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| Author: | just a username [ Mon Nov 20, 2006 7:28 am ] |
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"Hal, I see you know the arcane, so I'm wondering if you want to be taught or master a spell" Michael told Hal. <OOC: I do have a list and I'm posting it on the next post> |
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| Author: | just a username [ Mon Nov 20, 2006 7:30 am ] |
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<OOC: Here's the spells... Telekenetic Fists: This spell uses both Illusion and Manipulation to create a set of slivery gauntlets that will relentlessly pummel an opponent so long as the caster concentrates on the target. The caster must be able to see and hear the target at all times or the spell will fizzle away. The size of the fists is controled by the caster, and can be as large or as small as the caster, but the larger the caster makes the fists, the more fatiugue he will have to bear. For each blow landed by the fists, the caster will feel a bit of fatiuge weigh on him. Open Sessame: This Manipulation spell can open any door that hasn't been magicly sealed, regardless of how the door has been secured. No man-made lock can resist this spell, although the more complex locks do place a bit more of a strain on the caster. If the door has multiple locks on it, the spell will take a few seconds to work, but otherwise the effect is instant. Flaming Finger: One of the first spells a student learns at the Royal Wizardry & Thamutology Academy is how to surround a finger with fire without actualy burning that finger. This spell essentialy turns any one of your own fingers into an instant fire source. Beginers can only use it to light fires and hurt themselves, but Michael has long-since mastered this spell and can use it to create as much as a three-foot long blast of flame. The spell is limited to no more than that length since it's inteneded as a beginer's spell, but it's still very usefull. Michael never becomes fatiuged when using this spell, even if he sustains it for a long period of time. The flame isn't very bright, but it's enough to read by. Antimagic Shell: This Elemental Manipulation spell draws upon the forces of chaos itself to produce in the target complete imunity against all magical forces, no matter their type or origin. It will produce a sphere that is centered on whatever the target of the spell is. This sphere will be of a random duration and a random size, but it is usualy between six to eight feet in diameter and usualy lasts five-to-ten minutes. The sphere is partialy opaque, and will take on the appearance of smoke and ashes. However, this "smoke and ashes" effect is not very solid, does not hinder movement, does not hinder breathing, and does not have any odor. Moreover, the visible effect does not permeate the interior of the sphere, just the outside shell. Once cast, the spell will sustain itself for an unpredicable period, and cannot be re-cast untill the spell wears off. Anything that finds itself inside an Anti-magic Shell can perfrom no magic whatsoever, and can produce no effect that draws upon magical forces. Magical creatures that depend on a link to another plane of existance may become de-powered if they are inside an Anti-magic shell. Demons, ghosts, faeries, and magical illusions will be instantly destroyed if they are inside an Anti-magic shell. A magic user that is inside an Antimagic Shell cannot cast spells at all, even if it was he who cast that Antimagic Shell. The Shell will stay centered on whatever target it was cast on, and will follow the target if the target moves. This powerfull spell is very fatiuging to cast, and Michael often passes out from the extertion of casting it. This spell was part of Michael's final examination before graduating from the Academy. He couldn't graduate untill he could cast the spell without keeling over. It should be noted that this spell will negate any and all magical effects in the area of effect that it generates. Create Water This is the second spell that the Academy taught to Michael. It is a purely Elemental spell that brings water from the Elemental Plane of Water to whetever location or object the caster can see. The ammount of water depends on how hard the caster is concentraing. Any amount can be produced if the caster is sufficienty skilled, but Michael has never been able to produce more than about 50 litres without spell faliure. No container will appear with the water, so if the caster hopes to save the water he must cast it into en existing container. The water is completely real, and will not vanish when the spell expires. The water is always cold, and always fresh. Although Michael has never seen it happen, he was warned by his teachers that excessive use of this spell could earn him a visit from Water Elementals. Tales tell of a wizzard who continualy cast this spell as a way to fill an ocean, but was interupted by some rather upset Water Elementals who proceded to drown the hapless wizzard. That tale is aparantly meant as a warning to those who would abuse the forces of magic. Shadow Self This is an illusion spell that will casue the caster to appear to become cloaked in shadow, even though no source of the shadow is visible. This affords the caster a measure of stealth, but it has a drawback: The caster's veiw of the world will become equaly darkened, and no ammount of addtional lighting will change this untill the spell is ended. This spell must be continualy concentrared on or it will instantly fail, and so no other spellcasting is possible while this spell is in effect. The spell is moderatly fatiuging, and Michael has never been able to sustain it for more than five minutes beofre having to quite lest he pass out. Detect Spellcasting This simple Transformation spell will detect any active Divine or Arcane spell that is either in the process or being cast or has already been cast and is still in effect.. or at least that's the theory. In practice it means that any spell LESS powerfull than the power of this spell (as cast) will be detected, and any spell that is more powerfull will not be detected. That means that the caster has to choose how hard he wants to concentrare while casting this spell. The spell will only reveal detected spells to the caster, not to anyone else. This spell can only detect the Divine and Arcane types of magic, not the other three types. There is a spell that can detect all five, but Michael doesn't know it. Colorspray This powerfull illusion spell can blind, daze, or render unconcious anyone who looks at the spell's effects. Unfortunately, this also applies to the caster, so the caster must take precautions before casting this spell. (See Bigby's Protective Manipulation, below). This spell will produce, from the caster'sfingers, a rainbow-colored light show that will raidiate outward from the caster at a rate of one meter per second for twenty seconds. The caster must continue to concentrate for the whole duration of the spell, or the spell will have no effect. He may re-cast the spell at any time, even if he just finished casting it. This spell does not have a fixed target but, rather, is what is known as an "Area Effect Spell." In this case, any creature that sees the spell is subject to it's effects. The chances of blindness, being dazed or falling unconcious seem to depend on the mental fortitude of the creature rather than any pre-determened forumula. This spell only has one "level" of concentration required, and concentrating harder will just give you a headache with no benifit to show for it. This is what's known as a "Fixed Effect Formula". The upside is that it's not hardly fatiguing at all to cast this spell: Michael has been able to succesfully cast this spell all day long without breaking a sweat. The downside is that if an enemy were to prove unaffected by this spell, there's no way to make it more powerfull. Bigby's Protective ManipulationThis spell is an essential part of any spellcaster's Grimore. It is the ONLY spell that any spellcaster, of whatever type, has access to. It's also the only spell to defy attempts to determine how it works (never mind why it works). This spell, when cast, makes the caster immune untill the next sunrise or sunset (which ever comes first)to the effects of any spell cast by that same caster, with the limitations noted below. To witt: This spell can be rendered temoraraly inoperable by an Anti-Magic Shell, a Globe Of Immunity, a Planar Disjunction, or a Planar Dislocation. The spell has no effect if cast outside the Prime Material Plane; Furthermore any caster who is attempting to leave the Prime Material Plane through his own spellcasting, will not be able to do so untill Bigby's Protective Manipulation expires. Also, this spell will imediately expire if the caster becomes asleep, unconcious, dead, mind-controlled, or hypnotised. The spell is named for an ancient mythical wizzard called Bigby the Wise. Several other unique spells are named for him as well, but this is by far the strangest one. This spell continues to baffle magical reserachers across the world: It shouldn't do what it does, and nobody can figgure out why or how it works. In fact, the Royal Thamutology Society has a substantial standing reward for anyone who can offer conclusive proof of how and why this spell works. Many a Thamutologist has tried to claim that prize, but all have failed. Fool's GlowThis extemely simple Illusion spell produces a entertainigly colorfull but completely harmless light show. It is very popular at parties and with children. The spell will randomly illuminate the caster and any object or creature within a fifty-foot radius. Animate Rope: This manipulation spell will allow the caster to mentaly controll the movement of any one length of rope or string that is within his line of sight. One end of the affected length of rope or string can be made to move in any direction the caster desires, to loop, to spin, to tie knots, to assend, and to decend. The caster may climb the rope if he wants to, and he can contiunue to command such a rope as he climbs it. Once cast, the target of this spell must be contiualy concentrared upon for the effect to be sustained. However, this is not and exclusive-action spell, so the caster may cast another non-exclusive-action spell while still sustaining this one. The fatuige resulting from the casting of this spell is minimal. Call Lightning: This spell was originaly created by the Druidic spellcasters, but it has been adopted for Wizardly use. It is an elemental manipulation spell that involves a degree of chaos magic, and so it should be cast with care. The spell will produce a barrage of lightning of random intensity at a targeted spot. However, this spell can only be cast out of doors, under the open sky. Prevailing weather conditions do not matter, but the caster must be able to see the sky or this spell will do nothing. The intensity of the lightning barrage is unpredictable, but even the lightest barrage will likely fry whatever it hits to a crisp. This spell will burden the caster will a great deal of fatigue, so care must be taken when attempting to cast it. Bigby's Clenched Fist: This famous illusion/manipulation spell creates an illusionary hand that can exert force upon opjects, at the caster's command. It can be used to pick up and carry heavy objects, but it can also be used to crush, batter, and throw objects as well. The spell has a limited duration of between two and three minutes each time it is cast, so it is not suitible for carrying objects over long distances. This spell will produce a moderate ammount of fatiuge in the caster. Call Ram: This spell will randomly Summon either an Astral Ram, an Ethereal Ram, or a Solar Ram to do the bidding of the caster. These intelegent extra-dimention animals can be usefull in combat or for battering down doors or walls. There is always a slight chance that the summoning will backfire and that the ram will attack the caster instead of doing his bidding. In any case, the summoned ram will remain in this reality for a maxiumum of ten minutes, or untill it is banished or killed. This spell will produce a moderate ammount of fatigue in the casster. Cone of Cold: This elemental manipulation spell will produce a cone of frezzing temperature and snow that blasts out from the casters fingertips and engulfs whatever it was targeted at. The cone effect is instant and cannnot be sustained. The elemental snow and cold efects of this spell can be devestating to creatures that are especialy suseptible to cold, but the cold will not sustain itself, and will disipate by the natural means. This spell will produce a mild ammount of fatigue in the caster. Sphere of Wind: This spell will casue the air itself to form a protective barrier around the caster, sweeping away any and all objects that would try to pass through the sphere. This also has the effect of making the caster somewhat obscured from thos outside the sphere, as well as making those outside the sphere somewhat obscured from the caster. The Sphere of Wind will move with the caster, and will remain so long as he concentraes upon the sphere. This is an exclusive-action spell: No other spells may be cast by the caster so long as this spell is in effect. The only known creatures that are immune to the effect of this spell are: Air Elementals, Djinns, and Will-O-The-Wisps. This spell cannot be cast underwater, but it can be cast in places that otherwise lack air since it draws upon the Elemental Plane of Air for it's wind. This spell will produce a moderately heavy ammount of fatigue in the caster. Modenkian's Flashing Sabre: This amazing spell will instantly Summon a floating, animated silver Sabre that will attempt to defend the caster from any and all attackers. The Sabre can be broken by normal means, but it's mysterious, silent, invisible, weilder cannot be attacked by any means save magical dispertion. Obstenively, this spell rellies on Illusion and Manipulation magic, but a close reading of the base thamutology involved reveals that Modenkian (the wizzard who created this spell) was also using an unknown kind of magic in it's creation. This unknown magical force continues to confound thamutological researchers to this day. This spell never produces fatigue in the caster when cast, but it will produce an unpredictable ammount of fatuige when the spell's effect ends. When that will be seems to depend upon when the Sabre decides that it's finished defending the Caster. Some casters of this spell have reported that ths Sabre seems to have a mind of it's own, and will decide on it's own when it will leave. This spell can always be ended by magical means, though (Anti-Magic Shell, Dispell Illusion, Planar Injunction, etc.). Dispell Illusion: This very powerfull spell will instantly destroy any and all illusions within the sight of the caster. This applies to any spell effect that has Illusionary forces as part of it's spell type, as well as to the spell-like abilities manifested by some creatures. Illusionary effects created by Artifacts Of Power or by self-sustaining Enchanted Objects will only be temoraraly disrupted by this spell. This spell produces a very serrious ammount of fatigue in the caster, and will often result in imediate unconciousness in the unprepared. However, if the caster has access to Metamagical abilities, he can often reduce the fatiuge from this spell quite considerably. Unsummon: This handy little spell can send Summoned creatures back to where they came from. It will work on any kind of Summoned creature, no matter who summoned them or where they were Summoned from. The only catch is that the caster of this spell must know beforehand that a particular creature is a Summoned creature, or the spell will have no effect. This simple spell does not produce a noticable ammount of fatigue in the caster.The caster has no control over what is and what is not iluminated, and the ilumination will also move around randomly and change color randomly. The ilumination is bright enough to be seen outside if cast at noon on a sunny day, but if cast in a dark unlit room the brighness will adjust itself so as to not blind or dazzle it's veiwers. This spell is so simple that it hardly takes any affort at all to cast it, so fatiuge is not a factor with it. The caster does not need to concentrate to sustain this spell, and once the spell is cast it will continue indefinately so long as the caster remains in the area of effect. The caster can also cancel the spell with a simple gesture or a word if he wishes. This spell is often used to earn money as a performer at parties or as street busker, often in combination with other similar Illusion spells. Invisible Scribe (Conjuration/Summoning) By casting this cantrip, the wizard brings into existence a field of force able to write on normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, and simply speaks what is to be written. The invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to read. It is fairly slow. The material component for the spell is ink, which is consumed in the casting. Far-seeing (Alteration/Manipulation) This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly as they appear to be only one third of the distance away. It does, however, cause some problems when trying to see things close-up. The spell's duration may be ended at any time. Power Word: Blast (Evocation) By means of a single word, the caster can casue any targeted object be the subject of a forcefull explosion. The target object itself does not explode, but rather an unseen force blasts into the object at tremendous speed, likely produceing extensive damage. Okay that's my current spell list, all on a Word Document> |
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| Author: | Occasional JD [ Mon Nov 20, 2006 7:53 am ] |
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"Back home, I heard of a spells summon creatures from a greater plane of existence. You wouldn't happen to know any of those, would you?" Hal asked. <Call Ram, please.> |
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| Author: | just a username [ Mon Nov 20, 2006 11:30 am ] |
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"Well I've got one spell that summons something from a greater plane, it summons a Ram" answered Michael, "But it will take two days for you to learn it." |
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| Author: | Sarge [ Mon Nov 20, 2006 12:03 pm ] |
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<GM's Note: Um, username: You mixed up the text of Fools Glow with the text of Unsummon. Fools Glow is the one that illuminates things randomly, is popular at parties, and hardly produces any fatigue at all. Unsummon isn't. Anyways, Hal can learn Call Ram, and it will take 56 hours (over several days) to learn it (or 48 hours of continuous uninterupted study.. no sleeping or you start all over again). It's not an easy spell to learn and Hal is inexperienced at Arcane spellcasting, not to mention that he's never done a summoning spell before, hence the long time involved. Hal can safely practice casting it anywhere where there's sufficient room for one of the rams to materialise.> As Hal was talking, Micheal felt an odd sensation at the back of his mind. He'd felt this before, when that Drow Mage messed with everyone's minds back at the last town. But this wasn't a psionic emmination: It was another mage, probing for magic, pulling on the mannastrings and seeing what's out there. It wasn't Hall doing it... Micheal could see Hall's impact on the Mannafeild and it wasn't manipulating much of anything right now... no, this was coming from outside the room. Micheal extended his consciousness into the Mannafeild and looked for the source of the probing... hrm, not coming from inside the town... nor from the orcish encampment... farther afield... further... further.... too far away. Micheal reached the end of his detection range, but he still couldn't tell where the probing was coming from. He could, however, tell that whoever was doing the probing was aware that they'd been detected. Then, suddenly, the probing stoped. Micheal was disturbed by this. Whoever able to probe the room for magic while far enough away for Micheal not to be able to find him was obviously very powerful and very skilled. The good news is it wasn't anyone in the Orcish camp, the bad news is that it could have been a Drow. Could have been one of the good guys, though. Perhaps one of the Suldeneselarisn High Mages was looking in to check on Prosper... hrm...No way to tell who it was, but it was interesting anyways. Micheal returned to the matter at hand. Just then, a Bright light filled the room. Micheal knew instantly what this was: It was the same teleportation effect that had brought Prosper and Captain Sealem to Targos from Suldeneselar. Sam the Bartender ducked under the counter in fright: "Incoming!" When the light subsided, an ancient looking Elf stood in the middle of the room. He had a long white beard that reached to his knees and he was dressed in heavily embroidered white & gold coloured robes. He wore a blue wizard's cap and was holding a jewel-encrusted staff. He had one glass ring on the index finger of his right hand, a large silver pendant hung around his neck. He spoke. Drek can Captain Sealem could hear him talking in in Speretheil, but everyone else heard him speak Common. "I beg you forgive my interruption, Prince Drek, but my mission is urgent. Greeting to you of the Party Of Maxwell, and special greetings to Master Prosper. I am called Turun, serven of The Emperor of Suldeneselar. He is pleased to see that you all continue unharmed. The Emperor sends me with tidings for you: The Dire Wolf you sought now seeks you out instead. The Drow have manipulated it into seeking out your party. Even now it comes down out of the hills, eating Orcs as it moves. It is not alone: Several Drow move with it. They have magic that allows them to control it. I can provide the Mage Micheal with the means to undo this control, but you must all leave here now or the town and it's people would be put in unacceptable danger. Once a Dire Wolf is controlled in the way the Drow have done it, there's not a way to know what it will do. Go now. It will be simple for me to deal with these orcs and clear a path for you, but I cannot fight the Dire Wolf for you. This is part of a larger scheme that the Drow have in motion, and It would be an error for me to act directly against them at this point. Captain Sealem, your orders still stand: Protect Master Prosper at all costs. The Drow still seek him for their blood rituals." With that, Turun looked Drek in the eye and said: "I must take my leave, my young Prince. Be well." Drek recognized the Elven Mage, as did Captain Sealem. This was Turun, alright. Lord High Archmage of Suldeneselar. Probably the most powerful spellcaster alive. Kind of hard to forget him. Then, as suddenly as he had come, Turren tapped his staff upon the tavern floor and vanished in a puff of smoke and light. Sam the Bartender sheepishly crawled out from under the bar: "Friend of yours, Master Drek?" |
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| Author: | Exhibit A [ Mon Nov 20, 2006 6:48 pm ] |
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Drek turned to the bartender. "You could say that. That was Turun, the Lord High Archmage of Suldeneselar. He's a very powerful spellcaster from my homeland, an a very important elf. I trust him explicitly, and I'm sure Captain Sealem does as well. Everyone, gather your things quickly! We must leave now." With that, Drek hurried to his room to retrieve his things. |
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| Author: | Somm-1 [ Mon Nov 20, 2006 9:07 pm ] |
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"Now?!" inquired Eruantian "As in at this moment or with haste to be ready as soon as possible?" |
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| Author: | The Zephyr Song [ Mon Nov 20, 2006 11:00 pm ] |
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As soon as the order came to leave, Taryn's mood improved tenfold. "Finally!" Her face brightened. "I'm ready to go," she said, checking to make sure this was true. All she really carried was the cloak on her back and a sort of toolbelt full of pouches and sheathes at her waist. Everything seemed to be there, and so she nodded. "I haven't got anything I have to fetch," Acedia said, standing up. "I'm ready to go as well. Though I spy one small snag in this quick escape." Pause for effect. "What about our horses? All of us had mounts when we arrived in Targos. Now we've increased our numbers by three and we have no extra beasts to accomodate them. And to top all of that off, the Inn's stable is empty. Our horses are gone and have been gone since before the battle yesterday." "You know, Acedia," began Taryn, "I thought you'd gotten over that habit of waiting to say anything important until the last minute. I doubt it'll be possible to negotiate a trade for..one, two.." She quickly counted the group present. "Six horses. Seven if Acedia wants one; eight if Mr. Tem decides he wants one too. I personally don't need a horse myself." |
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| Author: | IantheGecko [ Tue Nov 21, 2006 12:56 am ] |
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"Yes, the time has arrived!" Marcus drew his sword. "Let me at him!" |
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| Author: | netzen [ Tue Nov 21, 2006 2:14 am ] |
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Prosper ran to his room and gathered his posessions. It wasn't much, he had no coinage of any kind, and the protective paper, amulett, and spear could all be caried on his person. That was about it. After that, Prosper ran to the top of the wall, above the gate. The orcs were retreating now, and only after one short battle, but Prosper could see no sign of the dire wolf. No. Wait. There, a stir in the orcs camp, still a long ways off but Prosper could just make out fleeing forms and a large, black creature. He ran back to the inn. "The dire wolf is still far off, but he won't be long." he said. "Maxwell, what do we do?" |
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| Author: | Somm-1 [ Tue Nov 21, 2006 2:34 am ] |
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The Zephyr Song wrote: As soon as the order came to leave, Taryn's mood improved tenfold. "Finally!" Her face brightened. "I'm ready to go," she said, checking to make sure this was true. All she really carried was the cloak on her back and a sort of toolbelt full of pouches and sheathes at her waist. Everything seemed to be there, and so she nodded.
"I haven't got anything I have to fetch," Acedia said, standing up. "I'm ready to go as well. Though I spy one small snag in this quick escape." Pause for effect. "What about our horses? All of us had mounts when we arrived in Targos. Now we've increased our numbers by three and we have no extra beasts to accomodate them. And to top all of that off, the Inn's stable is empty. Our horses are gone and have been gone since before the battle yesterday." "You know, Acedia," began Taryn, "I thought you'd gotten over that habit of waiting to say anything important until the last minute. I doubt it'll be possible to negotiate a trade for..one, two.." She quickly counted the group present. "Six horses. Seven if Acedia wants one; eight if Mr. Tem decides he wants one too. I personally don't need a horse myself." "Well, I have A horse" said Eruantian "I also have a wagon, but for this sort of thing I would need another horse to properly pull its weight." |
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| Author: | The Zephyr Song [ Tue Nov 21, 2006 4:08 am ] |
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Somm-1 wrote: The Zephyr Song wrote: As soon as the order came to leave, Taryn's mood improved tenfold. "Finally!" Her face brightened. "I'm ready to go," she said, checking to make sure this was true. All she really carried was the cloak on her back and a sort of toolbelt full of pouches and sheathes at her waist. Everything seemed to be there, and so she nodded. "I haven't got anything I have to fetch," Acedia said, standing up. "I'm ready to go as well. Though I spy one small snag in this quick escape." Pause for effect. "What about our horses? All of us had mounts when we arrived in Targos. Now we've increased our numbers by three and we have no extra beasts to accomodate them. And to top all of that off, the Inn's stable is empty. Our horses are gone and have been gone since before the battle yesterday." "You know, Acedia," began Taryn, "I thought you'd gotten over that habit of waiting to say anything important until the last minute. I doubt it'll be possible to negotiate a trade for..one, two.." She quickly counted the group present. "Six horses. Seven if Acedia wants one; eight if Mr. Tem decides he wants one too. I personally don't need a horse myself." "Well, I have A horse" said Eruantian "I also have a wagon, but for this sort of thing I would need another horse to properly pull its weight." "Well, you're still short five to seven horses. Acedia, is your black panther or grey wolf form large enough to carry one of these..er, people?" asked Taryn. "I don't think so. The boy, Prosper, perhaps. The others are too heavy for me." "And giving the medallion to, say, Marcus wouldn't augment the strength of the panther form?" "Nope." "Well, now you only need to procure about six horses then, if Prosper will agree to this arrangement," Taryn said brightly. |
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| Author: | Somm-1 [ Tue Nov 21, 2006 5:32 am ] |
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"Well, the bench on my wagon is wide enough for two people" said Eruantian "Also, depending on whether or not you want to carry many supplies, you can have more people ride in the back of it. I would say that I could take three passengers with me on the wagon... Perhaps five if we push the limit a little... At any rate, that will lessen the need for more horses if nescessary." |
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| Author: | Occasional JD [ Tue Nov 21, 2006 5:59 am ] |
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Hal didn't have much to collect. Only the small things he found lying around and his Halberd. "Short of transport, are we?" Hal said, as he walked behind the back of the inn, returning later while riding a colossal draft horse. "I found him up the road, while I was looking around for a place to stay. I can almost certainly fit at least one extra person." |
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| Author: | Sarge [ Tue Nov 21, 2006 8:30 am ] |
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Maxwell and Farnham hurried to collect their things while Captain Sealem rounded up his men. Soon, the whole party was assembled at the North Gate. The mayor said: "I don't know what you did, Maxwell, but it seems you've saved the town yet again. Good luck, and godspeed." As a way to thenk them, the mayor agreed to lend them some of his own horses, so now everyone had a horse to ride (and Eruantian had two horses to pull his cart.) Prosper and Hal were given a ponies to ride, ones that fit their heights. Also, the mayor gave everyone ten gold peices as payment for their service in the millitia. <GM's Note: That's 10 per character> By now, the Orcs were in full retreat, fleeing into the woods and the hills, abandoning their camps and much of their gear in the process. Aparantly, Turun had done something that had frightened them but good. A dark shape could be seen moving in the distance, and the orcs were trying to avoid it. "That must be the Dire Wolf." said Maxwell. The shimmering figure of Turun appeared and said "Aye, it is. Mage Micheal, take this scroll. It contains a spell that will loose the wolf from the Drow's control. I have made it so you can cast the spell directly fropm the scorll, no need to learn it first. You will not be able to copy it into your spellbook, though: No time for that, I'm afraid." The figure of Turun handed Micheal a leather-bound scroll with a golden string tied around it. "Quickly now, before they reach the town." Maxwell reliped: "Thank you for all your help, Turun. Alright everyone: Here's the plan: As soon as we're out of the town walls, The Earl of Dunmoor's forces will sally out through the east and west gates and move to encircle the Drow and the Dire Wolf, but we have to keep it busy long enough for them to get in position. If what that ArchMage said was true, then that Scroll you've got there Micheal might cause that Dire Wolf to turn on it's captors. That should throw a big enough wrecking ball into the Drow's plans, don't you think? Captain, order your men to the front ranks and ready them for battle. Hal, Micheal, Taryn, be ready to hit that thing with all the magical firepower you can muster, but wait for Micheal to use the scroll Taryn gave him. Tem, you're guarding Prosper. Keep a carefull watch for Drow Psionists and protect our minds from mental attack. Drek, be ready with your bow: I want you to start picking off the Drow as soon as they're in range of your Gnomish Clockwork Bow. I'll bet they don't have anything that has the range that thing does, huh? Farnham, Marcus, Acedia, Prosper, Eruantian; you're with me. Aright everybody, we're going to form up behind Captain Sealem's men. Let's go." Capain Sealem gave the order and his men formed up in a line and marched out the north gate. This was it, the part was about to face the dreaded Dire Wolf! The moment of truth was at hand. As the marched Capatin Sealem spoke: "Men, I have won great renown through leading men to victory. I have never yet lost a fight against these Drow, why should I start loosing now with men such as you at my command? I see no reason to change the habits of a lifetime today: Another victory is at hand! Some of us may soon lie dead, the rest will drink to their memory. But, if all do their duty as true warriors, then we have nothing to fear. Now, set your mind on the task to come. Look to your arms and armor. Mark all commands when they come. Steel yourself to face the enemy. Strike hard! Strike, without mercy! NOW TO BATTLE, AND VICTORY!!" The elven soliders and the Town Watch who were within earshot let up a "Hurrah! Hurrah! Hurrah! Hurrah!" in response to Captain Sealem's words, lifting everyone's spirits in the process. |
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| Author: | just a username [ Tue Nov 21, 2006 10:34 am ] |
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Michael started reading the scroll learning the spell from it. A few minutes later he had learned the spell and casted it. "Lets see the Drow taste their own Medicine" quirked Michael after casting the spell. |
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| Author: | netzen [ Tue Nov 21, 2006 6:13 pm ] |
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Prosper was surpriesed that Maxwell wanted him to accompany him. He had expected something more along the lines of: "stay in the town and out of trouble." But Prosper wasn't complaining, and with a whoop he sped his pony to a canter, his spear at the ready, and his newfound welth in his pouch. The rest of the party road with him, Maxwell and Farnaham at the front, and the rest in their places behind. The dire wolf had scented the town and was running to the attack. There was a sudden booming noise, and a large black projectile came out of nowhere heading straight for Michael! <It's up to Jau weather or not this thing hits him. I just thought that if the Drow knew that Michal was the most powerful spellcaster that they'd try to stop him. |
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| Author: | IantheGecko [ Wed Nov 22, 2006 12:16 am ] |
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Marcus followed Maxwell and patiently waited for an order. He wanted to regain the man's trust--but just long enough so Marcus could go out on his own. |
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| Author: | Sarge [ Wed Nov 22, 2006 2:01 am ] |
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As soon as Micheal cast the spell off the scroll, the text on it faded and disappeared, leaving a blank sheet of parchment. However, the spell had done it's job: the Dire Wolf was freed from the Drow's control. The party could see chaos in the Drow's lines as they tried to regain control of the Dire Wolf, to no avail. Suddenly, Micheal sensed that he was the target of a spell! Some Drow was firing a spell off at him... an elemental projectile. He had to get a Sphere Of Wind up quickly! He reached for the words in his mind, and his fingers began tracing the arcane patterns... |
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| Author: | just a username [ Wed Nov 22, 2006 3:45 am ] |
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Michael tried to use Sphere of Wind but it was too late, Michael was hit by the Elemental blast. <OOC: Sarge can decide what element it is and what injuries were inflicted> |
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| Author: | Sarge [ Wed Nov 22, 2006 6:45 am ] |
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Micheal was hit by a large black magic ball of mud (the Elementals of Water and Earth, mixed together) about the size of a small house. Micheal was knocked backwards off his horse and fell to the ground bleeding from the head. He and his horse were both smothered in mud. Micheal and his horse were both alive and conscious, but Micheal couldn't see or breath because of the pile of mud he was trapped in. His horse's head was free, however, but the horse was clearly in shock. |
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| Author: | IantheGecko [ Wed Nov 22, 2006 6:46 am ] |
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Marcus couldn't hear any orders, so he went ahead and charged into the woods, looking for any sign of the Wolf. |
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| Author: | Occasional JD [ Wed Nov 22, 2006 7:14 am ] |
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Hal jumped off his horse and started clearing away all the mud that he could get at, hoping to find some kind of sign that Michael was still alive. Eventually, he uncovered his face and continued to uncover the rest of his body. While it seemed he was able to stand, the blast had taken a lot of strength out of him. |
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| Author: | just a username [ Wed Nov 22, 2006 9:07 am ] |
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"Thanks...Hal" said Michael, it hurt for him to only say those 2 words, it looks like Michael can't help any further in the battle but he was happy he served his purpose successfully. |
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| Author: | Exhibit A [ Wed Nov 22, 2006 4:26 pm ] |
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Drek held his bow back, ready to fire. He saw the Drow struggling with the Dire Wolf. Th elf breathed in slowly and lined up a shot at the Drow who appeared to be in command. When the shot was ready, he loosed his arrow. The projectile flew from his bow, crossing the distance in a matter of seconds. It struck the Drow squarely in the face. Drek grinned and notched a bow for his next shot. |
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| Author: | netzen [ Wed Nov 22, 2006 9:09 pm ] |
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Prosper followed Marcus into the woods. There was no sign of the dire wolf. Prosper called ahead; "Marcus, can you see it?" <Sarge, how many drow are we talking about, and in what general direction from the party members are they?> |
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| Author: | The Zephyr Song [ Wed Nov 22, 2006 9:50 pm ] |
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Taryn and Acedia quietly accepted their payment and listened to Maxwell's orders. Acedia moved over toward Maxwell and Taryn's arms withdrew into her cloak, ready to produce her bow again. Scarcely after Captain Sealem's impressive pep talk, the battle began! Taryn immediately took to the air, supported by no visible wings, and began a volley of arrows bearing Greek fire down on the heads of the Drow. She aimed for Drow that Drek had already hit, to speed their death and to deter other Drow from attempting to reanimate fallen comrades. A burnt corpse doesn't do nearly as well reanimated as one intact except for an arrow wound. In the excitement of raining fiery doom on the heads of enemies, Taryn hadn't noticed the immense ball of mud hurtling through the air at Michael, and so was unaware anything had happened. Acedia, on the other hand, was focused on not getting killed and remaining near Maxwell and the other people. She, unlike Marcus, actually waited for orders before doing anything. So nyar. O-o { Apologies! I was busy and/or sick all day yesterday - if not one then the other. Happy almost Thanksgiving, everybody! } |
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| Author: | IantheGecko [ Wed Nov 22, 2006 11:43 pm ] |
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Marcus was running way ahead of Prosper, but he could still hear the boy. "I don't see any sign of him yet! Hopefully it won't be long!" |
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| Author: | Sarge [ Thu Nov 23, 2006 3:45 am ] |
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netzen wrote: Prosper followed Marcus into the woods. There was no sign of the dire wolf. Prosper called ahead; "Marcus, can you see it?"
<Sarge, how many drow are we talking about, and in what general direction from the party members are they?> <GM's Note: There's about 30 Drow (minus the one that Drek just did a head-shot on), and they're coming out of the woods to the north-northwest. They're armed with longswords and small sheilds, and dressed in black chainmail. The Dire Wolf is in view, but it's partial obscured by intervening trees and brush.> |
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| Author: | netzen [ Thu Nov 23, 2006 3:50 pm ] |
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Prosper saw the dire wolf just barely, ahead and to his left, but then it was gone. Prosper stopped, something was wrong, there was no sound, no movement in the woods around him. He shrugged it off,he needed to tell marcus. "Hey MarcusI saw someth-" A roar cut him off as the black beast leped from the brush, flying at the horse and young rider. The wolf connected with the the horses flank, knoking Prosper off and sending him flying. Prosper landed in the dirt, his head spinning. His spear landed a few feet away from him. He tried to get up, but his dazed head wouldn't let him. The wolf turned tword him, ready to strike. "Marcus, I found it!" Prosper cried in a horse voice. He dove for his spear but new he wouldn't make it. |
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