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Author Topic: You are a Monster - Turn 63  (Read 214863 times)

Legendary Marksdorf

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Re: You are a Monster - Turn 20
« Reply #630 on: March 31, 2018, 03:53:45 am »

Seems like things are getting rough... First of all, have your host use Fur Hardening. We can't afford to take anymore hits like these. Then, make him use Rallying Call to invigorate our "kin".

His host already being in a critical condition, Skee figured he shouldn't take anymore risks. Have your host stand at a safe distance from the Banberus, and make him throw mud or rocks at it's eyes to blind it.

Hawk132

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Re: You are a Monster - Turn 20
« Reply #631 on: March 31, 2018, 04:08:06 am »

Before you left, a voice, a clear one whispered: [Please release Ferratus]
((... Kardassus?))

"I'd like to have more time for Prias to recover, but that'd take too long. I'm ready. What about you, Prias?"

Hm. Aside from general inquiries about Nepkeros and the undead they've used, probably not much. Probably would focus more on the undead, wouldn't be surprised if some are still around and dangerous. Also, Eximius makes a mental note of "Prias gets wounded too easily and recovers too slowly, I'll need to keep this in mind once I get the chance to lift more seals from me".
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Nakéen

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Re: You are a Monster - Turn 20
« Reply #632 on: April 01, 2018, 03:17:45 am »

I will be very busy for the whole week, so don't expect an update till Friday!
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ironsnake345

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Re: You are a Monster - Turn 20
« Reply #633 on: April 01, 2018, 03:43:40 am »

((is that an april fool's joke?))
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

Sarrak

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Re: You are a Monster - Turn 20
« Reply #634 on: April 01, 2018, 07:41:57 am »

((is that an april fool's joke?))
((Asking that on 1st April is counter-productive, you know?))
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

Nakéen

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Re: You are a Monster - Turn 20
« Reply #635 on: April 01, 2018, 04:40:04 pm »

It's not an April's fools joke :(
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ironsnake345

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Re: You are a Monster - Turn 20
« Reply #636 on: April 01, 2018, 06:20:39 pm »

((is that an april fool's joke?))
((Asking that on 1st April is counter-productive, you know?))
It's not an April's fools joke :(
((it was worth a shot))
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

AbstractTraitorHero

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Re: You are a Monster - Turn 20
« Reply #637 on: April 07, 2018, 08:05:59 pm »

Flourine

A shuffling of feathers. A raising of a feathered wing. Staring a slight hunger a slight anger moving forward. A soft coo.

Lure it forward.
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((I just facepalmed so hard I have a concussion))
Rip Abigail South Death by Drop pod my avatar is now morbid.

Nakéen

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Re: You are a Monster - Turn 20
« Reply #638 on: April 10, 2018, 05:06:55 pm »

Next turn tonight (approximately 12h from now on at most)!


edit: caught a cold...

edit2: I'm having trouble finding motivation to write. The ideas are here, but writing feels hard. I will keep you in touch with any form of progress.
« Last Edit: April 16, 2018, 05:58:58 am by Nakéen »
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Failbird105

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Re: You are a Monster - Turn 20
« Reply #639 on: April 10, 2018, 05:15:20 pm »

The Protoquin

yes, good, fear me! As you should! Ignore my twiggish limbs.

All that horror back in the weird place made you hungry, rustle up some nice tasty fear from this dreamscape
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ironsnake345

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Re: You are a Monster - Turn 20
« Reply #640 on: April 22, 2018, 12:14:29 pm »

Next turn tonight (approximately 12h from now on at most)!


edit: caught a cold...

edit2: I'm having trouble finding motivation to write. The ideas are here, but writing feels hard. I will keep you in touch with any form of progress.


I'd just like to take this moment to note that we all really appreciate you running this awesome forum game.
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

Hawk132

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Re: You are a Monster - Turn 20
« Reply #641 on: April 22, 2018, 03:18:04 pm »

Next turn tonight (approximately 12h from now on at most)!


edit: caught a cold...

edit2: I'm having trouble finding motivation to write. The ideas are here, but writing feels hard. I will keep you in touch with any form of progress.


I'd just like to take this moment to note that we all really appreciate you running this awesome forum game.
Indeed.

Also, dammit ironsnake, don't just give me hope by posting here and casually crush it into pieces.
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

ironsnake345

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Re: You are a Monster - Turn 20
« Reply #642 on: April 22, 2018, 04:55:18 pm »

Also, dammit ironsnake, don't just give me hope by posting here and casually crush it into pieces.


Well how else am I supposed to tell Nakeen what an awesome dwarven being he is?
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

Nakéen

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Re: You are a Monster - Turn 21
« Reply #643 on: May 07, 2018, 11:27:59 pm »

Turn 21:

Turn 20




Go'Von, the Strangler Ooze (Puppyguard)
Go'Von
Stalk a dangerous monster until it starts a fight with another dangerous monster. Once the victor is certain, attack it from behind.


Stalk a dangerous monster:
Action Roll (12): [19]
Outcome Roll: [6] -Overshoot-

You lurked around the luminescent cave, looking for a suitably powerful creature to follow undetected. In no time, you found a monster fitting your criteria: a huge albino eel with many heads. The main head, larger than the others, sports a single red eye. The lesser heads are eyeless, and seem to follow the movement of the main one. That one was called an Albudron.

You stalked the eel unhinged, waiting for the moment it would start fighting with another dangerous monster. And eventually, after encountering and killing numerous weaker monsters, the eel's path crossed another worthy opponent's.

Both monsters met in a wide, open area, leaving you hiding behind a nearby boulder. Facing the eel was standing a bulky monster covered from head to toe with a rocky carapace. Despite its crumbled appearance, it looked hard and sturdy enough to withstand powerful blows. It had a flat and heavy tail, and its head elongated into a vicious spinal cork-like horn. This beast wielded some sort of massive club carved in obsidian. That monster was a Carkrul.

The two monsters moved clockwise slowly, gauging each other strength. After a short period of observation, the Carkrul was the first to make a move, jumping forward with its club hanging overhead. With a swift slittering motion, the Albudron evaded an earth-shattering impact, and counterattacked with a pressurized spray of an unknown substance coming from one of its many heads.

The battle was fierce, and both monsters were uncaring of the environment. That means you unfortunately got caught up in the damage they wracked around.

Dodge hazard:
Action Roll (13): [19]
Outcome Roll: [2] -Success-

Fortunately though, you managed to dodge the incoming boulders being thrown around, and the sprays of acid and other dangerous substances spat by the Albudron.

Luck Roll: [2]

Both opponents were slightly wounded, but none seemed to have an edge over the other. It even seemed like both would decide to retreat rather than waste energy on this fight.

Nearby Monsters:
-Red-Eyed Albudron (Eel Hydra): Slightly Wounded
> Estimated Stage 2+
-Spinal-Horned Carkrul (Humanoid Rock-beast): Slightly Wounded
> Estimated Stage 2+

-Many!
-A lot of critters
-Some very dangerous ones

Spoiler: Go'Von Status (click to show/hide)



The Azarian Project, the Thoughling (Dustan Hache)
"Careful, grasper. I don't want to fight you, but the many others might. Shaman stole from you and them, I am only helping get back. Won't take any myself."
focus on the shaman and psi-siphon his Mana away before he can complete the spell. Who knows what bad things might happen if we don't!

The Envious Grasper nodded before rushing toward the main entrance of the Ogre Camp.
"I will, help."

Now a bit later, here you were looking over the Ogre Shaman and its escort of Ogre Guards. Rather than let the Shaman complete its spell unhinged, you decided to throw a wrench in it with your newly acquired ability: the Psi Siphon.

Psi-Siphon:
Combat Roll (Pow 1 vs Res 1): [4]+2 (Sneak Attack) vs [7]
Outcome Roll: [2] -Critical Failure-

Your spell started draining the mana of the Shaman, and it seemed like you would successfully disrupt the spell. But to your surprise and dismay, the prepared spell had the effect of siphoning mana itself, and its pulling power was stronger than yours! Some of your mana ended up being siphoned instead, fueling the Shaman even more. Suffice to say, your attempt didn't go unnoticed...

-3MP
The spell casting accelerated!


The Shaman shouted something in Ogre dialect to the Guards, and two of them rushed toward your position.

Flavor Roll: [4]

You were left alone to face two incoming Ogre Guards. Or were you? Behind you showed up a bunch of beings of Thought and Flesh, who followed you.

The Shaman's spell is nearing completion (around 2 turns until casting)

Nearby and not-so-Nearby Monsters:
Close:
-Ogre Shaman (Stage 2): Casting a Spell
-Ogres Guards (Stage 1)
> 2 of them incoming
-4 Beings of Flesh (Stage 0)
-2 Being of Thought (Stage 0)

Far:
-Envious Grasper: Independent
-Many But Quite Less Ones of Thought (Stage 0): [Neutral+] Stabilized
-Many But Quite Less Ones of Flesh (Stage 0): [Neutral+] Stabilized
-Ogres Warriors (Stage 1)





Squelchy, the Omnislime (Coolrune206)
Squelchy released calming pheromones, a message of peace. In case the creatures still attack, Squelchy has the slimes group up again, and if possible, uses Glimmering Hope and transfers it again.

Calming Pheromones:
Action Roll (15): [6]+2 (Pheromone Users +2)
Outcome Roll: [3] -Failure-

Releasing pheromones ushering peaceful talks, you attempted to ease the situation. But the Elemanopteran Resonator standing before you answered with hostile pheromones telling: "Merciless eradication".

You quickly sprung into action, urging the slimes to group up together. At the same time you gathered into a tight formation, the Elemanoptera unleashed a barrage of raw elemental energy toward you. Vivid red, blue and yellow arcs struck your group. It happened far too quickly for you to transfer Glimmering Hope.

Battle! (d20):
Elemanopteran Barrage: [20]+6 (Elemental Energy +2 Resonator +2)
vs
Slime Bulwark: [3]+3 (Formation +2 Morale +1 Average Constitution +1 Surrounded -1)

Simulteanously searing, freezing and shocking. This was the sort of pain the slimes felt when the barrage hit them. The attacks were too much for you all to bear, and your formation broke immediately. Panic, pain, fear was starting to overtake the slimes. Yet despite the dire situation, they held onto hope, remembering the trials they faced along their journey. They couldn't give up!

The Slimes are Desperately Motivated!
You lost 4HP

Many died on the spot, you probably lost half of your group during the first assault. The remaining slimes started to gather, intent on standing strong until the last slime.

Flavor Roll: [6]

Amidst the smell of charred goo, you sensed a pungent, repulsive smell. It was getting closer, very fast.

A dangerous presence is drawing near! (Estimated 1 turn until arrival)

Nearby Monsters:
-Many of desperately motivated slimes: Desperate Moral!
-Numerous Elemanoptera : Hostile
-Elemanopteran Resonator: Hostile
-Dangerous Presence: Pungent, rotting smell


Spoiler: Squelchy Status (click to show/hide)



Neophytos the Sole Survivor, Psychic Pain Spider (randomgenericusername)
Quote from: RNG
Outcome Roll: [1] -Critical Failure-
Outcome Roll: [1] -Critical Failure-
Flavor Roll: [1]
(...)

"AMBUSH!! Protect the Lifetree!"
I don't have only psychic attacks and is the enemy the one who will soon be surrounded. Cast Silva Dolorem, let these wasps know the screams of the Woods! The wrathful trees themselves will tear them appart! And protect the Lifetree with my body at all times!

(BTW, remember that Neophytos is Hardened and damage from physical attacks is reduced.)

Silva Dolorem: (-4MP)
Combat Roll (Pow 1 vs Average Con 1): [5]+2 (Jungle Environment +2) vs [3]
Critical Roll: [9] -Normal Hit-
Average Damage Roll: [4]*1=[4]

You managed to hit 5 Elemanopteran Soldiers.

There was a rustling in the jungle. Then the rustling became a strong vibration, and the branches, the roots, the plants started growing and moving toward your targets. Not expecting to be attacked by their very environment, the elemental wasps were caught off-guard. Half of them got grounded by roots and vines, and started being infested by them.

Sedre and two Sylvarian Warriors moved toward the Lifetree to raise a wooden ward around the Lifetree's core. They managed to half form the ward, but still needed some more time before completing it.

The three other warriors retaliated by attempting to finish the grounded Elemanoptera. They successfully managed to finish off two of them, and severely wounding another.

Jijjia supported you and the soldiers by casting an illusion spell. The eye patterns on its body started to waver, like blinking. Due to the surprise though, the spell couldn't be casted right away, and more time was needed.

Boor rushed toward the largest Elemanoptera, and successfully charged it before it could fly away. Boor and its hapless target crashed into the woods, disappearing from your view.


The remaining Elemanoptera spread once more, flying in circle around you. They kept firing arcs of elemental energy on you, slowly whittling down your forces. Everyone got hit by bolts of energy.

Fire Element Arc:
Combat Roll (Pow 1 vs Res 0): [9] vs [9]
Critical Roll: [7] -Normal Hit-
Average Damage Roll: [2]*2=[4]

A searing bolt struck you in the side, burning your shell. The painful sensation reminded you of the fires that claimed the Elon Woods. [Pain Increasing]


Nearby Monsters:
Allies:
-Sedre, Sylvarian leader (-2)
-2 Sylvarian Warriors (-2)
> Raising a ward around the Lifetree

-3 Sylvarian Warriors (-2)
> One: Critically Wounded
> Fighting on the frontline

-Species representative Jijjia (Owl) (-2) Casting an Illusion Spell
-Species representative Boor (Boar) (-2)
> Facing Large E. Soldier

Enemies:
-5 Infested Elemanopteran Soldiers (-4) Infested Grounded
> 2 Dead
> 1 Severely Wounded (-7)
-6 Elemanopteran Soldiers
-Large Elemanopteran Soldier (-7)
> Facing Boor





Gray the Unstable Prismetal Blaster (Beirus)
((Aww, I missed the turn watching Black Panther. Oh well, at least I still has magic.))

Time to try out body magic. Make sure Hinrab is a safe distance away, then form and activate the glyph for removing fatigue/exhaustion on my body using my malleable form.

After the theory came the practice. You stood in the center of the living room, which only left a two meters between you and the nearest wall. You started by repeatedly shaping your body in the form of a glyph of fatigue removal to get the hang of it. Then, you attempted to canalize the mana to activate the Glyph.

Glyph-Body Magic -Fatigue Removal-:
Action Roll (8): [3]-4 (Exhausted -4)
Outcome Roll: [6] -Partial Success-

Your first attempt didn't seem to work. You felt a little... surge of mana? Hinrab was observing from a distance.
"You were close! Try to focus a little more, your execution of the glyph was fine, but your mana seemed to wane a bit when you tried to activate it."

Glyph-Body Magic -Fatigue Removal-: -2MP
Action Roll (8): [11]-3 (Second Attempt +1 Exhausted -4)
Outcome Roll: [5] -Overshoot-

Coordinating your body and your mind was a little harder than you expected. Your state of exhaustion didn't help either. Once again, you locked your body position and focused on activating the glyph. To make your mana run equally along your body, to even it and stabilize it. You suddenly felt mana disappearing, and with that the stress on your body and mind. Actually, you felt a bit excited too.

Excited

You successfully did it! Magic was amazing, you thought. All your fatigue was gone, as if it was never there. Actually, something was off... it seemed your body was very slightly less cohesive after activating the glyph. Could it be a side effect of using your own body as a medium?

"Ooh! It worked! Amazing! How did it feel?"

Apart from the strange loss of cohesion, at the moment of activation, you felt a short surge of power followed by a breeze, as if your body was a gate through which passed a current.

Nearby Humans:
-Hinrab, Masen disciple: Friendly

Spoiler: Gray Status (click to show/hide)



Terrence the Bone Baron - (ironsnake345)
Quickly whisper to Vel, in attempt to quickly discuss a plan of attack
It hasn't noticed us yet... I propose a surprise attack. I will attempt to sneak up and strike it from the blind side, and once I do, its attention will be on me - perfect conditions for you to rush in and attack it with a much more powerful strike, catching it by an equal degree of surprise despite the sound of your hooves.

In case I don't get a chance to discuss the plan with Vel, be ready to strike!

"A fine plan for such an opponent. I remember Abominations being very simple-minded. I will count on your sturdiness, count on my charging power."

Both of you went on different paths, encircling your prey. Now was your time to make a move.

Nearby Monsters:
-Vel, the Dead Rider: [Friendly/Ally]
-Undead Abomination: [Hostile]

Spoiler: Terrence Status (click to show/hide)



Ulkas, the Horned Demon (Sarrak)
"Understood. It'll use teleportation now. Same as myself, but inside the complex. Some places are probably unreachable otherwise and without previous knowledge."

Ulkas hummed before adding:

"And, Astrosa, belive me, I understand your reluctance and won't push for now... We both have our flaws. But they should be surpassed or compensated if we ever hope to reach the true power in this world."

Then he nodded towards Sentinel:

"My companion can't understand your words, so I had to explain her the spell activated. Let us proceed."

((Does my heightened regeneration assist with regaining HP lost due to Lifeforce Burn? Or it'll take time?))

((Heightened Regeneration would mainly assist recovering damage from wounds. It will help regaining HP loss from Lifeforce Burn, but it will take a bit more time. Or you could force it by expending mana.))

"Proceeding."

Your surroundings transitioned seamlessly into another room, and in an instant, you had been teleported to your destination. A bright circular room, with a monolith lodged in its center. The second thing you noticed was that the room was lacking doors or exit. Was teleportation the only way to access it?

The Sentinel communicated with the Monolith, and after a short exchange the Monolith spoke directly to you with the same words the Sentinel used. It spoke with a calm voice.
"Welcome outsiders, to the Xatares Excavation Center. You may refer to me as Xatares, I am the Core Unit of the center, or in simpler terms, the installation itself."

"I will be asking questions first, and expecting answers before any questioning. Who are you, and for what purpose did you come here? What are the happenings of the world outside?"

You glanced at Astrosa. She noticed there was no visible exit, and as such was on her guard. She stood beside you in a silent display of trust.

Nearby Visible Beings:
-Xatares Sentinel: Non-Hostile
-Xatares Core Unit: Non-Hostile

Spoiler: Ulkas Status (click to show/hide)



Skee, the Insect Parasite (Legendary Marksdorf)
Seems like things are getting rough... First of all, have your host use Fur Hardening. We can't afford to take anymore hits like these. Then, make him use Rallying Call to invigorate our "kin".

His host already being in a critical condition, Skee figured he shouldn't take anymore risks. Have your host stand at a safe distance from the Banberus, and make him throw mud or rocks at it's eyes to blind it.

You started by commanding your host to use Fur Hardening. A curious power coursed through its fur, turning it as hard as iron. In turn though, moving was a bit more difficult.

Taking a step back, your host shouted a Rallying Call.

Rallying Call:
Action Roll (4): [12]
Outcome Roll: [3] -Critical Success-

As the two other Makralians heard the call, they answered with a call of their own. The three of you ended up invigorated by each other's call.

Mud/Rock Throw:
Combat Roll (Str 1 vs Con 2): [4]-2 (Badly Wounded -2) vs [9]

Your throws missed mark, only annoying the Banberus. It started turning toward you, intending to charge, but your two allies prevented it to do so by resuming their assault.

Makralians side attacks:
Combat Roll (Str 1*2 vs Con 2): [7,9]-2 (Badly Wounded -2) vs [1] -Critical Failure from defense-
Damage Roll: [6]*2=[12]-2 (Sturdy Skin)

One Makralian bit at the rear leg of the Banberus, making it trip. Then the other jumped once more on its back, and proceeded to bite and tear at the same location as its earlier attack. The flesh gave in to the strength of the predator's jaw, and the prey lost more and more strength, until it gave out.

Finally, they immobilized the Banberus until it died of blood loss. Your host released the Fur Hardening.

1 Essence unclaimed

Nearby Monsters:
-2 Adult Makralians: "Kin"
> Side: -6HP
-1 Young Banberus: Dead
> -14HP

Spoiler: Skee Status (click to show/hide)



Eximius Res, the Rusty Ring (Hawk132)
Before you left, a voice, a clear one whispered: [Please release Ferratus]
((... Kardassus?))

"I'd like to have more time for Prias to recover, but that'd take too long. I'm ready. What about you, Prias?"

Hm. Aside from general inquiries about Nepkeros and the undead they've used, probably not much. Probably would focus more on the undead, wouldn't be surprised if some are still around and dangerous. Also, Eximius makes a mental note of "Prias gets wounded too easily and recovers too slowly, I'll need to keep this in mind once I get the chance to lift more seals from me".

[Learn more about Nepkeros and its undead workforce]
During the journey, you inquired about Nepkeros and its undead. Veras explained that historically, this country had been founded by necromancers from Emsiphion -a mage kingdom from the east- who were persecuted for their art. They dreamt of founding a country where necromancy could be used for the good of the people, a country where they wouldn't be shunned either, where they could practice their art unhinged. And they succeeded. A hundred years ago, Nepkeros was born and grew quickly to become a powerful republic.

Unlike other countries where raising the dead was a taboo, the reverse happened in Nepkeros. Being raised was seen as the best way to finish one's life. According to a person's stature, life and assets, they would be risen as an undead of different class. A higher class of undead was naturally seen as more prestigious.

Veras was musing about the progressive nature of Nepkeros, but also how despite their fast progress, they were very reckless. Necromancy was badly viewed for a reason, after all. It was actually a shock for everyone that this nation persisted without incidents, as controlling the undead required a tremendous and constant amount of power. Furthermore, the very nature of undead could cause a land to slowly die and turn into a deadland.

But Nepkeros never turned into a deadland during its prime, despite all its undead. How did they prevent it, is a mystery. Veras now started explaining a bit more about the undead of Nepkeros: they were called the Eternal Citizens if they were created from a citizen, or Eternal Workers if they were created from something else. Naturally, both were still around nowadays. The lesser ones were simply reanimated corpses, and didn't pose much of a danger. But the highest class undead were very dangerous. He himself didn't know of all of them, but they had to be wary the most of military-grade undead. Ranging from Dead Knights, to Abominations and even Undead Mages.

Veras expected to encounter such undead in the ruins you were heading for, if you were unlucky.

Naturally, you asked if the people of Nepkeros could have achieved immortality through undeath, and Veras answered with certainty that it was impossible. Immortality through undeath was a dream of fools, as dying caused your self to be ripped to such an extent that your undead self was fundamentally different from your living self. Furthermore, it was a misconception that undead were eternal. They simply lasted very long due to the nature of unlife energy, and they would decay if they couldn't replenish it.

"Though if they did somehow manage to find a way to truly achieve immortality through undeath... I shudder at the consequences."

(...)

Now back to the present, you asked Prias if he was ready.
"Well... it sure is more imposing than in my imagination. Am I the only one feeling uneasy?"

Veras chuckled.
"This is a natural reaction, we are in a deadland after all. The unlife energy outweights the surrounding lifeforce, and cause living beings to feel uneasy. At worst, your body could start rotting by itself, though that would require to literally bath yourself in unlife energy."

Prias made a less than reassured face, and sighed.
"I don't really want to end up as a rotting corpse just for walking in the wrong place... but I guess I'm ready."

With everyone ready to various degree, your group headed downward into the ruin.

[Entering unnnamed Nepkeros Magical Facility]

Your path illuminated by your torches, you went down the dusty rock corridor wide enough to fit two wagons. There was not a single trace of life there, no moss, no insects, nothing. Only the sounds of your steps echoed in the darkness. You reached a wide hall, which seemed empty too. Casting a light on the walls revealed murals telling of events of the past.

"The Nepkeros were obsessed with magnifying their history, probably due to their origins as exiles. They took great care carving great events of their nation, naturally embellishing reality quite a notch. Here, the mural is quite classic. It depicts the last war between Emsiphion and Nepkeros, which happened 20 years before its fall."

The battles depicted featured legions of undead warriors commanded by mages facing armies of warrior-mages. Naturally, the undead legions ended victorious in these depictions.

"Our main objective here is to locate their library, or a text repository. Unfortunately, these tends to be hidden a bit further in. Other points of interest would be the alchemy related places, and storage rooms for magical tools. Though the latter will probably be guarded. Let's go."

Veras was leading the group, and following its lead you headed in one of the many corridors that branched from the first hall.

Event Roll: [1]

Group Perception:
Action Roll (5): [4]
Outcome Roll: [2] -Critical Failure-

You suddenly heard a sharp whistling sound, and an arrow emerged from the darkness. Veras groaned in pain as the arrow hit him right in the chest. Despite the pain, the mage managed to cast a light spell to illuminate the corridor. Standing ahead of you was an undead.

"Dead Warknight!..."

It was humanoid in shape, standing on two legs. But its upper body was made of two decaying upper bodies linked together on top of each other. The lower one wielded a sword and a shield, and the upper one wielded a bow. The Warknight was heavily armored, and carried a half-full quiver.

"It's coming, I will take him on. Eximius, guide me!"

He asked you to take on the shape of a spear.

Nearby Monsters:
-1 Dead Warknight: Hostile
> Wielding: Sword and Shield / Bow
> Armored

Spoiler: Eximius Res Status (click to show/hide)


Fluorine, the Harpie - (AbstractTraitorHero)
Flourine

A shuffling of feathers. A raising of a feathered wing. Staring a slight hunger a slight anger moving forward. A soft coo.

Lure it forward.

Lure:
Action Roll (7): [4]
Outcome Roll: [4] -Failure-

The rock dog creature barked once, and then turned tail.

Nearby Monsters:
-Rock Dog Monster: Fleeing

Spoiler: Fluorine Status (click to show/hide)



The Protoquin (Failbird105)
The Protoquin

yes, good, fear me! As you should! Ignore my twiggish limbs.

All that horror back in the weird place made you hungry, rustle up some nice tasty fear from this dreamscape

As their terror rose, so did your urge to sate yourself on it. It had been so long since you had been feared, you could barely contain yourself.

Terrorize:
Action Roll (8): [1] -Critical Failure-

You chased the small Dandakaras, these little porcelain beings, crushing them, instilling fear into them. Same went for the nightmares, which you effortlessly preyed on. But rather than terror, anger seemed to rise.

And out of anger and terror, the dreamscape conjured a stronger nightmare to fight you. Several hills were swept away like sandy dunes by the wind, and the resulting white sand streams gathered above you. Together, they formed a majestic bird, reminding you of a phoenix. It screeched at you, and dove toward you.

Nearby Visible Dreams:
-The Phoenix Nightmare: Hostile

-mini Dandakaras: Sleeping
-Dandakara's Nightmares: Hostile / Terrified of Protoquin
-The White Nightmare: Rampaging

Spoiler: The Protoquin Status (click to show/hide)
« Last Edit: May 12, 2018, 12:34:11 am by Nakéen »
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Nakéen

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Re: You are a Monster - Turn 21
« Reply #644 on: May 07, 2018, 11:29:06 pm »

Yay update! Expect frequent turns for the next week, and possibly more. Also, do tell me if there is an error somewhere. I may have written a bit in a hurry.
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