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Through the forest we go!
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# ? Dec 10, 2014 23:38 |
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# ? Jun 14, 2024 13:01 |
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Scout through the forest.
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# ? Dec 10, 2014 23:50 |
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Stop everything and look for the red dot.
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# ? Dec 11, 2014 00:41 |
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Forest
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# ? Dec 11, 2014 00:56 |
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Scouting roll, difficulty 15 - made it You make your way quickly through the forest, guided by the hideous voice in the sky, until you stand outside the city walls. You run your eyes over the high wall, noticing a few cracks which might provide handholds, and some places where vines have taken hold. Scouting roll, difficulty 18 - made it Roguery roll, difficulty 18 - failed You climb to the top of the wall and look out over the dead city. You see the Colossos, still an awesome figure despite the mad ranting that fills the air. You're glad it looks out over the harbour, and so has no chance of seeing you. You're now faced with a more difficult problem - getting down the other side. Magic roll, difficulty 16 - made it The spell tells you to jump and land on one of the few roofs that haven't yet collapsed. Heroism roll, difficulty 10 - ADVANCED You do so. As soon as you land, the roof collapses under your weight. A deep pool of muddy water breaks your fall. You start walking towards the Colossos. You remember the knowledge that's supposed to be carved on the city walls - now, if it exists, hidden under the vines. Try and clear some of the vines Head straight for the harbour pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 14/14 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 13 (good) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 23 Blessings: Charisma (1) Dueling (1) Healing (1) Shelter (1) Items: your machete box from the armoured hut red rose unicorn Yasmina
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# ? Dec 11, 2014 01:16 |
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Clear those vines.
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# ? Dec 11, 2014 01:32 |
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Scouting roll, difficulty 15 - made it You clear a small section of the wall. Just as the woman claimed, writing has been carved into it. You read as much as you can, but learn nothing but some obscure details of the migrations of the Ancients. Scouting roll, difficulty 13 - made it Roguery roll, difficulty 13 - made it You clear away more vines, revealing more writing. It concerns the order of lizard-folk shamans, the Frill-Necked Wizards. They believe that there will come a time when four grim llamas ride throughout the world spreading misery and death. They call them the Four Llamas of the Alpacalypse. Filled with mystic knowledge, you finish reading and leave. Magic +2 You make your way through the empty streets. Wild dogs watch you from the houses, but make no approach. Soon you're at the harbour. After examining the Colossos from the safety of an empty house, you notice a stairway that winds up its back and ends in a doorway in the back of its head. With no other option in sight, you slip into the water and swim out to the Colossos. It doesn't pause in its bellowing as you make your way up the stairs. You enter the Colossos' head. It's filled with corpses and decay. A stairway leads up, presumably to its actual brain. A hideous creature, faceless and lit with unearthly fire, walks down the stairs. Attack it Try and negotiate with it pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 14/14 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 15 (great) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 23 Blessings: Charisma (1) Dueling (1) Healing (1) Shelter (1) Items: your machete box from the armoured hut red rose unicorn Yasmina
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# ? Dec 11, 2014 04:58 |
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chat up the unnameable horror.
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# ? Dec 11, 2014 05:04 |
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Talk.
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# ? Dec 11, 2014 05:59 |
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Was this the run that we chatted up Cthulhu? If not, at least we know it's possible to talk peaceably with ancient monstrosities.
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# ? Dec 11, 2014 06:12 |
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Talk with the horror out of time.
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# ? Dec 11, 2014 06:21 |
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Dear Old One, We tremble before your power, but...
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# ? Dec 11, 2014 07:32 |
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Nondevor posted:Was this the run that we chatted up Cthulhu? If not, at least we know it's possible to talk peaceably with ancient monstrosities. No that was when we were Neckbeard, but yes I concur with your suggested course of action I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Dec 11, 2014 11:41 |
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Yes, let's have a nice conversation.
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# ? Dec 11, 2014 13:58 |
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You explain the Colossos' importance, and your mission. Charisma roll, difficulty 16 - made it The creature laughs bitterly. 'And no doubt you assumed I'm responsible. Very well, you may talk to the giant yourself.' It gestures up the stairs, which you climb. You enter the mind of the Colossos. It's warm and dark, like an inverted womb, bringing forth only death. A calm voice comes from all around. 'You are wrong to think that the creature below drove me mad. Like flies to a corpse, my decay was the cause of its arrival, not the result.' You tell the Colossos of your mission from the former citizens of Atnos. It directs you to a chamber full of honey-like oil. It tells you to smash the chamber. You watch as the oil spills around your feet. The Colossos' mind runs down, and is still. You climb down the stairs, and leave what is now nothing but a hollow work of metal. Your boat is where you left it outside the city. Coming into town, you find there's no need to report your success. The old woman, and the other townsfolk, are all on their feet. They greet you joyfully. They present you with half the town's remaining treasury. gain 50 shells They also offer you one of their boats. Accept, and sail back to Karrakara Alright, Pricness, for real this time were gonna get there. After a short journey, you arrive at Karrakara. The docks at Karrakara have ships from all over the known world, and sometimes beyond. The dockmistress tells you that the fee to dock here is four shells. You protest at this outrageous sum, and she tells you that this allows you to leave your boat here indefinitely. It occurs to you that you could sail to the swamps outside the city and find a deserted spot to hide your boat. Haggle Seafaring roll, difficulty 18 - failed Streetwise roll, difficulty 18 - made it She is unmoved by your skilful appeals to both reason and pity. drat, well we can afford it and now we have 69 shells. You reluctantly hand over the shells and custody of your boat, and head into town. lose 4 shells Yasmina directs you to her parents' house. 'Hi Mum, I've decided to move back home' she tells the lady of the house. 'We owe you our thanks...I suppose' the elder noblewoman tells you. She gives you ten shells. Thank her and leave Protest at this small sum pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 14/14 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 15 (great) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 69 Blessings: Charisma (1) Dueling (1) Healing (1) Shelter (1) Items: your machete box from the armoured hut red rose unicorn
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# ? Dec 11, 2014 14:12 |
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Protest!
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# ? Dec 11, 2014 14:19 |
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MEOOOOOW!
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# ? Dec 11, 2014 14:34 |
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Charisma roll, difficulty 17 - made it Streetwise roll, difficulty 17 - made it Roguery roll, difficulty 17 - failed The woman sighs. 'I suppose you're right.' She gives you another twenty shells. You thank her and take your leave. gain 20 shells You spend a shell on a meal and a room. lose 1 shell Stamina roll, difficulty 10 - ADVANCED Heroism roll, difficulty 10 - made it Healing roll, difficulty 20 - use blessing Your knowledge of healing allows you to tend to your wounds without resorting to the priests or sawbones. Stamina +1 You consider your next move. Sell the unicorn Visit the Street of the Gods Visit the docks Explore the city Leave the city and travel inland Set out to sea pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 15/15 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 15 (great) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 88 Blessings: Charisma (1) Dueling (1) Healing (1) Shelter (1) Items: your machete box from the armoured hut red rose unicorn
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# ? Dec 11, 2014 14:38 |
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Finally! Visit the Street of the Gods They owe us big time!
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# ? Dec 11, 2014 14:45 |
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Kajeesus posted:Finally! We'd better get piles of free stuff. Street of the Gods.
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# ? Dec 11, 2014 17:05 |
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ViggyNash posted:We'd better get piles of free stuff. Street of the Gods. I concur with this. And drat, our cat started with 6/11 Stamina and now we have 15/15! meaning we aren't at imminent risk of death if we gently caress up somewhere. Also, it really did take us a hell of a long time to get back to this city huh? In any event, we now have a nice little nest egg in terms of cash. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Dec 11, 2014 18:32 |
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Talking Cat needs Blessings badly
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# ? Dec 11, 2014 19:49 |
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The Street is full of shouting, pleading priests. The only silent people are the so-called 'Mouthess Ones': the priests of the Queen of Welcome, the goddess who appears as a dancing child with the head of a cat. They never speak in public, but advertise their faith by covering everything they own with representations of the goddess, and the short prayer 'Hail, O Kitty'. All are eager to solicit your faith, and 10 shells is the going rate for a blessing or for healing. Buy a blessing Try and get one for free Buy some healing Leave Looks like we only rescued the Hobo Gods. pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 15/15 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 15 (great) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 88 Blessings: Charisma (1) Dueling (1) Shelter (1) Items: your machete box from the armoured hut red rose unicorn
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# ? Dec 12, 2014 00:10 |
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Buy a blessing We have cash for days and we're kinda on a helping out the gods kick.
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# ? Dec 12, 2014 00:14 |
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Get one for free Lady, you should be making me a saint over here. Cat god saved by cat? This stuff writes itself, meow.
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# ? Dec 12, 2014 00:30 |
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So I've been trying this game out for a little while and so far all my more talky characters have done better while my fighters die easily.
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# ? Dec 12, 2014 01:41 |
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Kajeesus posted:Get one for free Agreed. Like I said before they owe us some blessings.
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# ? Dec 12, 2014 04:04 |
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Heroism -2 Heroism roll, difficulty 20 - made it You manage to fake enough sincerity to gain a blessing. gain Duelling blessing Our heroism! We earned that poo poo. Man let's ditch these stingy Gods. Your wandering steps take you to a nearly-deserted part of the city. As you turn a corner, you come across a small imp carrying a glass bottle of liquid. The imp is happy to talk to you. It does most of the talking. It tells you that it works for a magician. It has many complaints about the magician, but the main one seems to be that the imp never gets enough shells. Let's throw him a The imp puts down the bottle it's carrying, and takes the shell in both hands. It begins to gnaw on it like it was a loaf of bread, until soon it's all gone. lose 1 shell Magic roll, difficulty 14 - ADVANCED Magic roll, difficulty 14 - ADVANCED Charisma roll, difficulty 14 - made it The imp is pathetically grateful for your gift. It offers to leave the magician and go adventuring with you. You mention the bottle it's carrying. The imp tells you it owns the bottle, not the magician, but that of course you may have it as a sign of the imp's friendship - although the imp adds that it probably should carry it just for now. You return to your inn. The imp follows you, chattering excitedly about the many adventures the two of you will have. Most of them seem to involve huge piles of the most succulent cowrie shells. It also tells you about itself. Apparently it likes big butts. Also, it cannot lie. A well-known holy sage has closed his monastery and opened a sandwich shop. He promises to make you one with everything. He also asks if you want some infini-tea. But you decline. You've heard it takes forever to make. lose 1 shell Stabling costs another shell. lose 1 shell The imp eats another shell. lose 1 shell Stamina roll, difficulty 10 - ADVANCED Heroism roll, difficulty 10 - made it Healing roll, difficulty 20 - failed You consider your next move. Sell the unicorn Visit the Street of the Gods Visit the docks Explore the city Leave the city and travel inland Set out to sea Looks like we got a couple of shell vacuums. pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 15/16 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 17 (superb) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 88 Blessings: Charisma (1) Dueling (2) Shelter (1) Items: your machete box from the armoured hut red rose glass bottle Imp unicorn
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# ? Dec 12, 2014 04:53 |
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This unicorn is an abomination. Not one of God's works. It should have been left behind in the great flood. Best be rid of it now. Sell the unicorn.
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# ? Dec 12, 2014 05:51 |
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So, what do we have to do to win this?
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# ? Dec 12, 2014 13:41 |
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Kanthulhu posted:So, what do we have to do to win this? I believe we have to stumble into some random things that has a possible victory attached to it or something. One guy before said that they got a good end by helping out some Amazons or something. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Dec 12, 2014 14:23 |
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explore the city Ain't no way the unicorn goes anywhere.
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# ? Dec 12, 2014 14:41 |
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Explore the city. See if we can't find someone who can help us with the box. Honestly, I don't even remember how we got the box now, we've lasted so long.
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# ? Dec 12, 2014 15:57 |
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Travel inland We need above 100 shells or a certain someone is gonna be pissed at us.
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# ? Dec 12, 2014 19:34 |
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Explore the City.
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# ? Dec 13, 2014 02:57 |
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You pass by a sign declaring a sweat lodge - a ritual said to purify any who undertake it. A man stands outside, trying to goad passers-by into entering. He suggests that you lack the courage to take part. Enter the sweat lodge Argue with him Pass on pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 15/16 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 17 (superb) Heroism: 15 (good-hearted) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 25 (blessed) Healing: 1 (terrible) Streetwise: 20 (cunning as a shithouse rat) Cowrie Shells: 88 Blessings: Charisma (1) Dueling (2) Shelter (1) Items: your machete box from the armoured hut red rose glass bottle Imp unicorn
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# ? Dec 13, 2014 03:28 |
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Argue with him
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# ? Dec 13, 2014 03:44 |
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mcclay posted:Argue with him Call his bullshit.
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# ? Dec 13, 2014 05:13 |
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ViggyNash posted:Call his bullshit. Cats don't even sweat
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# ? Dec 13, 2014 07:15 |
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# ? Jun 14, 2024 13:01 |
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Charisma roll, difficulty 17 - made it The man isn't really prepared to be heckled back. He withers under the chill wind of your rhetoric. Eventually he mumbles that you probably do have courage. You walk off, feeling very proud of yourself. Streetwise +2 Luck +2 Heroism -2 You spend a shell on a meal and a room. lose 1 shell You're idly looking at the box from the armoured hut, trying to work out what it is, when it starts talking to you. 'Look' it says in an annoyed voice. 'You're supposed to go to the island and find the statue of Ozymandias. It's supposed to be obsessing you by now.' You answer that you don't know what the box is talking about. It sighs and begins to chant. "I met a traveller from an antique land who said: Two vast and trunkless legs of stone Stand in the desert. Near them on the sand, Half sunk, a shatter'd visage lies, whose frown And wrinkled lip and sneer of cold command Tell that its sculptor well those passions read Which yet survive, stamp'd on these lifeless things, The hand that mock'd them and the heart that fed. And on the pedestal these words appear: My name is Ozymandias, king of kings: Look on my works, ye mighty, and despair! Nothing beside remains: round the decay Of that colossal wreck, boundless and bare, The lone and level sands stretch far away." You are indeed filled with a certain longing to see the desolate scene for yourself. 'OK, fine. I'm going to transport you there now.' You protest, but the box begins to glow with magical energy. At once you find yourself standing on a beach. Looking inland you see two stone pyramids. Beyond that, the island seems to offer nothing but sand. The sun is setting. Too late, you realise the box's true nature. It's a terrible machine of the Ancients: a Plot Device. Head Explore the pyramids Wait till morning Oh shitttttttt pre:Class: Taking Cat Name: Ucket (a cat) Stamina: 15/16 (unremarkable) Charisma: 22 (mesmerising) Duelling: 5 (slow) Brawling: 15 (strong) Seafaring: 3 (landlubber) Magic: 17 (superb) Heroism: 11 (selfish) Scouting: 20 (legendary) Roguery: 5 (mediocre) Luck: 27 (blessed) Healing: 1 (terrible) Streetwise: 22 (cunning as a shithouse rat) Cowrie Shells: 83 Blessings: Charisma (1) Dueling (2) Shelter (1) Items: your machete box from the armoured hut red rose glass bottle Imp unicorn
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# ? Dec 13, 2014 08:43 |