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File 145162158195.png - (9.06KB , 263x270 , WordWitchTitle.png )
691042 No. 691042 ID: d9d503

Expand all images
>>
No. 691043 ID: d9d503
File 145162185416.png - (18.08KB , 600x241 , WordWitchSpecies.png )
691043

Today is the day; the day you are finally done with your training and are an official Word Witch, a trained combat spellcaster of the Blazing Phonics guild. Today you begin the path to making the name for yourself through cunning and magical might.
But what is your name, and who are you?
[Select Name]
[Select Species:]
- Elf: Made by the god of Creation, elves revere nature, and the biome-based elven tribes feud viciously about what ‘Nature’ actually means.
- Human: Made by the god of Movement, humans were given minimal instruction by their deity and live in a loose association of city states.
- Goblin: Made by the god of Stillness, the goblins built a vast empire around their immortal divinely appointed Law Giver. At least they had, until the Law Giver was killed and things fell apart.
- Dwarf: Made by the god of Destruction, the dwarves live in mountain cities and routinely fight monsters underground in defense of the adamantine spires that hold the world up and keep the chaos of the Wyrd out.
- Wyrdfolk: Made by the chaotic energies of the Wyrd leaking into the world, 'wyrdfolk' is a collective terms for countless varying and sometimes bizarre species (as opposed to the godsfolk). The distinction between a monster and a hostile wyrdfolk is vague at best.
[Select Gender]
Male / Female / Other (specify)
>>
No. 691044 ID: 2ccbb3

Herm Wyrdfolk
>>
No. 691047 ID: 623ef0

Male dwarf.
>>
No. 691048 ID: 89ffe2

female goblin
>>
No. 691049 ID: 88e46e

>>691044
Sure, why not. Caters to tgchan anyway.
>>
No. 691052 ID: 7ae8e1

Female goblin
>>
No. 691054 ID: 4201a2

I'll go with Male Dwarf.
>>
No. 691055 ID: 719eef

>>691044
Sure lets go with herm wyrd.
>>
No. 691064 ID: d0868f

Female elf. Endless nerd wars about what nature means.
>>
No. 691066 ID: b8ceae

>>691044
I can get behind that.
>>
No. 691069 ID: 99a64d

male dorf
>>
No. 691079 ID: a79844

Male Dwarf
>>
No. 691081 ID: fbc59e

female goblin.
Stillness sounds like a fun concept to work with if you ask me.
>>
No. 691209 ID: 8896fc
File 145172139386.png - (5.21KB , 330x295 , WordWitchImpulses.png )
691209

(Tie broken by 1d2 -> 2)
(Male Dwarf selected. Since nobody suggested a name, a name has been chosen.)

You are Urist Inkflier, a member of the dwarven Inkflier family. While your family is most known for their scribes, since a young age it was clear your talents were elsewhere. Like many children born during the Cursed Year nineteen years ago, you were born with certain mental quirks that among other things give you an advantage at learning and processing magic. Recognizing this, your parents sent you to study with the Blazing Phonics Guild; a relatively new guild already known for their unusual but powerful spellcasters. There you trained in magic and graduated to the ranks of the guild’s witches (combat-trained spellcasters).

At the Blazing Phonics you were taught their signature form of magic: Word Magic, a form of symbolic spellcasting that excels in speed and adaptability at the cost of somewhat unpredictable results. The casting process of Word Magic is as follows:
1. Choose an Impulse to base your spell on. (Impulses are described below.)
2. Impulse rank * d6 letters are generated for use in your spell (referred to as your letter pool).
3. Using the letters in your letter pool, assemble one or more words to create a Spell that fits the chosen Impulse. As a general rule longer Spells are more powerful, though the specifics depend on the Spell’s content. Words that are incomplete or misspelled will take partial effect but might have reduced strength or side effects.

Like all spellcasters, you have a different level of ability with each of the four Impulses, the magic created by the gods that powers mortal spellcasting:
- Creation: Conjures objects or increases existing aspects of things. Depending on the strength of the spell and the complexity of the object, conjured objects are either real or phantom imitations, with magical or living things being particularly difficult to truly create. Common uses include conjuring phantoms as temporary minions, creating useful items out of thin air and the regeneration of injuries.
- Movement: Reshapes objects, moves them or exchanges their properties. While this Impulse is very versatile and can emulate many of the effects of other Impulses, Movement magic is weak at directly effecting things protected with Stillness magic and can be limited by available materials. Common uses include swapping the positions of objects, attacks using weapons or heavy objects and shaping raw materials into items.
- Stillness: Makes objects slow moving or maintain their existing status and resist further change. Stillness magic has little ability to directly damage enemies in combat but is a vital component of defense and can be used to slow or halt physical attacks or enemies. Common uses include reinforcement spells to grant increased resistance to direct magic or damage, stunning spells and temporarily solidifying air into barriers.
- Destruction: Destroys objects, causes damage or reduces existing aspects them. While well-equipped fighters will have protective Stillness enchantments that reduce most instant death effects down to injury, Destruction magic is also the impulse used for attacking those defenses to make the target more vulnerable to future spells. Common uses include disintegrator beams, melting stone into magma or destroying its heat to solidify it and the weakening or breaking of magical protection.

[Select which Impulses Urist is skilled with, from best (rank 4) to worst (rank 1).]
>>
No. 691211 ID: f2461f

Creation 4 rank
Stillness 3 rank
Destruction 2 rank
Movement 1 rank
>>
No. 691219 ID: 2ccbb3

4 Creation
3 Destruction
2 Movement
1 Stillness
>>
No. 691241 ID: fbc59e

4 Destruction
3 Stillness
2 Conjuration
1 Movement
play the dorf to the hilt.
>>
No. 691249 ID: a79844

>>691241
Sounds good
>>
No. 691405 ID: 1437e6
File 145180242934.png - (6.94KB , 238x228 , WordsWordsWordsWords.png )
691405

Impulses:
4 Destruction
3 Creation
2 Stillness
1 Movement

While casting from letters is your primary means of spellcasting, you also have the ability to cast spells from memory. A memorized spell can be cast as a reliable alternative to letter casting, but can only be cast once per day. You can gain new memorized spells by using a memory slot immediately after casting a spell from letters, consuming the slot to permanently memorize that spell. (Note: If a memorized spell has alternate interpretations future castings can be of either interpretation regardless of which the original casting was.)
You currently have one memory slot and start with three memorized spells.

Starting spell letter pools:
Destruction: 4d6 maxed = 24 -> I A C I Y E D E V A I L O O O I W G S A N M T Q
Example spell: SAVAGE MELTDOWN: Causes a chunk of stone or metal to explode into magma or molten metal. Alternately, attacks a thinking target’s ability to reason, sending them into an indiscriminate berserk rage until if they do not resist the spell.
Example spell: MEGAVOLT ANODE: Shoots a powerful bolt of lightning in the chosen direction.
Example spell: VILE ATOMISING ACID: Launches a spray of incredibly corrosive magical sludge.

Creation : 3d6 maxed = 18 -> N E L K R Q D S O O T V C W A I O E
Example spell: CREATE DINOS: Summons several small to medium phantasmal dinosaurs to do your bidding.
Example spell: INCREASE LOOK: Increases the target’s ability to see long distances and through adverse condition. Alternatively, makes the target incredibly attractive looking.
Example spell: DWARVES LOOK: Creates several real-looking but intangible illusory dwarves whose appearance is determined by the caster.

Stillness: 2d6 maxed = 12 -> G O N N E U O A O X S E
Example spell: SNAG: Causes the target to get caught on some part of their surroundings.
Example spell: GEAS: If the target makes a promise while effected by this spell, they cannot choose to break it.
Example spell: NO GO: Briefly halts one target.

[Choose your starting spells from the provided letter pools]
>>
No. 691411 ID: 1437e6

Note: It is fine to use a word de-scrambler, and if you are using one it helps for making multi-word spells to choose a word then enter the remaining letters into the de-scrambler a second time.
>>
No. 691485 ID: 7ae8e1

Ah, to get things started how about:

LOOSEN MAGIC (Destruction): Dispels or reduces the intensity of spells.

MENTAL IDIOCY (Destruction): Makes the target stupid.

SOOT CLONE (Creation): Makes a phantasmal copy of yourself out of ashes.
>>
No. 691513 ID: 1437e6

>>691485
Those are valid spells, but you need to pick one starting spell from each letter pool.
>>
No. 691518 ID: 2ccbb3

Oily Ovicide (Destruction) - Destroy any eggs in the vicinity by exploding them from within. Useful against insect summons such as hive swarms. Does not work on eggs that are fully grown.

Tools Ride (Creation) - Summon a caravan containing a crafting laboratory.

No Gone (Stillness) - Prevents the target from teleporting or escaping.
>>
No. 691647 ID: 7ae8e1

>>691513
In that case:
MENTAL IDIOCY
EASE WORK: Increases stamina or makes a task easier.
GEAS
>>
No. 691675 ID: 90f3c0

Voila, geomancy tides(destruction) - Waves of earth crush your target.

Onward Livestock(Creation) - Conjure a herd of animals.

Age On(Stillness) - Limits target's mobility by simulating advanced age.
>>
No. 691759 ID: 0f2de7

Destruction: SMITING ICE DEVIL: Summon a powerful rampaging monster formed from ice.

Creation: WOE TO NERDS: Create intense distress in scholars, master craftsman or other highly-educated persons.

Stillness: AXE NOOSE: Prevent ace-type weapons from being swung.
>>
No. 691786 ID: 8f836c
File 145198273305.png - (4.51KB , 182x214 , Urist_Portrait.png )
691786

Character Summary:
Urist Inkflier, dwarf male
Impulses:
4 Destruction
3 Creation
2 Stillness
1 Movement
Memorized Spells:
- Destruction- MENTAL IDIOCY: Makes the target extremely stupid for the duration of the spell.
- Creation- TOOLS RIDE: Summons a phantom wagon loaded with simple tools of the caster’s choice. The wagon and tools are as solid (and heavy) as if they were real, but dissipate after a few hours.
- Stillness- AGE ON: Makes the target slower and less flexible, as if they were very old. Also works on items such as dulling blades, rusting hinges etc.
>>
No. 691787 ID: 8f836c
File 145198278238.png - (9.24KB , 300x300 , LightPathTitle.png )
691787

>>
No. 691789 ID: 8f836c
File 145198300873.png - (3.77KB , 289x229 , WzTunnledshotDesk.png )
691789

Early Winter 3943
Dwarven city of Amostom, Blazing Phonics guild hall

You stand in the office of Wizard Bemul Tunnledshot, founder and leader of the Blazing Phonics.

Wz. Tunnledshot: “Good morning Urist, and congratulations on your graduation to guild witch. I hope you have had your celebrations already, because we have your first assignment. As you may be aware, travel between here and the northern territories has been difficult at best since the Steppe Elves cut off the overland routes. The underground paths go through monster-infested miles of cavern, and since they are too far from any Adamant spires for the Red Circle to patrol they are nearly unmapped. Soon that will be changing though, thanks to a device invented by our human friends in Pesor Adoth.“

The guild leader gestures and a glowing box near his desk springs to light and projects an image of a rough map and a diagram of an object on the wall.

Wz. Tunnledshot: “This in the bottom left is a Light Path Terminal. They come in pairs, and together they create a field that can conduct magic for miles. With these, a single teleportation spell can travel what would have been a journey of days or weeks. They have a downside though: the Terminals must be transported manually, and they require an unobstructed path from one to the other. The city council and the Circle are putting together an expedition to tunnel their way to Dosimmurul with the Terminal, and this is where we come in. A project like this is sure to attract monsters, so the expedition is recruiting fighters to deal with them before they eat the workers. Your job is to accompany the caravan make sure it and most importantly the Terminal arrives in Dosimmurul intact.
Any questions?”
>>
No. 691854 ID: f2461f

Are we going to be the only fighter there or are other joining us?
What form of monster is to be expected while escorting the caravan?
When are we leaving?
>>
No. 691856 ID: ca183f

>>691789
How long is this likely to take?

also, You have made appropriate arrangements for ale...?
>>
No. 692046 ID: eba71c
File 145214833029.png - (22.43KB , 793x278 , EnemiesMaybe.png )
692046

>What form of monster is to be expected while escorting the caravan?
“You are likely to encounter various monsters [creatures usually resembling animals but often more aggressive], possibly hostile bands of wildfolk, and if you are unlucky a megabeast [giant monster, often with dangerous special abilities] or two. Remember to keep your distance if you see a megabeast spewing clouds of dust; I know from experience that those are the worst.”

>Are we going to be the only fighter there or are other joining us?
“From what I understand there will be several other mercenaries, some Red Clerics and a squad of the city guard. Don’t expect them all to join you to go hunting down monsters though; most of them will probably hang back if possible to stay near the civilians and the Terminal.”

>How long is this likely to take?
“The expedition is expected to take most of a season. This will be rather long for a first assignment, but you will be compensated extra for the length. Fortunately, supplies will not be a major issue, since the Terminal can be used to teleport in provisions with a little bit of setup. On that note, if the caravan gets in serious trouble they can send for reinforcements, though mustering troops and preparing to safely teleport living things through the Light Path will take some time.”

>also, You have made appropriate arrangements for ale...?
“Do you even need to ask?”

>When are we leaving?
“The caravan is expected to leave from the north gate at midday, so you have about three hours make any preparations you need before then. Good luck and make us proud, Witch Inkflier”

As you leave the guild leader’s office, you head to…
[The shops to buy extra supplies? (Current inventory: Witch robes, flanged mace, hip flask of dwarven beer, 105 gp)]
[The tavern?]
[The caravan gathering point?]
[Other (specify)?]

>>
No. 692103 ID: f2461f

The tavern.
>>
No. 692133 ID: 2ccbb3

Shops. Spend your money on big, heavy weapons before someone tricks you into drinking cyanide martini and steals your easily carried money while you shrug off the effects of throat acid while writhing off the floor.

... Actually, go buy yourself some magic letters.
>>
No. 692391 ID: 4b3ccb
File 145232443615.png - (3.37KB , 246x194 , sittingInTavern.png )
692391

>... Actually, go buy yourself some magic letters.
Fortunately you do not need to buy letters; you generate them yourself. As a word wizard you have mastered the GENERATE LETTERS spell as the starting component of your letter spellcasting. [Note: Unlike memorized spells, mastered spells can be cast with no cooldown. Most people can learn one, but learning more is increasingly difficult and time consuming.] That was not on the character sheet earlier because I forgot to put it there. And a good thing too you don’t need to buy them; even the rare second-hand magic item is much more expensive than you could afford.

1d2 -> 1
You decide to go get something to drink before you depart. Now that you think about it, you figure that most tools you could afford could probably be summoned with TOOL RIDE anyway. You head to Stoltadopra’s tavern, a tavern near the north gate of the city run by the human Kad Stoltadopra. While not your favorite tavern, it is decent enough and close to the meeting point.

As you enter the door, you are waved over to a small table by a pair of Red Clerics, one a dwarf woman and the other and elf, oddly enough.
:wwTode: Hey, are you the witch Zasit said would be joining us on the Light Path expedition?
:wwUrist: That’s me. I’m Urist Inkflier of the Blazing Phonics.
:wwTode: Glad to have another spellcaster with us. I’m Tode Matchdemons, and this is Cacame Awerilasi.
:wwCacame: Hi.
You sit down at the bar and order a bottle of plump helmet wine. Mmm, dwarven comfort food. [- 0.07 gold (silvers, coppers, etc converted to gold fraction for simplicity)]

While you drink, you talk about…
[Magic and relative casting methods]
[What you expect to find on the journey]
[How does an elf end up in the Red Circle?]
[Other (specify)]

>>
No. 692540 ID: 90f3c0

Magic and relative casting methods

You should find out as much as you can about your companions' abilities before you start your adventure.
>>
No. 693143 ID: 6e43f3
File 145258429441.png - (3.89KB , 280x222 , RedClericsPortrait.png )
693143

> You should find out as much as you can about your companions' abilities before you start your adventure.
:wwUrist: Since we will be working together, what sort of spells can you cast?
:wwTode: Like all Red Clerics, we use primarily Destruction spells, though it can help to prepare a spell or to from another Impulse as well.
:wwCacame: I still dislike having to prepare other Impulse spells. We are devotees of the Red God. We are sworn to serve It with our full zeal! I don’t ssee meditating on spells of other Impulses fitting with that.
:wwTode: I’ve said it before Cacame, you can’t serve the Red God and protect the world from demons if you bleed out from a gut wound you could have had healed.
:wwCacame: *grumbles*
:wwTode: So Urist, what kind of magic do they teach you in the Blazing Phonics? More fire based magic?
:wwUrist: Word magic actually. We create letters and then form them into spells.
:wwTode: Words? That is an odd way to cast.

You spend some time talking with the Red Clerics what spells each of you has:

Cacame Awerilasi, elf male
Impulses: (Meditative spellcaster)
4 Destruction, 3 Movement, 2 Creation, 1 Stillness
Mastered Spells (unlimited use):
FIREBALL: A projectile of flame, with an option to charge longer for an explosive impact. More than half of all destruction magic users learn some version of this at some point, and for good reason.
Memorized Spells (once per day):
RED GAZE: Eye lasers! Can cut through stone or even metal with continual use.
MELTDOWN: Causes a portion of stone to melt into magma, causing creatures standing on it to get burned or dropping down onto creatures if cast on the ceiling.
DISINTIGRATE: A beam that causes the target to crumble to dust, or at least a decent chunk of them.
Prepared Spells (one use each, new ones chosen while meditating):
DIG TUNNEL (x2): Tunnels a passage large enough for a humanoid to stand in at a slow walking pace. The spell can be maintained for a while but if the caster is distracted or interrupted the spell ends.
ANTIMAGIC RAY (x1): Beam that shortens or dispels a magical effect at long range.
FREEZE (x1): Destroys the heat in an area, dealing damage and freezing liquids (including magma)
Other Abilities:
Meditate: Through trained meditation, can spend an hour or so to prepare spells for later use. (Current maximum prepared spells: 4)

Tode Matchdemons, dwarf female
Impulses: (Meditative spellcaster)
4 Destruction, 3 Creation, 2 Movement, 1 Stillness
Mastered Spells:
FIREBALL: A projectile of flame, with an option to charge longer for an explosive impact. More than half of all destruction magic users learn some version of this at some point, and for good reason.
Memorized Spells:
ANTIMAGIC CONE: A cone-shaped beam that reduces or dispels magic a short to medium distance away.
SLICING WAVE: Launches a crescent of force forwards in a line, chopping through targets in the way.
SHATTER: A beam causing target inanimate object (or a large portion of a very large object) to violently burst into multiple pieces. Can cause a cave-in if used on a ceiling.
Prepared Spells (one use each, new ones chosen while meditating):
DIG TUNNEL (x1): Tunnels a passage large enough for a humanoid to stand in at a slow walking pace. The spell can be maintained for a while but if the caster is distracted or interrupted the spell ends.
AIR BURST (x1): Destroys an area of air, causing a shockwave to the surrounding space that can knock over enemies.
HEAL WOUNDS (x2): Heals a target of moderate or less severity, and reduces severity of worse wounds.
Other Abilities:
Meditate: Through trained meditation, can spend an hour or so to prepare spells for later use. (Current maximum prepared spells: 4)
>>
No. 693144 ID: 6e43f3
File 145258457640.png - (8.27KB , 400x355 , NorthPlazaZasit.png )
693144

After discussion (and drinking), you and the clerics head to the north gate plaza a quarter hour before noon. There you see a female dwarf in relatively fancy robes directing a group of guards and workers loading supplies into a wagon. The Terminal floats nearby, with its Light Path leading from it upwards into the city.
:wwZasit: Good morning Tobul, Cacame. And you are Urist, I presume? I am expedition leader Zasit Tellboulder. We are still waiting for two more mercenaries, a goblin and a weirdfolk. If they arrive here on time we will be ready to…

As the expedition leader talks, you see the familiar glow of someone charging a destruction spell on a rooftop across the cavern. Reacting quickly, you…
[Shout (specify)]
[Dive for Cover]
[Cast a spell from letters (specify Impulse)]
[Cast a memorized spell]
(Available memorized spells:)
- MENTAL IDIOCY
- TOOLS RIDE
- AGE ON
Choose all that apply, though only one spell can be cast per turn.

>>
No. 693149 ID: 84962b

>>693144
Shout "Duck!", TOOLS RIDE up a cart full of shields, and dive for the newly created cover.
>>
No. 693151 ID: 2ccbb3

Cast 7ae8e1's Soot Clone (Creation) as a decoy right next to you, then summon a Tools Ride with sniper crossbows (with rope bolts) and barricades, then duck as your decoy has an "accident".

Shout to your companions to cast Disintegrate and Shattering Wave, and then grab a crossbow and start shooting! Or build a barricade.
>>
No. 693155 ID: edf87a

Shout duck, TOOLS RIDE up some cover.
>>
No. 693996 ID: 59cd84
File 145283839807.png - (20.13KB , 530x600 , NorthPlazaFight1.png )
693996

>Cast 7ae8e1's Soot Clone (Creation)
That is not one of your memorized spells.

>Shout "Duck!", TOOLS RIDE up a cart full of shields, and dive for the newly created cover.
The attacker unleashes a beam of powerful Destruction magic. You and your companions are protected by your quickly summoned wagon with a heap of shields, but the beam continues to sweep across the plaza towards the rest of the caravan. Hearing your warning, some of the guards in its path manage to dodge or defend in time, but others are hit by the beam before they can react.

- You are protected from the beam by your summoned wagon
- Cacame is out of range of the attack.
- Tode is out of range of the attack.
- Zasit was tackle-shoved by Guard 4 behind your summoned wagon. [Prone]
- Guard 1 dropped to the ground to successfully avoid the beam. [Prone]
- Guard 2 dropped to the ground to mostly avoid the beam. [Prone, minor injury]
- Guard 3 is hit full on by the beam, losing his lower legs. [Crippled, Incapacitated]
- Guard 4 tackled the expedition leader to shove her behind your wagon. [Prone]
- Guard 5 is out of range of the attack.
- Guard 6 casts a barrier to protect the supply wagon and adjacent allies.
- Guard 7 is out of range of the attack.
- Guard 8 is behind a barrier cast by Guard 6.
- Guard 9 is hit in the arm by the beam, losing her right hand. [Crippled, Incapacitated]
- Guard 10 is out of range of the attack.
- Worker 1 lifts a box as a makeshift shield but the beam stops shortly before hitting him.
- Worker 2 is behind a barrier cast by Guard 6.
- Assorted bystanders (x2) flee the scene.

As the beam stops, you start your next move of…
[Saying something (specify)]
[Staying behind cover]
[Charging towards the building]
[Casting a spell from letters (specify Impulse)]
[Casting a memorized spell]
(Available memorized spells:)
- MENTAL IDIOCY
- TOOLS RIDE (Used for the day)
- AGE ON
Choose all that apply, though only one spell can be cast per turn unless stated otherwise.


Optionally, suggest actions for your allies, though they can act on their own and are less likely to follow suggestions than Urist is.
>>
No. 694003 ID: 922f1c

>>693996
Does MENTAL IDIOCY have sufficient range to effect the beam-caster without completely leaving our cover?
If so, use that; if not, cast a destruction spell from letters. (And stay mostly behind the wagon, just poking out enough to aim and such.)
>>
No. 694007 ID: 59cd84

>Does MENTAL IDIOCY have sufficient range to effect the beam-caster without completely leaving our cover?
MENTAL IDIOCY (or AGE ON for that matter) can hit targets at long range but travels about as fast as a thrown projectile, meaning further away targets have an opportunity to dodge or otherwise react.
>>
No. 694018 ID: 2ccbb3

rolled 5, 4, 3, 5 = 17

Draw!

Impulse: Destruction
>>
No. 694032 ID: edf87a

I think it's time to cast a spell from letters. Might be able to summon up some critters to keep that guy busy.

Tode use air burst to keep the guy busy. Cacame, use dig tunnel towards the building. It might be needed to the guy or you can at least get some people into shelter.
>>
No. 694183 ID: 4155f7
File 145290454247.png - (4.09KB , 84x80 , WordsWordsWords.png )
694183

>cast a destruction spell from letters.
4d6 -> 12
Impulse, Destruction, Letter Pool: N C D E T T R D E T L S
>>
No. 694289 ID: 922f1c

>>694183
> two vowels
Feck.

NETTLES, or DR. DETEST, or RED LENS, or REND CELT
>>
No. 694324 ID: 5ad4a7

>>694183
LET'S REND

NETTLES might do something too.
>>
No. 694701 ID: dda150
File 145302216565.png - (23.00KB , 530x600 , NorthPlazaFight2.png )
694701

> NETTLES
That would be more of a short range spray of spikes.

> LET'S REND
You cast LET'S REND, launching a stream of ruinous energy at the attacker.
- Cacame launches a FIREBALL at the attacker.
- Tode launches an AIR BURST towards the attacker.
- Zasit gets up.
- Guard 1 gets up.
- Guard 2 gets up. [Minor injury]
- Guard 3 is incapacitated. [Crippled, Incapacitated]
- Guard 4 gets up.
- Guard 5 prepares an ANTIMAGIC RAY.
- Guard 6 renews his BARRIER, repairing damage done to it.
- Guard 7 steps over Guard 9 and forms another BARRIER.
- Guard 8 moves back and uses TELEKINESIS to pull Guard 9 behind Guard 6’s BARRIER .
- Guard 9 is incapacitated. [Crippled, Incapacitated]
- Guard 10 begins to HEAL Guard 9.
- Worker 1 retreats.
- Worker 2 stays behind Guard 6’s BARRIER .

The attacker drops to the ground in an attempt to dodge the return fire. Tode detonates her AIR BURST above the attacker, using the shockwave to propel the REND and FIREBALL downwards into them. The spells land glancing blows, shattering bones in the attacker’s left leg and burning their shoulder. (Attacker gains status [Moderate Wounds, Leg Broken]). However, the spells also damage the roof, causing the attacker to fall into the room below.

:wwZasit: There might be civilians in there! We have to pursue them in. Shezpaipom and -
Zasit looks over and sees Guard 9’s condition.
:wwZasit: Shezpaipom, use your TELEKINESIS to lift people up to the roof. Imekond and Wirehawk, prepare your ANTIMAGIC to intercept any more attack spells.
Guard 8: Yes sir!
Guard 4: Sir.
Guard 5: Ready sir.
:wwZasit: The rest of you get take a lift up or move for the front entrance.
:wwTode: I think we got some hits in but that guy seems tough. Urist, I have some healing spells to use here, so you and Cacame should go ahead and get the bastard before they can find somewhere to hide.

With your enemy injured but inside the building, you…
[Volunteer to go first to the roof via TELEKINESIS]
[Move towards the building’s front entrance]
[Stay behind cover]
[Cast a spell from letters (specify Impulse)]
[Cast a memorized spell]
(Available memorized spells:)
- MENTAL IDIOCY
- TOOLS RIDE (Used for the day)
- AGE ON
[Other (specify)]
Choose all that apply, with one spell maximum per turn.

>>
No. 694724 ID: 2ccbb3

Draw!

Impulse: Creation
>>
No. 694725 ID: edf87a

Volunteer to go first and cast from letters a Creation spell. Something defensive maybe?
>>
No. 694946 ID: cb446e
File 145309535990.png - (4.38KB , 400x400 , NorthPlazaFight2_5.png )
694946

> Volunteer to go first
:wwUrist: I Volunteer to go first.
:wwZasit: Alright. You might want to wait for backup depending on what the attacker is doing up there.
Guard 9: Ready to lift. Go get the bastard.

> Creation spell
As you are lifted towards the rooftop, you prepare a Creation spell.
3d6 -> 7
Impulse, Creation, Letter Pool: I Z T E R W A
>>
No. 694948 ID: 2ccbb3

Create a mindless WAITER to fall into the hole and trigger all the traps / ambushes for you!

Or summon water and flood the building.
>>
No. 695399 ID: edf87a

Use I WEAR to conjure up some protective armour for yourself.
>>
No. 695411 ID: 2ccbb3

War Zit - Create a warrior from the pus of everyone around you.

... Nah.
>>
No. 696354 ID: cb903a
File 145344616323.png - (5.43KB , 400x400 , NorthPlazaFight3.png )
696354

> Create a mindless WAITER to fall into the hole and trigger all the traps / ambushes for you!
[Note: Mortal magic is rarely if ever powerful enough to create an intelligent being instead of a simple approximation of one.]
After landing on the roof of the building, you create a phantasmal WAITER to approach the edge of the hole as a decoy…
>>
No. 696355 ID: cb903a
File 145344630033.png - (5.55KB , 400x400 , NorthPlazaFight3_1.png )
696355

…and nearly as soon as you create it, the phantasm is hit by a fireball from inside the building, blowing the construct in two. Now you have some idea of where your enemy is, but if they noticed what they just shot was a phantasm they will know you are still up there.

Considering your options, you…
[Approach the hole]
[Move somewhere on the roof]
[Hang back and wait for Cacame to be lifted up (in about or two more rounds)]
[Cast a spell from letters (specify Impulse)]
[Cast a memorized spell]
(Available memorized spells:)
- MENTAL IDIOCY
- TOOLS RIDE (Used for the day)
- AGE ON
[Other (specify)]
Choose all that apply, with one spell maximum per turn.

>>
No. 696370 ID: cd1331

Trying to use a movement spell on one impulse seems bad, so destruction I guess.
>>
No. 696416 ID: 5ad4a7

See if you can peg him with a MENTAL IDIOCY.
>>
No. 696453 ID: 3663d3

hmm... fling that tube next to the hole down it?
>>
No. 696587 ID: 33a8d0
File 145353211422.png - (4.09KB , 84x80 , WordsWordsWords.png )
696587

>hmm... fling that tube next to the hole down it?
The pipe is attached to the roof; breaking it off would probably be more effort than it is worth.

>cast a destruction spell from letters.
4d6 -> 17
Impulse, Destruction, Letter Pool: Y A P R E A T A T D O E E H E F F
>>
No. 696589 ID: 2ccbb3

>>696587
Damnit, we needed one more R.

Summon Affrayed Heap to stampede through the building!
>>
No. 696592 ID: 5ad4a7

>>696587
RAY OF TEETH
or
HEAT PARADE
or
DEFEAT PARTY
>>
No. 696818 ID: dbb0f9

>>696587
We need some sort of spell that can see or home around corners. HEAT RAY AT FOE
>>
No. 696853 ID: 5ad4a7

>>696818
Oh that's functional, if boring.
>>
No. 696916 ID: 3dc305
File 145371188814.png - (9.94KB , 779x400 , NorthPlazaFight4.png )
696916

>We need some sort of spell that can see or home around corners. HEAT RAY AT FOE
You start charging a homing spell to attack your unseen enemy, but before you are finished a spray of force bolts bursts through the roof.
Cacame, nearing the roof via lift, reacts with a prepared ANTIMAGIC RAY in an attempt to intercept, but between the ray’s narrow focus and the force bolts’ speed he misses.
Untargeted but widely spread, most of the force bolts fly wide, but one of them gets a lucky hit and pierces your right leg. [Left Leg Injured]
:wwUrist:Urgh!
You keep charging your spell despite the pain, and unleash a HEAT RAY AT FOE. As you concentrate on your enemy, the large ray curves down the hole in the roof and across the room below. You hear your enemy cry out in pain as they are set alight by the ray.
:wwUnknown:Aaaah!

For your next action, you…
[Limp towards the hole]
[Move somewhere on the roof]
[Stay put]
[Cast a spell from letters (specify Impulse and target)]
[Cast a memorized spell (specify target)]
(Available memorized spells:)
- MENTAL IDIOCY
- TOOLS RIDE (Used for the day)
- AGE ON
[Add previous cast spell to memorized spells list (does not count as a spell casting, 1 unused memorize slot)] Forgot to list this with previous spell castings.
[Other (specify)]
Choose all that apply, with one spell maximum per turn.


Also, you may now suggest for Cacame.
Cacame’s spell list: >>693143

>>
No. 698200 ID: f28285
File 145413621882.png - (7.90KB , 779x400 , NorthPlazaFight4_5.png )
698200

You take a moment to get your bearing after receiving your leg wound.
:wwUnknown:Eagh! *FWUMF*
From below, you hear what sounds like an AIR BURST detonating, putting out the fire set by your heat ray and knocking over furniture in the room below.
:wwCacame: Now’s our chance! Get ready, I’ll make an opening so we can end this!
Cacame starts to cast DIG TUNNEL on the roof.

You move closer to where Cacame is casting and prepare another Destruction spell:
4d6 -> 16
Impulse, Destruction , Letter Pool: N O V J E D R L T O U T E R E R
>>
No. 698228 ID: 5ad4a7

Let's give him some NOVEL TORTURE.
>>
No. 698232 ID: edca60

>>698200
Turn a fraction of their very atoms against him with DEUTERON REVOLT
or hit them hard in a very sensitive place with OVERDO NEUTER
or consume a single target with DEVOUR ONE
or revert them to a more primitive life form with DEVOLUTE
Oh man this is way too much fun!
>>
No. 698580 ID: 889ae9
File 145427596646.png - (4.47KB , 400x300 , NorthPlazaFight5.png )
698580

As Cacame digsthrough the roof, you prepare a spell to DEVOUR ONE.
>>
No. 698581 ID: 889ae9
File 145427607197.png - (5.92KB , 400x300 , NorthPlazaFight5b.png )
698581

Through the newly opened hole, you see your enemy. A dwarf in civilian clothes, despite being injured and recently on fire she is already preparing another spell to cast at you.
>>
No. 698582 ID: 889ae9
File 145427622069.png - (5.15KB , 400x300 , NorthPlazaFight5c.png )
698582

Your own spell streaks forward, and before she can finish casting she is surrounded by its energy.
>>
No. 698583 ID: 889ae9
File 145427635028.png - (4.63KB , 400x300 , NorthPlazaFight5d.png )
698583

As injured as she is, the spell easily overcomes her defenses, and…
>>
No. 698592 ID: 889ae9
File 145427738968.png - (2.33KB , 400x300 , Memory.png )
698592

Something reacts with the spell.
You remember being Ast Tombcradled.
You glimpse memories of…
…looking upwards through the roof and starting to cast, knowing it is already too late …
… burning, casting a spell on yourself in desperation to put it out…
…dragging yourself away from the hole you fell through; sure you had failed your mission but determined to do as much as you could…
…regret, as you stand on the roof charging a beam for what you know must be done…
…climbing the stairs and stunning the inhabitant of the office. He is not among your targets…
… years waiting, not used to a quiet life but hoping that the need for action never comes. One day, it does…
…almost two decades ago, when you met the Prophet and everything changed. When you were given a mission and a power that not even others in the Circle could be allowed to know about…
>>
No. 698595 ID: 889ae9
File 145427804143.png - (3.69KB , 400x300 , NorthPlazaFight5e.png )
698595

…with a loud *Snap* the spell is done, and Ast Tombcradled is gone. Nothing but ash remains.

You feel different. Less limited. Without calling on it, you can feel your magic as it shifts from moment to moment, potential just waiting to be cast…

[Your casting method has changed. You now automatically generate letter pools and can cast using any one of them.]

:wwCacame: Is that it? Did you get them?

You reply…
[Yes. (Don’t mention what you saw)]
[Yes, but when my spell hit I saw something… (Specify how much of what you saw to say)]
[Yes, and my leg really hurts.]
[Other (Specify)]
Available spells: (You can still only cast one spell per turn)
Letter Pools:
Destruction__ E L O E N O V L O M S Y R
Creation ____ E L O E N O V L O M
Stillness ____ E L O E N O V
Movement __ E L O E
Memorized:
- MENTAL IDIOCY
- TOOLS RIDE (Used for the day)
- AGE ON
- 1 Unused Memorize Slot (Memorize previous cast spell?)

>>
No. 698597 ID: 5ad4a7

>>698595
Oh boy, plot!

Don't mention what you saw, and
[Yes, and my leg really hurts.]

Also what the heck was that thing on the battlefield down below, the U shape with the blue beam coming out of it?

MEMORIZE Devour One. I like it.
>>
No. 698619 ID: 2ccbb3

That's just plain awesome. Memorize "Devour One".

Cast "Novelle" to create an autobiography of the girl you just ate.
>>
No. 698705 ID: f2461f

Yes and my leg hurts.
>>
No. 702021 ID: 502e6f
File 145551324269.png - (7.76KB , 779x400 , NorthPlazaAfter.png )
702021

>Yes, and my leg really hurts
:wwUrist: Yes; I got her. My leg is really hurting though.
:wwCacame: Ok. Stay here; I’ll call for a healer.
Cacame walks to the edge of the roof and yells down to the gathered guards below.

>MEMORIZE Devour One
New spell memorized- DEVOUR ONE: Consumes a weakened target or does major damage to a strong and non-weakened target. If the target is consumed, reactions might occur if the target is particularly magical or has magical effects on them. [0 remaining Unused Memorize Slots]

>Cast "Novelle" to create an autobiography of the girl you just ate.
While Cacame is gone, you try casting NOVELLE to see if you can get any more information about Ast Tombcradled, but when you look inside the small resulting book it only contains the information you already knew. You put it in the pocket of your robes, where it will vanish after a few hours (as a summoned item).

>Also what the heck was that thing on the battlefield down below, the U shape with the blue beam coming out of it?
That is the Light Path Terminal, the device your expedition is tasked with transporting to the city of Dosimmurul. When it is set up, it creates a stable link with a corresponding Terminal to allow for long-distance messaging or teleportation spells.

Cacame returns from the roof edge.
:wwCacame: Who would attack us like that? Well, demonspawn or Steppe Elves would, but that dwarf was clearly neither. She must have known she wouldn’t get away for this, but I can’t think of why a dwarf would be willing to die to sabotage us. You dwarves don’t have wars amongst each other like elves do.
:wwUrist: Hmm.
:wwCacame: Anyway, the healer should be up here soon.
>>
No. 702028 ID: 502e6f
File 145551468084.png - (5.43KB , 237x270 , AgoAndMishPortrait.png )
702028

Several minutes later, you return to the street via the stairs with a newly healed ankle. The gouge in the ground from the beam attack has cooled by now, and the injured guards have been carried away by the city healers. You see Zasit waiting for you with two new figures, a goblin in chainmail and a tall plant-humanoid wyrdfolk in plated leather armor.
:wwZasit: Good work up there. It doesn’t bode well that we were attacked before even leaving Amostom, but that could have gone a lot worse. These are the other two mercenaries I was telling you about, Ago Kazasmustu the ex-Immortal and Mish the… something involving teleportation .
:wwMish: Sself is Ssstabbing Mans.
:wwZasit: …Yes, that. They will be joining us on the expedition as part of the scouting group. Ago and Mish, this is Urist Inkflier the Word Witch and Cacame Awerilasi, one of the Red Clerics with us.
:wwAgo: We’re sorry for missing the fight, though you seem to have done all right on your own.
:wwMish: Yes, Sself is sssad to have misssed fighting. Knivess were on sssale at the sstore though.
:wwAgo: Even so, next time we should show up to important events earlier for reasons like this. Right Mish?
:wwMish: Yess.
:wwAgo: Good. So who was it that attacked here?
:wwCacame: Some dwarf shot at us from the roof. We pursued them up there and put an end to them, but we did not find out anything about why this happened to begin with.
:wwAgo: A dwarf? I hope it wasn’t a political attack them. I left the Empire to get away from all that, and it starts again here...
:wwZasit: I have lived here all my life and the main clan leaders usually get along well enough. Something else is behind this. Whatever it is you lot will be working together, so you should get to know each other’s abilities.
:wwAgo: Alright. I am trained as a goblin Immortal. I’m no longer one of the three thousand as much as they even exist anymore, but I have kept the skills like the use of my LINEBLADE and IMMORTAL ARMOR. I also have some runic spells for use between fights.
:wwMish: Sself has one ssspell but is good ssspell. Sself can SSSWAP Sself or touched to other place or with other thing. Sself is also good ssstabber; has many knives and even has ssspikes on sshoes.

Ago Kazasmustu, goblin female Ex-Immortal
Impulses:
4 Stillness 3 Creation 2 Movement 1 Destruction
Mastered Spells:
LINEBLADE: Straightens a length of graf [Note: a form of carbon fiber manufactured by goblins] monofilament from a specialized spool into a straight blade of incredible thinness backed up by magical stiffness and durability. The blade’s length is variable; though changing it requires an action to re-cast the spell.
IMMORTAL ARMOR: Surrounds the user (or a held object) with a powerful armor-like force field that greatly reduces incoming damage. The field also resists most incoming magical effects, but it can be disrupted if hit by some spells such as ANTIMAGIC , becoming unusable for a short time. In order to receive beneficial incoming magic, the user must spend their turn lowering and then re-applying the spell.

Memorized Spells:
STABILIZE WOUND: Immediately stops a wound from bleeding or getting worse for the duration of the spell, but does not heal it.
MASS SLOW: Slows a group of targets for the duration of the spell, slowing both their movements and their movement from external forces (such as gravity).

Runic Spells: [Note: Runic spells take several turns to cast and but can be cast an unlimited number of times per day. Spell runes generally cause an effect over time, but have a limited duration after being cast and have no effect if casting is interrupted.]
REGENERATION: Slowly heals an injury over time. Multiple injuries can require multiple castings. This spell can be applied to an uninjured target to reduce the effect of system-wide injuries like fatigue or blood loss for about an hour.
REPAIR: Slowly (but permanently) repairs equipment that the caster knows the general workings of. This can take several hours, depending on the amount of damage.


Mish, wyrdfolk (humanoid plant) Ssstabbing Mans
Impulses:
Specialized spellcaster, only uses Movement

Mastered Spells: [Note: Modifiers on Memorized or Mastered Spells are permanent upgrades to that spell.]
SSSWAP: Switches self with target or with empty space (within line of sight). Switching does not change the direction someone is moving or facing.
(Modifier): SSSWAP acts significantly faster than most spells, and if used in short to medium range takes less time to cast (allowing an additional quick non-spell action like attacking in the same turn).
(Modifier): SSSWAP can switch a touched target with another target or empty space instead of self.
>>
No. 702034 ID: 502e6f
File 145551535921.png - (9.66KB , 410x173 , CaravanStatus.png )
702034

Tode returns from further into the city with three guards following her.
:wwTode: Zasit, I have visited the healers’ and guard house like you asked. Shieldcharm’s arm will take days to heal fully, and the healers don’t have an estimate yet on Kastrolsizet’s legs. The Guard sent these three guards to replace them, but still say they can’t send any more with the recent monster activity.
:wwZasit: Any additional help is an improvement. We will proceed with the same general plan. Our caravan now has twenty-four members in total, with eleven city guards, two Red Clerics, three mercenaries and eight others including myself, a healer, and various workers. In order to keep the fighting away from the main caravan, we plan on having a group of our strongest fighters scout ahead to deal with threats ahead of us or return with a warning for particularly larger threats. This is where you mercenaries come in. You were hired because you or your organization have a reputation for extraordinary ability, so while this task is dangerous I have confidence you can manage it.
You should however bring one of the Red Clerics with you; their experience with the various threats of the underground will prove useful, especially if there are any demonspawn in the area.

[Which Red Cleric will join the scouting group?]
Cacame: More offensive focus. Can prepare Destruction and Movement spells.
Tode: More defensive focus (though still generally offense spells). Can prepare Destruction and Creation spells.

>>
No. 702039 ID: 5ad4a7

>>702028
>SSSWAP
Dear god that's frightening. Weaponized teleportation is serious business. The line of sight limitation and conserved facing means she can't just teleport behind someone to stab them, though. She just has to turn around afterwards. Or stab backwards. However if she just swaps a rock(or anything disposable really) with a target, she can instantly yank someone towards her to be attacked, both by her and everyone around her.
Plus she can teleport people a touched target anywhere within line of sight which means she can effectively SHARE her teleportation.
Just, holy crap. Basically anything that can be stabbed will be stabbed, and she can move the party around at will, over apparently any distance since there was no mention of a max range. Only real problem is she can't teleport multiple people all at once.

I think we should bring Tode.

Saaaaay, can we master spells?
>>
No. 702040 ID: a6dc58

I'll vote Cacame. Aside from Ssswap, powerful as it is, we have little Movement expertise, but with our latest spellcasting upgrade we should have opportunities to provide decent Creation ourselves without sacrificing Destructive potential. Plus we've worked well with Cacame so far.
>>
No. 702047 ID: 1cebc8

Bring Tode. You'll bring the heat, and you need a combat medic for other ambushes like that. Plus, you'll need to regulate the damage output yourself to select targets for devouring.
>>
No. 702051 ID: f6442a

Floran Floran yeah! Ssstab with flagpole!

Bring Tode, as our own Creation memorized spell has rather limited application in combat.
>>
No. 707003 ID: 16daa4
File 145699614602.png - (4.41KB , 400x400 , LeavingAmostom1.png )
707003

>Bring Tode
:wwUrist: We will bring Tode with us. We could use some fast healing if we run into any ambushes out there.
:wwTode: That makes sense. I’ll be ready to head out when you are.
:wwZasit: Alright then. We will be leaving shortly. Make sure to report back to the caravan regularly so we know things are going alright. And remember, the Light Path needs to go in a straight line, so any obstacles in our path will need to be dealt with sooner or later.
You depart through the north gate as the caravan finishes up their preparations.
>>
No. 707004 ID: 16daa4
File 145699618036.png - (5.09KB , 400x400 , LeavingAmostom2.png )
707004

The four of you begin your journey, leaving behind the firelight and noise of the city for the softer glow of day moss and the quiet of the caverns.
>>
No. 707005 ID: 16daa4
File 145699667237.png - (24.44KB , 400x400 , UndergroundMap1.png )
707005

Your group travels for several hours through the caverns.
:wwAgo: You know, I’ve been down here for over a decade now but haven’t really worked with the Red Circle much.
:wwTode: That isn’t surprising. As busy as we’ve been, it would take quite a lot to get most of the Circle to even think about asking for help with anything. And to be fair, despite the trouble we've had since the Cursed Year, everyone else seems to be doing much worse.
:wwAgo: Well that’s the truth. Monsters can literally appear out of the air here but the dwarven territories are still safer than anywhere in the Empire these days. And that’s just from the so-called successors, without even getting into the threat of another Steppe Elf incursion.
:wwMish: Sself hopes we explore sssurface ssome day. Even if too many gobmans or elfmans to ssstab, with sself we can outrun.
:wwAgo: Maybe eventually. For now let’s just see how this job goes.
>>
No. 707007 ID: 16daa4
File 145699710494.png - (9.83KB , 800x413 , EyeEncounter1.png )
707007

Eventually, when the light of the day moss has grown dimmer for the evening, your group comes across a cave with several of strange creatures in it. They resemble large eyeballs on small segmented legs and skitter about, apparently not having noticed you yet.
:wwMish: Casssty eyebugs.
:wwTode: Those are Creeping Eyes, magic using monsters that get nasty in numbers. Let’s clear them out.

You begin the fight by…
[Advancing]
[Waiting]
[Casting a Spell]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ A E F I E G I T T E N S V H E N
Creation ____ A E F I E G I T T E N S
Stillness ____ A E F I E G I T
Movement __ A E F I
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE (Used for the day)
- AGE ON

Optionally, suggest actions for allies.

>>
No. 707011 ID: 2ccbb3

Destruction: Vanishing Feet - Destroy the movement limbs of enemy targets. Limiter: Does not interfere with enemy regeneration.

OR

Creation: Tea Gift: Conjure all-purpose healing tea. Limiter: CASTER CANNOT USE THIS ON HIMSELF.
>>
No. 707035 ID: 2a7417

Creation: TEN TIES to bind their legs with rope.
Hey Mish, I hear eyeball jelly is delicious on toast!
>>
No. 707036 ID: b17b81

Could maybe do stillness: fae tie to disrupt their casting a bit.
>>
No. 707045 ID: a6dc58

Well, I do like the idea of anything that disrupts their casting...

On the matter of our allies. I think we need to Ssswap the red eye next to our group (if it retains its orientation that would place it facing the South wall, and away from us) and the gang up and kill it, maybe with a Lineblade shoved through its back. Taking out what appears to be their offensive ringer at the start of the fight seems like a a great way to minimize damage.
>>
No. 707372 ID: 69f51f

I second the VANISHING FEET suggestion. Alternative suggestion: Cast GIANT SHIV and give it to ssstabbing mans to poke all the eyes out.
>>
No. 707386 ID: 16daa4
File 145716561716.png - (13.55KB , 800x451 , EyeEncounter2a.png )
707386

>VANISHING FEET
You cast VANISHING FEET, launching a glob of energy that bursts into a flash of Destructive energy. Two of the three Creeping Eyes (Yellow1 and Green1) are hit directly and fail to resist the spell, their feet temporarily blinking out of existence. As the monsters are little more than eyeballs on legs, this reduces them to eyeballs on short stumps that fall to the ground and roll helplessly. The third (Red1) is only hit by the edge of the effect, and resists the spell.

:wwUrist: Hey Mish, I hear eyeball jelly is delicious on toast!
:wwMish: Sself can confirm.

>Ssswap the red eye next to our group
:wwMish: SsswapGet!
:wwAgo: On it.
Mish draws a pair of knives, while Ago pivots towards Mish’s position.
>>
No. 707387 ID: 16daa4
File 145716575727.png - (21.62KB , 800x800 , EyeEncounter2b.png )
707387

Mish casts SSSWAP, switching place with Red1. Ago is prepared for the switch and casts LINEBLADE, extending her weapon straight through the relocated monster.
Meanwhile, Mish can now see into the adjacent cave , which contains several more Creeping Eyes. They all turn to face Mish.
Note: Since it might have been unclear earlier, areas out of line of sight are now marked with a lighter grey to be more distinct from walls.

In the back of the group, Tode charges a FIREBALL (charge level medium next turn).

For your next move, you…
[Advance]
[Stay Put]
[Cast a Spell]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ T E D G E N X I O O T
Creation ____ T E D G E N X I O
Stillness ____ T E D G E N
Movement __ T E D
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE (Used for the day)
- AGE ON

Optionally, suggest actions for allies.

>>
No. 707388 ID: 5ad4a7

>>707387
Ah, found a problem with SSWAP. Self-teleportation is risky because you might expose yourself to danger. Full use of the ability requires knowledge of enemy positions...

Mish better swap away. Try swapping with one of the downed eyeballs. Might even get a little friendly fire.

Everyone else should advance to positions near the choke point. ...say, can SSWAP be used to teleport projectiles? Like, could a fireball be teleported into the midst of an enemy position?
>>
No. 707405 ID: a6dc58

Ah, so that dark area was fog of war, not a wall. Well then. Hmm, I would say use Ssswap to reverse the position of our Ssstabing Mansss and the Goblin (I am somewhat worried that if we ssswap with a downed eyeball the green Creation eyeball will just heal it). Without the Red Eye, I imagine there is a much lower possibility of them having spells like ANTIMAGIC that can shatter the Goblin's "Immortal Armor" hopefully allowing him to tank the passage for at least a round. If I'm right with my letters, we can ready a TOXIC GEODE which might act as a kind of poison grenade we can get into position and chuck in on the enemies.

And yeah, if we can ssswap in projectiles, a ssswaped in fireball could only help.
>>
No. 707406 ID: a6dc58

Ah, sorry that would be TOXIN GEODE (not TOXIC, of course, no c).
>>
No. 709016 ID: 16daa4
File 145792998667.png - (21.49KB , 800x800 , EyeEncounter3a.png )
709016

[Note: Answers to spell mechanics questions posted in new /discussion/ thread: http://www.tgchan.org/kusaba/questdis/res/98408.html ]
/b]
Also, art error: last update I forgot to draw most of Urist's cloak.

>Mish better swap away.
Mish jumps backwards, turning to get line of sight to the tunnel, but the Creeping Eyes act first.
In the cavern,
- Green1 conjures a CAVE BEE SWARM, which buzzes forward angrily.
- Yellow2 casts a beam spell, but misses.
- Blue2 casts a spell on a nearby stalagmite, causing it to sharpen and leap towards Mish, hitting the wyrdfolk in the side.
:wwMish: Ssssss!
- Yellow3 casts a BINDING WEB but it does not hit before Mish SSSWAPs away. The web lands on the ground.
In the tunnel,
- Red1 attempts to turn to face its attacker but only manages to cut itself apart on the LINEBLADE sticking through it. [Red1 has been struck down.]
- Yellow1 flails helplessly.
- Blue1 casts a blast of force into the air, causing it to start rolling across the ground.
>>
No. 709017 ID: 16daa4
File 145793070523.png - (32.42KB , 800x800 , EyeEncounter3b.png )
709017

Mish casts SSSWAP to move down the tunnel and lands on the ground. [Moderate side wound, Prone.]

> ready a [TOXIN GEODE] which might act as a kind of poison grenade we can get into position and chuck in on the enemies.
> Everyone else should advance to positions near the choke point.
Ago casts IMMORTAL ARMOR and runs to the cavern opening.
You cast TOXIN GEODE, conjuring a stone shell filled with compressed poison gas. You move towards the cavern opening.
Tode walks forward and continues charging her FIREBALL. (Charge level large next turn, which is max size though the FIREBALL can be held longer.)

For your next move, you…
[Move]
[Shove Blue1 away with your foot as it rolls past]
[Smash Blue1 with your mace (cannot attack and cast in the same turn)]
[Toss TOXIN GEODE (can toss an item and cast in the same turn but neither very accurately)]
[Cast a Spell]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ U O A W M F V G P L B R O I E
Creation ____ U O A W M F V G P L B R
Stillness ____ U O A W M F V G
Movement __ U O A W
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE (Used for the day)
- AGE ON

Optionally, suggest actions for allies.

>>
No. 709019 ID: a6dc58

Can we toss the Toxin Geode with some accuracy and maybe step or kick over the legless blue eyeball next to us? I don't want us to suffer for forgetting those guys.
>>
No. 709025 ID: 2ccbb3

Destruction:
BUMP OVERFLOW
Cause a series of love taps guaranteed to cave in an area. Use these to destroy key structural points in a cave.

Throw the grenade and cast the earthquake spell on structural weak points near the chokepoint.
>>
No. 709030 ID: 2ccbb3

Alternatively, you could just

Destruction:
BLOW UP VAGROM
Explosive damage, cone. Extra damage towards vagrants (like stray monsters).
>>
No. 709125 ID: 69f51f

Kick the eyeball!
>>
No. 709126 ID: f461c5

>>709025
I like BUMP OVERFLOW, but a cave-in sounds just as dangerous to us. I would use it to push the enemies around constantly, preventing them from getting any sort of lock on us and potentially even stunlocking them.

(Also, with our ability to autogenerate verbage, and our magic being as hyper-modular as it is, can we just enchant/summon enduring spells like the TOXIN GEODE to use in emergencies? How long will it last? Are Word witches those nerd casters who just sit around making shittons of scrolls?)
>>
No. 710688 ID: e2db64
File 145851962340.png - (23.60KB , 800x800 , EyeEncounter4a.png )
710688

The Creeping Eyes act.
In the cavern,
- Green1 casts ENHANCE STRENGTH on its CAVE BEE SWARM, causing them to swarm forward with increased ferocity.
- Yellow2 casts an IMMOBILIZING RAY at Ago. It hits but IMMORTAL ARMOR negates the effect.
- Blue2 launches a nearby rock at Ago. The blunt attack is slowed to ineffectiveness by IMMORTAL ARMOR.
- Yellow3 casts another BINDING WEB at Ago. The spell doesn’t stick to her IMMORTAL ARMOR, but it manages to wrap around to latch on to the unaffected shield on her back. [Ago’s arms are entangled.]
- The CAVE BEE SWARM stings Ago. The enhanced piercing attacks are slowed by IMMORTAL ARMOR, but are still sharp and poisonous. [Ago gains wounds: scratches, minor poison]
In the tunnel,
- Yellow1 creates a small force field above it. It doesn’t offer much protection pointing straight upwards.
- Blue1 attempts another blast of force, not hitting anything due to spinning.
>>
No. 710690 ID: e2db64
File 145851966407.png - (22.82KB , 800x800 , EyeEncounter4b.png )
710690

>BUMP OVERFLOW
> use it to push the enemies around constantly
You cast BUMP OVERFLOW on the eye monsters in the cavern. They are assaulted with a barrage of weak shoves to keep them off balance and push them closer together. Green1, Blue2, and Yellow3 are shoved and suffer a penalty to their next attacks. Yellow2 resists the effect.

>kick over the legless blue eyeball
>Kick the eyeball!
You also shove Blue1 away from you with your foot. You angle it towards Mish, who leans over and stabs it with a knife. [Blue1 has been struck down.]
>>
No. 710691 ID: e2db64
File 145851991909.png - (25.27KB , 800x800 , EyeEncounter4c.png )
710691

:wwTode: Ago, duck!
Ago ducks, and Tode throws her FIREBALL at the clustered eye monsters. The fully charged spell detonates, and with a roaring FOOM the middle of the cavern is filled with fire and shrapnel. [Green1, Yellow2 and Blue2 have been struck down. Yellow3 is seriously wounded and incapacitated.]
>>
No. 710701 ID: e2db64
File 145852502724.png - (21.55KB , 800x800 , EyeEncounter4d.png )
710701

Ago successfully escapes the BINDING WEB but is still covered in bees.
:wwAgo: I can’t get these off! Burn them or something, just not more poison.

For your next move, you…
[Cast a Spell]
[Suggest an ally use one of their spells] [Note: There is now a wiki page with spell lists at http://tgchan.org/wiki/Word_Witch ]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ D Q W R U P O E F P L V N E
Creation ____ D Q W R U P O E F P L
Stillness ____ D Q W R U P O
Movement __ D Q W R
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE (Used for the day)
- AGE ON

Optionally, suggest actions for allies.

>>
No. 710703 ID: 7e4e9f

Destruction - Wee Drop

Make those bees (and other small things) meet the dirt!
>>
No. 710705 ID: 5ad4a7

Drat, another weakness of SSSWAP. It's not line of sight, but rather, *vision*. Mish has to see where she's teleporting, not just have an unobstructed path.

>>710701
An uncharged fireball should kill the bees without getting through the Immortal Armor, right? Cacame can handle that. Tode should heal Mish.

Cast DEVOUR ONE on Yellow3. Anyone can take out Yellow1.
>>
No. 710743 ID: a6dc58

As tempting as Devour One sounds, I like the idea of Wee Drop, it seems the safest way to get rid of the bees.
>>
No. 713790 ID: 59a537
File 145974915862.png - (21.39KB , 800x800 , EyeEncounter5a.png )
713790

- The CAVE BEE SWARM continues to Ago. [Ago gains wounds: more scratches, mild poison x2]
- Yellow3 is unconscious.
- Yellow1 is still unable to move or turn without its legs.
>>
No. 713791 ID: 59a537
File 145974932307.png - (22.85KB , 800x800 , EyeEncounter5b.png )
713791

>An uncharged fireball should kill the bees without getting through the Immortal Armor, right? Cacame can handle that.
:wwTode: An uncharged FIREBALL doesn’t have much splash effect. A medium FIREBALL should work for that, but it would take a bit to charge. Also, Cacame isn’t here. He is with the main caravan guards.

Ago swats at the bees with her web covered shield, entangling some of them but not doing much damage to the swarm as a whole.

>Wee Drop
You pocket your TOXIN GEODE and cast WEE DROP, shooting a cone of energy at the bees, causing the swarm to fall to the ground.
:wwAgo: Thanks. A blade doesn’t do much against things that small.

Tode walks over and uses HEAL WOUNDS [1 use remaining] to heal Mish’s stalagmite injury. [Mish is no longer injured.]
:wwTode: Keep that away from antimagic and it should be fully healed in a day or two.

Mish gets up.
>>
No. 713792 ID: 59a537
File 145974956083.png - (22.67KB , 800x800 , EyeEncounter5c.png )
713792

With the remaining monsters incapacitated, your group is able to quickly finish them off.
Mish jumps forward, uses SSSWAP, and kicks Yellow1 with their spiked boot. [Yellow1 has been struck down.]

Ago stomps on the grounded bees.

> Cast DEVOUR ONE on Yellow3
You cast DEVOUR ONE on Yellow3, reducing it to ash.
The spell’s effects are less dramatic than the last time you used it. Perhaps it was because the target was a relatively weak creature, but you also feel like there was something else unusual about your previous target. You get a vague sense of skittering through caves and shooting webs other monsters, but nothing concrete.
[You feel slightly refreshed. Your other used memorized spell TOOLS RIDE is recharged.]
[Yellow3 has been struck down.]

You check the rest of the cave, but do not find anything other than empty Creeping Eye nests.
:wwTode: Looks like the last of them then.
Tode uses HEAL WOUNDS [0 uses remaining] to heal Ago’s cave bee poison.

Your group heads onwards, and the rest of the day’s travel passes uneventfully.

[End of Day 1]
[Your TOXIN GEODE has dissipated.]
[Your Memorized spells have recharged.]
While travelling, you may choose to prepare one Creation spell for your next encounter.
Letter Pool:
IUBEEOAAY

Optionally, suggest changes to Tode’s prepared spell loadout for the next day (current loadout at http://tgchan.org/wiki/Word_Witch#Tode_Matchdemons)

>>
No. 713798 ID: 5ad4a7

>>713792
I guess BUOY works as creation, and could be used for floatation or as a piece of cover. BAYOU might just create some water, and seems less useful.
>>
No. 713809 ID: f461c5

>>713798
Bayou sounds like ti would be more useful as a destruction spell, a sticky, soggy morass pooling under the feet of enemies with insects and nastiness debuffing them. Though as a creation spell it may do the same to a lesser degree?

I think boa or buy could both be potentially useful, with eye coming in slightly lower priority but likely good for spying.

Cant think of a way to make good use of obey with a creation spell though.
>>
No. 713826 ID: 69f51f

I don't think we need to prepare any spells right now.
>>
No. 713833 ID: 76c187

Prepare A BOA. Summons a great big snake.
>>
No. 713838 ID: 1cebc8

Bee, maybe?
>>
No. 715778 ID: 59a537
File 146035778580.png - (24.25KB , 400x400 , UndergroundMap2.png )
715778

[Day 2]
The day’s travel goes smoothly. To prepare for possible fights, you have taken to summoning something every two to three hours as your previous summon dissipates.
[For clarification, “prepare for next counter” was intended to mean “have summoned at the next stop”.]

>Bayou sounds like ti would be more useful as a destruction spell, a sticky, soggy morass pooling under the feet of enemies with insects and nastiness debuffing them. Though as a creation spell it may do the same to a lesser degree?
:wwUrist: Destruction spells take the forms of attacks or afflictions, while Bayou would be more like Creating a patch of terrain. A patch of Bayou also isn’t something you can take with you while traveling.

>A BOA. Summons a great big snake.
Your active summon at your next stop will be A BOA. This large snake can Entangle or Bite enemies. [Like most phantom creations, it will follow the spoken commands of its caster until it is destroyed or its duration dissipates.]

You spend a large portion of the day following as Tode uses DIG TUNNEL to make a path through a mostly solid area of underground.

Mish snacks on burnt chunks of one of yesterday’s Creeping Eyes.

The day is generally uneventful.

[End of Day 2]
>>
No. 715781 ID: 59a537
File 146035843789.png - (13.49KB , 500x500 , CaveVillageEntrance.png )
715781

[Day 3]
You come across the entrance to a wyrdfolk village. In front of the entrance tunnel is a small palisade and two guards, a large lizard person and someone resembling a goblin with three eyes and strange hands. They look at you warily as you walk close.
Though you are still in what is technically considered dwarven territory, isolated wyrdfolk villages like this one rarely have much interaction with the usually city dwelling dwarves aside from traveling traders or occasional monster hunters. Still, an established village in dwarven territory is unlikely to be outright hostile.

You currently have A BOA summoned.

You…
[Approach the village and speak to the guards (saying what?)]
[Move on and ignore them]
[Cast a Spell]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ C F J T X I I D A T H R O R Q N T
Creation ____ C F J T X I I D A T H R O
Stillness ____ C F J T X I I D A
Movement __ C F J T X

Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

>>
No. 715793 ID: f461c5

>>715781
Is that green stuff on the ceiling a spell affect or just moss?
>>
No. 715813 ID: d21cd6

Move on and ignore them
>>
No. 715817 ID: 1cebc8

Throat Fix - Conjure some tasty cough drops.
>>
No. 715819 ID: 59a537

>>715793
:wwUrist:That's just day moss. It is sort of magic, but only in the sense that it glows brightly each dawn and fades to a dimmer glow over the course of each day.
>>
No. 716459 ID: 5ad4a7

[Approach the village and speak to the guards]
Ask them how's the haps. Any trouble lately?
>>
No. 717573 ID: 59a537
File 146096265232.png - (13.46KB , 500x500 , CaveVillageEntrance2.png )
717573

>Ask them how's the haps. Any trouble lately?
:wwUrist: What’s up? Any trouble lately?
:wwUnknown: Dwarfs. With Red Cleric.
:wwUnknown: are you here about the megabeast bounty?
>Move on and ignore them
:wwAgo: No; we already have a job to do clearing the monsters ahead of a caravan.
:wwTode: Sorry about that. We will be traveling for a while, but if I see any monster hunters I will let them know.
:wwMish: Which way iss megabeasst?
:wwUnknown: Northwest. In lake, not too far.
:wwMish: Sso we can fight it!
:wwUnknown: good. since the monster moved into the nearby lake it has killed most of our fishing group and the warriors protecting them.
:wwUnknown: Survivors say is Leg Whale. Five legs.
:wwUnknown: we need access to the lake for food, and we also want revenge. we can’t lose any more hunters, so we will be willing to pay eight hundred gold for proof of the leg whale’s death.
:wwTode: I’ve heard of Leg Whales. Apparently they have powerful Creation magic that gets stronger as they grow more legs.
:wwMish: If it healss, Sself can just ssstab more.
:wwTode: Things are weaker where they have been healed recently.
:wwUrist: We’ll keep an eye out for it then.
:wwUnknown: Good luck.
>>
No. 717574 ID: 59a537
File 146096279280.png - (65.17KB , 1200x1200 , CavernLake1.png )
717574

After less than an hour of walking you come across a massive cavern containing a large underground lake. The ground here is covered in mud and floor fungi, with a few large tower caps looming overhead.
At the shore of the lake, you see signs of a fight and the marks of something being dragged back into the water.
:wwAgo: This looks like the place. How is the caravan going to get across here, even without the monster?
:wwTode: Some of the workers can build a bridge. Of course, being on a bridge would be risky if we don’t take care of the Leg Whale by then.
:wwMish: Sso we lure and ssstab.
:wwAgo: We should also prepare before getting its attention.
Ago casts IMMORTAL ARMOR and reaches for her shield.
Tode starts charging a FIREBALL.
:wwTode: Got any ideas for how to draw it out when we are ready?

You…
[Move closer to the water]
[Give an order to your BOA]
[Cast a Spell]
[Other (Specify)]
Available spells:
Letter Pools:
Destruction__ X S K N I R A C E O I N O
Creation ____ X S K N I R A C E O
Stillness ____ X S K N I R A
Movement __ X S K N
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

Optionally suggest actions or preparations for group members.

>>
No. 717576 ID: 5ad4a7

>>717574
Create OXEN, send them towards the water as a lure.
>>
No. 717579 ID: 1cebc8

Game Plan:

Cut off legs.

Devour One Whale for creation skill points.

[Cast A Spell] (Oh man this is gonna be good): Ark Excision

Targets anything that can function as an aquatic/spatial transporter and cuts it open. DEEP. Limiter: Does not kill target.
>>
No. 717584 ID: f461c5

>>717579
Thats kind of a broad search category for a seeking spell, dont you think?

WHATEVER, SOUNDS COOL TO ME.
>>
No. 717599 ID: 69f51f

I also vote for ark excision! Nothing can go wrong with that idea
>>
No. 717603 ID: 02a34b

Boas can swim. Send in the snake.
>>
No. 718954 ID: 59a537
File 146156362188.png - (64.15KB , 1200x1200 , CavernLake2a.png )
718954

>Boas can swim. Send in the snake.
:wwUrist: BOA, swim into the lake and fight any monsters there.
Your BOA obediently swims out into the lake.

Tode continues charging her FIREBALL (now size 2/3).
Ago casts casts IMMORTAL ARMOR on her shield.
Mish draws a pair of daggers.

>Ark Excision
>Targets anything that can function as an aquatic/spatial transporter and cuts it open. DEEP. Limiter: Does not kill target.
:wwUrist: Seeking is complicated behavior; to do that, a generated spell would have to include Words like AT [target] or TO [target]. Though if I can get a good visual than maybe…
>>
No. 718955 ID: 59a537
File 146156367968.png - (70.25KB , 1200x1200 , CavernLake2b.png )
718955

You see ripples in the water near your BOA.
:wwUrist: There!
You cast ARK EXCISION at the ripples. Lines of magic flash and carve out the outline of a small boat in the water.
>>
No. 718957 ID: 59a537
File 146156374065.png - (68.89KB , 1200x1200 , CavernLake2c.png )
718957

The body of a small fish floats to the surface.
:wwUrist: Or maybe not.
:wwTode: At least that should have gotten the beast’s attention.
>>
No. 718958 ID: 59a537
File 146156380331.png - (67.87KB , 1200x1200 , CavernLake2d.png )
718958

:wwTode: Well, if it was nearby.
:wwAgo: Maybe we should…
>>
No. 718959 ID: 59a537
File 146156386074.png - (18.17KB , 370x534 , MobyGyoSplashImage.png )
718959

The megabeast Moby Gyo the Scourge of Shallows has come! A fierce whale-like creature that grows new legs as it ages. It has five legs and has several recently healed wounds. Beware its FISH BREATH!
>>
No. 718960 ID: 59a537
File 146156395395.png - (77.05KB , 1200x1200 , CavernLake2e.png )
718960

Moby Gyo leaps out of the water, shredding your BOA in its jaws. [Your BOA has been destroyed and dissipates.]

Mish SSSWAPs forward and throws a dagger, striking Moby Gyo in the side. [Moby Gyo gains wound: dagger lodged in side]
Tode throws her FIREBALL but misses.
>>
No. 718961 ID: 59a537
File 146156409142.png - (67.20KB , 1200x1200 , CavernLake2f.png )
718961

Moby Gyo splashes back under the surface of the water.
:wwAgo: Now we definitely have its attention.

You…
[Move]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ T O R I E A F T H O E R U A I
Creation ____ T O R I E A F T H O E R
Stillness ____ T O R I E A F T
Movement __ T O R I
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

Optionally suggest actions for group members.

>>
No. 718964 ID: 5ad4a7

>>718961
Mish, next time it shows up, SSWAP it with one of those giant mushrooms. Or anything, really. Just get it on land, and be sure to SSWAP so that you won't be immediately attacked when it swaps in. Then either attack or get away from it and throw daggers.

Everyone else should prepare for the fish to be beached. Clear out an area for it to swap in.

Destruction:
TEAR AT FOE
>>
No. 718967 ID: 7348d0

>>718964
This sounds good.
>>
No. 718977 ID: f80e05

or if you get a line of sight to the whale (so dont need to target the spell)

"tear forte" or
"eat fire"

though im not sure if eat fire would work better as destruction (fire damage to throat?) or creation (summon fire inside targets mouth?)
>>
No. 719114 ID: 59a537

[Clarification]
>Mish, next time it shows up, SSWAP it with one of those giant mushrooms.
:wwMish: Sshroom is ssstuck in ground. If sshroom were knocked down Sself could SSSWAP though.
>>
No. 719117 ID: 1cebc8

>>719114
Okay, one slicing wave from Tode at the field of mushrooms then.
>>
No. 719168 ID: 69f51f

Creation: ROT RAFT - summon a raft of pure rot in the water and hope the monster eats it
>>
No. 722440 ID: 8cc531
File 146291509490.png - (73.57KB , 1200x1200 , CavernLake3a.png )
722440

>though im not sure if eat fire would work better as destruction (fire damage to throat?) or creation (summon fire inside targets mouth?)
:wwUrist: Either could work. Destruction would do damage more quickly, but Creation would last longer.

>TEAR AT FOE
You step forward and cast TEAR AT FOE. The beam arcs into the air, turns, and curves into the water. You are pretty sure it hit, but can’t tell how much damage it did.

>next time it shows up, SSWAP it with one of those giant mushrooms.
>slicing wave from Tode at the field of mushrooms
:wwUrist: We need to get it out of the water.
:wwTode: Use this to swap with it.
Tode casts SLICING WAVE at a nearby tower cap, cutting through its base.

>Everyone else should prepare for the fish to be beached.
Mish draws another dagger and Ago casts LINEBLADE.
>>
No. 722441 ID: 8cc531
File 146291516099.png - (64.65KB , 1200x1200 , CavernLake3b.png )
722441

Mish and Ago move into position, while the sliced tower cap starts to tilt.
Moby Gyo pokes its head out of the water…
>>
No. 722442 ID: 8cc531
File 146291520739.png - (71.07KB , 1200x1200 , CavernLake3c.png )
722442

…and rears up to unleash its FISH BREATH! A stream of sharp-toothed Cave Fish spews from its mouth at alarming speed!
Mish successfully dodges the gout of Fish, leaping to grab the sliced tower cap as it falls over. The wyrdfolk gets a hold of the mushroom but drop a dagger in doing so. [Mish gains status: prone]
You leap back from the Fish barrage, avoiding the worst of it but being struck with several Fish that latch onto your legs and left arm.
>>
No. 722443 ID: 8cc531
File 146291531966.png - (76.58KB , 1200x1200 , CavernLake3d.png )
722443

The fish on your arm is stopped by your bracer, but the other fish bite painfully into your legs. [Urist gained status: Minor Bite Wounds x3, Fish-Grabbed x4, prone]

The remaining Cave fish land on the ground and flap around angrily, making a Fish terrain hazard.

Before the Moby Gyo can retreat back underwater, Mish uses SSSWAP to switch it and the surrounding water with the sliced tower cap.

As the megabeast starts to fall forward, you…
[Get up (Or try to, with the Fish still latched on)]
[Grab your mace and bludgeon the attached Fish]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Letters: H W O W U A E L O R G E
Destruction__ H W O W U A E L O R G E
Creation ____ H W O W U A E L O
Stillness ____ H W O W U A
Movement __ H W O
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

Optionally suggest actions for group members.

>>
No. 722444 ID: 5ad4a7

>>722443
Cast AGE ON on the megabeast. Then everyone can just go to town on it while you bash those fish off you (next turn).

Ask them to not quite kill it, so you can finish it off with DEVOUR ONE. I'm sure we'll get something nice for that!
>>
No. 722492 ID: f461c5

>>722444
Please dont, these things get more powerful (Or, in this specific case, at least more leggy) with age.

Perhaps I might suggest 'Whale Woe/Gore/GRUE'.

aS destruction spell, of course. Creating a mass of whale tears/guts/horrible flesh eating monstrosities is unlikely to be very helpful.
>>
No. 722495 ID: 5ad4a7

>>722492
Oh, in that case, MENTAL IDIOCY would be the debilitating debuff we want.
>>
No. 722496 ID: 69f51f

Creation: WHALE to summon a spectral whale in front of the beast before it falls on you
>>
No. 724697 ID: 0d6c82
File 146377604142.png - (70.48KB , 1200x1200 , CavernLake4a.png )
724697

As the sphere of swapped swapped water falls to the ground, Moby Gyo lunges towards Ago with teeth bared and bladed leg swinging. Ago avoids the leg and blocks the bite attack with her shield. The IMMORTAL ARMOR on her shield slows the attack, but the leg whale latches on with its teeth and pulls downwards, tearing the shield.

>debilitating debuff
>Then everyone can just go to town on it while you bash those fish off you (next turn).
:wwUrist: I’ll be fine.
You shake off the fish unsuccessfully biting your arm and push yourself to a sitting position so you can cast a spell at the leg whale. The other fish continue to gnaw at you. [Urist has status: Minor Bite Wounds x6, Fish-Grabbed x3, Sitting]

Mish rolls into a sitting position, glances at the leg whale then looks at a mushroom cap.
>>
No. 724698 ID: 0d6c82
File 146377609106.png - (79.02KB , 1200x1200 , CavernLake4b.png )
724698

Moby Gyo casts SPIDER SHARKS, summoning a phantasmal pair of fish monsters. One turns to flank Ago and the other to attack Tode.

Surrounded by enemies, Ago casts Mass Slow directly downwards, releasing a burst of magic that attempts to cling to nearby creatures. [Moby Gyo successfully resists the debuff and is unaffected. Spider Shark 1 is slowed. Spider Shark 2 is slowed. Ago is unaffected due to IMMORTAL ARMOR.]

Mish swaps to the top of the mushroom and gets ready to jump downwards.

Tode hastily casts a Fireball in response to the spider sharks’ appearance…
>>
No. 724702 ID: 0d6c82
File 146377636295.png - (76.14KB , 1200x1200 , CavernLake4c.png )
724702

And lands a direct hit on Spider Shark 2. The spell easily tears through the relatively fragile phantasm. [Spider Shark 2 has been destroyed and dissipates.]

>Whale Woe
You cast WHALE WOE at Moby Gyo, sending a crackling stream of energy at the leg whale. The spell’s specificity to its target makes it extra effective! Your spell surges over the monster, making it shudder and spasm in place. [Moby Gyo has status: Stunned, WHALE WOE]
:wwUnknown: EEEEEEEEEeeeeee!

For your next move, you…
[Get up despite the attachedFish]
[Grab your mace and bludgeon the attached Fish]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ A W F S R S L E H W L D O D A I
Creation ____ A W F S R S L E H W L D
Stillness ____ A W F S R S L E
Movement __ A W F S
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

Optionally suggest actions for group members.

>>
No. 724715 ID: 398fe1

We got lucky again, and can spell WHALE. I think Urist should go for it instead of bashing off the fish.

WHALE SWORDS
or if that's more of a creation spell,
WHALE FAILS
or WHALE LOSS
or WHALE FRAIL (FRAIL WHALE?)

Tode can help you with those fish. Either by bashing them off or popping a heal spell to nullify the damage they've done so far.
Ago should be able to just tank the phantasm and inflict a wound on the megabeast. Try cutting off that metal limb! Or cut off its jaw so it can't bite.
Mish should continue her plan. Should work fine.

I think next turn we should be able to finish it off with a DEVOUR ONE.
>>
No. 724718 ID: 094652

Can someone slow the fish so they bite less?

>>724715
Whale Swords seems appropriate. Devour One when ready.
>>
No. 724767 ID: 69f51f

I vote for WHALE FAILS!
>>
No. 724770 ID: 93e896

>>724767
Can't go wrong with WHALE FAILS
>>
No. 727328 ID: b7883c
File 146484765265.png - (72.97KB , 1200x1200 , CavernLake5a.png )
727328

>Ago should be able to just tank the phantasm and inflict a wound on the megabeast. Try cutting off that metal limb! Or cut off its jaw so it can't bite.
Ago maneuvers around Moby Gyo and attacks the leg whale from the side, stabbing through its snout at the end of its jaw then bracing her blade hand on her shield. [Moby Gyo has status: WHALE WOE, LINEBLADE-impaled]

The remaining Spider Shark moves to attack Ago but does not reach her due to being slowed.

>Mish should continue her plan. Should work fine.
Mish leaps downwards from the mushroom top…
>>
No. 727329 ID: b7883c
File 146484776853.png - (76.89KB , 1200x1200 , CavernLake5b.png )
727329

As Mish nears the ground, they swap to a space just above Moby Gyo’s head. Their boot spike impacts with a crack from the leg whale’s skull, and is followed by the other boot spike and a pair of knife attacks. The impact forces the leg whale’s head downwards, causing the embedded LINEBLADE to slice most of the way through its jaw. [Moby Gyo gains statuses: heavily injured jaw, cracked skull, stab wound x4]

>Tode can help you with those fish.
:wwUrist: Can you get these fish off? I’m readying another spell to keep the whale in check.
:wwTode: Alright. I was saving this to keep it from healing, but at this rate we won’t even need that.
Tode pivots and casts ANTIMAGIC CONE, angling the cone to hit the fish without hitting you. The small phantasms are dispelled entirely by the antimagic. [Urist is no longer Fish-Grabbed.]
>>
No. 727332 ID: b7883c
File 146484792833.png - (102.12KB , 1200x1200 , CavernLake5c.png )
727332

:wwUnknown: EEEeeeEEEeee!
Heavily injured, Moby Gyo shrieks and draws from its reserve of power, and Creation energy leaks from its wounds. The leg whale vomits out FISH GROWTH BURST, which spreads out to fill the surrounding area.
The Spider Shark grows larger and shakes off the debuff on it. [Spider Shark 1 has status: Bolstered Size, Bolstered Strength, Bolstered Endurance].
The Piranhas on the ground start to grow spiked, insect-like legs, and get to their spiked feet as a large Piranha Ant Swarm.
Moby Gyo gets up despite the continuing effects of WHALE WOE as Mish hangs clings to its head. The movement exacerbates its LINEBLADE injury, but even as its jaw is further cut energy flows over the leg whale’s skin and its wounds start to close…
>>
No. 727333 ID: b7883c
File 146484800386.png - (79.06KB , 1200x1200 , CavernLake5d.png )
727333

>WHALE FAILS
But before it can fully heal itself you cast WHALE FAILS. As your beam strikes the Moby Gyo, the energy peels off like a shed skin, and the leg whale’s wounds re-open. It succumbs again to WHALE WOE and falls back to the ground. The movement exacerbates its LINEBLADE injury, tearing its jaw the rest of the way off. [Moby Gyo is critically injured. Moby Gyo’s jaw has been severed. Moby Gyo is no longer LINEBLADE-impaled.]

With the leg whale stunned again and critically injured but its minions still active and enhanced, you…
[Get up]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ U L T L R P A T G D W I R N I J
Creation ____ U L T L R P A T G D W I
Stillness ____ U L T L R P A T
Movement __ U L T L
Memorized:
- MENTAL IDIOCY
- DEVOUR ONE
- TOOLS RIDE
- AGE ON

Optionally suggest actions for group members.

>>
No. 727345 ID: 398fe1

>>727333
>critically injured
DEVOUR ONE will probably finish it off, then. If we can use it before any of that swarm gets Urist, the fight will be over. I don't suppose it's possible to get up now and try to evade the swarm while still casting the spell? Not sure how free movement is.

Those letters are so great though. We can spell ULTRA WILTING. Imagine how powerful that would be as a debuff. Or would it be offensive? Tempting to drag out the fight one more round so we can cast and memorize it before the DEVOUR ONE comes out.

In either case, the party could just cover Urist until he can get off the finisher.
>>
No. 727346 ID: 398fe1

Oh wait. We also have a really good Creation spell available: ULTRA PIG. That could be a better use of memorize since we don't have a great Creation spell memorized...
>>
No. 727351 ID: 595d54

DEVOUR ONE on the whale.
>>
No. 727352 ID: 094652

Time to end this with Devour One! Let Mish finish slicing up the whale first, though.

>>727346
Also, I suggested "Tools Ride". That hurt, man.

Ultra Dip might be even better if it means creating a healing ration made of chips and the caster's favorite dip.
>>
No. 727353 ID: 398fe1

>>727352
Tools Ride is good for creating cover and utilitarian stuff outside of combat, but I figure Ultra Pig might be big enough to provide cover, and would be a powerful summon too.
>>
No. 727354 ID: 595d54

>>727353
I'd rather at least one of our memorized spells had broad noncombat use. TOOLS RIDE is good and versatile. It can stay.
>>
No. 727414 ID: b7883c

:wwUrist: I can't overwrite memorized spells, so I normally wouldn't be able to memorize a new spell without available Memorize Slots. However, megabeasts are known to release powerful Creation energy when they die, which can be absorbed by people nearby to increase their power. So if I cast a spell and the leg whale is immediately finished off, I would be able to memorize it. On the other hand, DEVOUR ONE would increase the power gain...
>>
No. 727433 ID: 408136

Ultra pig!
>>
No. 727435 ID: 595d54

Sticking with DEVOUR ONE. Increasing the Creation energy we absorb sounds good, we might be able to get ULTRA PIG anyway.
>>
No. 727446 ID: 094652

Ultra Pig. Don't hog all the XP, let your party gain Creation Energy as well.

Unless most of the energy shoots off instead of being absorbed, in which case you should probably be efficient and devour the whale.
>>
No. 729684 ID: b7883c
File 146596100754.png - (76.96KB , 1200x1200 , CavernLake6a.png )
729684

>Unless most of the energy shoots off instead of being absorbed
:wwUrist: Maybe? I haven’t tried that, or killed a megabeast at all for that matter.

Ago steps closer to Moby Gyo and re-casts LINEBLADE while attacking, extending the blade to pierce further into the leg whale’s head. [Moby Gyo gains status: LINEBLADE-impaled]

Spider Shark 1 rushes Ago and attacks with a swipe from a bladed leg and a bite. The leg attack is sowed by her IMMORTAL ARMOR and fails to pierce her chainmail, but its teeth latch on to Ago’s leg and are only partly stopped by her armor. [Ago gains status: moderate bite wound]

Mish cheerfully continues to stab the leg whale. [Moby Gyo gains status: stab wounds +2 for a total of 6]

Todesteps back and casts AIR BURST at the Piranha Ant Swarm. A few of the Piranha Ants in front are crushed by the force, but most of the swarm front is harmlessly propelled backwards. The rest of the swarm continues forward. The burst also pushes you in the other direction, but since you are already sitting you can’t be knocked over.

The Piranha Ant previously attempting to bite your arm bites you again, with more success. [Urist has status: Minor Bite Wounds x7, Fish-Grabbed x1, Sitting]
>>
No. 729687 ID: b7883c
File 146596115829.png - (14.78KB , 529x268 , ULTRA_PIG.png )
729687

>ULTRA PIG
You summon an ULTRA PIG, a massive boar with enormous tusks and bone plates on its head. [Powerful summons like ULTRA PIG cause summoning fatigue, which prevents the caster from using the same or other powerful summons for an hour or so unless removed.]

Upon being summoned, your ULTRA PIG immediately charges the leg whale, accelerating to an alarming speed despite the short distance.
>>
No. 729688 ID: b7883c
File 146596121161.png - (75.79KB , 1200x1200 , CavernLake6b.png )
729688

Your ULTRA PIGslams into Moby Gyo and the Spider Shark between them.
Spider Shark 1 is gored by tusks then smashed between the ULTRA PIG and Moby Gyo, but is stopped from dispersing entirely with Bolstered Endurance . [Spider Shark 1 receives status: Impaled x2, crushed lower torso]
Mish is shaken off the leg whale by the impact, and almost falls onto Ago before swapping to the ground.
Moby Gyo is hit by the ULTRA PIG’s charge, and the impact jolts it backwards. The movement makes the embedded LINEBLADE shear through its skull, and the leg whale’s endurance finally gives out. The leg whale falls limply to the ground. [Moby Gyo has been struck down.]
>>
No. 729692 ID: b7883c
File 146596144728.png - (757B , 300x300 , CreationEnergy.png )
729692

As Moby Gyo’s body hits the ground it sighs out a cloud of undirected Creation energy, which is absorbed by the living beings nearby.
You feel a light and giddy sensation despite your bite wounds, similar to when you first used DEVOUR ONE, but without a certain unnatural feeling or the rush of memories.
[You have gained 1 Memorization Slot. Use Memorization Slot to memorize ULTRA PIG? [Yes/No]]
Note: The memorize/mastery system is being slightly retroactively tweaked for balance reasons. Memorized spells can now have multiple uses per day as they progress from basic memorization towards mastery. More powerful spells are more difficult to progress.
[You also gain one of the following (choose one):]
Gain 1 additional Memorization Slot
Gain 1 Echo Slot (Echo Slots store a spell for only one use, but can be refilled if empty or overwritten if full whenever casting a spell from letters.)
+2 uses of MENTAL IDIOCY (current uses/day: 1)
+1 use of DEVOUR ONE (current uses/day: 1)
+2 use of TOOLS RIDE (current uses/day: 1)
+3 uses of AGE ON (current uses/day: 1)

[You no longer have summoning fatigue]

Your allies seem similarly affected by the Creation energy to varying extents.
[Tode gains +1 use of ANTIMAGIC CONE and gains +1 Prepared Spell Slot]
[Ago and Mish will take time to gain benefits due to being non-versatile spellcasters.]

Despite Moby Gyo’s death, the Spider Shark and Piranha Ant Swarm remain threats that need to be cleared out, so for your next action you…
[Try to get up]
[Cast a Spell]
[Command ULTRA PIG (Specify)]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ U A U R W E T M F R E A N
Creation ____ U A U R W E T M F R
Stillness ____ U A U R W E T
Movement __ U A U R
Memorized:
[1/1] MENTAL IDIOCY
[1/1] DEVOUR ONE
[1/1] TOOLS RIDE
[1/1] AGE ON

Optionally suggest actions for group members.

>>
No. 729701 ID: 094652

Oh man. MUTE WARFARE would allow you to fire STEALTH ARTILLERY. We should seriously consider memorizing this instead.

And I vote for an extra charge of Devour One. That spell is REALLY useful and it would be a shame if you missed an especially powerful target with your only shot.
>>
No. 729704 ID: 398fe1

ULTRA PIG is really strong obviously so let's memorize it.

...wait, Echo Slot is how memorization slots used to work, right? With the change, Memorization slots refill upon resting with whatever spell we chose, and we can eventually master the spell by spending level ups, but the chosen spell can't be changed? Could we empty a memorization slot by resting and choosing to empty it?

We should have at least one Echo Slot, so let's spend this levelup by getting one. I kindof wish we could retroactively turn one or two of our memorization slots into echo slots...

Orders:
Mish should help out Urist by using SSSWAP to yank the fish off him and stab it.
Urist should finally get off his ass.
Tode should immediately use ANTIMAGIC CONE on the swarm.
UltraPig and Ago should finish off the shark and prepare to move to attack the swarm if any are left.
>>
No. 729722 ID: b7883c

>Echo Slot vs Memorization slot
[A spell in an Echo Slot is one use total, not one use daily; you store it, cast it from the slot once, then the slot is empty until you store another spell in it. Memorized spells are permanent (and were intended to be from the beginning though that might not have been clear).]

>refill upon resting
:wwUrist: Unlike the Prepared Spells that used by Red Clerics, Memorized Spells don't recharge based on resting; they recharge at dawn due to the Dawn Pulse from the sun's renewal. That's why you often want to start a battle shortly before dawn if you can help it.
>>
No. 729744 ID: 398fe1

>>729722
...oh, so, we were never able to overwrite memorized spells. The tweak allows us to increase their uses per day instead of gaining more slots of either type.
>>
No. 729765 ID: 69f51f

I think we should cast MAR ANT on the ant swarm

Also memorize ultra pig and gain an extra memorize slot
>>
No. 732108 ID: b7883c
File 146700803237.png - (76.05KB , 1200x1200 , CavernLake7a.png )
732108

>ULTRA PIG is really strong obviously so let's memorize it.
>memorize ultra pig
New spell memorized- ULTRA PIG: Summons a large phantasmal boar with a powerful charge attack and a thick hide.

>extra charge of Devour One
>We should have at least one Echo Slot
>gain an extra memorize slot
[1d3 -> 2; You gained one Echo Slot. A spell cast from letters can be stored in this slot, overwriting any previous spell stored in it. Once the stored spell is cast, the echo slot becomes empty.]

> Urist should finally get off his ass.
Your bite wounds slow you down some, but with some effort you successfully get to your feet.
The Piranha Ant latched on to you scrambles to maintain its hold and is too busy doing so to bite you again.

> Mish should help out Urist by using SSSWAP to yank the fish off him and stab it.
Mish gets up and turns around.

The Piranha Ant Swarm advances, and nearly reaches your position.

> Tode should immediately use ANTIMAGIC CONE on the swarm.
Tode casts ANTIMAGIC CONE at the Swarm. The Piranha Ants in front are hit by the CONE and dissipate.
>>
No. 732109 ID: b7883c
File 146700811065.png - (76.94KB , 1200x1200 , CavernLake7b.png )
732109

> UltraPig and Ago should finish off the shark and prepare to move to attack the swarm if any are left.
Ago attacks the injured Spider Shark with her LINEBLADE. Spider Shark 1 gains status: LINEBLADE-impaled]
:wwAgo: I’ve got this one. Take care of the swarm.
:wwUrist: ULTRA PIG, trample the Piranha Ants.
Your ULTRA PIG turns to face the swarm.

Mish swaps next to you and stabs a dagger into the Piranha Ant grabbing you, dissipating the ant and coming worryingly close to stabbing you as well.
:wwUrist: Woah! Careful with that.
:wwMish: Isss fine. Ssself knows ssstabbing.
>>
No. 732110 ID: b7883c
File 146700819797.png - (75.37KB , 1200x1200 , CavernLake7c.png )
732110

>MAR ANT on the ant swarm
You step back and cast MAR ANT at the Piranha Ant Swarm. One of the ants in front distorts and writhes, but the other ants are unaffected.

Your ULTRA PIG charges the Piranha Ant Swarm. Already reduced in numbers by Tode’s ANTIMAGIC CONE, the swarm is decreased even further as the ULTRA PIG barrels through them, crushing ants with its hooves and tusks.

Spider Shark 1 fails to get up due to its injuries, and tries to push itself along the ground to bite Ago. It isn't very successful at pushing itself either, and Ago holds it back with a boot on its head.
>>
No. 732111 ID: b7883c
File 146700831954.png - (74.38KB , 1200x1200 , CavernLake7d.png )
732111

With the Spider Shark injured and impaled, and thePiranha Ant Swarm greatly diminished and on the other side of your ULTRA PIG, finishing up the fight is short work.

Your ULTRA PIG continues to trample the the remaining Piranha Ants, which are too small to pose much of a threat to the thick hide of you summon.

Ago rips her LINEBLADE out of its position in the Spider Shark’s head, tearing a deep gash out of its head and dissipating the phantasm.
:wwTode: Why don’t you just do that to begin with?
:wwAgo: IMMORTAL ARMOR slows down hits I land as well as those hitting me. At reduced speeds, the LINEBLADE’s tip is still sharp enough to pierce nearly anything, and the leverage helps with cutting.
:wwMish: Ssself thinks is more trouble than simply ssstabbing with knives, but is good for bigger thingss.
>>
No. 732112 ID: b7883c
File 146700854059.png - (13.45KB , 500x500 , CaveVillageEntrance3.png )
732112

Tode uses a charge of HEAL WOUNDS on your bite wounds, which heals most of them and lets you walk again without issue. She moves to heal Ago’s bite wound from the spider shark, but Ago declines.
:wwAgo: I’ll be fine. Its shallow and we will be meeting up with the caravan and their healers soon.
:wwTode: if you’re sure…
Tode uses her remaining charge of HEAL WOUNDS on your remaining bite wounds.
Ago uses STABILIZE WOUND on her Spider Shark bite.

Your group walks back to the Wyrdfolk settlement to collect on the bounty you were promised for slaying Moby Gyo. Mish takes the leg whale’s severed jaw as proof.

The same two guards as before are watching the gate.
:wwUnknown: Back. Already?
:wwUnknown: and all of you still alive. is that...

You…
[Haggle for a better deal? (Specify argument)]
[Accept payment (800 g)]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ A H W R N A I R G E L D A H G E G Y N E
Creation ____ A H W R N A I R G E L D A H G
Stillness ____ A H W R N A I R G E
Movement __ A H W R N
Memorized:
[1/1] MENTAL IDIOCY
[1/1] DEVOUR ONE
[1/1] TOOLS RIDE
[1/1] ULTRA PIG
[1/1] AGE ON

Optionally suggest actions for group members.

>>
No. 732114 ID: 398fe1

>>732112
I can't think of a reason to ask for more money, tbh.

Cast a spell: HEALING, on Ago. Hmm, should we bother putting it in the echo slot? I guess we could just empty it later if we need to.
>>
No. 732845 ID: 3b7ce7

Accept payment
>>
No. 733001 ID: b2d501

Hm... Most people can't devour and assimilate living animals...

Consider haggling for an animal or a small herd. Instead of 800g you get 1100g worth of domesticated or wild animals, and they can pick which of their flock needed to be sold anyway. Ask for any animals that are being torn apart by their own magic.

Then you eat them over time with Devour One and gain any special magics they might have had.
>>
No. 735499 ID: b7883c
File 146839844332.png - (13.51KB , 500x500 , CaveVillageEntrance4.png )
735499

>Consider haggling for an animal or a small herd.
:wwUrist: (We don’t really have time to look after livestock, especially anything particularly magical.)

>I can't think of a reason to ask for more money, tbh.
>Accept payment
:wwUrist: Yes, the leg whale is dead.
:wwUnknown: we thank you for your help. normal monsters are enough trouble without things like that around.
:wwMish: We even left its corpssse, so you can eat it.
:wwUnknown: Eat it? After it ate. Our villagers?
:wwMish: It eatsss you and you eat it. Iss only fair.
:wwUnknown: hmm
:wwUnknown: Just. Take the payment.
[You gain 800g, split between your party.]

Your group returns to the lake to wait for the caravan to arrive.

>Cast a spell: HEALING, on Ago. Hmm, should we bother putting it in the echo slot?
On the way back, you cast HEALING on Ago’s shark bite.
:wwAgo: Thanks. It’s not as bad as an open wound, but walking around with a stabilized injury still isn’t something you get used to.

>I guess we could just empty it later if we need to.
:wwUrist: (Yep.)
[You store HEALING in your Echo Slot.]
>>
No. 735500 ID: b7883c
File 146839856421.png - (32.37KB , 1100x500 , CavernLakeCrossing.png )
735500

After about a half hour, the caravan arrives.
:wwZasit: It looks like you’ve been busy.
:wwUrist: You could say that.
:wwAgo: Things went surprisingly well, considering.
:wwCacame: We haven’t been having nearly as interesting a time in the caravan.
:wwZasit: And that’s good, especially now that our path goes across a lake like this. Trying to cross the lake with something like a leg whale in it would not go well.
:wwAgo: We can’t go around and float the Light Path thing over from the shore?
:wwZasit: Wz. Bengel can only move the Light Path Terminal from a relatively short distance. My apprentice and I can make a scaffold bridge faster than you might think though.
:wwAgo: Whatever works.

The caravan proceeds across the lake. Any lake wildlife that survived the stay of Moby Gyo does not make itself known.
[End of Day 3]
[All Memorized spells have recharged.]
>>
No. 735501 ID: b7883c
File 146839864638.png - (23.49KB , 400x400 , UndergroundMap3.png )
735501

[Day 4]
While you walk, Ago spends much of the morning drawing out runes to REPAIR her damaged equipment.
:wwAgo: Back in the Immortals, we used to have casters whose entire job was to manage logistics. It’s amazing to think now how specialized we were, but it worked well enough when there was still an Empire. I’ve been trying to learn another more directly combat related spell we used to have support casters for, and with the energy from that leg whale I think I’ll be able to get it down.
[Ago has gained the Memorized spell IMPEDANCE FIELD. For the duration of the spell, creates a spherical area that halts ranged spells after they travel a short distance through it. Antimagic effects dispel as far as they penetrate but are still stopped after a distance by the field.]

[Days 4, 5 and 6 pass unremarkably]

[Day 7]
Your travels near the southern portion of the Serpent Domain, a Wyrdfolk nation with friendly ties to the dawrven territories. The area contains many caves with open spaces but steep cliffs, though those don’t slow you down much between use of SSSWAP and DIG TUNNEL.

Using your compass to follow the planned path, your group is digging through a wall when…
You may choose to prepare one Creation spell for your next encounter.
Letter Pool:
Creation ____ R N E S I O A D O J N D

Optionally, suggest changes to Tode’s prepared spell loadout for the next day (current loadout at http://tgchan.org/wiki/Word_Witch#Tode_Matchdemons, one charge of DIG TUNNEL already used)

>>
No. 735520 ID: 5d7b0e

>>735501
Perhaps we could JOIN RED, to augment one of the Cleric's spells.
>>
No. 735523 ID: 398fe1

How about an ODD NINJA? I wonder if that would summon a doppleganger of Mish.
>>
No. 739478 ID: b7883c
File 146986979254.png - (42.26KB , 1500x1000 , CaveCrossroad1.png )
739478

>JOIN RED
:wwUrist: “JOIN” is a bit vague. Something like “BOOST” would work though.

>ODD NINJA
Earlier in the day’s travel, you had cast ODD NINJA, making a phantasm shaped like Mish.
:wwMish: Heh, is good likenesss. Do one of Ago next!
:wwUrist: Maybe next time, though these can’t use magic, and you are probably the best of us with physical weapons.
:wwMish: Makes ssense. Self is good at ssstabbing.

As Tode digs, your tunnel breaks through the wall of a chamber with a quiet hiss.
The first thing you see is the screen separating the portion of the room you are in from the rest of the room.
The second thing you see is a group of Kobolds sitting on rocks in the room. Kobolds are estimated to be one of the most numerous species of wyrdfolk, but it is difficult to be sure since most of them are members of the secretive and hostile Kobold Coalition. This group in particular looks like part of a Coalition raiding party. The two closest to you are sitting by a camp fire and too busy bickering to notice your entry.
:wwUnknown: -really necessary? You don’t think the smoke could leave the illusion and give away our position?
:wwUnknown: And you are so worried about giving us about giving us away that you complain loudly?
:wwUnknown: Different. Do you fail to remember the other group is positioned to see them approaching before they get in earshot?
:wwUnknown: Will they even be coming now, after two days waiting here? What if they got eaten by something?
A voice from outside your line of sight says
:wwUnknown: Plufudfabus, Chulugupykis. Do you think my sources are unreliable, or that we would need an ambush this elaborate if they would be poorly guarded?
:wwUnknown: No.
:wwUnknown: So you will be ready when they do show up, yes?
:wwUnknown: Yes.
:wwUnknown: *sigh* Yes.

You…
[Keep listening]
[Say something to the group (what?)]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ A A E L N T C A Y
Creation ____ A A E L N T C
Stillness ____ A A E L N
Movement __ A A E
Memorized:
[1/1] MENTAL IDIOCY
[1/1] DEVOUR ONE
[1/1] TOOLS RIDE
[1/1] ULTRA PIG
[1/1] AGE ON
Echo: HEALING
[Save ODD NINJA to echo slot, overwriting stored spell?]

Optionally suggest actions for group members.

>>
No. 739482 ID: 398fe1

>>739478
Keep listening, and be ready to cast MENTAL IDIOCY on the one sitting up in front.
>>
No. 739733 ID: 69f51f

Cast ULTRA PIG in the middle of them
>>
No. 739761 ID: b2d501

Tools Ride on top of the unsuspecting guards.
>>
No. 743833 ID: b7883c
File 147184541722.png - (9.14KB , 600x469 , CaveCrossroad2a.png )
743833

>Cast ULTRA PIG in the middle of them
>Tools Ride on top of the unsuspecting guards.
You motion to the others to attack before the kobolds notice you.

>1d2 -> 2
You creep forward and cast TOOLS RIDE to summon a wagon full of anvils in the air above closest pair of kobolds. Summoning further away takes a bit longer, but the kobolds are still distracted with their grumbling.
>>
No. 743834 ID: b7883c
File 147184544450.png - (10.60KB , 600x469 , CaveCrossroad2b.png )
743834

As Tode stops digging, your wagon blinks into existence. One of the kobolds catches it in the corner of their eye, while the other remains oblivious.
:wwUnknown: Ah!
:wwUnknown: Hm?
>>
No. 743835 ID: b7883c
File 147184548285.png - (11.07KB , 600x469 , CaveCrossroad2c.png )
743835

The kobold who noticed grabs their companion’s hand, glows with a burst of speed and dives away from the accelerating wagon, but the other kobold is too slow to react and does not follow.
:wwUnknown: What ar-
>>
No. 743837 ID: b7883c
File 147184572044.png - (10.49KB , 600x500 , CaveCrossroad2d.png )
743837

*CRASH*
Kobold Archer 1 has been struck down.
Archer 2 makes it away from the wagon and hits the ground. [Archer 2 is prone.]
>>
No. 743839 ID: b7883c
File 147184580951.png - (56.60KB , 1500x1000 , CaveCrossroad2e.png )
743839

Tode and your ninja climb out of the dug tunnel into the room.
Ago activates IMMORTAL ARMOR and follows.
Mish swaps out to the front of the group.

The kobold in robes jolts in surprise then casts something and fades from sight.
The armored kobold that was out of view earlier gets up, picks up a large sword and casts a glowing energy armor.

From the opposite cliff wall, you hear shouting.
:wwUnknown: What was that?!
The armored kobold shouts back.
:wwUnknown: Attackers!
:wwUnknown: Enough to drop the illusions for?
:wwUnknown: Yes!
You hear hurried movement from behind the wall.

You…
[Move forwards]
[Stay in the tunnel]
[Cast a Spell]
[Other (Specify)]
Available Spells:
Letter Pools:
Destruction__ X J M R D Y I E
Creation ____ X J M R D Y
Stillness ____ X J M R
Movement __ X J
Memorized:
[1/1] MENTAL IDIOCY
[1/1] DEVOUR ONE
[0/1] TOOLS RIDE
[1/1] ULTRA PIG
[1/1] AGE ON
Echo: HEALING

Optionally suggest actions for group members.

>>
No. 743841 ID: 398fe1

Mental Idiocy on the armored one.
Tode: Fireball where the invisible one was.
the Ninja should charge towards where the invisible one was to try to reveal it, and attack the prone goblin.
Mish should take an attack of opportunity on anything worth hitting, really. Like the armored guy, post-idiocy.
Ago might want to guard Tode and Urist in case the invisible guy tries a sneak attack.
>>
No. 743847 ID: b2d501

Mish, Ssswap with Kobold Archer 2 and take cover behind that rock! Tode, Antimagic Cone on the Kobold Mage to prevent him from using spells for a few seconds! Ago, cast Lineblade and advance on the Kobold Mage, begin your assault when the Antimagic fades!

Urist, prepare to use Devour One. Weaken the Kobold Archer if necessary. Alternatively, arrest the Kobold Archer and plan to devour Kobold Mage.
>>
No. 743907 ID: 69f51f

Summon the ultra pig!
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