"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

[X] Summoner (Learns spells to summon more and deadlier creatures to fight on your behalf)

@MData I'm just putting in a request for a variety of summons, not only deadlier creatures. Perhaps ones that can help with construction, farming, transportation, detection, etc.? :)
 
[X] Enhancement Focus (Focuses on learning spells enhance someone's natural abilities)

Utility spells first to at least start to see the tree, come on people...
 
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[X] Summoner (Learns spells to summon more and deadlier creatures to fight on your behalf)
 
@MData I'm just putting in a request for a variety of summons, not only deadlier creatures. Perhaps ones that can help with construction, farming, transportation, detection, etc.? :)
You'll get that. Eventually.

Vote tally:
##### 3.21

[X] Summoner (Learns spells to summon more and deadlier creatures to fight on your behalf)
No. of votes: 12
veekie, ReaperofInterest, TotallyNotEvil, Cornix Argentus, Red Bovine, Shadows, ChildishChimera, Zaratustra, Skewfiend, Oh I am slain!, Kyrina, Night_stalker

[X] Guardian (Focuses on protecting and healing self and allies.)
No. of votes: 2
DarknutLord, Winged One

[X] Are there any other options?
No. of votes: 2
Spoit, butchock

[x] necromancy
No. of votes: 1
3characterslong

[X] Enhancement Focus (Focuses on learning spells enhance someone's natural abilities)
No. of votes: 1
Spectrum
 
Mana Soldiers
"Alright. Let's get started" Cidium says. "Now, if you want to summon something bigger, it's more than just putting more magic into it. You need to..."

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One Hour since class began...

A runic symbol appears on the ground as you try to summon the minion Cidium described. It's more taxing than the creature you already have, but you think you can do this. It's whitish-blue bald head slowly rises from the ground. You see two pitch black eyes as it continues to rise from the ground.

But then, the creature starts to fizzle out and it collapses right before your eyes. The symbols fade on the ground fades away, leaving no evidence of what you attempted to do.

You let out a disappointed sigh. Still, it was your first attempt in a field you're just scratching the surface in.

"I think I know what happened." Cidium simply says. "You were missing part of the spell. You need to..."

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Two Hours since class began...

"I think I have it this time." You say. Your... well, you can't say your hands hurt from your attempts to cast this spell. Still, you aren't going to give up, especially not now. You're so close, you can taste it.

"Then stop talking about it and do it" Cidium says.

You take a deep breath and focus. Your hands start to glow a deep blue.

Alright, on 3, I'm going to do this. 1...2...3!


The symbols appear in the ground again, and the creature starts to rise from the ground. As it rises, you see that is a male humanoid creature. It's semi- white skin with blue, vein like marks on it. Two all-black eyes are on it's face. As it completely raises up, you see that it has an average build, though there was little in muscle definition. Still, after fifteen seconds, it stands before you.

Cidium takes a look at the creature, appraising it.

Before you, or your creature can react, Cidium pulls back and punches it right in the face. It's neck snaps back and the creature literally crumbles right before your eyes, fading into nothingness before it even hits the ground. Cidium looks at you, dissapointed.

"You aren't gonna last long if your summons dissipate from a stiff breeze. Try again!"

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Three Hours since class began...

"Alright. One more time."

You shake your hands and prepare to summon the soldier again. Your hands feel like someone is sticking needles in them. Your head is starting to hurt, as if you've stayed up for two days straight. But you think you have it this time.

Feeling the power flowing through you, you unleash one final summon.

This time when the symbol appears on the ground, the soldier rises up clad in metal armor. In it's left hand, it holds a sturdy steel shield and in it's right, a longsword.In less than two seconds after appearing, the symbol disappears from the ground and your soldier stands at attention.

Under his beard, Cidium smiles at your creation. "Stable form. Armed and armored. And..." For the twentieth time that day, he swings at the soldier, but this time, it moves it's shield and blocks the incoming attack. Automatically, it raises it's sword to strike at the mage.

"Stop!" You order and hold out your hand. Immediately, your soldier lowers it's weapon and continues to stand at attention.

"And it can actually take a hit. Well done Def." Cidium says as his hand starts glowing. The cuts, and probable broken fingers, he received from punching the steel shield start to fade. "Keep working with your magic and you'll go far. And remember, I can't teach you everything. Go out and learn for yourself" He says.

You say your thanks before you leave the room. You're head and hands are still killing you, but after a job well done, you don't care. You managed to master another spell.

You'll probably go to a tavern and rest up for a little while. Just until you're back to 100%. But after that, you need to get on with the rest of your day.

Spell Learned: Invocation: Mana Swordsman

[] Go to sleep.
[] Start setting up Traps (Write in)
[] Sketch up some plan for traps.
- [] Write in where you want which traps.
[] Sketch up plans to expand your home. You've always wanted to build a bigger place.
[] Read through the Warrior's Journal.
[] Ask your neighbors for help.
- [] Ask your last neighbor.
[] Study the Worn Spellbook.
[] Write in (Needs QM approval)

City
[] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
[] Silver Shark Weapons Shop: Most of the weapons were sold to the store by adventurers, and most of them are bought by adventurers as well. Has a large, constantly changing stock.
[] Go to the Margery's General Store. It has little bit of everything. Some of it possibly stolen.
[] Go to the Howes Hardware: Store. It has all the parts you need to make some traps.
[] Go to the Sparking Mountain Magic Shop: From spellbooks, runes, to magical devices that anyone can use, this shop has it all.
[] The Hammer and Ales Tavern: You never know what, or who you'll find there. Also a good place to get wasted. Sometimes also has jobs from locals.
- [] Drink.
- [] Look for work.
- [] Listen to local news.
- [] Learn how to fight.
[] Exotic Imports: A place that sells exotic animals. Officially, they are meant to just be used as pets but some of them can be... aggressive.
[] Saint de la Salle Learning Center: A place for people to teach and learn. Can be used to train skills. Or to teach if you need some extra money.
[] The White Lily: A place where the rich and connected in society associate with each other. Could be a great place to make friends. Provided you can get in.
[] Find the Workshop. Maybe you could find some work. Or some tips.
[] Go to the Tiger's Tail. From what little you've heard of it, it's seedy. Much seedier than Hammer and Ales.
- [] Drink.
- [] Look for work.
- [] Listen to local news.

[] Write in (Needs QM approval)

Travel (500 Gold for transportation)
[] [EVENT] Go to the cattle farm and retrieve your gold. (Two actions for a round trip)
 
Okay, so we were able to summon a guy wearing armor, right?

That proves we can summon inorganic materials. Next step is to figure out how to summon the armor without a dude in it, and then how to summon other material constructs- And then we'll be able to summon traps out of nowhere and quickly secure a place against unwelcome intrusions, muahaha

It'll be just like playing Trapt guys

But as a quest

And no demons out to eat our soul
 
[X] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
 
[X] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
 
[x] The Hammer and Ales Tavern: You never know what, or who you'll find there. Also a good place to get wasted. Sometimes also has jobs from locals.
- [x] Listen to local news.

No (heavy) drinking, but do take a bit of time to rest up.
 
[x] necromancy

Focusing on the manipulation of life force this school of magic can debuff opponents and raise their corpses as undead.

... Just pointing this out now for future refferences but I am 99.9999999999 percent sure that practicing necromancy is going to end with an angry mob either trying to lynch Def or burn her house down with her in it. So let's just not even mention even considering practicing it, ever.

[X] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
 
[X] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
 
[X] K'lloru Apothicary. You need to get to work setting up traps in that place. (2 Days Left)
 
"Alright, see you later Def!" Phil calls after you.

"Look after yourself, Phil" You say to the man as you leave the Hammer and Ales. You didn't get much there, just a beer and some water. You need to stay focused when you're working with sharp objects. As you walk deeper into the city to the old Apothecary, you start to go over the layout in your head.

1st Floor: One south-facing entrance in the center of the outside. One large area that takes up a lot of the first floor. To the west, there is a door that leads to a hallway with two empty rooms and a storage room with the parts you need. There is a back entrance to the building in each of the two empty rooms. The western part of the building has a staircase to the basement, though it's otherwise collapsed.

Basement: The staircase leads to a large, open room with a hallway leading to the east. From there, several small rooms are on either side of the hallway. A single storage room is on the west side.

There are three main entrances that you need to worry about. The main entrance in the front, a set of double doors, and two in the back, one leading to a storage room and another leading to an office. Both of them had doors that connected to the main area.

Then, there were the windows, four in the front, two on each side. They're boarded up, but all you'd need to get through them was something to pry the boards off the walls.

As you turn a corner, you see the Apothecary. You'll get started on making sure the main entrances are secure then work your way inward. Then, after you finish up, you'll get started on installing the device that can turn your traps on and off.

Then, when that's done, you can think about how you're going to spend all that gold.

Front Entrance
[] (Write in)

Back Storage Entrance
[] (Write in)

Back Office Entrance
[] (Write in)
 
It'll be just like playing Trapt guys

But as a quest

And no demons out to eat our soul
Yet!

Traps Known said:
  • Blade Launcher Trap - Low damage. Hits multiple targets. (5 Parts)
  • Swinging Scythe Trap - High damage. Single Target (7 Parts)
  • Pit and Spike Trap - A Pitfall trap with spikes on the bottom. (10 Parts)
  • Spike and Chain Trap - Hits one target. Low damage, immobilize them, but causes bleeding. (15 Parts)
  • Alarm Trap Causes an alarm to sound when triggered. (4 Parts)
  • Spike Trap - A panel of spikes that launch when the trap is triggered. Impales the target. Spikes can be placed on the floor or on the walls. (7 Parts)
  • Cave-In Mechanism - Causes a section of the escape tunnel to collapse. (12 Parts)
  • Spare Underground Room. (8 Parts)
  • Decoy Chest Trap - Launches a knife at whoever opens it. (8 Parts)
  • Spike Board Trap: Sends a board of Spikes flying at someone who steps on it. (6 Parts)
  • Hammer Trap: Like the scythe trap, but with a hammer. (8 Parts)
  • Interior Spike Pit Trap (10 Parts): A spike pit trap, now in the comfort of your home.
  • On-Off Switch (V1): One switch, one trap that you can turn on and off. (8 Parts)
Location: K'lloru Apothecary

1st Floor: One south-facing entrance in the center of the outside. One large area that takes up a lot of the first floor. To the west, there is a door that leads to a hallway with two empty rooms and a storage room with the parts you need. There is a back entrance to the building in each of the two empty rooms. The western part of the building has a staircase to the basement, though it's otherwise collapsed.

Basement: The staircase leads to a large, open room with a hallway leading to the east. From there, several small rooms are on either side of the hallway. A single storage room is on the west side.

@MData, a few questions, if you don't mind:
1) Did you ever tell us how many parts we had to play with, other that it being much over 30?

2) Can we tie multiple traps to a single on/off switch for convenience's sake? (Still paying 8 parts per trap, but only needing one lever to be flipped/

3) How many parts would it take to make a secret compartment, like the ones we made to put the shield charm in?

4) Can we make a pressure plate that triggers an on/off switch?

Edit: 5) Can we make an on/off switch that governs a trap trigger, rathern than a trap? (Eg. a pressure plate that may be turned on or off, that triggers both a scythe trap and a blade trap when triggered)

Assuming it is viable, I was thinking something along these lines:
  • Hammer traps and blade launchers protecting the windows, activated when anyone steps on a pressure plate just through the window, or puts much weight on the windowframe.
  • Hammer/scythe traps that activate when anyone tries to force each door, along with blade launchers angled to hit anyone just on the outside of the door when it is forced/picked.
We probably don't want to go overboard on the trigger conditions, as this is a worksite, but of we wanted to punch up the defences yet further, we could add extra traps to the doors and windows, all tied to the same trigger.

Then for the permanent, basement traps:
  • A secret compartment under one of the stairs to the basement, with a key-operated on/off switch (and smashing-activated scythe trap in case someone tries to get clever). This is tied to each trap in the basement.
  • Once armed, opening any of the basement doors in any way will reward you with some combination of spikes, scythes, hammers and blades. Particularly blade traps that fire accross the room towards the door, to maximise the chances of hitting multiple people.
  • Hammer/scythe traps on the outside of doors tied to pressure plates just outside of the rooms, that are only armed after the internal room traps have been triggered, to catch any cleverdicks leaving.
  • Spike traps at seemingly random intervals down the corridor that only go off when armed.
  • A pressure plate in the center of the basement room, which becomes armed after one of the deeper traps is triggered, that sets off a deadly crossfire of blades and spiked chains.
 
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The hammer trap is inappropriate for windows--they're specced against plate/heavy armor wearers and none of those are going through a window. Use a scythe (going outwards) and spike trap on the floor on the outside.

Doors can be hammers if the doors are breached (pressure sensor immediately inside), though if we want to be cheeky trap the locks themselves with a spike+pit trap on the outside (+blade launchers aiming outwards or whatever).

Your basement idea looks quite extravagant, I would want to get a Parts count of what we're doing on the 1st floor and how much parts are left afterwards.
 
1) Did you ever tell us how many parts we had to play with, other that it being much over 30?
100 Parts.
2) Can we tie multiple traps to a single on/off switch for convenience's sake? (Still paying 8 parts per trap, but only needing one lever to be flipped/
You'd have to design it, but sure.
3) How many parts would it take to make a secret compartment, like the ones we made to put the shield charm in?
2.
4) Can we make a pressure plate that triggers an on/off switch?

Sure.
Edit: 5) Can we make an on/off switch that governs a trap trigger, rathern than a trap? (Eg. a pressure plate that may be turned on or off, that triggers both a scythe trap and a blade trap when triggered)
That's what I was thinking it would work.
 
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