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Author Topic: @)~~}~ Magia Exquisitis! ~{~~(@  (Read 119511 times)

Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #675 on: June 24, 2012, 05:03:59 pm »

Ariel:

Luckily you are able to catch Palorur in the manor this morning. You give him back his Z-Cure potion and ask about purchasing Mythril. Palorur however explains that Alchemy grade Mythril isn’t exactly the same thing as the smithing quality stuff, and that in comes in powder bags instead of bars. You ask where you might be able to get Mythril by the bar, and the Alchemist pauses briefly.

Palorur knows of three people in LA with connections to the inter-planer Mythril trade. Two of them are Archmages, and thus dead. The last would be Dust, a mystic who works out of a ‘psychic’ shop in town. Palorur warns that while Dust himself is a fairly honest man, he is a close friend and ally to Ruffian.

You ponder the Archmage’s advice as you get to work preparing and planning your next lesson. This endeavor goes smoothly, and by the time you are finished you feel organized, and perhaps even better at teaching... (Successful Practice)  1d80+6 = 73 + 6 = 79

Deciding to receive your curse you seek out Kestrel and start firing questions at him. As you suspected the old man doesn't have any real information as to what happened to the Archmages. He has leads, but refuses to share them, explaining that the time to worry about that has yet to come. You then turn your attention to the Archmages from Boston.

Kestrel explains that Sweeny the seafoam is currently back in Boston at his Studio, editing the footage of his prison fights for market. He will likely need 2-4 days to edit and publish his film before he can return to LA and put the next stage of his plan into action. Captain Goldberg, the second Archmage, is on her private yacht several hundred miles off the California coast. She is preparing a small force of powerful flight capable battle golems to support her allies. The third Archmage is the leader of the group; Fitzpatrick the Lucky. Fitz just poisoned his mother, so that her ailing health wouldn’t interfere with his operations in California. He is currently at the family estate just outside of Belfast, attending the funeral, but should return to Southern California by the day after tomorrow at the latest.

The old Mystic attempts to lay a powerful curse on you, but in doing so accidentally channels some of his power into a wand sticking out of his trouser pocket. The wand emits a bolt of fire that strikes Kestrel in the shoulder, causing him to fall to the ground in pain. The old man flails around on the ground, but luckily you notice a healing potion sticking out of his pocket; grabbing it, you hold Kestrel down and help him drink up.

Once Kestrel comes around he sheepishly explains that he missed his window to curse you and is now suffering the consequences. The resulting unholy headache will make laying a curse as powerful as the one you want impossible for two days, unless you want to pay 4000 USD for the information to relieve him in the meantime. 1d80+20 = 1 + 20 = 21(Kestrel’s curse attempt)

Stifling a chuckle at Kestrel’s misfortune you head over to the beach and scare the football players. They give some resistance at first, saying that they know the local cops and that calling them would do nothing. You then however threaten to go over the heads of the police with a Lawsuit and formal complaint to the proper state athletic regulators. This is enough to scare the kids straight and they scatter, promising no more water balloonings.

You receive your payment in the form of 2000 USD from Kestrel and a 2 glowing red bulbs from the Cult. The cultists explain that they will grow into Lava-Pitchers if planted and grown. Lava-Pitchers are huge plants full of a lava-like digestive fluid, commonly used by earth and fire cults to perform sacrifices. Their digestive lava is also valued by alchemists. (+2 Lava-Pitcher Bulbs, +2000 USD) 1d80+5 = 73 + 5 = 78

Emlyn:

On your way to the basement to practice your magic you spot the young half-water elemental Molly. She is throwing a fit about the fact that her ‘uncle’ Knox is dead. Two of the teenagers who seem to live in the manor are egging her on.

You quickly pull the girl away from her tormentors and end up having a long conversation with her. You learn that her father was an unknown but aggressive water elemental, and her mother a mage unfortunate enough to summon him. She has been in the prison since she was three and was forced to perfect her natural aquamancy to survive in the general population. Although she is rather jaded and hardened for her age you quickly discover that the girl is more or less still a child at heart.

The entire day ends up going to the girl. You spend the morning reading The Phantom Tollbooth to her from your mundane book collection. The afternoon turns into an extended game of tag, with Molly stopping every few minutes to display her truly fearsome water powers. After dinner Palorur finishes the potion required to bring Knox back to life, and Molly returns her attention to him. You find it to be too late in the day for you to practice magic however. 1d80+1 = 24 + 1 = 25

Kathryn:

Shelly drags you out of bed early and forces you to practice flute with her. As you suspect the girl clearly outclasses you in terms of skill on the flute, but you are able to hang with her and learn a thing or two. (Good Practice. Flute Skill Progress starts at 1/3) 1d80+5 = 76 + 5 = 81

Deciding to expand your big sister role to encompass yet another young lady in the manor you seek out Molly. You find the girl playing tag with Emlyn, and not particularly interested in practicing magic at the time. Despite your best efforts to convince her, she refuses to accompany you to the pool, so you head off to practice by yourself. You are honestly pissed at being rejected, and find yourself incapable of focusing on your magic. 1d80+7 = 20 + 7 = 27

Kestrel gives the note a quick look over and gives you a rough translation.

“Human Girl. I have cased the joint. I can make the steal of a lifetime at this stadium before finding my way to a watery grave. Thanks for caring enough to come after me.”

The mystic quickly explains, in vague terms so as to keep his cost down, that a powerful artifact was buried under right field in Dodgers Stadium. Up until recently half of the stadium security team were wages paid to keep thieves away. Without the Archmages around to supplement their paychecks, they all recently quit, leaving whatever prize is buried down there unguarded. (-700 USD total Kestrel Payment)

You hop in your car and race to the ballpark, where you spot the tiny Kobold struggling to pull a large cart with a black box out of the parking lot. The Kobold flees when he spots you, but your long human legs easily outpace him. You tackle the creature, wrestle him to the ground, and force the potion down his throat. You put the Kobold in the back seat and his big black box in the trunk before returning to the manor. (+1 Captive Kobold Thief. +1 Large Sealed Black Box) 1d80+5 = 37 + 5 = 42

Adrian:

You go down to the river and try to power up the Jet-Ski. It would seem however that your makeshift repairs from a few days ago have given out, and the machine won't start. You spend most of the morning convincing Kestrel to get it fixed on Sapphire’s dime. You then help drag it up to the water and into Kestrels Shed. The Mystic promises to have a guy over and get it fixed before morning. 1d80+2 = 38 + 2 = 40

You spend the rest of the day in the pool relaxing with Daintyroot, who owns neither swimsuit nor a cultural taboo against public nudity.

Henry:

You show up for your last day of training and get right to work with Terraphidite. Deciding to make yourself more useful for your team, you ask to learn some defence rituals. Your mistress agrees and teaches you a ritual to provide some shielding and defence for you and your allies who partake of it. The ritual itself is a bit disturbing, but you learn it very without issue. With lots of time left Terraphiditie teaches you another spell, one that you can use in combat to defend against missile attacks.  (New Spell: Ritual of Shielding, New Spell: Gemdust) 1d80+11 = 75 + 11 = 86

Deciding that stone to flesh is a key component in any Earth Mage’s bag of tricks, you ask to learn the spell. Your mistress agrees, and teaches you something similar to what you wanted to learn. Again you pick up the spell without difficulty. (New Spell: Fleshify Statue) 1d80+11 = 43 + 11 = 54

Terraphidite explains that there are no particularly interesting wild earth Planars in the lawful Basalt Vaults. She does however teach you a spell to attract plannars native to whatever elemental plane you might happen to find yourself in. Yet again your luck and focus hold up, and you manage to learn the spell without a hitch. Your patron is even nice enough to give you some powdered unicorn horn to use in the spell. (New Spell: Bait Planar. +1 20lb Sack of Powdered Unicorn Horn) 1d80+11 = 72 + 11 = 83

Spoiler (click to show/hide)
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #676 on: June 24, 2012, 06:03:29 pm »


RNG gods, trolling me all day every day just because I'm lucky outside of this game.

Spoiler: inventory (click to show/hide)
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #677 on: June 24, 2012, 06:12:51 pm »

Turn:
1 hour: Check on my Gingerbread House. If it's fully grown...
10 hours: Go on a planting spree near my new hellish homestead! 1d80+2+2+1+6+1? for Intution (to see where a good planting location would be), Mundane Skill: Botany, Focus (Frankie will be able to point out any dangers in Tartarus), Time and the Assistance of Rufus the Pixie.
Spoiler: Planting Locations (click to show/hide)
Otherwise:
10 hours: Consult with the Plant Mage's Journal to find a spell that would imitate the effects of the Emerald Wand. 1d80+4+1+2+2+2+6 for Knowledge, having the Emerald Wand to study, using the Red Monocle of Handwriting Decipherment on the book, the advice of the Magus Tome, Mundane Skill: Botany and Time modifiers.
1 hour: Give Kestrel the 4000$ needed to fix his headache. Once he's properly recovered, try again at the curse, using the remaining questions as needed.

Spoiler: Inventory Update (click to show/hide)

E: I welcome with open arms any and all assistance from my fellow mages in the planting party. Or people who just want to spectate.
« Last Edit: June 25, 2012, 12:42:10 am by Grek »
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #678 on: June 24, 2012, 08:37:50 pm »

I don't have time to help you myself. But I could try sending some golems to help you dig if you want?
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #679 on: June 24, 2012, 08:53:17 pm »

Two hours: Build Golems to help Grek with the planting (something along the line of tools on feet I am thinking yeah?). +4 Knowledge +1 focus +2 Magus Tome +2 mundane skill. -0 to -4 difficulty -0 to -3 time. Total +9 to +2

Ten hours: Kill Mark. No need for honor about it. Just smash the tube he is in if possible. +6 time. total mod ?

Spoiler: Stats (click to show/hide)
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Taricus

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #680 on: June 24, 2012, 09:57:41 pm »

12 Hours: RAID HELL. Again. One more try before I head off onto different pursuits...
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #681 on: June 25, 2012, 12:46:21 am »

Have you considered buying a Vial of Flurry? That would get you an extra 2 goes at it for a mere 5 aura. You'd have a mere 11% chance of failing all three tries!
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #682 on: June 25, 2012, 02:36:00 pm »

Super aura purchase spoiler list   
Spoiler: aura shoppe purchases (click to show/hide)

Have you considered buying a Vial of Flurry? That would get you an extra 2 goes at it for a mere 5 aura. You'd have a mere 11% chance of failing all three tries!

If he fails twice and succeeds once, it's likely that the cost will outweigh the profit. Raiding hell should really be a team action.
« Last Edit: June 25, 2012, 03:34:32 pm by Lillipad »
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #683 on: June 25, 2012, 03:18:31 pm »

There isn't a cost of failure for most actions unless you crit fail.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #684 on: June 25, 2012, 03:31:42 pm »

No, but failing more than once on a flurry thing seems like it would be a waste. Unless it's being done on something deemed impossible by you and Haika, that is.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #685 on: June 25, 2012, 04:00:07 pm »

In this case, the cost is 5 aura and what you get for it is 24 hours of "Raid Hell" actions. That seems like a pretty good deal to me, at least.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #686 on: June 25, 2012, 05:13:23 pm »

Taricus, you might want to put off your "raiding" until you have a bigger arsenal. You're playing an enchanter, so only having your shotgun when you're trying to raid the legions of hell is... less than a good idea, we'll say. You also might want to ask us other players to help next time, since you won't be able to do much by yourself in a "raid."

In this case, the cost is 5 aura and what you get for it is 24 hours of "Raid Hell" actions. That seems like a pretty good deal to me, at least.

It's not likely that he'd achieve an effect equivalent to doubling the amount of time he puts in, even with the flurry thing. It's too big an action for the flurry thing to have such a grand effect without criticals.
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Haika

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #687 on: June 25, 2012, 05:26:42 pm »

Bringing the server up quite early here, in case anyone wants to come hang out as I pog work.
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The research assistant couldn't experiment with plants because he hadn't botany
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #688 on: June 25, 2012, 06:10:56 pm »

It's not likely that he'd achieve an effect equivalent to doubling the amount of time he puts in, even with the flurry thing. It's too big an action for the flurry thing to have such a grand effect without criticals.
What happens is that Weird rolls your action three times and gives you results on all three rolls. So the expected value there is multiplied by three and that's it. Thus, if he uses a vial of flurry, Adrian can expect 0.1125 crit fails, 0.1125 crit successes, 1.3125 regular failures and 1.4625 regular successes on his three 1d80+2 "Raid Hell" rolls. Which is exactly what he'd get if he'd spend 3 days and no vials of flurry on it. Admittedly, I'm not sure what he expects to be getting on a success, but whatever that is, a vial of flurry means that he's getting three times as much of it. On average, at least.
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Taricus

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #689 on: June 25, 2012, 06:20:00 pm »

Well, I've got the aura. Why the hell not, buying and using a potion of flurry for this turn.
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