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Messages - Frank

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211
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 28, 2020, 03:05:26 pm »


Doctor Doak goes to the opposite side from Burt.

Doctor Doak steps near the western wall. Three more gems start to glow.

Gems (East): 1/4 gems glow
Gems (West): 3/4 gems glow

212
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 28, 2020, 11:49:05 am »


Burt stood to the side until someone had an idea of what should be done to get past the door.

Burt moves to the left (eastern) side of the room. One of the gems on the wall on that side lights up and starts glowing.

Gems (East): 1/4 gems glow
Gems (West): 0/4 gems glow

213
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 28, 2020, 04:30:19 am »


"Great!" The ironclad slayer exclaimed. "Finally we reached the top."

"I swear to gods, if this room is another trap room or puzzle room I would literally go down just to hack that damn mechanical goblin in the entrance."

"Everyone ready?" The ironclad slayer asked. When everyone seems to be ready atleast in his eyes, he kicked the door open. "Knock knock, greenskins!"

The doors bang open. The room inside is dark momentarily but torches start lighting up as the party streams in.

The room is divided into two, separated by a waist-high iron fence. One can walk around or climb over the fence easily. The demarcation doesn’t seem to indicate any striking difference between the two parts of the room. On the walls of either side of the room are four blue jewels (a total of eight), encased within specially designed glass panels and surrounded by ornate designs. They are too high to reach by hand, but still clearly visible.

At the far end of the room is a door with sapphire handles, identical to the one they entered through. There is a bronze plaque on it, and the inscription on it reads:

“Wit conquers all. Bring your mind to balance, and reach heights you never dreamed of reaching before.”

214
Forum Games and Roleplaying / Re: Mystville (Experimental RPG) [OOC Thread]
« on: February 27, 2020, 12:54:59 pm »
I’d imagine there is a limit to number of abilities, I want to make sure I don’t get too overpowered so early in the game
 
Would an ability that makes entities forget who their allies are/make them think allies are enemies/make them think enemies are allies work? / represents a separation between proposed abilities

I think both "making a target think ally is enemy" and "making the target forget its allies" can work, but for balance it would probably have a limit of 1 or 2 turns. If you want a "Berserker" effect that's doable too (cast on both ally or enemy, makes them attack closest entity with bonus dmg, or choose target randomly with a coinflip?). These abilities will probably take your INT and PSY stats into consideration.

215
Forum Games and Roleplaying / Re: Mystville (Experimental RPG) [OOC Thread]
« on: February 27, 2020, 12:20:05 pm »
Sign-up sheet:

Character Name: Reeta Dollup
Character Gender: Female
Character Age: 20
Character Description/Bio (Optional):

Character Attributes:
Strength/STR: 0
Agility/AGI: 2
Vitality/VIT: 2
Intelligence/INT: 1
Psyche/PSY: 3
Luck/LCK: 2

Character Abilities (Optional):
*List any special abilities and traits that the character has*

Character Inventory:
1x Healing Potion - A restorative cure for injuries. (Provided by the Mystville Adventuring Company)
1x Basic Weapon=Bow/Arrows - A basic weapon. (Provided by the Mystville Adventuring Company)
1x Leather Armor - A basic lightweight piece of armor. (Provided by the Mystville Adventuring Company)
*List any other character-custom items, such as special weapons, armor, gear, and other personal belongings*((can someone give examples of things I can add? Would magic boots that prevent me trom tripping be valid?))

Hey welcome to the game.

First, your boot idea seems cool. You can go even crazier if you want, you can look at the other characters people submitted if you want to get some ideas. You can choose any custom outfit, or a magic talisman, or a cursed spatula? I don't know it's up to you.

Also you haven't listed any abilities, it's probably a good idea to get some abilities to help you out in this quest. For example, one of our characters has an ability that makes them better with guns. Another can cast fire magic. Another can craft anything with any materials they have. Another has offensive debuff attacks. Another can control animals. It's up to you what kind of abilities you want on your character.

Also the game is currently in progress, you might have to wait a while before your character can join the adventure. This is the link for the game thread, you can follow the journey so far there.

We also have a Discord channel, it's not necessary to join but you can talk to some of the other players there if you want. Here's the invite link.

If you have any questions feel free to ask, we have multiple GMs in this game and we can help you out with anything.

216
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 27, 2020, 10:08:16 am »


Burt uses the bits of scrap metal, wires, the lightning-in-a-bottle, and his short sword to create what hopefully ends up being a shock or Lightning or something kind of magical sword.

Burt passes some wires through the inside of the jar, then wraps them around his sword. The jar is wound with more wire and bits of metal and perched precariously on top of the hilt. The result is a weapon that poses as great a threat to the wielder as it does to those on the opposing end of the blade.

Burt's sword will now deal the entirety of its damage as electric damage. However the weapon may not function safely in its current form for long. Lightning-In-A-Bottle can be detached from the sword at any time and repurposed by someone more adept at the process.

Linea stayed with the team and ready to move to the next area whenever everyone ready.

At the end of the room are the next set of doors. Or what’s left of a set of doors. One of them is swinging from an invisible hinge, the other has been reduced to splinters, both have burn marks on them and the wood has been charred in places.

A revolving staircase can be seen through the doorway.

Climbing up slowly restores light to the surroundings. The bird chirps and insect hums of the forest have been replaced by the steadfast woosh of wind streaming outside, undeterred by any worldly concerns. The view outside is spectacular, showing the forest in every direction for miles, the trees rippling like the surface of a restless pond. A large lake can be made out, perhaps 10 leagues to their north.

Much further to the northeast, however, a vivid anomaly is visible. A patch of the forest is unnaturally colored, standing out from the vibrant green surrounding it. It is difficult to make it out from this height but the forest in this patch appears foul and rotten, the dark core a sickly grey and tendrils of this blight stretching out in every direction outwards, contrasting with the pristine forest.



The room on the next floor seems normal, much like it was on the two floors before the previous one. The garish decorations and lit torches have returned. A set of doors with sapphire handles awaits the party at the end of the hallway.

217
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 27, 2020, 06:15:12 am »


"Hey guys I found some lighting in a jar, I'm gonna try to make a weapon out of it."
Gather some of the random bits of metal and wires from the broken devices.

Burt obtains various bits of metal and wires from the broken devices.

218
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 27, 2020, 03:09:33 am »


The doctor was waaaaay in the back of the secreted chamber, systematically checking every shelf, while Burt was eyeing some strange and clearly magical contraption that was clearly the source of the light flicking from the room. It was a tall glass tube, attached to the floor and roof of the small room, with the center shattered. Inside was a smaller glass container, with lightning trapped inside it, seemingly powering the larger device. He just raised an eyebrow silently, and backed up as the deer-headed fellow brazenly extracted the thing from the broken wreck of glass it was ensconced in.

Burt obtains Lightning-In-A-Bottle
Special Artifact: Deals 4 electric damage in addition to regular attack, gain resistance to electric attacks. has a chance to paralyze foes when attacked.
Can be used outside of combat, and combined with other items.

Take some of the scrap metal from the hidden room, use it to craft some more ammunition for my crossbow while we decide what we’re doing.

Doctor Doak crafted 15 scrappy metal bolts (+6 damage compared to wooden bolts).

219
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 26, 2020, 10:38:39 am »


"Hey you guys do whatever I'm staying here, and I'm gonna look around in that room the old doctor opened."
Burt goes into the room the old doctor is in and looks around and sees if there's any valuables sitting around that others missed.

Doctor Doak has already taken the discarded leather pouch and obtained its contents. The only thing not nailed down and still intact is the jar inside the smashed cylinder. It doesn't trigger Burt's Paranoia, so it might be safe to retrieve.

220
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 26, 2020, 04:14:37 am »


(how big is the hole? How do the wires in the pool of liquid outside fit into all of this; are they also connected to the cylinder?)

The hole in the large glass cylinder is large enough for a person to reach inside with both of their arms (i.e. the whole torso can reach inside). The glass cylinder itself is the same height as the room. There are no sparks being generated by the cylinder itself, there is an occasional electric trail left on the roof near the cylinder, and what look like miniature lightning bolts inside the jar which is sitting inside the cylinder.

Pick up the leather pouch, look inside.

Inside the pouch are a few gems, tiny but perhaps enough in value to pay for a few weeks of hot meals. Whoever dropped this must have done so in great haste.

Also inside is a crumpled ball of paper. Unravelling it reveals a handwritten entry, seemingly from a diary or journal, and it has been ripped in several places.

The text reads:

“On this day, the Twelvth of Septimus… or is it the Twelvth of Arcanum Moon?

Bah blast it, the time of year scarcely matters, I have an urgent matter to [illegible]. Dang pigeons keep [illegible] the lightning room. Goblin says it might have been an intruder but what would that bucket of bolts know that I [illegible]?
[The next paragraph has been blotted by ink and is unreadable]
The [illegible] tower is soon to be completed, I daresay this may be the best [illegible] that I have ever [illegible]. I’d get it done sooner if the fool would stop badgering-”


The page is torn after this, leaving the remaining contents of the page a mystery.

Examine the broken machinery on the floor. Can it be determined what it’s purpose is? Can anything be salvaged from it?

The nature and purpose of the machines around the room remain unclear. All of them seem to be connected to the cylinder however, so it was probably vital in allowing them to fulfill their purpose. Nothing can be salvaged besides scrap metal from the debris, and the intact machines on the shelves are firmly screwed in.

Go deeper into the room, is there anything different in there? Check it out too!

Reaching the end of the room takes 5 minutes of sprinting. It looks much the same back here, rows upon rows of peculiar, but non-functioning, machines.

Once the room is explored, leave and check out the wires by the liquid. Can I determine if they were connected to anything out here? Is the liquid the same as the green goo collected from the angry beasties?

The wires disappear into the walls, but Doctor Doak can be determine that they connect back to the cylinder in the hidden room. The liquid appears to be part water, part lubricant.

221
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 25, 2020, 10:45:52 am »


Doctor Doak begins to get excited. Electricity needs to be generated by something. Something which likely contains valuable parts, either in their utility or monetary value.

look for seams in the wall, or some way to open it, he needs to get behind it.

Doctor Doak taps the wall and pushes it, trying to discern anything out of the ordinary. The wall resists giving up its secrets, but Doctor Doak eventually discovers a gap and after straining for a few moments manages to push through to the other side, the wall swinging wide open like any other door would.

The room inside is simultaneously too large and too small. The ceiling is low, low enough to cause taller adventurers to bend or risk straining their neck to stand in the room. But the room stretches into the distance, the wall beyond hidden in darkness. Visible in the room are rows of what look like library shelves, holding various odd machines and solid chunks of steel, all riveted tightly to the shelves. Some of them have fallen out of the shelves, or else placed on the floor, and smashed into pieces.

The rows are connected through wires to a large glass cylinder close to the door, illuminated by manic sparks licking the ceiling. The cylinder is shattered in the middle, shards of glass littering the floor around it. Inside the cylinder is what appears to be a clear mason jar, with sparks inside of it.

A leather pouch can also be made out among the shattered glass and debris.

222
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 16, 2020, 01:55:55 am »


Will Dixie's Daggers be enough to pry loose any of the gems? She tries.

She tries to pry the gems off a nearby wall. The gems don't budge.

Jack was getting tired of all these clearly magical and overly large and imposing doors, not the least of which because of how tacky the decorator was.  He did not like how they threatened to lock and trap him in this tacky foodless, waterless, and completely unlivable interior.

With a sour look he started examining the amethyst themed doors without going through, paying special attention to spot any hinges, fastens, slides, or mechanisms that could operate the door.  He wanted this set of doors inoperable too.

Like the previous door there are no visible hinges, or any secret mechanism, on the door. Unlike the previous door, this one can be opened and closed at will.

If trying to chip the gems and metals off the wall with her dagger doesn't work, Dixie tries to heat the metals and ice the gems so that they fall off, preferably with Lucy's help.

After which, Dixie and Lucy then follow where the rest of the party went.


The gems are heated, then cooled. Nothing happens.

Dixie and Lucy are now on the 2nd floor, with the other party members.

223
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 15, 2020, 12:49:06 pm »


Dixie scratches her cheek, glancing away from the last cup and towards the higher part of the tower.

"I think you won't have a tower left to guard at the end of this... So, when that time comes... You know, if you're bored or up to exploring... "

Dixie grabs the air and a throwing knife appears in her hand. She then stabs the table with it, making sure she went in deep enough that it wouldn't be able to fly back on its own.

"Set it free, and it'll lead you to me. Maybe tell me your name then."

Dixie then walks towards the gate for a bit, and then stops. She held a hand to the side and wiggled it, then revealed the marble she apparently stole, holding it with two fingers.

"Misdirection.' She then gently tosses the marble back to the goblin, and then finally heads through the gate and into the tower.

The goblin stares at the marble Dixie tossed at him for a moment, before opening the last cup, an identical marble nestled like a pearl inside. He then tosses both to the air and goes back to napping.

Heading inside, Dixie looks for any loose metals or gems scattered around while following Jack's mud trail.

There are no stray gems or metals anywhere, they are firmly affixed to whichever surface they are adorning, whether floor, wall or ceiling, and don't look like they can be readily pried loose with any application of force.

224
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 15, 2020, 09:37:50 am »


Jack investigates the door mechanism looking for any gears, cogs, screws, or other clear actuation devices he can jam. (He does not want the door to shut.)

The door doesn't appear to actually be connected to the wall. There are no visible hinges on it, or traces of wood or metal on the wall adjacent to the door. There's just a bit of recessed space in the wall where one end of the door would fit if it were to be closed.

225
Forum Games and Roleplaying / Re: Mystville [Game Thread]
« on: February 15, 2020, 09:19:45 am »


"When you said the armoured idiot didn't have something everyone else had I was thinking it was going to be brains, and I guess were lucky it isn't that, also I'll sacrifice my potion to the whatever this thing is."

Burt pours his healing potion into the basin, then quickly steps back from it.

The potions pours down the chute and disappears. Nothing happens.

After a few moments the door starts to shudder and slowly opens outwards. There's nothing inside besides a staircase going up.

((A sensible person would keep track of what they have so they can do this))

If Doctor Doak has enough ingredients (shichetta leaves and water), make a healing potion for Burt.

Doak borrows some leftover vine water from One Eye'd Jack and concocts a potion with his leaves.

Lost 1 Shichetta, gained 1 Small Potion of Healing, transferred to Burt's inventory.

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