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mrkgnao: Logic would dictate that such a tunnel would have an opening to the outside at its end, for otherwise, why hadn't the giant centipede burst out of its prison days or weeks before.
I'm not sure about such logic (maybe the dungeon master simply released it from its prison, or summoned it or whatever), but I'm curious to see how this will play.
Trying to "break" the game doesn't often end well for players, however, as the DM is always the real OP character in RPs hihi.
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mrkgnao: Logic would dictate that such a tunnel would have an opening to the outside at its end, for otherwise, why hadn't the giant centipede burst out of its prison days or weeks before.
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phaolo: I'm not sure about such logic (maybe the dungeon master simply released it from its prison, or summoned it or whatever), but I'm curious to see how this will play.
Trying to "break" the game doesn't often end well for players, however, as the DM is always the real OP character in RPs hihi.
You're probably very right.
** TURN 5 **

24 - Elven Necromancer - Halfling Druid flies around the chamber, grabbing two lit torches as she goes. Elven introduces herself to the Elemental, Stoneybridge, who in turn reminds the Halfling of the rules of summoning - once a creature has been summoned, another may not be summoned until 3 turns have passed since the death/ banishment/ 5 turn limit of the original summoned creature have expired.

Stoneybridge wonders why the DM didn't make this clearer to everyone at the start of the game.

She hands the Elemental a torch and beckons for him to jump down the shaft that the centipede had emerged from. Stonybridge duly obliges before telepathically telling Elven that the shaft drops down approximately 10 feet before opening into a broad, dark tunnel.

Elven stays floating above the shaft for now, she can sense a dark, brooding evil stirring deep below.

24 - Elven Necromancer - Halfling Druid earns the achievement *Thinking Outside The Box*
24 - Elven Necromancer - Halfling Druid
[cast 3 of 10 spells; Eagle Wings to expire at the beginning of turn #8; Stone Elemental to disappear at the beginning of turn #9 (recastable only on turn #12)]

"Hello darkness, my old friend / I've come to talk with you again".

Given the darkness of the tunnel below and the faintness of the torches that she and Stoneybridge carry, Elven casts a Daylight spell on her staff, to have a far stronger light source to travel by. She also casts Bite of the Werewolf on herself, the better to prepare for the challenges ahead. She then flies down the shaft to join Stoneybridge at the bottom.

There they confer and agree on a travel formation. Stoneybridge will lead, with Elven taking the rear --- still flying --- keeping a constant distance of twenty feet from the elemental. Stoneybridge will telepathically report anything he notices and will stop as soon as he comes across anything out of the ordinary or alarming. If somehow Elven gets ambushed and is about to the struck, her immediate action will be to use her staff to retreat into the nearest safe wall (or floor or ceiling), while Stoneybridge will do his utmost to rush to her help.

They are about to set out when Stoneybridge points out that, "given the darkness of the tunnel", some its inhabitants might well be asleep, and it would be rather more neighbourly not to wake them up, only that stone elementals' footsteps are --- ahem --- not known for their Sound of Silence. Thinking about it for a moment, Elven comes up with two alternative solutions:
1) If Eagle Wings can be cast on another, she casts it on Stoneybridge to allow him to fly rather than walk ahead.
2) If not, she quickly tears strips from the hem of her skirt, reducing it from an ankle-long maxi to a knee-high midi, and uses these strips to fashion crude makeshift socks, which she ties to the elemental's feet.


And off they go, for as far as this turn shall take them.
Post edited October 09, 2019 by mrkgnao
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mrkgnao: ...
Congratulations to your amazing feet. (Poor Snookums though. ;-) )

And you have an amazing attention for detail (Stoneybridge walking noisily, never would have thought about that, even though it should be obvious).
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mrkgnao: ...
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FlockeSchnee: Congratulations to your amazing feet. (Poor Snookums though. ;-) )

And you have an amazing attention for detail (Stoneybridge walking noisily, never would have thought about that, even though it should be obvious).
Thank you. Much appreciated.

P.S. I see you're struggling with your own choices in the Western tunnel. I'm holding my fingers crossed that all the rats make it out unharmed. Good luck.
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mrkgnao: P.S. I see you're struggling with your own choices in the Western tunnel. I'm holding my fingers crossed that all the rats make it out unharmed. Good luck.
Thanks. I appreciate that a lot. And I just know the rats do too. :-)
** TURN 6 **

24 - Elven Necromancer - Halfling Druid casts Daylight upon her staff, creating a dazzling light that she has to shield her eyes from until they become accustomed to it. The bonus of the spell being that it will either kill or repel low to mid level undead.
Elven also casts Bite of the Werewolf upon herself, hoping that she can control herself when it is needed.

She flies down the tunnel to land with grace behind Stoneybridge.
After a psychic conversation Stoneybridge leads the way through the tunnel, his feet waddled with strips of hem from Elven's skirt.
While this muffles the sound a little, his heavy footsteps still cause the ground to shake.

Stoneybridge sets off with Elven flying some 20 feet behind, gripping her staff tightly.

Stoneybridge reports back as he walks - he has passed two smaller tunnels on either side of the main one. While he saw nothing in the tunnels, he could hear chittering and scuttling sounds emanate from them. Should he go back and investigate any of the tunnels?
He also says that the ground he is walking on is changing, instead of bare stone he is now walking across increasing amounts of gold and silver coins and precious gems.

Following behind, you approach the first side tunnels, one on each side of the wall.

You hear a low rumbling laugh then a voice, is it in your head or speaking out loud, you cannot tell.

"Will you step into my parlour, said the spider to the fly? For know, that down here you are little more than a fly."

The walls, ground and ceiling start to change all around you, turning from stone into a hard crystalline substance.
The laugh comes again.

"Oh yes, I observed your little trick in the main chamber. Now it is time for you to face your foes eye to eye."

" Tell me brave little one... Brave? Yes, brave. I summoned you all here to amuse me, to challenge my other pets. Yet some of you do nothing! They stand around without a care in the world as if they will wake up at any moment back in their beds!"
The sheer intensity of the anger in the voice makes your head feel like it will explode.
It changes to a more soothing tone.
"What would you have become of these companions of yours that anger me so? What would you, who is so small yet so brave, do if you were I?"
24 - Elven Necromancer - Halfling Druid
[cast 5 of 10 spells; Eagle Wings to expire at the beginning of turn #8; Stone Elemental to disappear at the beginning of turn #9 (recastable only on turn #12); Daylight and Bite of the Werewolf to expire at the beginning of turn #11]

When the booming voice faded away, Elven was again all alone in the world, with only her terror and the stone elemental's downcast eyes to keep her company. For a brief, hazardous moment, she lost all hope and considered doing nothing but stand around, waiting against all odds to wake up in her bed. Yet she strongly suspected that her spider --- what else should she call it? --- would not be amused.

But if she were done for, perhaps she could save others in her stead, so --- struggling to keep her heart out of her throat --- she let out a long guilt-ridden sigh and spoke up.

"Ah, Sloth, that old sin, that old favourite of sin of my uncle Dodley...

My uncle Dodley --- you must know, my dear spider --- my uncle Dodley was a great sinner. But as he relentlessly told me when I was young and less easily frightened, that sinfulness of his did not come to him easily. Not at all. He worked at it tirelessly day in and day out.

By his bed, he kept a bowl with two dozen slips of paper in it. On each scrap of paper he had written the name of one of the seven Dodley sins: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath, more or less evenly distributed. Every day, as he woke up bright and early to welcome the noon sun, he would pick a random slip from the bowl and then endeavour to go about his day trying to embody that particular sin as best he could in all his actions.

To this day I still remember the last time I saw that peach-coloured bowl. A young teenager, I foolishly succumbed to my last pair of friends and agreed to sneak into his bedroom and replace all eighteen "Sloth" slips with ones reading "Work". It didn't work, for judging by his reaction, we surmised that Dodley simply misread it as "Wrath", but a few days later a new lock appeared on his bedroom door, one that none of my lockpicks would ever best.

But enough, my dear spider, about my uncle Dodley. Still, there may be a lesson to be learned here about those slothful adventurers that so kindle your wrath. Rather than lustily flog them into action, perhaps you could reward them for their sins?

Every day, or hour, or minute, or... you could announce in that mellifluous voice of yours throughout all the tunnels of your domain the name of one of those seven Dodley sins, picked at random I am sure. Then at the end of that period of time, however long or short, you could select a number of adventurers --- one or more --- that best embodied that sin through their actions --- or lack thereof --- during that period of time, and reward them.

What form that reward would take is really up to you, but it could be to:
- Spirit them out of your dungeon, never to be seen again, forever to enjoy the freedom they surely seek.
- Spirit them to your court, where you and your pets could further their education into the many forms of sin, I am sure.
- Free them of that nasty two-legged humanoid form of theirs and grant them instead a most welcome supernatural shape, perhaps one that best represents their favourite sin, such as transforming a slothful adventurer into a giant snail, or a lustful one into a wererabbit.

That last option has the added benefit --- assuming the transformation occurs in place --- of engaging the other adventurers --- once they catch onto the connection between the announced sin and the resulting shapeshift, which I am sure would be remarkably fast --- in the happy change, allowing them to anticipate and participate in the transformation and its aftereffects.

Now, my dear spider --- or what should I call you? --- may your fly fly away? And, if I may be so bold, which would you say is the fastest and safest way out?"
Post edited October 15, 2019 by mrkgnao
Every time I see this thread, I think of

https://www.youtube.com/watch?v=9Kgx2b1sIRs
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TheBigCore: Every time I see this thread, I think of
https://www.youtube.com/watch?v=9Kgx2b1sIRs
Haha thanks, I didn't know about that funny skit XD
Post edited October 12, 2019 by phaolo
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TheBigCore: Every time I see this thread, I think of

https://www.youtube.com/watch?v=9Kgx2b1sIRs
Haha, that's great.
*casts Magic Missile on Doc0075.*
high rated
Some people, when in bed, count sheep to fall asleep.
Elven, when in dire straits, counted adventurers to calm her nerves.

Thief: Total = 12, Alive = 12, Dead = 0, Achievements = 1
Ranger: Total = 10, Alive = 10, Dead = 0, Achievements = 1
Cleric: Total = 8, Alive = 7, Dead = 1, Achievements = 1
Paladin: Total = 8, Alive = 6, Dead = 2, Achievements = 0
Warrior: Total = 7, Alive = 6, Dead = 1, Achievements = 1
Berserker: Total = 7, Alive = 4, Dead = 3, Achievements = 0
Mage: Total = 6, Alive = 5, Dead = 1, Achievements = 2
Shaman: Total = 5, Alive = 5, Dead = 0, Achievements = 2
Necromancer: Total = 5, Alive = 5, Dead = 0, Achievements = 0
Battlemage: Total = 5, Alive = 4, Dead = 1, Achievements = 2
Druid: Total = 4, Alive = 3, Dead = 1, Achievements = 3
Brigand: Total = 3, Alive = 2, Dead = 1, Achievements = 0

Human: Total = 16, Alive = 15, Dead = 1, Achievements = 0
Elf: Total = 16, Alive = 12, Dead = 4, Achievements = 3
Dwarf: Total = 15, Alive = 13, Dead = 2, Achievements = 2
Drow: Total = 10, Alive = 9, Dead = 1, Achievements = 0
Halfling: Total = 9, Alive = 8, Dead = 1, Achievements = 5
Half-Orc: Total = 8, Alive = 7, Dead = 1, Achievements = 2
Goblin: Total = 6, Alive = 5, Dead = 1, Achievements = 1

Overall: Total = 80, Alive = 69, Dead = 11, Achievements = 13
Post edited October 13, 2019 by mrkgnao
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mrkgnao: Thief: Total = 12, Alive = 12, Dead = 0, Achievements = 1
Ranger: Total = 10, Alive = 10, Dead = 0, Achievements = 1
Cleric: Total = 8, Alive = 7, Dead = 1, Achievements = 1
Paladin: Total = 8, Alive = 6, Dead = 2, Achievements = 0
Warrior: Total = 7, Alive = 6, Dead = 1, Achievements = 1
Berserker: Total = 7, Alive = 4, Dead = 3, Achievements = 0
Mage: Total = 6, Alive = 5, Dead = 1, Achievements = 2
Shaman: Total = 5, Alive = 5, Dead = 0, Achievements = 2
Necromancer: Total = 5, Alive = 5, Dead = 0, Achievements = 0
Battlemage: Total = 5, Alive = 4, Dead = 1, Achievements = 2
Druid: Total = 4, Alive = 3, Dead = 1, Achievements = 3
Brigand: Total = 3, Alive = 2, Dead = 1, Achievements = 0
Nicely done. ;)

Overall 69 alive, 11 pushing up daisies.

FWIW, the achievements do seem to be accruing toward ranged/caster, (11 achievements, 7 classes, 43 players), and melee having just 2 overall (2 achievements, 5 classes, 37 players).