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Poll

Who will win?

IronyOwl.
- 3 (42.9%)
Tiruin.
- 1 (14.3%)
Cthulhu.
- 3 (42.9%)

Total Members Voted: 7


Pages: 1 2 3 [4] 5 6 ... 13

Author Topic: Archmage Arena: END  (Read 35187 times)

Nirur Torir

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Re: Archmage Arena: Turn 4: When leaves attack.
« Reply #45 on: March 06, 2012, 03:36:38 pm »

Note that everyone who's alive will be fully when they're brought to the arena.

Empfan:
{5} - When he's nearly at the pyramids, Empfan manages to stumble upon an undiscovered burial valley. There are doubtlessly countless long-forgotten secrets on life and death here.
Secret Valley found: necromancy xp gain doubled while in the valley.

Tersr:
{4} - The notes are quite dry and slightly hard to read, but contain several formulas and theories that should allow him to create spells to give himself limited control over the flow of time. His partner finds him a book on shielding himself with magic. The time section is titled:
Protecting Oneself with Chronomancy,
or:
Better Dodging Through Time Manipulation.

Scelly9:
{4} - Scelly9 figures out a way to substitute his own mana in for fuel while protecting something else, allowing him to enchant normally-flammable materials to burn, without harming them. He then goes for a walk and harvests a branch that can be cut to make a shortsword.
Pyromancy level up

Mcclay:
{3} - The forgotten papers mostly involve complex formulas and problems on magical theory that even Mcclay can tell are wrong. It also appears that the female is breaking up with one known as Cody, as part of a plan to get him to come crawling back and bring him fully under her own control.

TCM:
{5} - TCM walks around and successfully animates a few different statuettes. After some careful study, he believes himself able to help the rocks now.
Biomorphism level up!

Tiruin:
{1} - The elf tries to levitate himself. He successfully gets himself airborne for a few seconds, but then his concentration breaks and he shoves too much power into the spell. He hurtles off the tower, and {5} vs {2} slams into a lake below.
-3 HP

IronyOwl:
{1} - IronyOwl manages to create a leaf golem, but botches spells controlling the spirit of the golem. It's a very angry spirit. The mage incredulously watches as the small leaf golem tries to kill him by ramming his leg.

kingfisher1112:
{6}/2 (damage roll) - A passing kobold trips over the dwarf's foot, yelps as its cover is blown, sticks a knife into his left kidney, and runs away.
-3 HP

Spoiler: IronyOwl (click to show/hide)

Spoiler: TCM (click to show/hide)

Spoiler: Tersr (click to show/hide)

Spoiler: Mcclay (click to show/hide)

Spoiler: Scelly9 (click to show/hide)

Spoiler: Tiruin (click to show/hide)

Spoiler: kingfisher1112 (click to show/hide)

Spoiler: empfan (click to show/hide)
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Scelly9

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #46 on: March 06, 2012, 03:38:51 pm »

Cut branch to make a shortsword, begin burning the blade using mana as fuel. Head back to the tower.
« Last Edit: March 06, 2012, 04:23:10 pm by Scelly9 »
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You taste the jug! It is ceramic.
Quote from: Loud Whispers
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Tiruin

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #47 on: March 06, 2012, 03:59:26 pm »

The Elf felt water all around him, soaking his clothes and sucking the warmth. It was chilly in the mid-morning lake, and he hoped nothing else was in the waters below. At least it was water, which broke his fall all the way from the Wizard Tower, but it still hurt much.

Swim ashore, or better yet, try to levitate out! Dry self using the wind.
« Last Edit: March 10, 2012, 05:22:34 am by Tiruin »
Logged

empfan

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #48 on: March 06, 2012, 04:01:23 pm »

head into the valley and raise any and all corpses I find.
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TCM

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #49 on: March 06, 2012, 04:06:25 pm »

Get statuettes to follow me, head back and clump all the rocks together into a sentient rock-being.
Logged
Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

Tersr

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #50 on: March 06, 2012, 05:56:29 pm »

Use prior knowledge and the notes to make a haste spell and use it on myself, if it works read the magic sheild book first then Time magic, if it fails, time then shield, oh and say thanks to my partner.
Logged
Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

mcclay

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #51 on: March 06, 2012, 07:54:13 pm »

Read books on Phobiamancy. Then freak out everyone expect me in the libaray with a mass halluncation.
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Am I back? Its a mystery to everyone

IronyOwl

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Re: Archmage Arena: Turn 4: When leaves attack
« Reply #52 on: March 06, 2012, 11:25:36 pm »

Animate a mudball golem to defend myself against this leafy menace! One must respond to threats proportionately, after all.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #53 on: March 09, 2012, 10:38:03 pm »

Note that everyone who's alive will be fully healed. when they're brought to the arena. (Note repeated due to the loss of an important word.)

Scelly9:
{3} - Making swords out of branches is harder than it looks. Scelly makes a short rod instead.

Tiruin:
{5} - Tiruin leaps out of the water with a blast of air, and rapidly ascends the tower as the wind dries him. He strikes a cool pose as he lands back where he was, and a passing apprentice claps. Said apprentice probably didn't see the fall.
Aeromancy level up!

Empfan:
{4} - Laughing manically, the necromancy ignores the constant warnings about horrible curses and raises five mummies to serve him.

TCM:
{6} - TCM convinces the statuettes to join him, then returns to the rocks. After several hours of effort, the rocks are now able to project weak psychic fields to hold themselves together. It's not a very sturdy field, and they need to be together to accomplish much, but so long as the rocks aren't shattered they should be able to re-create their form from what would normally be lethal combat damage.

Tersr:
{2} - The kobold botches his spell and slows himself down. His partner gives a rousing golf clap. The library is now closing for the day. {2} His partner isn't any closer to mastering her own slow spell, and the librarian requests that the books stay in the library.

Mcclay:
{5} - After reading his books, Mcclay creates a mass hallucination about monsters made of pure darkness entering the library through portals and demanding souls. All (real) occupants run away, likely to get help.

IronyOwl:
{1} - IronyOwl accidentally fuses the leaf golemette with a similarly sized mud golemette. It is now able to hurt him! {2+2} vs {4} This is nonsense. The golemmancer stuns his creation with a spell.

kingfisher1112:
{4} (damage roll) - The stabbed kidney bleeds profusely.

Spoiler: IronyOwl (click to show/hide)

Spoiler: TCM (click to show/hide)

Spoiler: Tersr (click to show/hide)

Spoiler: Mcclay (click to show/hide)

Spoiler: Scelly9 (click to show/hide)

Spoiler: Tiruin (click to show/hide)

Spoiler: kingfisher1112 (click to show/hide)

[spoiler=empfan]7/8 HP
Race: Human
Skills: Necromancy II, 4/6 XP
Inventory: Clothes, some gold
Other:
Secret valley: Necromancy xp gain doubled in the valley.

Minions:
Mummyswarm, 5 HP, -1 combat rolls]/spoiler]
Logged

IronyOwl

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #54 on: March 09, 2012, 11:03:26 pm »

Order flimsy branch golem to battle mudleaf golem. Then begin raising a mudrock golem.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

TCM

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #55 on: March 09, 2012, 11:07:53 pm »

Go into nearest town, find a statue of some significant person and animate it.
Logged
Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

Tiruin

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #56 on: March 09, 2012, 11:23:15 pm »

Tiruin smiled at the outcome of events, it looks like throwing one's self into mortal danger speeds up learning. This beats years of review-by-candlelight anytime!

Practice passive levitation and creating a personal wind shield/ward.
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Scelly9

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #57 on: March 09, 2012, 11:52:21 pm »

Ignite rod except for handhold, use mana as fuel. Practice exploding things by superheating them on a branch of the tree.
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You taste the jug! It is ceramic.
Quote from: Loud Whispers
SUPPORT THE COMMUNIST GAY MOVEMENT!

Tersr

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #58 on: March 10, 2012, 12:29:37 am »

Try to speed up again, and buy some supplies, some gauss, disinfectent, and a knife.
Logged
Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

empfan

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Re: Archmage Arena: Turn 5: Libraries are no longer safe.
« Reply #59 on: March 10, 2012, 01:59:56 pm »

Continue laughing and raising in the Valley
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