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 ... 280 281 [282] 283 284 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1270875 times)

_Shinju_

  • Bay Watcher
  • I drink and I forget things
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4215 on: January 04, 2016, 06:35:58 am »

oops i forgot to put pm in the chat
Logged

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4216 on: January 04, 2016, 07:12:58 am »

test the golems improved assimilation on my throne
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

thegamemaster1234

  • Bay Watcher
  • [LINUX_USER]
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4217 on: January 04, 2016, 07:18:29 am »

Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.
Logged

Sarrak

  • Bay Watcher
  • Venit leger cerebrum amissa
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4218 on: January 04, 2016, 08:09:47 am »

((I must be close to the now-dead Chaos wizard on the map.))

Kahel smiled to himself - first victory was undoubtably not the last. And he remained largely unscathed by the fight. Perfect.

"Seems like you're still in shape, Xazoliomuhr. Surely, you wouldn't mind this wizard soul?"

Give the demon 11 shards to see how he uses them. Create four essences OR attack a minor mage in direct line of sight. Frozen blood, ice demon and swordsmanship.
« Last Edit: January 04, 2016, 09:36:49 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.

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4219 on: January 04, 2016, 09:29:32 am »

"Excellent. Alright then... seeing as I don't have a name for you, I'm going to call you Beast. I think that suits you. Now let's get along."

Old King Coal leaves the buried temple with his newly acquired loots. Once he gets to the pit, he climbs out of it using his climbing claws and hopes Beast can follow. If he(Old King Coal) succeeds with that, he makes 3 bone essences.

((No, I'm not going to tell you what I did last turn.))
Logged
FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

DreamerGhost

  • Bay Watcher
  • Seems legitimate.
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4220 on: January 04, 2016, 04:36:41 pm »

Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.

I've seen smaller. Coffe does not help as much as I want it to. Fixe'd.
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.

Zormod

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4221 on: January 04, 2016, 05:09:07 pm »

((Well, it was worth a try.))
Continue moving northwest. Stop when I enter the forest. Make 3 essences.
Logged

Elephant Parade

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4222 on: January 04, 2016, 07:14:52 pm »

Create arrows that impart a curse. All essences.

oh yeah and +2 essences for the essence god
« Last Edit: January 04, 2016, 10:11:03 pm by Elephant Parade »
Logged

Whisperling

  • Bay Watcher
  • Indefinite.
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4223 on: January 04, 2016, 10:09:43 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
Logged

Elephant Parade

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4224 on: January 04, 2016, 10:12:23 pm »

Re: poll: I'm leaning toward "yes", because I'm not sure what else you could use? I mean, I guess you could create a ton of random objects or whatever, but that's not much more interesting than essences.
Logged

fillipk

  • Bay Watcher
  • Everything is going as planned
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4225 on: January 04, 2016, 11:04:27 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower
Logged
Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

DAPARROT

  • Bay Watcher
  • More parrots
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4226 on: January 04, 2016, 11:30:02 pm »

2 more essences
Birds will now attack the wizard,but some keep the demon on the ground
Logged
I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Whisperling

  • Bay Watcher
  • Indefinite.
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4227 on: January 04, 2016, 11:30:27 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower

((Hellfire is not a stone.))
Logged

Elephant Parade

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4228 on: January 05, 2016, 12:01:45 am »

((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))
Logged

Whisperling

  • Bay Watcher
  • Indefinite.
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4229 on: January 05, 2016, 12:27:02 am »

((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))

((Well, fist and foremost, it's a giant, animate tower with a library, garden, and (unused) tavern. The whole "animate" thing basically means you can be lazy and tell it to take you places or retrieve random stuff.


Then, there are the auras. The most basic ones are the magic aura (which may give either +1+1 or +2+2 to pot and cmp rolls, depending on the day), and the aura of +1 luck.


The "defense" auras are what have consistently failed to prevent mass murder. First line of defense is the mindwipe aura, which makes people with hostile intent forget what they're doing. Its funding was cut, so to speak, so it basically just sits there doing nothing.

Then, there's a mysterious system only Beirus knows about. As far as we can tell, it throws attack spells into a "containment cell" of some sort, though there's really no telling what or where that is.))
Logged
Pages: 1 ... 280 281 [282] 283 284 ... 506