(Oooh, I just made plot)

Status: Full Wolf

Cast a sturdy Forcefield to protect myself, arm myself with the mace, and head down the corridor to see what's down there.

4) You decide to cast a forcefield spell before proceeding. 4) you cast it perfectly and proceed down the hall to enter a basement by the looks of it you see morul, a shadow, and a whole bunch of squirming vines.

+5 meta magic Experienced meta magician gained!!!
Status: Sturdy Forcfield


I Explore the shack for any valueables.

1) you start heading towards the shack, intending to go inside when it suddenly explodes. debris flies everywhere. 6) you don’t get hit by anything, but when you open your eyes, you see a completely destroyed shack. Nothing remains except for a crater. Well that was weird. Oh well, stuff blows up all the time.

Use Growth on my broken Leg

3) even though your leg is only badly bruised and not broken, It still hurts a lot when you move it, so you use growth on your leg. 6) moss and vines suddenly sprout from the ground and wrap around your leg tight, causing intense pain. Unfortunately, the vines don’t stop there. They begin crawling up your body and entirely encompass your body.

Hmm... so that’s what happens when you use an Elementalism spell as a healing spell.

+2 elementalism
Status: Trapped by Vines


Shadow: “Wait for orders.”

I shall design a rune that greatly enhances the strength of whoever is wearing an object inscribed with it.

3) you think about designing a rune of strength when you realize you can just go to the library in the university instead. you lug your stone all the way to the university and collapse at the gate, wishing you had designed one instead.

+5 strength

Take a good look at the sword, see if anything epic will happen if I use it in a battle or something.

4)looking at the sword, it doesn't seem to be anything special besides the fact that it's made out of an exoskeleton, but you feel that it has power deep beneath it's cover. you just wish that it was a hammer instead. either way, you don't think any special powers will appear by staring at it, so you'll have to wait for battle.
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Terrahex on August 04, 2010, 11:34:26 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff, Trapped in Vines
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth (Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Full Wolf Form, black furred, claws, tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks),
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine, Rune of Focus on arm
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
[/quote]
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: maxicaxi on August 04, 2010, 11:58:14 pm
Create a rune to guide me to a mighty necromancer then go to necromancer
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Paranatural on August 05, 2010, 12:01:54 am
Use my kopesh to cut him free, then lead him out of the cave.
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: wolfchild on August 05, 2010, 12:35:44 am
Just before striking him launch a frost spell and a blast of life magic at the beast, followed very quickly by a flurry of claw attacks
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Frelock on August 05, 2010, 02:34:36 am
Wiggle an arm free, then look through The Power of the Elements for some way of fixing this thing.
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Nirur Torir on August 05, 2010, 05:31:47 am
I leave my rock behind a tree and enter the university. I'll look for a design for a rune of strength.
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Meanmelter on August 05, 2010, 07:28:52 am
Head back to town, and call it a day.
Title: Re: Magical RTD Turn 21: Not-So-Clever
Post by: Terrahex on August 07, 2010, 11:04:54 pm
Turn 22: Frustrations

Create a rune to guide me to a mighty necromancer then go to necromancer

3) Even though you have no Idea how to make a Necromancy tracking rune, you decide to try anyway. You begin scribbling on various things trying to get something to happen. 5) You keep working until the sun sets magical lanturns of the city light. Finally, when you draw a rune on a rock, it glows and an arrow floats above it, pointing east. You’re not sure if it’s actually pointing at anything at all however.

+3 rune crafting
New spell: Rune of Tracking: ???**
Inventory: Rock of Tracking ???


Wiggle an arm free, then look through The Power of the Elements for some way of fixing this thing.

5) You manage to loosen the vines around your body and get an arm free from the bonds. Instead of ripping at the vines with your now free hand, you search around for your book. You find it on the ground luckily and try to bring it to the gaps in the vines covering your face so you can read it. unfortunately it’s hard to open the book and hold it above your face with only one hand. Besides, you don’t know what to research.

Use my kopesh to cut him free, then lead him out of the cave.

3) you approach the vine covered man and draw your sword, intending to help. Unfortunately, the shadow thinks that you are planning to do otherwise and stands between you and Frelock. 3) You try persuading it to move and fail. You try going around it, but it moves to stand in your way. Not wanting to pick a fight with a being such as that, you let your puzzle solving skills go to work.

Just before striking him launch a frost spell and a blast of life magic at the beast, followed very quickly by a flurry of claw attacks

Control: 4) You maintain control of yourself.

2) Just as you are about to strike the beast, it jumps at you and swipes at your form. 2) Now the size of a house, Kalion sends you rocketing through the air. You fly over the blacksmith and land on the next street 3+1=4) very hard. You get many bruises, but you are very happy that you accidentally made your bones tougher.

Status: Bruised

Kalion: “Follow the chew toy” 6) Not about to let Wolfchild get away, the demon rams through the buildings in the way, destroying the blacksmith and a couple other houses. 5) Wolfchild is too far away from the houses for anything to land on him or harm him.

Luck: 4) a couple of soldiers come running down the street heading toward Kalion.

I leave my rock behind a tree and enter the university. I'll look for a design for a rune of strength.

6) you leave your stone behind a tree in front of the university and enter. You immediately head toward the library. Once you get there, you are overwhelmed and get flooded with the urge to learn. You grab a bunch of books, sit down at a table, and begin looking through the first one for a rune of strength. After a minute of looking, you feel way too anxious and begin reading another book, unable to wait. You are so excited that you can’t contain it and quickly begin the process of switching between all the books you’ve got. 4) Despite the fact you keep switching, you retain much information that you read, but you still keep switching between books so you don’t learn much.

+2 runecrafting
+1 alchemy
+3 summoning
+1 metamagic
Inventory: Book of Runes, Making Potions, Summoning Basics, Metamagic for Dimwits


Head back to town, and call it a day.

5) ignoring Sargoth and Frelock, you head up the stairs of the basement and find a bedroom in the mansion. You get in bed and begin sleeping like a baby.

Status: Asleep

Ochita: “head back to town” 5) with the shack ruined, you decide that it isn’t worth the trouble to be outside the town gates, so you quickly return to the town square.

Environment: It is now night.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 07, 2010, 11:05:46 pm

Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff, Trapped in Vines with one arm free
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, Asleep
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth (Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Full Wolf Form, black furred, claws, tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks), Bruised
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine, Rune of Focus on arm
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD Turn 22: Frustrations
Post by: wolfchild on August 07, 2010, 11:39:03 pm
Blast the demon with life magic
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Paranatural on August 08, 2010, 03:20:39 pm
Convince the Shadow I am there to help. Then: Help.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Nirur Torir on August 08, 2010, 05:16:02 pm
Can't stop. Must read faster.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Frelock on August 08, 2010, 08:49:58 pm
Sigh, a proper wizard never does with his hands what he can do with a spell.
Or minion!

Have the shadow gently pull the roots off of me.  Continue reading The Power of the Elements
Title: Re: Magical RTD Turn 22: Frustrations
Post by: maxicaxi on August 09, 2010, 01:03:07 am
Attune rock to: POWERFUL PC NECROMANCER FRELOCK!
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 10, 2010, 02:04:21 pm
not sure whether I should start turn or not.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 12, 2010, 09:07:21 am
5/7, c'mon people!!!
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Paranatural on August 12, 2010, 09:09:28 am
Send PM's?
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 12, 2010, 09:11:02 am
I don't like resorting to that, but I guess I'll have to. and if that doesn't work... mwahahahaha
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Frelock on August 13, 2010, 12:52:36 am
I would love to see a person that actually laughed with a "mwa" sound at the beginning.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Meanmelter on August 13, 2010, 07:19:44 am
Wield sword, and look at something to whack at, and examine the scene.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Ochita on August 16, 2010, 12:43:28 pm
I go to the library and look up magical rune designs, trying to go into a reading stance.

(Also I have almost no internet so please understand when I cant write up my turn. I'll be back to normal on the 20th)
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 24, 2010, 11:55:42 pm
look guys, I'm experiencing some major difficulties on my regular computer. I finally got around to starting the turns for my RTD's but I can't and will not make promises as to how long it'll take for them to get up. Sorry in advance.
Title: Re: Magical RTD Turn 22: Frustrations
Post by: Terrahex on August 30, 2010, 05:05:51 pm
Turn 23: Fatigue

Blast the demon with life magic

Control: 5) you are in perfect control of yourself.

5) reasoning that blasting the demon with life magic will hurt it, you give him everything that you’ve got. You pour magic into a ball of energy that forms into your hands. You wind back and throw it at him. 2) you miss by a mile and the blast of life magic flies off somewhere to the north.

+1 Life Magic

Soldiers: “Attack the beast!” 1) they charge at the demon with weapons drawn, but they don’t move very fast in the piles of rubble that Kalion made out of houses. They don’t get near enough to attack.

Kalion: “Destroy the wolf.” 5) completely undeterred by the soldiers, Kalion turns to the werewolf. He lets loose a storm of fire from his mouth that engulfs everything in front of him. 6-1=5) Asurth quickly jumps behind a pile of rubble that has a convenient alcove for him to hide in. Taking extra precautions, he also uses chill to cool his body down as the inferno rages. The fire rolls over the pile of rubble, heating everything to extreme temperatures and despite the chill spell, Asurth feels sweat rolling down his forehead. When it’s finally over, Asurth emerges completely fine. Everything around him is on fire though.

Asurth: +2 Elementalism 

Convince the Shadow I am there to help. Then: Help.

3) you try to convince the shadow that you are there to help but the being seems to be unmoved.

Can't stop. Must read faster.

2) As you read, you feel fatigue start to take over. It’s not surprising, seeing as you have been working in the smith almost constantly. You fall asleep. 1) as you sleep, someone takes an interest in you, stealing your money.

Status: Asleep
Inventory: -all money


Sigh, a proper wizard never does with his hands what he can do with a spell.
Or minion!

Have the shadow gently pull the roots off of me.  Continue reading The Power of the Elements

3) you telepathically tell your shadow to get you loose. You immediately grab your book and begin reading in the dim light.

status: vine-free
+2 Elementalism


Shadow: “Get master loose” 5) at the command of Frelock, it quickly gets all the vines off of him.

Attune rock to: POWERFUL PC NECROMANCER FRELOCK!

3) you try to attune the rock to tracking a necromancer named frelock, but you still can’t seem to get it working.

Wield sword, and look at something to whack at, and examine the scene.

5) after waking up, you take up your new sword and look for something to whack at. All you see is furniture.

I go to the library and look up magical rune designs, trying to go into a reading stance.

(Also I have almost no internet so please understand when I cant write up my turn. I'll be back to normal on the 20th)

6) you quickly make your way to the acadamy and go to the library. You ignore the man pick-pocketing the sleeping man and quickly get a book. Then you quickly begin reading. Then you quickly become bored and unable to focus.

Basic Runes
Status: unfocused (-1 next turn)

Title: Re: Magical RTD Turn 23: Fatigue
Post by: Terrahex on August 30, 2010, 05:06:30 pm
Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff,
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: asleep
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, Asleep
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Asurth (Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Full Wolf Form, black furred, claws, tough skin (-1 to slashing attacks), hardened bones (-1 to crush attacks), Bruised
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

Max Clyne (Maxicaxi): Human
Status: Fine, Rune of Focus on arm
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Ochita: elf
Status: Fine, unfocused (-1 next turn)
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Ochita on August 30, 2010, 05:31:21 pm
Realise that that man stole from somebody. Catch up to him and beat him down. Hard.
Title: Re: Magical RTD Turn 23: Fatigue
Post by: wolfchild on August 30, 2010, 05:31:53 pm
Pour frost on the demon, it's now obviously a creature of fire
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Nirur Torir on August 30, 2010, 05:49:55 pm
I dream about a Summon Gold spell.
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Frelock on August 30, 2010, 10:52:25 pm
Try to use a spider's soul from my shadow minion to heal my leg.
Title: Re: Magical RTD Turn 23: Fatigue
Post by: maxicaxi on August 31, 2010, 02:26:56 am
I leave town and search for animals
Title: Re: Magical RTD Turn 23: Fatigue
Post by: wolfchild on August 31, 2010, 02:31:55 am
Terra, i just noticed that you forgot to give Nurir my pike and scimitar, I am pretty sure i gave them to him when he made my helmate
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Terrahex on August 31, 2010, 12:15:58 pm
Terra, i just noticed that you forgot to give Nurir my pike and scimitar, I am pretty sure i gave them to him when he made my helmate

since I am far too lazy to do it myself, could you check to make sure?

PS, I start school tomarrow... not looking forward to it....  :'(
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Meanmelter on August 31, 2010, 04:28:45 pm
Travel a bit more, hope something you can attack will show up.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: wolfchild on August 31, 2010, 08:30:31 pm
I give Frederik the pike and scimitar, then read my book of Ice while I wait
there we go
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Paranatural on September 01, 2010, 12:10:28 am
Drag Frelock out od the cave and summon a bird from the surrounding woodlands.
Title: Re: Magical RTD turn 14: Center of Attention
Post by: Terrahex on September 01, 2010, 07:35:31 pm
I give Frederik the pike and scimitar, then read my book of Ice while I wait
there we go

No I meant... oh well... I was kind of talking about maybe you got a bad roll and something happened so you weren't anywhere near nirur to give him your stuff.

Now I remember what happened to it. he sold it and I forgot to erase the items from your inventory. :-[
Title: Re: Magical RTD Turn 23: Fatigue
Post by: wolfchild on April 07, 2011, 04:44:25 am
I know it has been a very long time, but i know the author is still active and i have been thinking about this trd sooo, (Hopeful Bump)
Title: Re: Magical RTD Turn 23: Fatigue
Post by: Terrahex on April 07, 2011, 05:22:17 pm
I know it has been a very long time, but i know the author is still active and i have been thinking about this trd sooo, (Hopeful Bump)

I am sorry Wolfchild, but I have no immediate plans to restart this RTD. maybe some day, but I doubt anyone besides you is still interested. I think that I might restart this eventually, but I'm not sure.