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Author Topic: Magical RTD Turn 23: Fatigue  (Read 27724 times)

Meanmelter

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Re: Magical RTD Turn 16: Sold
« Reply #210 on: June 29, 2010, 12:54:30 am »

Ehh, yeah, I can't think of an appropriate turn. :'(
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

wolfchild

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Re: Magical RTD Turn 16: Sold
« Reply #211 on: June 29, 2010, 01:13:37 am »


Ehh, yeah, I can't think of an appropriate turn. :'(
and you dont have a magic book to read as a fallback action, i know you should LOOK FOR TROUBLE
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Terrahex

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Re: Magical RTD Turn 16: Sold
« Reply #212 on: June 29, 2010, 12:15:10 pm »

Ehh, yeah, I can't think of an appropriate turn. :'(

take the glowing stalagmite :o
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Terrahex

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Re: Magical RTD Turn 16: Sold
« Reply #213 on: June 29, 2010, 01:03:01 pm »

Wolfchild, you will be introed on turn 20 on my other RTD. until then, you have one more item to choose from the list.
« Last Edit: June 29, 2010, 01:08:46 pm by Terrahex »
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Meanmelter

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Re: Magical RTD Turn 16: Sold
« Reply #214 on: June 29, 2010, 01:03:40 pm »

Ehh, yeah, I can't think of an appropriate turn. :'(
take the glowing stalagmite :o
I like that.

"For all my missed turns and current turn, look around for any gems/valuables/anything that has magical power/Cool looking rocks.
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

wolfchild

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Re: Magical RTD Turn 16: Sold
« Reply #215 on: July 03, 2010, 09:41:04 am »

BUUUMP+
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Terrahex

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Re: Magical RTD Turn 16: Sold
« Reply #216 on: July 06, 2010, 11:49:24 am »

Hey guys, sorry for the wait. I've been camping the last couple days. anyway, I'll get working on it.
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Terrahex

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Re: Magical RTD Turn 16: Sold
« Reply #217 on: July 06, 2010, 04:38:50 pm »

I couldn’t believe the rolls for this one.

Turn 17: Overdone

Cast a spell to detect any magical protections that might be guarding the rings. If I can't detect anything, then I'll take them and put them on, one on each hand. If I do detect some sort of warding magic I try and determine what sort, and try and dispell it.

P.S. My status still says unconscious.

6-1=5) using your knowledge of Metamagic, you create a spell to detect magical guards and the like. You cast it on the rings and discover that your instincs were right. They were very powerful, but there are no guards on the rings. You hesitantly reach out and grab them. Nothing happens. You look at them closely and you are shocked at what you find. These rings were some of the first ever crafted with runes when the dwarves created the area of magic. The gold one is the Ring of Wishes and is said to grant one wish in exchange for the wearer’s life. The silver one is the Ring of Wisdom and is said to increase the wearers capability to learn. You put the Ring of Wisdom on, but leave the Ring of wishes off.

+ 10 metamagic (creating a new spell, not becuase of ring.)
Inventory: Ring of Wishes, Ring of Wisdom
New spell: Detection***


Woo-hoo, money!

I return to the smithy and devise a rune of strength.

6+1=7) After an extremely successful day, you decide to press your luck and devise a rune of strength. You return to the black smith and pick up a pencil and piece of paper of the ground. After spending a couple of hours with intense calculation, you have a page of scribbles and math that add up to one thing, a Rune of Strength. You decide to test it out on a rock. 5-1=4) you draw the rune perfectly on a pebble and drop it on the ground. You were going to hit it with a hammer, but as soon as it hits the ground, it crumbles to dust.

After a moment or two of looking at your scribbled sheet, you realize you made a Rune of Extreme Weakness instead of a rune of strength... oops.

+8 rune crafting, experienced Rune crafter acheived!!!
Newspell: Rune of Extreme Weakness****
Inventory: pencil, Scribbled-on paper


I attempt to cast a prolonged prayer of focus on myself (+1ishness sounds excelent, but il probably want an overshot protection prayer down the line aswell)

6+1=7) you decide to cast a prayer of focus on yourself this time. 5+1=6) you lose control completely this time. Your magical spell drains your energy quickly and darness starts to spread around you, despite the fact that it’s in the middle of the day. People gather around you, wondering what the “freak” is doing. Suddenly, thunder clouds appear in the sky. Thunder crackles and you know that you have strayed very far from Life Magic.

+1 Life magic
+5 Demonology
New spell: Small Demon Summon*
Status: Uncontrolled magic, Weak


Call bound zombie to come defend me.  Cast small curse on the spiders.

5) you call for your zombie to come to you and it’s there in a second. You order it to defend you. You decide to help out by casting small curse on the zombies. With your superior magic, the curse becomes more powerful and evolves into Moderate Curse. The spiders, already weak, are weakened further.

+5 necromancy
New spell: Moderate Curse**


Zombie: “Attack the spiders.” 3) the zombie charges the arachnids at its master’s command and begins battling them. 3+1=4) he squashes quite a few, but thanks to the large number of spiders, he won’t last long.

Spider group 1: “Bite” 6) they bite the zombie but it doesn’t notice.

Spider group 2: “pummel” 1) they get distracted by someone that enters the basement from the shadows.

Ehh, yeah, I can't think of an appropriate turn. :'(
take the glowing stalagmite :o
I like that.

"For all my missed turns and current turn, look around for any gems/valuables/anything that has magical power/Cool looking rocks.

4) you pick up the stalagmite and feel that it is magical somehow... 1) you decide to head down the path that Sargoth didn’t go down and quickly come into a scene where a nest of giant spiders is attacking a zombie. You see frelock sitting on the steps. Now you are confused.

Inventory: Strange glowing stalagmite

Aether (batista) is doing something unproductive this turn.


I'm not sure how all this ended up this way, but... there it is...
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Terrahex

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Re: Magical RTD Turn 17: Overdone
« Reply #218 on: July 06, 2010, 04:39:57 pm »

Frelock: Human
Status: Badly bruised leg -1 to walking and running and overall foot stuff
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Allies (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine, covered in goblin brain (-1 to persuasion and negotiating in person)
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: NPC Allies (click to show/hide)

Asurth(Wolfchild): half werewolf (turns into full wolf at will, takes one turn unless bad roll)
Status: Uncontrollable magic, Weak, black furred, claws
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: Special (click to show/hide)

NPC: Aurora, dragon baby
Status: baby
Spoiler: skills (click to show/hide)
« Last Edit: July 07, 2010, 01:27:42 pm by Terrahex »
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Frelock

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Re: Magical RTD Turn 17: Overdone
« Reply #219 on: July 06, 2010, 07:56:10 pm »

Cast shadow minion to help my zombie.
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Paranatural

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Re: Magical RTD Turn 17: Overdone
« Reply #220 on: July 06, 2010, 08:13:01 pm »

Check out the area and make certain it looks pretty safe for a moment before I sit down with Meta Magic Made Simple, Arcane theory and study the more advanced sections.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

wolfchild

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Re: Magical RTD Turn 17: Overdone
« Reply #221 on: July 06, 2010, 08:36:09 pm »

Fix what i did, Fix what i did!, and if i have time research a prayer thet protects from overshots
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Nirur Torir

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Re: Magical RTD Turn 17: Overdone
« Reply #222 on: July 07, 2010, 07:41:24 am »

My gold is missing from my inventory, and I don't think there's a reason to track common items such as pencils and used paper.

I spend up to 5g on fine pewter suited for statue making.
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Meanmelter

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Re: Magical RTD Turn 17: Overdone
« Reply #223 on: July 07, 2010, 09:41:57 am »

Go ape-shivv on the spider.
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Terrahex

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Re: Magical RTD Turn 17: Overdone
« Reply #224 on: July 07, 2010, 05:36:12 pm »

Go ape-shivv on the spider.
:-\ uhm.... I'm not sure... what you mean here...
« Last Edit: July 08, 2010, 10:02:11 am by Terrahex »
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