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Poll

Should freshly entering mages be given +10/+10 worth of random essences?

Yes
- 19 (46.3%)
No
- 9 (22%)
It should be more than that
- 6 (14.6%)
It should be less than that
- 7 (17.1%)

Total Members Voted: 41


Pages: 1 ... 30 31 [32] 33 34 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1274096 times)

The Froggy Ninja

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #465 on: August 31, 2014, 07:14:50 am »

Try again!

NAV

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #466 on: August 31, 2014, 10:53:06 am »

Four more.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Sarrak

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #467 on: August 31, 2014, 11:00:36 am »

Finishing the reaping of death energies, Whaz hurried to the top of the castle wall, climbing it with vigor quite unexpected from a magic specialist.

Observe the landscape from a castle wall (new things to kill, possibly?). If nothing interesting comes into view, proceed to the castle dungeons - they must have plenty of interesting things inside. Otherwise, craft two shadow essences.
Logged
Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

Beirus

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #468 on: August 31, 2014, 11:27:15 am »

Another essence while the dust settles.
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Because everything is Megaman when you have an arm cannon.

Salsacookies

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #469 on: August 31, 2014, 07:06:21 pm »

Once more, toward the salt
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DreamerGhost

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Re: Roll to Magic: Turn 25 Now with safer cuting edge
« Reply #470 on: September 06, 2014, 04:52:44 pm »

Turn 26
__________________________________________________________________
"Ok... Then please, work!"

First, I pray to the god of creation! Next, I replace the mobile modifier by instead casting animate (-3) into my blunt force sword while using both essences I have (+1 CMP and +1 POT)!

CMP [2+1+2+1-3=3] {+2 from existing "mobile" enchantment}
POT [4+1+1=6]

Using both the power he had colected and the enchantment of mobility he had cast earlyer as resourses Force mage atempted to improve his armament of choice. Great power swirled through his bones as the blades on his arm changed. Yet something was wrong, Crimson knew it. Something was not acording to plan. Mabye the movement of blades would continue all the way through his arm this time, shreding it. Not a comfortable thought to be had, Crimson closed his eyes, shivered and braced himself. Then, when nothing happened, he looked at his arm. The blade was now humongous, sticking roughly three feet out of his arm. Mage felt his fear overwhelmed by dissapointment. Yet another failure. Yet his disapointment was changed by surprise as the blade shrunk to barely an inch in lenght. Then, as Mage considered poked it a bit it expanded again, now to two foot in lenght and with jaged edges. "Not this again!" Crimson thought as blade shrunk back once more. Yet he was up for a surprise as when mage waited for the blade to expand again, he discovered that it didin't. Some more poking and frowning later Crimson discovered that his blade now changed acording to his emotions.

Try again!

CMP [6]
POT [5+2]


Deciding to skip any more testing, David went straigt to making a working product. The impatiience proved to be a tad faulty, as the makeshift megafone while increasing the noise of a voice, also translated it into a random language. Hardly usefull for comunication.

Four more.

CMP [6+1=7]
POT [3+1+1=5]
CMP [5]
POT [6+1+1-1=7]
CMP [3+1-2=1]
POT [1+1+1-2=1]
CMP [6+1-3=4]
POT [6+1+1-3=5]


The work of James continued. First esense was of great precision, yet there were hints of inteligence within it. Second was of great power, third just fizzled out, a step up from random summoning, probably, while fourth was an average one. Work for the "project" was moving along splendidly.

Finishing the reaping of death energies, Whaz hurried to the top of the castle wall, climbing it with vigor quite unexpected from a magic specialist.

Observe the landscape from a castle wall (new things to kill, possibly?). If nothing interesting comes into view, proceed to the castle dungeons - they must have plenty of interesting things inside. Otherwise, craft two shadow essences.

DEX [5]
LUCK [3]
LUCK [9]
CMP [4+1]
POT [4]
CMP [1]
POT [2-1=1]


When a common mage looks upon a wall, their thoughts usualy are not along the lines of "Yeah, those gaps betwen bricks are large enough to climb with one arm tied behind my back". Whaz, not being a common mage, scaled the wall easily. Looking around proved to be largely boring. The surounding lands ran out of asailants, large wildlife was somwhere else at the moment, even clouds in the sky were absent, leting the scorching sunrays through. The only  thing moving was a pidgeon, probably looking for somone to crap upon. Not alured by these conditions, Whaz moved downstairs to the dungeons. There he almost immedietly found an interesting door. A door interesting in a way that its lock had runes of protection on them. To prepeare for further investigation, Whaz elected to craft a pair of shadow esenses. First came out just fine, while second fizzled out. Seems that death left over from all the prisoner torture just isin't enough.

Another essence while the dust settles.

CMP [3+1=4]
POT [1+1=2]


Having not much to do while waiting, Jase just crafted another focusing esense for spells to come.

Once more, toward the salt

SPD [(3-1)/2+1=2]


Bligted witness alowed himself to slow down a bit, as the fields of salt were just a few steps ahead. Soon, he would reach a place to empower himself greatly.

LUCK [9]

Grondar managed to find his first prize. A small gem encrusted box was floating in water relatively nearby to the shore. Troll easily caught it and draged ashore.

__________________________________________________________________
Spoiler: Map (click to show/hide)
__________________________________________________________________
So an update!
Sorry for the long delay, never though that something as carfree as a life of a student would be so bussy. But all is well again, so I should be able to come back to updating twice a week.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Sarrak

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #471 on: September 06, 2014, 05:15:25 pm »

Through his life, Whaz has learned quite a few languages - both mundane and magical ones. Although studying runic was never in his favorite pastimes, perhaps he could understand some meaning behind those symbols?

Try to understand the meaning behind those runes.

((Also, I assume that the door is an iron or a steel one? Else I would be really tempted to solve this via physical means. Thanks for correction))

If results of analysis are positive for the following, attempt to phase the doorlook from reality (-1, ethereal, use essence).
If I couldn't figure runes out, firstly weaken the wood around the hinges with death magic, then break it open.
If runes are malign in nature - stop to think and create two more shadow essences.
« Last Edit: September 07, 2014, 03:25:18 am by Sarrak »
Logged
Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

The Froggy Ninja

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #472 on: September 06, 2014, 05:36:08 pm »

Make a couple of essences.

Beirus

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #473 on: September 06, 2014, 05:40:17 pm »

"Hey Crimson, I'm gonna go see of there is anything else interesting in this cave."

Have creature follow me, use aethersense, and explore the rest of the cave.
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DreamerGhost

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #474 on: September 06, 2014, 05:58:28 pm »

Through his life, Whaz has learned quite a few languages - both mundane and magical ones. Although studying runic was never in his favorite pastimes, perhaps he could understand some meaning behind those symbols?

Try to understand the meaning behind those runes.

((Also, I assume that the door is an iron or a steel one? Else I would be really tempted to solve this via physical means.))

Its oak, sturdy and thick ancient wood on iron hinges. Tearing it down might take a while, it also might be traped. Depends on how your luck rolls.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Crimson

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #475 on: September 06, 2014, 08:00:38 pm »

"*Sigh*... I guess this is better than nothing."

Lament on my new emotional power then follow Jase and his new pet in exploring the cave.
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NAV

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #476 on: September 06, 2014, 11:23:02 pm »

Use all the essences except chaos to summon a massive animate adamantine mech.
Then craft two healing essences.
Logged
Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Salsacookies

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #477 on: September 06, 2014, 11:25:16 pm »

Before moving forward, craft 2 disease essences. Venture into the salt.
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Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
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DreamerGhost

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Re: Roll to Magic: Turn 26 Ninja Magic
« Reply #478 on: September 10, 2014, 03:34:06 am »

Turn 27
____________________________________________________________________
Try to understand the meaning behind those runes.

If results of analysis are positive for the following, attempt to phase the doorlook from reality (-1, ethereal, use essence).
If I couldn't figure runes out, firstly weaken the wood around the hinges with death magic, then break it open.
If runes are malign in nature - stop to think and create two more shadow essences.


LUCK [2]
CMP [3]
POT [3]
STR [2]


No matter for how long Whaz continued to look at the runes, their meaning to him never evolved beyond "some random scrible". Deciding not to test it by poking, shadow mage chose a roundabaut route. Aging the oakwood around the hinges was a fine idea, but the wood was here for hundredths of years, and judging from how easily it resisted Whaz kicks, it would remain for a hundredth more.

Make a couple of essences.

CMP [3+1=4]
POT [6+2=8]
CMP [6]
POT [1+2-1=2]


Not having any ideas for the moment David simply prepeared for the projects to come. First, he crafted an esense of runic power, both precise and of great power. next, rune mage created an esense of enchantment, it was precice, yet chaotic in it's nature.

"Hey Crimson, I'm gonna go see of there is anything else interesting in this cave."

Have creature follow me, use aethersense, and explore the rest of the cave.

"*Sigh*... I guess this is better than nothing."

Lament on my new emotional power then follow Jase and his new pet in exploring the cave.

CMP [6]
CMP [2+1=3]
POT [3+1=4]
LUCK [8]


The mental command went through easily, and the creature slithered closely to Jase. Somewhat closer than most would find comfortable, and that may had something to do with how porly the aethersense spell went. Jase barely managed to find out that the tunnel continued for quite a while forward.

Physical trip proved mre fruitfull, as the duo of mages reached the end of the tunnel and found another teleporter standing there.

Use all the essences except chaos to summon a massive animate adamantine mech.
Then craft two healing essences.


CMP [2+1+1+4+4-3-3-1-1=4]
POT [5+2+4+8+1+1=21]
CMP [3]
POT [4+1+1+6]
CMP [3+1-2=2]
POT [1+1+1-2=1]


The aether shock. The fabrik of reality shudered and tore open. Entire island quacked from the power of the spell cast. After maelestorm of energies from between the planes subsided, a humongous twenty meter tall mech stood in the forest, gleaming beautifull blue. A chain ladder made from same blue material hung by from a side, leading to the very top of the mech. Eager to test out his new aquisition, James huriedly climbed to the very top. Yet his joy and hope were hastily smashed and replaced by curses of frustration, as the door was sealed shut with bolts of same beatifull blue. On the door was an engraved inscription. "Sealed with incendiary bolts by techpriests of Mars. Blood Ravens proofed". James was too angry to even think properly and it showed. He only managed to create a single healing esense before they started fizling out.

Before moving forward, craft 2 disease essences. Venture into the salt.

CMP [6+1=7]
POT [4+1=5]
CMP [5]
POT [3]
SPD [(4-1)/2+1=2.5]


Witness charged a pair of esenses, one chaotic yet of great precision, another common, and ventured forth. Soon, he was standing on the edge between salt fields and the alien grass.
__________________________________________________________________
Spoiler: Map (click to show/hide)
« Last Edit: September 11, 2014, 02:01:38 pm by DreamerGhost »
Logged
The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

NAV

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Re: Roll to Magic: Turn 27 Unstealable
« Reply #479 on: September 10, 2014, 02:31:21 pm »

Your math was off. That roll should've been a 4, not a 3.
Spoiler: NAV's Notes (click to show/hide)

See if I can find Grundar, and what he found.
Logged
Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.
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