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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 ... 359 360 [361] 362 363 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1274113 times)

DreamerGhost

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5400 on: June 12, 2016, 05:30:56 pm »

PM's will be processed tomorow.
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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.

FallacyofUrist

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5401 on: June 12, 2016, 05:35:41 pm »

Act One. Scene Eight. Oh dear.

"Ugh."

Mista J. walked off. This wasn't helping. He went... somewhere random in the castle. No essences.
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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.

Sarrak

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5402 on: June 12, 2016, 06:55:21 pm »

((Possibly one of the three most satisfying turns here. RNG blessed me with luck once again and the damned jelly-thing is DEAD! Now, recuperation awaits...))

Wheezing from exertion, yet once again feeling superior to the world, as any proper mage should, Kahel carefully examined the extent of damage his body took in such short frame of time. Ideally, he should reach James... Yet healer mage could have wandered somewhere to experiment. So, for now his way led to the eldritch tower from the other world. Hopefully, regeneration field still worked.

Loot oil/shards, if possible. Go to the tower.
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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.

BlackHeartKabal

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5403 on: June 12, 2016, 07:00:16 pm »

From the tower, to the mountains.
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ironsnake345

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5404 on: June 12, 2016, 09:07:45 pm »

((Wait, I'm confused. I said I was running to Gambler, but the map shows me as not being on the same tile. Is that the case? Am I not in the poison field?))
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
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DAPARROT

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5405 on: June 13, 2016, 12:02:52 am »

Try again to make a phoenix feather, use a +1/+1 essence

(Did I find a seed last turn?)
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

H4zardZ1

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Re: Roll to Magic: Turn 163 Injuries Traded
« Reply #5406 on: June 13, 2016, 01:38:01 am »

allowing him to doge a bit more freely
ummmmmmm

"I thought the green eye emits acid. Hmm..."
Drain electricity from anyone that shoots the cannon at(or if no one did, just at the Green eye instead) to the cannon.
« Last Edit: June 13, 2016, 01:40:45 am by H4zardZ1 »
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TheBiggerFish

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5407 on: June 13, 2016, 01:44:30 am »

Try more analysis, but more carefully.
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Zormod

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5408 on: June 13, 2016, 01:45:31 pm »

Try to head toward a meeting area, and create another Generic cube.
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NAV

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5409 on: June 13, 2016, 03:07:30 pm »

Well that doesn't look good. I should probably go help them fight that thing. There's always some big monster to fight, eh?

Throw my healing gas grenade to counteract the poison.
Determine who needs healing the most and heal them, 3 spells.
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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.

star2wars3

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5410 on: June 13, 2016, 05:01:10 pm »

Skelliborn

Action:
Enchant the dakka-cannon to give a permanent, stackable cmp bonus to the members of toam using the magical energy it collects from its targets.

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((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.))

DreamerGhost

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5411 on: June 14, 2016, 11:58:23 am »

((Wait, I'm confused. I said I was running to Gambler, but the map shows me as not being on the same tile. Is that the case? Am I not in the poison field?))

Ah, sorry, I forgot to move your dot. Looking at the map though, there is not that much space left to move you into so I might not. You ARE next to Gambler, and inside the poison field though.

allowing him to doge a bit more freely
ummmmmmm

MS word can only do so much. I meant dodge there, yes. Gambler's ability to doge was never decreaced, he can conjure as many glass doges as he pleases.
« Last Edit: June 14, 2016, 01:18:11 pm by DreamerGhost »
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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.

AoshimaMichio

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5412 on: June 14, 2016, 01:42:13 pm »

PM
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I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
Old sigs.
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ATHATH

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5413 on: June 14, 2016, 04:35:20 pm »

Well that doesn't look good. I should probably go help them fight that thing. There's always some big monster to fight, eh?

Throw my healing gas grenade to counteract the poison.
Determine who needs healing the most and heal them, 3 spells.

"This is not your fight. Stand down, or I'll force you to."

The Bigholder begins to hypnotically sway again.
« Last Edit: June 14, 2016, 05:18:13 pm by ATHATH »
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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

star2wars3

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Re: Roll to Magic: Turn 164 New trouble and New Allies
« Reply #5414 on: June 14, 2016, 05:44:08 pm »

((The Meta-gaming from this entire boss battle has been insane. If this keeps up pretty soon meta-mages will become more powerful than anyone else here. For that matter, It will only be a matter of time until we see Meta-Man telaport down from the sky and start using a meta-buster. Granted. given that the meta has mostly brought lots of allies, I'm not complaining.))
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((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.))
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