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Author Topic: Dark Magi - Turn 10 - Bob's Discount Tower Supplies!  (Read 23326 times)

Iituem

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Re: Dark Magi - Turn 1 - Where's Xan?
« Reply #45 on: July 12, 2010, 09:07:58 am »

"We have bodies - I mean, peasants?  Of course we have peasants, I used to go out fetching them.  Mostly at night, though.  I don't really know what else is around the tower, honestly.  Came here under cover of darkness, carried in a burlap bag and all that."

Alicia resolves to use the scrying pool to gather information about the region immediately surrounding the Tower.
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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 1 - Where's Xan?
« Reply #46 on: July 12, 2010, 09:18:08 am »

Rath, not content with the cardboard flavoured porridge that Alicia made, adds some of her secret stash of "Avor fire spice" to the glugy food, glaring at anyone who thinks they are getting some

"Well, since Helfd has reserved the library, and all the other interesting rooms are also booked, im going back into the catacombs"

Re enter the catacombs, searching specifically for a magical item, minor or major, that can enhance void magic
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ragnarok97071

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Re: Dark Magi - Turn 1 - Where's Xan?
« Reply #47 on: July 12, 2010, 10:58:33 am »

"Well, I'll just keep trying to make that damned journal make sense, then." She cleans up her bowl and walks out.
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forsaken1111

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #48 on: July 12, 2010, 11:31:59 am »

Turn 2 - Skeletons can talk?

Actions:
I create weapons and armor for the undead troops(well, soon-to-be undead troops) with the manaforge.
You activate the manaforge and begin your attempt at creating weapons and armor for the 25 skeletons who will presumably be animated at some point. [6] You do very well! You are really getting into the forging process, and it is going very smoothly. Almost too smoothly in fact... halfway through you realize that you are beginning to lose control of the creation magics, you have overdone it and channeled more than you can handle. An explosion rocks the tower. When the others come to investigate, they find you on the ground with a nasty lump on your forehead. The room is covered in sandy grit.

On the table lie sets of armor and maces, composed of some stone you don't recognize. They are extremely heavy and hard.

The Manaforge is crackling with energy, and must rest five turns before another use as it slowly discharges.

Study Dark Magic in the library and try to correct the mistake with the skeleton if possible...
You begin your study of dark magic. [4] You progress well with your studies. You think a few more days would see you at the Adept level. When you have some spare time, you attempt to fix the moronic skeleton. [5] You succeed admirably, and the skeleton's eyes glow with intelligence. It looks at you with curiousity, "What is thy bidding, master?" It seems far more intelligent than the average undead, in fact.

Moronic skeleton now quite clever.

Alicia resolves to use the scrying pool to gather information about the region immediately surrounding the Tower.
You light the incense and consult the scrying pool. [4] You do well, remembering the entire ritual from that one time Xan let you try it out. The image is murky, since you have no specific goal in mind, but you can make out some general information about the surrounding area.

The Dark Tower sits on a grassy plain and is bordered to the north by a nasty swamp.

To the east a ways is a small town, you would guess no more than 100 people live there. It has a simple wooden wall for defense against minor threats, goblins and the like, but it would fall to a determined siege. It is surrounded by farmland.

To the south, a more established human settlement known as North Sharonton thrives on a nearby river. They trade with other settlements and seem to subsist mostly by fishing and trade, though there is some farmland. Their main trade goods appear to be freshly caught fish and the carved bones of certain fish, as well as various metalwork made from imported goods. They seem to have a smith who is quite skilled.

You move to check further west but your head begins to ache from sustaining the ritual and you grow tired. Perhaps more could be learned later, once you have rested.

Re enter the catacombs, searching specifically for a magical item, minor or major, that can enhance void magic
You enter the catacombs, determined to find some object of power. You close your eyes and attempt to use your ability with Void to find a source of void magic in the depths. [2] You wander around for a while but don't really find anything of interest. Parts of the catacombs have been looted before, and now stand bare.

"Well, I'll just keep trying to make that damned journal make sense, then." She cleans up her bowl and walks out.
You settle down once again, attempting to decipher Xan's mysterious journals. [4] Aha! You have found part of the cypher, and decrypted a section of text which details a hidden arcane library beneath the church within North Sharonton. It appears this library was of great interest to Xan, and he mentions in several places that he would like to 'collect' it and explore its secrets.

Turn 2 was more varied in terms of rolls. Turn three!
« Last Edit: July 12, 2010, 11:38:46 pm by forsaken1111 »
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Ghazkull

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #49 on: July 12, 2010, 12:00:42 pm »

Helf admires his work.
Finally! I was already worrying...Do you have a name skeleton? Or do you remember anything of your former life?

Suddenly Helfd hears a loud bang and the whole tower trembles for a moment.

What have those morons done now?
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dragnar

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #50 on: July 12, 2010, 12:10:02 pm »

"Success! I think! I wonder what these are made of..."

Dragnar hears about the hidden library from Nielen and is out the door before anyone can ask what he's doing. And before he gets that bruise looked at...

I summon an earth elemental and command it to begin digging a tunnel into the secret library. Then I teach the smart skeleton to play chess. Just because.

That skeleton should be the commander of our armies... once we get some.
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Ghazkull

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #51 on: July 12, 2010, 12:15:41 pm »

wait! We don't even know if it's smart enough only because something can talk you canjust make it the leader of all your armies! i first want to know its name and its backstory(if it remembers any) before we do anything wiht it...
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ragnarok97071

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #52 on: July 12, 2010, 12:40:44 pm »

Shouldn't you actually wait for me to tell you before you act on me telling you? Since it hasent been claimed yet, I go and study. I also write down on a seperate sheet what I have decoded, and store it in a safe place (My room, perhaps?)
« Last Edit: July 12, 2010, 12:45:18 pm by ragnarok97071 »
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dragnar

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #53 on: July 12, 2010, 12:41:57 pm »

...I'm impatient. And we do know where the town is. South of here, by a river.
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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 2 - Skeletons can talk?
« Reply #54 on: July 12, 2010, 12:44:42 pm »

*facepalm* this is what happens when you only gloss over other peoples actions, kids.
Editing Post.
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Iituem

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #55 on: July 12, 2010, 02:07:41 pm »

In a convenient turn of events, Alicia turns up at the softly crackling manaforge with a bottle of heavy liquor in one hand and her head in the other, ready to deliver a barrage of exposition.

"Oh, bloody hell," she mutters, swigging from the bottle in an attempt to get rid of the worst of the headache.  "Dragnar, what have you- Hey, maces!  Maces... in the shape of tiny sets of platemail armour?  Cool.  So I went and had a bit of a look around.  Turns out we're smack in the middle of a swamp.  Well, we're on a bit of grass in the middle of a swamp.  Quite a big bit.  A field, even.  Also there's a little village to the east and a big town to the south."

"North Sharondon," Neilen informs her.  "There's a library hidden under the cathedral there."

"Great!" says Dragnar.  "I think I can summon an earth elemental and get it to tunnel under the cathedral."

"Right, whatever," says Alicia, taking another swig.  "Wait, isn't that a long way?  And a suspiciously guarded town?  You think that's really a good idea?  Bah, up to you.  I know what we really need - slaves!  Um, servants, even.  Yeah, servants.  And maybe a bit of hired help.  I guess I'll get on that."


Alicia drinks enough alcohol to get rid of the ringing in her head and returns to the Scrying Pool to attempt to locate a band of thieves, vagabonds or bandits in the area.  Or even some willing goblins.  If she has enough concentration left/isn't too gods-damned drunk, she tries to use a weak general-purpose communication spell to lure them to the tower.



-----

Edit:  Apologies to Ragnarok for taking liberties - I figured I should provide a quick and dirty excuse for why Dragnar was able to choose his action.
« Last Edit: July 12, 2010, 02:40:30 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.

wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #56 on: July 12, 2010, 04:33:40 pm »

"Ah finally it is my turn at the library", says Rath, she heads over there to do a little research, taking with her various useless items for target practice

"Ok guys im heading to the library now" she says, as though no one else might want to go there

Study death magic
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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!

ragnarok97071

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #57 on: July 12, 2010, 04:41:16 pm »

Already taken, i'm afraid.
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wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #58 on: July 12, 2010, 04:45:51 pm »

Already taken, i'm afraid.

where, I specifically looked, no one is using the library yet (other than me) this turn
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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!

ragnarok97071

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #59 on: July 12, 2010, 04:56:14 pm »

Since it hasent been claimed yet, I go and study. I also write down on a seperate sheet what I have decoded, and store it in a safe place (My room, perhaps?)
changed it from "use scrying room to locate town" as we already knew where it was. might have seen it when it was that.
« Last Edit: July 12, 2010, 05:03:03 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
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