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298126 No. 298126 ID: a15bc3

A few years ago, a farmer was walking in the field.

This, in itself, is not remarkable. He was smoking a pipe, and surveying his crops in the dead of night, as he oft does when unable to sleep. Stooping down to inspect a promising piece of corn, the earth moves, and he stumbles to the ground, utterly terrified. The earth has not decided to stop tearing itself apart yet, and he scrambles away, as a giant stone bursts forth from the ground underneath his precious crops. Another rockets from the ground, sliding, locking into place. The farmer looks on in utter terror, and decides he should probably start running faster. Another explodes forth, alongside another, and another. Stone forms itself, creating complex walls, rising into the sky, with staircases slotting into place quickly after. Soon, the tower had stretched so far, the clouds covered it.

The Tower had risen.

THAT was the remarkable part.

-

Stories, tales, legends, and some truths exploded throughout the world, and The Tower was soon a household item; people talked of the various discoveries, mysteries, and purposes of The Tower. Some theorized it was an alien beacon; others claimed it was a sentient being; still more claimed it was the stairway to heaven; most had a twinkle in their eye, a gleam in their smile, when they thought "treasure".

The story of The Tower spread like fire, and adventurers were the moths; soon, droves of adventurers stampeded into the area. While not promised riches, fame, and / or almighty power, the town of Towertown (they changed their name a year or so back) certainly made no claim otherwise, as they were quite pleased with their prosperity (and even were talking of changing the name to "Towercity", what with it's current status).

Adventurers of all kinds, from quirky, to magicky, to sneaky, to fighty, were making the journey, and taking on the task, of ascending The Tower!

You, obviously, are one such adventurer. (Why else would we be discussing this?)

Of course, what's a story without a main character? Do tell a bit about yourself. (What do you look like? What is your personality?)

Are you MAGICKY, SNEAKY, FIGHTY, or QUIRKY? (You can choose two!)

What is your CLASS? (You make it!)

And, of course, what is your NAME? (Every adventurer needs a name! Or at least a cool alias.)

-

(If you guys want more details about the impact of these things, just ask. Thanks for reading this far!)




(sorry it is not a graphic adventure

i am lame like that)

(ps: the art is from my buddy - he's on tumblr under the name "vietkasuperfuntime", and "vietka" on DA)
Expand all images
>>
No. 298131 ID: 8c73c8

the first three are obvious but what is QUIRKY?
>>
No. 298132 ID: 28e94e

>>298126
Magic and sneaking, because what the hell.

We are the greatest multiclasser ever.

Our name is Bob.
>>
No. 298141 ID: c10fee

Sneaky and Fighty.
Become a dragoon!
>>
No. 298151 ID: a15bc3

>>298132
I am sorry! You must provide TWO TRAITS, a CLASS, and a NAME! You have filled only TWO of these THREE fields!

>>298131
All of these TRAITS are descriptors for the "APTITUDES" of your character! They AFFECT your SUCCESS in CERTAIN FIELDS.

MAGICKY aids in MATTERS of INTELLIGENCE and MAGIC.

SNEAKY aids in MATTERS of DEXTERITY and AGILITY.

FIGHTY aids in MATTERS of COMBAT and STRENGTH.

QUIRKY is special! QUIRKY is the trait of RANDOMNESS. It provides a CHANCE of a BOON (or BACKFIRE!) to ALL MATTERS!

Thanks for the suggestions (and questions).
>>
No. 298153 ID: 4c7b39

MAGICKY and QUIRKY.

Wild Mage FTW.
>>
No. 298157 ID: 8c73c8

>>298153
i agree wildmage.
name Dellendor.
>>
No. 298158 ID: a15bc3

>>298153
>>298141

NAMES are also required, folks!
>>
No. 298161 ID: ee1442

MAGICKY, FIGHTY, and MAGIC-FIGHTY.
>>
No. 298165 ID: 28e94e

Changing vote to sneaking and fighting.

Name is still Bob. Name is always Bob.
>>
No. 298172 ID: a15bc3

I will stop suggestions sometime within the next day!

I'll either tally votes (if people vote on other people's suggestions), or just pick my personal favorite (if people don't).

Have a nice night, folks!
>>
No. 298193 ID: 370692

>>298157
>>298153
I also say magicky and quirky
Class is Wildmage (which I would assume is someone who can cast spells to affect people's perception of reality)
Name is Robert Dellendor Rosebelt (but people just call him Bob.)
He wears a big poncho designed to look like a monster that's eating him or something. Also, his hair is unkempt and one of his eyes is a little squinted and he basically looks a little crazy; he's a Wildmage!
>>
No. 298228 ID: ce15d1

alejandro

magicky, quirky
>>
No. 298234 ID: f5e4b4

SNEAKY AND QUIRKY

Your class is WOODCUTTER MERCENARY

Name... yeah, I like Alejandro.
>>
No. 298278 ID: 8ac290

>>298193
I back up all of this. Also, he has the magic power to be there too.
>>
No. 298284 ID: 43d730

QUIRKY, FIGHTY.
Class is FIGHTBRAIN, a savant in the means of combat that can predict the flow of combat and provide counters on the fly from just a few strikes.
And, of course, RAOUL THE LOVE GOD.
>>
No. 298310 ID: a15bc3

Well, I think the vote is pretty decisive! Allow me to show ALL the results, tallied up all fancy like!

STATISTICS:

QUIRKY: 6
MAGICKY: 4
FIGHTY: 3
SNEAKY: 3

POSSIBLE CLASSES:
WILD-MAGE: 4
DRAGOON
MAGIC-FIGHTY
WOODCUTTER MERCENARY
FIGHTBRAIN

NAMES:
BOB DELLENDOR ROSEBELT : 2
ALEJANDRO : 2
BOB
DELLENDOR
RAOUL THE LOVE GOD (i laughed)

Alright! I think the choice is clear, folks!

>>298193
You provided my absolute fave, buddy! What a wonderful description, alongside a nice combination of earlier suggestions. Sounds like a perfect main character!

I'll post the beginning of this adventure in just a short while, folks! Thanks again for all the participation!




(i am so sorry raoul, our love will have to wait 'til another day)
>>
No. 298341 ID: a15bc3
File 130351592270.png - (42.04KB , 271x380 , bob.png )
298341

The Tower rises into the sky, a huge monolithic shadow across the countryside. Towertown bustles nearby, with adventurers and villagers chatting, trading, and mingling. The stormy clouds overhead, while normally portents of dangerous storms and dangerous times, were nothing more than a bunch of clouds, at least for today.

It was a good day, for Bob - that is, you.

You walk into town confidently, boots clinking with each step, hands at your side. The town is spread before you, and, bouncing giddily, your eyes lock onto The Tower, just a little walk away. Bursting into a gleaming grin, which radiates pure, cheery insanity, you decide to set off, the start this adventure as fast as possible.

A tap on the shoulder, however, startles you into whirling around, terrifying a small man behind him. The meek man rockets backwards, sputtering, and you stare, before prompting him to speak.

"U-uh, s-s-sir?" The small man asks, fixing his (somehow-too-small) suit, and staring up at Bob. Bob was tall, but not tall enough to make a normal man short; this guy was just, well, short. "Are you..." a nervous cough, a glance around, an attempt at a sly eye. "an... ADVENTURER?" The man stares at you, his teeth set into a small smile, his fingers wiggling dramatically.

You cough.

What's your ans-

"No, no, no answer needed. I can tell, with a get up like that." the man mumbles, and turns around, talking to himself real fast. You examine your outfit real fast at the mention of your "get up". A thump of his fist onto your palm, and he turns back to face you again. You quickly compose yourself, as best as you can at least. A broken mind is hard to compose. "Sir! That is, adventurer! I'm here to help!" He stands tall (as possible), digs his hand in a pocket, and triumphantly pulls a small wallet out. Opening it, a cascade of family pictures erupt forth.

You stare at the small man in utter confusion. He realizes something is missing, and joins in the staring.

"Uh, darn it..." He stuffs the pictures back in the wallet, jams it in his pocket, rummages around, and pulls out a small badge. You analyze it quickly.

The badge is... like a very sad parody of a police badge. It displays "ADVENTURER ASSISTANCE DIVISION", in bold letters. The shield has a symbol of a handshake, with a sword crossed over it. Underneath it, a small nametag says, almost as meekly as the man himself, "Officer Modei".

"The nametag says Modei," he glances at it, almost as if to check if his answer was right, "but you can call me Tim. Tim Modei." The small man smiles again, and you widen your smile in response.

"Anyway, adventurer," he puts away the badge, and settles back into his more timid stature, "I'm here to help. If you need any advice about The Tower, I'm standing... right here." Tim smiles again, and stares up at you in patience.

Are there any questions you'd like to ask about The Tower?

(thanks again to my pal for the picture! he whipped it up in just a few minutes.)
>>
No. 298439 ID: 1854db

>>298341
Yeah, alright. How dangerous is it? Has anyone looted it yet? What kind of stuff can we expect when we go in?
>>
No. 298443 ID: a05466

How high has anyone reached? Was anything of value ever found? Is the tower empty? Any unusual characteristics? Any shops, taverns or forges around here?

Also, check INVENTORY. We won't enter unprepared.
>>
No. 298449 ID: 370692

>>298443
>>298439
This and this. Also, ask him, "What else can you help us with as a member of the Adventurer Assistance Division?" Use those words exactly.
Also, what are our skills as a Wild-Mage?
>>
No. 298462 ID: b6bf4f

>>298341
Does the floorplan of the Tower change each time a person enters?
Is there a magical barrier at the front that prevents anyone from entering if they are under 15 years old and/or have more than 6 items upon their person?
Are there any monsters inside, of whom have their eggs stolen by adventurers who in turn either sell the eggs or hatch and domesticate them and use them to ascend to higher levels within the Tower, and are colloquially known as Tameons or Familiars?
>>
No. 298472 ID: a15bc3

>>298439
>>298443
>>298449
>>298462

Tim listens to your barrage of questions carefully, and contemplates for a few moments after you're done blurting out your flood of inquiries. A hand to his temple, you can see his lips quickly moving as he remembers, and sorts out, the answers to your questions. With a spring that startles you, he begins.

"Why, The Tower is looted all the time! If you couldn't tell," he makes a sweeping gesture with his hands, pointing out the bustling townspeople, and then points at his badge again, "we get a lot of adventurers! There's no limits as to who goes in, too, so we get lots of business... but don't worry, The Tower randomizes itself every day, yes, so treasure is never hard to find!"

You blink at him, and make a gesture to prompt him to explain that last bit again.

"Oh. The randomization bit? That's pretty important, you know! The Tower randomizes itself all the time. Not when a person enters... just, occasionally. The blocks move, the walls shift, the staircases slide, the treasures disappear and are formed, and even MORE other stuff happens. You mostly just get normal tower stuff, but the higher up you go, the weirder it gets..."

Tim pauses again, apparently ticking off a bullet-point in his head, and jumps right back to expositing.

"Ah, well, about what's in there... you get lots of funny items, that's for sure. No one knows why they show up, but they do. The inherent magical energies of The Tower, which are probably radiated off as a side-effect of it's random shuffling... well, it's all a bit over my head. I think Tower mumbo-jumbo just makes weird stuff happen."

You nod sagely, to make it look like you understand, and Tim continues.

"This weird stuff includes..." Tim attempts a dramatic pause, but his quiet demeanor just doesn't let it work right. "Monsters. Lots of monsters! Weird ones, too. Don't worry, though! You're an adventurer. You kill monsters, get loot, all that kinda stuff; you're probably experienced with it by now!" He smiles, assuringly, and makes a small shoulder-punch gesture, which is quaintly awkward.

"About exploring it... see, lots of people go in," he says, and taps his chin in thought briefly, before nervously continuing. "And, well... MOST people come out. Most." He tugs at his collar, and sighs. "I'll be honest. The higher up you go, the more dangerous it gets. It has something to do with more magical energy being required, or something else all arcanological like that. Basically? It gets dangerous! And weird! And dangerously weird!" He stops for a breath, and then shakily continues.

"Shops? Taverns? Forges? We got lots of those. You get plenty of stuff from The Tower though, so you don't really have to worry about those." He scratches his head, trying to remember the last question, and you helpfully remind him.

"Oh! The AAD?" He pronounces it as a word, not as an acronym, and you cringe. "We're information people, essentially. We do... exactly what I'm doing right now!" He smiles pleasantly, and checks his watch. "Now, sorry for the abrupt end, but I think that's about you need to get started! Here's a little guidebook," he says, thrusting a small manual into your hands, "and I hope you have a good time Adventuring!" You can hear the capital A.

Tim waves, as he rushes over to another prospecting adventurer, and you compose yourself.

Glancing at the manual in your hands, you see it's a "The Tower Instruction Booklet". Most dungeons have these, and most adventurers ignore them, confident in their own abilities. Sometimes you find neat things in them, but not often. Usually they just cover the basics. At least they have pretty art.

[The Tower Instruction Booklet] GET!

You place it in your pocket, and decide to do a quick status check. Closing your eyes...


--- ROBERT DELLENDOR ROSEBELL STATUS ---

CONSTITUTION:

QUIRKY: A
MAGICKY: B
SNEAKY: C
FIGHTY: F

INVENTORY:

[The Tower Instruction Booklet] - A small manual describing things about The Tower, you presume. It's made of that thin, glossy paper you get for instruction booklets, and is about the right size for any adventurer's pocket.
[The Poncho] - Nothing to say. It is... The Poncho. Your bro for life.

WILD MAGE -
Mages skilled in the arts of randomness and quantumagic, they revolve around being purely random, relying on luck. The true power of the Wild Mage comes from chance, and the fact that they are some of the most varied and unpredictable opponents that anything can ever face. Their specialization in 'wild magic' means that their spells have no limiters and are brute-force based, making them extremely powerful, but are also extremely luck-based, making backfires and failures distinct possibilities.

SKILLS:

WILD CARD

- The ability that all Wild Mages carry with them, it is an entirely anti-honed, anti-focused blast of sheer magical ability. By eliminating all inhibitions and mental blocks, they create a powerful burst of randomagic; the sheer barrage of thoughts and ideas creates dangerous abilities, but whether to you, or to your foe, that is uncertain!

-

Opening your eyes again, you turn to look over Towertown, your eye twitching in excitement. This is it. This is the beginning of your adventure.

What do you do?

(Sorry for the bad stop right here, but I have a little bit of stuff to do... that is, ehm, about 370 pages of reading. Yeah.

At least there IS some stuff for you guys to do, though! You can explore, read the book, or get to The Tower promptly!)



(also this post did go up earlier, but i realized i messed up in a few places, and missed a new post that had some good questions. so yeah.)
>>
No. 298478 ID: 1854db

>>298472
READ A BOOK
>>
No. 298500 ID: 370692

>>298478
Yes read that book, but do it as we walk to the tower
Once we're there, enter the tower immediately
Nothing can go wrong
>>
No. 298733 ID: a15bc3

You decide that getting to The Tower is your first priority. It is the reason why you came here, after all.

Setting off through the town, you pull out the booklet as you squeeze through a few crowds. It looks like a 10 minute walk, accounting for the traffic of the markets, so you think you'll have plenty of time to read the booklet on the way there.

Flipping open to the first page, you are greeted with...

"Hello, Adventurer of Uncertain Name! We, the Adventurer Assistance Division, or AAD, have supplied this handy Didactic Manual of Operations for The Tower!

The Tower has a gamut of rules and regulations involving the legal consequences and risks of harm invol-"

You stop reading there, and flip through the next few pages of legal babble, before settling on a less condensed paragraph.

"-juries sustaining for explosive pastry or confectionery items are entirely the fault of whatever magick or my own.

Now that you've read the rules, here's how The Tower works!

-

The Tower is a RANDOMIZED "mystery" dungeon. The Tower occasionally shuffles, which involves a powerful magical enchantment that shuffles the entire Tower! It is unclear whether it adapts, or just randomly shuffles.

Be careful when a shuffling is imminent! Getting caught between large masonry and fixtures is a bad idea for any bones!

The Tower is filled with monsters of all sorts. Many of these monsters are quite peculiar, because of their shaky existence; a magical field draws magical entities, and the coalescing of these random energies create, obviously, random monsters! Don't expect traditional beasts here!

Randomness plays a huge part in the Adventurer's role, as well; people often find that the world becomes quite PROBABILISTIC when inside a Tower, in fact, explicitly comparing it to a DICE (with 10 SIDES, for some ESOTERIC REASON).

Probability is given in PERCENTAGES, and while APTITUDES and TRAITS are capable of INFLUENCING probabilities, they do not determine EXACT RESULTS! You can't rely purely on logic and strategy entirely here; you must also account for chances, as well!

The TREASURES that appear in The Tower often have uses, but these uses vary wildly from the incredible to the situational to the downright peculiar. CHESTS often materialize in MAGICALLY CONDENSED AREAS, which are, as a consequence of the high magic, more DANGEROUS!

The Tower supplies it's own MAGICAL RESERVOIR from which to tap; no worries of Mana or Skill Points or whatever, here!

We hope you enjoy your experience in The Tower, and make it out alive!

Sincerely, The AAD!"

Closing the booklet, you check the streets around you, and find that you are a scant minute or so away from the looming tower. Looking around, you find nary a house around you, as the townspeople precariously keep away from The Tower. A few risk-taking shops have set up business dangerously close to The Tower, but most people are just wandering around it, or making preparations to enter. A few tourists are taking pictures.

The fizzle of magical energies grows, as you draw closer to The Tower. Unsurprisingly, it towers above you, and you have to stretch your head very far to be able to see where it disappears into the clouds. The stones have a slight glow to them, making them appear oddly like neon lights in the evening gloom.

Looking in front of you, you see the grand entrance to The Tower. While it appears only the size of a small bedroom, you can tell that inside it, space has been warped by the high amount of residual energies; it can vary from football-fields to oceans in size.

Taking a deep breath, you take your first steps into The Tower...

-


Stepping through the gate, your body shivers and quivers, as the magical energies sweep into your very soul. The magic tentatively flows around you, seeping slowly in, before bursting quickly with a sudden shock, almost causing you to jump. You settle down a bit, as the magic starts flowing through your veins.

A normal mage would have to carefully manage the amount of energy they in-take, meaning that magical fields around them usually stay, well, around them. Wild-Mages, however, are all about a lack of control; the complete openness of their magical system allows them to easily burn off the residual magical energies of an area, but with dangerous effect if they go a bit... over-board. The higher energy you pump into a spell, the more dangerous it gets... but the more potential of awesomeness, obviously. Basically, bigger boom can mean bigger win, or bigger lose. Wild-magic in a nutshell.

Back to The Tower, though. You gather your senses, and look around the, quite expansive, room you have entered. As the exterior implied, it looks vaguely like some sort of castle; cyclopean architecture makes up the walls, and a peculiar scattering of loose masonry is prevalent; some bricks are the wrong way around, some are a little too big to be slotted properly, yet others form shapes that bring to mind broken columns.

The magical glow of the stones provides an eery, full-bodied light source, creating a total lack of shadows. You don't think about shadows, but not having any is quite the disconcerting fact.

There... actually isn't that much of interest in the room. You can see two corridors, one leading west and one leading south (where you came from, peculiarly enough), and a staircase lies in the northern half of this small room.

What do you do?

(TIPS:

You can examine anything! Knowledge is power, and wild-mages LOVE power.

And secondly, don't worry too much about the map. Remember, the place shifts. Not often, but it does. Frankly, I don't worry much about it either; places aren't ever going to be TOO big.)

(Thanks again for reading! This is so fun to do, and it's great practice for writing. Dealing with idea block is easy, when the people are giving you the ideas!)
>>
No. 298801 ID: 1854db

>>298733
Alrighty! Firstly, examine the floor. Rough? Smooth? Slippery? Do the walls seem solid or liable to collapse?

Secondly, let's go west. Better not go into the staircase until we're a bit more familiar with how the Tower works and how dangerous it is.
>>
No. 298837 ID: adfa55

Enter tower, go somewhere we are unlikely to hurt other people, repeatedly cast "wild card" until we've blown ourselves up and can restart with a less useless spell/class selection.
>>
No. 299028 ID: 370692

>>298801
Yes, do all this

and
>>298837
It's not useless! It's just risky
>>
No. 299170 ID: 6f8627

Use wildcard on wall. Blast that shit.
>>
No. 299175 ID: adfa55

>>299028
If our only weapon has odds of killing us every time we use it we need something else and we also need to drop it like a hot rock in case it blows up in our face by accident. A grenade missing the pin surgically implanted in our chest is not an asset, it's a liability; we are starting out with -1 weapon here.
>>
No. 299242 ID: a15bc3

>>298837
>>299175
...How could you ever think such horrid thoughts! You have never doubted your abilities as a wild-mage before. While you wish you could blame it on the tower... you might just be concerned about your abilities, to be sure.

>>299028
You reassure yourself quickly, pointing out to yourself that, while Wild Card has a higher prospensity for backfire, all things have a 10% chance of backfiring in a dungeon (and a 20% chance of regular failure)!

Wild-Mages, however, have a 30% chance of critical failure; but instead of the normal 10% for critical success, they have a 30% chance for it! (This leaves 40% chance for a normal attack, of course.)

(Mini-tutorial!

A CRITICAL FAILURE is a failure that has negative consequences beyond just, well, failing. Normally 10%, Wild-mages alter probability around them, making outliers more common; thus, Critical Failures become 30% when using Wild-Card.

A FAILURE is when a skill just has no effect, positive or negative. Normally, a FAILURE has a 20% chance of occurring. Wild-magic, however, usually doesn't HAVE normal failures, instead replacing them with CRITICAL FAILURES.

A SUCCESS is when your skill, well, succeeds as planned! No boon, no backfire. Normally, you have a 60% chance of a SUCCESS. Wild-magic, however, has only a 40% chance, but that's because...

A CRITICAL SUCCESS, is when your success is unprecedentedly AWESOME. Wild-magic has a 30% chance of a CRITICAL SUCCESS, making it very useful!

You also remind yourself that, while you're but a fledgeling Wild-mage now, when you LEVEL UP, you'll be able to start making your OWN ABILITIES, allowing you to alter probability as you see fit!

(I'll elaborate on this when the time comes.)

Finally, you've never believed in reincarnation (it just seemed too lucky for a guy like you). You wonder briefly where that idea came from...

>>298801
>>299175
You soon set about actually making a plan, instead of talking to yourself like the madman you are.

Looking around the room, you decide to go west real fast. Checking around the corner leading into the corridor, you note a small room, with a treasure chest at the end of it. Nice!

Before you set off, however, you decide to check the structure itself. Tapping and sliding your hands along the walls, you note that they seem pretty firm, despite their cyclopean masonry. They are... a bit gritty, and leave a flaky dust on your hands. It's just normal dust, though.

However, the rocks themselves have the peculiar glow of magic to them. When you run your hands on it, a tingling sensation travels through your veins; the mark of a powerful enchantment or spell.

...

Your hand is already on the wall... and it'd just be so fun... why not!

Resting your hand on the wall leading towards the large room to the left, you decide to blast it open because... you're armed with some pretty heavy firepower! Why not take advantage of it!

You start re-directing the energies of the area around you, and inside you; soon, a glowing conduit starts traveling towards the palm of your hand. A tension builds up, a crackling sort of tickle that signifies a pressure waiting to be released. Smiling wide, you let it go...

BOB: " WILD-CARD" Roll: 10% (Critical Failure!)

And you're instantly launched backwards, a flood of rubber duckies erupting from your palm, bouncing and squeaking all over the place. You slam into (and back off) the floor, rolling, finally culminating with a painful "splat" against the wall.

Picking yourself up, you step on one of the dozen or so rubber duckies you made by the spell.

And you laugh.

Wild-magic. It's so FUN.

-

You gather your thoughts again, idly spinning around a rubber ducky on the tip of your finger.

So, you can see a treasure chest in the other room. The magical energies of this tower are definitely from a powerful spell or enchantment, and the tower itself is perfectly stable.

You squeak the rubber ducky, and wait patiently for an idea to come to you. You seem to be having the weirdest epiphanies lately.
>>
No. 299243 ID: adfa55

Huh, so this spell has a 3/10 chance of critically failing but critical failures might still be useful instead of lethal? Hmmm... if they were always lethal there would be an 83.193% chance of killing us within five castings but a blast of rubber chickens might still be useful.
Alright, game on... pray to Nemelex Xobeh for luck and and start warming up another spell. Knock on the door and wait for five minutes to see if someone answers it. If not open the door and let loose at the first appropriate target, then run away if there's anything hostile left.
Ours is the... rubber chicken... that will pierce the heavens?
>>
No. 299244 ID: 1854db

What's stopping us from just... walking in? What is the room like exactly? Is there actually a door?
>>
No. 299246 ID: adfa55

>>299244
There is a door, what's stopping us from trying to open it now is our weak magey physique and complete ignorance of what's on the other side, leading to paralyzing (but sensible) cowardice.
Don't open that door until we're ready with the only weapon we've got.
>>
No. 299262 ID: 8ac290

LOOK DOWN corridor to west. If there is any ANIMATE OBJECT in view, THROW a RUBBER DUCKY at it.
>>
No. 299306 ID: a15bc3

(There isn't a door, folks. Just so you know.)
>>
No. 299355 ID: 5bbae4

Damn, at least it wasn't harmful. Take a rubber duck with you, and open that chest.
>>
No. 299527 ID: a15bc3

>>299355
Picking yourself up off the ground, you squeeze the rubber ducky assuringly. There is treasure to be had! What are you-

>>299262

Oh yeah, the little voice in your head reminds you about "planning". Sometimes you really don't like that voice. Right now, though, it seems to be in the right.

Bouncing the rubber ducky up and down thoughtfully, you test its weight, and leer down the hallway.

It's worth a shot...

Sidling along the wall, you stop at the corner into the hallway, and breathe quickly, preparing yourself for the absolute worst sight you coul- okay maybe not THAT bad, but still bad.

Anyway, you leap out from the corner, and throw a rubber ducky down the length of the hallway while flying through the air dramatically. Slamming onto the ground, you roll onto the other side, and hear the ducky squeak against the far wall.

A few seconds of tense silence...

and then a few seconds of bored silence...

and you decide to just walk down the hallway.

-

Stepping into the new room, you look around and find that it is actually pretty expansive. It's in a circular shape, with the glowing stones providing some funky light sources. The treasure chest lies in the center of the room, about 5 meters in, and you note the slight discolored circle around it.

An empty room, with a single treasure chest in it? How fortuitous!

Yet, you have the feeling, that something's nagging at you...

>>299355
This something obviously being that you haven't opened that treasure chest!

You leap onto it, and slide it open, smoothly and gracefully. Light bursts forth from it, a jingling tune softly rising into the air as you open it wide. Your eyes also open, in surprise and awe, as you watch the light die down.

A small item materializes on a cushion in the chest, with a soft ambient glow the only remembrance of its odd entrance.

Holding it aloft, above your head, you hum a small jingle.

You have acquired the [Sticky Rod]!


You turn it over in your hands thoughtfully, examining it.

It's, well, a stick. It is a very nice stick, admittedly, but it is still a stick. It even has a leaf still stuck to it. Of course, it is also a Rod, because there is a small plastic crystal-facsimile hot-glued haphazardly to the end. Therefore, it is a Sticky Rod. QED. It is not a Roddy Stick, because Roddy is not a word.

Turning it over in your hands, you take a firm grip, and let your magical energies flow into it a bit, adding it as a conduit to your system. It should help out with focusing the wild-magic a bit better, at least.

-

You turn around just in time to catch an iron gate clanking down on the entrance to the hallway, and you frown. It was expected, but still. Rude.

Suddenly, a quick rush of magical energy sweeps over you, a tingling and cold sensation as the energy is yanked into a little ball on the other side of the room, behind you. You can feel the power pulling away, like the tide receding on the beach. With a small turn, you glance over your shoulder...

Wisps of green and blue smoke curl together, condensing into a thick purple ball that plops onto the ground with an ashy cough. Rising up, it cracks open to reveal a glowing mouth, and two pin-points of light. Roaring, an explosion of blue smoke erupts from its mouth dramatically, before it has a small coughing fit.

Sort of pathetic, really.

The [Coughling] has spawned!


You wield your Sticky Rod at hand, and turn to face down the hacking ash-thing, in what you hope sure counts as "courageous".

COMBAT ENGAGED.




(COMBAT TIME, FOLKS. BEST OF LUCK.)

(TIPS:

All monsters have a strategy to use to beat them; they always have a weak-point (but not like a big eye-ball or a drastic weakness to fire or something).

Take advantage of this weak-point, and you get a CHANCE! CHANCEs are basically guaranteed awesome attacks. A CHANCE allows you to either allow the next hit to perfectly land (but without any benefit or boon), or allow the next hit to have a boost to damage (but not to accuracy!).

Make use of weak-points and Chances wisely, and battle's a cinch!)
>>
No. 299544 ID: 5bbae4

>>299527
The first monster we're gonna slay inside this tower. Keep your distance, observe it's moves, and try to dodge them.
>>
No. 299552 ID: 1854db

rolled 65 = 65

Send a Wild Card down that thing's throat. (Rolling a 1d100...? Do we roll or are you rolling dice somewhere?)
>>
No. 299740 ID: adfa55

rolled 50 = 50

Figure out how to force one of the rubber ducks down its throat while trying to dodge any attacks it makes... this thing seems to have trouble with its respiratory system.
>>
No. 299756 ID: a15bc3

(Oh. I roll for you guys, just so you know. I use a d10.)
>>
No. 299766 ID: 28e94e

>>299527
Wildcard until it has died painfully.
>>
No. 300291 ID: a15bc3

>>299544

Your little voice supplies this wonderful piece of logic, and you decide to follow it.

Circling the Coughling, which is certainly living up to its name, you try to analyze it quickly.

ANALYSIS ROLL: 90% (Critical success!)

You stare at the small Coughling, and a sudden burst of insight slams into you, full force. The instant epiphany is quite overwhelming, and leaves you with a shuddering exhiliration.

The Coughling, you suddenly realize, is a... well, like a dud. A bomb that failed to go off properly. While it was meant to be a trap, for this treasure, something was botched in the magic; this explains your disappointing rod, and the beasts respiratory... problems.

While this beast is definitely susceptible to attacks that take advantage of its problems, you also have now realized two additional weak points:

1.) This beast will occasionally have a coughing fit, usually after a large expense of magical energy. Since it has to keep itself alive with magic, it will have a large recovery time after any significant spell.

2.) Magical attacks will be effective, as it'll erode its stability quickly and efficiently.

The Coughling, however, is not exactly patient, and isn't going to wait for you to finish planning before it attacks. How rude!

The Coughling springs up into the air, in an attempt to latch onto your face!

COUGHLING ATTACK ROLL: 50% (Success!)

DODGE ROLL: 90% (Critical success!)

The Coughling manages to get a scant few inches from your face, but a sudden burst of agility allows you to spin around behind it. A dusty plop, and it lies on the ground, wheezing momentarily. Here is your chance!

>>299740

Throwing the rubber ducky into the air dramatically, you snatch it out of the air, and leap towards the Coughling!

SUFFOCATION ROLL: 10% (Critical failure!)

Your leap into the air, however, was quite off-aim. You slam into the ground hard, and the Coughling recovers itself, taking aim quickly. It prepares to make another dashing tackle!

COUGHLING ATTACK ROLL: 10% (Critical failure!)

(what the shiz is up with all these criticals)

(realize this: you only have heightened chance for criticals when doing Wild-card... so 10% and 90%, all over the place, is CRAZY. 90%, btw, is a crit. I think I might have mistakenly said it wasn't earlier.)

The Coughling tries to build up some speed, but succeeds in building up some phlegm; it enters another coughing fit, hacking and wheezing all over the place. You take the time to stand back up, and try again with the rubber ducky, given the extra chance!

SUFFOCATION ROLL: 100% (Critical success!)

(OH MY GOD CRITICALS EVERYWHERE)

You slide onto the ground, slamming your body into the Coughling, and sending it flying into a nearby wall. It is quite stunned.

You jam the rubber ducky into its throat, making sure to wiggle it around to dig it in; the Coughling seems to be completely made of ash and dust, giving it an odd, sandy texture.

After you are satisfied with your job of choking it to near-death, you give it another kick for good measure.

>>299766
>>299552

The beast coughs and gags at your feet, now quite suffocating, and you decide to take the opportunity to finish it off.

With style.

Jamming your hand back into its throat, you charge up a huge bundle of magic, getting ready for an completely unlimited, full-power blast, in the dead center of the beast.

This could get messy.

WILD-CARD: 60% + (Quantum: +0%) = (Success!)

The spell detonates quickly, and the Coughling's bod bulges soon after; its eyes pop, its mouth gapes open, and its sides expand. Light starts pouring out of cracks, as the magical pressure builds; and finally, it explodes, spraying black dust all over the place. Including your face.

[COMBAT COMPLETE!]

You cough a bit, wiping away some of the ashy residue, and smile as you note the floating mote of experience left behind. Snatching it quickly, a brief (but powerful) light flashes...

Education, memories, magic, and satisfactory status screens wash over you, and you suddenly get a little more knowledgeable about the world!

[You got an EXP point! 2 left to level up!]

Being an adventurer is awesome.

-

The metal gate slides back up, and you walk back to the central room, before looking back around.

You still have a staircase, and a corridor, to investigate.

Decide wisely!
>>
No. 300326 ID: 1854db

>>300291
Corridor!
>>
No. 300434 ID: 79f272

Voting for Corridor. Also, let's see the Attributes screen, time to use those points.
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