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Author Topic: (ISG) Darkness Redeemed: "The Many", (Don't know what to put here!)  (Read 67957 times)

Arcvasti

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Re: Darkness Redeemed: "The Many", (A single tear, 90% alchohol...)
« Reply #750 on: September 08, 2014, 08:26:51 pm »

Collect pirate's tear and examine it for nodes.
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Armok

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Re: Darkness Redeemed: "The Many", (A single tear, 90% alchohol...)
« Reply #751 on: September 09, 2014, 12:10:17 pm »

Collect pirate's tear and examine it for nodes.
And alcohol content.

> Interview them for proper follower-ship and any talents and such!

> Use another total 20% of the cloth, and some minor but permanent shadowmancy decorations and dye job, to make cool new matching minion bandannas! Oh, and take some intoxicating nodes from a phial or the crystal cluster together with a control nodes to let us adjust their drunkness level.
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Shadestyle

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Re: Darkness Redeemed: "The Many", (A single tear, 90% alchohol...)
« Reply #752 on: September 09, 2014, 04:55:19 pm »

Likely an aftereffect of worshiping Calypso, His tear is Composed almost entirely made of straight proof bourbon.

It contains small soul nodes and the natural nodes that promote life and longevity.

"Grandbeck Sands, First mate. I do the thinking."
The guy withg the striped bandanna states.

"Damien Liquresoul, powdermonkey, I kill the things." He says, tugging on his headband

"I am Derrick Dalhson, but everyone calls me 'friggen nitwit', I am the engineer."
The one with the jumpsuit states with some amount of ignorant bliss.

"I am Jo-un Dear. Cook."

Says the one with the red bandanna.

"I am Jimbabwe."
The one with the full purple suit and turban.

"Er... He also kills things."

You use more of the clothing substitute to make matching bandannas for your crew, a stylish black hat for each of them, with a colored stripe for identification.

You also Take Intoxication nodes from the crystal cluster and implant them in the pirates, the nodes slip out of your control immediately, and they seem no more drunk than they were before, likely due to Calypso's blessing.

What now?


Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




« Last Edit: September 09, 2014, 04:58:07 pm by Shadestyle »
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Armok

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #753 on: September 09, 2014, 07:47:03 pm »

(oh, this is great!)

> Bring Damien and Derric up to speed on our science, and figure out how good at this engineering stuff they actually are.

> Inventory of things that SHOULD be on the ship somewhere if they weren't destroyed in the crash?

> What kind of engine does this ship have anyway? and what keept it in the air? These kind of large scale enchantments should be VERY useful re-purposed onto something smaller... Also we're needing hovernodes for SO many things.
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III...

Shadestyle

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #754 on: September 10, 2014, 04:50:43 pm »

They describe the engine used to power the rotors that keep the ship in the air. They run on chunks of refined magicite, and allow the turbines to spin at speeds in excess of 1900K Rpm. other than that, the pipes and engine casing is made of Adamantite and Arcanite linings.

They also state that this ship spans generations, and that even they don't know where EVERYTHING is, however, there is definitely more to be found to the right. More alcohol, A few guns, and a treasure room that only the captain was originally allowed in are the main points of interest.  Somewhere there is also a sweet looking chest that they haven't cracked open yet.

Grandbeck kicks down a wall in the captains quarters, revealing more of the ship, a stairway leading down into the ship, and two massive masts, many meters around.

Evimeria looks exited at the prospect of getting a gun.

What now?


Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




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Worldmaster27

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #755 on: September 10, 2014, 04:54:26 pm »

Let Evimeria have first pick of the weapons, then take the shiniest bits for ourselves. The rest can fight over what's left.
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~Neri

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #756 on: September 11, 2014, 02:41:17 am »

We will neatly divide up the remainder based on their preferences.
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Armok

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #757 on: September 11, 2014, 07:55:08 am »

O_o

> Who cares about guns or gold. This thing has something that can spin at 30 000 Hz, and arcanite+generations old means sentient. lets go talk to the engines!

> On dividing stuff... let's gather everything into a big pile *before* dividing it, and do the enchanting and recombination. Oh, and the most practically useful stuff should go to whoever can *use* it best to keep *all* of us alive.

> Ask the pirates: Are there other big-scale magitech like the engines on the ship? Did those engines provide both lift and thrust? Are there any flying lifeboats or the like?
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Sszsszssaaayysss...
III...

ShadowHammer

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #758 on: September 11, 2014, 02:18:14 pm »

O_o

> Who cares about guns or gold. This thing has something that can spin at 30 000 Hz, and arcanite+generations old means sentient. lets go talk to the engines!

> On dividing stuff... let's gather everything into a big pile *before* dividing it, and do the enchanting and recombination. Oh, and the most practically useful stuff should go to whoever can *use* it best to keep *all* of us alive.

> Ask the pirates: Are there other big-scale magitech like the engines on the ship? Did those engines provide both lift and thrust? Are there any flying lifeboats or the like?
+1
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Jimbabwe is Jimbabwe.)
« Reply #759 on: September 11, 2014, 04:16:59 pm »

"Err. sorry to say but this engine isn't fancy, magicite burns at very high temperatures, unnatural ones in fact, we boil water into a plasma using magicite as fuel, and them pump it through the ship using the pipes, We actually used to use a balloon to fly it, but we upgraded after we ripped this stuff from an old temple near the border of goddess road.  We do have a couple of the old balloon escape vehicles lying around somewhere. in case of emergency"

Searching through the remains of the ship you find three pistols in working order, 2 more curvy swords, 2 functioning jollyboats, 1 broken jollyboat, a few corpses, the engine room, a massive door, covered with locks, the crew quarters, a metal room filled with scorch marks and dents, and 20 pounds of broken equipment.

You pile it all on the ground in the engine room until you can divvy it up, since your inventory is nearing full.

Nighttime nears.

What now?


Spoiler: Stats (click to show/hide)

Spoiler: Follower's stats (click to show/hide)

Spoiler: Kirek's Abilities (click to show/hide)

Spoiler: Spells/Skills Kirek (click to show/hide)

Spoiler: Spells/Skills Richard (click to show/hide)

Spoiler: Spells/Skills Quidive (click to show/hide)

Spoiler: Skills Evimeria (click to show/hide)

Spoiler: Skill Books (click to show/hide)

Spoiler: Special Skills (click to show/hide)




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ShadowHammer

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Re: Darkness Redeemed: "The Many", (Mundane magic!)
« Reply #760 on: September 11, 2014, 07:41:24 pm »

Take the haversack out of the satchel, giving ourselves 3 more inventory spots.

Anyone got ideas for loot-divvying?
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Shadestyle

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Re: Darkness Redeemed: "The Many", (Mundane magic!)
« Reply #761 on: September 11, 2014, 08:19:43 pm »

Take the haversack out of the satchel, giving ourselves 3 more inventory spots.

Anyone got ideas for loot-divvying?

Do keep in mind that the burgundy satchel has 10 slots on it's own. the haversack gave an additional 2 slots to it. so you would not actually gain any slots from that.
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ShadowHammer

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Re: Darkness Redeemed: "The Many", (Mundane magic!)
« Reply #762 on: September 11, 2014, 08:21:50 pm »

Oh. I thought that it was not providing extra slots when contained within another container. Oops.
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Lyeos

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Re: Darkness Redeemed: "The Many", (Mundane magic!)
« Reply #763 on: September 11, 2014, 08:49:02 pm »

What's being said is that we need to fill one item's slots with nothing but bags to increase our carrying capacity.
Just like some vidja games!
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birdy51

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Re: Darkness Redeemed: "The Many", (Mundane magic!)
« Reply #764 on: September 11, 2014, 08:56:50 pm »

We should probably give the excess mundane alcohol back to their respective pirates for good behavior. Or combine it all in to one mass alcoholic mess. Or we could feed it to our lamp friend... Options!

Regardless, we probably do not need the turban stuff, unless we want to give Kirek some new clothes... Or perhaps we could... Yes. We could enchant the bottle, creating Light Turbans! It's brilliant!

Then arm all the pirates with Swordchucks. They'll make good use of them, I'm sure of it.
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