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Author Topic: The Expedition Arcane [ded]  (Read 44464 times)

Nirur Torir

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #285 on: February 03, 2016, 09:07:55 pm »

((At least I'll be dry, either way, right? Totally worth it.))
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spümpkin

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #286 on: February 03, 2016, 09:08:31 pm »

((Yeap, dry corpses make the best skeletons, as they say!))
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Quote from: Sergarr
When in doubt, use puns.
Quote from: Calidovi
in our own special way we are all shitpost
each day, when the sun shines and greets us with a smile, at least one of us finds that inner strength to spout bullshit on a forum revolving around the systemized slaughter of midgets
dont call me a shitposter, call me a spirit one with the shitpost atman
Quote from: Descan
that's pretty gay

piratejoe

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #287 on: February 03, 2016, 10:23:45 pm »

((Yeap, dry corpses make the best skeletons, as they say!))
((Or the best kebab meat!))
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Demonic Spoon

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #288 on: February 05, 2016, 12:30:03 am »

Conceptual heal spells are the best. I don't think I have any, but there's no harm in trying, right?

Minor Action: Try to heal myself of being wet before sleeping at nights.
Even if this works, which I doubt, typical heal spells are a once off effect that don't stop you from re-acquiring the injury. So you'll just get wet again from the rain.
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piratejoe

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #289 on: February 05, 2016, 02:10:10 am »

Conceptual heal spells are the best. I don't think I have any, but there's no harm in trying, right?

Minor Action: Try to heal myself of being wet before sleeping at nights.
Even if this works, which I doubt, typical heal spells are a once off effect that don't stop you from re-acquiring the injury. So you'll just get wet again from the rain.
((next turn''First Death: Unforgettably Tragic
two turns from now''Fifth Death: Unavoidable Consequences
five turns from now''Fifteenth Death: Acceptable Losses
twenty two turns from now''Fiftieth Death: Necessary Sacrifices))
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

IronyOwl

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #290 on: February 05, 2016, 05:21:28 am »

((Sorry about the delay. I'll attempt to properly resolve everything "soon."))
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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.

Demonic Spoon

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #291 on: February 05, 2016, 05:26:01 am »

[Warding intensifies]
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piratejoe

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #292 on: February 05, 2016, 12:51:37 pm »

[Warding intensifies]

You asked for it,you know you did.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Nirur Torir

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #293 on: February 05, 2016, 03:28:58 pm »

Even if this works, which I doubt, typical heal spells are a once off effect that don't stop you from re-acquiring the injury. So you'll just get wet again from the rain.
((Given the choice between being dry and sleeping in a damp tent and being soaking wet and sleeping in a damp tent ... Well, it's worth a try!))
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piratejoe

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #294 on: February 06, 2016, 04:25:26 pm »

*poke*
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

IronyOwl

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Re: The Expedition Arcane [Turn 0: Democracy]
« Reply #295 on: February 07, 2016, 01:02:23 am »

Turn 1: Hard Core


Quote from: Gruelfist
Organize the lumberjacks in producing lumber, ideally from around the hill rather than atop it except for immediate construction sites
Oganize the carpenters in producing houses in accordance with the architect's designs
[6, Poor] The lumberjacks produce some rough wood. Actually, they produce kind of a lot of rough wood; apparently their spirits have been raised by something. On the other hand, they're now refusing to work without regular access to it.

[1, FAIL!] So, interesting thing. Turns out the hill is not one hundred percent stable. In fact, turns out it's pretty segmented, under all the mud and trees. So the construction efforts go pretty well up until half the hill slides off, taking the currently built houses with it and revealing some peculiar geology. Nobody is hurt seriously enough to record that anybody has been hurt, but the project is listed as "delayed."

+38 Local Wood
-30 Imported Wood
Gruelfist: +4 Leadership
Carpenters: +4 Carpentry
20 Carpenters are now +2 Apprentice!

Quote from: Blacktongue
Micromanage the architect to ensure he produces a design of appropriate grace and dryness
Manage those filthy farmers in setting up cropland down the hill
[18, Bonus] Blacktongue's genius shines through the humble vessel of a trained architect, producing an elegant-looking shack on stilts. Specifically, the cylindrical shack sits atop a cylindrical cage, keeping it sturdy but well above water, while several layers of overlapping shingles ensure nothing drips through the roof. The door is located on the underside, where the cage can be climbed to enter or descend. The design uses a bit more wood than a normal structure of its size, but for the closest anyone is going to get to dry around here, isn't that a small price to pay?

[6, Poor] Under Blacktongue's acid leadership, the peasants manage to set up some dreary farmland. Some of it avoids being crushed when the hill slides over it.

New Design: Scale Hut
Blacktongue: +2 Leadership
Architect: +2 Architecture

Quote from: Bollwheel
Lead the hunters on a grand hunt!
Organize the soldiers into proper patrols and stations
[2, Malus] The hunter expeditions go well, which is to say miserably, until they manage to find and enrage a giant fungal abomination.

-COMBAT-

Hunter Squad, Bollwheel Leader, Sjig Assistance
20/20 HP
3 Att
3 Def

Fungal Abomination
3/3 HP
5 Att
3 Def

Abomination attacks: Failure!
Hunters attack: Success! Abomination takes 1 damage
Abomination attacks: Success! Hunters take 1 damage
Hunters attack: Failure!
Abomination attacks: Success! Hunters take 1 damage
Hunters attack: Success! Abomination takes 1 damage

Abomination flees: Failure!
Hunters pursue: Success!
Hunters attack: Failure!

Abomination flees: Success!

[9, Poor] Bollwheel organizes the soldiers into reluctant patrol points and gathering areas.

Bollwheel: +2 Leadership
Hunters: +2 Hunting
Bollwheel, Hunters, Sjig: +2 Toughness, Relevant Combat Skill


Omuz tugs thoughtfully at his beard as he surveys the camp, tiny silver beardbells ringing as they shake around. Gnawing on a slice of purring maggot cheese, he muses that he really should get some alchohol. His liver reserve was starting to run out and he was getting dangerously close to being sober. Can't believe I forgot to pack any.

Minor Action: Set up a forge slash workshop space.
Minor Action: The Flesh golems are starting to get on my nerves, staring at me through the tentcloth when I try to sleep. Kick them into the pit.
Major Action: Large coppers poles covered in iron runes crackle with power as Omuz slowly places them around the pit, attempting to make a ward that'll keep some of the weaker monsters from leaving the pit. Attempt to get some soldiers assigned to guard me during the warding.
Major Action: Even Omuz struggles to move the hulking wooden blocks into the correct warding configuration, planning to shield the entire settlement from rain. It had been days since he was last properly dry. He feared some of his clothes might start to rot soon. Wooden blocks procured from lumberjacks. Try to get a single channeler to help me with the work.
Minor Action: Try to get some booze.

((The flesh golems were always just a minor plot device for not needing to carry my luggage myself. Time to get rid of them before they can make a mess.))
[16, Good] There's a faint crackle in the air as your ward comes to life. Nothing explodes, which is a relief, and your examinations suggest that it's stable. There is now a 6 Strength Ward over the chasm, resisting weaker entities from traversing its threshold. The flexible design does mean that it's possible for them to wriggle through, but cuts down on the breaches that do occur tearing the ward apart entirely.

Then your magnum opus begins, hopefully because it'll be so useful and not because it'll be your final work. You provide 6 units of ward to the attempt, another 12 come from the "elf," depressed girl, rat-thing, and one of the dwarves, and a final 9 from the Channelers. 27 is a big number, right? Speaking of which, you nab some wood blocks from the lumberjacks to serve as a base.

[18, Bonus] Your progress on the ward is plagued by tenuous connections, which you're forced to address by dragging the wooden blocks closer and closer together. By the time you have a coherent ward, it's covering an amount of space roughly equal to 24 cubes each the size of a small room.

It's then that you suffer a second setback- the wood blocks aren't conductive enough to hold an enchantment strong enough for this kind of downpour. Fortunately, an ingenious solution occurs to you, and soon your ward is soft enough to let some rain through without straining or being destroyed.

The downside, of course, is that it's not dry inside, just less wet. The upside is that a flexible ward should hold even if the weather gets even worse somehow. And in the land of the blind, the one-eyed man is king; it doesn't take long for everyone to attempt to cram their tents into this new, vaguely dryer space.

+2 Warding
6-Str Ward over pit
24-unit rain-lessening ward over settlement
-24 Imported Wood


((Depends on how you phrase it. Right now it's sort of ambiguous how the ward is supposed to work or where it's located. :3))

((Demonic spoon plz))

"Heheheheheh yes! Certainly I shall be assured that such an awful thing will never be the result of my actions and could only possibly be caused by the failure of subordinates! I shall gather the channelers quickly and smoothly and unstoppably!"


Gather the rest of the channelers for the warding action. Tell them Grulfist gave us permission for their use if any disobey, and then take them to join in the major action of starting to put up the wards!

As it became apparent that he wasn't going to get his pits for at least another week or two at the least, Sjig-Nak had to revise their plans for what to do with the rest of their time. Deciding that although capturing and holding live beasts for experimentation was impossible, gathering their corpses for raw materials and autopsies would still be a productive use of their time. And any uninteresting beasts the settlement could use as rations! To that end Sjig started joining with the hunters whenever a group would go out. Sjig would blast with dark magics at beasts, and Nak would wield his man catcher against any that were hostile to hold them in place until Sjig could blast them. Sjig would try to kill them with minimal damage to their flesh, although that wasn't exactly a priority. Any particularly interesting remains Sjig-Nak would keep for later use, but most he'd ether "donate" to whomever was in charge of feeding the people of this place or be consumed by Nak. - Major action.

If possible, I'd also like to know if on these trips Sjig-nak finds anything else of interest in the jungle, on the other hand perhaps scouting or herbology needs to be part of a different major action then hunter.

((Also a question I should have perhaps thought of ealier, but didn't. Are Nak Snacks a limited use item, or do they sorta, represent the strength and agility Nak can bring to bear when he's awake, and the danger represented if I ever end up without food?))

((Annnd that's it for my major actions this go. I'm still up for minor actions if anyone is stupid enough to think Sjig could be helpful in any way to what they want to do.))
Your efforts on the ward go relatively well.

[9, Poor] You encounter a giant fungal abomination on your journeys. You blast it with slightly off-center black lightning, but it's big even by Nak standards.

+2 Channeling
+2 Black Magic from combat


For those who aren't in the know, Favored Souls don't have Knowledge (Religion) as a class skill, which likely explains Miya's cluelessness.

Continue eating happiness until my affinities shift. Make the soldiers happy by singing happy songs to them. Infuse some rope with raw Happiness, and make a leash out of the resulting substance. Capture a beast from the pit with my new Happy Leash, and put it in an appropriate area (likely Sjig-Nak's pen area). Study the beast if I can.
[3, Malus] You spend all week eating happiness from that orb, and now feel sick. Apparently eating the emanations directly didn't quite produce the desired effect, leaving you with Mind Affectation rather than Happiness.

[7, Poor] You sing "Why Isn't It Dry" by the famed bard... you forget who. Anyway, the soldiers don't like it. Well, some of them do, but in that grim sort of "It's funny because I hate everything" kind of way.

[11, Good] You pour a bit of... "Happiness" into making a leash. Without the benefits of proper time and equipment, it doesn't look like a very stable leash, but no matter! You have business to attend to!

[6, Poor] It begins well enough. You jump into a giant pit full of monsters, slip, and tumble a bit further than intended. Then the panic sets in as you realize you can't see, but whatever's down here probably can. Your "Happy" Leash doesn't help at all, glowing a flickering blue that's bright enough to ruin your night vision but not bright enough to illuminate anything you're not holding it right up against.

Ultimately, discretion becomes the better part of valor, and you end up scrabbling back up the pit after a few disconcerting noises echo from somewhere nearby. You attempt to fish things out with your rope a few times, and clamber down a few more times, but fail to find anything that doesn't send you back up the wall in a panicked frenzy.

+6 Mind Affectation Essence
+2 Alchemy


.....she sags and instead redirects it
use holy magic to enhance his ward.
Miya goes to help make the lumberjacks happier robes over her shoulder after hearing if blacktongue has a responce  using the orb of happiness and encouraging them.
"Well, at least you have less abysmal than possible taste."

Your warding efforts go well.

[2, Malus] Your efforts at making the lumberjacks happy succeed, but appear to have addicted them. You didn't think the magic was addictive, so maybe they're just really desperate?

Either way, production is increased, but they're refusing to work without more happy times.

+2 Channeling
+2 Charm Magic


Malacent spent some time trying to figure out what to do while Ano played the banjo by his side. In one hand, he wanted to experiment, while on the other he was positively sure violence awaited him down the line if anything went wrong inside Blacktongue's houseship. So in the end he decided to go with the option that allowed him to continue ingratiated to the gorgon for the longest possible period of time. "I'm a GENIUS!"

Major: Go to the camp's outskirts to experiment on the piece of overloaded windrain ward. First, see if I can keep it going by channeling magic into it. If that worked, then use Sculpting to try and separate the wind and water apart. Discern whether it's just rainwater being spun around or if it is part of the spell now.
Major: In case the ward hasn't exploded, try to revert it to the former protective shell configuration; in case it has and the other guys' rain ward is set up, help them expand with Sculpting and Channeling; in case there's no ward set up, try to train Sculpting by creating shapes out of pure energy from Channeling.


((Not much I can do without a source of magic to work with. Should probably fix that soon.))
You find that you can indeed channel magic into it to keep it going, but note that without the requisite skill at that particular type of magic it tends to degrade the effect.

[3, Malus] Turns out the two are rather well-combined, as attempting to separate them indeed blows up the ward. Fortunately it's a small bit of rain and wind, so this mainly just hurls water into your face at high speed. Which would also get you wet if you could tell the difference out here.

[17, Bonus] With the ward set up, you decide to gently massage it around until it's a bit bigger, like one would with an unbaked pizza crust. Despite the ward's tenuous nature and need to remain anchored to its blocks, you manage to expand it into having a "lip" over its normal edges, like the cap of a mushroom.

+2 Sculpting
+2 Sculpting



Whelp, I'd best start following the soldiers around, I am one of the few people that can put them back in one piece again after all... and if they aren't doing battle, I could pick up some tips on killing things!
[19, Bonus] The soldiers are not very nice people, from what you can gather. Much of their time is spent discussing the best ways to, and you quote, "fucking shiv a motherfucker." They're very explicit and you feel you gain a lot from hanging around them.

[20, CRIT!] In fact, one of them tries to demonstrate the exact manner in which one might fucking shiv a motherfucker and then take said motherfucker's stuff. Said fellow apparently underestimates how often your own bony creations have attempted to strangle the life out of your soft, delectable neck, and you flip her on the ground and carve her up nice and slow while slowly reanimating her as she slowly dies.

Long story short, one of the soldiers is now a little eccentric and nobody, and I mean nobody, from the soldier corp fails to salute you as you walk by.

+2 Spears
Now Dabbling Spearogre
+4 Intimidation
Now Dabbling Intimidator
Now Novice Intimidator

Now Soldier Godfather

"Damm it, this rain is starting to annoy me..."
I Climb into Franken beholder's mouth to see if it is dryer in there... there is no way this Could Go Wrong, right?
[2, Malus] Oh gods, the smell. You knew some parts of it were more stable than others, but you didn't think you had a... patch so close to the mouth. Oh its everywhere, and appears to be rain resistant. At least the tents have informed you that ain't good enough.


After hiding with his thoughts for half a day, Mongo rallies and commandeers the efforts of a handful of laborers.

"You three, I need a circle of tents set-up over this way ... Yes, you! Do you want the infirmary exposed to the rain? I can't heal like this. Ah- You, there! Find where the medical supplies are hidden.

Hurry it up. Someone has already managed to hurt themselves, I'm sure of it."


Minor: With the help of a few non-lumberjack laborers, set-up eight tents in a circle; declare it to be the infirmary, and get medical supplies sorted out. (My own tent will be very closed to the infirmary).
Major: Wait at the infirmary for the inevitable flood of casualties.
Major: Help with the anti-rain ward as a channeler.

You knew it. You called it! Halfway through the week SURPRISE OF SURPRISES a hill collapses and the jungle tries to eat everyone. Also somebody stumbles in half-zombified or something, you're not even sure what happened there.

[19, Bonus] With your peerless powers of elfery and foresight, you not only heal the inevitable stream of broken limbs, gashed torsos, and necrotic overdoses that stumble into your ring of tents, you reassure your patients that somebody knows what they're doing and is there to assist when they inevitable get torn in half by a living mountain. Morale in the camp is slightly boosted rather than reduced.

Your work on the ward goes well.

+2 Healing
+2 Channeling

Conceptual heal spells are the best. I don't think I have any, but there's no harm in trying, right?

Minor Action: Try to heal myself of being wet before sleeping at nights.
[17, Bonus] You feel very silly, but reason that sometimes the universe is very silly as well. Now does not appear to be one of those times, sadly, and your healing remains ineffective against conceptual wounds. Though in retrospect, if it weren't you probably wouldn't be so poor.


Quote from: Aut0-Ulfric
Process Lumber
Aid Ward
[14, Good] You shape some of the lumber into shapes more conducive to house-building. The result is an increase in efficiency, which is unfortunately lost when everything collapses into a heap at the bottom of half a hill.

But it was a nice gesture.

Progress on the ward goes smoothly.

+2 Channeling


Spoiler: Players (click to show/hide)
Spoiler: Colony (click to show/hide)
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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.

AbstractTraitorHero

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Re: The Expedition Arcane [Turn 1: Hard Core]
« Reply #296 on: February 07, 2016, 01:22:39 am »

Attempt to use holy magic to cure them of this addiction if it dosent work take them to the medical tent also go to the soldiers barracks and say this.
U-um soldiers would you um..mind helping me with something.

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((I just facepalmed so hard I have a concussion))
Rip Abigail South Death by Drop pod my avatar is now morbid.

Demonic Spoon

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Re: The Expedition Arcane [Turn 1: Hard Core]
« Reply #297 on: February 07, 2016, 01:47:25 am »

Major Action: Inlay tin ingots into the wooden blocks of the rainward, attempting to improve its stability.
Major Action: Carve additional runes of power into the rainward, attempting to improve its effectiveness.

Minor Action: Try to get access to higher quality booze.
Minor Action: Befriend channelers
Minor Action: Make copper wire, get the blacksmiths to help if they're not doing anything else.
« Last Edit: February 13, 2016, 01:21:09 am by Demonic Spoon »
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AbstractTraitorHero

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Re: The Expedition Arcane [Turn 1: Hard Core]
« Reply #298 on: February 07, 2016, 01:49:53 am »

((Npc channelers or player channelers as well?))
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((I just facepalmed so hard I have a concussion))
Rip Abigail South Death by Drop pod my avatar is now morbid.

Demonic Spoon

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Re: The Expedition Arcane [Turn 1: Hard Core]
« Reply #299 on: February 07, 2016, 01:50:40 am »

((Npc channelers or player channelers as well?))
NPC channelers.

EDIT: Ironyowl, do we possess knowledge of concrete? Guessing yes, but wanted to confirm.
« Last Edit: February 07, 2016, 03:48:19 am by Demonic Spoon »
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