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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 ... 462 463 [464] 465 466 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1273473 times)

FallacyofUrist

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6945 on: February 23, 2017, 07:25:54 pm »

Doktor Diabolical:

"This is getting slightly ridiculous. I still haven't lost a single safety!"

More power.
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.

ironsnake345

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6946 on: February 23, 2017, 08:02:20 pm »

Well, there's your armor! Now, with that out of the way, it's time for me to wander and recharge. Pleasant travels!

Wander around the tower, create three essences on the way.
Logged
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?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

DAPARROT

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6947 on: February 23, 2017, 08:39:57 pm »

Search the area, priority of things to look for is:
  • the circle things
  • other rooms
  • stairs/ladder to other floors

use my shovel to clear away mud/debris if necessary
Logged
I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

star2wars3

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6948 on: February 23, 2017, 11:26:38 pm »

Pleasant Travels
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.))

Zormod

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6949 on: February 24, 2017, 02:48:51 pm »

Check for loot.
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XXXXYYYY

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6950 on: February 26, 2017, 12:22:53 pm »

Walk over to Skelliborn.
"Hello, sir. Would you be willing to contribute your specialty in a ritual? I am willing to offer compensation for your time."
Two essences.
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.

star2wars3

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6951 on: February 26, 2017, 01:44:38 pm »

Sure. I'd love to help.
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.))

DreamerGhost

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Re: Roll to Magic: Turn 225 Weapon of a martyr
« Reply #6952 on: February 27, 2017, 07:21:52 pm »

Turn 226

Equip Blademail

Make 4 essences


Spoiler (click to show/hide)

Skeliborn put on his new armor, careful not to cut himself on the edges. It would be really unfortunate if it caused some sort of damage loop. Blademail fit fairly snugly, better than Skeliborn thought it would, but then again he had little experience with armor. Then Gambler came over and an idle thought passed through Skeliborn's mind, what would happen if a ritual imploded while he was wearing Blademail.

Doktor Diabolical:

"This is getting slightly ridiculous. I still haven't lost a single safety!"

More power.

Spoiler (click to show/hide)

The strange luck continued as Doktor continued the construction. Maybe there really was something to say about using quality materials. Or not relying on magic for absolutely every part of design. Or calling it an aether matrix. Probably not that one though

Well, there's your armor! Now, with that out of the way, it's time for me to wander and recharge. Pleasant travels!

Wander around the tower, create three essences on the way.

Spoiler (click to show/hide)

Chorkinaan, his deal complete, left to explore the Tower. There was something about endless possibilities in a mostly safe environment that appealed to people and Chorkinaan was no exception. What Chorkinaan found was a room filled with various glass vials, beakers and pipes. What he found was a lab, a stocked lab with a bit of all elements, each in their own container. There were even Bunsen burners.

Search the area, priority of things to look for is:
  • the circle things
  • other rooms
  • stairs/ladder to other floors

use my shovel to clear away mud/debris if necessary

Spoiler (click to show/hide)

You go through unopened cupboards, never know what you might find in abandoned magical areas. Strange creatures, old artifacts, volatile potion remains. What you find is a gold and bronze disc, seemingly just the size of the socket in the table. A piece of the mystery. The mud on the ground proves strangely formidable, however. Maybe it was all the expired potions mixing up with dirt over the years but it had turned into non-Newtonian liquid. You sunk into it easily but moving it with shovel was like moving rocks. Good thing it was shallow.

Check for loot.

The loot is the corpse. Technically the whole corpse but realistically mostly the strangely hard beak plates and a sack with about half a liter of poisonous acid. Cuberac managed to cut away the beak and the acid sack without breaking them and began wondering if he really needed them. Alas, worm's stomach did not contain any small valuable items like magic rings.

Walk over to Skelliborn.
"Hello, sir. Would you be willing to contribute your specialty in a ritual? I am willing to offer compensation for your time."
Two essences.

Spoiler (click to show/hide)

Gambler was slightly surprised by how quickly Skeliborn accepted, but then again he recently had a very similar deal turn out well. And this was a deal where teamwork was greatly rewarded. Of course, having armor to protect you from anything untoward could also be a factor.

Spoiler: Map (click to show/hide)
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.

FallacyofUrist

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6953 on: February 27, 2017, 08:01:57 pm »

Doktor Diabolical:

"More than slightly ridiculous. Hm. I'll collapse it the first time I lose a safety. How about that..."

Ridiculous streak of luck continues.
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.

TheBiggerFish

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6954 on: February 27, 2017, 08:08:44 pm »

Three essences, if I'm not doing anything else.  Then, Idunno, wander the Tower?
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Sigtext

It has been determined that Trump is an average unladen swallow travelling northbound at his maximum sustainable speed of -3 Obama-cubits per second in the middle of a class 3 hurricane.

ironsnake345

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6955 on: February 27, 2017, 08:50:16 pm »

Huh. A chemistry lab, eh? Well, that's nice... Too bad I specialize in the strictly physical as opposed to the chemical. Well, I've been in here for a few minutes. I wonder how things are going outside?

Chorkinaan makes three essences and exit the tower... then gawks at the gray goo that's formed outside.

OH MY- th-that's gray Goo! who the hell is responsible for-...?

Chorkinaan points a finger intensely at Markus.

You there! Are you the one who's responsible for this disaster!?

« Last Edit: February 27, 2017, 08:54:02 pm by ironsnake345 »
Logged
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?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

DAPARROT

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6956 on: February 27, 2017, 09:32:32 pm »

try to move the mud aside slowly with the shovel, grabbing anything interesting I see before the mud flows back, do this in as many places as possible
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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.

Zormod

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6957 on: February 28, 2017, 03:45:38 pm »

Attempt to shape the beak into a cluster of hyperbladecubes.
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star2wars3

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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6958 on: March 01, 2017, 04:16:50 pm »

4 essences
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.))

XXXXYYYY

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  • Been a long time.
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Re: Roll to Magic: Turn 226 New team of artisans begins
« Reply #6959 on: March 02, 2017, 05:02:16 pm »

5 essences.
Logged
Oooooooo. I know. ClF3. That should be a fun surprise.
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