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 Ad Infidium (Roll 307) - ON HOLD TEMPORARILY 
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Post Re: Ad Infidium (Roll 305) - Preparations
Areku wrote:
"...bet the bastards left me behind. Well, no matter."

>OFF WE GO. Do a very quick look around to see if the mages are still there, otherwise leave the city west once again. There's 10 gold on the line!

Leaving the tent, you do a quick look around the area and confirm that the mages aren't in sight.

Oh well.

Some legwork to the docks and you cross the river on a ferry again. The forested mountain range just a bit north, and your objective to the west.


________________________________________

TorrentHKU wrote:
> Grab a snack, head over to Monk and Vandolf.
"Neat armor."

You take some crackers and meat slices.
CrazyMLC wrote:
"Welcome back John. Get any good training in?"

TorrentHKU wrote:
"Sssssort of. I learned cheater magic, so there's that. Not much besides that though. What about you two?"

CrazyMLC wrote:
"Did a lot of exercises and learned a thing or two about footwork and hitting really hard."

Monk: "Ran around a lot. Did maid work in exchange for clothes."


Sat Aug 27, 2016 5:21 am
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Post Re: Ad Infidium (Roll 305) - Preparations
"Oh yeah, before I forget, here Miimas, use this for now. It's a construct weapon, a Bulwark from Caelum. Has some mana storage and a little bit of regen, and can form up armor like mine or Torrent's. Though, less fancy. It's not a terribly high powered construct, but it'll protect you in a pinch."
> Hand her the other Bulwark.
I was gonna give you a Bulwark Vandolf, but I think you have the armor front covered.
Speaking of, what's with your armor? Did you guys get construct weapons too?"


Sat Aug 27, 2016 5:23 am
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Post Re: Ad Infidium (Roll 305) - Preparations
>Head in. Try to retrace my steps, find the Core. Do not approach this time, just circle around. Look for signs of the mages. Continue along to magusalto.


Sat Aug 27, 2016 5:24 am
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Post Re: Ad Infidium (Roll 305) - Preparations
>Attempt to detach one of the "toes".


Sat Aug 27, 2016 5:36 am
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Post Re: Ad Infidium (Roll 305) - Preparations
"No, it's specialized armor that one of Vranhal's AM specialists, Baltir, made for us. As for what it does... well, hm."

> Project the anti-magic field around John.

"Try casting some of your 'cheater magic'."


Sat Aug 27, 2016 2:42 pm
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Post Re: Ad Infidium (Roll 305) - Preparations
> 4 tendril/spirit Captivate, have them flash a small light in front of Vandolf.
Don't have them go all over the place, the telepaths would probably think that's rude.


Sat Aug 27, 2016 3:47 pm
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Post Re: Ad Infidium (Roll 305) - Preparations
TorrentHKU wrote:
"Oh yeah, before I forget, here Miimas, use this for now. It's a construct weapon, a Bulwark from Caelum. Has some mana storage and a little bit of regen, and can form up armor like mine or Torrent's. Though, less fancy. It's not a terribly high powered construct, but it'll protect you in a pinch."
> Hand her the other Bulwark.

Miimas: "Cool, thanks!"
TorrentHKU wrote:
"I was gonna give you a Bulwark Vandolf, but I think you have the armor front covered.
Speaking of, what's with your armor? Did you guys get construct weapons too?"

CrazyMLC wrote:
"No, it's specialized armor that one of Vranhal's AM specialists, Baltir, made for us. As for what it does... well, hm."

> Project the anti-magic field around John.

"Try casting some of your 'cheater magic'."

TorrentHKU wrote:
> 4 tendril/spirit Captivate, have them flash a small light in front of Vandolf.
Don't have them go all over the place, the telepaths would probably think that's rude.

You cast a Captivate with 4 tendrils per spirit, ordering them to flash a small light in front of Vandolf and taking care to make them not go all over the place.

Captivate seems to survive the initial cast well enough, though it seems like spirits are very occasionally dying here and there. Must be a pretty intense tendril cutting system if it's managing that against four tendrils per spirit.

Additionally, while your spirits are in the proper place to cast, no flash of light appears, even when you feel the mana being spent.


________________________________________

Areku wrote:
>Head in. Try to retrace my steps, find the Core. Do not approach this time, just circle around. Look for signs of the mages. Continue along to magusalto.

You enter the forest like before, travelling the same path based on memory. When you see the large silhouette of the core, you circle around instead of approaching, and continue towards Magusalto. No sign of the mages.

Another large shape is ahead of you - another core?

This one is a bit smaller than the last, and you can make out faint sounds coming from it. It's also... Moving? The edges of the dark silhouette are wavering slightly.


________________________________________

Amazigh wrote:
>Attempt to detach one of the "toes".

You attempt to detach one of the spirit "toes" - unbinding it from your real toe, to be specific.

It feels like something happened. You're getting a weird split-feeling now - your physical toe, your spirit toe, and the feeling that they're two separate things.

Not a thing easy to describe, since it's not something you've felt before.


Sun Aug 28, 2016 6:50 am
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Post Re: Ad Infidium (Roll 305) - Preparations
>Consider all the safe, reasonable options available to me.

>Reject them promptly.

>WRESTLE THE MOVING CORE. Hopefully it'll not emmit corruption if it's alive!


Sun Aug 28, 2016 6:56 am
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Post Re: Ad Infidium (Roll 305) - Preparations
Areku wrote:
>Consider all the safe, reasonable options available to me.

>Reject them promptly.

>WRESTLE THE MOVING CORE. Hopefully it'll not emmit corruption if it's alive!

Throwing caution and common sense to the wind, you rush at the core and aggressively hug it to wrestle it.

Which, really is you just hugging it.

And by hug, it's more like pressing your body and outstretched arms against the surface and pushing.

It's big.

HOWEVER, you don't feel the weird effects from getting close to the last core. You do feel warm, though. Feels like this core is very much alive, a strange boulder of gently pulsating flesh and stone.


Sun Aug 28, 2016 7:04 am
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Post Re: Ad Infidium (Roll 305) - Preparations
"Fancy. It isn't playing around."
> Up it to 6 tendrils.
"There's definitely tendril cutting, and some heavy duty stuff at that. Another component too, blocking the spell even if it gets past the tendrils. Probably corruption based rather than gate. Which meaaans... I have no idea how to avert it."
> Ok, so the spirits take the spell sequence with them when they get sent out, right? What if instead, it pulls the sequence from me when it's read to cast? Somehow.
Have it pull a copy of the sequence along each of its tendrils, or multiple copies maybe even, and then compare them, and use whatever portions are the same across the most sequences to build a complete sequence.


Sun Aug 28, 2016 7:06 am
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Post Re: Ad Infidium (Roll 305) - Preparations
>Circle the core. Try to find some sort of interface to the outside world, or perhaps a way to kill it.

>Keep hugging it, it's not a bar wench but should be enough to make my day a bit less awful.


Sun Aug 28, 2016 7:06 am
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Post Re: Ad Infidium (Roll 305) - Preparations
> Explore the suit's interface while John does his thing.


Sun Aug 28, 2016 7:48 pm
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Post Re: Ad Infidium (Roll 305) - Preparations
Action for Kleigg:
> Keep following the trail of destruction, or noises of destruction if the trail runs cold.


Mon Aug 29, 2016 12:59 am
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Post Re: Ad Infidium (Roll 305) - Preparations
>This miight have been a bad idea, try reattaching the "toe".
>How does my spirit look now?


Mon Aug 29, 2016 2:05 am
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Post Re: Ad Infidium (Roll 305) - Preparations
TorrentHKU wrote:
"Fancy. It isn't playing around."
> Up it to 6 tendrils.
"There's definitely tendril cutting, and some heavy duty stuff at that. Another component too, blocking the spell even if it gets past the tendrils. Probably corruption based rather than gate. Which meaaans... I have no idea how to avert it."
> Ok, so the spirits take the spell sequence with them when they get sent out, right? What if instead, it pulls the sequence from me when it's read to cast? Somehow.
Have it pull a copy of the sequence along each of its tendrils, or multiple copies maybe even, and then compare them, and use whatever portions are the same across the most sequences to build a complete sequence.

Instead of having the spirits contain the spell, you cast Captivate and have the spell sent to the spirit multiple times through each of the tendrils.

Still no luck with this method.


________________________________________

Areku wrote:
>Circle the core. Try to find some sort of interface to the outside world, or perhaps a way to kill it.

>Keep hugging it, it's not a bar wench but should be enough to make my day a bit less awful.

You circle the core while still "hugging" it.

Doesn't seem like there's any "door" or anything, the surface doesn't really change anywhere from the organic/stone feeling.


________________________________________

CrazyMLC wrote:
> Explore the suit's interface while John does his thing.

Hmm. There's a panel for managing exceptions, where your current anti-magic is being cast (looks like you only have two maximum casts at a time - around the suit itself, which you can change, and the one you can freely place), some synchronization settings, suit status (mana, integrity).


________________________________________

TorrentHKU wrote:
Action for Kleigg:
> Keep following the trail of destruction, or noises of destruction if the trail runs cold.

It's easier to follow the sound when the destruction is all over the place.

The underground 'city' is in shambles - collapsed buildings, blown off chunks of structure, burned corpses littering the streets.

Explosions sound out some distance ahead of you, and you cautiously approach. Another building nearby collapses in an explosion of dust and flames, the occupants inside screaming as they're incinerated and crushed.

Between the buildings, rubble piles, and clouds of dust, you can make out a blue shape darting around here and there.


________________________________________

Amazigh wrote:
>This miight have been a bad idea, try reattaching the "toe".
>How does my spirit look now?

Reattaching the toe, you feel back to normal.

Spirit looks, spirity, you guess. It feels a bit more 'pliable' than before, maybe your experience with ripping out Tuhota's and Kuori's soul strengthened your abilities.


Mon Aug 29, 2016 2:09 am
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