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Author Topic: @)~~}~ Magia Exquisitis! ~{~~(@  (Read 119470 times)

Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #765 on: July 01, 2012, 01:44:33 pm »

Weird, are you just kicking back and relaxing on a finished turn, or are you stalling for dramatic tension? I know you sometimes have troubles, or like to take your time getting turns up, but this is radurkalous. I don't mind if you like taking your time, but this job is starting to crush my soul with how slow it's moving. All this "patience" stuff I've heard about in fairy tales is absolutely agonizing.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #766 on: July 01, 2012, 02:19:11 pm »

I'm going with the theory that Weird was playing in the PTA game last night and is still sleeping it off.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #767 on: July 01, 2012, 02:21:28 pm »

Weird, are you just kicking back and relaxing on a finished turn, or are you stalling for dramatic tension? I know you sometimes have troubles, or like to take your time getting turns up, but this is radurkalous. I don't mind if you like taking your time, but this job is starting to crush my soul with how slow it's moving. All this "patience" stuff I've heard about in fairy tales is absolutely agonizing.

I've been doing two a week pretty consistently. I do plan on getting one up today.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #768 on: July 01, 2012, 11:58:08 pm »

Eeeeh, it's no longer today, but tomorrow!
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #769 on: July 01, 2012, 11:59:54 pm »

You are a few hours ahead of me. I'm working hard, so I might be able to get it up before tomorrow my time, and I'll try to stop myself from crashing until I finish otherwise.
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Grek

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #770 on: July 02, 2012, 12:27:10 am »

You can do it, Weird! Believe in yourself! Go go go!
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #771 on: July 02, 2012, 12:34:26 am »

No need to rush though. 20ish hours until the game time anyway.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #772 on: July 02, 2012, 12:43:35 am »

No need to rush though. 20ish hours until the game time anyway.

20:10 for the technical exact start of the session. But we all know that it's incredibly unlikely we'll start on time.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #773 on: July 02, 2012, 10:56:45 am »

(Sorry. Crashed before I could finish last night. Here is the turn. Sorry about the lack of good rolls)

Emlyn:

You once again try to read while you walk to the Monastery. You quickly discover a spell that would allow you to breath fire, and start reading vigorously. The reading session moves along smoothly... until it starts to rain. You try to read for several minutes, but eventually decide learning a spell here and now is not worth ruining your book and preventing the acquisition of future knowledge. 1d100-1 = 27 - 1 = 26

Back at the Monastery you are informed that the grand master is busy digesting and meditating over his most recent meal, and is unavailable to train you today. None of the other Monks are capable of using Internal Magic themselves, but they politely offer you a large sand garden to practice in. One of the Grand Master’s thralls is sent for to serve as a practice target for your paralyzation practice. Your first two attempts fail to have any effect, so you decide to amp it up, pumping most of your available magical energy directly into the enthralled dwarf. This makes the target mildly dizzy, but is not otherwise crippling. Furthermore you realize that your short sighted practice technique has left you with little energy to practice with. You curse and begin to attempt to learn a spell with a small energy requirement. The rest of the day passes without a breakthrough. 1d80+6 = 33 + 6 = 39

Ariel:

Eric is found playing a game of Yahtzee with Daintyroot and two Clockwork Devils. You pull the highschooler aside and give him some seeds, a soul, and the Thrallkeepers Handbook. After explaining that you will be wanting the book back and sugesting that Eric spend the day training with it you mention your plan to go into the forest. Daintyroot offers to come with and collect plants that she can use for the production of Tattoo Ink. (-Pack of Strawberry Seed, -Styx Mosquito Soul, -Thrallkeepers Handbook)

As you enter the forest you notice that the crack on the Emerald wand has gotten bigger and is leaking green energy. Daintyroot, a skilled enchanter, reckons that the wand has 4 or 5 uses left, tops. You decide not to waste them on innocent woodland creatures... 1d80+3 = 25 + 3 = 28

Your search for plants yeilds fruit, literal fruit among other things. Daintyroot collects some plants that she claims can be used for Ink, while you gather some other plants that strike your fancy. (+6 Pink Heartshaped Fruit, +3 Partially Metallic Bulbs, +1 Mushroom Covered Vine, +7 Spined Seeds for a Transparent Orange Flower) 1d80+4 = 37 + 4 = 41

Back at the camp you learn that Mr. Travis had given Eric some gold, and that the boy had run off to visit the two nearby settlements and do some shopping. A Clockwork Devil admits that he will likely spend the night lodging at the human town, and will return to camp after the raid on the Castle to return home. This invokes a sigh from you. Now if you betray Travis and leave with the escape crystal, you will be leaving Eric and your book with whatever is left of the Clockwork Devil army...

Kathryn:

The walk to Wraxind’s cave passes without incident. The Dragon had anticipated your arrival and prepared an elaborate looking marble Archway. Wraxind explains that you should be able to slot in your portal key and walk right through to meet Kwal. Wraxind wishes you good luck, and mentions that he has a favor for you to run in return if you make it back.

You slot your portal key into the top of the Arch and walk through. You find yourself standing on a strange and squishy surface that stretches as far as the eye can see, and under water. For some unfathomable reason neither the pressure, nor lack of air seems to be a threat to your survival here. Sea creatures of all shapes and sizes swim overhead, strangely keeping their distance. As you watch the animals above you intently you fail to notice your thoughts and perspective shifting until it is far too late.

A tiny organic sentience is perched upon the top of your bell. You at first ponder eating it, but eventualy conclude that the meal would not make up for the calories burned by moving one of your massive stinging tentecles up and around to grab it. With the dinner option off the table you decide to give your guest a close examination.

She is humanoid and female. A being with great political and above average magical power for her species. Next to you however she is a nothing. You are larger than the state in which she lives, more powerful than all the gods frequently worshiped in her realm combined, and carry more accumulated knowledge than any library ever constructed by her kind. Useless. You make a rash judgement and disassemble her mind, adding her as a tiny and insignificant part of yourself. It is at this point you discover that she had a friend in the circle, serving under someone with whom you have no quarrel.

You are inspired. Perhaps the humanoid could be of use to you after all. It could fulfill your need to nurture, and your duty to the circle to take students. You quickly and flawlessly reconstruct her individual mind, making only minor changes. You grant the human the gift of loyalty and leave her with a ritual to contact you should she chose to explore her fate, or learn new ritual magic. Satisfied with your work you put her back in her body and make a conscious effort not to bleed into her again.

You are Kathryn Lynch again. You had been standing ontop of Kwal, a Jellyfish of truly monstrous size, all along. It would seem that you have been inducted into the Chaos Circle in a less than willing manner. You try to feel angry or violated, but find yourself incapable of associating your master with anything but positive emotions. The gift of loyalty. You note that Kwal has been generous and wonderful enough to have otherwise left your free will, thought process, and personal objectives intact. (New Spell: Offering to Kwal, You are now a follower of Kwal and member of the Chaos Circle.) 1d80+2 = 4 + 2 = 6 (Roll to resist Kwal’s influence. Be glad you didn’t roll one lower and crit. You’d likely be rolling a new character.)

You return to the plains of Valour through the portal, retrieving your key. Wraxind is waiting for you. The dragon gives you a small yellow box about the size of a football, but significantly heavier. As payment for his services you are expected to deliver it to his friend... An’dargoth. Wraxind explains that although you will be doing him a favor, Andre will likely offer payment for the delivery. (+Yellow Box for Andre)

The walk back to camp is dark and rainy.

Spoiler (click to show/hide)

Henry:

You find that the tent you commandeered to prepare paper airplanes is not quite big enough for you to set up both varieties. After a bit of thought you decide to go with petrification on account of the fact that your luck setting up earthquakes is rather poor. You set up the circles and and return to Mercutio’s tent for a nice long chat with your new ‘friend’. 1d80+6 = 15 + 6 = 21 (Earthquakes Roll)

Mercutio is quite chatty today, and is glad to volunteer some information about himself. He was constructed in the Toybox, the hellish home of the Clockwork Devils, as a member of the fusion tribe. Mercutio had an interest in performance magic, which was not something Clockwork Devil’s were known for. Because of his interesting taste in magic he was shunned by most of his own kind. He left The Toybox for earth, where he became a close friend and co-worker to William Shakespeare. He would often merge with Shakespeare or one of his actors to allow the human to perform feats of strength or agility on stage. Mercutio informs you with pride that it was Shakespeare himself who named him after a character in one of his plays.

After the curtain fell on Shakespeare Mercutio spent several centuries wandering the earth, helping actors and directors better perform their craft in his own unique way. In the late 1800s he was tricked into merging with a clown who also turned out to be a powerful mage. The clown tried to make the fusion permanent, and force Mercutio to become a dormant part of his mind. Luckily for Mercutio he was rescued after several years by a fellow outcast from The Toybox; the devil who would become Mr. Travis. Mercutio’s savior spent weeks disassembling the fused being and did a good job putting Mercutio back together. Only a few clown like traits were left behind.

Both sick of living as transients on earth, Mercutio and his new friend decided to state their claim as mercenaries. They returned to The Toybox and suffered its ridicule for some time, as they worked odd jobs to save up money. When they had enough the pair commissioned a small army of lesser warrior tribe clockwork devils built to serve as their army, and returned with it to earth. It was there Mercutio’s partner met, befriended, and eventually fused with Mark Travis, a human manipulator banished by his home magic concile in Sidney for trying to teach his craft to mundane children.

Mercutio’s storytelling is cut off by one of his soldiers, who informs you that Castle Glory has been scouted. It would seem that the treasure vault, the likely home of the Moonbane Weapons, is located on the third floor. The only stairs leading from the first floor to the second are located in the grand hall, a large open room where castle visitors would dine and mingle in it’s hayday. The upper floors are patrolled by all sorts of monsters.

Mercutio quickly determines that the main battle between the Clockwork Devils and the Werebeings will take place in the grand hall on the first floor. Because Clockwork Devils are built to take a hit, and Ruffian’s crew includes several healers, the battle will likely be slow and drawn out. Mercutio decides that to ensure the Moonbane Weapons end up in the hands of Travis’ clients a small raiding party, protected by Travis’ force field spell, should make a bolt for the stairs as soon as the battle starts.

You spend several hours going around camp and talking strategy with several people as per Mercutio’s instructions. You even grab the comunications gem and set a few fun tricks up with the team back at the Manor. (You have several trump cards to put into play.)

Before going to bed you collect and set up 3 planes of throwable petrification. (+3 throwable petrification) 1d80+6 = 58 + 6 = 64

Adrian:

Without much else to do, you spend the day jogging back and forth between Travis’ camp and Veilton. It is exhausting work, but by the end of the day you feel as if your body is in a bit better shape. You return to camp where Daintyroot uses her charm powers to help you relax and focus on her, not the soreness. (Good Workout. ¼ progress to body stat gain. INCLUDE YOUR STATS NEXT TIME. I WAS FORCED TO ASSUME THAT YOUR BODY MOD WAS -4. YOU LUCKED OUT ANYWAYS) 1d80+1 = 70 + 1 = 71
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #774 on: July 02, 2012, 01:03:21 pm »

Why is there only one roll for the monastery? I don't particularly mind the missed opportunity because I'm going to be grindan forevah after this job, but I had planned on splitting my time there into three separate actions.

9 hours: learn spells at the monastery
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Dwarmin

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #775 on: July 02, 2012, 01:17:58 pm »

Be glad you didn’t roll one lower and crit. You’d likely be rolling a new character

If my character instantly died to a one off roll during the non interactive forum part of the game, I doubt I'd bother.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #776 on: July 02, 2012, 01:27:09 pm »

Why is there only one roll for the monastery? I don't particularly mind the missed opportunity because I'm going to be grindan forevah after this job, but I had planned on splitting my time there into three separate actions.

9 hours: learn spells at the monastery

Blarg. I missed that. Sorry dude. My bad. Next time don't even use the term '9' hours. Just list 3 separate 3 hour actions like a normal person :)

Be glad you didn’t roll one lower and crit. You’d likely be rolling a new character

If my character instantly died to a one off roll during the non interactive forum part of the game, I doubt I'd bother.

Less instant death and more changes so drastic you may want to retire the character. I'd never instakill a character in a forum turn without providing ample warning that what you are doing could result in death.
« Last Edit: July 02, 2012, 01:28:52 pm by Weirdsound »
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Criptfeind

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #777 on: July 02, 2012, 01:31:05 pm »

I'm kinda surprised that D got hosed so badly on a not critical fail. I think it might be the first time we have seen a major bad event happen from a not critical failure.
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Lillipad

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #778 on: July 02, 2012, 01:49:06 pm »

I don't know, Dwarmin was going to see a gigantic eldritch jellyfish god of ambiguous morality, I'd say he lucked out with what he got.

Just list 3 separate 3 hour actions like a normal person

But that's so redundant.
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Weirdsound

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Re: @)~~}~ Magia Exquisitis! ~{~~(@
« Reply #779 on: July 02, 2012, 01:54:28 pm »

I'm kinda surprised that D got hosed so badly on a not critical fail. I think it might be the first time we have seen a major bad event happen from a not critical failure.

From a mechanical standpoint, nothing bad happened at all. Wraxind warned Kathryn that the stakes might be a bit high.

I don't know, Dwarmin was going to see a gigantic eldritch jellyfish god of ambiguous morality, I'd say he lucked out with what he got.

Just list 3 separate 3 hour actions like a normal person

But that's so redundant.

I'd rather you be redundant than confusing.
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