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Author Topic: the philosophers forsaken islands.  (Read 2424 times)

wer6

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the philosophers forsaken islands.
« on: October 20, 2012, 09:12:23 am »

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one day in your apothecary you notice a strange blue plant with golden leaves  right next to your plump helmets right next too your "happy" shrooms" as you look closer to it you notice a small aurora around the plant you pick the plant and suddenly you feel a little sick then slip   unconscious! after a small hazy  dream involving dragons and tea you wake up to see your apothecary gone and only what you had on you and something else is different... the "land" has blue grass! and well.. it more like...is it true? are you at the lost islands of ( insert name here because i cant think of one.)  you gaze at the beautiful sight then as you realize" the sun if going down you don't have much time before the cold will sink to your bones and from the legends you have heard at dusk till dawn the creature of the night  prey on those who are unweary.
how ever very far to the east you see what seems to be huts!... and there huts are glowing presumably they are lighting their fires...but wait there are other people here? you have a choice they could be hostile or they are others stranded here.

what shall you do oh alchemist?

this character had just died. at page 3
« Last Edit: October 22, 2012, 06:02:05 pm by wer6 »
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wer6

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Re: the Alchemists journey
« Reply #1 on: October 20, 2012, 09:23:42 am »

reserved: you never know.
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King DZA

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Re: the Alchemists journey
« Reply #2 on: October 20, 2012, 08:02:25 pm »

>Collect blue grass and find a way to construct some simple instrument from it.

GreatWyrmGold

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Re: the Alchemists journey
« Reply #3 on: October 20, 2012, 08:10:30 pm »

>Collect blue grass and find a way to construct some simple instrument from it.
Agreed.
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wer6

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Re: the Alchemists journey
« Reply #4 on: October 20, 2012, 08:30:12 pm »

you collect the grass  completely ignoring  floating islands around you and while you were collecting you feel... weird  you immediately vomit and regurgitate the last of your lunch "oh dear" you quickly realize that you just accidentily picked a stink clove: it emits a very sickening smell and if the victim isn't cured fast enough the victim will become very sick fortunately you have a potion for it and quickly drink it and you immediately feel better

(you could go too a village, build a shelter before night, and you choose to pick grass? and apparently the RNG god smites  you with a 1 but then proceeded to wuv you with a 6 :P ))

now as you have more then enough herbs from this particular grove on this part of the island now

what would you do now alchemist? also while your at it who are you?

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« Last Edit: October 20, 2012, 08:35:53 pm by wer6 »
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GreatWyrmGold

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Re: the Alchemists journey
« Reply #5 on: October 20, 2012, 08:45:59 pm »

If the beasts of the night only prey on the unweary, run around.
If that amusing statement was a typo, head to the houses.
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wer6

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Re: the Alchemists journey
« Reply #6 on: October 20, 2012, 08:46:38 pm »

now in the world you were in ((can someone please make up the name of planet and the place you are at? im not good at names)
there are  kobalds, humans, elf's, and dwarfs

kobolds are masters of the night and if caught in the night in this place you might survive the night ((the creatures are Lovecraft and i might put steam punk :P

elfs are more powerful at magics then any other race and are almost twice as powerful then the average human etc

dwarfs are masters of ingenuity and are able to build and strength roles get a plus 1

humans are masters of technology and the very steampunky  air ship (yes i might give  you one  ;)

and you get  too choose 3 secondary skills of your choice

and if there is anything else just ask

EDIT: FUUUUU NINJAS!
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wer6

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Re: the Alchemists journey
« Reply #7 on: October 20, 2012, 08:55:57 pm »

>Collect blue grass and find a way to construct some simple instrument from it
Agreed.

they are like velociraptor from you heard   they are fiends of the night so i suggest you do something and as they are really Dumbledore they wont check "artificial housing this may change in the future and as a unrelated note if you can find their remains of a dumb one who didn't hid at night you would almost certainly gain much knowledge and alcemical ingredients from it. this land is a "high risk high reword"
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King DZA

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Re: the Alchemists journey
« Reply #8 on: October 20, 2012, 09:14:19 pm »

We've still yet to turn the grass into an instrument.

Listen, I've done the calculations, and have deduced that all of the problems we are facing in this suggestion game can be solved with bluegrass music. But in order to fully harness the power of bluegrass, we first need some sort of instrument!

LordBucket

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Re: the Alchemists journey
« Reply #9 on: October 20, 2012, 09:19:48 pm »

all of the problems we are facing in this suggestion game can be solved with bluegrass music

we first need some sort of instrument!

I propose a distaff.

wer6

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Re: the Alchemists journey
« Reply #10 on: October 20, 2012, 09:22:35 pm »

you spend the entire day and night  making a  instrument with your poccessed mood ( the RNG gods loved you) you make  ( 1 ) a grass mace! you see a rabbit you immediatly try to squish it... it went splat... so your mace is powerful i guess. when you bang it on a rock it make a very ugly noise

you quickly try to make a distaff, you have plenti of grass for it   how ever you dont have a shaft what do you do?
« Last Edit: October 20, 2012, 09:27:12 pm by wer6 »
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wer6

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Re: the Alchemists journey
« Reply #11 on: October 20, 2012, 09:24:00 pm »

uhh do you want me too change my post? so i in-cooperate your opinion?

already did
:P
« Last Edit: October 20, 2012, 09:27:46 pm by wer6 »
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GreatWyrmGold

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Re: the Alchemists journey
« Reply #12 on: October 20, 2012, 09:32:16 pm »

We have a distaff?
Find what we are the distaff counterpart to!
...Yeah, tropiness aside, let's chat with the villagers.
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LordBucket

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Re: the Alchemists journey
« Reply #13 on: October 20, 2012, 09:35:50 pm »

Approach the villagers and offer to trade them weed blue grass in exchange for a broomstick.

wer6

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Re: the Alchemists journey
« Reply #14 on: October 20, 2012, 09:39:43 pm »

No  you dont have a distaff because you need a shaft to make it you have 3 options for a shaft- you could obtain a stick that could be used or you chould re purpose one of the larger vile you have or you could find 2 metal rods

also can you please choose your race, 3 secondary skill sets and other general objects before you do its terribly confusing for me with future rolls.

im a slow typer...
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