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Thread: [RPG] Sword and Sorcery Play-by-Post

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  1. #1
    Lynel Xyvol's Avatar
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    I approach the group and say "Everyone calm down! That gold was enchanted to instill rage in anyone nearby." Once the half-elf finishes healing him, I ask the man "Where did you get that gold? Were you the one who enchanted it?" In response to the soldier's question, I say "There is something I can try, but I'm not sure that it will affect everyone." I direct a spell of cleansing at the tavern, attempting to clear away the negative emotions and clam the patrons.
    <- Play Triforce Quest!

    "The greatness of one's sorrow when parting is the evidence of the deepness of one's love. So If one fears sadness, one wouldn't be able to love anything."
    -Belldandy, Oh My Goddess!

    "Who cares if I'm a star up here?" - Minmei, Robotech
    "You bookahs worry too much about external appearances. It's what's inside your skull that counts." - Taimi, Guild Wars 2

  2. #2
    Cor Blimey! CJC's Avatar
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    @TheDarkOne
    Sancireph, you carefully remove the shards of glass and use the MAGIC OF YOUR PEOPLE to staunch the bleeding, but it is clear the injuries are quite severe: he appears to be bleeding internally. The SOLDIER offers you his sword in apology for the situation and proceeds to kneel down next to the man, hovering his hands over the wounds. A beacon of light spans the gap between them and before your very eyes the injured man recovers. It seems your combined efforts have repaired all of the damage from the glass. The soldier asks the MAGE if anything can be done to calm the bar, and the mage explains that there was a wicked hex on the gold that triggered this whole mess.
    Both the soldier and mage appear to be more calm than when they were in the bar, and they are making dedicated efforts to help the situation. Do you trust them enough to share what you know, about the BARTENDER AND THAT BEVERAGE and its relation to the MAN ON THE HILL?

    @mrz84
    Zataka, the HALF-ELF ADVENTURER takes your sword temporarily as a sign of good faith, and you proceed to assist in the recovery of the man with the gold. Once he is healed, you turn your attention to the bar and, seeing the brawl escalate, you ask the MAGE if there is any way to disable the crowd to prevent further catastrophe. The mage explains that he sensed some manner of wicked hex applied to the gold, which appears to be the source of the riot. He proceeds to trace out runes on the doorway with his finger, perhaps to cancel the bad magic.
    The adventurer and the mage both appear to be doing their best to prevent further escalation of the situation. Do you trust them enough to share what you learned from the patrons, about the INCONSISTENT STORIES of the MAN ON THE HILL?

    @Xyvol
    Malichor, you attempt to mediate the impending argument between the HALF-ELF ADVENTURER and the HEAVILY ARMORED SOLDIER, but your suspicions about the magic's effect are soon confirmed: it seems proximity is the worst factor and once removed from the gold the effects dissipate quickly. The two work quickly to mend the lacerated MAN WHO FORMERLY HAD GOLD, and you demand to know where he got the gold. He does not reply; you suspect you will need to apply some manner of COERCION to get the answers you seek. But the soldier has asked if you can deal with the bar brawl, so you approach the tavern door and, using your finger, you scribe ERASE in magic runes on the door, hoping to counteract at least the PSIONIC spell with your application of PAPER MAGIC. Something's wrong, though. Your spell should have been able to handle a psionic enchantment like this, but it doesn't seem to be having any effect on the brawl. You take out a piece of paper, scribe the same ERASER RUNE upon it, fold it into a plane and launch it at the pile of gold. While more effective than the first attempt, something seems to be severely interfering with your attempts to counter this spell. Squinting, you notice that the spell has actually bonded with some AIRBORNE POLLEN that is emitting from the pile of gold. Could this be the cause of the interference?
    The adventurer and the soldier seem to be calm enough. Do you risk ENTERING the contaminated area again to lead other patrons away from the poisonous magic?

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