Lair of the Mountain King: Turn 386

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Re: Lair of the Mountain King: Turn 384

Postby M0rtimer » Sat Jan 21, 2017 11:24 am

"Wait, we're finally doing this?" Burned calls out, so surprised in his mental landscape he accidentally nudges the drawer which spills forth everywhere.

"...I'll fix that later. Alright, to battle! Remember folks, only magic works... Or the power of friendship, of course- Let's go best bud!" Burned says, trying to hit the spectral figure with Mr. Rock, hoping he catches along to the tune of only magic working...
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Re: Lair of the Mountain King: Turn 384

Postby Dusk9 » Sun Jan 22, 2017 11:55 am

Eaten hurriedly shoves the ribcages back into his inventory, and rushes to join the others in combat. Jumping to the front, he stabs the ghost in the belly with his magic spear.

Question: could I equip two shields and still do magic? I could be a magi-tank! :grin:
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 22, 2017 12:28 pm

Yup. You can carry whatever you want in either hand, but it'll be an action to switch them for something else.
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Re: Lair of the Mountain King: Turn 384

Postby Theis2 » Sun Jan 22, 2017 12:37 pm

Wakes will screw everyone over right away and destroy everything they ever hoped for!

He transfers the chaos pool energy into the ghost.
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: Lair of the Mountain King: Turn 384

Postby Synch » Sun Jan 22, 2017 5:22 pm

Belief raises his hands in praise to Maglubiyet, then channels a bolt of lightning at the ghost.

Spoiler: show
Image
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GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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Re: Lair of the Mountain King: Turn 384

Postby Dlover » Sun Jan 22, 2017 6:03 pm

Uh, you're gonna need somewhere for that energy to originate, Synch.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: Lair of the Mountain King: Turn 384

Postby Synch » Sun Jan 22, 2017 6:18 pm

Dlover wrote:Uh, you're gonna need somewhere for that energy to originate, Synch.


There's a hole in the wall to the outside near the pool of wonder, so I'll channel atmospheric electricity from ionised air :P
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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Re: Lair of the Mountain King: Turn 384

Postby Dlover » Sun Jan 22, 2017 6:30 pm

That's... Not the outside. We don't know what that is, really. Also it's in another room.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 22, 2017 6:46 pm

(Someone has lightning energy stored in a magical doodad eaten maybe?)
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Re: Lair of the Mountain King: Turn 384

Postby Synch » Sun Jan 22, 2017 11:32 pm

Dlover wrote:That's... Not the outside. We don't know what that is, really. Also it's in another room.


Hmm, looks like stars in a night sky. Alright, I'll think of something else.

.....

.....

Belief draws his Greatsword and joins in.
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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Re: Lair of the Mountain King: Turn 385 (part 1)

Postby thinkslogically » Sun Jan 29, 2017 3:29 pm

Turn 385

"Wait, we're finally doing this? ...I'll fix that later. Alright, to battle! Remember folks, only magic works... Or the power of friendship, of course- Let's go best bud!"

Burned is so distracted by the prospect of FINALLY attacking the ghost guy that he spills his mind-junk all over the place again in his enthusiasm.

"You have decided you wish to challenge me then? Very well."

The ghost spreads its arms wide and summons four swirling motes of light as a greatsword appears in its hands.

The goblins step forward to attack!

Ok, so I realised I need a little more info from you guys. If you want to attack with your weapons, you can do so. If you want to expend the magic that's stored in them, it will cost you 1MP AND you need to tell me which slot you're spending from. If you've already told me all this stuff, that's fine. If not, please just clarify what you want to do and I'll get the update out for you.

----------------------------

INVENTORIES

Burned By Flames
STATS : 
ATT: 4
DEF: 5
HP: 5/5
MP: 1/2

STATUS : 
Colourful
Floaty

SKILLS : 
Clan Chief
Adept Magician (L2)

EQUIPPED : 
  • MAIN HAND: Mr. Rock v.2 (+3 ATT)
  • OFF HAND:
  • HEAD: Skull Helmet (+1 DEF)
  • BODY: Fishscale Shirt (+3 DEF)
  • LEGS:
  • FEET:
  • ACCESSORY 1: Clan talisman
  • ACCESSORY 2:
  • ACCESSORY 3:

[tabs: INVENTORY

SPECIAL
  • Probably-cursed crown that REALLY wants to be worn. Burned doesn't need to though, cos he already knows he's awesome.
  • Clan Talisman (detects goblin magic; other?). Cannot be unequipped.
  • Princess Sparkles & Mr. Fluffikins (in a small box)

WEAPONS & ARMOUR
  • Mr. Rock (Version 2): 1H. +3 ATT.
  • Fishscale Shirt: +3 DEF / +4 in water.
  • Skull helmet: +1 DEF / Chance of breaking when hit
  • Spear: +2 ATT, 2H.

CONSUMABLES
  • Merblin Berries: x4
  • Land-berries: x4
  • Phoenix down: x1. Will restore a dying character to full health (must be fed to them by someone else).
  • Cooked Red Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Cooked Yellow Mushrooms (x1): Ingredient / Food. Can be eaten.
  • Cooked Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Raw Red Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Raw Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Cooked Green & Red Mossy Stuff: x2 handfuls. Ingredient / Food. Can be eaten.
  • Berries x2: from cliff bush

MISC. ITEMS
  • Small hammer
  • Nails
  • Pot of glue
  • Remains of a chicken
  • Dead eel
  • Tinderbox and flint
  • 1000 gil: Probably valuable to someone, somewhere.
  • Pickaxe head: Pretty useless without a handle.
  • Small rocks (x4): Hope Mr. Rock doesn't get jealous!
  • Snowbeast pelt: Half remaining


**************************************

Splits His Focus
STATS : 
ATT: 5
DEF: 3
HP: 5/5
MP: 2/2

STATUS : 
Swinging at shadows

SKILLS : 
Adept Magician (L2)
Novice Craftsman (L1)
Adept Tailor (L2)
Fast MP recovery (2 per turn)
Bonus when casting fire-based spells

EQUIPPED : 
  • MAIN HAND: Stormreaver (2H; +4 ATT / 2 magic slots (1 = LIGHT)])
  • OFF HAND: Stormreaver
  • HEAD:
  • BODY: Stoneskin rabbitskin shirt
  • LEGS: Stoneskin trousers
  • FEET: Rabbitskin shoes
  • ACCESSORY 1: Simple bone amulet: 1 magic slot (empty)
  • ACCESSORY 2: Silver Ring: 2 magic slots (Each contains 1HP)
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Serpent’s Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
  • Heavy Green Rock: From the top of the Mountain

WEAPONS & ARMOUR
  • Tonfa: x2. +1ATT (each). Can be wielded 1H or 2H.
  • Ornate dagger: +1 ATT
  • Stormreaver: +4 ATT / 2 magic slots [Empty]: A 2-handed Greatsword found inside a giant anemone.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Stoneskin rabbitskin shirt: +1 DEF, partial protection against the cold
  • Fine Woollen shirt: Partial protection against the cold. Expertly made.
  • Rabbitskin shoes: Slight protection against the cold.
  • Simple Amulet: Carved from bone. 1 Magic Slot.
[*]"Handling the Elements": A textbook describing elemental magic and how to do it.

CONSUMABLES
  • 1x Rock Monster meat (raw)
  • Mermaid berry: Transmogrifies the consumer into an aquatic variant.
  • Vials with weird green goo inside (x3)

MISC. ITEMS
  • Bone needle
  • Bear Fat
  • Human-sized leg bone
  • Owlbear Pelt: Feathery AND furry!
  • Toolbox: Contains a small chisel and length of wire (approx. 1m).
  • Skull
  • Pouch half full of gemstones
  • Silver dragon statuette, with yellow and green eyes.
  • Silver and gold coins (lots)
  • Valuable cloths (silks, balls of wool, rolls of cotton)
  • Bone with sticky weeds wrapped round it. The weeds are very sticky and might make a useful glue.
  • Sharpened rock (Tool / +1ATT, 50% chance of breaking during an attack)
  • Bundle of dry sticks: x2. Ready to burn


**************************************

Fanatical Belief
STATS : 
ATT: 3
DEF: 4
HP: 4/5
MP: 2/3

STATUS : 


SKILLS : 
Adept Magician (L2)
Fast MP recovery (2 per turn)
Bonus to “Animation” Spells
Bonus to “Wind” Spells
Bonus to "Lightning Spells"

EQUIPPED : 
  • MAIN HAND: Greatsword (2H; +3 ATT)
  • OFF HAND: Greatsword
  • HEAD:
  • BODY: Bloodweave Shirt
  • LEGS:
  • FEET:
  • ACCESSORY 1: Magic Ring (+1 MP)
  • ACCESSORY 2: Silver Ring (1 slot: Pool of Wonder Magic; 1 slot: 1HP)
  • ACCESSORY 3: Magic amulet (3 slots)


INVENTORY : 
Special:
  • Serpent Horn: The horn from the water-serpent.
  • Egg: Found underwater

Equipment:
  • Bloodweave Shirt: +3 DEF. Will restore HP to the wearer if they are knocked to 0HP or less. (Cooldown = 50 turns.)
  • Silver Ring: 2 magic slots [EMPTY]
  • Greatsword: +3ATT. 2H.
  • Rusty Shortsword: x1 25% chance of breaking when used.
  • Magic amulet: Contains 3 magic slots [EMPTY]
  • Magic Ring: +1 MP
  • Scale Belt: Very fetching! (metal + snakeskin)
  • Snotty Stoneskin Blanket Cloak: Protects from the cold; +1 DEF.
  • Book: "Correct Handling of the Elements" (with a scratched note listing the symbols found at the top of the mountain: viewtopic.php?f=4&t=26&start=2200#p198912)

Other:
  • Bundle of sticks: Ready to burn
  • Lump of rusty metal: Old, rotten metal. Not useful for much.
  • Iron knife blade: Just needs a grip and it’ll be finished
[/list]


**************************************

Eaten By Rabbits
STATS : 
ATT: 2
DEF: 7
HP: 5/5
MP: 2/2

STATUS : 
Fire Thief

SKILLS : 
Adept Magician (L2)
Fast MP recovery (2 per turn)

Spells Learned

Stoneskin (Rock + Fabric)

EQUIPPED : 
  • MAIN HAND: Magic Spear
  • OFF HAND: Stoneskin Hide Shield
  • HEAD: Padded Rockbeast Helmet
  • BODY: Magic bone chestplate
  • LEGS: Stoneskin trousers
  • FEET:
  • ACCESSORY 1: Anti-rabbit talisman
  • ACCESSORY 2: Golden Ring
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Half-amulet from the Mountain Crypts
  • Anti-rabbit talisman: When activated, releases a burst of anti-rabbit magic.
  • Serpent’s Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
  • Heavy Green Rock: From the top of the Mountain

WEAPONS & ARMOUR
  • Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Colourful Robes: 3x Magic slots (1 filled with Fire Energy)
  • Stoneskin Hide Shield: +2 DEF.
  • Padded Rockbeast Helmet: +1 DEF; +1 ATT if used as the only weapon.
  • Magic Chestplate: +2 DEF, 1 Magic Slot. Heavy.

CONSUMABLES
  • Mermaid Berries: x4
  • Land berries: x3
  • 9x Berry-bush berries (properties unknown)

MISC. ITEMS
  • Gold Ring: 3 Magic slots (Fire + Wind x1; Empty x2)
  • Gold Ring: 3 Magic slots (Filled with Fire Energy x3)
  • Sharpened Rock: A sophisticated adventuring tool, sharpened into a blade.
  • Broken, Rusty Hunting Knife: A broken knife, consisting of a knife handle and blade fragments.
  • Bear Teeth: Two teeth taken from the snow bear.
  • Rotting ribcage: x2. Approximately goat sized. Ewww.
  • Bundle of dried sticks: x4. Ready-to-light campfires.
  • Silver wand: 4x magic slots (2 slots each contain 1HP; 2 are empty)


**************************************

Tugs Tails
STATS : 
ATT: 3
DEF: 5
HP: 5/5
MP: 3/3

STATUS : 


SKILLS : 
Adept Magician

EQUIPPED : 
  • MAIN HAND: Harpoon
  • OFF HAND:
  • HEAD:
  • BODY: Fishscale Shirt
  • LEGS: Stoneskin rabbitskin trousers
  • FEET:
  • ACCESSORY 1: Snowbeast fang necklace
  • ACCESSORY 2:
  • ACCESSORY 3:

INVENTORY : 

SPECIAL
  • Serpent Stone: The Serpent in the skut kingdom turned into this…

WEAPONS & ARMOUR
  • Harpoon: 2 ATT; increases to 4 ATT when used in water. 2 magic slots. Slot 1: POOL OF WONDER CHAOS Slot 2: Poison
  • Centipede fang: Borrowed from Splits. Knife-type, +1 ATT. 10% chance of breaking on impact.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Fishscale Shirt: +3 DEF / +4 in water.
  • Badass snowbeast fang necklace: 5 fangs threaded onto some sinew. It’s very chic.

CONSUMABLES
  • Sack of poisoned (dead) eels. Very slimy.

MISC. ITEMS
  • Crab carapace: Collected from the underwater realm.
  • Piece of Serpent Hide: A small piece of hide taken from the serpent in the skut kingdom.
  • Small collection of assorted bones.
  • Bone Needle
  • Bear tail: The tail of a snow bear.


**************************************

Finds Truth
STATS : 
ATT: 2
DEF: 3
HP: 5/5
MP: 0/2

STATUS : 
Glowing.

SKILLS : 
Novice Magician (L2)
Novice Craftsman(L1)
Fast MP recovery (2 per turn)

EQUIPPED : 
  • MAIN HAND: Magic Spear (Fire)
  • OFF HAND:
  • Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
  • HEAD:
  • BODY:
  • Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
    SLOT (2) = Filled with the power of water. Who knows what it’ll do?
    *This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MP’s worth of magic. Effects are variable.
  • LEGS:
  • Woollen trousers: Partial protection against the cold
  • FEET:
  • ACCESSORY 1: Ring of heat-proofing
  • ACCESSORY 2: Fur scarf
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Brass Key
  • Pet Terrapin: Named Pterry.

WEAPONS & ARMOUR
  • MAgic Rabbitskin Hat: Partial protection from cold (1 magic slot: EMPTY).
  • Stoneskin (woolen) shirt: partial protection from cold
  • Warm Fur Scarf: Imbued with magical warmth for extra coziness
  • Colourful Robe: 3x Magic Slots
  • Brittle Bone: +1 ATT, 50% chance of breaking on impact.
  • Wooden Staff: +1 ATT
  • Ring of Heatproofing: Grants a +2 DEF bonus against fire-based attacks
  • Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
    SLOT (2) = Filled with the power of water. Who knows what it’ll do?
    *This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MP’s worth of magic. Effects are variable.
  • Snowbeast skin shirt: Partial protection against the cold
  • Woolen trousers: Partial protection against the cold
  • Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
  • Axe: Crafted from bone with a wooden shaft. +2 ATT, 2H, Heavy.
  • Sharpened Rock: +1 ATT
  • Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot (contains fire).
  • Basic Spears: x5 A spear made from bone with a wooden shaft. +1 ATT.
  • Magic Arrows: x1. +1 ATT, 1 magic slot (currently empty)
  • Arrows: x10. Crafted from bone.
  • Snotty Blanket Cape: A snotty blanket, pinned closed with a small bone.

CONSUMABLES
  • Chargrilled rabbit
  • Bear steak: Large. Cooked rare.
  • Yellow potion: Smells burnt
  • Red potion: Smells of flowers
  • Blue potion: Smells of old cheese

MISC. ITEMS
  • How to brew Poisons, Corrosives and Explosives: A textbook. Slightly singed.
  • 4x Handfuls of healing moss: Ingredient
  • Troll-flu cure recipe
  • Pieces of snowbeast hide: Must be tailored into garments before they will be useful.
  • 2x 12 inch lengths of twine
  • Bundle of sticks: x2. Need to be dried out before they can be burned.
  • Pile of wet sticks: Must be dried before they can be burned.
  • Charred metal plaque: Reads “…TCHERY RUL… VERY HOT … not hatch naturally, hatching can be induc… EXTREMELY DANGEROUS! Use a fuse and … return to mountain …”
  • Arrow shafts: x12. Sticks suitable for making arrows.
  • Bundle of wet sticks: Must be dried before they can be burned
  • Squirrel (deceased)
  • Journal: A diary found on a corpse in a little cave.
  • 5m Old Rope: A short piece of fairly worn-out rope
  • Sack: Good for putting stuff in if you don’t have a magical inventory.
  • 1x Bundle of dry sticks
  • Sinew: x3m. Can be used in crafting.
  • Bowstring: 1.5m of sinew.
  • Arrowheads: x11. Crafted from bone.
  • Bat Wings: x4
  • Bat Hide: x2
  • Bat Fangs: x4
  • Snake poison gland: Snake poison. Causes 1HP damage per turn for 3 turns; can be applied to potions or weapons. One use.
  • Beetles (x3): Ingredient / Food. Can be cooked / eaten.
  • Minion hats (x3)
  • Minion jumpers (x3)


**************************************

Wakes in Mountains
STATS : 
ATT: 1
DEF: 3
HP: 5/5
MP: 0/2

STATUS : 

SKILLS : 
Novice Magician (L2)
Stealth: L1
Animal Handling (Basic)
Magical Animal Handling (Basic)
Elemental Understanding (Earth; Basic)

EQUIPPED : 
  • MAIN HAND: Thirsty Axe [BROKEN: 0 ATT]
  • OFF HAND: Thirsty Axe [BROKEN: 0 ATT]
  • HEAD: Leather helmet
  • BODY: Leather Shirt
  • LEGS:
  • FEET:
  • ACCESSORY 1: Travelling cloak
  • ACCESSORY 2: Copper Ring
  • ACCESSORY 3:

INVENTORY : 

SPECIAL
  • “Chirp”: A weird animal or plant or something that was left in the classroom.

WEAPONS & ARMOUR
  • Thirsty Axe: +4 ATT. (BROKEN) Must be "fed" 1HP once every 5 turns or it will drain the health of its handler.
  • Fur cloak: A little moth-eaten, but warm. Provides protection against the cold.
  • Magic Arrows: x4. +1 ATT, 1 magic slot (contains POOL OF WONDER MAGIC)
  • Leather helmet: +1 DEF
  • Longbow: 2H. A standard hunting bow.
  • Arrows: +1 ATT. x5
  • Leather armour
  • Bone Knife: +1 ATT
  • Shortsword: +2 ATT, 1H
  • Travelling cloak

CONSUMABLES

MISC. ITEMS
[*]Copper Ring: 1 Magic slot (1: 1HP).
[/quote]
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Re: Lair of the Mountain King: Turn 384

Postby M0rtimer » Sun Jan 29, 2017 3:32 pm

Burned's Mr.Rock doesn't have any magic slots (as far as he's aware), but he's hoping that Mr. Rock is awesome enough to realize this and hurt regardless.
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Re: Lair of the Mountain King: Turn 384

Postby spiderwrangler » Sun Jan 29, 2017 3:32 pm

Uh.... I guess I light him up?
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 29, 2017 3:46 pm

M0rtimer wrote:Burned's Mr.Rock doesn't have any magic slots (as far as he's aware), but he's hoping that Mr. Rock is awesome enough to realize this and hurt regardless.


Yeah, Mr. Rock is a little bit special...

Spider: I'm not sure if you've used magic much since you joined the game, but you can basically remove "energy" types from any available source for 1MP. It's completely flexible, so will work as long as what you suggest is even vaguely plausible. However, it is a zero-sum system so be a little careful of what you take :)
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Re: Lair of the Mountain King: Turn 384

Postby spiderwrangler » Sun Jan 29, 2017 4:07 pm

I've only got light stored in a slot, but I can pull from the environment or attempt to do other effects?
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 29, 2017 4:20 pm

Yup, the environment, monsters, other players (I'd ask first!), whatever you like. Someone also drove themselves berserk once by accident very early in the game, when trying to calm a snake, so "emotional" (status) effects are also possible. The magic system has no rules really beyond the zero-sum thing and spending MPs to make it work, so go nuts :)
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Re: Lair of the Mountain King: Turn 384

Postby spiderwrangler » Sun Jan 29, 2017 4:29 pm

Hmmm, I think I've only ever stored energy in slots and released it later. I'd like try to draw the heat from where the ghosty-man is, with the intent of dealing cold damage? If that would endanger other goblins, I'll stick with hitting him with the sword and unleashing the light into him to see what that does.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 29, 2017 4:38 pm

only one way to find out I'm afraid :)
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Re: Lair of the Mountain King: Turn 384

Postby spiderwrangler » Sun Jan 29, 2017 4:50 pm

I mean, if they've already swarmed him. If I can get it off first, I'll try it, but if everyone is right up on him, not gonna risk it.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Lair of the Mountain King: Turn 384

Postby thinkslogically » Sun Jan 29, 2017 4:55 pm

sounds good!
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Re: Lair of the Mountain King: Turn 384

Postby Dlover » Sun Jan 29, 2017 5:00 pm

I'll be channeling the chaos energy with this hit.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: Lair of the Mountain King: Turn 384

Postby Synch » Mon Jan 30, 2017 2:41 am

My greatsword can't hold magic so just standard attack for now.

((Also, don't forget to add my magic bag to my inventory please :D ))
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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Re: Lair of the Mountain King: Turn 384

Postby Dusk9 » Mon Jan 30, 2017 5:03 am

I'll just stab him for now. If that doesn't work, I'll think of something else next turn.
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Re: Lair of the Mountain King: Turn 384

Postby GathersIngredients » Tue Jan 31, 2017 1:28 am

Finds meditates to gain back MP (unless full), then joins the others.
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Lair of the Mountain King: Turn 385

Postby thinkslogically » Wed Feb 01, 2017 7:50 pm

Turn 385

Image

The ghost flicks his hands and the red orbs explodes into the goblins with a burst of flame. Everyone except Wakes takes 1 damage from the blast, despite their armour!

The goblins retaliate:

Tugs attacks the ghost with his harpoon, unleashing the chaos energy of the pool in glorious synchrony with Wakes! They manage to produce a small snowstorm and a confused-looking minion. Splits casts the light magic from his blade at the ghost with a dazzling flash! It looks like it's struggling to see...

Belief and Eaten leap forward and attack the ghost, but their weapons pass straight through it.

Burned lets rip with Mr. Rock, but the mace passes straight through the ghost with no apparent effect. Burned isn't completely sure that the frustration he feels from the miss is entirely his...

Finds meditates and then heads down towards the battle.

------------------------------------------

INVENTORIES

Burned By Flames
STATS : 
ATT: 4
DEF: 5
HP: 4/5
MP: 1/2

STATUS : 
Colourful

SKILLS : 
Clan Chief
Adept Magician (L2)

EQUIPPED : 
  • MAIN HAND: Mr. Rock v.2 (+3 ATT)
  • OFF HAND:
  • HEAD: Skull Helmet (+1 DEF)
  • BODY: Fishscale Shirt (+3 DEF)
  • LEGS:
  • FEET:
  • ACCESSORY 1: Clan talisman
  • ACCESSORY 2:
  • ACCESSORY 3:

[tabs: INVENTORY

SPECIAL
  • Probably-cursed crown that REALLY wants to be worn. Burned doesn't need to though, cos he already knows he's awesome.
  • Clan Talisman (detects goblin magic; other?). Cannot be unequipped.
  • Princess Sparkles & Mr. Fluffikins (in a small box)

WEAPONS & ARMOUR
  • Mr. Rock (Version 2): 1H. +3 ATT.
  • Fishscale Shirt: +3 DEF / +4 in water.
  • Skull helmet: +1 DEF / Chance of breaking when hit
  • Spear: +2 ATT, 2H.

CONSUMABLES
  • Merblin Berries: x4
  • Land-berries: x4
  • Phoenix down: x1. Will restore a dying character to full health (must be fed to them by someone else).
  • Cooked Red Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Cooked Yellow Mushrooms (x1): Ingredient / Food. Can be eaten.
  • Cooked Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Raw Red Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Raw Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
  • Cooked Green & Red Mossy Stuff: x2 handfuls. Ingredient / Food. Can be eaten.
  • Berries x2: from cliff bush

MISC. ITEMS
  • Small hammer
  • Nails
  • Pot of glue
  • Remains of a chicken
  • Dead eel
  • Tinderbox and flint
  • 1000 gil: Probably valuable to someone, somewhere.
  • Pickaxe head: Pretty useless without a handle.
  • Small rocks (x4): Hope Mr. Rock doesn't get jealous!
  • Snowbeast pelt: Half remaining


**************************************

Splits His Focus
STATS : 
ATT: 5
DEF: 3
HP: 3/5
MP: 1/2

STATUS : 
Swinging at shadows

SKILLS : 
Adept Magician (L2)
Novice Craftsman (L1)
Adept Tailor (L2)
Fast MP recovery (2 per turn)
Bonus when casting fire-based spells

EQUIPPED : 
  • MAIN HAND: Stormreaver (2H; +4 ATT / 2 magic slots (Empty)])
  • OFF HAND: Stormreaver
  • HEAD:
  • BODY: Stoneskin rabbitskin shirt
  • LEGS: Stoneskin trousers
  • FEET: Rabbitskin shoes
  • ACCESSORY 1: Simple bone amulet: 1 magic slot (empty)
  • ACCESSORY 2: Silver Ring: 2 magic slots (Each contains 1HP)
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Serpent’s Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
  • Heavy Green Rock: From the top of the Mountain

WEAPONS & ARMOUR
  • Tonfa: x2. +1ATT (each). Can be wielded 1H or 2H.
  • Ornate dagger: +1 ATT
  • Stormreaver: +4 ATT / 2 magic slots [Empty]: A 2-handed Greatsword found inside a giant anemone.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Stoneskin rabbitskin shirt: +1 DEF, partial protection against the cold
  • Fine Woollen shirt: Partial protection against the cold. Expertly made.
  • Rabbitskin shoes: Slight protection against the cold.
  • Simple Amulet: Carved from bone. 1 Magic Slot.
[*]"Handling the Elements": A textbook describing elemental magic and how to do it.

CONSUMABLES
  • 1x Rock Monster meat (raw)
  • Mermaid berry: Transmogrifies the consumer into an aquatic variant.
  • Vials with weird green goo inside (x3)

MISC. ITEMS
  • Bone needle
  • Bear Fat
  • Human-sized leg bone
  • Owlbear Pelt: Feathery AND furry!
  • Toolbox: Contains a small chisel and length of wire (approx. 1m).
  • Skull
  • Pouch half full of gemstones
  • Silver dragon statuette, with yellow and green eyes.
  • Silver and gold coins (lots)
  • Valuable cloths (silks, balls of wool, rolls of cotton)
  • Bone with sticky weeds wrapped round it. The weeds are very sticky and might make a useful glue.
  • Sharpened rock (Tool / +1ATT, 50% chance of breaking during an attack)
  • Bundle of dry sticks: x2. Ready to burn


**************************************

Fanatical Belief
STATS : 
ATT: 3
DEF: 4
HP: 3/5
MP: 2/3

STATUS : 


SKILLS : 
Adept Magician (L2)
Fast MP recovery (2 per turn)
Bonus to “Animation” Spells
Bonus to “Wind” Spells
Bonus to "Lightning Spells"

EQUIPPED : 
  • MAIN HAND: Greatsword (2H; +3 ATT)
  • OFF HAND: Greatsword
  • HEAD:
  • BODY: Bloodweave Shirt
  • LEGS:
  • FEET:
  • ACCESSORY 1: Magic Ring (+1 MP)
  • ACCESSORY 2: Silver Ring (1 slot: Pool of Wonder Magic; 1 slot: 1HP)
  • ACCESSORY 3: Magic amulet (3 slots)


INVENTORY : 
Special:
  • Serpent Horn: The horn from the water-serpent.
  • Egg: Found underwater

Equipment:
  • Bloodweave Shirt: +3 DEF. Will restore HP to the wearer if they are knocked to 0HP or less. (Cooldown = 50 turns.)
  • Silver Ring: 2 magic slots [EMPTY]
  • Greatsword: +3ATT. 2H.
  • Rusty Shortsword: x1 25% chance of breaking when used.
  • Magic amulet: Contains 3 magic slots [EMPTY]
  • Magic Ring: +1 MP
  • Scale Belt: Very fetching! (metal + snakeskin)
  • Snotty Stoneskin Blanket Cloak: Protects from the cold; +1 DEF.
  • Book: "Correct Handling of the Elements" (with a scratched note listing the symbols found at the top of the mountain: viewtopic.php?f=4&t=26&start=2200#p198912)

Other:
  • Bundle of sticks: Ready to burn
  • Lump of rusty metal: Old, rotten metal. Not useful for much.
  • Iron knife blade: Just needs a grip and it’ll be finished
[/list]


**************************************

Eaten By Rabbits
STATS : 
ATT: 2
DEF: 7
HP: 4/5
MP: 2/2

STATUS : 
Fire Thief

SKILLS : 
Adept Magician (L2)
Fast MP recovery (2 per turn)

Spells Learned

Stoneskin (Rock + Fabric)

EQUIPPED : 
  • MAIN HAND: Magic Spear
  • OFF HAND: Stoneskin Hide Shield
  • HEAD: Padded Rockbeast Helmet
  • BODY: Magic bone chestplate
  • LEGS: Stoneskin trousers
  • FEET:
  • ACCESSORY 1: Anti-rabbit talisman
  • ACCESSORY 2: Golden Ring
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Half-amulet from the Mountain Crypts
  • Anti-rabbit talisman: When activated, releases a burst of anti-rabbit magic.
  • Serpent’s Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
  • Heavy Green Rock: From the top of the Mountain

WEAPONS & ARMOUR
  • Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Colourful Robes: 3x Magic slots (1 filled with Fire Energy)
  • Stoneskin Hide Shield: +2 DEF.
  • Padded Rockbeast Helmet: +1 DEF; +1 ATT if used as the only weapon.
  • Magic Chestplate: +2 DEF, 1 Magic Slot. Heavy.

CONSUMABLES
  • Mermaid Berries: x4
  • Land berries: x3
  • 9x Berry-bush berries (properties unknown)

MISC. ITEMS
  • Gold Ring: 3 Magic slots (Fire + Wind x1; Empty x2)
  • Gold Ring: 3 Magic slots (Filled with Fire Energy x3)
  • Sharpened Rock: A sophisticated adventuring tool, sharpened into a blade.
  • Broken, Rusty Hunting Knife: A broken knife, consisting of a knife handle and blade fragments.
  • Bear Teeth: Two teeth taken from the snow bear.
  • Rotting ribcage: x2. Approximately goat sized. Ewww.
  • Bundle of dried sticks: x4. Ready-to-light campfires.
  • Silver wand: 4x magic slots (2 slots each contain 1HP; 2 are empty)


**************************************

Tugs Tails
STATS : 
ATT: 3
DEF: 5
HP: 4/5
MP: 2/3

STATUS : 


SKILLS : 
Adept Magician

EQUIPPED : 
  • MAIN HAND: Harpoon
  • OFF HAND:
  • HEAD:
  • BODY: Fishscale Shirt
  • LEGS: Stoneskin rabbitskin trousers
  • FEET:
  • ACCESSORY 1: Snowbeast fang necklace
  • ACCESSORY 2:
  • ACCESSORY 3:

INVENTORY : 

SPECIAL
  • Serpent Stone: The Serpent in the skut kingdom turned into this…

WEAPONS & ARMOUR
  • Harpoon: 2 ATT; increases to 4 ATT when used in water. 2 magic slots. Slot 1: Empty Slot 2: Poison
  • Centipede fang: Borrowed from Splits. Knife-type, +1 ATT. 10% chance of breaking on impact.
  • Stoneskin trousers: +1 DEF, partial protection against the cold
  • Fishscale Shirt: +3 DEF / +4 in water.
  • Badass snowbeast fang necklace: 5 fangs threaded onto some sinew. It’s very chic.

CONSUMABLES
  • Sack of poisoned (dead) eels. Very slimy.

MISC. ITEMS
  • Crab carapace: Collected from the underwater realm.
  • Piece of Serpent Hide: A small piece of hide taken from the serpent in the skut kingdom.
  • Small collection of assorted bones.
  • Bone Needle
  • Bear tail: The tail of a snow bear.


**************************************

Finds Truth
STATS : 
ATT: 2
DEF: 3
HP: 5/5
MP: 2/2

STATUS : 
Glowing.

SKILLS : 
Novice Magician (L2)
Novice Craftsman(L1)
Fast MP recovery (2 per turn)

EQUIPPED : 
  • MAIN HAND: Magic Spear (Fire)
  • OFF HAND:
  • Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
  • HEAD:
  • BODY:
  • Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
    SLOT (2) = Filled with the power of water. Who knows what it’ll do?
    *This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MP’s worth of magic. Effects are variable.
  • LEGS:
  • Woollen trousers: Partial protection against the cold
  • FEET:
  • ACCESSORY 1: Ring of heat-proofing
  • ACCESSORY 2: Fur scarf
  • ACCESSORY 3:

INVENTORY : 
SPECIAL
  • Brass Key
  • Pet Terrapin: Named Pterry.

WEAPONS & ARMOUR
  • MAgic Rabbitskin Hat: Partial protection from cold (1 magic slot: EMPTY).
  • Stoneskin (woolen) shirt: partial protection from cold
  • Warm Fur Scarf: Imbued with magical warmth for extra coziness
  • Colourful Robe: 3x Magic Slots
  • Brittle Bone: +1 ATT, 50% chance of breaking on impact.
  • Wooden Staff: +1 ATT
  • Ring of Heatproofing: Grants a +2 DEF bonus against fire-based attacks
  • Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
    SLOT (2) = Filled with the power of water. Who knows what it’ll do?
    *This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MP’s worth of magic. Effects are variable.
  • Snowbeast skin shirt: Partial protection against the cold
  • Woolen trousers: Partial protection against the cold
  • Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
  • Axe: Crafted from bone with a wooden shaft. +2 ATT, 2H, Heavy.
  • Sharpened Rock: +1 ATT
  • Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot (contains fire).
  • Basic Spears: x5 A spear made from bone with a wooden shaft. +1 ATT.
  • Magic Arrows: x1. +1 ATT, 1 magic slot (currently empty)
  • Arrows: x10. Crafted from bone.
  • Snotty Blanket Cape: A snotty blanket, pinned closed with a small bone.

CONSUMABLES
  • Chargrilled rabbit
  • Bear steak: Large. Cooked rare.
  • Yellow potion: Smells burnt
  • Red potion: Smells of flowers
  • Blue potion: Smells of old cheese

MISC. ITEMS
  • How to brew Poisons, Corrosives and Explosives: A textbook. Slightly singed.
  • 4x Handfuls of healing moss: Ingredient
  • Troll-flu cure recipe
  • Pieces of snowbeast hide: Must be tailored into garments before they will be useful.
  • 2x 12 inch lengths of twine
  • Bundle of sticks: x2. Need to be dried out before they can be burned.
  • Pile of wet sticks: Must be dried before they can be burned.
  • Charred metal plaque: Reads “…TCHERY RUL… VERY HOT … not hatch naturally, hatching can be induc… EXTREMELY DANGEROUS! Use a fuse and … return to mountain …”
  • Arrow shafts: x12. Sticks suitable for making arrows.
  • Bundle of wet sticks: Must be dried before they can be burned
  • Squirrel (deceased)
  • Journal: A diary found on a corpse in a little cave.
  • 5m Old Rope: A short piece of fairly worn-out rope
  • Sack: Good for putting stuff in if you don’t have a magical inventory.
  • 1x Bundle of dry sticks
  • Sinew: x3m. Can be used in crafting.
  • Bowstring: 1.5m of sinew.
  • Arrowheads: x11. Crafted from bone.
  • Bat Wings: x4
  • Bat Hide: x2
  • Bat Fangs: x4
  • Snake poison gland: Snake poison. Causes 1HP damage per turn for 3 turns; can be applied to potions or weapons. One use.
  • Beetles (x3): Ingredient / Food. Can be cooked / eaten.
  • Minion hats (x3)
  • Minion jumpers (x3)


**************************************

Wakes in Mountains
STATS : 
ATT: 1
DEF: 3
HP: 5/5
MP: 1/2

STATUS : 

SKILLS : 
Novice Magician (L2)
Stealth: L1
Animal Handling (Basic)
Magical Animal Handling (Basic)
Elemental Understanding (Earth; Basic)

EQUIPPED : 
  • MAIN HAND: Thirsty Axe [BROKEN: 0 ATT]
  • OFF HAND: Thirsty Axe [BROKEN: 0 ATT]
  • HEAD: Leather helmet
  • BODY: Leather Shirt
  • LEGS:
  • FEET:
  • ACCESSORY 1: Travelling cloak
  • ACCESSORY 2: Copper Ring
  • ACCESSORY 3:

INVENTORY : 

SPECIAL
  • “Chirp”: A weird animal or plant or something that was left in the classroom.

WEAPONS & ARMOUR
  • Thirsty Axe: +4 ATT. (BROKEN) Must be "fed" 1HP once every 5 turns or it will drain the health of its handler.
  • Fur cloak: A little moth-eaten, but warm. Provides protection against the cold.
  • Magic Arrows: x3. +1 ATT, 1 magic slot (Empty)
  • Leather helmet: +1 DEF
  • Longbow: 2H. A standard hunting bow.
  • Arrows: +1 ATT. x5
  • Leather armour
  • Bone Knife: +1 ATT
  • Shortsword: +2 ATT, 1H
  • Travelling cloak

CONSUMABLES

MISC. ITEMS
[*]Copper Ring: 1 Magic slot (1: 1HP).
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