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Author Topic: Dark Magi - Turn 10 - Bob's Discount Tower Supplies!  (Read 23327 times)

wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #60 on: July 12, 2010, 04:58:31 pm »

ah you are so right, bold it next time,

ok my character books the library for next turn and tries to scry random places
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Iituem

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #61 on: July 12, 2010, 05:03:26 pm »

Afraid scrying's also booked - Alicia's using it to scry for henchmen.
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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 #62 on: July 12, 2010, 05:04:42 pm »

I walk arround aimlessly
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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 #63 on: July 12, 2010, 05:08:52 pm »

may I suggest you take over my old job of "make sense of the masters scribblings"?
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Quote from: Wing, via Discord
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wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #64 on: July 12, 2010, 05:13:49 pm »

As a player I'd say yes, but Rath just does not have the temperament for that, she can barely study for personal gain without the occasional break to break something.
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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 2 - Skeletons can talk?
« Reply #65 on: July 12, 2010, 05:14:10 pm »

There's always exploring the catacombs or casting a spell, of course.  I promise to stop hogging the scrying pool next turn. >.>
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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 #66 on: July 12, 2010, 05:16:21 pm »

There's always exploring the catacombs or casting a spell, of course.  I promise to stop hogging the scrying pool next turn. >.>

Rath has already entered the catacobs two times in a row, and what spell would i cast> one that in some ways damages the tower or its occupants,

My magic is not realy going to be that useful unless we can already/we get some way to cast spells over a long distance
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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!

dragnar

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #67 on: July 12, 2010, 05:17:18 pm »

Spell suggestion: Go conquer the nearby village. If all they're prepared for is goblins your void magic should trash them.


Also, I'll try to have better reasons behind my actions most turns... but I got overexcited about a secret library.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Iituem

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #68 on: July 12, 2010, 05:18:37 pm »

I'm with the 'wreak horrible slaughter upon the innocent village' crowd. 
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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 #69 on: July 12, 2010, 05:24:37 pm »

Annoyed at the library already being booked, Rath is pissed off. She decides to use this fact to their(the group of mages) advantage and goes off to conquer the nearby town/village, which will undoubtedly require killing multiple people and thus working off her anger

Conquer the little village, use void magic to nullify the life force of anyone who opposes my hostile takeover, they just fall down dead

tThen someone else comes here and animates the corpses as our occupation force
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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 #70 on: July 12, 2010, 05:36:08 pm »

I'll be over next turn to make zombies. (that's part of BM, Right?)
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Quote from: Wing, via Discord
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wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #71 on: July 12, 2010, 05:38:02 pm »

As far as remember, yes, while skeletons are bone
assuming by BM you mean blood magic, there are 2 magics that start with b and i know we have at least 1 of each, I think we only have the one though. That means you are asking about blood.
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You really can both sig it.
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forsaken1111

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #72 on: July 12, 2010, 11:44:54 pm »

i first want to know its name and its backstory(if it remembers any) before we do anything wiht it...
You begin questioning it, and learn that while it does not remember its name, it does seem to have a fair bit of fighting skill and some knowledge of tactics. It does not remember any specific facts of its life before death aside from the fact that it died roughly 200 years ago.

Conquer the little village, use void magic to nullify the life force of anyone who opposes my hostile takeover, they just fall down dead
It will take one turn of travel to reach the small village. If you're okay with that, I will assume you travel this turn.

I'll be over next turn to make zombies. (that's part of BM, Right?)
Indeed, zombies fall under the element of blood.
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wolfchild

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #73 on: July 12, 2010, 11:48:30 pm »

It will take one turn of travel to reach the small village. If you're okay with that, I will assume you travel this turn.
yeah I'm fine with that, i kill anything mildly agressive on the way though
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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!

forsaken1111

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Re: Dark Magi - Turn 2 - Skeletons can talk?
« Reply #74 on: July 12, 2010, 11:56:07 pm »

It will take one turn of travel to reach the small village. If you're okay with that, I will assume you travel this turn.
yeah I'm fine with that, i kill anything mildly agressive on the way though
You shall be the scourge of bunnies and sheep along the way.
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