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Author Topic: Roll to Go Mad: Turn 44 - The Markets  (Read 142269 times)

Niccolo

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #225 on: December 04, 2013, 09:09:03 am »

And do you really want a spell that powered-up exploding a foot from your face?
Yes. It's not my face, after all...
True. Your alacrity spell could just invert and bury you all up to your necks in rock. :P Sadly, neither of those things can actually happen with personal spells. They're not safe, per se... just safer.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

BFEL

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #226 on: December 04, 2013, 01:58:57 pm »

Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind. ((So yes immediately after the dynamic bonus is introduced, I'm saying that I'm fully ok with getting a 6 in this instance if it comes up. Also yes, I am using spellsword skill to add some umph to it just in case.))
The dynamic bonus won't apply for that specialised casting... and you might just roll a one, which could make the spell invert. And do you really want a spell that powered-up exploding a foot from your face?

Ah, well, we need a couple of casualties to make room for the waiting list.
((Well if I roll a one it would still count as a two, due to the spellsword bonus.))
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Pancaek

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #227 on: December 04, 2013, 03:51:04 pm »

Attempt to shoot an arrow into the creature. After the arrow is shot, scramble!
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Harry Baldman

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #228 on: December 04, 2013, 04:00:42 pm »

"Demons in the skies, friends! Time to sing the songs of prayer and courage!"

Righteous Litany! Sing these sad, sad people into shape to fight the demon!
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USEC_OFFICER

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Re: Roll to Go Mad: Turn 14 - Screams and Madness
« Reply #229 on: December 04, 2013, 04:47:23 pm »

Pull out (broken) greatsword and try to intercept the demon before it attacks anybody squishy important!
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Niccolo

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #230 on: December 05, 2013, 07:05:09 am »

Everyone, welcome to the introduction of the Panic Roll! When screaming things launch themselves out of trees and the whole forest seems alive with demonic creatures, you panic.

Generally.

For a panic roll, on a 4+ you’re all good, but 3- you panic.
3: Suffer -1 to all rolls for the turn
2: You, uh, panic. And run.
1: You cower like a little girl.

- Turn 15: Enter the Beast -

Some… thing has just launched itself at you, revealing the presence of around two dozen more things. They appear to be demons, but look human. What is going on here?

"Demons in the skies, friends! Time to sing the songs of prayer and courage!"

Righteous Litany! Sing these sad, sad people into shape to fight the demon!
(6+1) "Demons in the skies, friends! Time to sing the songs of prayer and courage!" you roar, raising your voice into a dramatic baritone completely at odds with your short, cheerful stature.

“Der Herr ist mein Hirte, mir wird nichts mangeln. Er weidet mich auf einer grünen Aue und führet mich zum frischen Wasser. Er erquicket meine Seele. Er führet mich auf rechter Straße um seines Namens willen. Und ob ich schon wanderte im finstern Tal, fürchte ich kein Unglück; denn du bist bei mir, dein Stecken und Stab trösten mich!”

(5) The Litany inspires your comrades! It’s so inspiring it stiffens their spines and uplifts their souls! They gain +1 to panic rolls and attack rolls vs. demons! (The litany pretty much always succeeds, failing only on a 1. On a 5+, panic rolls gain a bonus too.)




Attempt to shoot an arrow into the creature. After the arrow is shot, scramble!
(2+1) Your legs shake, but the Litany stiffens your legs and you face the creature down as it hurtles towards you. Even though your limbs shake, you rapidly nock an arrow and let fly!

(4+1, 5) Your arrow soars out and stabs through the creature’s right hand, somehow slicing the limb clean off! (6) You throw yourself violently from the roof, just missing being flattened by a falling demon-thing. You land awkwardly but roll to your feet, a second arrow already nocked.

The creature stands and glares at you before screaming loudly. You feel the shriek pierce deep into your skull! (5) Your thoughts are scattered momentarily, but you’re otherwise fine.



You all finally get a good look at the creature. It is… it was... Elven. But it’s eyes are yellow and boiling over with madness, its skin a sickening shade of khaki. Lightning crackles around its hands… Lightning blacker than midnight, more vastly black than the deepest crevasse of the world. Its stump comes alive, black lightning wriggling out of the wound, sealing it shut. As you all watch, a replacement limb forms out of energy. Long claws, crafted from the black, demonic lightning form on both hands.

Beneath it, the carriage is dented and crumpled as though it has the weight of a boulder. Probably want to avoid getting hit by it.

Just what the hell is this thing?




"..." Ekoka swears horribly in the Southern tongue.

Use Alaracity on myself and those nearby. Run. Run like the wind!
(3+1) You swear vehemently and eloquently before pouring your willpower into the winds around you.

“Roho za upepo, kuja misaada wangu!”

(3) The winds spiral around you, but your magic doesn’t reach far enough to help anyone else. You feel the power gripping your legs and arms. You feel as agile as a leopard!

You turn and run. You’re not sure where, but you run! Trees blur, people blur, everything blurs. In an instant you’re past all of your comrades, diving into the forest. You’re fifty metres away from them in the space of a couple of seconds, somehow narrowly missing trees.

(6) You collide abruptly with a second of the damn monsters! Where the hell are they coming from? The winds binding you help you keep your momentum, but the demon comes off second best and is bowled head over heels!

As the monster straightens, it leaps for you, shrieking in its blood-curdling voice! (4+2) You dive to the side with contemptuous ease, but crash sideways into a tree. Seems you need a bit of practice!

(1) The creature’s shrieking is doing a serious number on your mental state.


Thuun leaps into action, channeling life magic through his blade to produce a wisp spell for himself and his comrades. Considering the circumstances, hulkification wouldn't be considered a bad thing in his mind.
(1+1) You momentarily consider casting something, but the shrieking is too goddamn unnerving. You bolt, following the cloud of dust that is Ekoka’s trail.

(1) (Oh man) Blindly running through the forest, you collide with three of the goddamn monsters. Today is really not your day. As one, they all scream. (1) Your thoughts scatter wildly and you suddenly feel alone in a dark, uncaring world.


Pull out (broken) greatsword and try to intercept the demon before it attacks anybody squishy important!
(2+1) You’re shaky, but you’re not gonna show those damn things that they’re scared of you. You step in front of Felice, guarding the archer as the creature leaps off of the carriage. You meet it squarely!

(1) The creature’s massive bulk and surprising speed knock you flying. The two of you tumble head over heels, the monster clawing at you several times. You end up with gashes on both of your arms!

You struggle to your feet and swing wildly at the creature. (5+1, 2) Your sword scores a direct, massive hit on the creature’s chest, biting deeply. The creature’s chest caves in; the force of your blow actually splits the goddamn thing in twain. The two halves fly apart like a macabre watermelon.

Lightning pours out of the body and lances almost immediately up your blade, (3) but you manage to hold onto your weapon… Just.
The palm of your left hand is burned terribly and you can’t hold the sword with it until it’s healed in eight turns! Active Ability disabled!


Cyrus gestures at a monster as it leaps out of a tree; fire blooms around the creature, but it carries on. The mage dives out of the way, screaming like a little girl, as the flaming monster advances on him!


You’re not sure how many are left, but you think it’s about twenty. The village is a quarter of a mile to the east. The monsters seem to be fairly evenly scattered around you.


Spoiler: The Players (click to show/hide)




« Last Edit: December 05, 2013, 08:01:26 am by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Harry Baldman

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #231 on: December 05, 2013, 07:12:03 am »

Beat these demonic creatures into submission with my trusty staff! Focus on the ones my nearby teammates are fighting in particular, the one approaching Cyrus first of all.

((Also, what's Cyrus doing during all this? Something important, I hope.))
« Last Edit: December 05, 2013, 08:15:49 am by Harry Baldman »
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Niccolo

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #232 on: December 05, 2013, 07:59:47 am »

((Also, what's Cyrus doing during all this? Something important, I hope.))

I completely forgot about him! SHIT. Okay, fixing that now. Fixed. He sets fire to a monster. Turns out they burn... but not quickly.
« Last Edit: December 05, 2013, 08:02:49 am by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

BFEL

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #233 on: December 05, 2013, 08:35:08 am »

((THREE ONES?  >:( GODDAMMIT.))

Ok, just gotta concentrate, lightning is a power of wind magic right? Then I just need to use Earth Magic! That'll shut them up!
Focus power through my blade and stab it into the ground, making the Earth under their feet swallow them!

((Yeah I'm assuming I got which schools cancel others right. Tell me if I failed.
Also lets hope my luck changes, and HARD.))
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #234 on: December 05, 2013, 08:37:03 am »

“Der Herr ist mein Hirte, mir wird nichts mangeln. Er weidet mich auf einer grünen Aue und führet mich zum frischen Wasser. Er erquicket meine Seele. Er führet mich auf rechter Straße um seines Namens willen. Und ob ich schon wanderte im finstern Tal, fürchte ich kein Unglück; denn du bist bei mir, dein Stecken und Stab trösten mich!”
((Sprechen ze Google Translate?))

Quote
(1) The creature’s shrieking is doing a serious number on your mental state.
((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))


Use Force magic to strengthen my staff and increase the force of its blows. Strike the demon with it, then flee some more.
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BFEL

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #235 on: December 05, 2013, 08:41:54 am »

((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))
Use Force magic to strengthen my staff and increase the force of its blows. Strike the demon with it, then flee some more.
((While I appreciate that this situation is totally, completely FUCKED, I don't think splitting the party is the best course of action. Granted I did it too, but that was because THREE ONES.))
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #236 on: December 05, 2013, 08:55:26 am »

((I wasn't trying to split the party! I was trying to get the whole party to run away with me!))
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Niccolo

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #237 on: December 05, 2013, 09:08:33 am »

((THREE ONES?  >:( GODDAMMIT.))

((Yeah I'm assuming I got which schools cancel others right. Tell me if I failed.
Also lets hope my luck changes, and HARD.))
I was cackling as they each came up. Though you're very lucky that random.org put Harry first, or else the lack of his righteous litany would have made you cower. And you did get the cancelling right, don't worry. What remains to be seen is how effective you are.

((Sprechen ze Google Translate?))

Quote
(1) The creature’s shrieking is doing a serious number on your mental state.
((I'll assume I have options other than Cower for next turn. Although...if I have Religious Litany in my status, shouldn't I have gotten a bonus?))


It's the beginning of Psalm 23. Not Google Translated, taken from a German bible website. Hopefully it's actually correct; I wouldn't have the foggiest.

And that final 1 wasn't forcing you to cower. It's... well, it's your mental stability. These critters have the ability to erode your mind and will over time. There are ways to restore mental stability, but as long as these bastards keep shrieking you'll keep going crazy. (Don't worry, they can't shriek much.)

Since you won't be being ambushed next turn, you probably won't do a panic roll. Well, you might since you're all alone except for Thuun who is flailing around somewhere behind you. And I imagine said flailing life mage will possibly panic too.




Long story short: These creatures are nasty. When I first created them I designed them specifically to be tough to kill, hard to fight and completely and utterly mad. They're living nightmares. <.<; Canonically, their very presence is enough to instill paralysis, but I didn't think I'd subject that to you guys on top of everything else. Like near-immunity to magic.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

USEC_OFFICER

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #238 on: December 05, 2013, 10:13:53 am »

Find another demon and slash at it!
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Pancaek

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Re: Roll to Go Mad: Turn 15 - Enter the Beast
« Reply #239 on: December 05, 2013, 10:29:55 am »

"Wots it going to be ya lily-livered treehuggers, I've fought plankton more fierce than you!"
Fire at the nearest demon, try to aim for center mass or head.if they come close, try to dodge  and retaliate with my dirk.
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