Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 306) - Preparations
>Double back through the tunnel that led me to this strange Fourth, all the way to the grand chamber. Then march down another tunnel that seems promising, perhaps the least-damaged one.
Sun Sep 25, 2016 8:43 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Ad Infidium (Roll 306) - Preparations
"Just wanted to get some fresh air........for a few days. I feel like staying here is getting us nowhere and I might as well be out and about."
Mon Sep 26, 2016 12:14 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 307) - Retrieval
Roll 307
The world as the players know it:
1. Kyeltziv 2. Sei 3. Kleigg (Between the former Watch Tower and Magusalto). Vandolf, John
Notes:
(HK’s notes) 1. Try not to die (Everyone) 2. Break out Emiel. (John, Vandolf, Kyeltziv) 2a. Get strong so you don't die when we go break out Emiel. (John, Vandolf, Kyeltziv) 3. Protect BatWife. (Kleigg) 3a. Get back to Vranhal (Still Kleigg) 4. Figure out a way to kill an invincible god-demon Witch. (Everyone)
(Amazigh’s notes) John: don't ♥♥♥♥ it up. Kleigg: Don't let tabi ♥♥♥♥ it up. Kyeltziv+Vandolf: Don't ♥♥♥♥ it up again
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Your team clears their coffins away from the landing zone.
Speak of the devil, there's something among the cores.
Sanoa: Relayed to the others.
A flurry of coffins slam into the earth by the landing zone, slightly off from last time. Doors fly off as the occupants exit and glance around.
Inventory: -Witch's Mana Stone (340/340) (Regenerates 20 Mana per turn) -Regenerating Mana Stone (Mana: 25/25) (Regenerates 5 Mana per turn) -Mana Stone (Mana: 50/50) -Mana Stone (Mana: 50/50) -Mana Stone (Mana: 0/15.3) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/31) -Mage Stone (Mana: 50/50) -Release Stone (Output: 15) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -Focus Stone --Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) --Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana)
-Power Flow Bracelet (Output: 0.1) (Mana: 0/1) --Memory Stone: Use Power Flow on the wearer as long as there is mana
Skills: (Magic) -(???) --Captivate (Send out a swarm of tendrils that carry a spell, casting when specific parameters are met) (Total Magic Strength = Arcane + Mana) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) (Efficiency: 1 Mana = 2 Durability) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 6 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 8 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 8 Mana , Ability Strength (per ability): 100% = 8 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: 2) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---Meteor Shower (Fire multiple projectiles with damage evenly distributed) (Inflicts Total + to Projectile = Arcane + Mana) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Can use Standard AP or Evasion AP) (Launch yourself with kinetics to evade an attack) (Can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP) ---Weak Blur (Use kinetics to propel yourself with extreme speed, quickly moving across large ground) (If used directly after attacking, Blur is cast before the target uses any evades, counters, or triggers) (+Movement = [Arcane + Mana] * 0.12) (First use: +Speed = [Arcane + Mana] * 0.5) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
(Hybrid) -Falling Star (Modifier, Melee) (Used with another attack, does not consume AP) (Leap up into the air with kinetic force and attack while falling, strengthening the damage of a single attack) (+Strength = Evasion + Arcane + Mana, Evasion is 0 for the next incoming attack)
(Other) -Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
-Berserker (Passive) (Grants a separate pool of AP for melee attacks) -Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion) -Accelerator (Passive) (+10% Damage and Aim to all “Meteor” skills) -Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP) -Constitution (+15% Maximum Base HP)
Name: Kleigg (TheKebbit) Race: Human ____________________
Heading back to the cavern entrance, you take the tunnel all the way back to the main hub chamber. The tunnel that seems to have incurred the least amount of the damage is not-so-coincidentally the furthest away. Making your way down this one, you find it devoid of dead bodies, though it soon ends with a large metal door blocking the way.
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 5000/5000 Durability) (Regenerates 100 per turn) (+80 Strength, +20 Evasion)
Artifact (1/1): -Caelum Earth Token (+5 Will)
Inventory: -Silver Coin (Qty. 1)
-Note from “E” -Small Pouch --”Negative Fabric” -Quill (Qty. 3) -Inkpot -Paper (Qty. 10) -Mana Stone (20/20) -Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Shortsword (+5 Edge | +2 Impact) -Potato Sack Pants -Paper Bomb (Detonates after 10 seconds after pulling string) (Power: 100) (Qty. 1) -Spool of Thread -Runic Assassin Gauntlet (Mana: 0/??) --(Magic) ---Kinetic Blade (Single Turn Condition) (Strike with a blade of cutting kinetic force) (+Edge = Mana) ---Compression Barrier (Form a barrier of extremely compressed air around self, reducing damage and becoming invisible) (Durability = Mana/2, +Evasion = Mana, disregards Critical Shot) (Consumes 1 Mana at the end of EVERY turn) ---Conflagration (The user bursts into flames, destroying evidence) (Burn = 100, On Fire = 20)
-Running Pants (+1 Evasion) -Burlap Cloak (2 Armor Resilience , 30/30 Durability) (+1/1 Physical Defense) (Armor does not take damage from Trauma)
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell or piece of Artificial Matter, storing it along with its mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Delete (Delete a captured spell) (Does not consume AP) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana)
(Physical) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid)
(Other) -Escape! (Roll a 5 or higher to successfully run away from a battle)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 200/205) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/24) ----Mana Stone (Mana: ?/23) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22)
-Leather Brigandine (5 Armor Resilience , 30/30 Durability) (+10/10 Physical Defense) (Armor does not take damage from Trauma)
-Mage Stone (Mana: 10/10) -Mage Stone (Mana: 20/20) -Mage Stone (Mana: 20/20)
-Bag --Memory Stone (Drake) --Memory Stone (Drake) --Release Stone (Release: 27) --Release Stone (Release: 30)
--Mana Stone (Mana: 22/22) --Mana Stone (Mana: 22/22)
--Mana Stone (Mana: 21/21) --Mana Stone (Mana: 21/21)
--Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20)
--Mana Stone (Mana: 19/19) --Mana Stone (Mana: 19/19)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Will + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) ---Spirit Lance (Degrading Condition) (Attack another spirit, weakening it) (Cannot miss) (-Arcane, -Aim[for Magic], -Will = Arcane + Will + Mana) (If target takes a final spirit damage value greater than their Will, they are stumbled) ---Bind Spirit (Affix a spirit to a physical object with a Haunt) ---Possession Break (Forcefully detach a spirit’s bind) (Cannot miss) (Possession is broken if your Arcane + Will is greater than Spirit’s [Arcane + Will] x2) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
(Physical) -Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Delay and Evade (Evasion) (Intercept the attack to delay it, and immediately follow up with an evade) (+Evasion = Aim) (Uses [a single] Standard AP or Evasion AP)
-Sixth Sense (Passive) (+5 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit magic effectiveness, +5 Spirit Magic Resistance) -Constitution (+10% Maximum Base HP)
-Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T. -Paper (Obscuring Light) upon activation locks onto the nearest spirit and treats it as its master. It then looks for the most complex spirit that isn't its master within 20 meters and creates a 6 meter cube around that spirit with points of light, meant to obscure that spirit's vision -Paper (Light-Guided Object) searches for a pair of white lights. Turn the object the compass is on towards the point between the dots steadily. If the distance between the two dots starts shrinking (going farther away), then put all available mana into changing the trajectory to the point between the two lights.
-Anti-Magic Armor (Immune to Telepathy) (+5 Strength) (Mana: 80/80) (Regenerates 15 Mana per turn) --Head (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) --Chest (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) --Left Arm (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) --Right Arm (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) --Left Leg (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) --Right Leg (16 Armor Resilience , 80/80 Durability) (+25/25 Physical Defense) (Magic) --Anti-Magic Zone 1 (Active: Self) (Range: 5) (Costs 10 mana per turn) --Anti-Magic Zone 2 (Inactive) (Range: 5) (Costs 10 mana per turn)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
(Physical) -Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Focused Strike (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will) -Mountain Stance (Modifier) (-50% Evasion, +50% Strength for attacking, +100% Strength for blocking, +50% Aim, +100% Will during Stagger check) (Consumes AP to change stances, first stance does not use AP) -River Stance (Modifier) (+100% Strength, Momentum effect doubled) (Consumes AP to change stances, first stance does not use AP) -Tornado Stance (Modifier) (+100% Evasion, +50% Speed, -50% Strength) (Consumes AP to change stances, first stance does not use AP)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Weak Block (Evasion) (Intercept an attack to defend yourself) (Block connects if your Aim >= Attack Aim) (-Damage = 0.5*Strength) (Uses Standard AP or Melee AP) -Delay and Evade (Evasion) (Intercept the attack to delay it, and immediately follow up with an evade) (+Evasion = Aim) (Uses [a single] Standard AP or Evasion AP)
(Hybrid)
(Other) -Offhand Strike (Counter) (When dual wielding and you evade or block using one weapon, instantly follow up with an attack from your other weapon with no additional AP cost)
(Heroic) (Each ability uses 10 Heroic AP) -Skin of My Teeth (When you fail to evade an attack, redo the evade while disregarding any negative conditions and increasing your Evasion by your Will) (Automatically triggers if the attack would be lethal)
-Sixth Sense (Passive) (+3 Magic Evasion) -Edge Alignment (+30% Damage and Aim to attacks with edged weapons) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
-Fleet Footed (Travel in the Overworld is doubled, +6 Combat Movement)
-Constitution (+20% Maximum Base HP)
Name: Sei (Areku) Race: Human ____________________
"...bloody breadcrumb trail."
You follow the tunnel with more bodies. Picking up the pace, you jog through the tunnel with the others keeping up, until you reach a dead end.
Turning your lamp a bit brighter, you see that it isn’t a dead end - it’s a large, scorched metal door blocking your path.
Ethan: ”There are living things past the door. Doesn’t seem like one of those Ensi things or whatever.”
(Physical) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Focused Strike (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Heavy Swing (Strike with a melee attack that has half your total aim, but doubles total damage)
-Last Will (Passive) (Your Will keeps you alive, allowing you to survive in negative health as long as the negative amount is not greater than your Will. When in negative health, you are not affected by conditions from injuries and you do not automatically recover from injuries) -Justified (Passive) (Melee damage is increased by the percentage of missing Health)
-Constitution (+50% Maximum Base HP)
Name: Krell Race: Chirop ____________________
You have 18 stat points you can distribute among your Base stats! You have 14 points you can distribute among your Stamina/Mana stats!
"Just wanted to get some fresh air........for a few days. I feel like staying here is getting us nowhere and I might as well be out and about."
Guard: ”It’s pretty dangerous out there, can’t just have you running out and getting hurt.”
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) (Hard Range = Arcane * 0.25) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) (Hard Range = Arcane * 0.25) -(Electric) --(Lightning) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) (Range = 5 + [Arcane + Mana] * 0.25) --(Telepathy) ---Message (Does not consume AP) (Sends a telepathic message to a target/multiple targets) ---Receive (Does not consume AP) (Picks up on thoughts if people are thinking hard enough)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 306) - Preparations
> Walk over to John.
"So uh, with that little scare out of the way, what's our approach to the facility looking like?"
Tue Sep 27, 2016 4:26 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 306) - Preparations
"Stay on your toes. Can you make contact with whoever it is?"
>Knock on door.
Tue Sep 27, 2016 4:34 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 306) - Preparations
"For now, like planned. Towards Teleiat, into the woods before the city, approach from the south-east. If we run into a giant field of dead cores or something aggravating like that, we'll figure things out then. ...Wonder if any of our armor can handle corruption."
> Try and get a better look at the mystery-witch among the cores.
Tue Sep 27, 2016 4:36 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 306) - Preparations
"We should get moving, before we run into any more trouble. I'll scout ahead a bit with Monk."
> Wave Monk over, move through the woods towards Teleiat to gather intel. Try to stay hidden and avoid conflict, and stay within telepathy range.
Tue Sep 27, 2016 4:43 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 306) - Preparations
"Yeah, was goin' t' work on that, next thing for that was... go t' plains southwest 'f fluustern and strengthen my spirit by facin' some 'f th' evil spirits there?" "Jus' th' lord kinda needs me for th' transfer, and seems t' want me t' stay near vran for that.."
Tue Sep 27, 2016 8:55 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 307) - Preparations
>Knock? It's worth a shot. Probe for magic beyond.
Wed Sep 28, 2016 4:03 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
CrazyMLC wrote:
> Walk over to John.
"So uh, with that little scare out of the way, what's our approach to the facility looking like?"
TorrentHKU wrote:
"For now, like planned. Towards Teleiat, into the woods before the city, approach from the south-east. If we run into a giant field of dead cores or something aggravating like that, we'll figure things out then. ...Wonder if any of our armor can handle corruption."
> Try and get a better look at the mystery-witch among the cores.
Miimas: "Let's not test it unless if we really have to."
You look in the direction of the movement, trying to make out any shapes among the rotting cores.
Scanning the bulbous shapes, your eyes lock on to a familiar robed creature with bird-like features and a pointy hat. If its height is a good measure of its rank, it looks fairly powerful, maybe a foot or so taller than you.
The witch seems to be patrolling the area, occasionally glancing towards your team as it searches the landscape for, something.
CrazyMLC wrote:
"We should get moving, before we run into any more trouble. I'll scout ahead a bit with Monk."
> Wave Monk over, move through the woods towards Teleiat to gather intel. Try to stay hidden and avoid conflict, and stay within telepathy range.
You wave Monk over, and the two of you proceed towards the forest.
It isn't long until you reach the remains of the watch tower, which is now a huge, bottomless hole in the ground.
Monk: "Think there's something down there?"
________________________________________
Areku wrote:
"Stay on your toes. Can you make contact with whoever it is?"
>Knock on door.
Ethan: "Ummm. Okay this seems bad."
You knock on the door, and jump back startled as something (ineffectively) slams into it from the other side.
A faint scream is heard through the door.
Amelia: "They're still alive!"
________________________________________
Amazigh wrote:
"Yeah, was goin' t' work on that, next thing for that was... go t' plains southwest 'f fluustern and strengthen my spirit by facin' some 'f th' evil spirits there?" "Jus' th' lord kinda needs me for th' transfer, and seems t' want me t' stay near vran for that.."
Grant: "If it's primarily your safety she's concerned about, maybe you could ask for an escort. Though, it sounds like she wants you to be ready to do the transferring the moment it's possible, so that idea is probably not going to work."
Faren-Wuust: "Practicing around Vran might be an option, at least there's less of a chance of you dying to some corrupted beast."
________________________________________
TheKebbit wrote:
>Knock? It's worth a shot. Probe for magic beyond.
You knock, but nothing responds.
Feeling around the area for magic, it seems like there's some sort of magically-operated device that manages the door. Disabling would probably, at the very least, prevent it from trying to keep itself closed, possibly allowing you to force it open with Stahlnacht's strength.
Wed Sep 28, 2016 4:29 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 307) - Preparations
>Ready spear, glance back at my squad.
"What seems bad? Who's in there!?"
Wed Sep 28, 2016 4:34 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 307) - Preparations
"Just one of Lauffueur's witchlings. A big one, too. Think it would help us?"
Wed Sep 28, 2016 4:41 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 307) - Preparations
"Yeah, a ruined city. They'd managed to contain these witches, so maybe there's an important lead down there. Not the safest region to lead an investigation, though."
> Keep doing the scouting thing.
Wed Sep 28, 2016 5:48 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 307) - Preparations
"Y' got an idea what I could do for practice? there evil spirits in th' area or somethin'?"
Wed Sep 28, 2016 8:49 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 307) - Preparations
>Snuff out the activity of the machine with a temporary null field, then force the door open.
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