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Author Topic: Dark Magi - Turn 10 - Bob's Discount Tower Supplies!  (Read 23275 times)

dragnar

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #150 on: July 23, 2010, 03:16:20 pm »

I'll follow you down in a minute, but I'd like to get some library time in tod-"  There was a slam of the library door as Dragnar settled in to another marathon studying session.  "Son of a bitch!" she yelled at the locked door.
;D
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

ragnarok97071

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #151 on: July 23, 2010, 05:15:39 pm »

right, now I have a record of the protective spell, try to find out if I could reproduce it.
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company

wolfchild

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #152 on: July 23, 2010, 07:28:26 pm »

hmm, this might get me on alicias good side, on the other hand, if i wait i might be able to use it myself

Head back to the tower, lay claim to the library for studying death magic purposes, if its already being used claim it for next turn and start looking at the journals (Rath has an incentive to do this stuff now)
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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!

Iituem

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #153 on: July 24, 2010, 01:13:17 pm »

Alicia moves to the abandoned labtoratory and begins to teach practical Blood magic with the help of a zombie and a freshly slain cat, rat or other small animal she or one of her zombies or servants can get hold of.
« Last Edit: July 24, 2010, 04:03:53 pm 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 8 - Everyone travels
« Reply #154 on: July 24, 2010, 04:32:33 pm »

Helfd sutmbles out of the catacombs muttering something about failres before strolling into the laboratory

learn Blood Magic...
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ragnarok97071

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #155 on: July 24, 2010, 04:39:33 pm »

Dragnar already called it. I have been thoroughly corrected.
« Last Edit: July 24, 2010, 04:41:49 pm by ragnarok97071 »
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company

Iituem

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #156 on: July 24, 2010, 04:40:49 pm »

No, no.  Alicia is teaching Helfd blood magic in the laboratory.  Wink wink, nudge nudge.
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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.

forsaken1111

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #157 on: July 24, 2010, 04:41:32 pm »

I think that is everyone, I will update as soon as I have some free time today.
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ragnarok97071

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #158 on: July 24, 2010, 04:42:43 pm »

No, no.  Alicia is teaching Helfd blood magic in the laboratory.  Wink wink, nudge nudge.
It is the control of all bodily fluids, you know, so that may just be plausible.
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company

Ghazkull

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #159 on: July 26, 2010, 06:38:15 am »

well new turn?
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forsaken1111

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #160 on: July 26, 2010, 07:04:35 am »

well new turn?
I haven't had much free time. It will come when I do, sorry.
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Ghazkull

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #161 on: July 26, 2010, 08:39:24 am »

Sorry i didn't want to make haste, i just wondered why there was no new turn...
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Ghazkull

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #162 on: July 30, 2010, 11:00:00 am »

uhm bump?
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forsaken1111

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Re: Dark Magi - Turn 8 - Everyone travels
« Reply #163 on: July 30, 2010, 11:14:40 am »

uhm bump?
Yes, I will get to this today. I'm sorry it took so long, my nephews are in town and I have been out pretty much every day either with them or at school.

Edit: Okay, I am finally home again and done with all of that. Working on update now.
« Last Edit: July 30, 2010, 09:17:12 pm by forsaken1111 »
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forsaken1111

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Re: Dark Magi - Turn 9 - Blood and Void
« Reply #164 on: July 30, 2010, 09:47:11 pm »

Turn 9 - Blood and Void

Sorry it took so long. Between school and family obligations I haven't had any time this week.

Actions:

right, now I have a record of the protective spell, try to find out if I could reproduce it.
[3] This spell is related to the element of Earth, and you do think you could reproduce it with sufficient knowledge of that element. It is called the Chant of Fortification, and it will strengthen any earth or stone it is inscribed upon. Inscribing the spell takes about 16 hours of work, and requires a mage skilled in the use of Earth magic.

Continue studying.
[4] You have mastered the rudiments of Void magic, and can now utilize this new element in spellcasting.

Head back to the tower, lay claim to the library for studying death magic purposes, if its already being used claim it for next turn and start looking at the journals (Rath has an incentive to do this stuff now)
As the library was already claimed, you begin deciphering Xan's journals. [6] The next few entries of the journal all seem to use a similar coding system, and in a flash of insight you make a major breakthrough. You believe that the cypher for each section is embedded in the section which comes after it. How Xan did this is a mystery, as any method you can think of would take an immense amount of planning, but as you have the entire journal (minus a few mysteriously torn-out pages..!) you can look ahead and figure out the encryption key for the entry you are trying to read.

The next several entries detail Xan's research into several cosmological phenomenon and stellar conjunctions. You find a list of about a dozen such occurrences with dates scrawled next to them, and five of them are circled in red. Two of these events have already happened, and were crossed out on the list. Three of them have yet to occur...

The next event is in a mere five days, a conjunction of three planets; Brindor, Bestidra, and Corpidal. Next to this event is a note "Dangerous, send apprentices" and the words "Raven Rock" beneath that.

Alicia moves to the abandoned labtoratory and begins to teach practical Blood magic with the help of a zombie and a freshly slain cat, rat or other small animal she or one of her zombies or servants can get hold of.
You set about teaching Helfd the principles of Blood Magic. It should go much faster than self-study... [4] And indeed you turn out to be a quite competent teacher.

Helfd sutmbles out of the catacombs muttering something about failres before strolling into the laboratory

learn Blood Magic...
You sit in instruction as Alicia teaches you to use blood magic... [3] You find some of the concepts challenging, it is quite different from your normal magic and you have to make many adjustments to your spellcasting technique. You do, however, manage to master the rudiments of the element and you now know enough to use it in spellcasting.

Alicia orders the new Servants, though the Mayor, to immediately begin work on constructing shelters or rooms for themselves in or around the Tower.  The loot token salvaged from the village is available for this, but foraging from the surrounding swamp is encouraged.  Also, she wishes a stable set aside for Pretty the Nightmare.  Food for all villagers, zombies and the Nightmare is taken from the Enchanted Kitchen's stores.  The zombies are put on guard duty.  Pretty is let loose to hunt in the swamps, but it's made clear she can come back for food and her coat brushed.
You give a short series of orders to the assembled slaves and undead.


Entity actions:

Quote from: Earth Elemental
Travel
[4] The elemental progresses well, and will reach its destination next turn.
Quote from: Villagers
Obedience?
[4] The villagers finally capitulate and seem to accept their place as slaves. The mayor divides them into work crews and sets them to work on shelters while he organizes a trade detachment which will head south and purchase building material. They gratefully accept the food from the kitchen. By the end of they day they have enough temporary shelters around the tower to keep the slaves dry and they have a small ramshackle stable up for Pretty. The trade delegation will return next turn with supplies.

Quote from: Pretty
Obey?
[1] Pretty, the nightmare, rampages through the swamp. It slays several crocs and annihilates a small group of bandits using the swamp as their home. It returns quite pleased with itself.
Quote from: Zombies
Braains...
[1] Three slaves mysteriously go missing during the night. Some of the zombies seem rather bulkier than before. Nobody saw what happened, but the slaves seem to give the zombies a wide berth now.

Guard duty: [6] Zombies are the perfect guards, never needing to leave their posts for breaks. Sure, their dead eyes have cataracts and they moan uncontrollably and sometimes eat the slaves, but they're REALLY really loyal and vigilant!
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