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File 127822631480.png - (137.51KB , 500x500 , 00.png )
202975 No. 202975 ID: e31d52

My name is Marcus Hauler, and I aim to reach above my station. Though I was born without magical power, I know in my heart of hearts I am destined for more than my simple name implies. I will be more than just someone else's mover of goods. I will be more than a simpleton.

I will be Headmaster.

I have prepared everything. I know the way to the object I seek. I know of the traps that await me. I know exactly what the item is capable of. There will be no surprises to stop me!
187 posts omitted. Last 50 shown. Expand all images
>>
No. 212726 ID: de552d

hrmmm... look try any bricks that look loose. if that fails then have same bulldoze if over or something.
>>
No. 212744 ID: 732129

rolled 10 = 10

>>212722

Let's Peek inside.
>>
No. 212803 ID: c71597

>>212722
Lets not use anymore magic. The constant wardrobe failures are starting to get irritating. Just get Sam to open the place instead. Probably not going to be much more than the golem dragged into a secret alcove by the dwarf or something before he went to smash you.
>>
No. 212822 ID: 40cb26

>>212722
Keep knocking around and find an entrance. If that doesn't work, have Sam knock around and make an entrance.
>>
No. 212843 ID: 732129

Looking into a secret room that probably contains a very dangerous enemy is exactly what Peek is for. I still think we should look first. Besides the golem, there could be other dangers in that hidden room, from traps to failing architecture.
>>
No. 212845 ID: a594b9

>>212744
Agreed.
>>
No. 213068 ID: e31d52

>>Just letting you guys know that voting for actions is closing now. I can only tell Larro to start over so many times before I feel bad!
>>
No. 213139 ID: e31d52
File 128031302989.png - (85.34KB , 500x500 , 37.png )
213139

I place the book against the wall and cast Peek. The spell doesn't generate any light ( the sensor created is intangible, invisible, and incorporeal ) so what I can see is limited. The hallway is mostly dark, and at the far end is the golem, on the floor, with the Boss Werk standing over it. He seems very angry. He stands and begins to walk towards me and Samantha.
>>
No. 213140 ID: c71597

>>213139
Prepare an ambush for him.

Do you have any melee weapons you can use yourself?
>>
No. 213141 ID: 11832a

rolled 6 = 6

i am a little scared to risk this but channel MAGIC MISSLE to 3times when it comes out and then have sam sword it really hard!
>>
No. 213165 ID: 364db8

He's possibly angry because the elemental core is missing. You might be able to use that to your advantage as a distraction or otherwise. How solid is the core? Can you throw it around the room without damaging it?

Quickly tell Samantha that an angry boss werk is coming. Once he emerges hit him hard together using the successful magic missile and a surprise sword to the flank. The obstinate ooze style will probably come in handy to prevent Samantha from getting hurt.
>>
No. 213188 ID: a594b9

>>213141
We can't cast spells through the damn wall.

I'm tempted to say we ambush the Boss when he comes through the secret passage. Is that a good idea, or is he too tough? If we can take him out with a surprise attack we'll be in good shape.
>>
No. 213505 ID: e31d52
File 128040001076.png - (264.55KB , 900x500 , 38.png )
213505

>>213141
I prepare Magic Missle.

>Prepping spells
>Almost every spell can be 'prepared'. That is, cast then held onto for an amount of time.
>Only one spell can be prepared at any time: If another spell is prepared or cast during that time, it is lost.

I hold out the book and signal to Samantha to stand at ready. The door opens, and he steps out...

Facing Samantha?

He waves, and there is a burst of
!?!?!!!?!??

AAAAAGH! MY KNIFE?!

It's pushed out of my pocket and forcefully into my waist on my left side!

I feel it finally wrench itself from my side and rocket into a nearby wall, sticking there. Samantha is tossed a few feet, rolling on the ground heavily.

My magic missles fly towards him, each slamming into one shoulder, tearing a hole in his metal hide.

"Give me the Core." he says, holding out one hand to Samantha, who is scrabbling at her armor's neck area, behind him. "Or she dies."

He is cobbled together from any number of things. A banner juts from one shoulder, and the bloodied flag of my school stiffly extends from it, the blood rendered it less than cloth and more like stiff paper.

"You recognize the emblem? I suppose you would. It's just about the only thing you don't throw away."

In less than three seconds he has rendered Samantha helpless, wounded me deeply, and has me defeated.

I have never felt so terrified in my entire life.
>>
No. 213507 ID: 2ccb99

say "i'll give it to you, just remember that you should be wary of any OOZES." with luck it will not understand what you were getting at and sam will. then hold out the core. if it tells you to bring it over say "your attack severely wounded me, if i move i fear making it worse."
>>
No. 213516 ID: 701a19

>>213505
"Accursed son of an OOZE! Was it too difficult for you to simply ask for this glorified glowing rock?!?"
>>
No. 213517 ID: c71597

>>213505
Nah you're not defeated yet. Tell Sam to go into Ooze form and she will get out of the armour.

Meanwhile you could keep blasting him with missiles.
>>
No. 213540 ID: 364db8

rolled 54 = 54

He seems to be using some kind of magnetic powers. That knife was well concealed and Samantha only seems to be struggling with her armor. If she goes into her slime or ooze forms then she should be ok. Have you got any other metal equipment on you? dropping it might be good.

Perhaps we can use one of these low level spell failures to undress Samantha for her alternate forms while buying some time...

Put the core on the ground and back away. Cast Restore Luck to force a random event and power up your luck. Then try using Dancing Lights to make lightning crackle around the core in a seemingly uncontrolled manner.
>>
No. 213542 ID: 00613e

>>213540
restore luck CANNOT be used until our luck is under 50. which it is not.
>>
No. 213548 ID: e31d52

>>213542
>>Actually, your luck is at 49.

>>However, he only made one roll, he needs to roll both Dancing lights and the result of the Restore luck.
>>
No. 213564 ID: 732129

rolled 47 = 47

Let's do this thing! Rolling Restore Luck
>>
No. 213842 ID: e31d52
File 128048009985.png - (87.56KB , 500x500 , 39.png )
213842

>>213564
"Samantha! Ooze, NOW!" I say, holding out the book. The werk holds up a hand to defend himself, and...

Butterflies spew out of the book and the hundreds, no, the thousands of them form and obscuring cloud. I rise, limping to my knife.

Save. Save!

"I know, damnit. I know. Shut up." I reach down and grasp the blade, yanking it from its place in the wall. "Sam!" I call, running past Boss Werk, holding up the book to cast Dancing Lights in the space I once occupied.

"But my armor..."

"LEAVE IT!" I roar, and I feel her prescence behind me. I pull a lever I see behind the secret doors, leaving me and Sam behind them while Boss Werk screams in rage. We don't have much time.

"I can't maintain this for long..." Samantha says quietly...

And I hears a crackling sound through the wall. I recognize that spell.

Ray of Rust. Damnit!

Of all the times to panic. Of all the times to run away.
>>
No. 213879 ID: a594b9

rolled 18, 15 = 33

Charge up another 3 Magic Missiles, then cast Restore Luck again. Also, where can we go from here?

We might want to consider using the elemental to give us power, now.
>>
No. 213880 ID: 18169f

rolled 32, 36 = 68

give her the knife and tell her you will try another thing of magic missiles and then she is to wrap around it and stab it in the face a bunch. if she feels she is about to come out of the form then she is to retreat. if it still isn't down after repeated face stabbing and more missiles, then use even MORE missiles. both channeled to three times of course.
>>
No. 213881 ID: 364db8

So are you trapped in a room now or can you continue onwards? What has Samantha's Teacher's Brooch got to say? Does it know any enemy weaknesses that we can exploit?

This might be a good point to renegotiate a better deal with the elemental in that core. Can it offer anything other than a specialization for you? Could you convince it to fight for you until you get out of the underschool or to perhaps enchant some object with electrical power? You've certainly got the upper deal as either the elemental helps you or it will be the plaything of that Boss Werk for the rest of its life.
>>
No. 213908 ID: 701a19

>>213879
This, but do the result 15 Restore Luck FIRST.
>>
No. 213909 ID: c71597

>>213842
Give her the dagger and tell her to be wary of it slicing through her. Then prepare some more magic missiles. The fight isn't over yet.
>>
No. 213924 ID: e31d52
File 128049174576.png - (141.23KB , 500x500 , 40.png )
213924

>>213881
We can continue on. There's nothing blocking the far end of the tunnel, in fact. I'm not sure how long we have before the Boss circles around.

>What has Samantha's Teacher's Brooch got to say?

"It says that he's very very powerful... possibly beyond us. His armor is made of random magical bits and things, and the enchantments have sorta melted together until they've solidified."

"What does that mean?"

"I could hit him with my sword all I like, but unless it's magical, it won't do anything."

So that explains the effect of my magic missles.

"They say we should run." she says quietly. She's solidifying.

"I'm almost certain that if we run, there's a way out past here."

"How are you sure?"

"Well... he had to be collecting all those bits from somewhere. If my mental map is correct, the second area of the Artificer labs, the Arcane Armoury, should be ahead."

I charge a channeled Magic Missle, the power crackling in my fingers.

"Biri. Make me another offer."
Power. Enchantment. Work. Offer.

"The enchantment?"
THUNDER! Noise! Deaf!

"Not good... and your power offer remains?"
Yes!


So the question is... do we run?

Or do we fight?


>>Out of Depth monsters
>Some creatures you encounter will be beyond your abilities in straight combat. Remember, you can always run away!
>>
No. 213925 ID: c71597

>>213924
If you were both wellrested and prepared I would say go for it. As it is now, it's probably better to run away. That way you can return one day and curbstomp the fucker when you're more powerfull.
>>
No. 213929 ID: 65f999

rolled 7 = 7

hmmm... pull the lever so the door opens, shoot him and then close it again! then charge, open, shoot, close again. will piss it the fuck off.
>>
No. 213934 ID: a594b9

>>213924
Run away. Don't open the door again, it might be fast enough to run through, or get right up to the door so that when it opens it can just grab it to keep it open.
>>
No. 213935 ID: 701a19

>>213924
Blow a small hole in the wall so you can aim at it, then pound away with Magic Missiles until long after it stops moving.

Because, c'mon, golem.
>>
No. 213947 ID: 5a2e05

The sword won't do shit unless it's magical. Can we use the little zappy guy to enchant it?
>>
No. 213982 ID: 732129

>>213947

Biri wants to be freed, not tied to a sword.

Look, we can cast Magic Weapon on Samantha's weapon when we get it back.

Keep in mind that we just left all her armor and weapon. If we don't get it back quickly, it will likely be turned into a werk or integrated into the Boss Werk.

We may find a replacement in the armory, or we might not. But Samantha's brooch is right: we need to keep running. With the Boss Werk not far behind I think we can't spare the time to retrieve her gear. We'll have to scavenge.

Do we still have the Bracers of Illusory Armor, or were those left behind too?
>>
No. 214054 ID: c00244

>>213982
If we keep running, then everything that we do from now on will be on a time limit, because he's clearly capable of following us.

That said, if there is an arcane armory ahead, we might be able to acquire enough additional materials that we'd overcome him. Certainly, facing him now seems unlikely to work. If we do, we'd want to give Sam our knife and enchant it, then support with magic missiles. But that'd be a gamble.

Eh, I've no strong feelings either way.
>>
No. 214550 ID: e31d52
File 128066679879.png - (69.67KB , 500x500 , 41.png )
214550

>>213934
>>213982
>>213925
>>Marcus

>Run away!

"We're running, Sam. We need to get moving."
"B-but my-"
I grab her hand, and look into her eyes as she returns to normal.
"I need you alive."
Her face flushes and she blinks, then nods quietly.

We run.

>>> Level Complete!!!
[cont]
>>
No. 214555 ID: e31d52
File 128066761220.png - (116.66KB , 500x500 , 42.png )
214555

>Marcus has gained Experiance!
>Marcus has gained a level!
>Samantha has gained Experiance!

>>Marcus
>You may loosely specialize in one of the Schools of Magic, but not Luck.
>This specialization will grant a Boon, and Special Casting Costs, as described earlier in this thread.
>Level-up specialization changes are free, and do not count against the two-change limit!
>Max luck increased to 110. (roll d110 when casting)

>in case you forgot, the schools of magic are:

>Abjuration
>Arcana
>Magic that does not fall into any of the categories below.

>Divination
>Allows you to percieve things you normally cannot.

>Enchantment
>Changes how things behave magically. Enchants items, enhances mental attributes, etc. Also used for mind-affecting attacks, like Sleep.

>Evocation
>Channels raw elemental energy in a usually destructive manner.

>Illusion
>Changes how things seem or act.

>Necromancy
>Works with the spirits of the dead or the negative energy associated with death.

>Thaumaturgy
>Changing physical things. Repairing, physical empowerment, and changes to the body or some of the environment.

>Weavecraft
>Workings of time and space. Summoning, teleportation, and similar effects.

>>Vote for your specialisation here! Voting closes in three days, at which time this thread will be reported completed.

>>Go to the discussion thread ((http://quest.lv/kusaba/questdis/res/328400.html)) and vote for the perspective of the next thread! Voting closes in three days!
>>
No. 214557 ID: e31d52

>>214555
>>Abjuration is magic which protects you from outside forces.
>>
No. 214571 ID: c71597

>>214555
Lets go with Evocation. Adventurers always need to do some heavy duty blasting.
>>
No. 214610 ID: eededc

As in love with necromancy as I am...

Weavecraft! We have a heavy duty fighter already. The tactical options provided to us by weavecraft are far too delicious to pass up!
>>
No. 214614 ID: caffbb

Let's go with Necromancy.
Our "heavy" duty fighter showed already how useful she is. That is: not much. One strong enemy and she stopped being useful at all.
She's a meatshield. Nothing more, nothing less. We need to upgun a bit and what is more gun then an instantdeath spell?
>>
No. 214627 ID: c7fef2

I like the idea of Weavecraft if summoning is going to be available.
>>
No. 214652 ID: 13fc22

we can also pick: nothing.
i don't think we should specialize at all.
>>
No. 214656 ID: e31d52

>>214652
>>I should note that Arcana is the school of gerneralization, as it offers NO PENALTIES to any other school!
>>
No. 214671 ID: e31d52

>Alright, extending the voting period. Listing boons.

Special costs are listed in this order: Abj Arc Div Enc Evo Ill Nec Tha Wea

>Abjuration
> -25% -15% -15% --- +10% --- +30% +15% -10%
>You are consistently warded against most attacks, gaining a measure of protection against all damage.

>Arcana
>--- -25% -10% --- --- -10% --- --- -10%
>Arcana does not have any penalties to casting from any school.

>Divination
>--- -10% -25% --- +15% +10% --- --- ---
>The range of your divinations doubles, and it can pierce some illusions.

>Enchantment
>-15% +10% --- -25% +15% -10% --- -10% ---
>The chance enemies will resist your mental attacks is much much lower. Also, enchantments are permanent.

>Evocation
>-10% --- +20% +15% -25% +20% +15% -5% ---
>When channeling a spell, instead of using the spell's original cost, you only add the spell's level for each level of channeling. Furthermore, the potency of your damaging spells is doubled.

>Illusion
> --- -20% -10% -10% +25% -25% +15% +10% -15%
>You may add another component to your illusions. (Tactile, visible, etc)

>Necromancy
>+10% --- -15% +10% --- +20% -25% -15% ---
>The number of undead you can command doubles. Also, undead are nuetral to you and your party.


>Thaumaturgy
>-5% --- +10% -10% +10% +15% -15% -25% -5%
>You have magically conditioned your body and have more energy than others, meaning you tire slower. You are also more durable, and have more health.

>Weavecraft
> -15% -10% -10% +10% --- --- +15% +15% -25%
>You may control the destination of spells such as phase door and other teleportation spells. Also, their range doubles, and you cannot be harmed by teleportation. Further, you will never be afflicted by teleportitis, and you may take another person with you when you teleport any distance.
>>
No. 214693 ID: c00244

>>214671
Either Enchantment or Weavecraft. The benefits those offer are substantial and the penalties aren't too bad. The bonus from necromancy is pretty great, too, but it wouldn't be my choice.
>>
No. 214695 ID: 35de9d

Thaumaturgy and Weavecraft.
>>
No. 214757 ID: a594b9

Evocation or Weavecraft.

Double damage for Magic Missile, plus channeling it costs 5 instead of 9? That's REALLY good.

Granted, a group controllable teleport is also very good.
>>
No. 214759 ID: 243525

weave-craft then.
>>
No. 214776 ID: c71597

>>214671
I'm gonna stick with Evocation. The amoung of asskicking we can deliver with that is rather high.

And then either weavecraft or enchantment for the next one.
>>
No. 214817 ID: 620bfb

I'd say generalize but the votes are completely against that. So, weavecraft.
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