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Author Topic: Dark Magi - Turn 10 - Bob's Discount Tower Supplies!  (Read 23343 times)

Iituem

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Re: Dark Magi - Turn 4 - Helfd paints the living room red.
« Reply #105 on: July 17, 2010, 07:02:50 am »

That's all five of us, right?
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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 4 - Helfd paints the living room red.
« Reply #106 on: July 17, 2010, 07:05:17 am »

Yes it is, I didn't notice. I'll work on the update.
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forsaken1111

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #107 on: July 17, 2010, 07:31:53 am »

Turn 5 - Blood and Bedlam.

Actions:

I command my elemental to get to work fortifying the tower, adding a stone wall and a moat. Then I head into the catacombs in search of any magical artifacts that might have been missed.
Searching the catacombs: [4] You take one turn, then another. You pass by a wall and pause... your attunement to the element of Earth reveals that this wall is illusory! You dispel the ancient enchantment easily and enter the forgotten tunnel. A trap goes off!

Dodge: [4] You manage to avoid the darts which fly from holes in the wall, and move further down the tunnel into a chamber. There is an ancient relic lying upon a plinth, it is an onyx gem about the size of an eye, cut into a geodesic sphere by a skillful hand. You feel magic power in the gem, though you aren't sure what it does. If it aligns with the sphere of Death, you could probably study in the library to figure out what it is, and how to use it.

Found: Onyx Gem [Unknown]

I go with the person who is entering the catacombs, searching for corpses with enough flesh left that I can reanimate them.
You search the catacombs as well, looking for some slightly fresher bodies. [1] As you are walking by a particular section of wall, darts spring out of the apparently solid stone wall and strike you. You feel a seeping numbness take hold of your arm, its poison!

Resist poison: [6] Fortified by your magic, you manage to expel the poison from your system quickly, but you overdid it a bit and the wounds are gushing blood. You have to cut your foray short, and you return to the tower to tend your wound.

Wounded for 1 turn, unable to perform strenuous activity such as travel or combat.

Disintegrate every weapon/impromptue weapon that the villigers raise, then procede to people if the vilagers don't surrender oppose Alicias insitance that they make a blood sacrifice, less useful to us that way.
You attempt to disarm the peasants of their meager weaponry. [4] The farm implements and makeshift weapons vanish in puffs of dust, and you only get a few fingers by accident!

Villagers capitulate? : [3] They grumble amongst themselves but seem momentarily cowed by Rath's display of power.

Alicia rides the Nightmare to the village and will keep killing people with magic and horse-riding until the villagers submit.  Then she will demand they pick five of their number as blood sacrifices.  If they agree, she will have the villagers sacrifice their own (on pain of tortuous death) by bleeding the chosen few dry in honour of the goddess Valeia.  Then she will reanimate the dessicated corpses.  If they don't, she'll just keep killing until they do.
When you arrive, the villagers have not submitted so you begin killing. [4] Several people burst into fountains of blood and goo, splattering over the rest of the crowd.

Villagers capitulate? : [1] The villagers are so frightened by this that the entire place devolves into sheer panic. They begin screaming, running about, fighting each other... some even run at the pair of wizards!

Nightmare: [1] The nightmare mount will have none of this. It throws back and kicks, reducing a peasant to smoldering pulp with its hooves then begins to trample people at random. The entire village is bedlam, and your horse is out of control.

Population of Hallenth reduced to 82

Sap the power of the skeletons so that their about as strong as the others, then send them all into the catacombs to assist ragnarok while i begin to study death magic...
You attempt to sap the power of the 5 blood-soaked skeletons. [4] That's more like it! You bring them into line and manage to get them under more permanent control.

Entity actions:

Quote from: Earth Elemental
Fortify!
[1] It doesn't really know much about warfare or building fortifications, but it moves happily to obey. When you check on it at the end of the day, it has made a large pile of dirt against one side of the tower, completely covering some of the lower windows.

Quote from: Villagers
Capitulate?
[3] The villagers retreat to their homes and refuse to come out, frightened of the strangers. The volunteer watch have cast their arms down and fled.

Quote from: Nightmare
Obey?
[4] You manage to bring the nightmare back under control. It contents itself grazing on some of the fallen villagers.

That was a lot of 1's...
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Iituem

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #108 on: July 17, 2010, 08:43:10 am »

Alicia laughs maniacally atop the Nightmare, revelling in slaughter.  She isn't exactly the most stable of people.

"Raaaath," she says as sweetly as she can manage to the abnormally tall girl, "how would you like to help me kill any of those unfortunate witnesses that just escaped?  It's not as if we want any details getting out."

"Meanwhile!" she cried, turning to the houses full of terrified citizens.  "Ladies and Gentlemen!  Your village has now been taken over by the... the... the Spire of Blood!  You are to pack up all your belongings you can carry and accompany us to a new home in our fortified tower, where you will receive as much food as you can eat, shelter, paying work and most importantly of all, a reprieve from being slaughtered like the worthless wretches you are!  But I still require you to elect five of yourselves to be sacrifices - though we'll wait until we get back to the tower to do any serious slaughter."

Alicia reanimates those bodies that have not been consumed by the Nightmare and sets them to hunt down and kill any survivors who haven't taken refuge in their homes, in order to prevent witnesses escaping.  She makes sure to leave a couple of bodies for the Nightmare to eat.  Finally, she makes one more effort to convince the villagers to return to the tower with her.
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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 5 - Blood and Bedlam.
« Reply #109 on: July 17, 2010, 10:55:18 am »

"Yes alicia escapies are worse than just not serving us, bodeys are inconvinient too, i also wonder how specific my powers of nothingnes can be pushed"

DIsintegrate the fleeing oposition, then as an experiment obliterate the free-will and fighting spirit of some viligers
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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 5 - Blood and Bedlam.
« Reply #110 on: July 17, 2010, 02:05:34 pm »

I show the elemental a simple diagram of a moat, then head to the library to research this gem.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Ghazkull

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #111 on: July 17, 2010, 03:46:28 pm »

After several hours of sapping and cleaning up the living room again, Helfd gathers his skeletosn and enters the Catacombs again...

Plunder the Catacombs!
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ragnarok97071

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #112 on: July 18, 2010, 06:19:34 am »

somewhat angered by the fact that she can't seem to do anything but study this damn book without failing miserably, she goes back to studying the book. on second thought, She takes a leisurely stroll thorough the tunnel and tries to decipher the spell blocking the elemental from digging there. if I end up critfailing it and somehow activate an explosion, i am probably going to break something. oh, and since I am injured, I try to get bones to lend me some skeletons to carry me there in a palanquin or something.
« Last Edit: July 18, 2010, 06:35:21 am by ragnarok97071 »
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forsaken1111

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #113 on: July 18, 2010, 06:24:55 am »

Sorry, I let the dice fall where they may. Random is random. :)

Nobody can lose ALL the time.
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Ochita

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #114 on: July 18, 2010, 06:26:52 am »

I did. Check the 2nd multiworld thing and look at my rolls
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Iituem

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Re: Dark Magi - Turn 5 - Blood and Bedlam.
« Reply #115 on: July 18, 2010, 09:37:39 am »

Look at it this way, Ragnarok, the turn'll be up soon and there's a pretty good chance (with all the actions being taken) that Alicia's going to get her ass handed to her on a 1.  That'll be fun to watch.   ^_^
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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 5 - Blood and Bedlam.
« Reply #116 on: July 18, 2010, 09:46:08 am »

Busy until about 6pm EST today but if all actions are in then I'll pop in and do an update.
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forsaken1111

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #117 on: July 18, 2010, 06:03:20 pm »

Turn 6 - The Tower of Blood!

Actions:

Alicia reanimates those bodies that have not been consumed by the Nightmare and sets them to hunt down and kill any survivors who haven't taken refuge in their homes, in order to prevent witnesses escaping.  She makes sure to leave a couple of bodies for the Nightmare to eat.  Finally, she makes one more effort to convince the villagers to return to the tower with her.
You summon the magic and begin casting your spell to reanimate some of the corpses nearby. [5] You reanimate most of the bodies. Several corpses in the village suddenly pulls their bits and giblets back together and shambles to their feat.

The zombies form a ring around you, their mouths agape and drooling as they wait for a command. While obviously not the most intelligent of beasts, they possess an inhuman strength and endurance. Though they hunger for flesh, they require neither sustenance nor supplies.

15 human zombies reanimated.

DIsintegrate the fleeing oposition, then as an experiment obliterate the free-will and fighting spirit of some viligers
You aim to completely dissolve some of the fleeing peasants and watchmen. [3] They are running awefully fast, but you manage to maul and maim several of them and reduce one or two to dust.

Village population now 79.

I show the elemental a simple diagram of a moat, then head to the library to research this gem.
You give the elemental a new command, show it a diagram, and then head off to unlock the secrets of the onyx. [5] You seem to have a knack for libraries! You find a treatise on gem enhancements as it pertains to death magic amongst the books of the library and manage to figure out that this gem, if properly treated in an alchemist's laboratory and fitted into the head of a staff, will enhance the effect of death magic spells.

Mechanically, once properly constructed such a staff would allow you to roll a d8 instead of a d6 when using magic of the death sphere. The treatise does not have detailed construction plans for the staff, but does mention someone who is something of an expert on the subject. It seems that Falweth the Grand is a self-styled expert at constructing objects of power, and that he lives somewhere north, beyond the swamp, at the foot of a mountain range in a secluded wizard's tower.

Plunder the Catacombs!
You venture into the catacombs in search of treasure! [1] As you are walking along in the catacombs, you inadvertently trigger a long-dormant defense for some forgotten tomb.

Avoid the trap: [2] The door you entered by slams shut and the ceiling begins to lower down upon you, attempting to crush you! You weren't fast enough to jump back through the door.

Escape! [4] You manage to disable the ancient mechanism by briefly animating the bones of several rats and sending them scurrying into several holes to chew through ropes and physically block up large stone gears. You eventually extricate yourself without harm and manage to continue into the tomb.

Loot the tomb: [5] Jackpot! You find several wooden chests containing silver coins and valuable copper and silver dinnerware, goblets, plates, and even some jewelry.

Two loot tokens recovered.

Loot tokens are an abstracted system of wealth. Upgrades to the tower will cost loot tokens for materials and labor, and loot tokens can be used to buy things or barter with other people.

She takes a leisurely stroll thorough the tunnel and tries to decipher the spell blocking the elemental from digging there. if I end up critfailing it and somehow activate an explosion, i am probably going to break something. oh, and since I am injured, I try to get bones to lend me some skeletons to carry me there in a palanquin or something.
You begin walking down the tunnel. The town is a good distance away, and will take one turn to reach.

Travel: [3] Travel is uneventful. You find a few tasty roots sticking out from the ceiling, and all of the burrowing creatures have fled the area in the wake of the massive elemental's digging.

Entity actions:

Quote from: Earth Elemental
Dig a moat
[6] It gets so excited by your suggestion that when you look out at the end of the day, it has dug a 'moat' which is over 700ft deep and 200ft wide. It is now impossible to enter or exit the tower without magic, or some means to cross the chasm. It looks up at the window, hoping you will be pleased.
Quote from: Villagers
Capitulate?
[4] After a long while, some of the villagers finally come out. On shaking legs, they bend knee to the two female wizards and swear their loyalty. More and more follow. The village of Hallenth is now conquered, and has sworn loyalty to the 'Tower of Blood'. The villagers begin to bicker amongst themselves, and quickly come up with the five most disliked people as the demanded sacrifice. They await your command.
Quote from: Nightmare
Obey?
[5] The nightmare seems sated for now, and content to follow your commands so long as it gets regular food.
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forsaken1111

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #118 on: July 18, 2010, 06:04:21 pm »

Turn is up, I think I got everything I intended to in there.

I will update the first page when I have had some sleep.
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dragnar

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Re: Dark Magi - Turn 6 - The Tower of Blood!
« Reply #119 on: July 18, 2010, 06:19:30 pm »

Note to self: Make sure to inform massive creatures of the scale desired on any task. :o

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.

Also, my luck begins to scare me... the RNG will have it's vengeance upon me, the only question is when...
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.
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