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Author Topic: Wild Mage Adventure!  (Read 3616 times)

Questorhank

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Re: Wild Mage Adventure!
« Reply #30 on: April 28, 2018, 12:20:05 pm »

Walk to the quarry.
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Mallos

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Re: Wild Mage Adventure!
« Reply #31 on: April 28, 2018, 10:46:31 pm »

Assist Glass in his foray into arcane fuckery.
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Tomasque

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Re: Wild Mage Adventure!
« Reply #32 on: April 29, 2018, 04:25:05 pm »

Waiting on Smoke Mirrors.
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Smoke Mirrors

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Re: Wild Mage Adventure!
« Reply #33 on: April 30, 2018, 08:22:03 am »

Try to cover for Glass and Mallos, if magic needs hand motions, say as follows.

"Oh no, my comrades are having simultaneous strokes!"
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

Tomasque

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Re: Wild Mage Adventure!
« Reply #34 on: May 01, 2018, 01:45:23 pm »

Turn 2
Timespan: 30 Seconds

NRDL:
 [2] You try to get as far as possible from Spades' magic, but before you can hardly react, the spell is cast. Good thing it wasn't a fireball, or you might have been toast. Your sense of relief fades as you see the townspeople are less-than-convinced by his excuse about him and John using science. Then, it turns to positive dread when Lonwen explains it as "simultanious strokes," and the two are taken towards the town to the Adventuring Guild master himself.

Mallos:
 [4] You cast the spell with far less arcane fuckery than expected, but it only seems to have affected a single tree. Spades tries to explain to the crowd that you were using science, but they look kind of skeptical. Things are looking grim, but then Lonwen comes in on your behalf and explains that you both have strokes. The townspeople agree, and think it would be a fine idea to take you both to the Adventuring Guild for treatment. The burly lumberjack pushing you forward implies that you have no say in this matter.

Glass:
 [5] Your spell goes off without a hitch, affecting a fair portion of the afflicted area. You're not quite sure what it did, though... You turn to the flabbergasted crowd and remark, "It's... science!" [3] Some of them shrug it off, but the rest look at you with slight disbelief and suspicion. Lonwen tries to cover you by claiming that you and John got a stroke, and it seems to convince them - a little too much. One person grabs each of your arms as the townspeople march you towards the Adventuring Guild for treatment.

Smoke Mirrors:
 Seeing your fellow wizards are in need of someone to cover their back, you explain that they must be suffering from strokes. [6] A mummer disperses through the crowd - it seems they believed you. Then one of the hunters speaks up: "Then we gotta do something to save them. Let's bring them to the Guild master, he'll know what to do!" They all nod in agreement, and to your horror, begin forcibly escorting the two towards the town.

HugeNerdAndProudOfIt:
 [3] You scan the forest edge and find a large-looking rock to hide behind. When you get closer, you realize that it's a little smaller than you expected, you can hide behind it, but you'll practically have to lay on the ground to remain unseen. You hear a commotion behind you, and turn around to see Spades and John being taken away by the group of lumberjacks and hunters!

ziizo & The_Two_Eternities:
 The Guild master leads you around the back of the Guild Hall, and points to a door. "Just go down there," he says, as he ushers you towards it. Using a heavy iron key, he unlocks it and - with an effort - pulls it open. You notice the gold plates on the inside of the door, but it's too late. He shoves you both inside and slams the door shut, locking it behind you. You hear his muffled voice from the other side, "...and rot in hell, you filthy sorcerers!" Stumbling to your feet, you find the room you are in is dimly lit by an occasional small (and barred) window and sparsely furnished. To the east is the door and the small staircase you were thrown down. A little ways to the north, the room bends to the left, and a pile of random junk has been pushed into the northeast corner. Immediately to the west and south is the wall, with a doorway to another room to the west.
Spoiler: Map (soon) (click to show/hide)

Questorhank:
 After walking for less than a minute, you come across an unexpected problem. The road forks here, and you don't know which way leads to the quarry. To the right, the wide & paved road becomes thinner, and starts running down towards a cluster of trees. To the left, the road lose  its paving, and continues over a small hill.
Spoiler: Questorhank (click to show/hide)

Spoiler: To Do List (click to show/hide)
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GENERATION grisha5: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Glass

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Re: Wild Mage Adventure!
« Reply #35 on: May 01, 2018, 02:00:07 pm »

Cheerfully assure people that I did not, in fact, have a stroke.
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Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Smoke Mirrors

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Re: Wild Mage Adventure!
« Reply #36 on: May 01, 2018, 02:20:43 pm »

Apologize for worrying people. "You see, my father had a stroke and was no longer able to work the fields as he dint get care in time, so I'm a little jumpy. Thank you all for your quick reaction, and I humbly beg your forgiveness for worrying you."
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Don't worry too much about the one mistake, Smoke Mirrors. Your character was memorable for all the demonology and story writing.

I’m running a game/mechanics test called Fate/Mechanics Test. Feel free to check it out.

ziizo

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Re: Wild Mage Adventure!
« Reply #37 on: May 01, 2018, 02:50:40 pm »

Check the pile of random junk for useful stuff.
Like weapons or gold.
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The_Two_Eternities

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Re: Wild Mage Adventure!
« Reply #38 on: May 01, 2018, 04:51:34 pm »

Check the other room.
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HugeNerdAndProudOfIt

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Re: Wild Mage Adventure!
« Reply #39 on: May 01, 2018, 08:05:24 pm »

Cast a spell. Make the farmers fall asleep.
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NRDL

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Re: Wild Mage Adventure!
« Reply #40 on: May 02, 2018, 01:33:54 am »

Nix

Follow along to where Spades and Lonwen are being taken, as sneakily as possible.
« Last Edit: May 02, 2018, 12:18:30 pm by NRDL »
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Mallos

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Re: Wild Mage Adventure!
« Reply #41 on: May 02, 2018, 02:11:54 am »

"Wow. Look at all these peasants who have never even seen science before! What a silly place this is."

Walk away nonchalantly. Big lumberjack or no, I'm not going to get dragged to the Guildmaster unless I'm already half-dead.
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Tomasque

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Re: Wild Mage Adventure!
« Reply #42 on: May 02, 2018, 10:16:12 am »

Try and sneak into the town, figure out where Spades and Lonwen were taken.
They haven't been taken anywhere yet. The procession toward the town is starting right now.

Also, I'm changing the rules for casting freehand a little bit:
 3: Your spell succeeds.
 4: Your spell succeeds, and the better of 2 effects is chosen.
 5: Your spell succeeds, and the better of 5 effects is chosen.
 6: Your spell succeeds, and the better of 10 effects is chosen, as well as 1d4 additional effects.

This should help you guy have your spells achieve more of what you want.
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NRDL

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Re: Wild Mage Adventure!
« Reply #43 on: May 02, 2018, 12:18:42 pm »

Edited muh action.
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Questorhank

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Re: Wild Mage Adventure!
« Reply #44 on: May 02, 2018, 04:59:20 pm »

Conjure a compass that points toward where the user wants to go.

((Summoning magic items, what can go wrong?))
((Also I'm all for rolling separately for summoning, (item summoned), and magical effect
« Last Edit: May 02, 2018, 05:03:26 pm by Questorhank »
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