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Author Topic: The Necromancer: Prologue  (Read 28745 times)

Sorcerer Kail

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Re: The Necromancer: Prologue
« Reply #75 on: May 26, 2012, 01:29:32 am »

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Dragor23

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Re: The Necromancer: Prologue
« Reply #76 on: May 26, 2012, 12:39:47 pm »

Graveyard then fortress
+1
Sure, why the hell not...
+1


And did we just tried to fancy an assassin?
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Karnewarrior

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Re: The Necromancer: Prologue
« Reply #77 on: May 27, 2012, 11:17:46 am »

  I decide to hit the graveyard and get some worker ants to command.

  It's a simple matter to pick the old lock on the gate and gain acess, and everybody is in town doing their business. I guess there aren't any recent widows, which is fine with me.

  Until about noon I spend my time uneventfully and carefully digging up skeletons and weak zombies, replaceing the dirt and using a minor Earth spell to grow the grass back over. The other apprentices laughed at me when I decided to take Life as a course, but my master grinned knowingly.

  I've gathered some forces and it's the early afternoon. What should I do?

  Send all my forces home and go with them, to build a respectable abode?

  Send all my forces home to build a home, but go alone to the Abandoned Fortress?

  Send half my forces home and take the rest with me to the Fortress?

  Take all my forces with me to the Fortress?

Spoiler: New forces (click to show/hide)
« Last Edit: May 27, 2012, 01:29:23 pm by Karnewarrior »
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May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Dragor23

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Re: The Necromancer: Prologue
« Reply #78 on: May 27, 2012, 11:26:11 am »

 
I could get them from the cemetery. This will result in mostly skeletons. Skeletons aren't as mindless as zombies, since their brain is replaced with a magic simulcrum. They're fairly weak though, in terms of brute strength, meaning they make better crossbowmen than constructors, but an extra pair of hands is an extra pair of hands.

....


A PACK (6-20) of Skeletons (not so strong. Mindless. Immune to ranged attacks. Weak against Blunt Attacks. Strong against bladed attacks. Weak against Holy Magic. Strong against Dark Magic.)

A PACK of Zombies (Ancient) (Not very strong. Almost mindless. Immune to ranged attacks. Immune to blunt attacks. Weak against fire. Weak against Light. Weak against Holy magic.)


Duh?

Anyway, go with with all forces to the Fortress.
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Armok

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Re: The Necromancer: Prologue
« Reply #79 on: May 27, 2012, 11:29:22 am »

>Send all my forces home and go with them, to build a respectable abode?
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Sszsszssoo...
Sszsszssaaayysss...
III...

Dragor23

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Re: The Necromancer: Prologue
« Reply #80 on: May 27, 2012, 11:30:17 am »

>Send all my forces home and go with them, to build a respectable abode?

They can do this at night.
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Karnewarrior

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Re: The Necromancer: Prologue
« Reply #81 on: May 27, 2012, 01:28:21 pm »

 
I could get them from the cemetery. This will result in mostly skeletons. Skeletons aren't as mindless as zombies, since their brain is replaced with a magic simulcrum. They're fairly weak though, in terms of brute strength, meaning they make better crossbowmen than constructors, but an extra pair of hands is an extra pair of hands.

....


A PACK (6-20) of Skeletons (not so strong. Mindless. Immune to ranged attacks. Weak against Blunt Attacks. Strong against bladed attacks. Weak against Holy Magic. Strong against Dark Magic.)

A PACK of Zombies (Ancient) (Not very strong. Almost mindless. Immune to ranged attacks. Immune to blunt attacks. Weak against fire. Weak against Light. Weak against Holy magic.)


Duh?

Anyway, go with with all forces to the Fortress.
DERP. I'll fix that.

I want a medal! :P
No medal, but here's some exposition as a reward.
« Last Edit: May 27, 2012, 01:53:17 pm by Karnewarrior »
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Dragor23

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Re: The Necromancer: Prologue
« Reply #82 on: May 27, 2012, 01:31:13 pm »

 
I could get them from the cemetery. This will result in mostly skeletons. Skeletons aren't as mindless as zombies, since their brain is replaced with a magic simulcrum. They're fairly weak though, in terms of brute strength, meaning they make better crossbowmen than constructors, but an extra pair of hands is an extra pair of hands.

....


A PACK (6-20) of Skeletons (not so strong. Mindless. Immune to ranged attacks. Weak against Blunt Attacks. Strong against bladed attacks. Weak against Holy Magic. Strong against Dark Magic.)

A PACK of Zombies (Ancient) (Not very strong. Almost mindless. Immune to ranged attacks. Immune to blunt attacks. Weak against fire. Weak against Light. Weak against Holy magic.)



Duh?

Anyway, go with with all forces to the Fortress.
DERP. I'll fix that.

I want a medal! :P
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joemoben

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Re: The Necromancer: Prologue
« Reply #83 on: May 27, 2012, 02:34:56 pm »

In the future, I want a dracolich. secondly, split forces 50-50, half going home, half continuing on to the fortress.
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Armok

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Re: The Necromancer: Prologue
« Reply #84 on: May 27, 2012, 03:16:38 pm »

What if you make yourself a lich, and inhabit a dragon skeleton with that rebellious soul long gone?

Also, can we make flesh-golem style things, seving together parts from different animilas and animating it as a zombie? Or for that matter, make one of those magic brains from just a skull and use to controle somehting?
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Dragor23

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Re: The Necromancer: Prologue
« Reply #85 on: May 27, 2012, 03:21:20 pm »

What if you make yourself a lich, and inhabit a dragon skeleton with that rebellious soul long gone?

Also, can we make flesh-golem style things, seving together parts from different animilas and animating it as a zombie? Or for that matter, make one of those magic brains from just a skull and use to controle somehting?

You can't get chicks when you're a skeleton dragon.
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Karnewarrior

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Re: The Necromancer: Prologue
« Reply #86 on: May 27, 2012, 04:04:17 pm »

There are also vampires, but those need a very specific set of circumstances to come about.

What if you make yourself a lich, and inhabit a dragon skeleton with that rebellious soul long gone?

Also, can we make flesh-golem style things, seving together parts from different animilas and animating it as a zombie? Or for that matter, make one of those magic brains from just a skull and use to controle somehting?
Nope. Humanoids only.

Also No. That's life magic, not Death magic. You don't know enough Life magic for a flesh golem. Besides, they smell terribad.
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Dragor23

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Re: The Necromancer: Prologue
« Reply #87 on: May 27, 2012, 04:06:55 pm »

Just half your forces! ONWARD TO ADVENTURE!
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RAM

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Re: The Necromancer: Prologue
« Reply #88 on: May 27, 2012, 06:30:13 pm »

You can't get chicks when you're a skeleton dragon.
You can steal princesses...

Take your whole army to the fortress, no point cleaning your place up until you have the cash to do it properly, and loot means extra haulers...
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killerhellhound

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Re: The Necromancer: Prologue
« Reply #89 on: May 27, 2012, 07:51:22 pm »

Take your whole army to the fortress, no point cleaning your place up until you have the cash to do it properly, and loot means extra haulers...
+1
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