Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 68 69 [70] 71 72 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1272616 times)

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1035 on: March 10, 2015, 01:26:08 pm »

"I don't know who you are but that flaming piece of shit lying on the ground tried killing me twice already. You'd better give me a damn good reason why I shouldn't end him right now."

Spoiler: Reason (click to show/hide)

« Last Edit: March 10, 2015, 01:28:29 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.

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1036 on: March 10, 2015, 01:29:37 pm »

"Sigh. Here we go again."
Once more, same as before.
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

Beirus

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1037 on: March 10, 2015, 01:53:21 pm »

Aether sense portal again using the info from previous spell. Use a +1/+1 essence. Then make another essence.
Logged
Because everything is Megaman when you have an arm cannon.

Andres

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1038 on: March 10, 2015, 04:01:27 pm »

Azenfar runs off and tries to find the naga. He didn't knock her unconscious so she probably escaped the ship.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Crimson

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1039 on: March 10, 2015, 07:11:29 pm »

Two more force essences.
Logged

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1040 on: March 12, 2015, 12:26:27 pm »

((Looks like the update is late, life problems GM?))
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1041 on: March 12, 2015, 01:11:05 pm »

((You know when you can't remember something and decide to go sleep and see if you remember it in the morning? Yeah. Update in 5 mins.))
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.

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1042 on: March 12, 2015, 01:21:40 pm »

Heh, almost reminds me of how I don't do home work. I can't remember it at all.
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 64 Mind over matter
« Reply #1043 on: March 12, 2015, 01:28:13 pm »

Turn 65

Ishin was dissapointed. So much power and such paltry results. Hmph, this calls for alternative solution: Stomp his throat flat.
QUICKLY TELEKINECKLY PUSH AoshimaMichio AWAY FROM ME

SPD [4] vs [4]
CMP [6]
POT [1+1=2]
STR [4]
DEX [3]
END [4]


Romanticarnus noticed Ishin closing in for mele attack, and sorceror was in no condition to mele. In a rush, he crafted a spell to blast murderous mage away, but he couln't channel power as fast as he used to, injuries caused were grave indeed. Although it may had been for the best, as the spel instead of blasting away Ishin moved sorcceror instead, which was just as good, since between the spell and his own weak dodge Romanticarnus moved out of the way enough that kick meant for his throat hit him in solidified hand, causing no damage greater than tearing away some scraps of cloth.

"Things will go better for you if you JUST STOP ATTACKING!"
Summon handcuffs directly onto the treant.

Grundar will defend Blaze from harm, and if necessary knock out Azenfar too.
"Sigh. Here we go again."
Once more, same as before.

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

CMP [1]
POT [4]
END [5+1=6]
STR [2]
END [6]


Jaames was first, but in his rush he missed an important part of enchantment and what was suposed to be handcufs scatered around the area in form of small steel cubes. Etszu once more atempted to seperate away from the angry ent, but suceeded in only reating a large wound on his chest near the line where flesh and wood met. He had to keep calm and not panic, keep pain from owerwhelming him. It could be worse. A wooden hand slaped fleshwarper acros his face. No, it realy couldn't.
{Bleedout, 5 turns}

As Kahel was close to volcano and heading towards the desert, warming up wasn't thtat much of a problem.

Search for soul shards, make two essences and continue onwards!

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


There were no shards on the shore, magical energies of destroyed worm seemed to only cling to water.  Leaving demoni horse corpse behind Kahel continued on with his exploration quest. New wonders awaited him! Excited, he traveled all the way to the edge of mini desert before stopping for a breather. Path onwards was still asembling from pieces rising from below anyways.

Aether sense portal again using the info from previous spell. Use a +1/+1 essence. Then make another essence.
Two more force essences.

CMP [3+1=4]
POT [4+1+1=6]
CMP [1]
POT [3]


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


There! No wonder they didin't see where the portal was, Jase thought. It was not that large of a structure, no wonder it had snowed all over. it was buried few feet below them. Though they would likely still need to dig it up somehow before making use of it.
Azenfar runs off and tries to find the naga. He didn't knock her unconscious so she probably escaped the ship.

LUCK [8]

Azenfar did not need to travel far in his search, for better or for worse, as it kept the troll somewhat nearby. Mermaid that atempted to kill him moved between the waves between several non-burning ships.

END [3]


Meanwhile, Blaze continued his fist-induced nap.

Spoiler: Map (click to show/hide)
« Last Edit: March 12, 2015, 03:56:47 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.

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1044 on: March 12, 2015, 03:35:00 pm »

"You know, this really is the worst."
Can Etszu at least Warp close the huge gaping hole in his chest?
((Also, broken map.))
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1045 on: March 12, 2015, 03:50:40 pm »

((Does it work now?))
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.

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1046 on: March 12, 2015, 03:52:05 pm »

((Does it work now?))
((Nerp))
EDIT:
((huh. link is good & I can see it if i open it in a new tab, so IDK why it's not working here))
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1047 on: March 12, 2015, 03:57:10 pm »

((Third time's the charm))
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.

XXXXYYYY

  • Bay Watcher
  • Been a long time.
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1048 on: March 12, 2015, 03:59:07 pm »

((Third time's the charm))
((Looks good, if a bit big. Also, the vortex is gone again? Did I miss something?))
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

Andres

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 65 How to know if universe hates you
« Reply #1049 on: March 12, 2015, 04:13:56 pm »

Call out the naga and try to convince her to join my side again. Tell her that the guy on the ground was the one who lit the ship on fire in an attempt to kill us both.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.
Pages: 1 ... 68 69 [70] 71 72 ... 506