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Author Topic: The Walkers - a text based suggestion adventure  (Read 4861 times)

Angle

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Re: The Walkers - a text based suggestion adventure
« Reply #15 on: June 19, 2011, 06:47:51 pm »

Perhaps something to stop people from dying from stupid things?
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stabbymcstabstab

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Re: The Walkers - a text based suggestion adventure
« Reply #16 on: June 19, 2011, 06:52:02 pm »

good idea that would be the best thing we only have around a hundred people we need all we can get
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ashton1993

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Re: The Walkers - a text based suggestion adventure
« Reply #17 on: June 19, 2011, 07:29:58 pm »

Mini update :D
18th May 1972

Rolls
Walker (greater good luck) - 75
Walker (scrying) - 73 (+15) 88
Golem (mediation) - 33 (+48)

Navek rises from his mediation he knows what he can do, hastily he creates a powerful good luck charm before sitting down once again entering a mental haze as pictures of stone flicker through his head, isolating it he feels himself leave his body and fly from the camp in an easterly direction, the spell worked Navek thought to himself as he comes out of transit the golem slowly fades back from meditation too.

Spoiler: Results (click to show/hide)

Spoiler: Status (click to show/hide)

Spoiler: Area Map (click to show/hide)

Sorry about not doing the protection from stupid stuff spell (the scrying spell sounded kinda cool), I was just bored and there was a low dice roll so I figured I could kill off one of the peasants, so what are the new orders, which spell to cast? What about food, and the newly discovered stone, you get the idea :D
« Last Edit: June 20, 2011, 06:00:41 pm by ashton1993 »
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Angle

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Re: The Walkers - a text based suggestion adventure
« Reply #18 on: June 19, 2011, 07:57:07 pm »

So for golems, does a walker have to be controlling it all the time, or can he just give it some directions and leave it to them? For example, could we have navek make another golem and have it just haul clay while the first one helps with trees? or would we need another walker for that?
« Last Edit: June 19, 2011, 08:08:39 pm by Angle »
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ashton1993

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Re: The Walkers - a text based suggestion adventure
« Reply #19 on: June 19, 2011, 08:01:46 pm »

Quote
So for golems, does a walker have to be controlling it all the time, or can he just give it some directions and leave it to them? For example, could we have navek make another golem and have it just haul clay while the first one helps with trees? or would we need another walker for that?

Well a walker could create as many golems as he has time and clay but only control one golem at a time, uncontrolled golem's have their own agenda and may try to help you, run away or attack you, either way though they can't communicate without a walker so they'll be up to their own devices. You might be able to train a peasant into a walker though it'd require an exeptionally good roll, a spare golem to give to him and 24/7 mentor-ship from another golem and walker. Though to get a skilled walker a few months of training could be worth it.
« Last Edit: June 19, 2011, 08:04:12 pm by ashton1993 »
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Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

stabbymcstabstab

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Re: The Walkers - a text based suggestion adventure
« Reply #20 on: June 19, 2011, 08:06:45 pm »

umm is there a way to get more people because this is going to bad if we cant
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ashton1993

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Re: The Walkers - a text based suggestion adventure
« Reply #21 on: June 19, 2011, 08:08:19 pm »

umm is there a way to get more people because this is going to bad if we cant
Yup - as soon as you find another civilization, they're out there, just going to be a bit hard to find.
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Wow, that's actually really friggin' awesome looking.
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Angle

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Re: The Walkers - a text based suggestion adventure
« Reply #22 on: June 19, 2011, 08:09:53 pm »

as for what we should do, we should have our farms continue, our clay gatherers continue, our wood gatherers continue, our builders make more farms down in the farming area and a sawmill up by the forest. Our scouts should fill in the empty space between the clay pits and our home base. we should also try and finish training those remaining peasants into farmers.
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stabbymcstabstab

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Re: The Walkers - a text based suggestion adventure
« Reply #23 on: June 19, 2011, 08:16:42 pm »

how about seeing if we can teach any one here magic it doenst have to be our level magic just like fireball or some stuff like that
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Re: The Walkers - a text based suggestion adventure
« Reply #24 on: June 19, 2011, 08:18:29 pm »

that would take up several months of naveks time and a whole crapload of clay. I'ts a good idea, but we don't have the resources to tackle it right now.
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Re: The Walkers - a text based suggestion adventure
« Reply #25 on: June 19, 2011, 08:24:02 pm »

hmmm lets keep that filed somewhere through so we remeber to do it also is there any water nearby to fish and i got a plan with any river nearby
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Re: The Walkers - a text based suggestion adventure
« Reply #26 on: June 19, 2011, 08:26:53 pm »

We havent discovered one yet.
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ashton1993

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Re: The Walkers - a text based suggestion adventure
« Reply #27 on: June 19, 2011, 08:32:24 pm »

We havent discovered one yet.
In the status update you rolled a 96 on scouting so you getting a lake just writing it up now
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Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

stabbymcstabstab

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Re: The Walkers - a text based suggestion adventure
« Reply #28 on: June 19, 2011, 08:44:25 pm »

nice iragate the farms with the water then
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Angle

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Re: The Walkers - a text based suggestion adventure
« Reply #29 on: June 19, 2011, 08:46:00 pm »

Could we have navek set up some specialized equipment to reduce the cost of spells? I was thinking of maybe a kind of "Scrying Pool" except made out of clay that would make the scrying spell much cheaper, for example.

about the farms, we might be better off making new farms next to the lake than trying to dig an irigation ditch all the way across the map. we'll see when the report comes in.
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