#241
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Bubsy chomps an herb!
>You feel 19 better. Willibard hacks at the Fun Guy. >Critical Hit! Fun Guy takes 52 damage and is slain! Alma is still sleeping! Big Gloom attacks Alma. >Alma takes 12 damage and wakes up! Big Gloom attacks Willibard! >Deals 5 damage! Party is sapped by poison! B (45/45) W (33/60) A (16/40) |
#242
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Switch alma to support and willibard and bonnie on smacking gloom in the face
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#243
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Blorgus roundhouse kicks the Gloom in the face.
>19 damage Willibard slices at the Gloom. >24 damage Alma casts Heal on herself. >She feels 24 better Big Gloom spews Sweet Breath! >No one falls asleep! Spores fill the area! Poison saps the party! B (45/45) W (27/60) A (36/40) |
#244
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Same again please
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#245
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It has been brought to my attention (thanks Zairak) that I made a character a long time ago who is a squire in Team Spoony but hasnt done anything, lets just say he is enjoying a very long nap lol
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#246
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Ahem, please read the rules.
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#247
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Bulbous roundhouse kicks the mushroom in the face!
>Big Gloom is slain! Party gains XP! Bilbous advances to level 6! Learned a new spell, Bless (remove one status effect). Willibard advances to level 6! Learned a new attack, Wild Smash (low accuracy, high critical rate.) Big Gloom dropped an item, Dubious Mushroom. What next? |
#248
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Quote:
1 Copper Sword 1 Chain Mail Armor 3 Herbs 100 Gold The city is home to the famous Wizard's Guild which you hope to enter to ask around about the Demon Lord. Other locations you spot as you wander the city include: A weapon and armor shop An item shop An adventurer's guild An Inn and tavern A casino City Hall The Wizard's Guild A fortune teller You think it might be best to find some travelling companions before venturing too far on your own. Where are you going? What are you doing? |
#249
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Boolean will cast some heals so the group is back at max hp, and casts blesses if required to clear poisons, and then pick up the mushroom and pass it to Alma and ask if there is anything else required to help remove curses from small children?
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#250
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Boogaloo heals the group back to full and asks the Nun how the mushroom can lift the curse. She explains that you must have the child eat part of the mushroom while eating a piece yourself. That will let you merge consciousnesses with the boy and find the cause of the curse.
You think to yourself this sounds an awful lot like black magic, but Alma assures you that the Goddess will be fine with this exorcism. Probably. You are in the middle of the woods with no MP remaining. What do? |
#251
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Bungalow will uncap and drink the magical water, and then make his way out of the forest back to the child’s house. Bindiggity will also ask Alma if she’s would like to oversee an exorcisim, if not he’ll drop her off at the church
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#252
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Biggie chugs the magical water and smashes the container on the ground while belching loudly. The magical properties of the water heal your MP to full and give you a slight buzz.
You ask Alma if she would like to oversee the curse removal and she decides to go along to make sure things go smoothly. You make your way out of the forest and back into town. You arrive at the boy's house and tell the grandfather you think you have a solution to the curse problem. You, Wilibard, and Alma are in the room with the child, mushroom in hand. What now? |
#253
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Barfingway prepares to do dark magic. By offering a child some dubiously sourced fungi. Surely nothing can go wrong here
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#254
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Barling tears off a chunk of mushroom and pokes it into the child's mouth. He tears off a bit for himself while Alma does the same. Wilibard, not wanting to feel left out, eats another bite. The three of you sit around the child and wait for about ten minutes. Just as Blarbo begins to say "I don't think anything is happpppppennnnnnnnnnnnnnnnnnnnninnnnnnnnnnnnnnnnnn nnnnnn..." his voice sharply drops in pitch and the walls around him begin to melt and sink into the floor. The room sinks lower and lower until it slips beneath the waves of the rug you are sitting on. Darkness rises from the depths of the rug and fills the air with a ghastly haze.
Burpo senses his companions and the young boy through the edges of his periphery as if viewing himself from a bird's eye view. At the fringes of his perception he becomes aware of a sinister presence surrounding the child. Alma calls out to Buzupo, her voice coming through as though she were speaking underwater, to tell him they must release the boy from the grips of the sinister presence. Buston glances over at Wilibard to see him nod in comprehension and give a thumbs up before the image of the knight begins to trail off into infinity as the space around them becomes further disconnected from reality. Bonton feels a voice with all his senses ricochet and reverberate through his entire body. It seems to be coming from the sinister presence in the room with the boy. It calls out to you "wHo ArT tHoU?" How do you reply? |
#255
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how do I play
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#256
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Choose a name so I can ignore it and call you whatever I want.
Choose a class so I can doodle your portrait. Read the rules: |
#257
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Boggles turns his head to Willibard before yelling “IS THIS WHAT DRUGS ARE LIKE?? I WOULDN’T KNOW.” and the tries to refocus on wherever the spooky voice is from “I AM BLYTHE, HUMBLE SERVANT OF THE GODDESS AND I AM HERE TO BANISH THE DEMON HAUNTING THIS CHILD- WHO ART THOu??”
(also apologies for the delay in response time, I spent the last fortnight moving flat and dealing with the aftermath of moving) |
#258
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The dark presence recoils at the mention of the Goddess and you feel it retreating from the corners of your mind. Alma begins chanting a prayer. Bogus, being a man of the cloth himself, begins chanting alongside her. Willibard clasps his hands and tries to follow along, but doesn't quite get the gist of it and just mutters to himself. The room begins to come into focus and the hallucinogenic effects of the mushroom subside.
With Bobrum's senses restored, he gets a clear view of the boy and notices a small imp resting on his shoulder. The imp is pointing a wand at the boy's neck, threatening to harm him with a spell. Billiam deduces this imp must have been the source of the voice he heard earlier. It looks much less threatening with the illusion dispelled, but it probably can still seriously injure the child. The imp calls out to you, its voice lacking any of the intimidating presence from before, "Let me go or the boy gets it!" Choice Time: >Attack the imp and get rid of it for good. (This may cause problems for the boy.) >Let the imp go. (This my have consequences later.) What do? (Ahem, this is a serious game for serious players only. I, for one, would never disappear for 2 years in the middle of a boss fight and I expect the same diligence from the players.) |
#259
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I feel personally attacked.
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#260
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Blorbo prepares himself to cast a spell if needed and says to the imp “if you let the child go I will let you leave, but know that if you make any sudden movements I will kill you”
If the imp does anything other than walk away from the boy I would like to cast Whoosh please. Last edited by AsterGray; 05-30-2022 at 05:09 PM. Reason: Had to coin flip for that decision lol |
#261
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Beefhaus offers the imp the chance to escape if he spares the child. At your word, he slowly moves the wand away from the boy's neck and points it toward himself. With a quick incantation and a slight mental effort, the wand flares up and emits a bright light. When the light fades, the imp is nowhere to be found.
The boy's eyes come to a focus and seems to snap back into reality. He looks around the room and calls out for his grandfather. The old man looks toward Beefington for assurance that it is safe and after a nod and a smile, rushes over and hugs the boy. After a sentimental reunion, the old man thanks you for your help and rewards the party with 500 gold coins. Alma, content with a job well done, takes your leave and returns to the church. You are standing outside the house of the boy you helped exorcise. >Imp has escaped >Party gained 500 gold >Alma has left the party What now? |
#262
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Bhaibhleann makes his way to city hall to see if the queue has died down any
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#263
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Bubbis walks down to city hall to find that line has not died down. In fact, it seems to be a fair bit longer than last time. Blimpo waits around for a little while and tries to come up with another plan, but just as he was about to leave he sees the old man and his grandson walking up to him.
"I almost forgot," said the old man. "You mentioned trying to get into city hall earlier. The mayor owes me a favor and if you show one of the guards this letter of introduction, they should let you see him." Bimbus takes the letter from the old man and thanks him for his kindness. The old man smiles and heads toward the shopping district with his grandson. Bulfson waves over one of the guards who is trying to keep order among the growing line of people. After inspecting the letter, the guard escorts you to the Mayor's office. After a short wait, the doors to the office open and you are given the signal to enter. "What can I do for you?" asks the Mayor. You are in the Mayor's office. What will you do? |
#264
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(I honestly nearly forgot why I had to come here)
Bloating greets the Mayor and asks him if he could have an invitation to the wizards guild pretty please? |
#265
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Bosshaug politely greets the Mayor and inquires about obtaining an invitation to the Wizard's Guild. The Mayor's office is in disarray. Important looking documents are strewn haphazardly across his desk, a chalk board with a list of appointments is overflowing with dates and times circled and crossed out, and you spot a pillow and blanket peeking out from behind a pile of books that indicate the Mayor hasn't left the office in quite some time. The Mayor considers your request, but is in no condition to be offering help for free. The Mayor turns his tired eyes toward you and says,
"Your introduction might have been enough to get you in the door, but if you want to speak to the wizards in the tower you will need my approval. I have a job the usual guards aren't up to that I think you would be perfect for. " He goes on to explain that the captain of the guards suddenly went crazy right after the Demon King took up residence inside Airyglyph castle and has been leading groups of monsters around the trade routes attacking travelers. Your job would be to try to restore the guard captain to her senses or put her out of her misery. The Mayor is hesitant to give this job to the regular guard since having to kill their former boss would be bad for morale. The Mayor also implies that if you are able to restore the guard captain to normal without killing her, there will be much greater reward. Do you accept the job or try something else? |
#266
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I can smell the anti-murder hobo sentiment from here.
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