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Messages - escaped lurker

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1
Forum Games and Roleplaying / Re: Ships of Brass (SG)
« on: March 03, 2021, 04:38:30 pm »
You really think they wouldn't keep at least two sets of eyes on us, with their weapons drawn, once they enter?
Trying subterfuge while outnumbered, even on your own ship, is rather difficult. Even then, say we succeed - their ship is still a threat, one that would now try to kill us for real out of revenge.

(Not seeing an easy way out of this one, but the current plan doesn't sit well with me is all)

2
Risk maps ought to do the trick, no? Lots of different versions and alterations of it going around after all. Alternatively some grand strategy games might also have something similiar, though porting it over would be far more effort.

3
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 07, 2020, 06:12:22 am »
First things first;

Urgut the Outcast is not allowed to touch our Tomb
Klevra doesn't trust her, and while being able to run our temple when distant sounds great, we shouldn't aim for anything less than our true revival. Not some bone-puppet, the creation of which could very well block our true revival forever, depending on the method that is used.
Let her barter with the dark gods, and any boon she gets them to bestow upon us, we will work with instead. Having rejected her more powerful offer for a valid reason I am not all that much interested in her.

Beolag's offer - captives - is worth the least to us. I'd proclaim disinterest in her.
Grippa's weapon would be nice to have, weren't we teethered to a mage. On the flipside, having Seraph shore up a potential weakness (melee combat) wouldn't be bad either.
Ngura's pet is intriguing. If we get to choose among suitable beasts, going for an combat and side utility (like tracking) creature would be best. But, is diverting our focus from Seraph a good thing? I'm kinda torn on that one.
Red Haggen isn't a bad pick. If we choose her we also might task her with protecting another person of lesser interest, and succeeding as long as we clearly frame it as such.



Make Red Haggen the new Head of the Temple
Let her use her influence within the cult to make sure Grippa is able to complete his tribute to us, as to give Seraph "something nice" should she run into a sticky situation or out of the ol' magic juice. (Having such a wicked weapon by her side later on, could also lead to interesting developements.)
We would strengthen our current tether, and temple both. An acceptable outcome for me.

4
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 05, 2020, 06:55:23 pm »
Get our House in Order, then Go.

We aren’t hero’s to rush off into the unknown. But there isn’t a need to dawdle either. Demand tribute from the survivors, whoever gives the most/best receives our blessing to be High Priestess.

We then investigate.
+1
+1

5
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 01, 2020, 03:50:19 am »
My Old Body
I was a Chieftain of a Cavern tribe.
Name: Klevra
Sex:Female
Species: Gnoll

Our Cult
Cult of Progeny

My Current Host
A Naive Magus

Our Enemy
Ancient Evil
+1
Safe for Gnoll - which is fine by me - exactly what I had in mind after reading our choices.

6
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: February 28, 2020, 01:54:36 pm »
Our Seat of Power: The Dark Sea
Our Sin: Lust
Our Defeat: Betrayal
Our Return: Artifact Possession

Well, this reads like it should be good.
By the by, Cultist option is cut short.

7
Forum Games and Roleplaying / Re: Heroic Lineage [SG]
« on: February 23, 2020, 03:27:26 pm »
B
Let's start our career with some thrilling heroics!
+1
Though personally, I'd be more interested in getting our home more stable.

8
Forum Games and Roleplaying / Re: Heroic Lineage [SG]
« on: February 21, 2020, 10:11:03 pm »
BAA
Spell book, Witch and castle with ruins

+1

Seems to me like the most safe bet we could make - for good or ill. I personally find the idea of possibly restoring the world over several / many generations work, to be an appealing one.

9
Forum Games and Roleplaying / Re: Heroic Lineage [SG]
« on: February 20, 2020, 03:09:52 pm »
CC

Let's have ourselves a high-magic post-apocalyptic wasteland, yeeahhh!
+1
+1

Sounds the most fun promising to me

10
Forum Games and Roleplaying / Re: Survival [ISG]
« on: January 28, 2020, 02:50:03 pm »
Some poisons are neutralized by high temperatures. As we surely can't drain the blood by this time though, it might be quite saturated with it. Not sure if we want to take the risk.

Either way, we can use the carcass as bait of some kind. Gathering some stones, and stashing them next to a bush, while dragging the corpse within prime throwing range of it, could easily net us some birds. We want to keep a stick or club of some sort at the ready though - bigger predators might come by, and while I wouldn't support hunting them, we want to have something to drive them off if neccessary.

11
Forum Games and Roleplaying / Re: Survival [ISG]
« on: December 10, 2019, 05:32:30 pm »
Just how sure are we it is actually an apple, and not something nasty like a manchineel? (Google that or Apple of Death. Fun times.)
The trees, as previously mentioned, were not recognized, nor were the nuts. I advise caution.

I say, before eating anything, testing it for toxins comes first!
It is quite simple, really. First take a small piece of it, and smell it. If it doesn't smell acrid or foul, put it on your skin, and leave it there for a few minutes. No rash or other worrysome reaction? Put it in your mouth, keep it there for a few minutes. Nothing yet? Swallow a bite. Wait a few hours. Not puking your guts out at this point? Hey, it just might be safe to eat. Go ahead.

12
Forum Games and Roleplaying / Re: (SG) Flight of the Dragon Lord
« on: November 24, 2018, 12:20:18 pm »
I'd actually be against drafting any of the high-elves into slave-driver-dom - and Grom'Chul should be, too. How is he to controll them, if he teaches them to control the slaves themselves?
Besides, those wimpy scholars aren't suited to the task, and those that would be - like their elven servants and similiar - are best kept where they are.

Either way, at least a snarky comment about this rather bad part of the plan his inferior mind cooked up, would fit the bill.

13
Forum Games and Roleplaying / Re: [SG] Abandoned Acolyte
« on: November 23, 2018, 04:05:47 pm »
“Infiltrating the army train might be tough.”, the succubus remarks after hearing your request. After turning thoughtful for a moment, she quickly blooms into a lusty smile, “But whoring myself out sounds like a great time! I'll do it!”

Mulling over the matter some more, Cindy's plan is rather straight-forward. What with them having travelled together for months, the local “sluts” - as she puts it – should be more than well-known already. She would try to nab one of them once they venture outside, and then replace her. She also states adamantly that she would be able to tell apart any “slut” from the presumably rare “normal” women, male lust apparently clinging to their bodies long after the act. Something that even washing up won't be able to erase, though she doubts they would do much of that.

On the matter of taking a brainwashed slave for herself, she is rather pumped, but doubtful if she can work something out – by your best guess of her character, she will do her utmost to make it happen if it is feasible to do so.


“Let's see how much my hips can earn you~” is Cindy's parting shout. Good grief, good riddance – or so you tell yourself, at least.
You certainly won't miss her incessant flirting, her striking of sultry poses, catching glimpses of what little she hides beneath her “clothes”, nor her seductive scent. Nope, you won't miss any of that, at all.


Travelling on without your lust daemon, turns out far more quiet than you have grown used to. Either way, the local area is well-known to all of you and good time is made. Besides the occasional scarlet brook or purple tree, the only signs of life comes from a pack of feral hell-hounds, who elect to give you a wide berth once their noses pick up what exactly is travelling through their area. By the time the evening sun paints the land an unworldly shade of red, you feel somewhat drained, but elect to push on long into the night.

When you eventually decide to set up camp, you are only half a league or so from leaving the Infernal Hills. While lighting fire would be pushing it, the copse of tainted woods should shield you well, with any intruders spotted long before they arrive.

While your servants have little problem with staying up for several days, your body demands an urgent rest - and what little sleep the demons need to stay in top-shape, you have allowed them to get in short shifts. Before drifting off to sleep yourself, your mind wanders on which way to take.




It is at least an eight-day trek until you will reach the destroyed hamlet by Mount Wardsplit, where you plan to meet up with your succubus. A few leagues of travel from the major dwarven city of Goldbent, there are three paths you could take to reach there.

Kringrip Route – 85 Leagues +
Stretching along its namesake river, all the way from the ocean to the dwarven trade-city of Goldbent and beyond, this once major trade-route is easy to travel on, in great condition, and awfully exposed at most points.
It comes with a steady supply of water, which nowadays is even safe to drink – the lack of forges and settlements discharging their refuse into it upstream, having done wonders for its taste. You could also count on easy lodging, with plenty of abandoned townships along the route. Due to the easy terrain, this would be the only route where you could stay off the road for longer durations of time, albeit doing so would decrease your travelling speed substantially.


Irkspire Route – 120 Leagues +
Winding its way up and along the former border, this stretch was built back when humans and dwarves didn't see as eye-to-eye as they did in recent times. While still a minor trade-route on account of the eastern settlements, it comes with all the good and bad of most mountain-roads; nigh impassable for convenient cavalry, lots of changes in elevation, good cover over long distances, and some stretches where one can't even leave the road – at least not for hiding.
To reach it, you would need to travel maybe five leagues through kingdom territory, with one bigger city by the former border to hide in if you choose so. Stopping about three leagues short of Goldbent, it will take you back unto the Kringrip route – though by then it would only be a small river, instead of the stream it becomes in the lowlands.


Roundabout Irkspire Route – 170 Leagues +
Turning east instead of north, this trek would take you deep into former Dint-Axe territory, going a long way east before any chance to turn north presents itself. A bit desolate at times, there also are a few townships that you could seek shelter in. This route would be a hard trek, with two mountain-passes that the crusaders could man as choke-points, if they have the manpower to do so. Luckily, this should be a story for after you pass them – unless you dawdle away a day or two.


Which Route do you wish to take?
There also is the question if you wish to have your minions just stay guard while you sleep, or risk exposure by leaving them to productive chores; Hunting for your food or looting any settlements you might stop by at, come to mind.

Spoiler: Arkand Golheim (click to show/hide)
Spoiler: Magic (click to show/hide)

Expanded upon our status, which was a rush-job before. Though it still is a bit of a work in progress, I it'll have to do for now.

14
Forum Games and Roleplaying / Re: [SG] Abandoned Acolyte
« on: November 21, 2018, 01:11:22 pm »
It has been maybe a quarter hour since you felt your master fall, the compulsions placed on your soul by her lessening by the second. While you yourself have successfully left the immediate vicinity of the assuredly still-ongoing battle, you have little doubt that your comrades will mostly do the same. You'd wager to have a head-start on at least half the other acolytes, with the acolytes of first and second class – the formerly personal acolytes of Meneriva herself – being worst of, what with standing “safely” in the middle of the assembled army. You don't even pretend to not be amused by that turn of fate.

Inspecting what remains of the troops that were bound to your service, you find while not ideal and certainly not as many as before, you can work with this;

The 4 fiends are all scratched up or nursing lesser cuts, but the demonic warriors should heal just fine given a few hours. Standing two heads above most humans, the red-skinned creatures are natural warriors, their clawed hands and otherwise feral features a match for any two orcs or thereabouts. Besides their muscle, the only redeeming feature of theirs seem to be their crude, but surprisingly witty humour that they let shine through on occasion.

Much less impressive to look at are the 8 magogs, about half a head taller than the common dwarf and encased in overly rough, scarlet scales. Based on their appearance, and the treatment you have seen other demons give them, you'd wager them to stem from the ranks of the common quasit. The servile creatures all have innate talent as mages of infernal fire, but for all you know, besides being complete bootlickers that's all there is about them.

Then there's “Cindy”. Clothed in less than two handfuls of cloth at the best of times, the succubus of questionable alias was bestowed upon you by Meneriva herself, after becoming a rank four acolyte. That the arch-sorceress kept several incubi in her personal service, maybe an indication of her tastes.
All the same, the succubus is without a doubt the greatest demonic asset that you have. Speaking of “assets”.. no, wait. Never mind. Her alluring form would surely draw in any male not minding a demon before himself, though her skill in illusions can easily bypass that later problem. She is also a mind-mage of lesser skill, electing to strengthen or dim feelings that already exist, or intruding upon a mind while it sleeps. You've seen what her kin have done to those less careful – or in some cases, what was given to them as their own personal pets – and complete enthralment lies at the end of that particular journey.

Finding that all is right with your troops, and pointedly ignoring the creative pose the demoness chooses to lounge herself with against a tree, you take some time for further planning.

The landscape surrounding you has been recently named as “The Infernal Hills“, in no short order due to your masters machinations. As the name suggests, the whole place is teeming with infernal energies and lesser creatures of the dark arts, and while it should take you but a day to leave the area, any pursuing crusaders should take at least twice that time, if not more.

For better or worse, the areal around the former stronghold has been greatly depopulated, and mostly so by force instead of flight. While you think it advisable to travel through the long late-autumn nights, picking a clear direction might be just as wise.



Ernevh Ruins
The Ernevh Kingdom once prospered around what eventually became your masters stronghold. You strongly doubt that there are any madmen left living in your former homeland, and all supplies should have long since been looted, too. While you could seek refuge in one of the ruined towns or cities here, dawdling for too long might put you at great risk of being found.

Dint-Axe Cragholds
Formerly a dwarven territory, about as much of the small folks have been killed as they have been replaced. While you have little doubt that they will reclaim their holds in short order, you should have a month or two before they do so. As you played an active part in depopulating the area, the common roads are known to you, and know the rugged area to be rather difficult for any pursuers, especially the cavalry kind.

The Charcoal Jungles
Formerly known as “The Verdant Jungles”, reaching this area would need you to circle around the enemy army - which used the former ernevh roads after passing the ocre expanse. Once inside though, the swamps and what little remains of the treeline, should hide you rather well. What survives of the indigenous animal people that made the jungles their home, should have little reason to enter the area, and pursuers would have to search far and wide for your presence. The often swampy terrain wouldn't only slow down your pursuers though.

Scarlet Badlands
While your master did spent ample effort to spill lives liquid in this area, it was known as such for the colour of its soil since centuries. There is little in the way of vegetation, and the sloping hills offer little cover, but the hostile nature and general lack of water might fend off pursuers all the same. There also might be surviving molekin still, which might bode badly for you if discovered by them.

Ocre Expanse
These salt-flats, fed anew by the seasonal stormfloods each spring, are the worst option by far. Flat as far as the eye can see, no sources of water, and leading whence the crusaders came from; The Free Cities Alliance, several semi-independent city-states mostly nestled along the shores of the local ocean.


Reaches Beyond
Having only seen three maps or so in your life, you are not quite sure what lies outside of the local periphery. Here, is what little you do know;

In the North, or rather, underneath it, lies a nation of subterranean elves. These “stone elves” helped the Dint-Axe dwarves during their war effort, though obviously not enough to sway the tides. In the same vein, the dwarves also employed some contingents of hob-goblin soldiers, who also need to have come from somewhere thereabouts.

In the East, there is said to be a savanna of some kind, home to orcish raiders mounted on lesser drakes. You would also have heard them to worship a true drake or lesser dragon of some kind, who rarely appears in their favour.

In the South, there is obviously the alliance, clustering the coast of the shimmering dunes. How far those stretch, a mystery to you. On that notion, the alliance brought along several contingents of lamias, though they could have shipped those in from even further south, or across the ocean.

In the West, there is barbarous kingdom ruled by tiger-kin, with several other carnivorous kin-races under their employ. Any herbivore animal-kin seem to be treated as slaves, though it is said that humans living in those parts only suffer such fates rather rarely.

In the Ocean, there is the Murrich Insula, a tropical paradise inhabited by aquatic hobbits. About two weeks to a month from the southern coast, it is generally depicted in the best of tunes, though not only do you doubt to be welcome there, how you would even get there would be mayhaps an even bigger problem.

Another Option entirely
You could wait around at one of the outlying forts that your master had built, and try to press lesser acolytes into your service. If your luck runs out though, you might be pressured into the service of an acolyte above your might instead. A gamble, but one that might be worth considering.


What are your plans?
Provided you don't need "further planning".

Spoiler: Arkand Golheim (click to show/hide)


Well, monday could have gone better for me. Enough said. Should adhere to a more timely posting schedule from now on.

15
Forum Games and Roleplaying / Re: (SG) Flight of the Dragon Lord
« on: November 21, 2018, 12:06:33 pm »

Ships of the Fleet: Dock at Elm Island if there's room, or just anchor in the harbor otherwise. Ferry people and supplies where needed. We'll prioritize getting docks set up for locations that might benefit from them.

Elven Manors: Assign Grom'Chul one to help him feel fancy and indebted to us. Reserve the others for "individuals of noteworthy contribution," meaning the powerful and fawning.

Dr. Seville, Grom'Chul, and half our Clownfin: Get to work setting up Dr. Seville's campus. Make sure he knows he's getting it early because he's going to be using it to find us tasty staple foods and sustainable raw materials.

The other half of our Clownfin: Start setting up shop in the harbor and searching for viable farming/ranching stock. We'll leave it to Grom'Chul's judgement and the Clownfin's reporting as to the exact split between this task and the elven academy. Also, obviously they'll be clothing and feeding the elves in between other duties. Again, Grom'Chul's area of expertise.

Dean Mapleseat and her Elves: She wants the glory, she gets the glory. She's to get our infinite wood production started immediately using that fancy ritual of hers.

Cult Tieflings: Start settling the town and scouting for resources. The island has wood, but not enough until our rituals bear fruit. We know there's a haunted wood on the other side of the mountains they should be wary of, but if they're certain their god will protect them it's an option. They may use our ships for this purpose, but ensure they know how displeased will be if they damage our ships or subjects.

Eugenics Tieflings: Set up in the town for now, but start tunneling into the mountain if they still want their isolated subterranean settlement. Bonus points if their tunneling produces building materials for the rest of the town. Otherwise, they're also on scouting and figuring out how to be useful duty.

Princess Ni'gwent: Assist with any architectural endeavors the colony requires. Hold off on getting ravished by dragons for now, we'll propose once we have a suitably fancy ring crown.

Our Grand and Magnificent Personage: If the elves need us to empower their rituals, remain on hand for that. Otherwise, take wing and begin scouting our new home. Keep a particular eye out for suitable materials for the princess' engagement crown.

EDIT: Wait, this harbor is a "toothed abyssal whale" spawning ground. We should check in on that to make sure having toothed abyssal whales spawning in our harbor won't inconvenience the clownfin. Such as by eating inordinate numbers of them.
Sounds sound.

Still though, a ring? Scratch that bauble - she is a princess, and to be married to the local ruler. We are getting her a crown!

One that will match with our own, to don if we dwell in humanoid form. And since we are  superior, we can hint at that by making ours a step above hers - nothing to insult her, but still. Appearances have to be kept.

Food for thought;
We might want to help the tiefling cult in the long run - dooming our worst enemies via a quite possibly resurrected original demon, might not be a bad idea. After we have set up shop, and others on the main continent have suffered some more (who knows, there might be a dragoness or two who wants to crash at our place before long?).
Eugenic demons use tunnels. They might be the best ones to turn to, if we want to include a fancy lair for ourselves in our future home. As for the payment, we know what they want. I do propose though, that we look into rituals that guarantee their ladies to have male children. Having one of our blood used as some sort of breeding sow, would be apalling - being a stud for breeding, quite less so.

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