Role-Play Catastrophes Across Avonmora.

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Re: Role-Play Catastrophes Across Avonmora.

Postby Meliva » Sat May 12, 2018 10:24 pm

Agnar makes a valid point jack your shrine can stop magic, sure that's fine. But it can't just stop anything from reaching valorim. If Rhena did teleport a non magic item, animal, or person outside that barrier and it moves closer then your shrine can't stop it-as its meant to stop magic, nothing else. For example, if she teleports a group of men on a ship outside the barrier and has them move in to destroy the shrine, then it can't stop them because none of them are magic or use magic and they were brought just outside the radius of the barrier.


Brian and Carl nod as they board their ship and begin sailing to Valorim, to do a quick check on the port before heading on to Thorokas.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Zephore » Sat May 12, 2018 10:50 pm

Mikkel takes some crew and goes back to the ship to bring some canvas. As they return, the hurt from Agnars crew is gathered, and lay down onto canvas. The unharmed crew lifts them back to the ship

How many did we lose, Mikkel? 5? 40? I forgot how many we brought.

Mikkel shakes his head

22, I think. I'll find out who, so I can contact their family.

They set sail for Valorim
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Re: Role-Play Catastrophes Across Avonmora.

Postby Jack Teach » Sat May 12, 2018 10:54 pm

well, no. Teleportation is magic, so it stops that too. It can't be destroyed, it has be taken down with a special blessing. It only allows magic to be used inside the castle, the castle can't be teleported into.


Jack and his men set sail for valorim.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Meliva » Sat May 12, 2018 11:12 pm

First off Jack, you stated the barrier is 10 miles big, what me and Agnar are saying is, she can teleport just outside that barrier-or 10 miles and a few feet, then go inside normally. Second, there is no way in hell that you can say that you have a anti magic shrine that can stop any and all magic, with a TEN MILE radius AND that it can only be taken down by a special blessing, that is so bloody overpowered it isn't even funny. You might as well just go and say that it also imprisons Rhena and stops all her attacks while your at it. You don't see me making magic items that instantly stop all blessings and prayer and can only be taken down with magic do you?


Brian and Carl dock at Valorim, quickly resupply themselves, check in on things and begin sailing to Thorokas.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Jack Teach » Sun May 13, 2018 1:51 am

Ok that's fair, it won't be taken down by a special blessing, but it can't be taken down by magic and it's very hard to destroy. My point is this: no magic can work in the city, or the ten miles from the shore. Meaning that if Rhena tried firing anything a few feet from that ten miles from the shore, it wouldn't go through. She could teleport people to the castle, but doesn't Emily have defenses for unwanted guests?


Jack gets some more men, picks up some more supplies, and sails off to thorokas.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Meliva » Sun May 13, 2018 2:21 am

Emily does have defenses in her castle yes. But the point we are making is that Rhena could fire or send non magical things from outside the barrier. For example, if she teleported herself and a very large mortar just outside the barrier and fired that into the city, since the mortar and its shells are not magic in any way, she could get past the barrier that way. Or she could teleport soldiers or monsters outside the barrier and then have them swim or sail in. Earlier when you were replying to Agnar you said that the barrier would keep anything out if she tried sending it through the barrier-which shouldn't be possible if all it does is block magic. Just because Rhena uses magic doesn't mean she would only use magic to attack with. She would have no problem using mortar or cannons if she needed to.


Brian and Carl near the port of Thorokas and wait at the docks for the others to arrive.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Jack Teach » Sun May 13, 2018 2:26 am

She can teleport ten miles and a few feet away, sail up and then fire, but she can't fire a mortar or cannon And expect it to hit anyobut water when she's ten miles from the port.


Jack and his men arrive.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Zephore » Sun May 13, 2018 6:40 am

After resupplying and getting the hurt to a better place to get treated, Agnar and Mikkel sets sail for Thorakas.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Meliva » Sun May 13, 2018 7:14 am

As Jack, Agnar, Brian and the rest of the group enter Thorokas 2 tired looking guards look to them, before one begins walking toward them. The other shouts as he begins heading to a nearby outhouse.

Oy, Bill you go greet those fellas, I gotta go use the outhouse right quick.

The one guard nods and shouts back

Sure thing Bob see ya in a minute

Bill turns to the group.

You lot are welcome to stay here if you want, but i'd leave if i were you. We got a big undead problem here, zombies, skeletons, ghosts and ghouls, along with a real nasty specter. The undead can freeze you if they touch you, so don't let your guard down.

A scream of pain can be heard as the outhouse door swings open, as Bob has had his lower half frozen by a pair of pale hands from below him in the outhouse, killing him in seconds. A ghost floats out and quickly flies away. Bill just shakes his head sadly

Damn shame.
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Re: Role-Play Catastrophes Across Avonmora.

Postby Zephore » Sun May 13, 2018 7:48 am

Agnar sighs

These guards really got a thing with loosing a guy called Bob when he goes to the outhouse. I'm glad I'm not named Bob.
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