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Author Topic: Dark Magi - Turn 10 - Bob's Discount Tower Supplies!  (Read 23293 times)

ragnarok97071

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #120 on: July 18, 2010, 07:35:28 pm »

nah, it's just taking it out on me, though I seem to not have utterly failed at travel this turn.
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wolfchild

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #121 on: July 18, 2010, 08:24:04 pm »

Happy with her conquest, rath nevertheless wants to know if she can make them serve more thoroughly

Take the back 5 and attempt to obliterate all traces of their sense of independence
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ragnarok97071

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #122 on: July 18, 2010, 08:29:09 pm »

Attempt to decipher Magic.
« Last Edit: July 19, 2010, 12:12:13 pm by ragnarok97071 »
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Iituem

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #123 on: July 19, 2010, 01:30:11 am »

"Rath, sweetie, I hope you're not trying to burn up my sacrifices, there.  I need at the very least their bodies, and probably their souls."  Alicia takes the opportunity to sidle up to Rath, speaking quietly.

"Now, you may be wondering about why I'm having the villagers sacrifice each other, rather than me doing it.  Well, the hope - and admittedly this is just a hope - is that either the act will completely break the minds of those who do it, or that it will bind them closer to us in loyalty, simply because they won't be able to reconcile what they've done.  Lots of fun, no?"

Alicia instructs the Zombies to deconstruct the entire village of Hallenth for loot (aside from that which has been taken by its inhabitants) and carry anything she determines of value back to the Tower.  Once this is done, she sets back off to the Tower with their newfound minions.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

wolfchild

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #124 on: July 19, 2010, 03:35:01 am »

"i dont want do destroy eaither of thise, i am testing to see if my magic can enforce loyalty"
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forsaken1111

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #125 on: July 19, 2010, 04:15:25 am »

nah, it's just taking it out on me, though I seem to not have utterly failed at travel this turn.
Travel isn't something you can 'fail' at, the roll was merely to see if anything interesting happened along the way. You have arrived at the wall this turn and may commence your study if you wish. Sorry I wasn't clear.

Edit: Sorry Wolfchild, I forgot about your experiment. I will post what happens this turn then. When I was doing the update I had been awake for nearly 24 hours. :P
« Last Edit: July 20, 2010, 10:33:54 am by forsaken1111 »
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Iituem

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #126 on: July 19, 2010, 05:47:14 am »

"Wait a minute," Alicia realised as the zombies set to work.  "I'm completely wasting my resources here."

Alicia orders the villagers to help with the deconstruction effort.  She also allows the Nightmare to kill any wild animals they pass on the way back for food - if they dont' pass any, she'll just sacrifice a zombie for her beloved pet.
« Last Edit: July 19, 2010, 08:29:59 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Ghazkull

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #127 on: July 19, 2010, 12:22:20 pm »

HEAVE HO! HEAVE HO!
with an last effort Helfd and some of his skeletal minions hauled the chest into the giant storage cavern.
Good work guys! Get yourself some rest or what you need elsewise. Menwhile i will go to the Library


Study Death Magic...

NINJA EDIT: Join Skeleton staring competition....
« Last Edit: July 19, 2010, 01:17:45 pm by Ghazkull »
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Iituem

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #128 on: July 19, 2010, 01:00:55 pm »

After Helfd had left, the skeletons attempted to decide what to do with his newfound freedom.  They decided to engage in a staring competition.

When Helfd eventually returned, it was still a stalemate.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

dragnar

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #129 on: July 19, 2010, 10:46:14 pm »

After Helfd had left, the skeletons attempted to decide what to do with his newfound freedom.  They decided to engage in a staring competition.

When Helfd eventually returned, it was still a stalemate.

Brilliant.
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Ghazkull

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #130 on: July 21, 2010, 10:37:05 am »

so what are we waiting for
STARING COMPETITION!
*runs Mortal Combat Music...*
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forsaken1111

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Re: Dark Magi - Turn 7 - Mechana Revealed
« Reply #131 on: July 21, 2010, 11:39:52 am »

Turn 7 - Mechana Revealed

Actions:
I congratulate the elemental on it's fine work and then tell it to create a stone bridge across the chasm. While it works I will try to decipher Xan's journals.
[1] You're sure you saw Nielen working on the journals but you find no notes left behind on what was deciphered. You begin working on the next section, but as you work you carelessly knock over an inkpot and ruin several pages of the journal! You try to blot the ink off the page, but it has set in and you are unable to even read the writing.

This section of the journal has been lost.

Take the back 5 and attempt to obliterate all traces of their sense of independence
[1] You focus your void magic in a, possibly unwise, attempt to alter the state of mind of the 5 selected for sacrifice. The magic twists in your hands, snarling and hungry. It gets loose, out of control, as you attempt to force it into a role that is completely unsuitable for its element. A scything blade of void energy blasts out, reducing a fair bit of the village to dust and killing seven people, among them the sacrifices.

Village population now 72. The few remaining buildings in the village fall to the wild magic before it is spent. The village is now a smoking ruin.

Attempt to decipher Magic.
[4] It appears to be a simple, and very old, protection spell which wards the wall against intrusion. You could probably remove it given a day or so of delicate work. You would have to alter some of the glyphs and shatter others in careful order until the magic bleeds away safely. An error here could cause a fairly powerful... reaction.

Alicia instructs the Zombies to deconstruct the entire village of Hallenth for loot (aside from that which has been taken by its inhabitants) and carry anything she determines of value back to the Tower.  Once this is done, she sets back off to the Tower with their newfound minions.
You give the order to the zombie minions. They have enough intellect left to vaguely recognize that you want shiny stuff, and they lumber off eagerly to obey.

Alicia orders the villagers to help with the deconstruction effort.  She also allows the Nightmare to kill any wild animals they pass on the way back for food - if they dont' pass any, she'll just sacrifice a zombie for her beloved pet.
[4] You manage to 'convince' the villagers to help loot their homes. These dirt farmers didn't have much of value, but you did recover enough between the villagers and zombies working together to count as a single loot token. Next turn you may travel home, having zombies or humans carry the treasures. Nothing of any real significance was found here, though the village mayor had some nice furnishings that will really spruce up the tower living area.

Study Death Magic...
[5] You progress quickly with your studies, and are now an adept at Death Magic. Huzzah!

In your studies, you find an odd little ironbound book in the back on a forgotten shelf of the library. It is nothing more than an overview, and unsuitable for real study, but it details a new sphere of magic which links into the Death sphere. It is called the Libram Mechana, and seems to cover the art of blending magic with mechanics. It has a diagram on the inside front cover, and together with your knowledge of Death Magic, you get this:

Spoiler (click to show/hide)



Entity actions:

Quote from: Earth Elemental
Build a Bridge
[4] The elemental reigns in its enthusiasm, building a perfectly serviceable though spartan stone bridge across the chasm.
Quote from: Villagers
Captivity
[2] Some of the villagers, forced to loot their own homes under pain of death, manage to get past the idiotic zombie guards and vanish into the woods when the mages aren't looking. Your next headcount turns up only 65 villagers.
Quote from: Nightmare
Obey?
[3] The nightmare, satisfied that it is being given a free hand, remains obedient.
Quote from: Zombies
Braains...
[4] You catch one of the zombies just before it devours a villager. It looks sad when you stop it. This may become a problem in the future... while the zombies do not need food, they do WANT food.
Quote from: Staring Competition
Stare?
[6] The skeletons are so enraptured by the idea of a staring competition that they cannot break away. Skeletons are unavailable for one turn.
« Last Edit: July 21, 2010, 01:01:43 pm by forsaken1111 »
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dragnar

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #132 on: July 21, 2010, 12:01:45 pm »

"...this never happened."

I dispose of the ruined pages and begin to study void magic in the library. I also order the elemental to begin the journey north, to the wizard who knows how to create magic staves, asking him to contact Xan's tower.(I'm guessing it's not bright enough to actually communicate well, but I should be able to at least send a message with it)
« Last Edit: July 21, 2010, 12:17:17 pm by dragnar »
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forsaken1111

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #133 on: July 21, 2010, 12:12:29 pm »

(That is fine, and simple enough that you can take another action if you like. Writing a note and telling the thing to go isn't a full day's work.)
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Ghazkull

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #134 on: July 21, 2010, 12:25:10 pm »

How very interesting indeed...
Helfd gets the book and stores it in his own room by removing a Floor Tile and storing it beneath it. After that he pulls a chest directly over it.
Well what now? Ah screw it im going to loot those catacombs some more
Searching for his skeletal minions Hefd find them finally still standing in the cavern staring at each other.
What in the name of...? Actually i don't want to know it...


Loot catacombs!

Uhmm now that im an Adept do i have to choose my second element or do i have to study it first in the library? If i get to choose know: Blood. (For horrible abominations and the manipulation of the human body!

oh and which is the pinnacle elment of Mecha Magic?
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