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Author Topic: Arcanum Octet II: Forbidden Lore [Turn 81]  (Read 230518 times)

kilakan

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Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
« Reply #690 on: July 11, 2010, 04:47:17 pm »

Heal would be helpful... as long as my hand doesn't fall off :D
Search the camp for work and quests, look for a supply depot while I'm looking.
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Cheddarius

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Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
« Reply #691 on: July 11, 2010, 04:57:35 pm »

Helpful, or necessary?

EDIT: Bah whatever. I'm sure next turn will be fine.

Try to invent a spell that will heal people ahead of time. So that if someone's healthy, I can cast the spell on them, and later when schle gets hurt schle will automatically be healed. Also, if someone's lightly wounded but I use the spell on schlim, and it goes well, the "extra" healing will be saved.
Order my golem to practice with is voulge.
« Last Edit: July 11, 2010, 05:01:09 pm by Cheddarius »
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RandomNumberGenerator

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #692 on: July 12, 2010, 10:32:17 am »

I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long. I'd do something useful, but I have Greater Plans.

They do not yet at this time involve creating a spell that inflicts massive damage at the cost of my own life. Such a thing would be useless until we meet an overly powerful enemy.

Using my knowledge of Lifetap and Joint Enmity, I attempt to create a spell that is a combination reverse-Lifetap and Joint Enmity. That is, I want to drain their essence and send it somewhere else (A skeleton or other minion [bad idea], a random animal [Fun bad idea], a piece of jewelry [handy yet boring], or perhaps a greatly esteemed colleague [just kidding. Mostly.]).
You try to find a way to redirect the energy focus of Joint Enmity from your own soul to another soul (4+2) and determine that such an act should indeed be possible. (Luck 2) You don't seem to be able to grasp how to do it at this time however. Maybe if you had a better grasp of necromancy...

+1 to Necromancy

or perhaps a greatly esteemed colleague [just kidding. Mostly.]).[/b]
Make sure it's a totally random colleague.

I try to fix the rune link on my amulet. If this is impossible I'll... read more of the evil book of evil.(I'm surprised the guards haven't started questioning me yet...)
You try to fix the link on your amulet (4+2) and reactivate the runes, (Luck 3) but end up negating the rune of energy. Still, the rune of warding now seems to be functional.

+2 to Runecrafting

Check refuge for loose items that people don't need, and we can take freely. Hopefully, said items will be somewhat useful.
You begin scouring the refuge. (5) You find several valuable items, (Luck 1) however  they all seem to be the cherished possessions of those who fled their homes in the face of the demon invasion. You would feel bad taking them... that, and turning the only known group of non-demons in this area against you might be a bad idea.

Attempt to learn Lifetap and Joint Enmity while watching Nirur Torir experiments.
Stone Spirit will heal Aarchan.


Also, seeing as there is almost nothing here I vote for us to continue walking. Unless someone stumble upon a fine treasure in the form of loot or enemies. Or both.
You study Nirur as he works on his spells, (1) but completely fail to grasp any of the mechanics. (Luck 4) You do manage to not hurt yourself when trying to cast a spell, however.

Go around the camp, searching for a dude who's good at fighting. If I find one, ask that person if he/she/it can help me with dem fightans.
You wander among the refugees, searching for some sort of skilled soldier. (3) You find an old mercenary from wars when humans still fought each other, (Luck 5) who takes a liking to you and teaches you a few dirty tricks.

+2 to Swords


I'll unequip my current armour (Which could be useful in some devious situations, trap armour) and search for some new armour.

You hastily remove your armor and search for something else. (5) You find some iron scalemail, (Luck 2) but it is badly damaged and currently unwearable.

Heal would be helpful... as long as my hand doesn't fall off :D
Search the camp for work and quests, look for a supply depot while I'm looking.
You wander the camp looking for work, (3) but there isn't much to be found. It seems most of the refugees are just trying to survive until another expedition heads for Almar's Keep. (Luck 5) You do find a priest of Myou who heals your hand while warning you to stay away from the weeds.

Helpful, or necessary?

EDIT: Bah whatever. I'm sure next turn will be fine.

Try to invent a spell that will heal people ahead of time. So that if someone's healthy, I can cast the spell on them, and later when schle gets hurt schle will automatically be healed. Also, if someone's lightly wounded but I use the spell on schlim, and it goes well, the "extra" healing will be saved.
Order my golem to practice with is voulge.
You attempt to devise a latent healing effect, (5+3) and begin making a delayed healing spell. (Luck 6) You create a conversion effect that draws from the user's physical strength to heal their wounds. It will heal them, but make them temporarily weaker as well.

+3 to Healing
New Spell: Conjugation


Kin's spirit notices that Aarchan is already healed, and continues helping the refugees.
Cheddarius' golem continues practicing (4) and does fairly well, (Luck 6) but swings the volgue so wildly that he almost takes someone's head off and is kicked out of the refuge. 
+2 to Axes



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Huh. Nobody got a good roll that turn. Nobody really got a bad roll either, but still... That was a very unproductive turn. Oh, and before I forget:

Nirur talks to the refugees about the surrounding area, specifically Kicen's Tower. They tell him that Kicen was the mage who opened the gates of hell and let the demons enter the world, and is rightfully feared and despised. One refugee says that in these recent years, Kicen has shown relatively little interest in anything outside his tower, and has left the rest of the world alone, unlike the demons that hunt them constantly.

The refugees warn him of several other places to stay away from. The cave to the northeast is home to the demon known as the Juggernaught, who wears armor so thick that nobody has been able to pierce it. They also talk of a cursed tree to the southwest that draws humans to it, then when they stray to close lashes out with vines to kill and eat them. They also warn to stay away from Schlade, which is the capitol of the demons, and the lost shoals, which few men ever return from and those who do are insane. They say the wastes are relatively safe if you have some way to get food and water magically, because the land is so barren that not even demons roam there. 
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The end of the world is more fun then I expected.

Nirur Torir

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #693 on: July 12, 2010, 10:51:15 am »

I vote we offer to escort a group back to the keep.
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dragnar

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #694 on: July 12, 2010, 11:35:15 am »

I vote we offer to escort a group back to the keep.
agreed.

I attempt a more general summoning spell, to summon prefabricated things. In this case, a carriage.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

sir diesalot

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #695 on: July 12, 2010, 12:06:33 pm »

Hmm, method of transport...

I'll try to develop an earth spell to make rocks float so that I might be able to fly around on them and possibly take passengers.
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kilakan

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #696 on: July 12, 2010, 12:09:41 pm »

I vote we offer to escort a group back to the keep.
I also believe this is a good idea, maybe we can even get some support from the keep or the refuges to help assault one of the demonic hotspots, aka the tower, lair or maybe even shcaladale (though I think that should wait for a LONG while)

Discuss holy magics and prayers with the priest of Myou, and see if he would be willing to teach me any spells, or ways to gain the gods favor and powers.
Order Holy jelly to incorporate some plant matter (aka sticks, bark ect) into itself to dissolve down into fibers to allow it to become slightly more solid and able to move faster.


Hmm, method of transport...

I'll try to develop an earth spell to make rocks float so that I might be able to fly around on them and possibly take passengers.

I did that in the last one, it worked OK but when it failed manage to wreck half of what it was carrying.
« Last Edit: July 12, 2010, 02:18:38 pm by kilakan »
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Cheddarius

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #697 on: July 12, 2010, 01:50:29 pm »

What'choo talkin' about, Willis? I got an 8 and a 6, that looks like a pretty good roll to me. Could have done without the 6, but I'm satisfied.
On another note, my golem is an idiot. But meh. What can I do? I doubt it's smart enough to learn magic or anything.

Attempt to combine Conjugation with Remove Curse to create a latent healing spell.
Order my golem to keep practicing with the voulge.
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zchris13

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #698 on: July 12, 2010, 03:15:50 pm »

Considering you're dealing with an end of the world scenario, what sort of crazy shenanigans are you willing to put up with involving great heroes and chosen ones and all that nonsense.  Because that would be a great character.
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Nirur Torir

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #699 on: July 12, 2010, 03:26:27 pm »

I organize the refugees who want to go, getting them ready to leave between this turn and the next.
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KineseN

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #700 on: July 12, 2010, 04:07:03 pm »

I do the same as Scintoth Svadi, but instead tries to form the transportation into something that allows Stone Spirit to stear. If this seems impossible I will help Svadi instead.

Stone Spirit can scan the suroundings for any useful herbs.
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RandomNumberGenerator

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #701 on: July 12, 2010, 04:51:45 pm »

Considering you're dealing with an end of the world scenario, what sort of crazy shenanigans are you willing to put up with involving great heroes and chosen ones and all that nonsense.  Because that would be a great character.
Heroes are made, not born. I won't give anyone special bonuses because they claim to be chosen. Someone can of course claim to be chosen, and them through their actions(more or less sheer luck) prove it, then yeah, that would be pretty cool. But not likely.
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sir diesalot

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #702 on: July 12, 2010, 05:03:10 pm »

Everyone on board the rock plane, your exits are here, here, here and here.
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Acanthus117

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #703 on: July 12, 2010, 05:25:17 pm »

I'll help with organizing the refugees.
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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."

zchris13

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Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
« Reply #704 on: July 12, 2010, 09:15:43 pm »

Yeah that sounds about right.  Totally bogus can be a good thing sometimes.
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