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Author Topic: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)  (Read 26118 times)

fergus

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #105 on: November 30, 2012, 08:29:39 pm »

I wonder what is stopping him from possessing us, we have a magic attuned body, which is also attuned to necromancy, and he gets his house back,all within the body of a young man
I think he needs our help to perform the possession ritual.
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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!

javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #106 on: November 30, 2012, 09:07:49 pm »

I stillstill think we have WAY to much suspicion on us, ESPECIALLY since we spend long trip in the forest returning no food/water/fish/ meat from those various activities
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Koliup

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #107 on: December 01, 2012, 04:18:49 am »

Man, this story keeps coming back to life like a particularly Tenacious undead. This is a good thing.
We should ask Olof if we can relinquish control of our undead at will. And what uncontrolled undead like to do. Also, the loyalty of imps!
Also, since the giddiness of being up at 2am is getting to me, we ought to ask how feasible an army of undead is; not that we have plans for such a thing(which we should point out). A small group of elite units is worth far more for us than a legion of weak units, especially since we plan to go adventuring, or something like that.
Oh yeah, can we get a look at our Skill Progression thing?
Wait, cork. That thing went down with your hard drive, didn't it?
« Last Edit: December 01, 2012, 04:21:20 am by Koliup »
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Evil Lincoln

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #108 on: December 01, 2012, 06:59:32 am »

Also, the loyalty of imps!
That got answered in turn 6. But since it's 2am for you I can't hold it against you for not remembering what was asked in an update two months ago.
Oh yeah, can we get a look at our Skill Progression thing?
Wait, cork. That thing went down with your hard drive, didn't it?
Here is the first time it showed up: http://www.bay12forums.com/smf/index.php?topic=100204.msg3067813#msg3067813

I have lost the original file though so I can't edit it easily. I'll have to either struggle through changing it or just redraw it. Redrawing is probably more likely since it'll be easier to live with and I can update it's look to match the rest of the fake user interface stuff.

javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #109 on: December 01, 2012, 10:37:28 am »

Or you could makeit look cooler, I don't mind.

How was corrupted earth made again?
I propose we make Shelby dig deeper vertically not horizontally
And get to work on farming
(Nonsuspicious way to move dirt?even. In small amounts)
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RAM

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #110 on: December 01, 2012, 06:29:31 pm »

The most palatable soil tends to be on the surface. If we farm in soil brought in from excavations then it will likely not be a very functional farm, unless we get a hold of some complex organic matter to mix through it I suppose... But it would likely all be stones or clay...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #111 on: December 01, 2012, 08:32:08 pm »

The excavations will become catacombs, and we bring in excess farmland soil to make a spawning pit
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Koliup

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #112 on: December 02, 2012, 03:59:22 am »

Actually, it may be wise to get a move on. Chances are at least one person suspects we're a necromancer. Or odd in some way. EDIT: Yeah, they have a captured grouge. It might have noticed something. It's probably time to make preparations to A: Murder it. B: RUN FORREST, RUUUUN!
We should have enough UNLIMITED POWER to give Shelby some skeleton muscles. Which we've been meaning to do. And if it sends Shelby over the 'limit', oh well. We have Shelby's loyalty. Seriously, it's one of the words we chose.
A plan that I have brewing, and may be found to be acceptable is such:
Speak to Anne, because we can. Then acquire Olof's body for him. THEN we explore! Perhaps go aid our brother who is off in some direction fighting a war?
Also, teaching our skeles how to eat bones seems vital. Probably ought to nab that when we can.
« Last Edit: December 02, 2012, 04:55:59 am by Koliup »
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scapheap

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #113 on: December 02, 2012, 10:51:08 am »

I would go for the eat bones trick, the running away not yet, they have one just clinging to life grouge who may not be able to tell one human from another if he did see anything (he was looking straight up)
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #114 on: December 03, 2012, 05:40:57 pm »

I dont remember eating bones to do anything, but applying bonemeal does
(Heals)
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Koliup

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #115 on: December 04, 2012, 04:32:59 pm »

I dont remember eating bones to do anything, but applying bonemeal does
(Heals)
Eating bones does heals.
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scapheap

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #116 on: December 04, 2012, 04:41:53 pm »

only if Olof tell us how.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Evil Lincoln

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #117 on: December 04, 2012, 09:35:18 pm »

only if Olof tell us how.

Yeah Olof has to teach you first. That would take 50 trust points and I went through the threads and by my count you only currently have 37.

I haven't done an update yet due to a big lack of sleep. I've drawn the new stuff required for the update but I don't trust myself to not royally screw up the written section. I'll try to give it a go later today though.

javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #118 on: December 08, 2012, 01:09:14 am »

Rest is good,so is sleep,
Just be sure not to let the thread die like last time
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javierpwn

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Re: The Mage-omatic Arts: Now with infinitely more Necromancy (and Mayard)
« Reply #119 on: January 24, 2013, 03:54:32 pm »

Javier gestures and the thread begins to shudder!
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