Everything posted by Seraphi
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Dungeoneering
Igos- The villagers seem blissfully ignorant to magic groups, and some of them even ask what necromancy means. Umbra- It eats power and turns it into nothing. Jen- It's inactive until you go into it's guard radius, which is everything past the hallway. Okay Archi, you can handle the caster stuff if you want.
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Dungeoneering
Umbra- You succeed. The sword will now deal triple damage to creatures of magical construct. Jen- You accidentily manage to impale your own arm.
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Dungeoneering
Umbra- You fail and destroy the shortsword. Kemios- You fail and the sapphire is destroyed. Jen- The final guard is inactive, and the ice bounces straight off of the shield it forms. Igos- The witch hunters don't want assistance from a stranger.
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Dungeoneering
Kemios- You fail to create a room. Umbra & Jen- Bad idea. I'll just tell you that now. Jen notices the FInal Guard with it's sword outstretched in the corridor. Igos- They tell you they have heard of it, but have not bothered sending anybody yet. Now that they have a representative here, they'll send one of their members to accompany you back, if you so wish it. Archi- Hiya. Grim- You fail, the tower foundations weaken again.
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Dungeoneering
Jen- Nothing happens. The indentation will only react with the unique magical properties of a particular gem. Umbra- They are fairly typical sealing runes, but they are quite powerful. Hakon- You fail to find anything. Igos- On the outskirts of town, there is a large building, you'll find it there.
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Dungeoneering
Umbra- They're the same. Jen- The indentation looks gem sized. Igos- The city has shops-a-plenty, a few inns, and multiple large taverns. There is a large building near the beach which serves as the witch hunters HQ.
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Dungeoneering
Jen- The table has a cloth, but it is moldy, and is far to bulky to be carried around right now anyway (Banquet hall tables). The chairs are chairs, and there is no rope. You succeed in creating an ice shield. Igos- "Aye, that be Caster lad. Biggest city for miles around. I'd be careful using them sparkly flashy magics around there mind, witch hunters might getcha."
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Dungeoneering
Jen- The runes are etched into the walls.
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Dungeoneering
Jen- You find nothing but rotted food, and remember that both exits have been sealed shut. You not a pedestal at the side of the room, with an indentation on it. There are also three runes on the walls.
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Dungeoneering
Igos- About ten minutes real life time, and 50 gold.
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Dungeoneering
Grim- You fix the foundations. Mather- You dig up some iron ore. .3 mining Igos- A while. You fail to summon a skeleton. Ares attempts to forge the Perfect Balance Iron into a chainmail platerobe (I need to roll a 20 to do this.) and fails.
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Dungeoneering
...You could have just used healing magic....Whatever I guess, It's your xp. You shoddily fix the tower. It still doesn't look stable. Igos- All the townsfolk direct you towards Caster as being an interesting place.
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Dungeoneering
Umbra- Nothing seems to be happening. You remember the crimson tear and the stone binding that the Final Guard was sealed by, and realise that they were the main things holding it together, the runes were merely failsafes. Igos- You map out the area. Grim- The fireball explodes, damaging the tower foundations. You hear a crack, and then silence again. Your hands are blown off by the explosion, and you are fairly badly wounded.
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Dungeoneering
Grim- You heal the wound and fail to summon an elemental. Umbra- You copy out the runes.
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Dungeoneering
Umbra- You sense that the power causing it to move has been diverted into a nigh-on impenetrable shield. This shield appears to form whenever it becomes inactive. Grim- The fireball explodes in your hands, wounding you. Igos- 15 GP.
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Dungeoneering
Grim- You find nothing. Your elemental kills itself for absolutely no reason (sorry, rolled a one) Umbra- Not really, it has a certain radius in which it guards. If you leave that radius, it stops moving. You manage to get away, but not before the Final Guard takes another swing, which pierces your thigh, making you unable to walk. (With a sword which is about 2 metres wide, you're lucky it didn't outright kill you, but only the tip of the blade hit you.) The Final Guard stops moving, stuck in the position with it's arm outstretched.
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Dungeoneering
Grim- You arrive at the location, but there is nothing there. It's just grassland. Umbra- You miss the sword completely. The Final Guard misses you. (You realise that the Final Guard went inactive because you went out of it's guard range, right? I was hoping you would have worked that out when it stopped moving...)
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Dungeoneering
Umbra- As you approach, you hear the Final Guard crashing to life, and it stabs its sword towards the door. It catches your leg and wounds you.
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Dungeoneering
Igos- The mage refuses and hurries on his way. Umbra- There is silence coming from the courtyard. Grim- A small man approaches you and tells you of a Golem Cave about a mile to the north.
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Dungeoneering
Umbra- You find a closed mystril door. The crashing coming from the courtyard stops. Grim- Nobody approaches you.
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Dungeoneering
Umbra- You rememeber the Final Guard, and suddenly realise that going back to the couryard isn't such a good idea. You don't have long before it arrives here, you best find something to do, quickly. Grim- None of the townsfolk approach you. Igos- The mages eyes seem to light up, but they tell you that you shouldn't be looking into such things and then return to their business.
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Dungeoneering
Kemios- You create a lake in front of the outpost. .2 xp in water magic. Igos- Nobody in town knows what the stone is except one mage. He stares at it for a few moments, widens his eyes, and then mutters something and runs away quickly. You find out nothing about any necromancer groups, and you succeed in killing the squirrel (No xp.)
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Dungeoneering
Grim- The wall will go no further and the fire is already gone.
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Dungeoneering
Umbra goes through the door, and notices a hall filled with floating, pale blue flames. You note that Jen is asleep in the corner.
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Dungeoneering
Igos- Nah, no xp. It was a really basic shield that shouldn't have worked. It only did because you got a 19. Umbra- You notice that, despite having nothing where your hand should be, your wrist does not bleed. You attempt to use shadow to hit the amulet. The shadow gets absorbed by the shield and explodes, knocking you a few feet back. You think that it may be a good idea to come back later, and then you notice your friend has caught up with you, a sword smashing through the door you came in through. Kemios- You succeed. .4 xp