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Author Topic: (TSG) Reclaim a Wizard's Tower!  (Read 23118 times)

Prophet

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #30 on: November 12, 2014, 07:59:18 pm »

I just hope we aren't a boring old human. Squidmen are far superior wizards.
I hope we are a Drider or a Squidman.
« Last Edit: November 12, 2014, 08:01:10 pm by Prophet »
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

IronyOwl

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #33 on: November 12, 2014, 08:53:40 pm »

Anyway, I'm going to call the voting off and start tallying here. Could take a bit because some of the votes are split across posts. Hopefully can have the first turn up tomorrow or tonight.
Can't wait, tallying myself:


Quote
Identity:
Name: Emeraldithine Weavewarper
Magely Title: Empress of Souls
Race: Drider
6 (Taricus, 3man75, Detoxicated, IronyOwl, micelus, Prophet)

Quote
Apbos

The overpowered

Squidman
2 (Shadestyle, Cheesecake)

Mage:
Quote
Name: Jasher Galloran
Magely Title: Battle Mage
Race: Human
1 (tntey)

Quote
Name: Jarnell Rapidtunnels
Magely Title: The One-Handed (Orphaned at a young age, Jarnell was forced to steal food to survive, and one day was caught. Subsequently his hand was lopped off, but instead of bleeding to death mage-monk Rapidtunnels saved Jarnell from such a grisly fate.)
Race: Goblin
1 (Strawbarrel)

Quote
Name: Azarath Telvanni
Magely Title: The Extremely Lost
Race: Dunmer
1 (Harbinger)

DRIDER DOMINATION


Magical Skills:
9 (tntey, Taricus, 3man75, Detoxicated, Froggy, IronyOwl, Harbinger, micelus, Prophet) Magical Theory - Invent and plan spells, recipes, and rituals of any sort. You still need somebody with the applicable magical skill, be it yourself or a friend, to perform the planned magic.
7 (Taricus, 3man75, Detoxicated, IronyOwl, Harbinger, micelus, Prophet) Bio Magic - Harness and even modify living bodies!
7 (Taricus, 3man75, Detoxicated, IronyOwl, Harbinger, micelus, Prophet) Ego Magic - Harness, modify, and even control minds!
6 (Taricus, 3man75, Detoxicated, IronyOwl, micelus, Prophet) Omega Magic - Harness, modify, and even animate corpses and disembodied souls!
4 (tntey, Froggy, Harbinger, Shadestyle) Ritualism - Invest vast amounts of time and resources into a single mighty piece of magic!
4 (tntey, Strawbarrel, Froggy, Shadestyle) Tectonic Magic - Harness stone, metal, and other unforgiving elements!
3 (tntey, Froggy, Shadestyle) Enchantment - Magically improve functional items.
1 (Strawbarrel) Conjuration - Quickly and easily call energy or highly energized matter from another realm. Great for fights and direct damage!
1 (Shadestyle) Summoning - Call solid matter or low energy liquids and gasses from another realm. Somewhat slower than conjuration, but still usable in the heat of battle!
1 (Strawbarrel) Brewing - Combine organic materials and magic to make potions, salves, magical food, and other consumables!
1 (Strawbarrel)Entropy Magic - Magic that harnesses cold and nothingness!
Heat Magic - Usually this equates to magic involving fire, but can can harness even more extreme exothermic reactions!
Alchemy - Combine inorganic materials and magic to make rare and/or magical raw materials!
Essential Magic - Harness the liquids and gasses that life needs to survive!

EVERYONE likes Magical Theory. Nobody likes fluids.


Mundane Skills:
6 (Strawbarrel, Taricus, 3man75, Detoxicated, IronyOwl, micelus) Stealth
5 (Taricus, 3man75, Detoxicated, IronyOwl, micelus, Prophet) Diplomacy
5 (Taricus, 3man75, Detoxicated, IronyOwl, micelus) Grappling
4 (Taricus, 3man75, Detoxicated, micelus) Research
4 (Taricus, 3man75, Detoxicated, IronyOwl) Clothesmaking
2 (tntey, Froggy) Master Sword Fighter
2 (tntey, Froggy) Sheild User
2 (tntey, Froggy) Intelligent
2 (tntey, Froggy) Swift
2 (tntey, Froggy) Charismatic
1 (Strawbarrel) First Aid
1 (Strawbarrel) Animal Training (If it has to be specific, then birds)
1 (Strawbarrel) Woodworking
1 (Strawbarrel) Unarmed Combat
1 (IronyOwl) Judge of Intent
1 (Harbinger) Gardening
1 (Harbinger) Spears
1 (Harbinger) Art
1 (Harbinger) Anatomy
1 (Harbinger) Magical Lore
1 (micelus) Gastronomy
1 (Shadestyle) Tinkering
1 (Shadestyle) Medicine
1 (Shadestyle) Social butterfly
1 (Shadestyle) Empathetic
1 (Shadestyle) Creative

Sneaky sneaky. Also nobody agrees on anything.


Journeymen Selection:
8 (tntey, Taricus, 3man75, Detoxicated, Froggy, micelus, IronyOwl, Prophet) Jorgen Pails, Pelvis of Truth: As half incubus born to a human mother, Jorgen is a natural Egomancer. Locals, however, are unlikely to trust a mind controler, particularly one of demonic descent.
6 (Taricus, 3man75, Detoxicated, micelus, IronyOwl, Prophet) Archer Wargeater, Erector of Walls: An Orcish Practitioner of Tectonic Magic who was banished from his tribe for cowardice. He has a bad habit of freaking out when confronted with combat or any sort of other dangerous situation.
5 (Taricus, 3man75, Detoxicated, Harbinger, Shadestyle) Rivialia Unclank, The Steel of Steel: The spirit of a powerful dwarven enchanter sealed in a living suit of armor. Although nearly invincible, Rivialia's 'body' makes her slow, plodding, and clumsy.
3 (micelus, IronyOwl, Prophet) Nurgel Swiftmushrooms, Dreadweaver: This very talented drow ritualist recently defected from the Deep Forces. His trustworthiness is still up in the air, and even if he isn't some sort of double agent, his presence will not be well received by local imperial citizens.
3 (tntey, Froggy, Shadestyle) Kroakin, Torch of the Swamps: A frogwoman with a natural talent for heat magic. Sadly her damp and sensitive skin means she often hurts herself with her own spells.
3 (tntey, Froggy, Harbinger) Naz Tinkrin, Dead Whisperer: A frost elf practitioner of Omega Magic from the northern reaches of the world. Her strange physiology makes it dangerous for her to venture outside during a warm day.
2 (Strawbarrel, Shadestyle) Wiskers Chewnibbles, The Padded Sage: A venerable ratling biomage who sadly must spend much of her time and effort magically maintaining his body, which is well past its natural expiration date.
1 (Strawbarrel) Torogop, The Spleen Smasher: Like many Ogres Torogop has a natural talent for conjurations, which when coupled with his massive maul makes him great in a fight. Sadly, the low intelligence of his species is likely to get him into trouble, and also means he is unlikely to be of much use off the battlefield.
1 (Strawbarrel) Janice Bailey, Wildcaller: At eighteen, Janice is the youngest living human journeyman. Her skill as a summoner is much higher than one would expect from somebody her age, but sadly the same cannot be said about her maturity.
1 (Harbinger) Vinestel Windriver, Explorer of Souls: An elf alchemist of some talent and renown. She likes to wander far and wide in search of regents for her alchemy, so it will likely be fairly difficult to get her to hold still and attend to her duties at the tower.

Stivzie Littlefang, Night Stupor: A skilled Kobold Brewer. Also an impulsive kleptomaniac and very talented thief. You and your neighbors will have to keep a close eye on your valuables with Stivzie around...
Gorn Frostknife, Terror of the Unenlightened: A goblin master of magical theory. His racial predisposition towards kidnapping, torture, demon worship, and other evils will not make him popular with whatever neighbors you might have.
Roman Berg, The Inevitable Fist: A skilled human practitioner of entropy magic, who happens to be fanatical supporter of several benevolent gods. He will likely spend tower resources in pursuit of his worship, and object to any morally questionable plans and actions you may come up with.
Bevitha Ironbelly, The Crowned River: The half dwarven daughter of an imperial governor. Bevitha claims to practice essential magic, but her skill level is questionable at best; It is likely some Archmage was bribed into bestowing the title of journeyman on her well before she was ready. Keeping her around, however, should help you court imperial favor.

HMMM I WONDER WHAT JORGEN DID TO GET ALL THOSE VOTES. Oddly enough the orcish coward beat out the Fullsteel Enchantress.
Also nobody likes short races, priests, or nobles.




So near as I can tell, it's just my original suggestion but with the Steel of Steels instead of the possibly-traitor dark elf.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

3man75

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #34 on: November 12, 2014, 09:36:06 pm »

I wanted that one noble dimwit girl (who can help us at court), the frost elf, and either the vinstrel or Janice to have been part of our team but i saw no one had that idea in there texts. As such i got on the bandwagon. Sometime we all do in times of voting :)
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IronyOwl

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #35 on: November 12, 2014, 09:41:36 pm »

Yeah, I actually liked a lot of these characters. Alas, too few slots.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

3man75

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #36 on: November 12, 2014, 09:47:48 pm »

GM is there a way we can recall some of these people once we've grown the tower enough? It'd be nice to have more apprentices to help with expansion and maintenance. You've done just such a good job making them kudos to you my good (wo)man! :33
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Weirdsound

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #37 on: November 12, 2014, 10:15:54 pm »

Just counted myself. IO's numbers  look right. 1st Turn Incoming.

GM is there a way we can recall some of these people once we've grown the tower enough? It'd be nice to have more apprentices to help with expansion and maintenance. You've done just such a good job making them kudos to you my good (wo)man! :33

I wouldn't rule it out.
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Detoxicated

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #38 on: November 12, 2014, 10:19:55 pm »

Nice I liked the frogwoman too. Wacky combination and I do like the wacky
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Weirdsound

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #39 on: November 13, 2014, 02:20:20 am »

Empress of Souls
Spoiler (click to show/hide)

Usually when an Archmage accepts the position of tower dean, it is a lonely task. You are expected to give up your own apprentices (wizardly protocol suggests that it is unfair for some, but not all, apprentices at a tower to study directly under the Archmage) travel to a new location with strange journeymen, and maintain distance from those under you. A Drider, however, is never lonely. Your Broodmother, and all six thousand of her offspring, were among the first of your kind to defect to the surface forces 18 years ago.

In the deeplands, Drider are second class citizens at best, feared for their power and exploited for their silk; The empire promises to flip the scales, and see to it that the eight limbed would rule the occupied depths. Your brood, however, has bigger ambitions than that, and fell in with the council of Overmages, intent on learning surface magic and becoming part of the surface ruling elite. Your mother is intent on challenging for the title of overmage within a few years, and regardless of weather she succeeds or dies, you stand to inherit the title of Broodmother. Already your siblings revere you, and your Ichortwin Emfangrin has arranged a small but highly skilled squadron of kin and Silk Troll, a race bred for eons to serve as unquestionably loyal henchmen and livestock to the Drider, to escort you to the tower and serve you as needed from there on out.

You are glad to have them; This mission is important to the brood. The surface folk might not yet trust your kind, but if become a notable tower dean before you even hold the title of broodmother - or living god to your family, and your mother becomes Overmage, you will hold much power regardless.


---

Evening comes, and you head to the Journyman quarters to meet your three new underlings. You find the three of them, Overmage Tonks, and one of your paperwork monkies all yelling furiously at one another. The poor pencil pusher seems to be getting the worst of it.

"Phil here botched the paperwork." Tonks explains in a tone that is both exasperated and rather pissed as you approach, "The Imperial Legion will be claiming the wizardly supplies of two of your three Journeymen for the front lines now!"

He shakes his head. "Looks like you got to pick a favorite fast... Can't say I envy that."

The Overmage then drags off the poor apprentice off to face some terrible punishment or another, leaving the three Journeymen to plead their cases to you.

"I have three osmosis chambers! Three!" Jorgen complains with a flick of his lithe tail. "Also five secure, comfy, and well decorated portable holding cells... But three osmosis chambers, you can't let the imperials just scoop that up, can you?"

You know osmosis chambers to be rather nifty tools, allowing for almost safe transfer of knowledge from one being to another. They tend to be a rather slow at copying over magic skills, and the council frowns upon such copy and pasted magery anyhow, but they are great for expanding one's pool of skilled laborers or competent fighters.

"Sod yer fecking brain chambers lad!" Roars the large Orc. You would have never pegged Archer for a coward based on that first impression. "I've got mage shovels, materialization frames, dirt reformers, and autopults! With my gear, we can expand on, improve upon, an' defend the tower and apprentice settlement!"

Archer's tools, you admit, would make for easy construction, digging, and siege warfare. You would almost feel bad about denying them to the front line. Almost.

"I have a full set of enchanted dwarven crafting stations and tools," clanks the living armor, "Carpentry, masonry, metalwork, bonecraft, glassblowing you name it. If you let me keep my gear, and get me the raw materials, my apprentices and myself can make you almost anything you might need."

Another solid choice. A great enchanter with the ability to produce high quality items to enchant is nothing to sneeze at.

You click your fangs. All the equipment is good, and the two Journeymen you let down on this matter may prove to be sore over it. This wont be an easy pick.

---

The journey is a long one. Each of the Journeymen have a good handful of apprentices, including many of your former students, and most of the apprentices have a family. You packed light on food, as you figured Emfangrin and his men could hunt. This proved to be correct, but you made the mistake of forgetting that this would take time. By the time your large party and train of wagons reaches Westward Tower, four and a half months have passed. Your new home sits on the dry slope of a mountain, overlooking a dry valley. You are met at the gates by a small squad of imperial soldiers guarding a young looking human dignitary.

The well dressed man approaches you a bit hesitantly. "Greetings, I am Dravidian Greystall, and am your liason to the local imperial military. General Frevious wishes nothing to do with you, I'm afraid, and has asked that you field any proposition or request that you would like him to reject through me. I am stationed at Highpoint Camp, Half an hour's ride uphill from here."

He then pulls out a scroll and places it in your hand. "The general has approved two possible locations for your employees to establish a village. Personally, I think he has you screwed either way..."

You break open the seal, look at the proposed sites, and can't help but laugh at the general's pitiful attempt to screw you. The first approved village location sits on clearly barren soil, which you don't see as that much of a problem; Your brother and his men can sustain the population via hunting until you can establish some magical or mercantile means of bringing food in. The other site is in a slot canyon, and although the soil there is a bit rocky, a stream runs through making some agriculture possible. You suppose the element the general expects you to fear is a small opening to the cavern system, which the scroll notes you would be responsible for defending; You know, however, that if the Imperials thought it to be a real risk, they would have set up their own camp there. What was clearly intended to be a toxic choice is merely a simple selection between two reasonable options.

Furthermore the choice is not a rushed one; You are sure the wagon train can stand camping out for a few extra nights if need be. Leaving the imperial, you take your brother and your journeymen inside to quickly scope the tower. There are seven above ground levels, an easily accessible roof, and at least two basement floors. Each floor is large enough to provide living space, teaching space, and work space for a wizard, as well as storage for his or her equipment. The tower is pretty thoroughly looted, but you find an old and rather worn looking catapult on the roof that none of the deep forces had bothered to disassemble and remove, and some drow or drider had set up an altar for blood sacrifice to the Prime Balrog on the third level. On the second and lowest accessible basement level, there is a door sealed off by powerful runes, and going off what you know of the layout, you suspect that stairs are behind it. Rivialia informs you that she could break the seal given time, which prompts both Archer and Emfangrin to each warn that the seal could by meant to hold something nasty in.

You briefly close your eyes, and ponder exactly how you want to organize things around here...

Westward Tower:
Spoiler (click to show/hide)

Other Assets:
Spoiler (click to show/hide)

The World:
Spoiler (click to show/hide)
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Harbingerjm

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #40 on: November 13, 2014, 02:50:26 am »

What are the values of the gear? The Osmosis Chambers and the Enchanting chambers seem like the most useful, though the Osmosis Chambers and the Tectonic gear might be the most useful early on, depending on the speed the Enchanting stuff works with and the value of the materials needed. That said, the Enchanting stuff might make it possible to replace the other two sets cheaply...

The opening in the slot canyon isn't really a problem; it shouldn't be too hard to block up, or failing that to trap the hell out of (experimentation subjects ho!). However, while digging into the walls seems like an interesting choice, being at the bottom of a canyon people can drop things into is generally not the best defensive position...
The attractiveness of the other site is questionable, given we don't know anything about it.

Also, I would say we should take the floor second from the top for now. We might later relocate downwards, once we get the basements cleared out.
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IronyOwl

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #41 on: November 13, 2014, 03:13:55 am »

Steel-Silk can be woven directly into steel quality weapons or armor.
Hahahahaha oh man we are going to have the most fabulous shock troops.


So.

Osmosis Chambers. Perfect for expanding the martial skill of our inevitable army of undead, abominations, and/or normal soldiers.
Building Tools. Perfect for building the settlement we'll need, as well as expanding the tower.
Crafting Tools. Perfect for anything else we could possibly need.

This is a really, really tough decision. I think I'm leaning towards the crafting stations, though. The osmosis chambers we won't be in a position to exploit for a while, and the building tools we can replicate with effort and not particularly needing nice accommodations. Also, ideally, maybe replacing wholesale with mushrooms, eventually.

The crafting tools sound relatively unique, though, and as mentioned they'll give Clanky there something to work with. They could probably stand in for the construction tools somewhat, and maybe compensate a bit for rough or slow construction via having nice amenities.


For tower organization, I approve of taking the second-highest room ourselves. Leaving room for defense stuff is good, and we're such a good climber that we might as well be high up. First floor guardian we'll have to work on, hohohohoho. Or just stuff Platemail down there, but I'd still rather warp ourselves an abomination at some point.


For settlement placement... I dunno. I'm a little tempted to do barren soil just for the space, but canyon city sounds pretty awesome, and a harmless hole to the caverns sounds like a fine opportunity to me. Running water is good as well.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Taricus

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #42 on: November 13, 2014, 03:36:39 am »

Hmm... In this case, I think it would be best to ask if the enchanting equipment is able to replicate the tools the other journeymen brought. If so, we'd be best served by bringing that along.

Now, for settlement location, I'd actually prefer around the base of the tower. But there's not much chance of that happening, and given the general arid terrain, I'm more looking towards the canyon. If we can set up the town further up the stream or at the spring where it flows from, that would be optimal.
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Grek

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #43 on: November 13, 2014, 03:49:46 am »

What's our priority here?

Option One: Don't Piss Anyone Off
We settle at Site A in order to please Archer. We retain the Osmosis Chamber to please Jorgen. Rivialia is put in charge of establishing a silk industry (our trio of Ego Magic Apprentices will transfer our weaving talents into some humans) while we, Archer and this very skillful orcish apprentice put together a wall raising spell. Jorgen goes on a good will mission into town. Ideally, we avoid showing favouritism to any apprentice in particular.

Option Two: Cash Money
We keep the Enchanted Tools. Archer is put in charge of surveying the area for material resources to feed into the masonry, metalwork and glassblowing equipment. Rivialia gets enchanting as fast as possible. Jorgen is sent to negotiate trade with Glimersands so that we can start importing food, raw materials and potions. Ideally, we buy our way to prosperity.

Option Three: Overnight City
We're a magical theorist. We have access to specialist mages in Minds, Rocks and Enchantment. We personally are skilled at Life and Soul magic. Obviously, we're going to use these skills to combine our apprentice's knowledge and create some sort of giant mushroom tower filled with golems and mutants and giant spiders weaving webs from the fungal stalks erupting from our tower. The Earthworks equipment will come in handy here, either expanding the canyon or digging down into the water table at the barrens site.

Option Four: Giant Chitinous Bird Flipping
We're an archmage, we do what we want. And in this case, what we want is for these imperial scumbags to stop bothering us and to stop trying to steal our stuff. When the imperials show up to demand our apprentice's equipment, we tell them to get lost. If they keep pestering us, we feed them to the giant monster we built using our biomancy, necromancy, and soul magic powers. Note: this is very undiplomatic and will probably get us killed.
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Ambidextrous

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Re: (TSG) Reclaim a Wizard's Tower!
« Reply #44 on: November 13, 2014, 04:27:19 am »

PTW
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