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Author Topic: Elementry: Turn 14: Stop Punching The Stag  (Read 15541 times)

The Froggy Ninja

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #105 on: March 22, 2014, 10:11:50 pm »

((Can we potentially use the same spells someone else created.))

Tack

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #106 on: March 22, 2014, 10:27:52 pm »

((It sounds like a good idea, but at the same time I like the teamwork element it throws in by having everyone with spells of a different kind. If everyone could cast knit, getting injured would lose some of the flavor.))
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lemon10

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #107 on: March 22, 2014, 11:42:37 pm »

((Can we potentially use the same spells someone else created.))
Yes. You could learn the exact same spell someone else did (assuming that you have the same strengths and weaknesses), but you would have to learn it yourself before you could use it.
((It sounds like a good idea, but at the same time I like the teamwork element it throws in by having everyone with spells of a different kind. If everyone could cast knit, getting injured would lose some of the flavor.))
Yeah, I expect everyone to have a healing spell of some kind to be honest. Otherwise if Ven isn't present (or healed someone else) you are pretty much screwed and will bleed to death (or be unable to run because one/both of your legs are broken and get stabbed to deah, or will die from poison or infection or any other of a dozen things).

For the most part wounds are intended to be trivial outside of combat. Cuts, broken bones, lesser diseases and infections are all able to be done away with in a single casting over a few turns. Missing limbs, magical diseases and infections, and unhealing wounds are much harder to fix.

I would also recommend that people get different healing spells, because if you all have the Knitback, then your healing flexibility as a group is limited.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

mastahcheese

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #108 on: March 22, 2014, 11:46:40 pm »

Yeah, that's why I'm having to make myself one.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Avis-Mergulus

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #109 on: March 23, 2014, 05:08:43 am »

((Sorrysorrysorrywhymustisleepsomuch..!))

Ven approaches Cromwell, a slightly concerned expression on his face.

-Hold still...

Cast Knitback (Life/Water/Order) on Cromwell.

Spoiler: Blizzard Armor (click to show/hide)
« Last Edit: March 23, 2014, 07:19:01 am by Avis-Mergulus »
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“See this Payam!” cried the gods, “He deceives us! He cruelly abuses our lustful hearts!”

lemon10

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #110 on: March 23, 2014, 06:32:50 am »

Huh, I thought we were just waiting on Avis. Turns out that harb has posted something this turn, but he hasn't actually posted any actions. I'll run the turn in about 10 hours, even if he doesn't post in that time.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Harbingerjm

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #111 on: March 23, 2014, 09:08:21 am »

Oh, ok.
Ren waits.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

lemon10

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Re: Elementry: Turn 5: Stay away from exploding golems
« Reply #112 on: March 23, 2014, 06:36:32 pm »

Turn 6: A quest is assigned!
Joe casts fatesight, and his vision subtly shifts, the colors slowly draining out of the world. He searches for about half an hour, before the spell ends and color begins to shift into the world. During the whole duration of the spell he only saw two things that retained any color. The tower itself remained black, while the doors of the tower shifted colors slowly.

Giving Cromwell a little frown, Russ walks into the building, followed by Bertram.
Well, good luck with that bleeding.
"You guys are the best friends ever, not even any help?"
"Well, I can freeze you in time. I'll let you out when we find a healer, if you want."
"Thanks, but I'd rather be there when you guys inevitably wind up impaled."

Cromwell tries to patch his wounds, only to find that tearing apart cloth to bind wounds is nearly impossible with only one free hand. Regretfully he lets go of his charging magma hammer, and it dissipates into dust. As it turns out, tearing a wizard robe is hard even with two hands, especially for skinny wizards. In the end his attempts at first aid appear to have been entirely fruitless.

Luckily, Ven’s healing is quite a bit more effective, and the gaping wounds rapidly reduce in size, and assuming that Cromwell doesn’t catch any explosions in the next turn should be gone for good very rapidly.
((Cromwell’s Heavy Bleedingx2->Light BleedingX2))

The inside of the tower is circular, and the first floor at least is completely empty with the exception of a man sitting on a chair on far side of the tower. His right arm appears to be some kind of blue crystal, and around him float seven tiny gems of some kind. From his appearance you can only assume that he is Narno, the mage you were sent here to meet.
When Russ and Bertram finally walk all the way over to them, he begins to speak.
Greetings, I am Zamtek, greatest mage of the east. The chancellor said that he was sending six of you, but I only see two. No matter, onto your assignment. About twenty years ago I learned why all my searching for MYRTA’s tomb failed so badly, it was covered with a masking effect. 187 beacons formed a network that made it impossible to determine the location of the tomb. I have deactivated 184 of them and only 3 remain. If there had been six of you, I would have send you each in groups of two to destroy a beacon, as it is you two will have to manage all three on your own.

From within his cloak he grabs three small orbs, and tosses one to Russ and two to Bertram.
These should direct you to the locations of the masking beacons. If you clear them,  they will allow me to communicate to you through them, and with the tomb unmasked, you can meet me there. Imagine, being part of the most important discovery in millennia. Being able to see MYRTA’s crown, lost for eons with your own eyes.  Being able to help me is a once in a lifetime opportunity.


Well then what are you waiting for? Get going already! Are you confused? Do you have a question? Why are you still here?

((Russ gains Direction Stone))
((Bertram  gains Direction Stone, Direction Stone)
-----
((Deathbane is veoted. Being able to burn life energy is one thing, being able to unburn it by killing it is another. You could increase their life energy using life instead of death though)).
((Note that you only get one healing spell (unless you purposefully make multiple very specific healing spells), so if you don’t like this one, change it before its too late))
-----
Spoiler: Ren; Harbingerjm (click to show/hide)
Spoiler: Russ Vergensford; Tack (click to show/hide)
-----
Note that those of you with elemental sees must properly use them before they can begin absorbing elemental energy.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Tack

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #113 on: March 23, 2014, 07:28:04 pm »

((Oh man those words are difficult to read in Darkling))

Russ looks askance at Bertram, shrugs, and walks back outside, tossing his direction stone to Ren and Cromwell. He then waits at the door for Bertram.


Spoiler: Russ Vergensford (click to show/hide)
Spoiler: Non-Golem Spells (click to show/hide)
Spoiler: Golem Almanac (click to show/hide)
« Last Edit: March 24, 2014, 06:52:46 am by Tack »
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

mastahcheese

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #114 on: March 23, 2014, 09:12:42 pm »

"Thanks for the help, Ven."
Cromwell then takes the Direction Stone and waits for his wounds to finish closing.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Harbingerjm

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #115 on: March 23, 2014, 09:33:34 pm »

Ren rapidly steps back from the thrown stone, and eyes it (and Cromwell, when he takes it) warily.
"Anything interesting inside?"
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Tack

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #116 on: March 23, 2014, 10:19:04 pm »

"No."
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Avis-Mergulus

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #117 on: March 24, 2014, 12:36:57 am »

((Lemon-bro, you forgot my new spell.))
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Xantalos

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #118 on: March 24, 2014, 02:20:37 pm »

Well, what's MYRTA or however you pronounce it?
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lemon10

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Re: Elementry: Turn 6: A quest is assigned!
« Reply #119 on: March 24, 2014, 03:45:04 pm »

((Lemon-bro, you forgot my new spell.))
Sorry about that, it wasn't there when I grabbed everyone's orders for the turn.

((Note that surrounding yourself with swirling ice and wind makes using projectile weapons impossible, and using almost all ranged attacks highly problematic.))
((Oh man those words are difficult to read in Darkling))
Is this any better?
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.
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