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Author Topic: The Great Tower: A Dungeon Adventure  (Read 40323 times)

Ottofar

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Re: The Great Tower: A Dungeon Adventure
« Reply #75 on: March 08, 2010, 01:57:39 pm »

>Return to the elf, and ask if we can keep the better sword. If not, just hand it over. Also, be impatient about learning.

tombthedwarf

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Re: The Great Tower: A Dungeon Adventure
« Reply #76 on: March 08, 2010, 03:33:50 pm »

>belt sword, return to elf and begin to barter about what the reward for the sword will be; if the magicks are not powerful or useful enough then keep the sword and kill the elf (then steal his crap and dog)
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Must... eat... demon raaaaaaat! ARGLEBARGLEBARGLEBARGLE *CRASH* OMNOMNOMNOMNOM.

Tastes like... SAAAATAAAAAAAN!

Ottofar

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Re: The Great Tower: A Dungeon Adventure
« Reply #77 on: March 09, 2010, 03:13:52 pm »

>belt sword, return to elf and begin to barter about what the reward for the sword will be; if the magicks are not powerful or useful enough then keep the sword and kill the elf (then steal his crap and dog)


Dont kill the elf. Bad things will (probably) happen. What if he could foresee things?

(I have a feeling the magic is similar to D. Eddings' Belgariad, the sword retrieving somehow brought to my  mind the part about training of Belgarath. I probably am wrong though.)

Edit was to close brackets... :P
« Last Edit: March 10, 2010, 01:54:50 pm by Ottofar »
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lordnincompoop

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Re: The Great Tower: A Dungeon Adventure
« Reply #78 on: March 11, 2010, 06:40:50 am »

> Return with the sword.

You pick the sword up from the ground. It feels strangely light, and seems to respond to your movements, helping you swing and hit. You are envious of the elf for having such a good sword.
You return to te elf's small camp, and present him the sword. He smiles, and says,
"Good. You did it with some sense, and went over the ice instead of trying to swim it or use 'tellykinasus'. Keep the sword, by the way. It's not mine. So, on to the magic."
He begins teaching you magic.

Spoiler: Magic System (click to show/hide)

>Choose 4 from Level 1 and 3 from Level 2.
>
>Glyphs - Level 1:
>-Glyph of Fire
>-Glyph of Life
>-Glyph of Water
>-Glyph of Air
>-Glyph of Earth
>-Glyph of Light
>-Glyph of Projectiles
>-Glyph of Balls
>-Glyph of Blocks
>
>Glyphs - Level 2:
>-Glyph of Shields
>-Glyph of Expansion
>-Glyph of Duplication
>-Glyph of Heat
>-Glyph of Cold
>-Glyph of Void
>-Glyph of Speed
>-Glyph of Sonic
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Acanthus117

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Re: The Great Tower: A Dungeon Adventure
« Reply #79 on: March 11, 2010, 06:52:55 am »

Arrite,

>-Glyph of Fire
>-Glyph of Life
>-Glyph of Projectiles
>-Glyph of Balls

Level 2:
>-Glyph of Shields
>-Glyph of Void
>-Glyph of Expansion

If we pick this, we can make a fireball that expands on impact.
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YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

100killer9

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Re: The Great Tower: A Dungeon Adventure
« Reply #80 on: March 11, 2010, 07:14:40 am »

Fire
light
projectiles
blocks

shields
heat
expansion

Wouldn't this give us a laser?
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Ladders are absolutely essential for one reason and one reason only:

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Acanthus117

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Re: The Great Tower: A Dungeon Adventure
« Reply #81 on: March 11, 2010, 07:28:12 am »

Nah, it would give us exploding blocks.
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YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Faden

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Re: The Great Tower: A Dungeon Adventure
« Reply #82 on: March 11, 2010, 10:24:44 am »

Fire
Life
Projectile
Ball

Shields
Expansion
Duplication

Multiple fireballs!

lordnincompoop

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Re: The Great Tower: A Dungeon Adventure
« Reply #83 on: March 12, 2010, 04:25:46 am »

> Chosen glyphs

After a few days of teaching, you now know how to cast spells. You are excited, and you are eager to use them. Levelup!


Status:
> You are happy and satisfied with your efforts.
> You are full.
> You are not thirsty.
> You feel excited and empowered.
> You have suffered no blood loss (5600/5600).
> Weapon: Slightly Rusted Iron Longsword (-2)
> Armour: Leather
> Rations: Full (10)
> Water: Full (10)
> Skills: Long Swords (4), Speech (1) (131/200xp), Pickpocket (0), Athletics (0), Culture Knowledge: Dwarf Fortresses (0), Geology (0), Psychology (0) (94/100xp), Magic: Glyphs (1)

Glyphs:
>L1
>Glyph of Fire
>Glyph of Life
>Glyph of Projectiles
>Glyph of Balls
>L2
>Glyph of Shields
>Glyph of Void
>Glyph of Expansion


Inventory:
> Apples (15)
> Leaves (20)
> Pretty Flowers (6)
> Green, Vinegar-y Globs (12)
> Interesting Rock
> Shiny Rock
> White Rock
> Ornate Silverite Longsword (+8 to attack rolls) (+5 to defence rolls) (+3)


What do you do?
« Last Edit: March 12, 2010, 05:19:53 am by lordnincompoop »
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Acanthus117

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Re: The Great Tower: A Dungeon Adventure
« Reply #84 on: March 12, 2010, 05:04:53 am »

what about our shiny sword??

switch out rusty sword, ask elf what glyph of void does. does it make voids, or does it represent death?
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

lordnincompoop

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Re: The Great Tower: A Dungeon Adventure
« Reply #85 on: March 12, 2010, 05:17:35 am »

what about our shiny sword??[/b]

switch out rusty sword, ask elf what glyph of void does. does it make voids, or does it represent death?
Oh, right. Retcon'd.
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lordnincompoop

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Re: The Great Tower: A Dungeon Adventure
« Reply #86 on: March 12, 2010, 05:25:39 am »

> Switch out rusty sword for shiny sword, ask elf what glyph of void does.

You switch out the sword and ask. The elf says, "It is hard to describe. It is best to use it to know what it is. It does not, however, represent death. There is another glyph for that."


Status:
> You are happy and satisfied with your efforts.
> You are full.
> You are not thirsty.
> You feel excited and empowered.
> You have suffered no blood loss (5600/5600).
> Weapon: Ornate Silverite Longsword (+8 to attack rolls) (+5 to defence rolls) (+3)
> Armour: Leather
> Rations: Full (10)
> Water: Full (10)
> Skills: Long Swords (4), Speech (1) (131/200xp), Pickpocket (0), Athletics (0), Culture Knowledge: Dwarf Fortresses (0), Geology (0), Psychology (0) (94/100xp), Magic: Glyphs (1)

Glyphs:
>L1
>Glyph of Fire
>Glyph of Life
>Glyph of Projectiles
>Glyph of Balls
>L2
>Glyph of Shields
>Glyph of Void
>Glyph of Expansion


Inventory:
> Apples (15)
> Leaves (20)
> Pretty Flowers (6)
> Green, Vinegar-y Globs (12)
> Interesting Rock
> Shiny Rock
> White Rock
> Slightly Rusted Iron Longsword (-2)


What do you do?
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Armok

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Re: The Great Tower: A Dungeon Adventure
« Reply #87 on: March 12, 2010, 07:12:32 am »

Test  projectile+life on one stone tree and projectile+life on another, then attempt projectile+life+void+balls on a third.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Acanthus117

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Re: The Great Tower: A Dungeon Adventure
« Reply #88 on: March 12, 2010, 07:17:21 am »

let's go with Armok. We might make the trees live again! ;D
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YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Ottofar

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Re: The Great Tower: A Dungeon Adventure
« Reply #89 on: March 12, 2010, 07:47:10 am »

Void+Ball+Shields+Expansion. That could possibly do a ball of nothing, surrounded by shields, and when the shields shatter, air will move to fill the void, creating wind?
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