Legend of Renalta 2: Reborn

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I'm not saying you should listen to Armerza...but you should definatly be listening to Armerza
 
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Thing is, as Armerza said; it's already told them everything they need to know.

At this point it's told them only what they already know. It's war. Telling us the demons plan to kill The Prince soon means he might as well have told us they plan to kill Kouri, Rashad, or Xixis.

In the Agent's urgent need of a bartering chip, he needed something that was of high value, and information is most valuable when it is urgent, but not so immediate that you cannot do something about it.

Agreed. Completely.

They have the information they need, to stand a very high likelihood of preventing the assassination. Would the further details be useful? Yes. But their value is now minimal, compared to anything it would cost the Blades.

The demons know there is a chance that the Blades might be there, which means if we end up being there they'll have planned for it. The best way to have a chance at stopping the assassination is to know exactly how they'd do it whether we do or don't show up.

Learning everything from him means we learn how much power they have in Liveria. A strike team sent to infiltrate and assassinate is different then a sleeper agent close to the Prince going turncoat, we may unveil the identity of worse machinations by hearing out the agent.

Also, so far all it wants is to be spared, so we capture it and it keeps the child of Sloth company. Considering the cost of killing the agent means the possibility of the Prince dying as well, not such a bad trade off.

The problem is, is that the Agent can still be a threat to them. After having 1 ally nearly kill them all through their own ignorance, and a second ally, essentially commit suicide....Armerza is simply done taking unnecessary risks.

Right now it's missing an arm, surrounded by enemies and possible traps, and its about to be tied up. Yes it presents a threat, but everything is threatening in a dungeon crawl. To say it's a risk is absolutely true, to call it unnecessary is to assume that all it knows is about the Prince.

Who knows, it could have other valuable information on other relevant topics, and in war all information is relevant. You want to kill it? Kill it. It saves us the trouble of having a demonic aura inside the capital and we can plan around the death threat accordingly, but learning what it knows means we might be able to skip Liveria next round by helping them help themselves and focus on other missions.

Tl;dr pros and cons boys and girls.
 
okay but do agents work the same way as some other demons, where killing them just sends them back to hell? because if so, the agent is just fucking with y'all

EDIT: That was a thing, right? Where some demons would just revive back in hell when killed?
 
okay but do agents work the same way as some other demons, where killing them just sends them back to hell? because if so, the agent is just fucking with y'all

EDIT: That was a thing, right? Where some demons would just revive back in hell when killed?

It'll know things either way, and not wanting to end up back in hell might be why it wants to be spared in the first place. I can't imagine their masters deal with failures very gracefully.
 
I'll be getting a post up tonight after work.

EDIT: Also, I just noticed the action log lists Mas'ud as injured, despite the fact he was healed after the first fight.
 
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I'll be getting a post up tonight after work.

EDIT: Also, I just noticed the action log lists Mas'ud as injured, despite the fact he was healed after the first fight.
Whoops, my bad. I'll try to remember to fix it next time the action log goes up.

POST THIS SATURDAY! REMEMBER! :ferret:
 
Whoops, my bad. I'll try to remember to fix it next time the action log goes up.

POST THIS SATURDAY! REMEMBER! :ferret:
Speaking of errors in the log... You keep posting it as High King Varro...

But its High King Boann.
 
the king is dead. long live the king
 
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Speaking of errors in the log... You keep posting it as High King Varro...

But its High King Boann.

Guidelines
  • Post once per round. A "round" is established each time the GM (me) posts. This is a soft rule: It can be ignored if the situation permits and it is appropriate, such as for collaborative posts.
  • The more actions you take in a single round, the less chance of success all actions overall will have. This is especially true in combat: If you focus everything into avoiding an attack, odds are good you'll succeed. Your character will have to split their concentration over multiple tasks if you do more than that, so if you plan on a counter-attack after avoiding an attack, your odds of evading the initial attack will drop a little. Not substantially, but a little. This is how I counter godmoders: If you try to do everything at once, you will fail at everything.
  • Conversely: If you intentionally attempt to support team mates, or team mates support you, your odds of success increase a little. Ergo, boss monsters or difficult puzzles which may overwhelm you individually can be taken care of with team work, and coming to the defense of an ally or attacking an enemy already engaged with an ally increases odds of success without self-injury as well.
  • You must select a special item during your first round or else forfeit having one. You can find the item list here: (Scroll down to Requisitions List.)
  • Below these guidelines, and with each proceeding GM post, you'll see something called an "Action Log" posted in the OOC. This details what actions the GM perceives your character to have done, so you can see directly what I saw from your post. Ergo if I missed something, you can point it out. If I get grumpy about it, remember I'm probably not angry at you, I'm probably angry at myself.

Action Log

This may be expanded from time to time if people find certain things vague. Consider this a reference to any strange terminology you may encounter in the log.

NAT: No Actions Taken. Will behave as though character hesitated. While not defenseless, it is highly recommended you avoid this. At the start of missions, since you've had no opportunity to commit to any actions yet, don't worry about it.

Pinned/Disabled: Character in question is unable to escape the grasp of a spell or creature and requires allied assistance immediately. If left to their own devices, they may escape, so long as no other enemies interfere.

NPC Behaviours: These are behaviours that NPC's can be assigned to. They can do a mix of behaviours.
  • Independent: Character will behave independently of the PC's, and depending on their personality, and established relationships, may or may not prefer to support player actions or act alone.
  • Under Orders: Character is doing as a player requested of them. If the order seems suicidal or the NPC dislikes you enough, they may bawk at given orders and behave independently instead.
  • Aggressive: (During Combat) If character is engaged in combat, they'll be on the front line, attempting to punish enemies from afar with magic or ranged weapons or up close and personal with melee weapons.
  • Defensive: (During Combat) If character is engaged in combat, they'll be focused on keeping allies out of harms way through magic and keeping enemies from causing them harm.
  • Passive: (During Combat) Character will not engage in combat and will actively attempt to keep themselves safe from harm. If possible, they'll support allies at minimal risk, if any.

Army Behaviours: Players do not currently have access to armies, but the players in the Kingdom of Tuleria mission are exposed to their behaviours and can make requests of them via messenger. Keep in mind that casualties aren't deaths. A casualty is simply a person too incapacitated to commit to competently violent acts, so casualties do include those broken from morale, those with severe but not fatal injuries, and so on. Ergo, 50% casualty does not equate to 50% loss. It is impossible to tell how much of a casualty figure is losses until the fighting is over.

Depending on how missions go, Kingdom of Renalta and Kingdom of Liveria may also get smaller scale tastes of army behaviour combat.
  • Abstained: Forces are not currently engaged in any assault.
  • Engaged: Forces are presently engaged in combat and are both incurring and sustaining losses.
  • Front Line: Forces are located at the front line, locked in melee combat.
  • Mid Line: Forces are very close to the front line, providing support through magic or ranged weaponry. They incur more losses than they sustain so long as they're properly equipped and trained for the task.
  • Back Line: Forces are preoccupied with ancillary tasks, such as mending the wounded, recovering from a fight, or handling siege equipment.
  • Defensive Stance: Force is set to hold an enemy, which reduces casualties, but prevents them from stopping a force from rearranging itself, falling back, or fleeing.
  • Aggressive Stance: Force is set to push into an enemy, gaining ground and inflicting large numbers of casualties at the price of their own. This is typically done to break a weakened enemy, or prevent an enemy from rearranging its forces such as in sending reinforcements.
Army Composition: These are the tags that tell you what composition armies have.
  • Melee-Light: Light melee units. Generally toting chain mail and hardened leather, armed with vicious armour piercing weaponry. In general, they inflict great volumes of casualties so long as their morale remains solvent. Concentrated effort on them generally reduces them to ashes if they don't have proper protection, either from support in the mid line, or from heavy melee on the front line.
  • Melee-Heavy: Heavy melee units. Generally toting plate mail and other such materials, and armed with two handed weapons or one handed weapons in combination with shields. They're slow but terrifying tanks that set a line and hold it. That being said, magic, artillery, and armour piercing ranged weapons generally rip through them, but they typically have resilient morale in comparison to their light melee counterparts.
  • Super-heavy: This unit is terrifyingly powerful and likely extremely large in size. (In excess of 20 square feet or more.) Vulnerable to artillery due to being barn-sized or bigger, but can typically slaughter multiple men in a single blow.
  • Crossbows/Bows: Heavy piercing weaponry. Crossbows are a mid-line weapon with more armour piercing, whereas bows are a back line weapon with a greater rate of fire. Both are vulnerable to artillery and stealth units.
  • Rifles: Can pierce nearly any defense magic or otherwise, but at the cost of extreme reloading times where they are quite vulnerable.
  • Anti-Magic: Unit dispels magic. They actively destroy magical spells wherever they go.
  • Magic-Resistant: Unit resists magic. They aren't affected by magic. Different from anti-magic, in that they're unlikely to actually stop a spell so much as they will simply ignore it themselves.
  • Hero: A valiant hero of the land, be it a leader of a nation, or one of their champions. They fight with utmost capacity, but at generally severely limited numbers. Most, if not all bodyguards will die before they will allow their leader to perish. Injuries, on the other hand, are completely possible to sustain regardless of the number of bodyguards they have. Typically, they can prevent morale breaks to men nearby them.
  • Artillery: Either old fashioned artillery (ballista, trebuchet, catapult, et cetera) or new age artillery (cannons, elemental cannons, certain kinds of mages, et cetera) that is used to pound enemy lines with red hot death. Causes more morale penalties than actual casualties in either case, though extremely large targets can be dealt with.
  • Monstrosity: Something so terrifying to face it causes morale penalties merely by existing. While usually applied to literal monsters, there are sometimes men who have reputations so villainous and so disturbing as to win this trait themselves.

Pet/Item: Your selected item from the Requisitions List will be displayed in your character action list, indented beneath your character. Currently active pets and summons are also here, so it should be clear who owns what on the battlefield. Pets and summons without names will be assigned names if necessary to differentiate them from opposing creatures with similar descriptions.

Kingdom of Renalta - Heart of Madness

Group 1 (Players)
  • Murderok: Agrees with Dean's plan.
    • Magic-Breaker (Item): Blocks one spell.
  • Zinnarath 'Zin' Corsys: Offers magic breaker if front entrance is chosen, notes magical presence on upper floor (James).
    • Magic-Breaker (Item): Blocks one spell.
  • Sheriff Cennick "Cen" Greenborough: Discussion with Abjaar, agrees with Mikan's plan.
    • Books (Item--Unique): Illusion & Swamps of Time. (+Lore knowledge.)
    • Angel's Blood (Item): Heals any wound. Can only be used once.
  • Franchine Odessa (NPC): Dead.
    • Haraith: Pet/Companion. Large, four-legged, scaled creature.
  • Abjaar 'Bastille' Korsair: Discussed moral stuff with Cennick, but otherwise NAT.
    • Treated Blood Vial (Item): Used.
  • Mikan: Led the group to the boss chamber. (Behaviour: Independent.)
  • Eric Vadlegarf: Shot through the heart, and it's too late. (Behaviour: Independent.)
Group 2 (Allies)
  • Dean Hansen: Offers to take magic breaker to go first through the entrance, asks James about traps at the entrance.
Group 3 (Enemies)
  • Dirge: Powerful Orc Knight, bound by oath to James the Illusionist. Plate mail armour, massive warhammer, the speed to use both effectively.
  • Two Half-Orcs: Each wielding a mace and a large wooden shield, along with leather armour. (Cennick trait: The Half-Orcs don't have the strength of a full Orc and more easily succumb to bloodlust, which makes them fight harder, but with far less self-defense.)
  • Dire Wolf: A powerful alpha wolf that can inspire fear in victims it pins. (Cennick trait: It always attempts pins via flanking attacks.)

Imperium/Amazons - The Dream of Empire

Group 1 (Players)
  • Elrithos "Sand Runner": Dead.
    • Large Scroll Case & Extra Waterskin: Player's choice.
  • Sonia: NAT. (Posted, but no actions taken.)
    • Imperial Missive (Item): Used.
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
  • Doctor Steven Adian Gremlock: NAT. (No post.)
    • Imperial Missive (Item): Summons 3-5 Imperial Scouts to your location from closest point. One use.
  • Môrgæn 'Crooked Bitch' Minstrol: Fell down the stairs.
    • Angel's Blood (Item): Heals any wound. Can only be used once.
  • Armerza Gilkak: Searching for Minstrol's corpse, tells Fahim he can kill Agent of Greed, asks the spirit what the nature of the room is.
  • Fahim: Discovered the boss after killing the Agent of Greed. (Behaviour: Independent.)
  • Veira: Ready to use her magic again. (Behaviour: Independent.)

Kingdom of Liveria - Ancestral Bonds

Group 1 (Players)
  • Kasim Amibilus: Summons ancestor to help fight Agent of Wrath.
    • Treated Blood Vial (Item): Used.
    • Goran Amibilus (Dire Wolf): Ready to kill.
  • Elrbetrt Westfeld: Dead.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Laenaia: NAT. (No post.)
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Rayvon Krayvitch: Rayvon talks to Zoe about assassination stuff, moves to the next area.
    • Treated Blood Vial (Item): Used.
    • Haruuk: Is a wolf. Woof!
  • Draza: NAT. (Has left the RP.)
  • Andrea Llolth'Allin: NAT.
    • Minion (Undead Orc): ?
  • Xerois Pallas: NAT. (Left the RP.)
  • Zoe Vasilios: Prepared to engage targets, waiting on Andrea & Kasim to attack first. (Behaviour: Independent.)
  • Gabriel: Prepared to fight.(Behaviour: Independent.)
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
Group 2 (Allies)
  • Princess Helénē: Ready to fight, staying against a wall for now.
Group 3 (Enemies)
  • Three Orc Guards: Surrounding the rope at the bottom, at leisure and not paying attention to their surroundings.

Goblin Holds - Antiqua Scientiam

Group 1 (Players)
  • Daevon van de Scathis Venderland: Dead.
    • Seal of the Trader (Item): Convince merchants and the underbelly of society to side with you instantly.
  • Esyllt Boudica: NAT. (No post.)
    • Treated Blood Vial (Item): Can call forth spirit with personal or ancestral connections to aid you in animal form. One use.
    • Venatrix: Amazonian Metal Golem.
  • Child: Moving to attack the wounded side.
  • Maeven Lucre: NAT.
    • Fafnir the Father (Mecha-Dragon): ?
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Aslo: Gives Nyla his cloak after finishing off ghoul, taunting imps.
    • Magic-Breaker (Item): Blocks one spell.
  • Nyla Valerius: Badly wounded. (Behaviour: Independent, Defensive.)
  • Unamo: Attempting to mend Nyla's wounds. (Behaviour: Independent, Passive.)
Group 2 (Enemies)
  • Brave Imp: Stunned against the wall.
  • Seven Imps: Fleeing the combat area, outside.

Kingdom of Tuleria - Unto the Breach

Group 1 (Players)
  • Filomena "Yoloyaotl" "Frankañaño" Peláez: Snip snip.
    • Angel's Blood (Item): Used.
  • Aëyr: Orders scouts to fire on main body, fire at aerial targets when they get closer.
    • Imperial Missive (Item): USED.
  • Yuri Elrivvin: Continues protecting Aeyr & scouts.
    • Angel's Blood (Item): Can heal any wound. Can only be used once.
  • Arkos Cernunnos: NAT. (No post.)
    • Magic-Breaker (Item): Blocks one spell.
  • Toorg: NAT. (No post.)
  • Otto Kastner: Leading Buccaneer group. (Behaviour: Aggressive, Independent.)
  • Quar Velathari: Concerned about incoming enemy. (Behaviour: Defensive, Independent.)
Group 2 (Allies-Surface)
  • Ten Buccaneers. This includes Mas'ud Campos. Engaged in melee with: Doom Guards, Humanoid Demons, Agent of Lust.
  • Four Imperial Scouts, all armed with mechanical bows.
Group 3 (Allies-Underground)
  • Three magician-buccaneers.
Group 4 (Enemies-Surface)
  • Two fifteen-feet tall doom guards, charging.
  • Four man-sized winged creatures, charging.
  • Eleven humanoid demons, charging.
  • Agent of Lust, charging.
  • Burrowing Creature, charging.

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Army 1 (Allies) (Total Strength: 22,832 Men. Casualties: 4,798) (Overall Morale: Zealous.)
  • Liverian Witch Hunters, Detachment 1 (Crossbows): 82.7% Force Strength (827 men), 93% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Liverian Witch Hunters, Detachment 2 (Crossbows): 94% Force Strength (940 men), 98% Morale (Confident). Engaged.
    • Location: Mid-Line.
  • Tulerian Buccaneers, Detachment 1 (Light Melee): 80% Force Strength (6,400 men), 110% Morale (Brazen). Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 2 (Light Melee): 75% Force Strength (6,000 men), 108% Morale (Brazen). Engaged.
    • Location: Front-Line.
  • Tulerian Buccaneers, Detachment 3 (Artillery, Cannons): 100% Force Strength (500 men), 100% Morale. Engaged.
    • Location: Back-Line.
  • Renaltan Soldiers, Detachment 1 (Heavy Melee): 80% Force Strength (3,200 men), 94% Morale (Confident). Engaged.
    • Location: Front-Line.
  • Renaltan Soldiers, Detachment 2 (Heavy Melee): 96% Force Strength (3,840 men), 100% Morale. Engaged.
    • Location: Front-Line.
  • High King Boann's Unit (Hero Unit + Bodyguards): 90% Force Strength (45 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Archmage Janelle's Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Mid-Line.
  • Marcela Adriana Otis' Unit (Hero Unit + Bodyguards): 88.1% Force Strength (35 men), Unbreakable Morale. Engaged.
    • Location: Front-Line.
  • Blood Sea Corpse-Hunters (Light Melee + Necromancer): 105% Force Strength (525 men), 100% Morale. Engaged.
    • Location: Mid-Line.
  • Blood Sea Magic-Eaters (Anti-Magic, Light Melee): 97% Force Strength (485 men), 100% Morale. Engaged.
    • Location: Mid-Line.

Army 2 (Enemies)
Unrecognizable horde of humanoids. The Imperial Scout wasn't able to discern a strategy or troop compositions...
Intel Report: Somewhere in the realm of 20,000-25,000, mixed light-heavy melee. If there are any hero units, they haven't been spotted yet, though mages detect the presence of at least two, and one superheavy monstrosity. The area around the portal is poorly guarded, with only a few light infantry there, though when the fighting begins the commanding unit may fall back there.

Next Post: Saturday 22nd, August.

Holy crap, lots of failed posts this round. Did life just take a break from me to shit on everyone else? :ferret:

@Drifter has failed to post for two rounds in a row and has been dropped from the RP.
@Kiita forgot to post with two of her characters. No harm, no foul. I know you've been busy, just reminding you. Also, yes, I'm aware I usually give the whole of the last day to post, but I have to break that habit: It's part of what's causing me to fall behind on posting dates. :ferret:
@Darog forgot to post with Toorg. No harm, no foul this time. Try not to do it again though. ^^;
@Kestrel forgot to post with Esyllt. Let me know what's keeping you up, you're not normally this tardy. ;p
@Andrea forgot to post this round. No harm no foul this time, but I figured I'd just give you a quick ping asking what's up.
@Alphakoka yo, buddy, hi. Didn't think I'd miss your failure to post did you?
@Maxim you too! Your goblin won't play himself! I know you're struggling to play him, but realize that once the mission is over, you can replace him with someone else. You're about to hit the final trial for the scroll, you're 2/3rds the way there!

STORY ADDITIONS AT BOTH THE TOP AND BOTTOM OF IC POST! Don't miss them, they're important!

EDIT

An Act of Great Betrayal's theme, if you want to get into the mood.
 
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@Kestrel forgot to post with Esyllt. Let me know what's keeping you up, you're not normally this tardy. ;p
Ironically something is literally keeping me up. Sleep shortage makes focusing hard, so last few days it's been shifted to other priorities like taking care of my internship (which was a hassle because the previous guys cancelled on me so I had to find a new one mid-summer which isn't easy for obvious reasons midsummer) and other important things like not burning or cutting myself during cooking. I set multiple alarms during it.

Also for some reason I figured I had until Sunday. 'cause you can't have an excuse without an excuse.
 
Ironically something is literally keeping me up. Sleep shortage makes focusing hard, so last few days it's been shifted to other priorities like taking care of my internship (which was a hassle because the previous guys cancelled on me so I had to find a new one mid-summer which isn't easy for obvious reasons midsummer) and other important things like not burning or cutting myself during cooking. I set multiple alarms during it.

Also for some reason I figured I had until Sunday. 'cause you can't have an excuse without an excuse.
Yeah, figured. You've always got something going on, ergo why I didn't assume anything crazy horrible. Thanks for letting me know. :ferret:
 
Amanda is clearly a quadruple agent and should be given the keys to the kingdom. #Amanda2k15 #YesWeCan
 
Amanda is clearly a quadruple agent and should be given the keys to the kingdom. #Amanda2k15 #YesWeCan
I thought the same thing at first, but then I realized Amanda's family is dead, and she doesn't have a daughter.

EDIT: Or I don't believe she does.
 
My current leading theory for the traitor is that it's Xavier.

He doesn't like the idea of being subservient to Renaltan interests and would wanna lead his own people instead ("better to rule in hell than to serve in heaven"), Kouri shunned him and his marriage offers, his sole child is a daughter that he cares for and would want to make sure is kept safe, and the comment about Envy would make sense considering that Kasim found out (through Sarah Darkhammer info) that an agent of Envy had infiltrated Liveria as a councilor type to Xavier.

Another strong option is the drow Valsharess. She was spurned by Kouri, she also seemed uninterested in being anything but the top bitch, and Brovo said that she does indeed have at least one daughter that she would care about (that being her heir).

Amanda is plausible if she has a daughter, but I'm currently thinking she's a red herring.
 
My current leading theory for the traitor is that it's Xavier.

He doesn't like the idea of being subservient to Renaltan interests and would wanna lead his own people instead ("better to rule in hell than to serve in heaven"), Kouri shunned him and his marriage offers, his sole child is a daughter that he cares for and would want to make sure is kept safe, and the comment about Envy would make sense considering that Kasim found out (through Sarah Darkhammer info) that an agent of Envy had infiltrated Liveria as a councilor type to Xavier.

Another strong option is the drow Valsharess. She was spurned by Kouri, she also seemed uninterested in being anything but the top bitch, and Brovo said that she does indeed have at least one daughter that she would care about (that being her heir).

Amanda is plausible if she has a daughter, but I'm currently thinking she's a red herring.

Those are my thoughts as well. I'd have thrown in the dead queen of the Amazons as well, but I really like your thoughts on it being Xavier. Adding that the Agent of Greed may have been a distraction would line up.
 
@Amazon group

So i've been thinking of some possible things to do with Sonia to help deal with the sand golem. My initial idea was to use this first round to create some water to use. If Spiderman 3 taught me anything it's that people made of sand don't do so well when you get em soaked. Seriously though I thought soaking it's body would slow it / render some of it immobile, maybe If I could mix some water in him and freeze it then that would have a greater affect. Of course it's armor would get in the way of that, but if someone else punctures a hole in the armor during this round that would remedy that problem.

A second idea I had was to try cursing its armor to shrink. Since it's made of sand I don't think a shrinking suit of armor would necessarily kill it, but the accumulating pressure could cause the armor to crack or maybe constrain it a bit.

EDIT: Also, i'm assuming the Soul Gems have something to do with this challenge, but since Brovo didn't allude to any specific connection in the post, or at least any possible connection my character could make, i'm just going to deal with the more apparent concern.
 
WHAT THE ACTUAL FUCK?!?? I posted up for both Maeven and Arkos @Brovo but the post isn't there!

In all seriousness, I have no idea where it went. Could be human error, could be machine error--it's happened to me a couple times, but I could never discern if it was me at fault or the forums.

I paranoid-refresh check every single time I post at this point anyway.
If Spiderman 3 taught me anything it's that people made of sand don't do so well when you get em soaked.
I'm just uh... Gonna quickly step in and let you know this won't work. Also, that Spiderman is not a particularly good source for scientific reasoning, or common sense--he's a comic book character, and one of the ones more disconnected from reality than usual. Normally I'd tell you what would work now, but I can't do that unfortunately. Not my place.

Just letting you know to avoid that particular plan.

(PS: I do still actually like Spiderman. Especially the goofy old cartoon one. :ferret:)
maybe If I could mix some water in him and freeze it then that would have a greater affect
See, this is more logical than just making the sand wet. :rotfl:
 
@Maxim you too! Your goblin won't play himself! I know you're struggling to play him, but realize that once the mission is over, you can replace him with someone else. You're about to hit the final trial for the scroll, you're 2/3rds the way there!
Understood. Mostly just didn't post because I couldn't figure out what to post other than "Gremlock didn't care about the Agent, and opened the door" or something like that. Not sure why I'm having a hard time playing him, he should be full of personality but I can't come up with anything flavorful. Might just be a side effect of both missions being dungeon treks but still. :(

EDIT: Also, apparently our brazen decision to abandon Liveria had the unintended side effect of sending the strongest Archmage in the setting to the bad guys...

Oops.
 
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