Darkened
Experienced.
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- Mar 1, 2014
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[X] 12 Raise Magic to 1: (Fellgar, kinglugia, Robotninja, Deathwings, Valette-Serafina, another advent, iamnuff, Heaven Canceler, Winged One, Drakebane, Jiven, Darik29)
[X] 3 Raise Monsters to 1.: (Larekko12, darklord, Emral282)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
You expend the life you gained, burning its essence to empower yourself in ways you only dimly understand. The results are impressive, you suddenly feel so much more aware of the world around you. New sensations you never imagined existed unfold and you can feel your power changing.
++++Magic increased to 1++++
++++Spellbook Unlocked++++
++++Cantrips Learned++++
Intuitively you alter your layout. The process is slower taking minutes instead of seconds to invoke your new abilities. But the results are worth it. A rock near the entrance rises into the air and begins to spin in circles. Amazing.
++++Mage Hand Learned++++
It's easy enough to modify. You shift your layout subtly again and it simply hovers there unmoving.
++++Variation: Hover Learned++++
The results are tame enough for now, but you can make this power grow. Without dwelling on the rock you focus on the other abilities you can invoke. Movement was the easiest to conceptualize. You are, largely a physical object. Complex patterns of motion come naturally to you.
++++Sudden Noise Learned++++
But you endowed yourself with a voice, sound is not so difficult either. You shift your layout again and the rock moves, swinging back and forth as if attached to a pendulum. The motion is routine, preprogrammed. Dynamic alterations to the effects are yet beyond you. But that doesn't matter for now. Each time the rock passes the center of its arc, a bell sounds, ringing loudly and clearly throughout your depths, the second spell set to trigger when anything moves through that space.
You experiment, changing the sound. An all to human scream cries out for help with every swing of the rock, a dog's loud bark, the clash of swords.
But it's still mechanical, limited, constrained. You cannot alter the sounds dynamically, carry on a conversation. If only...
Inspiration comes almost immediately. Departing from your magic for a brief moment, you instead apply that principal to your preexisting powers. Taking the feel, the constraints, the mental exercises that allow you to craft sound and applying it to your own voice.
Help Help Help Help
"Help, I'm trapped! Please, someone, help" The results are more than pleasing, though there is still a faint mechanical sound, an oddness to the rhythm of the words that you cannot yet surpass. The truly perceptive and the careful will surely see through this trick.
++++Sudden Noise and Merit (Voice): Voice Upgraded: (Mimicry) Learned++++
And yet there is still more to test. The next spell you grasp intuitively is quite useful. You bound yourself to darkness unthinkingly, but that made it too easy to kill. The pair of adventurers stumbled some, groping around in the dark. Useful of course, and you don't regret the decision, but the power to craft light should surely allow you a variety of options. You twist your layout, forming a bright sphere of li...
++++Mage Light Learne Elemental Affinity: Darkness: Magelight NOT learned.++++
Pain. You've never felt pain before. Yet even so, you can think of no other name to label this sensation. As if your darkness within was burning you from the inside out, or as if the darkness itself was burning. The knowledge of how to craft light is there, but every attempt to use it results in agony. You set it aside for now.
The last spell is by far the most varied. Rearranging yourself you adjust your colors, alter the size of things. A rock dropped on a pressure plate causes a key to materialize in the air, perfect for opening your treasure chests, though too fragile to do more but fade to nothing afterwards. You find you can adjust your temperature ever so slightly, create gusts of wind and do a thousand other things. So long as you inflict no harm, and try nothing too large or complicated almost anything seems possible.
++++Prestidigitation Learned++++
The thrill of new knowledge fades, and the joy of experimenting with your successes soon grows stale. But, before you can slip into hibernation to await new adventurers, an almost unconscious desire fills you. Almost beyond your control, you begin to craft a new chamber, removed from the main entrances to your dungeon with no exits nor entrance. And yet, the chamber fills with fresh air. Meat would have no trouble breathing inside, though it could no more escape than it could dig through a mountain.
Of course, to hold them indefinitely. It's easy to twist your layout to include new food, and to reshape your dungeon entirely without crushing the prison. Rather than grasping why or how such secrets emerged, you find yourself content to simply experiment. It's easy enough to understand how to use the prison, to bind an incapacitated adventurer to you until they are as much a part of you as the treasures you create. This, you feel, does not allow control. But it would allow you to move the incapacitated deeper inside as easily as you rearrange your own body, make them vanish from their companions and appear in the prison. Of course, you realize, it won't work on the dead. Using your dungeon means you can't eat the captured until you tire of them. Its use also requires that you defeat adventurers without killing them, and manage to capture them before a companion can help them recover.
There's no sense in wasting time contemplating how or why such complicated extensions of your own functions came to be without any consumption on your part. It happened and you are stronger for it, more able to catch prey. And that's what important.
You wait. Adventurers will come.
1. Change your basic layout?
[ ] Keep the same simple progression (trapped chest in the first room, boulder in the second based on trapped chest in the third.)
[ ] Change it up (Write up new overall plan or choose not to make one)
2. What do you add to the first room?
[ ] Keep it the same (3 dogs)
[ ] Add animals, traps and/or magic
[ ] Nothing
3. Shall you communicate?
[ ] Keep pretending to be the spirit left to guard the mad-wizard's treasure
[ ] Use mimicry to change it up, adding more voices and sounds as well. (Describe changes?)
[ ] Write-in?
[X] 12 Raise Magic to 1: (Fellgar, kinglugia, Robotninja, Deathwings, Valette-Serafina, another advent, iamnuff, Heaven Canceler, Winged One, Drakebane, Jiven, Darik29)
[X] 3 Raise Monsters to 1.: (Larekko12, darklord, Emral282)
IRC said:(9:35:24 AM) a2znut: Didn't I alreayd tell you the merit?
(9:35:29 AM) a2znut: Darkened
(9:35:38 AM) a2znut: Actual Dungeons Actually Included.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
You expend the life you gained, burning its essence to empower yourself in ways you only dimly understand. The results are impressive, you suddenly feel so much more aware of the world around you. New sensations you never imagined existed unfold and you can feel your power changing.
++++Magic increased to 1++++
++++Spellbook Unlocked++++
++++Cantrips Learned++++
Intuitively you alter your layout. The process is slower taking minutes instead of seconds to invoke your new abilities. But the results are worth it. A rock near the entrance rises into the air and begins to spin in circles. Amazing.
++++Mage Hand Learned++++
It's easy enough to modify. You shift your layout subtly again and it simply hovers there unmoving.
++++Variation: Hover Learned++++
The results are tame enough for now, but you can make this power grow. Without dwelling on the rock you focus on the other abilities you can invoke. Movement was the easiest to conceptualize. You are, largely a physical object. Complex patterns of motion come naturally to you.
++++Sudden Noise Learned++++
But you endowed yourself with a voice, sound is not so difficult either. You shift your layout again and the rock moves, swinging back and forth as if attached to a pendulum. The motion is routine, preprogrammed. Dynamic alterations to the effects are yet beyond you. But that doesn't matter for now. Each time the rock passes the center of its arc, a bell sounds, ringing loudly and clearly throughout your depths, the second spell set to trigger when anything moves through that space.
You experiment, changing the sound. An all to human scream cries out for help with every swing of the rock, a dog's loud bark, the clash of swords.
But it's still mechanical, limited, constrained. You cannot alter the sounds dynamically, carry on a conversation. If only...
Inspiration comes almost immediately. Departing from your magic for a brief moment, you instead apply that principal to your preexisting powers. Taking the feel, the constraints, the mental exercises that allow you to craft sound and applying it to your own voice.
Help Help Help Help
"Help, I'm trapped! Please, someone, help" The results are more than pleasing, though there is still a faint mechanical sound, an oddness to the rhythm of the words that you cannot yet surpass. The truly perceptive and the careful will surely see through this trick.
++++Sudden Noise and Merit (Voice): Voice Upgraded: (Mimicry) Learned++++
And yet there is still more to test. The next spell you grasp intuitively is quite useful. You bound yourself to darkness unthinkingly, but that made it too easy to kill. The pair of adventurers stumbled some, groping around in the dark. Useful of course, and you don't regret the decision, but the power to craft light should surely allow you a variety of options. You twist your layout, forming a bright sphere of li...
++++
Pain. You've never felt pain before. Yet even so, you can think of no other name to label this sensation. As if your darkness within was burning you from the inside out, or as if the darkness itself was burning. The knowledge of how to craft light is there, but every attempt to use it results in agony. You set it aside for now.
The last spell is by far the most varied. Rearranging yourself you adjust your colors, alter the size of things. A rock dropped on a pressure plate causes a key to materialize in the air, perfect for opening your treasure chests, though too fragile to do more but fade to nothing afterwards. You find you can adjust your temperature ever so slightly, create gusts of wind and do a thousand other things. So long as you inflict no harm, and try nothing too large or complicated almost anything seems possible.
++++Prestidigitation Learned++++
The thrill of new knowledge fades, and the joy of experimenting with your successes soon grows stale. But, before you can slip into hibernation to await new adventurers, an almost unconscious desire fills you. Almost beyond your control, you begin to craft a new chamber, removed from the main entrances to your dungeon with no exits nor entrance. And yet, the chamber fills with fresh air. Meat would have no trouble breathing inside, though it could no more escape than it could dig through a mountain.
Of course, to hold them indefinitely. It's easy to twist your layout to include new food, and to reshape your dungeon entirely without crushing the prison. Rather than grasping why or how such secrets emerged, you find yourself content to simply experiment. It's easy enough to understand how to use the prison, to bind an incapacitated adventurer to you until they are as much a part of you as the treasures you create. This, you feel, does not allow control. But it would allow you to move the incapacitated deeper inside as easily as you rearrange your own body, make them vanish from their companions and appear in the prison. Of course, you realize, it won't work on the dead. Using your dungeon means you can't eat the captured until you tire of them. Its use also requires that you defeat adventurers without killing them, and manage to capture them before a companion can help them recover.
There's no sense in wasting time contemplating how or why such complicated extensions of your own functions came to be without any consumption on your part. It happened and you are stronger for it, more able to catch prey. And that's what important.
You wait. Adventurers will come.
1. Change your basic layout?
[ ] Keep the same simple progression (trapped chest in the first room, boulder in the second based on trapped chest in the third.)
[ ] Change it up (Write up new overall plan or choose not to make one)
2. What do you add to the first room?
[ ] Keep it the same (3 dogs)
[ ] Add animals, traps and/or magic
[ ] Nothing
3. Shall you communicate?
[ ] Keep pretending to be the spirit left to guard the mad-wizard's treasure
[ ] Use mimicry to change it up, adding more voices and sounds as well. (Describe changes?)
[ ] Write-in?
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