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Messages - Shifting Sands

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61
Role Play Theater / Re: Transformation Theater
« on: June 14, 2015, 12:05:37 AM »
The bouncers of the tavern begin to move toward the insane scrambling of a weakling skum and equally pitiful human basically slapping each other around. A couple of slim and athletic type of merfolk (they don't really come in buff, just well-built and incredibly magically powerful) swim by and easily toss out the two of the idiots, quite adamantly stating that they are not welcome in any sort of way.

However, the bouncers turn to look at the more animalistic skum and the vorzh. They don't seem very at-odds with them and let them move about freely. One other krait-type-vorzh from the bar swims deftly around a crowd of drunken surfacers and offers him a drink for dealing with "stupid-rat skum," then expressly mentions that it wasn't talking of Mike.

Though the two inside are still allowed to move as they like, Yilin and Virmir are quickly threatened by more imposing and dangerous figures. A couple of merfolk guards and their seahorses (the ten-foot-tall kind with lances on their sides) come travelling by, and seeing the idiots making a mess of the road out front, decide to take some fight to them. Maybe they figure they'll make less of a scene in jail.

"You handle the midget, I'll handle the... other midget. The hairless one," one of them says. He's in a more colorful breastplate than the other, perhaps some commanding officer.

"Yes, sir, Taj," the other replies.

They don't really seem to be wielding weapons, but the mages can definitely sense some power gathering around them as they dismount, which consists mainly of drifting off the sides of the seahorses.

62
Role Play Theater / Re: Transformation Theater
« on: June 07, 2015, 11:25:19 PM »
(So when I said character interaction, I meant interaction, not ACTION. So Vir, you're doing NO GOOD! I guess I just grab the reins then)

Seeing as Virmir has already decided on some spot to head to, the rest of the group doesn't really have much of a choice but to follow after the changed-fox. He seems to be taking it well, and the change appears to be pretty beneficial for Mike, considering it gave him the ability to better think and communicate. Maybe the eldritch's intentions were noble, or the plan backfired. Oh well.

The nearest settlement seems to be made up of mainly merfolk, meaning that the vast majority of the population is going to be pompous, rich, and powerful in terms of magic and connections. For as lined as the people there might be, the town does seem to be a little run-down. Maybe it was initially a surface-town that was bought out or otherwise taken from the initial inhabitants. Perhaps thanks to those first dwellers, there is a rather seedy tavern lying near the outskirts of the town. Some merfolk still pass through it.

(SO NOW, do more INTERACTIONS so you people can actually learn each others' names and learn what your goals are or something. I don't know what you want!)

63
C - Cockroach (IT HAS ANTENNAE)
D - Dolphin (and add those goggles on from SMW!)
E - Elephant (cuz it's big and fat for you)
F - Flying squirrel
G - Goose (HONK)
H - Hermit crab
I - Ibis
J - Jackalope
K - Koala (drop bear)
L - Lion
M - Manatee (you big blubbery oaf)
N - Nile crocodile
O - Orca
P - Puffin
Q - Quoll
R - Radiated tortoise
S - Scorpion
T - Toucan
U - Urchin
V - Vulture
W - Walrus (fatty)

64
Role Play Theater / Re: Transformation Theater
« on: June 05, 2015, 12:14:28 AM »
(Well geez, Vir seems like he knows where he wants to go, so unless you guys need some direction, I'm going to leave you to some character interaction until you're all ready to progress. You guys reach some consensus on what to do and I'll be ready)

65
Role Play Theater / Re: Transformation Theater
« on: June 03, 2015, 10:18:47 PM »
The vorzh focuses so much on dodging the icicle attack that it can't manage to avoid the claws and teeth of Attor. It ends up being calamari for the krait, and it seems that the squidy vorzh must be quite tasty.

With all the enemies handled in one way or another, that big, tentacley mass from above "speaks" to you in your minds again. "Traitorous party defeat. Trespasser party victory. Trespasser party will be restored."

That last word seems to linger in your heads for a while. Attor and Yilin feel their strength returning, like they had never been involved in a life-or-death situation in the first place. Any wounds or annoyances suffered in the fight completely disappear from their bodies. There aren't any problems for them, it seems.

But Mike and Virmir are not left alone by the great-tentacles-in-the-sky. Their bodies rise up somewhat in the water, shifting around. Mike is brought from a feral state to a more anthro-ish posture, though he remains an otter... for now. Their wounds are healed and their blood is returned to where it should be. They aren't left alone, though - their bodies begin to secrete an oily, black-purple substance, and the X's that Virmir has for eyes turn red, as do Mike's. Their paws gain new webbing, and they gain frilly fins and gills along their bodies.

"Old forms incapable of combat," the big arena spectator "says." "Proven this. Remedied."

It does seem like the bodies are a little more flexible and durable (+1 STR, +1 AGI for Mike and Virmir), given their better accommodation to the water, and the oil has a natural resistance against most every magic (+2 RES). But the odd bodies do seem more tied to... Eldritch forces, like whatever that thing is above. Their magic seems more powerful because of it (+1 MAG) but as they regain consciousness they can feel more odd whispers and callings from deep, dark entities in the oceans. It's hard to think and concentrate while their thoughts are constantly invaded (-1 CHA, -1 INT).

With just a thought from the tentacle-y mass, the weapons and spikes over the arena are pulled away and the skum fly down to pick off the leftovers. "Trespasser party free." Some of the skum bump into your group, but they don't pick any fights with you.

66
Role Play Theater / Re: Transformation Theater
« on: June 03, 2015, 09:59:12 PM »
The final enemy seems to finally be experiencing a bit of fear as the human and krait close in on it. It especially doesn't seem to like the looks of the icicle Yilin has, but it finds it difficult to dodge both attacks at once. It's all it can do to try and duck below the swipe and icicle at the same time, and it's possible that a good enough dodge could lead to Yilin stabbing at Attor instead.

(ALSO it helps if you tell me what damn stats you're using in your rolls so I know what I'M supposed to roll you dumb dragon)

67
Role Play Theater / Re: Transformation Theater
« on: June 03, 2015, 01:38:23 PM »
Yilin's attempt to find the weakpoint in these squid-people does close to nothing... he doesn't discover much of anything that he already knew before. Maybe if he had a sharp point he could cut those arms off? But he doesn't, so that's a little wasted. Their skin looks soft, sure, but he's unable to puncture it. His attacks are equally worthless. The ice doesn't travel far enough across the arena to even come close to the vorzh beating up Attor, and just crushes in on itself a few feet away.

Attor, meanwhile, is able to strike at one of his attackers, but it's not the greatest bunch of swipes. It could still do something, though... and it does, just barely severing some sort of connecting tendon in the humanoid's "neck." It spazzes and throws itself away from the fight, desperately trying to reconnect it, but can't quite manage in the overwhelming cold.

The remaining vorzh continues to try and tear apart Attor. They must really know how to crowd control. Perhaps it just wants fresh supplies of blood before it moves on to the last of their prey.

(Hm, it seems I forgot to roll against one of Dray's attacks earlier. Oops. Lemme check this here...
Well I rolled high enough that it doesn't matter anyway. So no harm done! Mwahaha.
Also, bleh, I can't delete rolls. What's up with that, Vir? GET TO WORK ON THAT!
Anyway, ignore the Vorzh 4 roll for STR. he ded)

68
Role Play Theater / Re: Transformation Theater
« on: June 02, 2015, 01:08:46 AM »
Yilin's crazy move to freeze the entire arena succeeds pretty well, but does have its drawbacks as far as attacking EVERYONE is concerned. (Everyone rolls against Yilin's MAG roll. 1's take double damage.)

The vorzh definitely seem excited by the two kills that they've managed so far. Still, they have to finish off their prey before they can truly feast, and they seem to know that. They begin to turn on the remaining party members, with the first moving in on Yilin to choke him out as it did with Virmir... but it's frozen solid midway through its attack and seizes up. The second moves in with the last one to take down Attor. Now it's become a full-on brawl, except for Yilin and his crazy frost magic.

It's a bit hard to move around unconscious bodies underwater, too. They begin to drift up toward the blades, though it's pretty slow...

69
Role Play Theater / Re: Transformation Theater
« on: May 30, 2015, 09:31:52 PM »
Though Virmir manages to escape from the clingy tentacles of the first vorzh, it doesn't stop pursuing its target. It does have a pretty rough time ahead of it, considering the fireball that's about to be summoned in its bulbous head. It attempts to quickly shield itself -

Vorzh 1 RES vs. Virmir MAG = 16+2 = 18

Just barely, the squid is able to interrupt the fox's summoning of the fireball with a slap in the face, skewing his concentration and bringing the water to a boil just near them. It wastes no time in reattaching itself around Virmir, aiming to choke him out and finish him with a headbutt.

Yilin is able to freeze up the pouring blood from his wound. He heals up just a bit, allowing another hit or so, and the enhancement that the vorzh had before disperses. ALL of them hiss angrily at being deprived of blood, and it provokes the second to begin its blood channeling anew - but despite its aim at Yilin, the failed and fizzy magic from Mike redirects the attack with even more force.

Attor does manage to dodge the charge from the final vorzh, but his poor attack opens him up to a couple new attacks. More pain incoming for the big fish.

70
Role Play Theater / Re: Transformation Theater
« on: May 28, 2015, 04:14:12 PM »
Considering the relative ease it's had so far with choking out an enemy, the first squid-vorzh of the group continues to cling to the suffocating fox and tries to knock him unconscious first. It has to resist the incoming attacks, too, but it does manage another squeeze before suffering damage from anything else.

The second one, a little more distinguishable now by the resisted rimefrost on its slippery skin, looks to be very pleased about the blood flowing in the water. It's hard to tell, but it seems to be... smiling, curving in a weird way. The blood flows over to it and its allies, and they look invigorated by it all. It prepares some sort of enchantment with it, too, taking up its time for attacking, but still being quite able to push back against the ice wall.

The "fourth" and final vorzh seems to be the most upset of them all, still incredibly angered about the death of the other. It writhes about in the water and darts at Attor, being empowered by the blood of the otter and human, but being somewhat blocked off by the odd bubbles said otter had created before. (They cancel out)

71
Role Play Theater / Re: Transformation Theater
« on: May 24, 2015, 12:29:24 AM »
(I'M NOT THE ONLY ONE WHO IS RESPONSIBLE FOR THIS! You are all able to take your own turns too!)

Mike is able to cut free of his bonds without much trouble at all, though it DOES taste awful. Like pitch and seaweed with lots of rotten water... blech. So too is Attor able to wriggle free - being sea-snake-serpent-eel-like helps with escaping from tight bonds.

The first squid-vorzh is easily able to squeeze some of the life out of Virmir, leaving him breathless for a bit of time. The magical attack that it takes in response does... absolutely nothing. It fizzes out in the water pitifully with some tiny firework sparks.

The already delayed vorzh in the back is freed of his chains by its counterpart, but it does suffer some nearly freezing water. Once it's free of its bonds, it raises up some tentacles in a criss-cross manner, like a shield, and tries to keep the area around it from completely solidifying.

Vorzh 4 RES - 1d20+2 = 19 (success)

The preparing vorzh doesn't seem to accomplish much of anything, failing to properly prepares its spell after its time spent bound. The krait-vorzh that comes charging to bite it snaps it out from its thoughts and suffers due to its absentmindedness... losing its life in one visceral snap of the jaws of Attor.

Shocked by the loss of one of their fellow brethren - or sistren? - the others prepare to fight back in earnest. The first continues to choke out Virmir, while the two in the back send out some odd type of spell, unseen by any of you before. They only spend a couple of seconds preparing before a couple of dart-like objects fly through the water at Mike and Yilin. If they pass through their resistances... the darts will extract quite a bit of blood, like a humongous underwater mosquito.

72
Role Play Theater / Re: Transformation Theater
« on: May 19, 2015, 04:44:15 PM »
The first vorzh to move seems especially quick to move, easily breaking free of its bonds and striking at the closest and most talkative of the four, figuring him to be the leader. In a few subtle movements, the squid-vorzh has strode across the terrain to strike at Virmir and try and choke him out with its tentacles.

The second is not too much slower than the first, and spends his time freeing the last of the vorzh - this one seems to be particularly lethargic and stuck under its chains.

The third rests behind the first, moving its tentacles about in a casting sort of way without ever removing its chains. Whatever sort of magic these vorzh can manage would probably be devastating and visceral - you might be able to guess at more if you knew of them better.

The last is still stuck in its chains, working with the second to remove its bindings. They can't yet fight, it seems, but it might not be too long.

(Man, you guys are shmucks. I never said you had to break free of your bonds, yet you guys all wanted to. I'm totally going to cheat up the game and be as unfair and mean as possible. Have fun fighting the forces of evil being manned by a devil of a person)

73
Role Play Theater / Re: Transformation Theater
« on: May 17, 2015, 06:46:59 PM »
(It's not ACTUALLY LITERALLY Atlantis, dammit! I'm just trying to relate it to your feeble foxy mind, and then you go and spread that to these other innocents!)

Mike's attempt at escaping his bonds proves to be pretty much worthless - despite being a smaller animal, the skum don't seem to have any issues tightening the brine-hemp to the tiny wrists of the otter. Likewise, Yilin's yelling (did you name him like that on purpose) does absolutely nothing to convince the humanoids to let him go. They don't respond in the slightest, not even bothering to silence the squat mage. Maybe it's because they fear harming those bubbles and suffocating the human through that - or maybe they've completely lost the capability to care about speech that comes from sources that aren't deemed "important" to them by aboleth leaders.

Despite the halls NOT BELONGING TO ATLANTIS, you find yourselves being pulled out to an area that is just a bit brighter than the confined corridors that you were contained in before. You pass under an arch and a gate that drops from it, and the space suddenly becomes much more open. The area is... circular, it seems. It's domed off, too, with a series of blades and sharp instruments from the battlements of stone that rest atop the walls of the circle. There's no way you could escape through that way, barring you all lost ninety percent of your body mass or you became water itself. You'd be hacked to pieces by your own stupidity first.

Above those blades and in the battlements of the spot are numerous undersea races, including some more skum. However, rather than looking super-dull and indoctrinated, these people are alight with excitement and... something else. They almost appear ravenous. They begin to swim around the top of the dome, agitated, and yell down through the blades. What kind of a place is this? Some sort of trial? A stoning held underwater?

It's not long until a gate that is directly across from the one you entered from opens, and out from it comes a group of chained vorzh, though these are not similar to Attor in form. These have long, spindly legs that reach up to the sternum of a normal human, and they lack a real neck. Their heads are swollen and bulging with fins on the top, their eyes glassy. A sort of webbing ties all their legs together like a dress. It's graceful and beautiful, in an underwater creature sort of way. Their genders are almost impossible to determine. These must be related to squid, somehow.

(I'll say now that you're free to roll INT to see if you can discern more about any sort of creature or spot if you're curious. I'll add in bonuses or information if you succeed on these rolls, but I'll only allow ONE from the whole party. Choose your lucky character or your smartest.)

More yelling comes from the creatures above you, and the gates behind your two groups slam shut into stone. An odd, echoing voice from above begins to enter your mind without ever gracing your ears. "Gladiatorial sanctum," it communicates. "One group standing." Far, far above the ravenous crowd, you can see the outline of something big. VERY big, with chitin and tentacles and all number of things scary.

There are four squid-vorzh to match the four of you, it seems. And according to the voice, "Victors survive. Advance."

You don't seem to have much of a choice, and the fewer enemies you have, the better. Best that you stick with your group and fight together.

(So now combat will happen, unless you can somehow all roll miracle rolls in a series of events and weasel your ways out of it. ((Which is rare)) In this case, everyone just rolls a d20, no modifier, to determine when your action takes place. The higher the number, the sooner in the turns you will act. This doesn't mean you have to wait until everyone takes their turn to post! You can, and that would be nice for chronological order and the purpose of determining what action to take, but I understand that people might have things come up or whatever. I'm just going to roll the order of these vorzh because I've got an essay to finish before the day is done and this is already quite a bit for me.)

74
Role Play Theater / Kickoff
« on: May 16, 2015, 03:10:08 PM »
Okay, finally setting things into motion here. Hoping you'll all respond by the day's end, but I might not be able to keep pushing this along for the moment because I need to take care of a networking class.

-------------------

You find yourselves coming to after assorted fights and brawls, awakening in cells that are just spaced enough with stone that you can't reach out to one another. You can definitely, however, speak across the hall to each other. The two of you who need appropriate air to breathe have not been deprived of your bubbly helmets, thankfully. Apart from those intact items, all of you are visibly roughed up and left without many of your items.

Some sort of guard comes swimming past, and you remember as they appear to be the same as what first attacked you - skum. Various humanoid creatures, pulled together under a single force by the corrupt aboleth through the use of some creepy gunk. It's pretty easy to tell if they've been affected, considering their body gives off an oily substance and their eyes have turned red. Still, underneath all of those changes, their bodies are still largely the same.

Four guards come to each of your cells and they silently open the steely, enchanted doors that hold you separate. They immediately bind your hands with brine-hemp, the black, seaweed replacement for rope and twine. Still without a word they begin to move you along dark, crowded halls.

75
Role Play Theater / Base Stats
« on: May 13, 2015, 10:11:59 PM »
So I won't spend tons of time to explain and justify all the stats that I pick out here. If you guys want to argue them, you're free to do so, but these are how they stand right now!

Virmir
STR -2
AGI -2
MAG +3
RES +1
CHA 0
INT +1

Mike (yeah no I ain't spelling that whole name)
STR -3
AGI +2
MAG 0
RES +4 (AoE), -4 (Targeted)
CHA +1
INT -1

Yilin
STR -2
AGI -2
MAG +3
RES +2
CHA -2
INT +2

Attor
STR -1
AGI +3
MAG -2
RES -1
CHA +1
INT +1

I'd like some confirmation on everybody's part before I go ahead, but by the weekend I'll probably be starting this up in earnest. To begin with, I'll set up the beginning scene, and then everyone will have a chance to chip in with something so I know everyone's all ready and participating. From there, things will probably proceed in a manner where I give input and then you all give yours. Might vary at some other points, but we'll see what you all think.

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