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 ... 281 282 [283] 284 285 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1246803 times)

Zormod

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4230 on: January 05, 2016, 12:28:33 am »

((IIRC, It has defences that cause offensive spells to fail while aiding non-offensive ones.))
Logged

Beirus

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4231 on: January 05, 2016, 02:15:04 am »

((It also has a regeneration aura. Also, Tower transportation and stuff fetching services are closed until Jase gets a few turns free of annoyances to actually get stuff done. And by that I don't mean I'm saying no locomotion or item fetching, I mean you won't go anywhere or get anything if you tried.))
Logged
Because everything is Megaman when you have an arm cannon.

H4zardZ1

  • Bay Watcher
  • Mostly Harmless
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4232 on: January 05, 2016, 05:45:03 am »

((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.))
((Chances are, due to the "offensive to other magic" part of the fillipk's acid alcohol it fails to work.))
Create a gold crown with gem sockets.
Logged
Quote from: Rock
Quote from: Comrade Qwasich
Stop bullying children
I can't
I have to bully children
Sigtext and other things

Trewque

  • Bay Watcher
  • Revan
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4233 on: January 05, 2016, 11:42:40 am »

Craft 3 essences. Then find Jiksap and figure out what he is doing.
Logged

thegamemaster1234

  • Bay Watcher
  • [LINUX_USER]
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4234 on: January 05, 2016, 01:11:04 pm »

Craft 3 essences. Then find Jiksap and figure out what he is doing.
((You seem to forget that you're right next to me? Might want to change your action.

Also, there's a map for that. Check it next time before insisting you are far away from someone.))

Search the wreckage for anything useful. Maybe an emergency scuba suit?

Two essences.
« Last Edit: January 05, 2016, 01:14:39 pm by thegamemaster1234 »
Logged

star2wars3

  • Bay Watcher
  • Join The Dark Side!
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4235 on: January 05, 2016, 02:22:05 pm »

Skelliborn

Action:
3 essence routine while catching up to the rest of the expedition.
Logged
((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4236 on: January 05, 2016, 02:37:56 pm »

"What's taking them so long?"
James summons 3 completely random items.

-Translate the omnicube instruction booklet
-Get some decent trade going
((Want to kill two birds with one stone?))
((Yes.))
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.

Andres

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4237 on: January 05, 2016, 05:20:19 pm »

((Well, it's been long enough. Time to get back into the game. Just out of curiosity, what happened to the dragon that I fought as an acceleration mage?))

« Last Edit: January 05, 2016, 05:23:11 pm by Andres »
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 136 Midnight coffe edition
« Reply #4238 on: January 05, 2016, 05:21:11 pm »

((It's been dead for some time.))
Logged

Andres

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4239 on: January 05, 2016, 05:59:22 pm »

((So apparently James tried to have Azenfar's body buried at some point. Did that ever actually happen?))
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4240 on: January 05, 2016, 06:07:07 pm »

((Nope, treants interfered.))
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.

Whisperling

  • Bay Watcher
  • Indefinite.
    • View Profile
Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4241 on: January 05, 2016, 08:12:08 pm »

((Yes.))

((Sounds good. I'll meet up with you as soon as I've finished enchanting my stuff.))


Enchant my shoes so that they tell me where/how best to step for the purposes of travel. Use one +1+1 knowledge essence, plus the magic aura, of course.

Make four knowledge essences afterwards. Should one collapse, remember I have both the lucky ring and fortress aura working in my favor.
Logged

star2wars3

  • Bay Watcher
  • Join The Dark Side!
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4242 on: January 06, 2016, 02:43:40 pm »

((DG, I noticed that in my turn you listed some of the landmarks in locations that aren't on the map unless the direction was given wrong/ preview of new areas on the map. Which is it?))
Logged
((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))

ATHATH

  • Bay Watcher
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4243 on: January 06, 2016, 03:40:55 pm »

((Nope, treants interfered.))
F.E.C.E.S. could assist in retrieving it... For a price.
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

NAV

  • Bay Watcher
  • I have an idea!
    • View Profile
Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4244 on: January 06, 2016, 03:46:25 pm »

((James could retrieve it nearly effortlessly if he wanted. He isn't just because that might anger the treants.))
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.
Pages: 1 ... 281 282 [283] 284 285 ... 506