Everything posted by Seraphi
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Dungeoneering
Ares attempts to blanket the area he saw the rats in in light blasts.
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Dungeoneering
Ares launches a spear of darkness at the point where he saw the rats scurry, and a spear of light at another.
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Dungeoneering
Ares summons an orb of light, and creates a shield of darkness around himself.
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Dungeoneering
Ares goes to the cellar, and checks the state it is in.
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Dungeoneering
Ares puts the cloak on and goes to Exile to ask if there are any monsters which threaten the town to take care of.
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Dungeoneering
Ares tries again.
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Dungeoneering
Ares attempts to infuse the cloak with dark and light again.
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Dungeoneering
Yes, yes, I know how tempermental those dice can be. Ares then tries to imbue the cloak with dark and light magic.
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Dungeoneering
Bah. -1.4 force magic, -.6 fusion. (What happened to the shield which my mask creates when I'm in mortal danger? I guess I'll ignore it for now though.) Ares attempts to weave the silk he got in Caster into a cloak.
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Dungeoneering
Ares attempts to fire another dark blast at the two nearest wolves.
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Dungeoneering
Ares fires a dark blast at the two nearest wolves.
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Dungeoneering
Ares, probably about to die, fires off a pulse of dark energy to knock the wolves back and hopefully stun/injure them.
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Dungeoneering
Ares jumps to the outside of the circle and casts another arc of darkness at the wolves.
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Dungeoneering
Huh. That may be a little difficult. Ares fires an arc of dark energy at the group of wolves.
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Dungeoneering
Ares sets off back to Elysium, looking around for something interesting along the way.
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Dungeoneering
It isn't weak, but the way it's mind works is that it must reduce its own power so that the opponent actually has a chance, it is immune to magic, and it must be fought one on one.
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Dungeoneering
(My headache's back, so I'm going to head out after this roll.) Umbra- The Dullahan blocks you, and knocks your sword to the side, before kicking you backwards. Yes, it carries it's head at all times usually. Igos- A few caravans have arrived. There are about 6 guild members among them. (Bye guys)
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Dungeoneering
Umbra- The lance is hanging to the side of you, the Dullahan is in front of you. Also, it doesn't have a head which you can elbow. The Dullahan swings to the side and attempts to smash you in the arm, but misses. You stumble slightly, but manage to get a little but away from it. Power crystals let you perform one non-combat task without fail. Grim- The people need you to be specific for some reason. Hakon- (No batteries. Too technical for a medieval fantasy game I think. Sorry :mellow: ) You find some copper. The shopkeeper looks at you with a bewildered expression when you mention zinc.
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Dungeoneering
Grim- You fail to use your geomancy. Hakon- (Make sure you don't get too technical) Well, fine. +.1 lightning magic. Umbra- The Dullahan charges, and thrusts forward with the lance, avoiding your sword altogether, but missing you by a long shot in it's attempt to pierce your thigh. Igos- You collect all of the gems. The stonemason tells you he will set up a direct supply route to the trading post, and the gypsies thank you before giving you a magic ring (+1 to lightning rolls) Ares- Arrives at Caster and begins to look for a marketplace. Once there, he tries to sell a shortsword, which he gets 10GP for. He buys a reel of silk for 250GP.
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Dungeoneering
Igos and Archarnis- You can take scorpion venom if you so wish it. There are a few gems on the floor, too. 2 sapphires, an emerald, and two rubies. Umbra- The ethereal chains shatter, and the Dullahan does not waste a second before charging at the nearest person dressed in knights apparel, which happens to be Umbra. It stops before you however, bows, and jumps backwards, expecting you to do the same.
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Dungeoneering
Umbra- The villager accepts. Hakon- Okay, you succeed... What do you plan to do with this?
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Dungeoneering
A villiager asks you to give him 500 GP holding money in exchange for borrowing some dusty old ceremonial knight armour, which is missing a helmet and a cape. Grim, you can't do that. I literally meant to say that it is next to impossible. I'm not going to roll a dice upwards of 200 times for that one action.
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Dungeoneering
Umbra- It's just one Dullahan, there are many of them. They're failry rare, but the one in the castle is particularly weak. The master does not have any plate armour. Grim- It isn't a matter of time. I'll tell you what, if you get two 19-20s in a row on the dice, you get your mystril. That is how difficult it is.
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Dungeoneering
Umbra- The master tells you that a Dullahan, being a warrior-king who survived his own death, can only be defeated in head to head combat, and will simply ignore all magical attacks as if they don't exist. Although he asks you why you would need such information. Grim- You fail. (You're going to be there a while. Mystril is hard as hell. Your hellfire forge wouldn't even be able to make it bend.)
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Dungeoneering
Umbra- You succeed, and rend the door into two pieces, which promptly drop to the floor. a gem in the hilt of the blade stops glowing, and you don't think you are going to be able to cut mystril like that again with this sword. It will still cut it, just not that easily. Grim stares at you in bewilderment. Grim- The Mystril eats your magic and then releases a shockwave, knocking you backwards.