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Messages - Spiderking50

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1
Forum Games and Roleplaying / Re: New Salem IC
« on: December 31, 2015, 12:10:31 am »

Moss
You demonstrate to these buffoons how to properly open a door. You unlock the padlock and it slips out of your hand. It hits the ground and either melts and evaporates rapidly, or sinks into the ground. You don't sense it anymore, but quickly disregard the strange lock.

All
You watch as the door shifts and changes. It becomes six different doors in sequence. An eerie purple door. A plain wooden door. A safe door. A metal gate. A complex stone and metal door. An ornate wood and gold door. Then it returns to its original shape and size and swings open. It leads to a large open room. There are tables with scrolls strewn about. There are bookshelves. There's an alchemy table. There is a fireplace and many assorted decorations and seating areas. There are several doors that lead out of the nicely decorated room. It seems to have everything aspiring thieves could need as well. However it has one thing aspiring thieves don't need: A corpse.

In the center of the room is a dead body of an elf. She is dressed in black and wears a hood. Her body shows shifting signs of a shadow magic user. But above all, its apparent that this person was murdered. They have been badly beaten and have multiple blade wounds. Scratched into the ground next to her body are magic runes. They are are dark and shift slightly.


2
Forum Games and Roleplaying / Re: New Salem: A Magic-Criminal RPG (OOC)
« on: December 30, 2015, 11:14:02 pm »
I owe someone an apology. Sorry for doubting you spfifle.

3
Forum Games and Roleplaying / Re: New Salem IC
« on: December 30, 2015, 11:11:37 pm »

Juan
You open the padlock and even as you stare at it seems the same but, then different, yet all the time unchanged. Its rather unsettling in the way that reality is being bent so far. This lock makes you wonder what really intense mages are really capable of.

(P) You try to get the scent back, but at this point between the werewolf and the dwarf and the nearby sewer grate, you cant get a fix on anything. There's a particularly smelly garbage can nearby, it reeks of moldy paper trash, rancid meat, and rats. So basically, you got nothing.

Elyi
You put your key in the lock. Unlock it. Watch it be unlocked. You make sure that the door is definately unlocked. You never take your eyes off the unlocked lock. You try the handle. The door is locked. The padlock is closed. You never moved your eyes and it never changed. There was no moment when it was unlocked and then relocked. Its almost as if you hand't even tried. But your key doesn't fit now and it seems to be a slightly different lock. They don't call it magic for nothing.

4
Forum Games and Roleplaying / Re: New Salem IC
« on: December 30, 2015, 04:29:47 pm »

Lazarus
You go to unlock the door with your key, but find there is a rather unusual lock on the door. (P+Arc) You see that the padlock is actually a layover spell. There are actually six padlocks occupying the same space. As you unlock the padlock with your key, one of the layovers is dispelled and a dissolution spell destroys the unlocked padlock before it can separate from the remaining layover padlocks. You note that the system is ingenious, but moreover, uses some very complex spell chains. Your not sure how long it would take to make such a device, or even exactly how to do so. It would take weeks probably, and require a good deal of reagents.

Your anti-divination spell will last another 3 hours. However, it will limit your casting ability somewhat. A powerful spell would definitely reveal you.


Dirk
You go to unlock the door, after slipping your key inside and unlock the padlock. However as you reach to open the door you see that the padlock is still there and locked. Yet it is somehow slightly different. (P+Inv) You suspect some sort of magic is at foot here, but its beyond your paygrade. Really complex stuff.


Elyi

You realize upon closer examination that that was a figurative description of the door the door is really just a beat up iron door with a padlock and handle. (P) It has an odd shimmer, when looked at just right, though which could explain the  trick of the light.

Indaria
You check your claws. Still sharp as knives. You could easily cut through cloth and flesh. You check your key and try to enter. Same situation. You unlock the padlock. Yet there is another padlock on the door, slightly different, with a different key.


5
Forum Games and Roleplaying / Re: New Salem: A Magic-Criminal RPG (OOC)
« on: December 30, 2015, 12:56:48 pm »
Aw, is it too late to join?

I don't think I want to add more players than we already have. But if someone drops out, you'll be the one I call.



As for class knowledge, its not exactly secret for the characters. Class is the catch all term I think, because its not hard for characters to figure out classes. For example, mages are slowly changed by their magic. So if you see a guy who's hair is made of fire, you know you have a fire mage or a warlock on your hands. Likewise, if you see a lightly armored unarmed really buff werewolf girl, you can guess that she's a brawler or a martial artist. Other times it won't be as simple to figure out what someone is, but for a lot of the time characters can figure it out easily. You have a good point though, I'm not sure if they'd refer to it as a "class." Ill avoid using that word in the IC if I can.




IMPORTANT
Please put your character's name somewhere on your post. I don't have the character name to username connection down yet. It can be as a header at the begining or even just mentioned in third person within the text. Its only a temporary thing, but for now it will really help me keep track of who's doing what.




If you see something like (P) that means your character underwent a perception check. I'll make a key of what each skill correlates to when I give you your final stat pages later today.

6
Forum Games and Roleplaying / Re: Sector Unknown II
« on: December 30, 2015, 12:31:15 pm »
Engage evasive maneuvers and try to make the Midnight Sun harder to hit. 

7
Forum Games and Roleplaying / Re: New Salem: A Magic-Criminal RPG (0/6)
« on: December 30, 2015, 01:25:32 am »
Alright: IC is up @ http://www.bay12forums.com/smf/index.php?topic=155130.0

I know thats a triple post, but I've been putting this off so long that its fine. Gotta make up for lost time and all that.

8
Forum Games and Roleplaying / New Salem IC
« on: December 30, 2015, 01:24:10 am »


New Salem

For almost a century, New Salem has been the center of advanced magic technology. Ele-trains, and Manamobiles, while rare throughout the rest of the continent, are in abundance here in New Salem. Yet the city is not without its flaws. For those who can afford it, the high society life offers many perks and a wonderful care free life. For those who cannot dish out hundreds of gold a month for Grindylow caviar, find them selves drowning in the underground cesspool of of New Salem.

New Salem is split into four main residential regions by wealth. The High Towers are the wealthiest section by far. In fact, they are so rich they can afford to levitate the entire district. This section floats above the New Salem and the surrounding area. It drifts over the other region and nearby land slowly and randomly. Next richest is the Lumier District. This section is clean, well kept, and home to the well off members of New Salem. It encompasses the eastern section of New Salem. The druid park is located here as well. The next is the commercial district. This area is full of business and cheap apartments. This section of New Salem varies wildly. If you stick to the main streets you'll find nice wholesome window shopping, but stay into the back alleys and you may find less savory shops. Last there is the Crumbs. Its where everyone else lives. It composes the western section of New Salem, but is actually as large as the Commercial District and Lumier District combined. Beneath the Crumbs are the Sewers, a series of tunnels, literal sewers, and industrial buildings. Run off from magical experiments and factories runs directly into the sewers, where many of the homeless live. This is where you find yourself this evening.



Dirk the PI.
You check your address slip and attached key. This is the right place. You show up a bit earlier than average to see who else shows up. A crowd begins to form. An elf, two gnomes, a werewolf, and a catrik all walk into a bar gather awkwardly outside the door. Hushed conversation ensues, but you cant make it out over the sound of a feral slime rummaging through garbage nearby. It seems that they are there for the same reason as you, to get in on the ground floor of an up and coming criminal enterprise.

Elyi
First to arrive, as always. You examine the door, which is little more than an iron slab on a concrete wall. Other similar apartments can be seen a fair distance down the street. The flickering streetlights illuminate others as they arrive one by one. (P) You notice a dwarf loitering nearby.

Lazarus
These taller races just don't understand. Every day you swim through filth that they would simply step over. Not today however. You're finally going find the secret to immortality. All you need is a safe place to read, some money for ingredients, and maybe a few dead bodies to help speed things along. Looks like your intensive arcane training will come in very handy. (P) As you think you yourself you walk directly into an elf standing outside the door you've been directed to. You find yourself with your face at waist level and your embarrassment level at high. You open your mouth to apologize, but only manage a stammer so far. She's looking at you, what do you say? You grasp your envelope and enclosed key tight in your fist.

Moss
You never really liked cement. As an earth mage you have a way with rocks. You can understand their history, composition, and quality. As a result, you can get a rough idea of their personality. Concrete has a wretched personality. Its drab, its fake, and it crumbles quickly. It all form and no substance. However, hearing the many metals sing out from their places along the street and city is like nothing a different kind of mage will ever experience. That symphony would be enough to keep you in the city. But you have bills to pay and you want to get yourself into the record books. Each rock has a histrory that they engrave int the landscape, and you're going to do the same.


Juan
You must have the wrong address. You can smell them before you see them. There are three tiny mages loitering around your destination. They are all of the small races and none of them have ever thrown a good punch in their entire life. Yet you must approach anyway. You have a younger sibling to take care of. And if you do get serious about moving up the ranks here, it shouldn't be hard to smash past a few mini minor mages. The smells of the city overpower your sensitive nose. It has long gone dull after repeated exposure to the everyday rancid stench of this area. But you think you smell something strange. However, a gust of wind mixes the air and you lose the scent. You reach down to check the key in your pocket, you want to know that you can get off the street if need be.


Indaria
You are last to arrive, you think. You knew there would be others, but this is a sorry crowd if you ever did see. Most of the people waiting are only half your height. There is a tough looking werewolf girl though. Her body attracts your attention immediately and you know shes some sort of melee class. Perhaps there's hope for you talents here after all. You'll just have to wait and find out.


All
You have arrived at the specified location. Each of you has been invited here to gain entry into the criminal underworld and all its riches. You have little beyond your clothes, some spare change, and a key given to you by your contact. Now you and five others have met at the iron door. It is here that your adventure begins.

9
Forum Games and Roleplaying / Re: New Salem: A Magic-Criminal RPG (0/6)
« on: December 30, 2015, 12:29:10 am »
For my reference.

Noir out the ears!

Spoiler: New Race? (click to show/hide)
This good?

Why can't Spriggans become druids? Why are there so many "strong but not dextrous/agile" races?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler: Indaria (click to show/hide)

10
Forum Games and Roleplaying / Re: New Salem: A Magic-Criminal RPG (0/6)
« on: December 29, 2015, 04:53:54 pm »
Expect this to be up later tonight. I've been kinda sick, so I'm (hoping) planning on laying in bed and hanging around FG&RP this evening.

11
Forum Games and Roleplaying / Re: Liebretierra Expedition OOC/ Sign-up
« on: December 29, 2015, 04:47:52 pm »
(L9) Sword but no armor, sorry.

12
Alan Radsmithed checks if he has his sword and starts looking for shelter.

You come to realize that you don't have your sword. It seems that you had left it on the boat, which is now mostly at the bottom of the ocean.

(L14) You notice that there is a section of ship washed ashore. It seems to be part of the hull, but it overturned. It may not be warm, but it will keep you dry if it rains.





He looks around for something to open the crates with. He'd use his sword, but it's not some rough tool, it was made by Nicolás Varela, one of the finest weaponsmiths in Andalucia.

You look for something to open the crates with, and you find what you believe to be a banister from the deck of ship. As you pick it up you hear a loud smashing sound.

Gwyndin, seeing the problem, simply cleaves open the nearest crate. Qualms about proper usage of weaponry were nothing to him.

You smash open the crate closest to you. It contains (L16) both oranges and freshwater. Enough to last your group an entire week! (L4) At least it was. The crate itself has a watertight seal, or it did before you smashed it. There's about two days of water and a week of food.





Rahak sits down on a rock as he meditates, focusing on his crystal which he dropped in the ocean as he begins to telekinetically bring it to him.

(L8) After a large deal of mental effort you manage to summon your crystal. (P15) You realize that there is a large amount of ambient magic in this area which will make spellcasting all the more difficult.




Right, take an inventory of available spells...

You know a few spells off the top of your head. You know Candle/Tiny flame, you know a general telekinesis spell up to 10 pounds, you know a short range arcane blast spell. Unfortunately you know mostly spells that require ingredients or incantations that are beyond memorizable. Perhaps with a bit of trial and error you could recall another simple spell or two. If you can think of them. Hardly anyone memorizes spells anymore, you just know these because you use them almost on a daily basis.

13
(Meredith is now officially androgynous, as androgynous as V in OOTS. Third person plural pronouns are to be used.)

"Damn. Lets see where should we start."

Meredith counts their current possessions. Then they look around to see if there is anything salvageable.

Meredith finds that their hammer and backpack are accounted for. Unfortunately the back-pack opened and all the contents have been washed out. It is now full of sand, seaweed, and muck.

[12] You see several waterlogged wooden crates that have been washed ashore. There are three that look to be intact.





"Ahh, this sucks.  At least my wand is still..."
Tied to his wrist, right?

You look at your wrist and let out a terrible moan. The wand isnt there! You bury your face in your hands. Something pokes your right cheek. Its your wand! You were looking at the wrong hand. *phew*.





Gwyndin thanks the gods his scabbard is rather firmly strapped to his back. He searches for survivors to eat, hoping nobody minded the scent of wet dog.

After checking your scabbard you look around to see if anyone is still alive. Before you see anyone you hear someone say:
"What Was that beast?"
from behind you.





You look around and eventually all the members of the expedition come together. It seems that they all survived whereas none of the crew survived. You take a moment to mourn your captain who did his best for you and his ship.
Spoiler (click to show/hide)

14

Its all good. Thanks for the fix.




The bounties of spring always brings its own problems. The built up tension of spending winter indoors is suddenly released as people begin moving, working, and interacting more. Marrow should have expected qualms, but these deaths are unfortunate.

Marrow agrees to an increase in wages. He changes the wages from hourly to by the pound so that if the miners gather the same amount as they did in spring, they would make slightly more money. 

Furthermore he orchestrates a funeral for all the good men who died in the mines. He made sure that they are surely and heartfully memorialized in the traditional fashion of their race. Or, if it was known that a member had a preferred burial ceremony/practice, they were memorialized in that fashion. He also held a small service for the close friends of the miners where he gave a toast to the men that they lost. Fine alcohol was served at this event for those who wanted it.

Next Marrow turned his attention to the deaths in the mushroom farm. He was very unhappy with the zealots who attacked the miners. He made a declaration saying that the dwarves were acting in self-defense, which will drop their charge from murder to third degree manslaughter. As the zealots were largely unarmed however, the dwarves are still given that lesser sentence. Marrow, who like most of the citizens of Frosthilt followed was a follower of Common Polytheistic, the religion which Veranis belongs to. Among the meany other gods who created the world, Veranis is one who does not care for mortals. As such during his discussing with church elders, he quoted from The Book of Gods, And the ice shall cover the world. The men will die, the elves will die, and only the dwarves will live on in their holes. The surface will become barren and all will be dead. This I, Veranis, swear will be how the world comes to a close.  While many Veranis priests stray away from her more vindictive sections during sermons, Marrow knows better than most the gods and their lore. Veranis cares not for what lays beneath the earth, even her own ice. Plus she doesn't care if dwarven lives and farms carry on beneath the surface. The fact that church officials would neglect to point this out to their congregation is worrying to Marrow. He gives another quote from the Book of Gods, Ice is a blade. It is sharp and it is death. It will be your end, of this there is no doubt. Yet, ice is justice. It care not for itself or for you, but for justice. Those who are just will find the ice an ally, those who are wicked will never thaw. The priests, after a long discussion with Marrow find they cannot argue with their own texts and agree to discuss more thoroughly the more righteous side of their chosen god with their congregation, now that they see the other side of Veranis. Marrow, after getting permission from Veranis church officials, gives a short sermon in addition to the normal sermon in which he discusses how Veranis will favor those who follow the righteous path and punish those who stain her ice red.

Orchestrate the funeral services and church service mentioned above.

Give miners who slayed the church members 3rd degree manslaughter. The punishment is 7 years of service in either the army or the mines. They may also take the option of exile to the north (but no one would take certain death over, a seven year sentence).

Marrow then begins to direct his attention to the tasks and needs that summer has brought upon his fine city. Seeing the huge surplus of food the hunters bring in:

Marrow hosts a feast in celebration of the hunters plentiful harvest.

With their need for food satisfied for the near future, Marrow begins another project. His hunters, who are wonderful trackers and ambushers, are given the task of cataloging and trapping the wildlife. Hunters will be paid slightly bellow their normal rate (as they need not actually kill or fight anything), but will receive a very small bonus for each new creature discovered and documented. A slightly larger bonus will be given to those who bring capture strange creatures alive. A larger bonus will be given if a successful mating pair can be established. Marrow is very clear on the rules. If its dead, no bonus. If it has kids, bonus. The hunter who brings back the best (as determined by Marrow) catch will receive much public recognition and may even be promoted. He also tells them that he wants to know what is eating all the fish.

Begin the Trapping Tournament (As described above).

Furthermore Marrow sets his dwarven smiths about crafting necessary items for the city. Tools, nails, and other items desired by the people of Frosthilt. In addition traps are constructed for use by the hunters.

Begin using the iron gathered in spring for necessary items as well as traps for the hunters.

Continue mining the hills guarded by part of the army.


With the many needs of Frosthilt on his mind, Marrow sets the wheels into motion. Now he turns his attention to the Western Mountains. He had received word that a strange new beast had began terrorizing the mountainside. Marrow know many of his hunters would rather hunt than trap.

Marrow sends a liaison, a dwarf by the name of Rigel Gylorit, to the Western Confederacy. He has two issues to discuss with Tholin. (1) Frosthilt will be willing to commission several hunters to slay the griffins (under the condition that at least one pair of captured griffins  or hatchlings is returned to frosthilt). (2) Marrow wishes to open trade negotiations with the Confederacy. Specifically, Frosthilt is looking to sell some of its surplus food in the fall and would like know if the Confederacy wants to trade for any.

Seeking another trade partner:

Marrow sends a liaison to The Communist Collective of Carnissia, one of the city's Khajat minority. The khajats name is Ferigan Gyewclaw and he is a hunter by trade. He will seek the officials not only in charge of the government but also of the food supply. He will try to set up a trade agreement for fall or winter. 

Each liaison is accompanied by four trained army guardsman.


With many endeavors underway, Marrow settles into the day to day activity of the summer season.

15
Forum Games and Roleplaying / Re: Liebretierra Expedition OOC/ Sign-up
« on: December 29, 2015, 06:28:27 am »
Accepted.

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