Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: RandomNumberGenerator on March 06, 2010, 12:23:26 pm

Title: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: RandomNumberGenerator on March 06, 2010, 12:23:26 pm
Twenty years have passed since the gate to hell has opened up, and the demon's influence has spread across the world like hellfire... quite literally. The land transformed beneath their feet, becoming twisted and corrupted, slowly poisoning any who tried to live off of it. Most have fled from the demons, hoping to find salvation on the seas. They were never heard from again. Now, only a few precious strongholds remain, where the last survivors of humanity desperately try to survive.

Spoiler: Rolls (click to show/hide)

Spoiler: Magic and Skills (click to show/hide)

Spoiler: Gods (click to show/hide)

Spoiler:  Legends (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Character Creation (click to show/hide)
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: ExKirby on March 06, 2010, 12:40:46 pm
Why aren't I on the waiting list?
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 06, 2010, 12:46:09 pm
Hurray for sequels!

Name: Nirur Torir
Gender: Male
Profession/Skills: Healing Magic No, wait. I don't want to be lynched.
   Major: Metamagic
   Minors: Death Magic and Axefighting
Requested Equipment: An axe that doubles as a staff for focusing ethereal flows, some armor, and a tattered book of necromancy.
Background Information: Nirur was a young lad when the world changed. His father was a mage of minor renown, and taught him all he could. It was not enough, his father was drafted after six months, and was slain while trying to defend a town two years later. His mother moved to Maradin, where she raised him for ten years. He continued to work on his magic what little spare time he had. When he was 15 he was drafted into the Maradin militia. He eventually saved enough money for a contraband book on death magic.
The city continued to grow more desperate, and he has volunteered to take the fight to the enemy.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Virroken on March 06, 2010, 12:51:27 pm
Name: Virroken
Gener: Male
Profession-major: Runecrafting
Profession-minor: Short blades (daggers)

Background: A scavenger sent to the demonic badlands outside city walls to forage for materials. He survives on the outside through a combination of short blade skill, and chucking explosive-runed rocks.

Stuff: Set of daggers, and one of whatever people use to carve runes.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 12:51:55 pm
Why aren't I on the waiting list?
Woops, I missed you. Let me put you in.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: kilakan on March 06, 2010, 02:55:53 pm
I killed the arch-mage, via decapitation... is he a zombie now?

Name:Aarchan
Gender:Male
Profession/Skills(Chose 1 major and 2 minor):Major alchemy, minor throwing, minor herbalism
Requested Equipment(If it's reasonable, you will start with it):mortar+pestle, 10 glass vials, alchemy ingredient reference book, basic clothes
Background Information(Optional):Originally a herbal healer, Aarchan, realized that it not only made very little money, but with all the demons, few people survived to be healed.  When he stumbled upon an explosive mixture, and a type of contact acid, he decided to take the fight to the front lines.  Now a little crazy from so much chemicals, he travels the country in search of more powerful ingredients, in the hopes to make a potion which will one day kill the evil lords of the land.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 03:16:50 pm
I killed the arch-mage, via decapitation... is he a zombie now?
You killed the head of the academy. Not the archmage that summoned the demons.

Also, you get to pick one major AND two minor skills. Same goes for you, Virroken
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: kilakan on March 06, 2010, 03:17:45 pm
ooooooooh ok
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Virroken on March 06, 2010, 06:19:59 pm
Is smithing needed for rune carving? If it is, I'll take that. If not, I'll take elemental magic as a minor.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Dermonster on March 06, 2010, 06:21:47 pm
Name: Derek Hellbinder
Gender: Male
Profession/Skills: Major Summoning magic, Minor air and fire magic.
Requested Equipment(If it's reasonable, you will start with it): Wizards staff and robe. Sandals.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: KineseN on March 06, 2010, 06:46:00 pm
Name: Kin
Gender: Male
Profession/Skills(Chose 1 major and 2 minor): Major Rune Magic, minor hammer fighting and minor elemental magic.
Requested Equipment(If it's reasonable, you will start with it): A heavy two-handed hammer made of iron, a book on basic magical runes and a blank book with quill and ink included.
Background Information(Optional): Kin started out his career as a Hammerman but after an unfortunate accident were he was the target of a noble trap he spent his recupating days in bed. Almost bored to death he would leave the bed several times a season but was soon shoved back to the bad. One day he got hold on a book on basic magical runes before being put back to bed. He started to study them in detail and was soon better with rune magic than he was with his trusty hammer. The day he was released from the cursed bed he bought a blank book, ink and quills thinking up ways to combine the runes with.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 06:58:49 pm
Is smithing needed for rune carving? If it is, I'll take that. If not, I'll take elemental magic as a minor.
It's not needed, but it is a complimentary skill. Elemental magic is fine, though.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 08:55:58 pm
Alright, I finished the builds for everyone who posted their character. I'll give until Monday night for the other three to post theirs, since it's the weekend. If they don't post by then, we will start going down the waiting list.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: zchris13 on March 06, 2010, 09:58:25 pm
I still accuse you of gaming the dice.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: kilakan on March 06, 2010, 09:58:40 pm
agh kinesen is naked my BRAIIIIIN!!!!!!
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 06, 2010, 10:36:01 pm
Animate Remains! I knew it would come back to haunt me.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 10:42:22 pm
I still accuse you of gaming the dice.
I just used what random.org gave me.

agh kinesen is naked my BRAIIIIIN!!!!!!
Erm... whoops.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: dragnar on March 06, 2010, 11:11:46 pm
Animate Remains! I knew it would come back to haunt me.
Use it to heal! It shall turn out so badly that you will actually resurrect them normally!

Name: Dragnar
Gender: Male
Profession/Skills: Major- Rune magic, Minor- summoning magic and death magic.
Requested Equipment: clothes, a staff, a spellbook on summoning, and a chisel
Background Information(Optional): Dragnar has always longed to create, and not just anything, but things no one had ever dreamed of, things that should not be possible. He has studied many schools of magic during his life, and now, now he has a plan. All that remains is to acquire some practical experience.

If I live long enough, these schools should interact in some very interesting ways.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 06, 2010, 11:47:21 pm
If I live long enough, these schools should interact in some very interesting ways.
You're right. They should.

Spoiler: Dragnar (click to show/hide)
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: kilakan on March 07, 2010, 12:31:23 am
just two more and the "fun" begins!!!
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: ExKirby on March 07, 2010, 08:36:04 am
I read through the entire first one last night. I know what race I wanna be.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Mindmaker on March 07, 2010, 08:51:45 am
God dammit!
I'm always late when a new RTD starts...
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: dragnar on March 07, 2010, 09:43:28 am
God dammit!
I'm always late when a new RTD starts...
This one isn't quite "new". There was a waiting list before the thread was even started.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: sir diesalot on March 07, 2010, 11:35:53 am
Ok I should prepare a character for when my turn rolls round so here goes:

Name: Scintoth Svadi
Gender: Male
Profession/Skills(Chose 1 major and 2 minor): Major elemental magic (earth, maybe water), minor axe weilding, minor rune magic
Requested Equipment(If it's reasonable, you will start with it): Leather brigandine armour, 2 handed greataxe, woodcarving knife.
Background Information(Optional):
 Scintoth is a norse man who was young when the demonic outbreak began. When his village elders recieved word of the outbreak, they gathered all of the young and taught them the ways of magic for when the scourge came. The demons descended upon the village earlier than was anticipated and rather than defending his village, Scintoth grabbed his sister and ran for safety, which at the time was Schalade. While his sister was captured, Scintoth managed to escape once again using his earth magic to break through the city wall to his freedom. He now holds a vendetta against whoever now holds his sister and is dishonoured for abandoning his home.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 07, 2010, 11:51:43 am
A man of a non-existent ethnicity ran from the demons, taking shelter in the demon's stronghold where they first entered the world? Interesting...

Does bring up a good point though. Where do you guys want to start? I sort of assumed everyone would be in Alamar's Keep, but you could just as easily be in Maradin or Port Shalot.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Dermonster on March 07, 2010, 11:58:19 am
Its easier if we are all in the same place really.
Alamar keep.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: ExKirby on March 07, 2010, 12:12:53 pm
Name: Alexander Kyrby
Gender: Male
Professions/Skills: Major Dodging, Minor Parrying, Minor Swordplay
Requested Equipment: Leather Squire Armor, Fencing Sword
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: dragnar on March 07, 2010, 12:23:08 pm
Its easier if we are all in the same place really.
Alamar keep.
Agreed. We can always split up later, finding each other is much more difficult.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 07, 2010, 12:51:00 pm
Alamar Keep, certainly.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Virroken on March 07, 2010, 01:12:10 pm
START US IN THE WILDS.
Or Alamar.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: KineseN on March 07, 2010, 01:15:03 pm
START US IN THE WILDS.
A sure way to kill those who are unprepared. I prefer Almar's Keep myself.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: kilakan on March 07, 2010, 02:15:57 pm
aye almer's keep sounds good.... first turn! Raid peoples gardens for alchemy supplies!  Then look for a shop selling alchemy ingredients, sell stolen garden ingredients, and buy ingredeints to make pyrofluid!
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Acanthus117 on March 07, 2010, 07:32:46 pm
Name: Marcus
Gender: M
Profession/Skills: Major Sword fighting, Minor Dodging, Minor Fire Magic
Requested Equipment(If it's reasonable, you will start with it): Iron shortsword, small spellbook, leather armor
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Cheddarius on March 08, 2010, 12:07:58 am
Name: Cheddarius The Wise
Gender: Male
Profession/Skills: Major Life Magic User, Minor Alchemist, Minor Staff User
Requested Equipment: Gnarled Staff, Arch-Mage's Robes
Background Info: Cheddarius is a dedicated researcher for the arcane university. He often does lectures for various classes, and lately he's been planning to take up teaching.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 08, 2010, 11:56:40 am
Name: Cheddarius The Wise
Gender: Male
Profession/Skills: Major Archmage Researcher, Minor Battlemage
Requested Equipment: Gnarled Staff, Arch-Mage's Robes
Background Info: Cheddarius is a dedicated researcher for the arcane university. He often does lectures for various classes, and lately he's been planning to take up teaching.

You get to chose a second minor skill, as well. I'm not exactly sure what researching/battlemaging is... you could go something like Major Metamagic, Minor [Weapon] Minor [Magic] if you wanted to. I wasn't aware that you didn't realize you signed up(You said you would join the sequel, but it was sort of in passing so...), so if you don't want to play that's fine, since we have several people on the waiting list already.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 08, 2010, 01:01:39 pm
Since I was already in the first one, I'm going to drop out to let somebody else in.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: ExKirby on March 08, 2010, 01:10:44 pm
DIVING ENTERANCE.

Can I be one of those blue guys of whom you killed off with a sun?
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 08, 2010, 06:17:07 pm
Since I was already in the first one, I'm going to drop out to let somebody else in.
Erm... I wasn't asking for anybody to drop out. It just seemed to me that Cheddarius wasn't really paying much attention to the game. If you want to, that's fine though.

DIVING ENTERANCE.

Can I be one of those blue guys of whom you killed off with a sun?

A Void Marauder? We'll see.

Anyway, still need an update from Cheddarius so I can make his character before I can post the turn.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 08, 2010, 06:31:11 pm
It just feels greedy to take a spot, when I lived the longest last game ...

Actually, I'm filled with a sudden desire to break the game as a necromancer. Count me back in, but could I switch my magic specialties around, to have Necromancy has my primary?
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: RandomNumberGenerator on March 08, 2010, 06:42:10 pm
It just feels greedy to take a spot, when I lived the longest last game ...

Actually, I'm filled with a sudden desire to break the game as a necromancer. Count me back in, but could I switch my magic specialties around, to have Necromancy has my primary?

Certainly. Everyone is welcome to switch their skills/equipment around before the game starts. I would really encourage people trying to find synergy between skills. There are quite a few powerful combinations out there. There is one combination I would really like to see, but nobody has made it yet... though one person came close. Not that I'm saying anybody's is bad, there might be a really awesome combination I haven't thought about yet that will kick ass when the time comes.

I guess that means we're starting with 9 then, since I can't exactly kick ExKirby out now... oh well. If it's anything like Mercenary RTD, someone will die soon enough.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Cheddarius on March 08, 2010, 06:45:30 pm
Righto, changed.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: Nirur Torir on March 08, 2010, 07:04:06 pm
Are you sure it's not Summoning + Rune Magic? Because summoning exploding things is always a sure path to victory. Anyway, I think I'll go with Death Magic, Summoning, and Elementalism. Minions! Instant stone walls wreathed in fire for my minions to hide behind! Fun!

Here's a more updated character sheet.
Name: Nirur Torir
Gender: Male
Profession/Skills: Healing Magic No, wait. I don't want to be lynched.
   Major: Death Magic
   Minors: Summoning and Elementalism.
Requested Equipment: An axe that doubles as a staff for focusing ethereal flows, a book of necromancy, and a book on elemental magic.
Background Information: Nirur was a young lad when the world echanged. His father was a mage of minor renown, and taught him all he could. It was not enough, his father was drafted after six months, and was slain while trying to defend a town two years later. His mother moved to Maradin, where she raised him for ten years. He continued to work on his magic what little spare time he had. When he was 15 he was drafted into the Maradin militia. He eventually saved enough money for a contraband book on death magic, which he studied whenever he felt he could get away with it.
The city continued to grow more desperate, and he has volunteered to take the fight to the enemy.
Title: Re: Arcanum Octet II: Reign of the Infernal [Turn 0]
Post by: dragnar on March 08, 2010, 08:28:08 pm
Are you sure it's not Summoning + Rune Magic? Because summoning exploding things is always a sure path to victory.
Muahahaha. That is but the start of my plans. Summon prefabricated objects, enhance with runes... secret final step with death magic. That last one was a close choice between life, death, and alchemy though.
Title: Re: Arcanum Octet II: An uneasy stillness. [Turn 1]
Post by: RandomNumberGenerator on March 08, 2010, 09:45:45 pm
A harsh wind blows through the town. The citizens are wary; a group of demons had been gathering to the north since late last night. The smithies are alive with activity, repairing the arms and armor from the last battle and forging new ones from the latest shipment of iron. In the center of the town, a Priest of Mandatum shouts over the noise, warning soldier and commoner alike not to stray from rightousness lest the demons claim their soul. Few heed his call; most look nervously to the ever growing army amassing to the north.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Derek Hellbinder (click to show/hide)
Spoiler: Kin (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(ExKirby) (click to show/hide)
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Dermonster on March 08, 2010, 09:48:15 pm
I Presume that they are going to attack the town?

Summon a fire spirit and an air spirit to aid me in whatever my quest will be.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Cheddarius on March 08, 2010, 09:48:40 pm
> invite Aarchan (Kilakan) to practice Alchemy with me
> if he does not accept, practice healing alone
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Acanthus117 on March 08, 2010, 09:50:56 pm
practice by creating balls of flame and hitting STONE walls with them.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Nirur Torir on March 08, 2010, 09:56:38 pm
I suppose there's some sort of cultural stigma with animating the undead inside the town. Pity.
I study my necromancy book.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: dragnar on March 08, 2010, 10:59:41 pm
Hmm.... I shall help the blacksmiths by carving runes of weakness on the weapons, causing them to weaken anything they strike.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Acanthus117 on March 08, 2010, 11:07:00 pm
hey dragnar, can you inscribe one of them weakening runes on my sword?
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Virroken on March 09, 2010, 01:13:46 am
Carve Finesse rune onto one dagger, and figure out what warding runes do.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: KineseN on March 09, 2010, 04:03:31 am
I search my Small Book “Index of Runic Spells” for a way to make known spells into runes, in other words a way to make my Stone spell into a Rune of Stone. While I think a Rune of Stone would be useless if I think I know what the spell would do I do want to know the way to convert spells to runes.
As a side action I look around for someone with knowledge on Rune Magic to take me in as an apprentice.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: dragnar on March 09, 2010, 08:28:04 am
hey dragnar, can you inscribe one of them weakening runes on my sword?
Sure... might want to wait and see if it has the intended effect first- it might weaken the wielder instead. I'll do yours second, after some random soldier's.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: ExKirby on March 09, 2010, 02:05:46 pm
Dude... there's a difference between a fencing sword and a rapier.

I scout the area, looking for anything that could be of any aid to us.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: RandomNumberGenerator on March 09, 2010, 03:56:55 pm
Dude... there's a difference between a fencing sword and a rapier.

What kind of fencing sword do you want then? Googling "fencing sword" pulls up everything from rapiers to bilbos to tucks. Unless you want a generic fencing sword, which I guess I could give you.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: kilakan on March 09, 2010, 04:51:54 pm
Sorry Cheddaris but I need supplies first!

>Search around town, in gardens, ditches, cracks in rocks, ect. for any alchemy ingredients I can find (look first for the ingredients to make a pyredraught)  Use field guide to help identify and find them.

I'm thinking those demon hearts will be a very potent alchemy ingredient, can't wait till they attack!  Oh and since I already know the spell, what does firedraught do, is it like napalm, or do I drink it then breathe fire?
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: ExKirby on March 09, 2010, 05:23:19 pm
Yeah, the idea was generic fencing sword.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: RandomNumberGenerator on March 09, 2010, 06:33:11 pm
Sorry Cheddaris but I need supplies first!

>Search around town, in gardens, ditches, cracks in rocks, ect. for any alchemy ingredients I can find (look first for the ingredients to make a pyredraught)  Use field guide to help identify and find them.

I'm thinking those demon hearts will be a very potent alchemy ingredient, can't wait till they attack!  Oh and since I already know the spell, what does firedraught do, is it like napalm, or do I drink it then breathe fire?
Pyredraught is essentially self-igniting oil. When the flask shatters, the shock creates a chemical reaction that heats up then ignites the oil in the mixture.

Looks like everyone has posted, so I'll start writing up the turn. I won't require it like in mercenary RTD since I didn't list it in the rules, but it does help me if everyone can bold their actions.
Title: Re: Arcanum Octet II: The March begins. [Turn 2]
Post by: RandomNumberGenerator on March 09, 2010, 07:28:00 pm
The March begins. [Turn 2]

I Presume that they are going to attack the town?

Summon a fire spirit and an air spirit to aid me in whatever my quest will be.
You close your eyes and concentrate on summoning a spirit to aid you. (6+2=8) You slip into unconsciousness, completely attuned to the astral plane while you search for an entity. (Luck 5) You come across a powerful wind elemental, which is intrigued by your presence and follows you back to your plane.

+3 to Summoning
New Spell: Summon Wind Elemental


> invite Aarchan (Kilakan) to practice Alchemy with me
> if he does not accept, practice healing alone
You wander off to practice healing magic so you're prepared for the upcoming battle.  (1+2=3) You can't find a suitable subject to practice healing on, so you decide to practice on yourself. (Luck 2) You stab yourself with a piece of sharp metal, then try and heal it, but the intense pain makes it very difficult to concentrate. 

practice by creating balls of flame and hitting STONE walls with them.
Thinking about getting some practice in, you head over to the archery range and practice against the wall. (6+1=7) Being relatively unskilled, you go overboard and create a giant ball of flame. (Luck 5) Fortunately, you manage to get it under control and cast it at the wall, where is explodes before fading away.

+3 to Elementalism
New Spell: Fireball


I suppose there's some sort of cultural stigma with animating the undead inside the town. Pity.
I study my necromancy book.
Deciding it might not be best to read about necromancy right in front of the preacher, you find a secluded place and begin studying your book. (3+2=5) You read about the connection of souls to the ether, and how to manipulate that connection for your advantage. (Luck 4) You understand these contents fairly well, and develop a new spell with them.

+4 to Necromancy
New Spell: Lifetap


Hmm.... I shall help the blacksmiths by carving runes of weakness on the weapons, causing them to weaken anything they strike.
Wandering around the town, you see a blacksmith working on weapons and decide to help him with your runecrafting. (6+2=8) You start to craft a rune of weakness in one of the blades, which glows a dark gray color for a moment. (Luck 6) When you touch the blade, it saps strength from your body... but it seems that isn't the only thing the rune effected. The rune weakened the blade itself, which shatters when you touch it.

+1 to Runecrafting.

Carve Finesse rune onto one dagger, and figure out what warding runes do.
Thinking to enhance your equipment before the battle, you grab a dagger and work on carving a rune of finesse into the surface. (5+2=7) You successfully carve the rune into the dagger, though you might have taken off more metal than you needed to. (Luck 4) The blade seems to still have some integrity left, though.

+2 to Runecrafting
Item Used: Iron Dagger
Item Gained: Fragile Iron Dagger of Finesse

You recall that a Rune of Warding can be traced on an object or on the ground to weaken opponents who enter the area.

I search my Small Book “Index of Runic Spells” for a way to make known spells into runes, in other words a way to make my Stone spell into a Rune of Stone. While I think a Rune of Stone would be useless if I think I know what the spell would do I do want to know the way to convert spells to runes.
As a side action I look around for someone with knowledge on Rune Magic to take me in as an apprentice.
Side actions are placed in italics.

You begin studying your book, searching for ways to create new runes. (6+2) You find a passage on the differences between runes and spells, which is informative but ultimately doesn't help you. You see no way to directly convert a rune into a spell, as the mechanisms of each are quite different.

+1 to Runecrafting

You are unable to find an experienced mentor to teach you. It seems most of the city is composed of soldiers and citizens, not mages.

Dude... there's a difference between a fencing sword and a rapier.

I scout the area, looking for anything that could be of any aid to us.
You look around, trying to find anything useful. (Luck 1) You find absolutely nothing of interest.

Sorry Cheddaris but I need supplies first!

>Search around town, in gardens, ditches, cracks in rocks, ect. for any alchemy ingredients I can find (look first for the ingredients to make a pyredraught)  Use field guide to help identify and find them.

I'm thinking those demon hearts will be a very potent alchemy ingredient, can't wait till they attack!  Oh and since I already know the spell, what does firedraught do, is it like napalm, or do I drink it then breathe fire?

You begin looking around for some supplies. (5) You find the quartermaster standing by the stockroom, and ask him if he has any alchemical supplies to help the troops. (Luck 6) He mistakenly thinks you're making healing potions, and gives you what you ask for since he believes it will help the troops.
-----

Suddenly one of the watch towers rings the bell. The demons have started advancing on the city! The stillness immediately turns to a bustle as soldiers rush to man the walls and civilians hurry to get out of the way. Everyone should finish up their preparations next turn.

-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(ExKirby) (click to show/hide)
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Cheddarius on March 09, 2010, 07:32:56 pm
Cast Cure Minor Wounds my arm
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Nirur Torir on March 09, 2010, 07:37:29 pm
I go on top of a wall or tower, and watch the advancing enemies, trying to identify commanders to target once they get closer.
I think about what Shadowtouch does.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Dermonster on March 09, 2010, 07:39:35 pm
I thank the wind elemental for helping me in my time of need. I head up to the battlements, whilst trying to levitate small rocks around my form with wind magic.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: Virroken on March 09, 2010, 07:53:50 pm
Kinseen, I've got a rune of Ice, which is kinda a elemental spell in rune form. Wanna try swapping rune spells or forming a new rune?

If Kin agrees, practice rune-stuff with him, teaching him Ice and Warding runes.
If Kin doesn't, practice with daggers.


RNG, you missed my +2 runecrafting in stats.
Title: Re: Arcanum Octet II: An uneasy stillness [Turn 1]
Post by: RandomNumberGenerator on March 09, 2010, 08:12:52 pm
What is Myou's Grace? Where can I get it and water?
It's a purple flower that grows in spikes and has a calming scent. When crushed into a balm, it soothes itching/burning and helps heal wounds. Commonly grows around the area, so you should be able to find it in a garden, or maybe just growing on the path somewhere.

Water... erm... Ask the quartermaster?

I think about what Shadowtouch does.
It's an offensive spell that wounds targets you touch. Think of sort of a 'Decaying Touch' ability. Not much more to it than that.

RNG, you missed my +2 runecrafting in stats.

Woops. That's why I don't like taking so many players, it's easy to lose track of stuff. Anyway, I'll fix it.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Cheddarius on March 09, 2010, 08:21:53 pm
I think a -1 for a 3 and a 2 (a Standard Failure) is pretty harsh. I mean, I only have about a 1/3 chance of getting myself fixed up next turn, and I could be dead in two or three turns if the rolls don't smile upon me.

Guys, could someone help heal my arm?
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Nirur Torir on March 09, 2010, 08:55:11 pm
Normally, I'd be delighted to heal your arm. However, I feel that trying to learn Cause Light Wounds on you would quite probably be disadvantageous to your health.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: RandomNumberGenerator on March 09, 2010, 09:08:55 pm
I think a -1 for a 3 and a 2 (a Standard Failure) is pretty harsh. I mean, I only have about a 1/3 chance of getting myself fixed up next turn, and I could be dead in two or three turns if the rolls don't smile upon me.

Quote from: Rules
3 and below may inflict injuries

It's not that bad really. You have a +2 on healing, for a total of +1, so unless you roll a 2 or below again, you should be fine.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: dragnar on March 09, 2010, 09:47:48 pm
Normally, I'd be delighted to heal your arm. However, I feel that trying to learn Cause Light Wounds on you would quite probably be disadvantageous to your health.
Why? You turned cure serious wounds into inflict serious wounds. How different is this? In fact, you should amass huge penalties to your necromancy so it become healing magic again. ;D

I'll read my summoning book, trying to find/summon a magical creature that is knowledgeable about runes.

I'll swap spells with anyone who had knowledge of the same schools as me and agrees. More spells for all!
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Nirur Torir on March 09, 2010, 09:57:22 pm
Does swapping spells count as a free action? If so, I'd gladly give Dragnar my necromancy spells.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: RandomNumberGenerator on March 09, 2010, 10:11:53 pm
Does swapping spells count as a free action? If so, I'd gladly give Dragnar my necromancy spells.
Nope. You have to spend a turn teaching/learning.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: dragnar on March 09, 2010, 10:18:38 pm
Aww... I was hoping it would be as simple as copying each other's notes from spellbooks. Oh well, I guess that can wait til the attack is over.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: KineseN on March 10, 2010, 04:14:42 am
I glady accept Virrokens offer and teach him Rune of Power and Rune of Durability. I also search the book for useable runes against demons, such as a Rune of Combustion.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: ExKirby on March 10, 2010, 12:44:05 pm
Barge through to the demons, and stand in a ready position, sword drawn. "En garde!"
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: kilakan on March 10, 2010, 06:10:48 pm
>Mix up some healing salves, saving 1 pouch of ash, 1 vial of water, 1 vail of oil, and head to a church.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: kilakan on March 11, 2010, 04:18:28 pm
we waiting on anyone?
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: RandomNumberGenerator on March 11, 2010, 06:36:01 pm
we waiting on anyone?
Acanthus117
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Acanthus117 on March 11, 2010, 07:15:24 pm
Sorry!

I go to the battlements, and prepare to hail down fire on the accursed Demons.
Title: Re: Arcanum Octet II: The demons are here! [Turn 3]
Post by: RandomNumberGenerator on March 12, 2010, 12:25:30 pm
The demons are here! [Turn 3]

Cast Cure Minor Wounds my arm
...

Wow.

You try and heal the damage you inflicted on yourself. (1+1=2) Your feeble attempts to repair the damage only end up making it worse. (Luck 2) Your arm is now infected, and in critical condition.

I go on top of a wall or tower, and watch the advancing enemies, trying to identify commanders to target once they get closer.
You dutily head to the keep's walls, prepared to help fend off the demon army (6) You get to the top and begin scanning the enemy ranks for their leaders. (Luck 2) You fail to determine who is the leader, when all of the demons have sharp spikes, and fangs, and blood-caked talons... and... blood... Uhhhh... *HURG* You throw up over the side of the wall.

I thank the wind elemental for helping me in my time of need. I head up to the battlements, whilst trying to levitate small rocks around my form with wind magic.
You head up to the walls and prepare to face down the demons. (6) You pick up several small rocks and throw them into the air. (Luck 5) Despite controlling rocks traditionally being earth magic, your wind magic manages to keep them aloft as they whirl around you.

+3 to Elementalism


Kinseen, I've got a rune of Ice, which is kinda a elemental spell in rune form. Wanna try swapping rune spells or forming a new rune?

If Kin agrees, practice rune-stuff with him, teaching him Ice and Warding runes.
If Kin doesn't, practice with daggers.

You begin to talk about the runes you know. (4+2=6) You blow through the material quite quickly, a little too quickly perhaps. (Luck 4) Kin barely manages to keep up with you, but he does learn how to use the Rune of Ice.

+3 to Runecrafting


I'll read my summoning book, trying to find/summon a magical creature that is knowledgeable about runes.

I'll swap spells with anyone who had knowledge of the same schools as me and agrees. More spells for all!
You page through your book, looking for information on magical creatures. (2+2=4) You don't find much information, as your book only seems to cover basic knowledge. (Luck 5) You do learn more about summoning, however.

+2 to Summoning

I glady accept Virrokens offer and teach him Rune of Power and Rune of Durability. I also search the book for useable runes against demons, such as a Rune of Combustion.
You train with Virroken, learning what little he knows about runes. (4+2) You begin teaching him yourself, and like Virroken, blow through the material pretty fast. (Luck 1) He doesn't pick up what you're saying though; In fact, you've only managed to confuse him.

+2 to Runecrafting

Barge through to the demons, and stand in a ready position, sword drawn. "En garde!"

You prepare to fight against the demonic menace. (?) You rush out of the front gates and brandish your sword, ready to fight the demons.

>Mix up some healing salves, saving 1 pouch of ash, 1 vial of water, 1 vail of oil, and head to a church.

You begin working on making a 'healing' potion, and work on mixing the ingredients together. (1+2=3) You accidentally drop the solution, which shatters. (Luck 1) The solution explodes, engulfing you in flame and damaging your equipment.

Sorry!

I go to the battlements, and prepare to hail down fire on the accursed Demons.
You walk up to the battlements, preparing to fight the demons. (1) Hmm... that's odd. Where are they? You lean over the bastion to try and see them, but lose your balance. (Luck 6) You barely prevent yourself from falling off the wall, though you tumble backwards into a supply crate and know everything to the ground.
-----

The demons have reached the city! They attack next turn!


-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(ExKirby) (click to show/hide)
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Nirur Torir on March 12, 2010, 01:09:31 pm
I cast Lifetap, preferably at an enemy that is threatening ExKirby.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Virroken on March 12, 2010, 01:16:39 pm
Etch rune of warding on ground where the demons will be when they break in. These things only affect enemies, right?
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: ExKirby on March 12, 2010, 01:22:07 pm
I RUDDY HOPE SO.

Swordplay!

Do I get both a parry AND a dodge roll per attack?
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Dermonster on March 12, 2010, 03:36:48 pm
I Tell my wind elemental to shoot a concentrated stream of oxygen at the Demons. I cast torch into the stream. This should create an intense blazing flamethrower that i shall henceforth refer to as 'Hellfire'
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: dragnar on March 12, 2010, 04:34:32 pm
I'll place a rune of warding on the main gates, hoping to slow their attack.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: kilakan on March 12, 2010, 06:10:55 pm
Go to a church, then fill 5 of my vials with holy water.  Wash off clothes and burns, if non-scared water is present.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Cheddarius on March 12, 2010, 06:43:23 pm
I knew it.
Cure Minor Wounds on my arm, inevitably killing myself. Cry out, shouting "I'm too young to die!" as I fall to the ground.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: kilakan on March 12, 2010, 06:48:41 pm
ZE PAIN!!!! lol.... wait didn't I blow myself up on turn two of the first arcanum octet?
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: KineseN on March 12, 2010, 07:09:13 pm
Since I have no time to do some more experiments I get to the keeps northen wall and starts throwing Stone at any demon that is too close to the walls. If the spell require stones from the vincity I will only use what I can find down the ground and not from the walls, otherwise keep using Stone until I feel tired.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: kilakan on March 13, 2010, 07:05:37 pm
need archanthus's post now...
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: ExKirby on March 15, 2010, 02:37:38 pm
HURRY IT UP.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: RandomNumberGenerator on March 15, 2010, 04:12:46 pm
I'll give Acanthus until tomorrow to post. If he doesn't post by then, I guess I'll just drop him.
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Acanthus117 on March 15, 2010, 05:31:55 pm
GODDAMNIT!

Ehh, try to get up.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: RandomNumberGenerator on March 15, 2010, 07:28:05 pm
Play with fire, end up burned. [Turn 3]

I cast Lifetap, preferably at an enemy that is threatening ExKirby.
Health 5: The nausea passes.

Staring out at the demon army, you locate one charging toward ExKirby and aim Lifetap at it. (5+2) You create a siphon between it and you, but notice something seems wrong... (Luck 5) You realize that the siphon is pulling energy from you, and giving it to the demon! You manage to cut off the stream before it damages you.

+1 to Necromancy.

Etch rune of warding on ground where the demons will be when they break in. These things only affect enemies, right?

You head down by the main gates and create a large ward in the ground. (2+2) It looks rather crude. (Luck 4) You think it should suffice though.

+2 to Runecrafting

Swordplay!
You stand out in front of the gates, waiting for the demons. One comes into range, and you strike out at it! (2+1) You lose your balance for a moment. (Luck 2) You twist your ankle and fall over.
I Tell my wind elemental to shoot a concentrated stream of oxygen at the Demons. I cast torch into the stream. This should create an intense blazing flamethrower that i shall henceforth refer to as 'Hellfire'
Control(2+2): The elemental releases a gust of oxygen towards the demon army.

You then cast Torch into the stream. (1+1) The stream seems to lack fuel, and doesn't ignite. (Luck 2) Your mana seems to function as a plentiful fuel source however, and the elemental's oxygen creates an explosion. You're blasted off the wall.

I'll place a rune of warding on the main gates, hoping to slow their attack.
You work on carving a rune of warding into the gates. (6+2) You decide to take a few creative liberties, and embellish the rune. (Luck 2) Well... it looks pretty. But you seem to have nullified the rune's effects.

+1 to Runecrafting.

Go to a church, then fill 5 of my vials with holy water.  Wash off clothes and burns, if non-scared water is present.

You go to the church and locate the blessed water. (5) You fill five vials with it.
I knew it.
Cure Minor Wounds on my arm, inevitably killing myself. Cry out, shouting "I'm too young to die!" as I fall to the ground.
...

I think the dice hate you, Cheddarius.

(2+1) You try and heal your arm, but you mess up the incantation. (Luck 3) You ruin the rest of your arm, and the infection spreads. 

Since I have no time to do some more experiments I get to the keeps northen wall and starts throwing Stone at any demon that is too close to the walls. If the spell require stones from the vincity I will only use what I can find down the ground and not from the walls, otherwise keep using Stone until I feel tired.
(4+1) You head up to the walls and barrage the demon army with magical barrage of rock. (Luck 4) You severely wound one of the demon squadrons.

+4 to Elementalism

GODDAMNIT!
Ehh, try to get up.
You try and get up. (1) Nope.


Quote from: Battlement Archers
Fire on the demons!
The archers on the walls unleash a hail of fire. (40)(19) All of the arrows strike true, and 19 demons fall.

Quote from: Demon Archers
Return Fire!
The demons fire back at the archers. (12-4)(11-4) 7 archers fall.

Quote from: Demon Soldiers
Charge the gates! And... wait, what is that guy doing out here all by himself?
The footsoldiers rush towards the gates, but stumble upon ExKirby. (34)(12) They team up on the lone fighter and strike at him. (2+2)(4+2)(3+2)(3+2)(4+2)(6+2)(1+2) Despite lying on the ground, he somehow manages to dodge six of the demon's attacks. In the end they catch and take him prisoner.

-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(ExKirby) (click to show/hide)

Spoiler: Allied Army (click to show/hide)
Spoiler: Demon Army (click to show/hide)
Title: Re: Arcanum Octet II:The March begins. [Turn 2]
Post by: Acanthus117 on March 15, 2010, 07:29:03 pm
Try to get up AGAIN.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Cheddarius on March 15, 2010, 07:33:24 pm
Oh my gosh.
This has gone from tragic on the first turn to crushing on the second turn, and now to just hilarious.
Cure Minor Wounds on me again. When my chest explodes, squirming in maggoty aliens, kneel down slowly, gasping for air. Look around me at the other PC's. Speechify. "My friends, one last request. I have lived a long enough life... do not mourn for me. There are more pressing matters at hand. Still, I wish to yet leave my mark on the world. Do not forget what I say now... ROOOOooon... pauuul..."
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Dermonster on March 15, 2010, 07:34:31 pm
Get up, try to find a healer for my burns and for Cheddarius. Command the elemental to shoot sharp blades of wind at the demons from the battlements.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Nirur Torir on March 15, 2010, 07:41:30 pm
I cast Animate Remains on one of the enemy archers.
Come to think of it, if Lifetap did funny things, I'd better not try Animate Remains in the middle of a battle.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: dragnar on March 15, 2010, 08:00:50 pm
I quickly repair my rune of warding before the demons reach the gates.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Virroken on March 15, 2010, 08:27:20 pm
Get on battlements, cast Chill at demons, which sounds ridiculously underpowered by the way. Oooh, I am going to make you slightly uncomfortable by lowering the general temperature in the area. You'd better put on a sweater and get a cup of hot chocolate, cause it goan get chillay up in hurr.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Nirur Torir on March 15, 2010, 08:51:01 pm
I cast Chill along with Virroken, in a double-combo attack of slight chilliness.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: KineseN on March 16, 2010, 02:26:36 am
I continue the barrage of Stone, aiming more against the demon archers.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 16, 2010, 02:45:59 am
RNG, in that situation, I think I'd need to parry. I didn't give it a major for nothing.

Try to find a way to break from my captor's grasp-if it works, draw my sword and fight.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: kilakan on March 16, 2010, 10:12:32 am
Head to the inside of the wall by the gate, mix a healing potion, use it on myself if it works, and some on any nearby soldiers if there's any left.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: RandomNumberGenerator on March 16, 2010, 02:47:47 pm
RNG, in that situation, I think I'd need to parry. I didn't give it a major for nothing.
I did give it to you. That's what the +2 is.

I know PCs are better than NPCs, but you can't take on an army by yourself.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 16, 2010, 04:21:06 pm
Ok, but in future situations (read-ones that don't involve me already on the floor), I should be able to take a dodge roll on any attacks that my parry fails against.

But when I'm on the ground like that, no dodge roll.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: zchris13 on March 16, 2010, 09:17:45 pm
I should think your parry roll would be nullified instead.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: kilakan on March 16, 2010, 09:25:36 pm
I gotta agree, parrying on the ground is alot harder then rolling out of the way.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: zchris13 on March 16, 2010, 09:29:15 pm
At least Hollywood thinks so.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 17, 2010, 02:32:28 am
Hey, my arm still works while I'm on the ground.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 18, 2010, 12:09:04 pm
I NEED ROLLS.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: dragnar on March 18, 2010, 12:22:47 pm
I NEED ROLLS.
(http://whatscookingamerica.net/Bread/BreadPhotos/ButterRolls.jpg)
Rolls!
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: Virroken on March 18, 2010, 01:19:38 pm
HERE'S A ROLL.
Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 18, 2010, 01:43:53 pm
Quit with the bread/Star Fox puns.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: zchris13 on March 18, 2010, 02:42:07 pm
But I approve.  Carry on.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: ExKirby on March 18, 2010, 03:38:21 pm
Kick zchris in the balls.[/fakeaction]
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: dragnar on March 19, 2010, 09:56:11 am
HERE'S A ROLL.
Spoiler (click to show/hide)
Do a barrel roll!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: RandomNumberGenerator on March 20, 2010, 09:18:37 am
Demons aren't known for mercy. [Turn 4]

Try to get up AGAIN.
You try and get up. (3) You stagger to your feet. (Luck 3) You barely don't fall over.

Oh my gosh.
This has gone from tragic on the first turn to crushing on the second turn, and now to just hilarious.
Cure Minor Wounds on me again. When my chest explodes, squirming in maggoty aliens, kneel down slowly, gasping for air. Look around me at the other PC's. Speechify. "My friends, one last request. I have lived a long enough life... do not mourn for me. There are more pressing matters at hand. Still, I wish to yet leave my mark on the world. Do not forget what I say now... ROOOOooon... pauuul..."

Determined to kill yourself with healing magic, you cast another healing spell on yourself. (3+1) Miraculously, it works this time! (Luck 6) Your wounds rapidly heal, relieving you of your inuries but leaving some twisted scars behind.

+3 to Healing.
 

Get up, try to find a healer for my burns and for Cheddarius. Command the elemental to shoot sharp blades of wind at the demons from the battlements.
Control (5+2) The elemental turns into a giant tornado and throws a myriad of objects at the demons, including bricks, food, water, supplies and the occasional soldier. (Luck 4) You manage to evade getting swept up as well. The elemental does seem to sap your strength, though.

Leaving your elemental behind, you search for a healer. (4) Hey! There's Cheddarius! (Luck 3) Nobody else seems to be around, though.

+1 to Summoning


I quickly repair my rune of warding before the demons reach the gates.
You hurridly try to fix your mistake and make the rune work again. (6+2) You carve more lines and swirls into the door, hoping to make ti do something, anything! (Luck 4) And it works. Kind of. The rune seems to have reactivated, but with the large amounts of wood shaved off you question the integrity of the door.

+2 to Runecrafting.
Get on battlements, cast Chill at demons, which sounds ridiculously underpowered by the way. Oooh, I am going to make you slightly uncomfortable by lowering the general temperature in the area. You'd better put on a sweater and get a cup of hot chocolate, cause it goan get chillay up in hurr.
I cast Chill along with Virroken, in a double-combo attack of slight chilliness.
Joining your efforts, the two of you try to chill the demon army. (6+1)(6+1) You combine your energies and release them on the demons! (3)(5) The air cools down so much that the water condenses, freezing the demons and slowing them down. Several of the wounded demons actually drop dead.

New Spell: Frost
+3 to Elementalism
+4 to Elementalism


I continue the barrage of Stone, aiming more against the demon archers.

You resume your attack on the approaching demon army. (1+1) You try to lift a rock from the ground, but don't quite manage it. (Luck 6) You try harder, and  you succeed in liberation some ammunition... from the wall you're standing on. You tumble down into your freshly made hole, losing control of the stone.

RNG, in that situation, I think I'd need to parry. I didn't give it a major for nothing.

Try to find a way to break from my captor's grasp-if it works, draw my sword and fight.
You struggle against your captors, refusing to be taken. (2) He keeps you firmly in his grasp. (Luck 2) He also decides you're too much trouble and is just going to kill you anyway. (RTD 1) You completely fail to avoid his attack. (Luck 1) It severs quite a few vital organs. You die...



Quote from: Battlement Archers
Keep firing!
The archers on the walls continue to attack the demons. (26)(14) They slay another 14 demons, and wound several more.

Quote from: Guards
Defend the gap!
The footmen rush to guard the now gaping hole in the wall. (18) They create a crude barricade.

Quote from: Demon Archers
Return Fire!
Kill the mortals!
The demons fire another volley at the walls. (6)(5) 5 more archers are killed.

Quote from: Demon Soldiers
Yes! An opening! Get them!
The demons rush for the opening in the wall. They collide on the guards. (7-1)(6-1) Their attack is largely ineffective, and they only kill 5 guards.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(Deceased) (click to show/hide)

Spoiler: Allied Army (click to show/hide)
Spoiler: Demon Army (click to show/hide)
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: dragnar on March 20, 2010, 09:52:52 am
I'll cast animate remains on the demon corpses behind their main line.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Nirur Torir on March 20, 2010, 10:24:41 am
I cast frost at the enemy archers.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Dermonster on March 20, 2010, 10:33:48 am
Tell the elemental to stop firing upon the demons for the time being. Ask Cheddarius to heal my injuries.

THIS WILL MOST DEFINITELY WORK OUT AND HAS NO POSSIBLE WAY OF HORRIBLY BACKFIRING!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Nirur Torir on March 20, 2010, 11:07:11 am
Of course. Cheddarius has a 0% kill rate of his patients.
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: kilakan on March 20, 2010, 11:21:27 am
Head to the inside of the wall by the gate, mix a healing potion, use it on myself if it works, and some on any nearby soldiers if there's any left.

forgot my turn!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Virroken on March 20, 2010, 11:39:24 am
I amplify Nirur's frost by casting chill. Magic totally works that way. Cold+colder = OH MANG!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Cheddarius on March 20, 2010, 01:08:15 pm
Awesome! Derm, are you sure you want healing? It'd be better if I train up on some redshirts who I won't mind dead. On the other hand, whatever time you spent hurt is time you don't kill demons...
Heal dermonster's injuries (I assume moving from place to place is a free action)
Title: Re: Arcanum Octet II: Play with fire, end up burned. [Turn 3]
Post by: RandomNumberGenerator on March 20, 2010, 03:07:03 pm
Head to the inside of the wall by the gate, mix a healing potion, use it on myself if it works, and some on any nearby soldiers if there's any left.

forgot my turn!
Oh... woops. Well you don't have ingredients for healing potions anyway, so care to revise that?
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: kilakan on March 20, 2010, 04:26:18 pm
um ok then,
Last turns:
head to the wall, where the demons are, and sprinkle a some holy water on a stone, then throw it at the demons (to test is holy water hurts them, or if not to atleast brain one!)

This turns:Throw the remaining holywater on the demons and ground where they broke through the wall, to burn their feet if they step on it and to kill the ones who broke through.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 20, 2010, 04:33:17 pm
Hey, what happened to my Dodge +1? I should be alive. Badly injured, but alive.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: KineseN on March 20, 2010, 06:55:43 pm
<.< ^.^ >.>

Whoops.

I use the stones on me and hurl them against the demons. Any demon close enough will taste my iron hammer.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: RandomNumberGenerator on March 20, 2010, 07:47:20 pm
Hey, what happened to my Dodge +1? I should be alive. Badly injured, but alive.
You can't really dodge an attack when something is holding you tight... I did give you the bonus, but the penalty canceled it out.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Dermonster on March 20, 2010, 07:48:23 pm
You know you have an awesome GM and/or game when someone dies in the first four rounds.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Dwarmin on March 20, 2010, 08:02:51 pm
Welll...Kirby did charge the demon army by himself...melee God or not, it was a suicidal act. He should of waited till the Demons breached the wall and fought by the soldiers. Oh well.

Also, I'm one spot closer on the waiting list! Wheee!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: zchris13 on March 20, 2010, 08:21:13 pm
Is my prev. character some sort of god or something? Because he was fairly god-like.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: dragnar on March 20, 2010, 08:26:13 pm
No, you're previous character is dead.[/captain obvious]

Hmm... I wonder what happened to that possessed dagger...
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Nirur Torir on March 21, 2010, 08:25:52 am
Hmm... I wonder what happened to that possessed dagger...
Personally, I think that if we free the trapped soul by destroying the dagger, a previous adventurer will be revived and join us.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Acanthus117 on March 21, 2010, 08:32:33 am
Okey, I try to be useful and go to the battlements.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: kilakan on March 21, 2010, 10:08:04 am
that would mean there would be two of me!

also since you arn't updating the last turn I'll roll on with this one!

Throw the remaining holywater on the demons and ground where they broke through the wall, to burn their feet if they step on it and to kill the ones who broke through. (don't throw the vials too!  just spray holy water out.)
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: RandomNumberGenerator on March 21, 2010, 10:57:07 am
Ah, sorry. Been really busy. I'll just say that yes, Holy Water hurts them.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: kilakan on March 21, 2010, 05:59:44 pm
sounds good,
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 22, 2010, 02:39:53 am
Ok, seeing as I'm dead and can't get much deader, I try to revive myself.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: zchris13 on March 22, 2010, 03:57:50 pm
Ok, seeing as I'm dead and can't get much deader, I try to revive myself.
Uh uh, nope, not happening.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: kilakan on March 22, 2010, 04:20:26 pm
greattttt now we will have zombies and demons to deal with..
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 22, 2010, 04:30:02 pm
Hey, it was supposed to be delay tactics! I was only aiming to distract them, but my bloody ankle got in the way. Can I at least take a reroll on that dodge or something?
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Dwarmin on March 22, 2010, 08:21:18 pm
Hey, it was supposed to be delay tactics! I was only aiming to distract them, but my bloody ankle got in the way. Can I at least take a reroll on that dodge or something?

Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Cheddarius on March 22, 2010, 09:01:05 pm
Yeah, I second this sentiment. So you've died. Reroll or something, it's kind of annoying listening (reading?) to this.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: IronyOwl on March 22, 2010, 11:47:00 pm
You rolled 2 and 2, then 1 and 1. That's enough to kill yourself trying to bake brownies in a lot of RTDs, this one probably included.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 23, 2010, 02:33:40 am
Hey, that wasn't my bloody fault!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: dragnar on March 23, 2010, 06:55:39 am
So? That's how all RPGs(which includes RTDs) work. Your fate is up to the RNG, you can only improve your chances through your actions.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: IronyOwl on March 23, 2010, 09:54:44 am
I wasn't trying to say it was, I just mean that's how these games tend to work. RTDs are usually big on the random fatalities.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: kilakan on March 23, 2010, 02:21:03 pm
ya dude, face it you did a stupid action, got bad rolls for the stupid action, and died cause of it, give it up already.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 23, 2010, 03:22:27 pm
None of my actions were stupid. Turn one, I looked for handy things. Turns two and three, I was aiming for delay tactics. Turn four... well, I didn't have many alternatives, did I?
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: dragnar on March 23, 2010, 03:34:10 pm
My fortifying the door was delay tactics. Standing in the way of a giant demon horde is not.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: ExKirby on March 23, 2010, 04:17:17 pm
Well, also distraction tactics-while I was keeping them busy, someone could've sent, say, a fireball at them!
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: RandomNumberGenerator on March 23, 2010, 05:07:04 pm
Well, also distraction tactics-while I was keeping them busy, someone could've sent, say, a fireball at them!

There isn't much point trying to distract an army, when everyone else is safely behind a wall. The others are right; you're dead.

Turn hopefully up tomorrow, though I can't promise anything. Been cleaning the house like mad, and the last thing I want to do when I finally get a break is try and think of creative results for overshots and failures. Sorry guys, I had bad timing for starting a new RTD.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: zchris13 on March 23, 2010, 08:55:20 pm
Well, also distraction tactics-while I was keeping them busy, someone could've sent, say, a fireball at them!
Don't be a pain in the rear you're dead.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Virroken on March 23, 2010, 10:35:13 pm
Well, also distraction tactics-while I was keeping them busy, someone could've sent, say, a fireball at them!

Congratulations on delaying the demons by less than one turn, sir.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Cheddarius on March 23, 2010, 10:46:58 pm
The crux of the matter is that you're dead, and no amount of complaint will ever bring you back to life. It is utterly inconceivable. There is no way that you will be revived, no matter how unrealistic the game is. So why annoy people and stir up discontent?
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: dragnar on March 23, 2010, 10:49:20 pm
Well, I suppose someone might actually get a resurrection spell right(IE: no zombification) but it will be so long before anyone is capable of that that that I doubt anyone would be able to find the body.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Cheddarius on March 23, 2010, 10:59:27 pm
Well, yeah. Resurrection is possible. He might get revived that way. But not through complaining.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: zchris13 on March 23, 2010, 11:53:57 pm
You must resurrect the dead champion.  My former character.  Even though it's been a while.  Just for lulz.  I won't play as him.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: Cheddarius on March 24, 2010, 12:29:15 am
Yeah, he should be an NPC. Or be drafted into the demon army. It'd be cool.
Title: Re: Arcanum Octet II: Demons aren't known for mercy. [Turn 4]
Post by: zchris13 on March 24, 2010, 01:07:55 am
Yeah, he should be an NPC. Or be drafted into the demon army. It'd be cool.
NO I MUST KILL THE DEMONS.
No John, you are the demons.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 24, 2010, 11:18:04 am
There's been so many posts, I can't see everyone's actions in the topic summary x.x Gonna have to quote manually then... dang.


Victory at hand [Turn 5]

I'll cast animate remains on the demon corpses behind their main line.
You come up with an ingenious plan to flank the demon army with their own soldiers (3+1) You try to animate the dead demons. (Luck 6) Nothing seems to happen, however. You come to the conclusion that demons aren't Alive, and can't be reanimated. Huh.

+2 to Necromancy

I cast frost at the enemy archers.
Determined to stop the demons, you try to cast frost upon the horse. (1+1) You can't bring yourself to successfully cast the spell. (Luck 4) Your energy is drained.

Tell the elemental to stop firing upon the demons for the time being. Ask Cheddarius to heal my injuries.

THIS WILL MOST DEFINITELY WORK OUT AND HAS NO POSSIBLE WAY OF HORRIBLY BACKFIRING!
Control (2+2) The elemental slows down and stops slinging people at the demons. That tornado it made seems to have drained your magical ability, and you can no longer control the elemental. It decides to leave.

You then seek out Cheddarius in hopes of finding healing. (6) You find him in the square.

I amplify Nirur's frost by casting chill. Magic totally works that way. Cold+colder = OH MANG!

You decide to help Nirur's spell along. (3+1) Despite his spell failing, you resume yours. (Luck 2) You chill the demon army. They seem to be mildly uncomfortable.

+1 to Elementalism.

Awesome! Derm, are you sure you want healing? It'd be better if I train up on some redshirts who I won't mind dead. On the other hand, whatever time you spent hurt is time you don't kill demons...
Heal dermonster's injuries (I assume moving from place to place is a free action)

You see Derek stumble into the square. Yes! Another victim test subject patient! (2+2) You prepare the magical spell while Derek settles into place. (Luck 6) Your spell actually goes off without a hitch, and you heal Derek's wounds.

+3 to Healing.

<.< ^.^ >.>

Whoops.

I use the stones on me and hurl them against the demons. Any demon close enough will taste my iron hammer.
Determined to make up for your mistake (3+1) you gather up most of the rock and hurl it at the demons. (Luck 5) The rubble impressively takes out a large chuck of the army, compressed into such a small space.

+3 to Elementalism

Okey, I try to be useful and go to the battlements.
You try to head up to the battlements. (Luck 2) You get lost.

that would mean there would be two of me!

also since you arn't updating the last turn I'll roll on with this one!

Throw the remaining holywater on the demons and ground where they broke through the wall, to burn their feet if they step on it and to kill the ones who broke through. (don't throw the vials too!  just spray holy water out.)
(5) You grab the vials of holy water and mark the ground by the breach to weaken. (Luck 3) The water should weaken the demons a little.

Quote from: Battlement Archers
Aim... Fire!
Another rain of arrows is unleashed on the demon army. {21}{17} They completely destroy the demon archers.

Quote from: Guards
Victory is at hand, boys! Get them!
The guardsmen rush the breach and engage in combat with the demons. {21-2}{15-2} Their heroism barely gives them the advantage against these monstrosities, as they strike down round half the horde.

Quote from: Demons
Destroy them!
The demons are not ones to run away, and resume fighting the guards. {13}{12} Their ferocity is unmatched, and they slay a large amount of guards.

-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Spoiler: Alexander(Deceased) (click to show/hide)

Spoiler: Allied Army (click to show/hide)
Spoiler: Demon Army (click to show/hide)
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: ExKirby on March 24, 2010, 11:33:57 am
DAMNIT, I WILL HAVE MY REVIVAL ONE WAY OR ANOTHER.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: dragnar on March 24, 2010, 11:47:32 am
...ya know what? Fine. I cast animate remains on Kirby's body.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: ExKirby on March 24, 2010, 12:14:47 pm
Well, it's a start.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Nirur Torir on March 24, 2010, 12:33:51 pm
I meditate to restore my energies.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: kilakan on March 24, 2010, 04:00:10 pm
pick up some of the mud that the holy water made, and throw it onto the nearest demon footman.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Virroken on March 24, 2010, 04:35:37 pm
I let the demons know I'm a pretty chill dude. By casting chill.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 24, 2010, 05:48:57 pm
I heal the archers who are faltering in battle.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dermonster on March 24, 2010, 06:44:58 pm
Rest up my mana. While doing so, meditate on what elemental magic i saw from the wind elemental
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Acanthus117 on March 24, 2010, 06:57:39 pm
Damn it! Read my book and attempt to learn how to fire bolts of pure mana that can strike a single enemy, rending his/her/it's flesh and armor.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Terrahex on March 24, 2010, 10:48:56 pm
If there's room, I might like to join in...
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 24, 2010, 11:26:25 pm
If there's room, I might like to join in...

Not at the moment. I can add you to the waiting list.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Acanthus117 on March 24, 2010, 11:29:55 pm
I've had terrible luck. XD the RNG hates me.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: KineseN on March 25, 2010, 12:39:15 pm
I laugh at the demons and continue to hurl Stones against the remaining demons.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: zchris13 on March 25, 2010, 04:46:47 pm
I laugh at the demons and continue to hurl Stones against the remaining demons.
There you go.  Laughing is a much better action.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: dragnar on March 25, 2010, 04:58:09 pm
I wonder what a legendary laughing skill could do...
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: IronyOwl on March 25, 2010, 05:47:09 pm
Synergy bonus to villainry.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: ExKirby on March 26, 2010, 02:32:38 am
Actually, I just realized. How the hell do I get back to you guys one I'm revived WITHOUT the demons being able to follow?
Title: Re: Arcanum Octet II: The Battered Keep [Turn 6]
Post by: RandomNumberGenerator on March 26, 2010, 01:50:02 pm
The Battered Keep [Turn 6]

...ya know what? Fine. I cast animate remains on Kirby's body.
You attempt to reanimate Alexander. (5+1) You rebind his soul to his broken body. (Luck 6) He turns into a Wright.

+3 to Necromancy

I meditate to restore my energies.
You assume a medatative pose and rest. (4) You try to clear your mind of all thoughts. (Luck 1) You clear your mind of all your thoughts... in face, you can't really remember anything. What were you doing again?

pick up some of the mud that the holy water made, and throw it onto the nearest demon footman.
You grab a handful of mud. (3+1) You throw it at a demon. (Luck 5) It hits him, and seems to burn. He melts into black slop.

+3 to Throwing


I let the demons know I'm a pretty chill dude. By casting chill.

Seeming to be the most productive thing you can do, you continue to lower the average temperature of the battlefield. (5+1) The temperature drops quite a bit. (Luck 4) It is very cold now. Almost freezing.

+3 to Elementalism


I heal the archers who are faltering in battle.

You run up to the battlements and fix up the archers. (6+2) You try to graft wounded flesh back onto the archers. (Luck 6) Hmm... that can't be right.

New Spell: Create Flesh Golem

+3 to Life Magic

Rest up my mana. While doing so, meditate on what elemental magic i saw from the wind elemental

You rest and try to recover your power. (2) You find you can't do that very well. (Luck 2) A pot falls on your head and knocks you out cold. At least you're resting now.


Damn it! Read my book and attempt to learn how to fire bolts of pure mana that can strike a single enemy, rending his/her/it's flesh and armor.

You delve into your book. (5) You read it thoroughly. (Luck 5) You learn a great deal.

+5 to Metamagic
New Spell: Mana Bolt

I laugh at the demons and continue to hurl Stones against the remaining demons.

You strike the demons with more stones. (6+1) You build up a vast amount of power. (Luck 5) You direct that power into the earth, lifting a huge rock spike from the ground that impales a demon.

+4 to Elementalism
New Spell: Spire


Quote from: Archers
Finish Them!
The archers lose another volley of arrows. {14}{8} They kill the rest of the demons.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Allied Army (click to show/hide)
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 26, 2010, 01:52:34 pm
Last update for a while. Spring break starts tomorrow, so I probably won't update until it's over. Please don't post "I read my book for spells", spells aren't something you should be able to learn casually from a book. I only gave them to Nirur and Arcan because they got really good rolls, but I might stop doing that in the future even.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dermonster on March 26, 2010, 01:53:15 pm
>.< i was doing so well at the start too.

Ah well.

hm...

Wake up in an overly complicated and hilarious series of coincidences.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: dragnar on March 26, 2010, 02:13:17 pm
Success! I has a minion! ;D

I'll loot the battlefield. Why would demons have anything I could use? I don't know, but they usually do.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 26, 2010, 02:34:16 pm
Success! I has a minion! ;D

I'll loot the battlefield. Why would demons have anything I could use? I don't know, but they usually do.

They don't really have much in the way of armor, but you could use their weapons if you wanted to.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Nirur Torir on March 26, 2010, 02:48:27 pm
I continue meditating, trying to remember my spells and abilities.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Virroken on March 26, 2010, 03:28:29 pm
MOAR CHILL. KILL THE PLAYERS

Find miscellaneous junk from the demon army to practice carving runes on. If I find daggers, keep them.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: dragnar on March 26, 2010, 04:41:22 pm
Success! I has a minion! ;D

I'll loot the battlefield. Why would demons have anything I could use? I don't know, but they usually do.

They don't really have much in the way of armor, but you could use their weapons if you wanted to.
Aww, I was hoping for RPG-like loot: things they could not possibly have been carrying.

Oh well, I'll search for some sort of magical library, or failing that, at least a wizard.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 26, 2010, 05:41:05 pm
I attempt to cure my scarred arm
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: IronyOwl on March 26, 2010, 05:55:59 pm
I attempt to cure my scarred arm

So you've learned nothing.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 26, 2010, 06:10:58 pm
I might get lucky this time?
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: kilakan on March 26, 2010, 06:14:00 pm
head out to the battle field and begin hack-mutilation-surgery on the dead demons, collecting blood, horns, hearts, and anything my alchemy book might say is useful from a demon.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: KineseN on March 26, 2010, 06:45:07 pm
I'm going to do something stupid but hopefully useful.

I engrave a rune of Power onto my right and left arm with something sharp and clean.

Anyone wanna borrow me a knife of some kind?
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: kilakan on March 26, 2010, 08:59:09 pm
you could borrow mine but it's covered in demon blood, ash, and vinegar.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Nirur Torir on March 26, 2010, 09:49:08 pm
I'm going to do something stupid but hopefully useful.

I engrave a rune of Power onto my right and left arm with something sharp and clean.

Anyone wanna borrow me a knife of some kind?
I really advise against doing this to yourself. You'd probably get a -2 or -3 from pain, making the action very difficult.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 26, 2010, 10:12:02 pm
I'm going to do something stupid but hopefully useful.

I engrave a rune of Power onto my right and left arm with something sharp and clean.

Anyone wanna borrow me a knife of some kind?
I really advise against doing this to yourself. You'd probably get a -2 or -3 from pain, making the action very difficult.

(http://images4.wikia.nocookie.net/fallfromheaven/images/7/7c/Basium.jpg)
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: zchris13 on March 26, 2010, 10:26:53 pm
Yeah not a good idea.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Acanthus117 on March 26, 2010, 10:57:50 pm
Loot the dead! Preferably for human-sized iron armor and gold coins!
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 26, 2010, 11:02:16 pm
Human-sized bricks of gold would be awesome.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Acanthus117 on March 26, 2010, 11:07:16 pm
Human-sized bricks of gold would be awesome.

Why must you make me feel bad about a small grammatical mistake? :X
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 27, 2010, 12:06:43 am
I didn't mean any offense, sorry if I was unclear. It was just a little joke, think nothing of it.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Acanthus117 on March 27, 2010, 12:09:01 am
I didn't mean any offense, sorry if I was unclear. It was just a little joke, think nothing of it.

Nah, it's okey. Rather hilarious in hindsight, I must say. If RNG took that literally, and if I had gotten a 5, that would be EPIC.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 27, 2010, 01:05:04 am
I didn't mean any offense, sorry if I was unclear. It was just a little joke, think nothing of it.

Nah, it's okey. Rather hilarious in hindsight, I must say. If RNG took that literally, and if I had gotten a 5, that would be EPIC.

I actually didn't catch what you said.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Cheddarius on March 27, 2010, 01:45:52 am
Loot the dead! Preferably for human-sized iron armor and gold!
Human-sized bricks of gold would be awesome.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Virroken on March 27, 2010, 02:56:57 am
Kin, if you really want that rune on your arm, I don't mind spending a turn carving you up. I'm mostly looking for +rune exp right now. Live target or dead target, I don't really care.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: KineseN on March 27, 2010, 03:12:35 am
I was mostly thinking on carving on myself but sure, if I pass out of the pain, and only if I pass out, you can carve the second one.

Besides, nothing ventured, nothng gained.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Nirur Torir on March 27, 2010, 07:10:23 am
May I point out when the turn counter doesn't get incremented on turns?
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: ExKirby on March 27, 2010, 01:59:25 pm
If I get an action, I aid my reviver.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Virroken on March 27, 2010, 02:24:15 pm
For the record, I'm still looting+runecarving. I'll go roll my 1 when runecarving Kin if he passes out from pain.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dwarmin on March 27, 2010, 03:43:56 pm
Hey RNG, how many players are you taking max? Now that Kirby is dead, Sir Diesalot is up correct?

If so, tell him to get posting, or let me take a whack at this game.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on March 27, 2010, 04:25:43 pm
May I point out when the turn counter doesn't get incremented on turns?

Yes, you may. Though I'm probably not going to update it tonight.

Hey RNG, how many players are you taking max? Now that Kirby is dead, Sir Diesalot is up correct?

If so, tell him to get posting, or let me take a whack at this game.

8 Max. I had 9 earlier, which is why I haven't brought in a replacement.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: sir diesalot on March 28, 2010, 06:06:41 am
Don't worry I'm still here, I'm just being a magical lurkerchaun.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dermonster on April 05, 2010, 04:09:05 pm
Spring break is over. From my perspective anyway.

REOULES!
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on April 05, 2010, 04:53:56 pm
Yeah, I just got back today, but things are a mess and I'm trying to get them sorted out. Turn should be up Wednesday.
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: RandomNumberGenerator on April 06, 2010, 09:01:11 pm
>.< i was doing so well at the start too.

Ah well.

hm...

Wake up in an overly complicated and hilarious series of coincidences.

I continue meditating, trying to remember my spells and abilities.

MOAR CHILL. KILL THE PLAYERS

Find miscellaneous junk from the demon army to practice carving runes on. If I find daggers, keep them.

Oh well, I'll search for some sort of magical library, or failing that, at least a wizard.

I attempt to cure my scarred arm

I'm going to do something stupid but hopefully useful.

I engrave a rune of Power onto my right and left arm with something sharp and clean.

Anyone wanna borrow me a knife of some kind?

Loot the dead! Preferably for human-sized iron armor and gold coins!

That's only 7. Who am I missing?
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dermonster on April 06, 2010, 09:03:25 pm
Kilakan? or was he killed?
Title: Re: Arcanum Octet II: Victory at hand [Turn 5]
Post by: Dermonster on April 06, 2010, 09:04:14 pm
head out to the battle field and begin hack-mutilation-surgery on the dead demons, collecting blood, horns, hearts, and anything my alchemy book might say is useful from a demon.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: RandomNumberGenerator on April 07, 2010, 10:49:57 am
Right. That's why you guys need to bold.


Scavengers [Turn 7]


>.< i was doing so well at the start too.

Ah well.

hm...

Wake up in an overly complicated and hilarious series of coincidences.
You try willing yourself to wake up in a overly complicated series of events. (Luck 3) You do wake up, though the overly complicated and hilarious series of coincidences seems absent.
I continue meditating, trying to remember my spells and abilities.
You know that you should know more than you know, though how you know that you have no clue. (2) You try to meditate to regain this lost knowledge, but you neither remember anything nor know why it's not working. (Luck 2) All these knows and nos are only confusing you even more. 

MOAR CHILL. KILL THE PLAYERS

Find miscellaneous junk from the demon army to practice carving runes on. If I find daggers, keep them.
(6+4) You summon a great blizzard with hail the size of wagons. (Luck 6) You completely destroy the keep and kill everyone nearby.

You head out of the gates and search the remains of the demon army. (Luck 5) You find a shield, a spear, and 8 daggers made from the odd black metal, all in good condition.

Oh well, I'll search for some sort of magical library, or failing that, at least a wizard.
You begin wandering around the town, looking for anyone or anything that could impart greater arcane knowledge to you. (Luck 5) You find several scrolls in the local temple that look interesting, but despite your best efforts you can find neither an experienced wizard or a library full of magical books. Maybe they're rarer than you thought.

I attempt to cure my scarred arm
Determined to heal your arm completely, you try removing the scars left behind. (3+2) You control the magic almost perfectly (Luck 3) but despite your efforts the scars only shrink a little. It seems that stronger magic would be needed to heal those.

+3 to Healing Magic


I'm going to do something stupid but hopefully useful.

I engrave a rune of Power onto my right and left arm with something sharp and clean.

Anyone wanna borrow me a knife of some kind?
In a moment of possible insanity, you decide that if you can enhance your weapons, you can enhance yourself as well! (4+2-2) You find a long knife and begin carving a rune of power into your skin. The pain is immense, but your skill with runecrafting lets you focus on the task at hand.  (Luck 3) You manage to carve the complete rune into your skin, which glows with a faint blue light before fading.

+2 to Runecrafting
Right Arm: Rune of Power


Loot the dead! Preferably for human-sized iron armor and gold coins!

You head out onto the battlefield and look for usable armor and money. (Luck 1) The demon's armor doesn't fit, and for reasons you can't comprehend they don't seem to use gold currency like the rest of the world. What is wrong with them, it's like they only care about the endless torment and suffering of humanity.

head out to the battle field and begin hack-mutilation-surgery on the dead demons, collecting blood, horns, hearts, and anything my alchemy book might say is useful from a demon.
You head out and begin cutting up the demons. (5) Your book doesn't mention anything about demons, but you figure you can experiment a bit. You fill your 2 remaining vials with a black ichor from the demons, but they seem to lack both hearts and horns.

+4 to Butchering.


-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Nirur Torir on April 07, 2010, 11:06:39 am
Hurray, another turn.

I cry over this strange feeling of loss, and try very hard to think of who I am. I must have been somebody important, since I have this strange rectangle filled with odd, think rectangles.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: dragnar on April 07, 2010, 11:52:29 am
I'll try to get some of the scrolls from the temple as payment for helping in the defense.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: KineseN on April 07, 2010, 12:40:35 pm
Hah! It worked!

Ponder what a Rune of Ice would do to my hammer and engrave a Rune of Power onto my left arm.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Dermonster on April 07, 2010, 02:34:19 pm
Seek out nearest commander and see if I can provide any assistance.

Juggle pebbles with magic.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Virroken on April 07, 2010, 04:23:22 pm
Equip shield. Carve rune of ice on spear.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Cheddarius on April 07, 2010, 07:57:03 pm
"It seems that stronger magic would be needed to heal those."
Is that for serious, or just for RP?
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: zchris13 on April 07, 2010, 07:57:36 pm
That's the rolls. Keep trying. If you feel lucky.  MUH HA HA HA HA HA HA HA


P.S.  Cheddarius, you would need a 6 or 5, then a 5, to have any chance of doing anything.  I recommend finding exclusive scar-tissue healing spells, for repairing those old wounds. Botched healing takes major magic to heal.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: RandomNumberGenerator on April 07, 2010, 09:07:22 pm
"It seems that stronger magic would be needed to heal those."
Is that for serious, or just for RP?

serious
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Cheddarius on April 07, 2010, 09:27:39 pm
I add some demons to my flesh golem
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: Acanthus117 on April 08, 2010, 12:36:47 am
Find my way back to the city, searching for high-quality Daemon weapons on the way.
Title: Re: Arcanum Octet II: Scavengers [Turn 7]
Post by: kilakan on April 08, 2010, 10:59:29 am
Test out demon blood, by adding one drop blood, to pinch of ash, and small amount of vinegar.  repeat, but substitute vinegar for holy water(REALLY SMALL DROP HERE, don't wanna blow myself up... again)
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: RandomNumberGenerator on April 09, 2010, 05:20:54 pm
Still Scavenging [Turn 8]


Hurray, another turn.

I cry over this strange feeling of loss, and try very hard to think of who I am. I must have been somebody important, since I have this strange rectangle filled with odd, think rectangles.
After failing to remember anything (3), you fall down on the ground and weep in despair. (Luck 5) In your depression you have a sudden recollection.

I'll try to get some of the scrolls from the temple as payment for helping in the defense.
You walk up to a priest and inquire about the scrolls. (6) She explains that they were created by Archbishop Maremed when fighting the crusade against the necromaners of Sigun. (Luck 1) She adamantly refuses to even let you touch them, however.

Hah! It worked!

Ponder what a Rune of Ice would do to my hammer and engrave a Rune of Power onto my left arm.
With your right arm still aching, you being carving the same run into your left arm. (5+2-2) You control yourself somewhat better
this time, and it doesn't hurt as much. (Luck 2) The rune doesn't seem to function quite right, however.

+3 to Runecrafting.


Seek out nearest commander and see if I can provide any assistance.

Juggle pebbles with magic.
You find a militia commander surveying the damage, and ask about helping him. (4) He looks you over and sighs.

"Not unless you're some form of miracle worker. We won this fight, but at what cost? The city is in ruins, half our army is dead... I guess you can help the workers repair the walls, but unless something changes quickly the next demon attack will be the end of Almar's Keep."

Equip shield. Carve rune of ice on spear.
You don the shield. You then begin trying to carve a rune on the spear. (1) You snap the spear in half and send shrapnel flying everywhere. (Luck 6) By some miracle none of it hits you.

I add some demons to my flesh golem
You head out and begin poking at the demon corpses. You try to add some of the claws and horns to the golem. (1) The additional parts don't take properly. (Luck 3) The demon blood reacts with the human blood, and begins rotting the golem.

Find my way back to the city, searching for high-quality Daemon weapons on the way.
You head back to the city, looking for weapons. (6) You find two spears and three daggers. (Luck 3) None seem to be of exceptional quality, however.

Test out demon blood, by adding one drop blood, to pinch of ash, and small amount of vinegar.  repeat, but substitute vinegar for holy water(REALLY SMALL DROP HERE, don't wanna blow myself up... again)
Deciding to experiment, you grab your kit and begin mixing stuff together. (6) You add a drop of the ichor, a little ash and the vinegar together. (5) The mixture becomes extremely hot, but doesn't shatter the glass. Could be useful. You insulate the mixture and don't have time to try the other mix.

New Recipe: Fever Gunk

+4 to Alchemy


-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: Dermonster on April 09, 2010, 05:23:09 pm
Try to help repair the walls with earth magic. Focusing on the front gates.
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: dragnar on April 09, 2010, 05:25:50 pm
Try to persuade her to let me have just one or two scrolls. After all, wouldn't the archbishop prefer they be used to fight evil, rather than rotting here?
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: Virroken on April 09, 2010, 06:04:49 pm
(You forgot my +2 runecrafting, but it's okay. I still love you. I didn't really care about that spear anyway).

Carve a combination of finesse+ice runes on one of the demon daggers. Get back inside the walls if I'm outside? I'm not too sure where I am, but that's chill.

Chill. HAHA!
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: Nirur Torir on April 09, 2010, 07:05:52 pm
I shall redouble my efforts at remembering. How did I learn these necromancy spells? I must have some skill at necromancy. Judging by my lack of mundane weaponry, I probably also know other magic. What did my mother's face look like? What was her maiden name? Did she even have a madin name, or was she never married?
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: Cheddarius on April 09, 2010, 07:22:39 pm
Heal the golem
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: kilakan on April 09, 2010, 08:19:33 pm
head in town and look for an alchemy shop.
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: KineseN on April 10, 2010, 02:26:24 am
Start repairing the walls, beginning from where I accidentally took a chunk of stone and made a large hole by carefully using Stone. If it looks like I will loose control over the spell cancel it immediately and start doing it manually.
Title: Re: Arcanum Octet II: Still Scavenging [Turn 8]
Post by: Acanthus117 on April 11, 2010, 01:19:52 am
put one of the daggers on my belt within easy reach, and try to imbue the force magic that I can conjure onto one of them.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: RandomNumberGenerator on April 11, 2010, 06:04:03 pm
Waiting for death. [Turn 9]

Try to help repair the walls with earth magic. Focusing on the front gates.
You decide that the least you can do is help repair the damage the demons did. (1+1) You try to use earth magic to repair the wall, but realize you don't actually know any earth magic and the whole wall starts shuddering. (Luck 5) By some miracle you get it to re-stabilize. The guard captain looks at you suspiciously.

+1 to Elementalism


Try to persuade her to let me have just one or two scrolls. After all, wouldn't the archbishop prefer they be used to fight evil, rather than rotting here?
You try to persuade the priestess to give you the scrolls. (1) She claims that the scrolls were entrusted to her safekeeping, and she can not give them to any adventurer prancing about willy-nilly. (Luck 5) She gives you her blessing, but denies any other help.

(You forgot my +2 runecrafting, but it's okay. I still love you. I didn't really care about that spear anyway).

Carve a combination of finesse+ice runes on one of the demon daggers. Get back inside the walls if I'm outside? I'm not too sure where I am, but that's chill.

Chill. HAHA!

Unfazed by your earlier failure, you continue to carve runes into the scavenged weapons. (1+2) As you're carving a rune of ice, you mess up the rune and it explodes. (Luck 2) You are encased in a solid block of ice.

I shall redouble my efforts at remembering. How did I learn these necromancy spells? I must have some skill at necromancy. Judging by my lack of mundane weaponry, I probably also know other magic. What did my mother's face look like? What was her maiden name? Did she even have a madin name, or was she never married?
You resume trying to remember your past. (6) Something clicks, and it all comes rushing back to you. (Luck 3) Your head hurts for a while, unable to process the wave of information that bombards you.

-1 to Skills

Heal the golem
You study the golem curiously, wondering about the effects. (5+2) You know it is not alive, but you think you can heal it anyway since it is made of flesh. You try to remove the poison from it's system. As you come in contact with it, you feel the weakness creeping into yourself. (Luck 4) You manage to block it and stop the decay of the golem, though it does not recover from the damage already done.

+2 to Healing



head in town and look for an alchemy shop.
You begin looking around the town to see where you might get supplies. (2) There is no alchemy shop in sight.

Start repairing the walls, beginning from where I accidentally took a chunk of stone and made a large hole by carefully using Stone. If it looks like I will loose control over the spell cancel it immediately and start doing it manually.

You shake your head after Derek almost brings the wall down, then begin to repair it.  (3+2) The rocks begin to fall into place (Luck 3+1) You create an intricate masonry that should withstand most assaults.

+3 to Elementalism

put one of the daggers on my belt within easy reach, and try to imbue the force magic that I can conjure onto one of them.
You slip the dagger in your belt. (3) Though normally done with runes, you try enchanting one of the daggers. (Luck 5) It is extremely difficult, but you manage to imbue some of the power into the dagger.

+2 to Metamagic
Item: Force Dagger



-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Virroken on April 11, 2010, 06:13:15 pm
Someone wanna save me? D:
Use my hot, 20 charisma body to melt the ice.
Cast the opposite of chill by saying the incantation backwards. Magic works that way.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Dermonster on April 11, 2010, 06:20:13 pm
Rush over to Virroken and cast torch on him.
I ask Virroken (If he is free) To make a rune of warding on my sandals. This should theoretically protect me somewhat from attacks.

Edit: Changed robes to sandals. Can't carve on robes.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: dragnar on April 11, 2010, 06:22:22 pm
Oh well, I leave the church and carve a rune of energy into my staff. I'll also have my wight go out and search the battlefield for anything valuable.(assuming it's smart enough to do so)
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Nirur Torir on April 11, 2010, 06:23:18 pm
Finally.

I try to conjure up a meal, which I do not eat. Baked boar's head with mostly clean water should work.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Dermonster on April 11, 2010, 06:25:23 pm
I am under the assumption that we are to get a 'quest' after the next demon attack?
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Nirur Torir on April 11, 2010, 06:30:58 pm
Shh, I need more time to learn how to conjure up skeletal armies.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Cheddarius on April 11, 2010, 06:56:42 pm
Heal golem again
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Acanthus117 on April 11, 2010, 07:21:58 pm
switch out force dagger for non-magicky dagger on belt. Then, go to town, see what I can fetch with my demon daggers/spears. I would like some rations/etc...
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: RandomNumberGenerator on April 11, 2010, 11:36:48 pm
I am under the assumption that we are to get a 'quest' after the next demon attack?

Not directly, no... I had hoped it would be obvious from reading the Legends in the OP(If anyone did; I guess I should realize after hosting several RTDs that relatively few actually read the lore). You may reread them and try and figure it out for yourself, or...

Spoiler: metagamey stuff (click to show/hide)
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Cheddarius on April 12, 2010, 02:40:23 am
I say we leave for the Spires.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: Acanthus117 on April 12, 2010, 02:53:50 am
I agree. I just want to get some travelling supplies before we go.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: KineseN on April 12, 2010, 03:35:09 am
Look around for some better protection and then look around for someone to help.

___
The bonus to spellcasting, how does it work?
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: RandomNumberGenerator on April 12, 2010, 10:09:55 am
The bonus to spellcasting, how does it work?

You have a 2/3 chance to get a +1 modifier to your luck.
Title: Re: Arcanum Octet II: Waiting for death. [Turn 9]
Post by: kilakan on April 12, 2010, 02:43:01 pm
I also agree the spires sound interesting. 
Mix some ash and holy water together, to make a holy-paste, which hopefully can be put on weapons to 'poison' demons wth the holy water.  Make as many as possible.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: RandomNumberGenerator on April 14, 2010, 10:48:10 am
A Myrad of Magical Mishaps and Minor Miracles [Turn 10]

Someone wanna save me? D:
Use my hot, 20 charisma body to melt the ice.
Cast the opposite of chill by saying the incantation backwards. Magic works that way.

Despite the fact that you are encased in ice and can't talk, and that magic most certainly does not work that way, you attempt to free yourself. (6+1) You run over the incantation in your mind, then run it over again backwards while visualizing the ice around you melting. (Luck 5) To your surprise, the ice begins to thaw and does so at a rate that you take no damage from frostbite or cold.

+4 to Elementalism
New Ability: Great Willpower
New Spell: Thaw


Rush over to Virroken and cast torch on him.
I ask Virroken (If he is free) To make a rune of warding on my sandals. This should theoretically protect me somewhat from attacks.

Edit: Changed robes to sandals. Can't carve on robes.
You run over to the now-freed Virroken (5+1) You start to summon a giant flame before realizing that scorching the unthawed Virroken would not be productive. (Luck 5) Instead, you use your magic to warm him up.

+3 to Elementalism
New Spell: Warmth


Oh well, I leave the church and carve a rune of energy into my staff. I'll also have my wight go out and search the battlefield for anything valuable.(assuming it's smart enough to do so)

You wander out of the church and decide to make the best of what you already have. (3+2) You carve a perfect rune of energy into your staff. (Luck 2) Unfortunately, it seems to have no effect. Maybe because it's already enchanted?

+2 to Runecrafting


Finally.

I try to conjure up a meal, which I do not eat. Baked boar's head with mostly clean water should work.

Eager to put your newly-remembered abilities to the test, you begin to summon a simple dinner. (6) You focus the energy and release it in front of you. (Luck 1) To your surprise, rather than summoning a boar's head you've summoned an entire boar... and it's alive. And angry, by the looks of it.

+2 to Summoning
New Spell: Summon Wildlife


Heal golem again

You turn your healing magic on the golem again. (6+2) You pour all of your magical energy into the golem, trying to heal it's wounds. (Luck 4) The flesh begins to recover, but you are now completely drained of magical abilities.

+3 to Healing
Status: Drained

switch out force dagger for non-magicky dagger on belt. Then, go to town, see what I can fetch with my demon daggers/spears. I would like some rations/etc...
You swap the daggers quickly, then head to the shops to see what you can get for your loot. (Luck 3) You find that none of the shopkeepers want anything to do with those demonic weapons. Besides, it seems like there are enough normal ones for now... the shortage is in soldiers.

Look around for some better protection and then look around for someone to help.
You scour the town and battlefield both, looking for armor to use. (Luck 2) You find nothing of use.



I also agree the spires sound interesting. 
Mix some ash and holy water together, to make a holy-paste, which hopefully can be put on weapons to 'poison' demons wth the holy water.  Make as many as possible.
You mix your ash and holy water together. (3+5) The ash and holy water combines into a sort of sludgy mix. (Luck 5) Suddenly the black color vanishes, leaving a clear, jelly-like substance. 

+5 to Alchemy

Quote from: Angry Boar
*SQUEEEEE*
The boar charges at Nirur. (4) It heads directly for him! (RTD 3) Nirur throws himself away from the boar, but it's charge still catches him on his side. The boar's tusk gores Nirur's flesh open.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Unless someone states otherwise, I'm going to assume everyone is leaving for the Spires at the end of this turn. Make your preparations carefully.

Oh, and a revision on the magical books: Rather than essentially being useless, but still sticking to the "I don't want people spending 10 turns studying them while the world goes to hell" thing, I have decided to allow you all to read them again; Mostly this will result in minor skill gains, but a good roll can indeed grant a new spell or two. However, you can only read them once, at which point they disappear.
Title: Re: Arcanum Octet II:A Myrad of Magical Mishaps... and some successes[Turn 10]
Post by: Nirur Torir on April 14, 2010, 11:02:23 am
New spell, can't complain too much. Yes, I'll be traveling with the party.

I lifetap the boar, then yell for help.
Title: Re: Arcanum Octet II:A Myrad of Magical Mishaps... and some successes[Turn 10]
Post by: Virroken on April 14, 2010, 11:27:41 am
Obtain der's sandals. Carve a picture of a pretty flower rune of warding on sandals. Return sandals.
Title: Re: Arcanum Octet II:A Myrad of Magical Mishaps... and some successes[Turn 10]
Post by: dragnar on April 14, 2010, 11:41:10 am
I think we should stop by in Duplicity on the way, but apart from that suggestion I'll go with the group.

I'll study my summoning book again as we travel. There isn't likely to be a better time to read than now for quite some time.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: KineseN on April 14, 2010, 11:54:39 am
"A Myriad of Magical Mishaps... and some Minor/Major Miracles" could be close enough?

Cast Spire in a secluded area and then engrave a Rune of Ice on it. Put the result in my inventory.
Title: Re: Arcanum Octet II:A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: RandomNumberGenerator on April 14, 2010, 12:11:22 pm
"A Myriad of Magical Mishaps... and some Minor/Major Miracles" could be close enough?

Ohh, that works. Thank you.

I think we should stop by in Duplicity on the way, but apart from that suggestion I'll go with the group.

I'll study my summoning book again as we travel. There isn't likely to be a better time to read than now for quite some time.

You do realize that Duplicity is a demon city? So, you can't exactly walk in and stock up on supplies. Not saying that you shouldn't go, since you can always find loot and stuff, but then again I'm not saying you should, because it's a city... filled with demons that want to kill you. It's up to you(and the rest of the group) if you want to go or not, but I just thought I would clarify.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: Cheddarius on April 14, 2010, 12:50:29 pm
Order golem to help out Nirur Torir
Try to find/ask for/etc. Myou's Grace and Distilled Water
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: dragnar on April 14, 2010, 02:23:25 pm
Yes, I know it's a demon city. But the other plan at the moment is to visit "The Spires of Hell" which sounds even more dangerous to me.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: Dermonster on April 14, 2010, 02:37:41 pm
*Ahem* I appear to have 12/10 Elementalism. Isn't that supposed to be 2/20?

Give sandals then Accept sandals graciously.

Cast gale on the rampaging boar.

Okay, next turn, we move out of the gates.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: zchris13 on April 14, 2010, 05:05:52 pm
Two of the best the world had to offer were offed by a group of 3 demons. So watch out.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: Nirur Torir on April 14, 2010, 05:10:09 pm
I do not know what you are talking about.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: zchris13 on April 14, 2010, 05:16:09 pm
Well I was pretty damn good, I don't know about that other bloke.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: kilakan on April 14, 2010, 06:27:53 pm
Grab the stuff to make healing potions from the military stockpile, then head out to the SPIRES! Or duplicity, whichever :D
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: dragnar on April 14, 2010, 06:32:17 pm
Well I was pretty damn good, I don't know about that other bloke.
Ya shoulda gone out with a bang: WORLDBREAK!!! Might have made this setting quite interesting... or just dead.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: Acanthus117 on April 14, 2010, 08:57:42 pm
Imbue force on one of the spears, then give to whoever wants one.

I'll be going with the doodz.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: RandomNumberGenerator on April 15, 2010, 08:47:36 pm
New spell, can't complain too much. Yes, I'll be traveling with the party.

I lifetap the boar, then yell for help.
You try to recover your health from the attack. (1+2) You fumble with your Lifetap spell, and it goes awry. (Luck 5) Luckily, you don't seem to suffer any ill effects.

+1 to Necromancy

Obtain der's sandals. Carve a picture of a pretty flower rune of warding on sandals. Return sandals.

You grab Derek's sandals and get to work on them. (6+2) You carve the rune on the bottom, then embellish it with floral print. (Luck 2) Unfortunately the print seems to nullify the rune's effects.

+2 to Runecrafting


I think we should stop by in Duplicity on the way, but apart from that suggestion I'll go with the group.

I'll study my summoning book again as we travel. There isn't likely to be a better time to read than now for quite some time.

As you walk out of town, you stick your nose in your book. (5) You page through it thoroughly. (Luck 1) Unfortunately, you don't manage to learn anything new.
"A Myriad of Magical Mishaps... and some Minor/Major Miracles" could be close enough?

Cast Spire in a secluded area and then engrave a Rune of Ice on it. Put the result in my inventory.
An idea suddenly crosses your mind, and you try to make a new weapon. (6+2) You bring a massive spike out of the ground, then work on carving a rune of ice into it. (Luck 6+1) The spire suddenly takes on a blue glow and the surrounding area becomes very cold. You attempt to place this spike into your inventory before realizing this giant obelisk is far to large and heavy for anyone to carry.

+3 to Elementalism
+2 to Runecrafting


Order golem to help out Nirur Torir
Try to find/ask for/etc. Myou's Grace and Distilled Water


Command 3: You dispatch your golem to kill the boar. It doesn't seem very interested, but wanders over anyway.
(6) The golem steps in front of the charging boar and tries to grapple it. (RTD 4) The boar had impressive momentum, but the large bulk of the golem stops it and throws it down on the ground.

You then seek out some distilled water and Myou's Grace. (Luck 5) The quartermaster gives you some water, and you find ample supplies of the flower outside the city gates.

*Ahem* I appear to have 12/10 Elementalism. Isn't that supposed to be 2/20?

Give sandals then Accept sandals graciously.

Cast gale on the rampaging boar.

Okay, next turn, we move out of the gates.
You summon up your wind energy to help your colleagues. (1+3) You create a gale... ontop of yourself. (Luck 5) By some miracle you aren't hurt by it, however.

+1 to Elementalism



Grab the stuff to make healing potions from the military stockpile, then head out to the SPIRES! Or duplicity, whichever :D

You seek out the quartermaster to get more supplies. (Luck 4-1) He eyes you suspiciously and asks what you did with the other supplies he gave you. (2) Unable to come up with an answer, he boots you out of the stockpile.

Imbue force on one of the spears, then give to whoever wants one.

I'll be going with the doodz.

You now shift your attention to one of the spears. (3+1) You begin to imbue the spear with the same force the dagger had. (Luck 4) You imbue the spear successfully.

Quote from: Golem
...
The flesh golem kills the boar.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

------

As the group passes by the city of Duplicity, your group runs across a pack of hellhounds. 12 of them, to be exact. They snarl viciously.
Title: Re: Arcanum Octet II: A Myrad of Magical Mishaps and Minor Miracles [Turn 10]
Post by: Acanthus117 on April 15, 2010, 08:48:59 pm
Hit the a hellhound with a force spear!
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Dermonster on April 15, 2010, 08:51:03 pm
Cast Conjure fire elemental.

Ask result to fire upon the hellhounds. Add my torch to its attack.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Acanthus117 on April 15, 2010, 08:52:22 pm
(hey, anyone want the force spear? I'll enchant my sword, and if it works, I'll use it)
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: RandomNumberGenerator on April 15, 2010, 08:59:24 pm
Cast Conjure fire elemental.

Ask result to fire upon the hellhounds. Add my torch to its attack.

Oh, woops. I messed up. You're supposed to know Summon Wind Elemental, not Summon Fire Elemental... my bad x.x

Did you want to do that instead?
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Dermonster on April 15, 2010, 09:00:36 pm
Awww... I was hoping that you didn't notice.

yes. But still add torch to its attack.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Nirur Torir on April 15, 2010, 09:10:15 pm
I cast frost.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: dragnar on April 15, 2010, 09:28:06 pm
I'll draw a rune of warding on the ground around me, then summon something. Preferably something to hurt the hellhounds, but something.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Cheddarius on April 15, 2010, 09:37:07 pm
Does "Drained" go away automatically? I recover after some time, or whatnot?
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: RandomNumberGenerator on April 15, 2010, 09:45:33 pm
Does "Drained" go away automatically? I recover after some time, or whatnot?
Yes.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Cheddarius on April 15, 2010, 09:56:13 pm
Can you tell me how long it takes?
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: RandomNumberGenerator on April 16, 2010, 12:14:25 am
Can you tell me how long it takes?
I roll each turn.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Cheddarius on April 16, 2010, 12:59:14 am
I see.
Do I have to spend a turn to make potions? If so, how many can I make per turn?
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: kilakan on April 16, 2010, 03:01:21 pm
pick up good sized rock, throw rock at hell hound, aim for head, and hope it kills :D
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Virroken on April 16, 2010, 03:29:13 pm
Flashbang! Through the door! Rune of warding! On the ground!

Why did I bother taking daggers? Pffft. I guess I could start carving runes into enemies with my consistent 5/6+2 rolls.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: kilakan on April 16, 2010, 03:30:43 pm
ya just had to bring up the consistanly good rolls for ya, now you're gonna blow us all to bits with triple ones....
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Virroken on April 16, 2010, 03:33:41 pm
6+3 Rune of explosion (Luck 6), here I come!
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: KineseN on April 16, 2010, 05:34:06 pm
Cast Spire against the farthest hellhound and hope it will pierce several.

___
Aw, too bad I couldn't take the Ice Spire with me.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: RandomNumberGenerator on April 16, 2010, 06:25:29 pm
I see.
Do I have to spend a turn to make potions? If so, how many can I make per turn?
1 turn to make, quantity is usually 3-5, depending on the potion and the roll.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: Cheddarius on April 16, 2010, 06:29:58 pm
Ah, thanks.
I make Myou's Grace Healing Salve

Also, do I get xp for my golem sort of killing the boar?
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: zchris13 on April 18, 2010, 04:10:42 pm
Seperate entity.  So no.
Title: Re: Arcanum Octet II: Random Encounter [Turn 11]
Post by: kilakan on April 18, 2010, 04:17:53 pm
you need supplies to maek potions.... atleast I do
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: RandomNumberGenerator on April 18, 2010, 05:48:02 pm
Also, do I get xp for my golem sort of killing the boar?

No.

you need supplies to maek potions.... atleast I do

He has some.

Incompetence all around[Turn 12]


Cast Conjure fire wind elemental.
You begin to summon a wind elemental (1+2) You have an extraordinarily hard time summoning one, and try to pull more and more etheral energy from the wind plane. (Luck 1) You then explode, or at least your mana does. (RTD 2) You are caught in the explosion and go flying back. 

Ask result to fire upon the hellhounds. Add my torch to its attack.
You begin to summon a wind elemental (1+2) You have an extraordinarily hard time summoning one, and try to pull more and more mana from the wind plane. (Luck 1) You then explode, or at least the mana you summoned does. (RTD 2) You are caught in the explosion and go flying back. 


I cast frost.

You try to cast frost on the hellhounds. (1+1) The spell fizzles out (Luck 6) though no ill effects seem to happen.
I'll draw a rune of warding on the ground around me, then summon something. Preferably something to hurt the hellhounds, but something.

You begin carving a rune of warding into the ground. (1+2) The hard rock is unyielding, though you keep trying to carve it. (Luck 3) You finish the rune, but it doesn't seem very effective.

+1 to Runecrafting.


pick up good sized rock, throw rock at hell hound, aim for head, and hope it kills :D

You pick up a rock and hurl it at the hellhound. (2) The shot goes wide. (RTD 2) and the hound dodges it.

Flashbang! Through the door! Rune of warding! On the ground!

Why did I bother taking daggers? Pffft. I guess I could start carving runes into enemies with my consistent 5/6+2 rolls.

You also try to carve a rune of warding on the ground. (2+2) you carve a better rune than Dragnar's, (Luck 2) but it still doesn't seem to do anything.

Cast Spire against the farthest hellhound and hope it will pierce several.

You grab the earth below you and thrust it out at the hellhounds. (4+2) Out of all your companions, you alone seem to have the competence to actually wound the hellhounds. (Luck 5+1) A massive spire strikes out of the earth and slays three of the hounds.

+4 to Elementalism


Ah, thanks.
I make Myou's Grace Healing Salve

Ignoring the battle, you begin to mix components to make healing potions. (2+1) You crush the flours and mix them in with hot water to get the healing goodness from them. (Luck 3) It seems to have worked moderately well.

+1 to Alchemy


...

Where is Acanthus?

*Scans thread*

Oh. There. I think I'm going to start requiring bolding of actions in this game as well.

Hit the a hellhound with a force spear!
You grab your spear and charge at the hellhounds. (2) You strike at the hellhound (RTD 2) but it jumps out of the way just in time. (Luck 1) This throws you off balance and you fall over.

Quote from: Hellhounds
Grrrrrr...
The hellhounds rush the group, each one going after a person.
(2) A hound attacks Nirur (RTD 5) But he masterfully evades and even counterstrikes the hound, killing it.
(1) Another rushes blindly at Virroken (RTD 1+1) who blocks the weak attack with his shield. Barely. 
(2) A third rushes Aarchan on lose footing (RTD 1) but bites him anyway.
(3) Another strikes at Derek (RTD 1) who mangles his already-mangled body even more.
(4) Kin is the target of another, (RTD 6) though he manages to dodge.
(3) Another attacks Dragnar (RTD 3) who trips and falls out of the way.
(4) A seventh attacks Marcus (RTD 3) who tries to evade but gets caught anyway.
(5) The final one tears at Cheddarius, who was busy making potions. (RTD 4) He tries to get out of the way but gets his right arm shredded.

The golem and wright watch on.

-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
----
8 Hellhounds
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Cheddarius on April 18, 2010, 05:57:03 pm
Wait, there was a battle?
>_>

You forgot to add my Alchemy xp.
Also, could you have "4 fresh hellhound corpses" as an item in the place? That would be useful, so we don't forget.
Order Golem to attack hellhounds, especially any that try to get near me
Heal self.
If heal did not work, down a Healing Salve
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Nirur Torir on April 18, 2010, 06:22:13 pm
I like to think I killed it by jamming the end of my staff through its eye. Or maybe I just punched it really, really hard.

I cast Frost, aiming specifically at the monster attacking Derek.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: kilakan on April 18, 2010, 06:42:55 pm
dip dagger in Holy gell, stab hell-hound who attacked me.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: dragnar on April 18, 2010, 07:04:02 pm
Oh well, I reanimate to three dead hellhounds. Or, if they count as demons and can't be resurrected: I summon something completely random and hope it's friendly.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Virroken on April 18, 2010, 10:42:30 pm
Back up Nirur's frost spell with my own frost.

When did I pick this spell up? I guess need to read more carefully.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Dermonster on April 18, 2010, 10:48:05 pm
oh my god if the hellhounds don't kill me the frostbite will...
...
Well, screw it, if im going out, im going out doing something completely pointless.

Cast warmth on self to counter inevitable frostbite.
Try to tend to wounds.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Cheddarius on April 18, 2010, 10:57:38 pm
Change of plans.
Heal Derek Hellbinder
Order Golem to attack hellhounds, staying near Derek and I
Give Healing Salve to Derek Hellbinder
Drink Healing Salve
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Acanthus117 on April 19, 2010, 12:19:56 am
Use Mana Bolt on a hellhound!
Sorry for the lack of bolding.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: KineseN on April 19, 2010, 08:49:41 am
Spire the hellhound that dared to attack me.


___
I'm not really sure, but I think you put my +4 to Elementalism into Runecrafting.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: kilakan on April 22, 2010, 04:55:12 pm
bump?
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: RandomNumberGenerator on April 22, 2010, 07:38:52 pm
Gonna be a while. Busy moving into a new place.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Acanthus117 on April 22, 2010, 07:40:11 pm
Make sure you find a place with no aquifers and a place where you can get trade.
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Dermonster on April 22, 2010, 07:41:10 pm
screw trade, all you need is an anvil, a pick, A HELL OF A LOT OF magma and your own two hands!
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: kilakan on April 22, 2010, 08:14:56 pm
careful you don't breach the basement till you're ready!
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Dermonster on April 22, 2010, 08:23:12 pm
I flooded the basement with rocks myself.

Then I chained up several People in there and threw several more into the furnace.

Good times.

Then law enforcement showed up and demanded to know why I kidnapped the nearest thirty houses, and asked me how i got away with it for so long. Then I was tossed into the furnace!
Title: Re: Arcanum Octet II:Battle On[Turn 13]
Post by: RandomNumberGenerator on April 24, 2010, 11:24:06 am
Battle On[Turn 13]

I like to think I killed it by jamming the end of my staff through its eye. Or maybe I just punched it really, really hard.

I cast Frost, aiming specifically at the monster attacking Derek.
In an attempt to save your companion, you try to freese the hellhound attacking him. (1+1) The frost bolt misses the hellhound (Luck 4) but misses everything else as well.
dip dagger in Holy gell, stab hell-hound who attacked me.
You dip your knife in the gel, then strike out at a hellhound. (2) Your swing wide (RTD 2) and miss the hellhound.
I summon something completely random and hope it's friendly.
You focus your thoughts on summoning something... anything! (5+1) It doesn't matter what, but you'll summon something if it's the last thing you do! (Luck 2) You end summon a skeleton, though it doesn't seem to be very friendly.

+2 to Summoning
+1 to Necromancy


Back up Nirur's frost spell with my own frost.

You charge up another frost spell (3+2) and hurl it straight at the hellhound. (RTD 4) The hellhound tries to get out of the way but fails! The bolt slams into the hound (Luck 4) encasing it in ice.
+3 to Elementalism


oh my god if the hellhounds don't kill me the frostbite will...
...
Well, screw it, if im going out, im going out doing something completely pointless.

Cast warmth on self to counter inevitable frostbite.
Try to tend to wounds.

You focus on warming yourself. (3+2) You warm yourself. (Luck 3) The pain is eased slightly.

+3 to Elementalism

Change of plans.
Heal Derek Hellbinder
Order Golem to attack hellhounds, staying near Derek and I
Give Healing Salve to Derek Hellbinder
Drink Healing Salve

You order your golem to take care of the hound attacking you, and work on healing the mortally wounded Derek. (1+2) His wounds are so severe that you have trouble fixing them. (Luck 1) In fact, you think you only made things worse.... by killing him.

(1) You also drop a bottle of healing salve on the floor as you go to use it. It shatters.

Use Mana Bolt on a hellhound!
Sorry for the lack of bolding.
You fire a magic bolt at one of the hellhounds. (6+1) It flies out with lightning speed at the dog (Luck  5) and slays it instantly.

+4 to Metamagic
Quote
Spire the hellhound that dared to attack me.

You lift a spire of earth from the ground and strike at the hound. (6+2) A massive spike of earth shoots out from the ground. (Luck 2) By some stoke of ill luck, it hits absolutely nothing.

+2 to Elementalism


Quote from: Flesh Golem
Urr..
The golem lumbers towards the hellhounds. (6) Suddenly it breaks into a charge and strikes at a group of hounds. (Luck 5) With unsurpassed martial skill, the slow, lumbering creature somehow kills 3 of the creatures.

Quote from: Hellhounds
Grrr...
Though severely reduced in size, the pack continues it's attack
One strikes at Virroken (1)(RTD 3+1) but is easily blocked by him .
Another strikes Dragnar (3)(RTD 4-1) Who barely evades.
A third strikes at Aarchan (5)(RTD 2) who gets gored by the bloody attack.

Quote from: Skeleton
*
The skeleton attacks Dragnar (2)(RTD 1-1) who is caught by the strike.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
----
3 Hellhounds
1 Skeleton
Title: Re: Arcanum Octet II: Incompetence all around. [Turn 12]
Post by: Dermonster on April 24, 2010, 11:26:20 am
WHAT.
Title: Re: Arcanum Octet II: 5.196.175.15
Post by: RandomNumberGenerator on April 24, 2010, 11:28:14 am
Well... you didn't get killed by the frost or the hellhounds...
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Dermonster on April 24, 2010, 11:30:07 am
YES BUT... THEY... I... HEALING!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Could I come back to life if One of the necromancers tries to ressurect me?

Edit: rereads skill list.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 24, 2010, 11:40:00 am
YES BUT... THEY... I... HEALING!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Could I come back to life if One of the necromancers tries to ressurect me?

Edit: rereads skill list.

If they get really good rolls, you might be semi-conscious... but otherwise, no.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Dermonster on April 24, 2010, 11:41:04 am
Dead forever then?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 24, 2010, 11:49:00 am
Well.... You might be Resurrected later in the game, or bound to some object, but for the most part... yeah.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Virroken on April 24, 2010, 11:57:08 am
Rune of warding around kilakan.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: kilakan on April 24, 2010, 12:09:04 pm
back out of fight, use shirt+knife to make some bandages and stop the bleeding!
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Nirur Torir on April 24, 2010, 12:15:23 pm
I do not believe that healing potions should be able to kill, unless they were made with a bad roll. In Arcanum Octet 1, I believe you said that potions auto-succeeded. What's the point in making potions, which require ingredients, if they require at least three turns to use? (Gathering, brewing, and drinking)

I use my knowledge of the Animate Dead spell to try to gain control of the skeleton.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: kilakan on April 24, 2010, 12:32:28 pm
can someone please give me couver, I don't wanna be the second to die.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 24, 2010, 01:24:11 pm
I do not believe that healing potions should be able to kill, unless they were made with a bad roll. In Arcanum Octet 1, I believe you said that potions auto-succeeded. What's the point in making potions, which require ingredients, if they require at least three turns to use? (Gathering, brewing, and drinking)

You didn't kill him with a healing potion... you failed your spell.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Dermonster on April 24, 2010, 01:26:18 pm
Cheddarius would probably kill LESS people by TRYING.

 :'(
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Nirur Torir on April 24, 2010, 01:58:40 pm
I do not believe that healing potions should be able to kill, unless they were made with a bad roll. In Arcanum Octet 1, I believe you said that potions auto-succeeded. What's the point in making potions, which require ingredients, if they require at least three turns to use? (Gathering, brewing, and drinking)

You didn't kill him with a healing potion... you failed your spell.
I misread that, and thought Cheddarius was trying to heal him with the potion.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: kilakan on April 24, 2010, 02:58:02 pm
oh and cheddaris, don't use your healing spell on me, old fashion bandages would be better :D
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Cheddarius on April 24, 2010, 03:38:02 pm
Why was there a roll to drink the potion at all? That doesn't make any sense. Rolls should be for things that you actually have to try at.

Does my golem get experience in fighting?

Order golem to supplement itself with the dead KEEL STUFF
Heal me
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: kilakan on April 24, 2010, 03:38:52 pm
uhhh there's still 3 hell-hounds and a skeleton left, sure it's a good time to take the only thing thats killed anything outta battle all-ready?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Cheddarius on April 24, 2010, 03:42:16 pm
Okay, edited.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: dragnar on April 24, 2010, 04:44:12 pm
Hmm, summoning a skeleton raises some interesting questions. For example: is it really undead if it wasn't created from the dead?

anyway, If Nirur fails to control the skeleton I carve a rune of weakness into it's skull, if he succeeds I cast Animate Dead on dermonster.

Also, shouldn't my wright have gotten an attack as well?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Nirur Torir on April 24, 2010, 04:55:01 pm
I'm just jealous that you summoned a skeleton before I did. I was going to try it after this battle.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: zchris13 on April 24, 2010, 06:20:41 pm
RNG, you are a little extreme. I know it's an RTD, but man, you take it overboard.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Dermonster on April 24, 2010, 09:28:37 pm
Can I go back on the waiting list I guess?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: KineseN on April 25, 2010, 02:16:17 am
Stone one of the hellhounds or if they are down, the skeleton.

Man, I might go and summon me a minion too.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Acanthus117 on April 25, 2010, 04:29:40 am
KILL! MAIM! BURN! specifically the skeleton. With my sword.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: sir diesalot on April 25, 2010, 03:59:51 pm
So who's the next person in if dermonster doesn't get ressurected?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 25, 2010, 04:10:05 pm
You, actually.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: sir diesalot on April 25, 2010, 05:01:11 pm
Okay!

I'm going to go with walking out of the front door of whatever building I'm assuming I'm in and attacking the nearest hellhound to me, by means of a fist shaped stone projectile.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Cheddarius on April 25, 2010, 06:00:13 pm
RNG, is there actually a roll to drink something? It just seems like a silly thing to roll for. It should be a free auto-success action, otherwise there is little point in making potions at all.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 25, 2010, 07:45:53 pm
RNG, is there actually a roll to drink something? It just seems like a silly thing to roll for. It should be a free auto-success action, otherwise there is little point in making potions at all.
Ehh... well I had it as a simple action(2 through 6 = success, only 0 and 1 fails) but I guess it is kinda silly. Maybe I should just make it so that if you can drink it(not unconscious, stunned, etc.) you automatically do so.
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: Cheddarius on April 25, 2010, 08:37:22 pm
Can I have my potion retconned back? :D
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: dragnar on April 28, 2010, 06:15:58 am
Bump. Has everybody posted their actions?
Title: Re: Arcanum Octet II: Battle On[Turn 13]
Post by: RandomNumberGenerator on April 28, 2010, 01:20:02 pm
Bump. Has everybody posted their actions?
Maybe. I don't really have the time to make a good turn, so this probably won't get updated until the weekend.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 02, 2010, 06:05:18 pm
Arcanum Octet II: Victory [Turn 14]

Damn. I had the whole turn written out, then my computer crashed. I don't have time to re-write everything, so no flavor text for you.
Rune of warding around kilakan.
(5)(Luck 2)
You carve the rune. It doesn't work.

+2 to Runecrafting.

back out of fight, use shirt+knife to make some bandages and stop the bleeding!
(6)(Luck 3)
You rip your shirt to shreds. Your bleeding slows.
I do not believe that healing potions should be able to kill, unless they were made with a bad roll. In Arcanum Octet 1, I believe you said that potions auto-succeeded. What's the point in making potions, which require ingredients, if they require at least three turns to use? (Gathering, brewing, and drinking)

I use my knowledge of the Animate Dead spell to try to gain control of the skeleton.
(5)(Luck 1)
You turn the skeleton to ash instead.

New Spell: Destroy Undead
+3 to Necromancy
Why was there a roll to drink the potion at all? That doesn't make any sense. Rolls should be for things that you actually have to try at.

Does my golem get experience in fighting?

Order golem to supplement itself with the dead KEEL STUFF
Heal me


(6+2)(Luck 6)
You heal fast. Really fast. So fast you have another scar.

+3 to Healing


Hmm, summoning a skeleton raises some interesting questions. For example: is it really undead if it wasn't created from the dead?

anyway, If Nirur fails to control the skeleton I carve a rune of weakness into it's skull, if he succeeds I cast Animate Dead on dermonster.

Also, shouldn't my wright have gotten an attack as well?
Slaves must be given orders, or they won't do anything.

(4)(Luck 4)

You make a zombie.

+3 to Necromancy


Stone one of the hellhounds or if they are down, the skeleton.

Man, I might go and summon me a minion too.
(5)(Luck 7)
You hurl a giant boulder. It kills two of them, and almost wipes out Cheddarius' golem but it jumps out of the way.

+4 to Elementalism


KILL! MAIM! BURN! specifically the skeleton. With my sword.
(3)(Luck 3)
You can't drop your spear to wield your sword. Your spear is probably cursed.

Okay!

I'm going to go with walking out of the front door of whatever building I'm assuming I'm in and attacking the nearest hellhound to me, by means of a fist shaped stone projectile.
You don't exist yet.

Quote from: Flesh Golem
Order... Kill Target...
(5)(RTD 3) The golem kills the other hound.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 02, 2010, 06:09:11 pm
Extract Blood from the hell hounds, and collect the ash from the skeleton.  Then read the book of alchemy for any mixtures to create living slimes, which shall serve their master's wills.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 02, 2010, 06:13:31 pm
I try to cast a summon skeleton spell.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 02, 2010, 06:14:16 pm
Order Golem to add corpses to itself
Heal Aarchan
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: dragnar on May 02, 2010, 06:40:22 pm
I carve a rune of energy on my zombie.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 02, 2010, 06:48:44 pm
hum golem adding corpses to itself, and you trying to heal me.. this could be REALLY interesting  :D
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Dermonster on May 02, 2010, 07:50:37 pm
I wonder if it's possible to adventure in the afterlife.  Overthrow hell and all that. I Should probably stop posting here now.  :'( *Goes away*
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 02, 2010, 08:02:58 pm
You can sign up for a new guy...
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Dermonster on May 02, 2010, 08:06:41 pm
BUT IT WOULDN'T BE THE SAME!!!
And that might be a good thing.
Oi, RNG, can I have another go?
Is it just me or have I been using caps a lot lately?
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: dragnar on May 02, 2010, 08:14:47 pm
I wonder if it's possible to adventure in the afterlife.  Overthrow hell and all that.
But hell has come here. You might be able to become ruler of an infinite plane of nothing though... In fact, I declare myself ruler of hell! Any complaints from the nothingness? No? I am ruler of hell!
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Acanthus117 on May 02, 2010, 11:03:01 pm
Alright, Attempt to dispel the curse.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 02, 2010, 11:22:07 pm
BUT IT WOULDN'T BE THE SAME!!!
And that might be a good thing.
Oi, RNG, can I have another go?
Is it just me or have I been using caps a lot lately?

Yeah, I can put you on the waiting list again. As far as an afterlife, well... it's hard to tell where you would end up, given I don't know anything about the morals/religion/spirituality/whatever.

It shouldn't take too long (though it will still be quite a while, since the waiting list is pretty big) because while I didn't actually expect the hellhounds to kill anyone, once the group starts fighting the bigger demons, more and more people will be dying. Quickly. Hear that? Don't get attached to your characters people.

Anyway... you guys are about half a mile outside of that one demon city. Duplicity. Are you going to stop there, or proceed to the spires of hell?
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: KineseN on May 03, 2010, 12:42:24 am
Don't stand anywhere near Cheddarius golem and Stone the last hellhound. Laugh maniacally.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 03, 2010, 12:56:35 am
They're dead, Jim.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: KineseN on May 03, 2010, 01:31:31 am
Oops. Failed to read that your golem killed the last one.

Don't stand anywhere near Cheddarius golem and attempt to summon an earthen golem/elemental. Laugh maniacally.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Virroken on May 03, 2010, 01:49:25 am
Carve rune of warding on my un-runed dagger.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 03, 2010, 07:06:35 pm
hum, though of something well I slept, and changed my turn.  If everything goes right i may be able to create a holy slime creature which could ooze over demonic creatures and melt them like the witch from the Wizard Of Oz
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 03, 2010, 07:10:16 pm
You should create a Gelatinous Cube out of a very strong base.

Cleansing evil from our lands with a bleach elemental is a sure path to victory.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 03, 2010, 07:11:37 pm
So like the magic eraser soap from Mr. Clean, only this would involve more killing?
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 03, 2010, 07:27:01 pm
Probably, but I mostly just want to see something die to a base instead of an acid for once.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 04, 2010, 06:50:49 pm
An impact gel could be vicious, the cube could jump on em, and when they struggle to get out, it hardens and suffocates them.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 04, 2010, 06:52:51 pm
Yes! Fear the mighty Cornstarch-Water Elemental, bane of adventurers 'round the globe!
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 05, 2010, 11:44:56 am
So... demon city, or cursed mountain range? I kinda need to know before going forward.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 05, 2010, 11:52:46 am
Let's go pillage the city.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: KineseN on May 05, 2010, 12:31:55 pm
The cursed mountain range sounds boring. Let's go to demon city.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Virroken on May 05, 2010, 02:31:44 pm
Demon city. BURNPILLAGEBURN! That's right. I'm going to burn stuff with my ice spells.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: KineseN on May 05, 2010, 02:55:22 pm
As someone said in another RTD: ...PILLAGE... then BURN...BURN! That way we get our loot and not useless ash and charcoal.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 05, 2010, 04:46:56 pm
IDK I think training with a mountain range would be better, plus there's rare plants up there, no so much in a city.  I mean think about it, we are a group of 8, who lost one to a pack of hell hounds, yet we are gonna charge a city?  I'd prefer to search the mountain range.  Maybe we should split into two groups, those who want to go to the mountain, and those who want to raid the city..... I also have just a blessed knife and no shirt, and burnt tattered shorts, with only a few potions....
Title: Re: Arcanum Octet II: Turning the Tables; Invasion of Duplicity [Turn 15]
Post by: RandomNumberGenerator on May 05, 2010, 05:16:56 pm
IDK I think training with a mountain range would be better, plus there's rare plants up there, no so much in a city.  I mean think about it, we are a group of 8, who lost one to a pack of hell hounds, yet we are gonna charge a city?  I'd prefer to search the mountain range.  Maybe we should split into two groups, those who want to go to the mountain, and those who want to raid the city..... I also have just a blessed knife and no shirt, and burnt tattered shorts, with only a few potions....
Ugh... of course you have to object after I've already written the turn. We'll wait for the others I guess. If several others want to go to the mountains instead, I can split the groups.

Actually, I just realized it doesn't matter, because where you go/what you do only effects next turn, not this one. So I can still post the rolls.

Arcanum Octet II: Turning the Tables; Invasion of Duplicity [Turn 15]

Extract Blood from the hell hounds, and collect the ash from the skeleton.  Then read the book of alchemy for any mixtures to create living slimes, which shall serve their master's wills.
You use your knife to puncture a hole in the hellhounds (5) and try to drain the demonic ichor from them. (Luck 1) You suddenly realize you don't have any vials to put the ichor in, and it spills to the ground.

+1 to Butchering

I try to cast a summon skeleton spell.

Contemplating the summoned skeleton, you try to get your own. (2+1) You call an undead presence to your side. (Luck 5) A skeleton appears beside you. Unlike the other one, this one seems to follow your orders.

+3 to Summoning

Order Golem to add corpses to itself
Heal Aarchan

Control 2: The golem doesn't seem to care about augmenting itself.

Sighing at the golem, you instead go to work on healing Aarchan. (6+3) The power comes easily to you. (Luck 3) The power surges forward, which startles you and causes magical basklash. Aarchan's wounds are partially healed.

+2 to Healing
Stunned

I carve a rune of energy on my zombie.
You work on carving a rune of energy on your zombie. (5+2) You take off parts of the rotting flesh to form the rune. (Luck 4) You finish the rune, leaving a large hole in the zombie's chest.

+3 to Runecrafting

Alright, Attempt to dispel the curse.
You work on removing the curse from your weapon. (6+1) You pull the magic from the weapon. (Luck 6) You lose control of the magic, which explodes.

+2 to Metamagic
New Spell: Disenchant


Oops. Failed to read that your golem killed the last one.

Don't stand anywhere near Cheddarius golem and attempt to summon an earthen golem/elemental. Laugh maniacally.
Despite having no former knowledge of summoning, you try to use your attunement to the earth sphere to summon a elemental. (5-1) You gather your energy and try to materialize a slave nest to you. (Luck 5) A small earthen creature appears next to you.

+5 to Summoning


Carve rune of warding on my un-runed dagger.

You grab your other dagger and work on carving a rune into it. (4+2) You carve the rune into the dagger (Luck 1) but make the grooves too deep and break it instead.

+2 to Runecrafting


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 05, 2010, 05:18:25 pm
Alright, so don't post another action. Once we figure out where we're going, then I'll post what happens, and then you can post actions. If you post an action now, I will use that one, even if you change it later, despite any new developments. So if you post you're going to dance around, then I post that a giant demons shows up, you will still be dancing around.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Acanthus117 on May 05, 2010, 05:48:09 pm
Unursed force spear?

Also, attempt to enchant the spear with torch.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 05, 2010, 05:56:36 pm
I say Duplicity. I originally supported the Spires, but now I realize that it has a colossus that is far too difficult for us - mere civilian demons are better, though there are more.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 05, 2010, 06:02:15 pm
Unursed force spear?

Also, attempt to enchant the spear with torch.
Oh, woops. Supposed to be Uncursed. I just realized I forgot to remove the Force enchantment as well... I'll let you keep it I guess, since it was my mistake.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 05, 2010, 06:39:11 pm
My vote for the city remains.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Acanthus117 on May 05, 2010, 06:40:41 pm
going to the demonic city would be suicidal. TO THE CITY!
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 05, 2010, 06:54:11 pm
That's 5 for the city, 1 for the mountains... Sorry Kilakan, I think you're outnumbered.


-----

The group approaches the demon city of Duplicity. The city is surrounded by walls, but there is no gate. Instead, a large arch marks the entrance to the city. As you walk inside the arch, you notice that the entire city is perfectly symmetrical; you feel your mere presence disrupts this symmetry. Someone - or something else must have noticed this disruption too, as six shadows approach your group. Each shadow seems to have a twin, and their movements mirror each other, keeping the symmetry in line.

-----
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: dragnar on May 05, 2010, 06:57:25 pm
We must all move to the same die of the city. That way only half can reach us.

Carve random runes into one side of the arch, not necessarily ones I actually know how to use either. Yes, I am intentionally making the demons mad.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Acanthus117 on May 05, 2010, 07:01:13 pm
Alright, as soon as they show any signs of hostilities, SHOOT FIREBAWLS at them.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 05, 2010, 07:06:19 pm
We must all move to the same die of the city. That way only half can reach us.

Carve random runes into one side of the arch, not necessarily ones I actually know how to use either. Yes, I am intentionally making the demons mad.
Is making them mad while we have guests now wise?

Good idea with the same side, let's keep to the side closest to the human lands. Note that the shadows' movements are perfectly symmetrical with their twins. I don't think they're good at dodging, but I don't want to touch them. Somebody send a minion to attack my skeleton's target's twin.

My skeleton attacks a shadow. I attempt a Destroy Undead spell on a different shadow, but not the twin.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 05, 2010, 07:15:41 pm
Where is the line of symmetry for the shadows? Is it right in front of them? To the side? A fixed line somewhere in the city?
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: RandomNumberGenerator on May 05, 2010, 07:23:27 pm
Where is the line of symmetry for the shadows? Is it right in front of them? To the side? A fixed line somewhere in the city?
Fixed line, right down the middle of the city. Like so:

   S | S
 S   |   S
S    |    S   
      |     
      G     
      |
    /   \

| is the line of symmetry.
G is group
S are shadows.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: dragnar on May 05, 2010, 07:26:38 pm
Ugh, I just thought of something. These things are guaranteed to be invincible unless both sides are destroyed simultaneously. I always hate enemies like that.

We must all move to the same die of the city. That way only half can reach us.

Carve random runes into one side of the arch, not necessarily ones I actually know how to use either. Yes, I am intentionally making the demons mad.
Is making them mad while we have guests now wise?
Huh? Guests? Also, my main reason is too see if the runes show up on the other side as well. Making them mad is a pleasant side-effect.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Nirur Torir on May 05, 2010, 07:32:05 pm
We must all move to the same die of the city. That way only half can reach us.

Carve random runes into one side of the arch, not necessarily ones I actually know how to use either. Yes, I am intentionally making the demons mad.
Is making them mad while we have guests now wise?
Huh? Guests? Also, my main reason is too see if the runes show up on the other side as well. Making them mad is a pleasant side-effect.
Guests being the shadows. I suppose that's an important test to make, but you worded it a bit like you were trying to draw even more attention.

Quote
Ugh, I just thought of something. These things are guaranteed to be invincible unless both sides are destroyed simultaneously. I always hate enemies like that.
I'm still hoping that they're the type of twin where they both get hurt if one gets hurt.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Cheddarius on May 05, 2010, 07:38:58 pm
Let's try attacking just one side first. At worst, we only take half damage, neh?
Also, I'm pretty sure they're evil and we should attack them. Demon city, after all, and shadows usually don't turn out to be the good guys.

After this fight, can we stop for a moment for me to heal the team and add corpses and such? And for other people to do their errands?
I order the flesh golem to attack the closest shadow on the right side.
I hang back, and heal whoever gets hurt the worst.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Virroken on May 05, 2010, 08:01:12 pm
Dump broken dagger. Rune of warding on the ground, on whichever side we're attacking.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Acanthus117 on May 05, 2010, 08:02:14 pm
Also, pass Virroken a dagger.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: kilakan on May 05, 2010, 08:24:52 pm
Through a vial of holy water into the nearest group of shadows, aim for one, and hope the splatter hits more.
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: RandomNumberGenerator on May 05, 2010, 08:41:41 pm
Still need sirdiesalot to make a character, btw.
Title: Re: Arcanum Octet II: Victory [Turn 14]
Post by: Virroken on May 06, 2010, 01:01:28 am
Also, pass Virroken a dagger.

Thank you, sir, but I have a bajillion in my inventory. You're welcome to them if you ever need/want them. I'd re-arm myself with a spare, but I don't even use the stabbies anymore.
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: Acanthus117 on May 06, 2010, 01:03:53 am
Hey, Virroken, can I have you engrave a spear of mine?
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: KineseN on May 06, 2010, 01:42:43 am
Follow Nirur's lead and order/beg my stone spirit to mimic all his skeleton moves, only against the shadow twin.

I stand back and Spire any shadow that comes too close to us.
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: Virroken on May 06, 2010, 12:25:53 pm
I'll try next turn. For the record, my rune luck is pretty terribad. I get 6/7 for success, then 1-3 for luck.
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: RandomNumberGenerator on May 06, 2010, 01:37:11 pm
Hey, Virroken, can I have you engrave a spear of mine?

So what is your action?
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: Acanthus117 on May 06, 2010, 09:13:20 pm
FIREBALL!

I mentioned it a while ago.
Title: Re: Arcanum Octet II: Invasion [Turn 15]
Post by: sir diesalot on May 07, 2010, 12:59:06 pm
I had a character made before...

I'll go fish for him.

Edit, found him with odd backstory (edited but I'm still not happy with it):

Name: Scintoth Svadi
Gender: Male
Profession/Skills(Chose 1 major and 2 minor): Major elemental magic (earth, maybe water), minor axe weilding, minor rune magic
Requested Equipment(If it's reasonable, you will start with it): Leather brigandine armour, 2 handed greataxe, woodcarving knife.
Background Information(Optional):
 Scintoth is a norse-like man who was young when the demonic outbreak began. When his village elders recieved word of the outbreak, they gathered all of the young and taught them the ways of magic for when the scourge came. The demons descended upon the village earlier than was anticipated and rather than defending his village, Scintoth grabbed his sister and ran for safety, which at the time was The Lost Shoals. While travelling, he and his sister were waylaid by a band of demons. He used his earth magic to clear a path through the demons, but his sister had already been captured. He vowed that he would come back to rescue her from her prison in Schalade and earn his honour back, first taking a detour through Duplicity to search for anyone to help.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: RandomNumberGenerator on May 12, 2010, 01:59:03 pm
Well that's interesting... [Turn 16]

We must all move to the same die of the city. That way only half can reach us.

Carve random runes into one side of the arch, not necessarily ones I actually know how to use either. Yes, I am intentionally making the demons mad.

You take out your chisel and start hammering at the right side of the arch. (3+2) You feel as if majorly transgressing some law as you take out large chunks of rock from the arch. (Luck 2) You don't actually make any rune, but as you look over at the other side, you see that is is still intact. You successfully disrupted the symmetry of the arch.

+2 to Runecrafting


Good idea with the same side, let's keep to the side closest to the human lands. Note that the shadows' movements are perfectly symmetrical with their twins. I don't think they're good at dodging, but I don't want to touch them. Somebody send a minion to attack my skeleton's target's twin.

My skeleton attacks a shadow. I attempt a Destroy Undead spell on a different shadow, but not the twin.
Control 4: The skeleton attacks one of the approaching shadows. (6) It lashes out at the shadow. (RTD 4) The shadow fails to dodge, but the attack passes right through, doing no damage at all.

You cast destroy undead on one of the shadows. (4+2) The spell goes off without a hitch. The shadows seem to be unaffected, however.

+2 to Necromany
Let's try attacking just one side first. At worst, we only take half damage, neh?
Also, I'm pretty sure they're evil and we should attack them. Demon city, after all, and shadows usually don't turn out to be the good guys.

After this fight, can we stop for a moment for me to heal the team and add corpses and such? And for other people to do their errands?
I order the flesh golem to attack the closest shadow on the right side.
I hang back, and heal whoever gets hurt the worst.
Control 6: You order your golem to attack the closest shadow on the right side. It follows your orders exactly. (4) It strikes our against the shadow (RTD 4) which barely manages to dodge.

You are on healing standby.
Dump broken dagger. Rune of warding on the ground, on whichever side we're attacking.
You start drawing a rune of warding on the ground. (6+2) The rune is perfect... no... that's a flaw... but it will be perfect. (Luck 1) While you're working on perfecting the rune, a shadow takes the opportunity to attack you.

Through a vial of holy water into the nearest group of shadows, aim for one, and hope the splatter hits more.

You throw the holy water at the shadow the flesh golem attacked. (2+1) The vial hurtles past the shadow. (Luck 2)  It then cracks, but not shatters, and the holy water slowly leaks out.

Follow Nirur's lead and order/beg my stone spirit to mimic all his skeleton moves, only against the shadow twin.

I stand back and Spire any shadow that comes too close to us.

Control 2: The spirit doesn't seem to care about what you want it to do.

You focus on bring up a giant spire of earth on the closest left shadow, so you don't hit the flesh golem. (6+2) You bring a giant spire out of the earth, which throws the shadow up into the air. (Luck 5) The shadow's twin suddenly vanishes!

+4 to Elementalism 

FIREBALL!

I mentioned it a while ago.

You conjure a fireball and throw it at the shadows. (6+1) The giant flame hurtles towards the shadows. (Luck 2) Both shadows that were hit by it seem unfazed.

+3 to Elementalism


Quote from: Shadows
*
The first shadow has mysteriously vanished after it's counterpart was sent flying.
The second shadow hits the ground. (Luck 3) It is wounded.
The third shadow lashes out at Virroken (1)(RTD 6-2) But messes up horribly.
The fourth shadow moves in tandem with the third shadow.
The fifth and sixth shadows advance towards the group.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: dragnar on May 12, 2010, 02:14:28 pm
I cast conjure food and water... targeted inside one of the shadow's heads.

This action is either going to fail hilariously and confuse the shadows or kill two of them in a rather painful manner. Or just plain fail, of course.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: Cheddarius on May 12, 2010, 05:58:44 pm
I order the flesh golem to attack the closest shadow on the right side.
I mix more healing salves.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: Nirur Torir on May 12, 2010, 06:13:23 pm
Hurray, it's not dead.

My skeleton tries to knock its previously attacked shadow out of symmetry with its twin.
I cast Frost on one of the approaching shadows.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: Virroken on May 12, 2010, 07:40:27 pm
Amplify/assist/help Nirur's frost.

I don't think I've made a successful rune yet. Ever.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: kilakan on May 12, 2010, 08:14:57 pm
look about for unusual plants, and substances, then collect them.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: RandomNumberGenerator on May 12, 2010, 08:41:36 pm
I don't think I've made a successful rune yet. Ever.
You made your dagger.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: Acanthus117 on May 12, 2010, 08:47:51 pm
Damn.

FIREBALL THE WOUNDED SHADOW
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: KineseN on May 13, 2010, 09:55:30 am
Interesting indeed.

Channel dangerously high amount of magical energy into my next Spire and aim for the fifth or sixth (or both of the) shadow.

Edit: Order the Stone spirit to cast any spells it got against the wounded shadow.
Title: Re: Arcanum Octet II: Well that's interesting... [Turn 16]
Post by: dragnar on May 13, 2010, 10:09:59 am
Oh wait, I forgot I have minions. I order my two minions to attack a shadow and it's counterpart. Have them aim so that the shadows can't dadge both attacks at once.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 18, 2010, 07:25:00 pm


Looming Presence [Turn 17]

I cast conjure food and water... targeted inside one of the shadow's heads.

This action is either going to fail hilariously and confuse the shadows or kill two of them in a rather painful manner. Or just plain fail, of course.

You wonder what would happen if you summoned something inside one of the shadows. (6+1) You aim the spell inside one of the shadows. (Luck 4) A plate of delicious-looking food appears inside the shadow's head, and falls to the ground, spilling the delicious-looking food all over the ground. What a waste.

+3 to Summoning


I order the flesh golem to attack the closest shadow on the right side.
I mix more healing salves.

Command 1: The flesh golem appears bored.

(4+1) You mix several more potions. (Luck 3) They turn out decently.

+2 to Alchemy

Hurray, it's not dead.

My skeleton tries to knock its previously attacked shadow out of symmetry with its twin.
I cast Frost on one of the approaching shadows.

Amplify/assist/help Nirur's frost.

I don't think I've made a successful rune yet. Ever.

Command 6: The skeleton rushes off to strike at the shadow who didn't have a plate of food summoned inside of it. (RTD 2) The shadow is unable to dodge the attack, and the skeleton's great cleave slices through the shadow. It shudders violently, then fades into mist. It's twin goes with it.

You focus on casting Frost on one of the approaching shadows. (3+1)(4+1) You cast the frost spell on the right shadow. (Luck 4) The spell goes off without a hitch, but the shadow seems unaffected.

+2 to Elementalism
+2 to Elementalism


look about for unusual plants, and substances, then collect them.

You look around for unusual plants. (6+1) You search really hard. (Luck 0) Despite your best efforts, you can not find any plants. Maybe you should try again when you're not inside a dead city.

Damn.

FIREBALL THE WOUNDED SHADOW
You are MAD! You RAEG so hard that it turns into fire! Or maybe that's your magic. (3+1) You hurl a fireball towards the shadow. (RTD 2) It can not dodge and is consumed by the flame.

+1 to Elementalism

Interesting indeed.

Channel dangerously high amount of magical energy into my next Spire and aim for the fifth or sixth (or both of the) shadow.

Edit: Order the Stone spirit to cast any spells it got against the wounded shadow.
You close your eyes and summon up huge reserves of energy, then pour it all into the earth. (6+2) The earth shudders as the magic lifts a giant spire from the ground! (Luck 4+1) The spire catches both shadows, and both go flying off into the sky.

+4 to Elementalism

Oh wait, I forgot I have minions. I order my two minions to attack a shadow and it's counterpart. Have them aim so that the shadows can't dadge both attacks at once.
The only existing shadows are currently suspended in mid-air.

Quote from: Shadows
*
Shadows 4 & 5 land on the ground with a sickening thud. (Luck 1) They are completely destroyed.

-----
The group continues on into the city. No other shadows arise to challenge the group; the city seems deserted. As they pass the buildings on each side, a sense of foreboding grows until they stand at the food of a large palace, or maybe a city hall. You feel as if some dark force is drawing you in, while as the same time repulsing you away. The presence seems disturbingly familiar. What do you do?
-----
Also wanting to check to make sure this RTD is working out okay. I realize the turns are taking a while, but there is not much I can do about that at the moment. If there is anything you have an issue with/would like to see improved, let me know. This game more for you than it is for me, though I must admit I like throwing stuff like the shadows at you guys.

Speaking of which, has anyone figured out the mechanics behind the shadows? I mean, I know them, but I'm wondering if you guys do.
I'll award bonus points to whoever guesses how they worked. 5 bonus points for hitting it right-on, 3 for being on the right track and falling short, 1 for having a logical explanation but being wrong. Bonus points can be converted into EXP for any skill, or maybe if someone gets the 5 they can get a new spell or item that is shadow-related.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: kilakan on May 18, 2010, 07:35:12 pm
huh hopes it's the old me's soul dagger screwing up the place, that'd be neat.
Shadow mechanics:Both shadows act in unison until one is inturrupted, the one that causes the interruption continues to exist, while the other vanishes?
Apply holy gel to my wounded arm, blessing the flesh.
i thinking this may do nothing, blow my arm off, or give me a holy arm, with which I could punch demons with and shatter their souls via FALC..... HOLY PUNCH!
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Nirur Torir on May 18, 2010, 07:36:14 pm
I'm enjoying it, despite the pace.

My guess is that half of the shadows were incorporeal copies, destroyed/damaged by their twins being attacked, but otherwise not damageable by standard means. It seems to me to be the most logical reason why my skeleton couldn't harm its first target, but killed the second.

Question on spell levels: At what points to quantities for basic summoning spells increase? I assume that at legendary alchemist and summoner I'd be able to create several lesser healing potions in one turn.

I cast Summon Skeleton, then enter the imposing structure.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 18, 2010, 08:12:10 pm
Mechanics: They act in unison, each acting symmetrically with its twin, but once one is destroyed, its twin is also destroyed.

I heal Kilakan and order my golem to add any corpses it finds to itself. Those hellhounds if they're still nearby, or maybe that food.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: dragnar on May 18, 2010, 08:39:17 pm
summon sandvich. Eat sandvich.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Virroken on May 19, 2010, 11:27:49 am
Mechanics: Half of them are real. The other half are invincible/fake/shadows.

Carve up one of the black daggers with a Rune of warding
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 19, 2010, 05:03:10 pm
Attempt to imbue another dagger with mana bolt, aiming to let be strengthened and to let it fire a pulse of energy.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: KineseN on May 19, 2010, 05:23:36 pm
Force myself to enter the building with Stone spirit in tow. We are both walking cautiously.
Query the Stone spirit of its magical knowledge, or what spells it knows. See if it can teach me some earthen magic too.


Shadow men: A man proficient in dark arts, enveloped in a shadow form and that has summoned a mirror image of him/herself. The image itself is incorporeal and will follow the movements of its master. No damage can hurt the image but you can disturb it or even dispel the mirror image by attacking the master.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: dragnar on May 19, 2010, 05:28:43 pm
The shadows: One if fake, one is real. The second is some sort of physical illusion that copies anything the first does.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 19, 2010, 05:30:15 pm
The shadows are apparitions that exist in two places at once(?!)


Yeah, I'm not gonna get it.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 19, 2010, 05:42:48 pm
So one person is entering, and the rest of you guys are sitting outside?
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Nirur Torir on May 19, 2010, 05:44:03 pm
I forgot to post my intentions of entering.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 19, 2010, 05:44:17 pm
Oh, I'll enter as well. :D
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: dragnar on May 19, 2010, 05:45:20 pm
I'll follow while I eat mah sandvich.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: kilakan on May 19, 2010, 05:46:23 pm
I wanna enter too, after holy-fying my arm!
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 19, 2010, 06:06:39 pm
I will also enter.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Virroken on May 21, 2010, 01:38:59 am
All group enter. No sense in splitting up.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 24, 2010, 07:35:17 pm
huh hopes it's the old me's soul dagger screwing up the place, that'd be neat.
Shadow mechanics:Both shadows act in unison until one is inturrupted, the one that causes the interruption continues to exist, while the other vanishes?
Apply holy gel to my wounded arm, blessing the flesh.
i thinking this may do nothing, blow my arm off, or give me a holy arm, with which I could punch demons with and shatter their souls via FALC..... HOLY PUNCH!

I'm enjoying it, despite the pace.

My guess is that half of the shadows were incorporeal copies, destroyed/damaged by their twins being attacked, but otherwise not damageable by standard means. It seems to me to be the most logical reason why my skeleton couldn't harm its first target, but killed the second.

Question on spell levels: At what points to quantities for basic summoning spells increase? I assume that at legendary alchemist and summoner I'd be able to create several lesser healing potions in one turn.

I cast Summon Skeleton, then enter the imposing structure.

Mechanics: They act in unison, each acting symmetrically with its twin, but once one is destroyed, its twin is also destroyed.

I heal Kilakan and order my golem to add any corpses it finds to itself. Those hellhounds if they're still nearby, or maybe that food.

summon sandvich. Eat sandvich.

Mechanics: Half of them are real. The other half are invincible/fake/shadows.

Carve up one of the black daggers with a Rune of warding

Force myself to enter the building with Stone spirit in tow. We are both walking cautiously.
Query the Stone spirit of its magical knowledge, or what spells it knows. See if it can teach me some earthen magic too.

That's 6. Need two more.

For the shadows, there was one 'master' shadow and one 'mirror' shadow. The mirror shadow mirrored whatever the master did, but was only an illusion and couldn't really effect anything. They key here though is the master shadow can swap places with it's mirror at any time, as long as it is physically possible to do so. This is why when first attacking one it always had no effect, but if you attacked it while something was happening to it's mirror(from the mirror shadow being under attack by something else, or was just filled with food) it couldn't switch, and had to take the attack. That's also why when KineseN hit one with Spire, it's mirror disappeared; the mirror shadow couldn't exist inside of the spire, so the master shadow was forced to take it's place and the mirror, being unable to exist, vanished.

Several of you were on the right track, but nobody really got it. To be fair, the battle wasn't that long, but I've given out quite a few bonus points for just guessing, and more for being closer to being correct.

Kilakan: 2
Nirur Torir: 4
Cheddarius: 1
Virokken: 3
KineseN: 4
Dragnar: 3
Acanthus: 1
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 24, 2010, 07:44:14 pm
Is there a Controller command? It'd be annoying to work with the flesh golem for years and still have him ignore me and scratch his balls half the time.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Nirur Torir on May 24, 2010, 07:44:32 pm
Yay, I was close. I'll take points in summoning please.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 24, 2010, 08:11:45 pm
Alright, I put that ONE point into Scholar.

:D

Oh, and for my action,

CRY MANLEH TEARS follow the other guys, and try to imbue a dagger with Force Bolt, seeking to enable to fire bolts of mana.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: dragnar on May 24, 2010, 08:14:09 pm
I'll put my points into summoning. Also, where can we get new spells? It makes it a bit tougher to find teachers when almost the whole world wants to kill us...
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 24, 2010, 10:18:50 pm
Is there a Controller command? It'd be annoying to work with the flesh golem for years and still have him ignore me and scratch his balls half the time.

Hmm... Good point. I'll probably end up basing it off of whatever school of magic said creature is related to then... so for your golem, I guess that would be Life Magic(Which doesn't really fit, but it fits better than anything else...) undead would be Necromancy, summons Summoning, etc. Summoned Undead could probably use either. Which reminds me... didn't someone ask about how increasing skills raises quantities for summons? Something like that. Anyway, you have a potentially unlimited amount of minions(either summoned like elementals, or created like undead and golems), but you also have a soft-cap based on your skill level with modifers from any abilities you have. If you roll under that soft cap, your minions may abandon or even attack you. You might also suffer negative effects, such as exhaustion (unable to cast spells) or roll penalties.

I'll put my points into summoning. Also, where can we get new spells? It makes it a bit tougher to find teachers when almost the whole world wants to kill us...

Spells can be Discovered(Get a good roll on a spell you already know, or a really good roll when doing some asinine thing) or Learned from spellbooks. Those are the two most common ways, I think. Some NPCs can teach you, or you can learn them from studying/practice, but I sort of discourage that unless you're learning basic cantrips... I just remember in Arcanum Octet I, the first 15 or so turns were people studying and practicing, which was extremely boring.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 24, 2010, 10:27:17 pm
So, I use the Healing skill to control him? Probably Life Control skill or something instead, right?
Can I retroactively get some xp for the times I controlled successfully? If you provide xp gains (e.g. "roll a 4 = 1 xp, roll a 5 = 2 xp..."), I'd be happy to provide total xp gain and evidence.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 24, 2010, 11:44:52 pm
Control does not provide EXP. Only active usage. Otherwise skills like Summoning would increase wayyyyyy too fast.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: dragnar on May 24, 2010, 11:47:17 pm
Not if I can't summon anything but food! "I command my sandwich to dance!" doesn't really do much... depending on the rolls.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 24, 2010, 11:50:15 pm
Exp for the Control skill, I mean. So for a successful control, you gain +2 to controlling xp.
If you can't get xp for successful controls, then you can't get the control skill at all, which doesn't make any sense.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 25, 2010, 12:17:33 am
Exp for the Control skill, I mean. So for a successful control, you gain +2 to controlling xp.
If you can't get xp for successful controls, then you can't get the control skill at all, which doesn't make any sense.
There is no control skill.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 25, 2010, 12:18:24 am
Like there is no spoon.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 25, 2010, 12:19:48 am
So what skill do I use to control the golem then?
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Acanthus117 on May 25, 2010, 12:21:16 am
I would think Summoning, but RNG's the DM...
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 25, 2010, 09:18:41 am
So what skill do I use to control the golem then?
Your Life Magic(a.k.a. Healing) skill.

Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: kilakan on May 25, 2010, 02:41:05 pm
2 points in alchemy, this thing is hard to level up!
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: KineseN on May 25, 2010, 02:57:08 pm
How many points can I save until I'm forced to use them? Or can I choose to not use them at all? Just asking.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Cheddarius on May 25, 2010, 06:14:33 pm
Oh, all right.
I put my points in Healing.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: Nirur Torir on May 25, 2010, 06:29:08 pm
I changed my mind. I'd rather have points in necromancy, for better control over my armies of death.
Title: Re: Arcanum Octet II: Looming Presence [Turn 17]
Post by: RandomNumberGenerator on May 25, 2010, 07:12:54 pm
How many points can I save until I'm forced to use them? Or can I choose to not use them at all? Just asking.

You can save them, I guess. Don't know if I'll ever give out more though.

I'll try to get the turn up tomorrow.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: RandomNumberGenerator on May 26, 2010, 12:21:51 pm
Mirror Image [Turn 18]

huh hopes it's the old me's soul dagger screwing up the place, that'd be neat.
Shadow mechanics:Both shadows act in unison until one is inturrupted, the one that causes the interruption continues to exist, while the other vanishes?
Apply holy gel to my wounded arm, blessing the flesh.
i thinking this may do nothing, blow my arm off, or give me a holy arm, with which I could punch demons with and shatter their souls via FALC..... HOLY PUNCH!
You empty one of your vials and rub it on your arm. (2+2) Your arm smokes slightly (Luck 5) before magically healing into perfect condition.

+4 to Alchemy

I cast Summon Skeleton, then enter the imposing structure.
You begin to call a skeleton to your side (2+1) But have trouble finding one. You finally grasp an undead entity from another realm and pull it towards you. (Luck 3) A talking skull appears in your hand. It constantly chides you, along the lines of "What kind of mage are you? Can't even summon a proper skeleton, can you? I didn't think so. What a weakling" etc.

+1 to Summoning

I heal Kilakan and order my golem to add any corpses it finds to itself. Those hellhounds if they're still nearby, or maybe that food.
Only living creatures can be added to the golem, and Kilakan is already healed. (6+2) Instead you try to heal Nirur, but go way overboard with the treatment. (Luck 5) Luckily the procedure seems to have had no side-effects.

+1 to Alchemy
+1 to Healing


summon sandvich. Eat sandvich.
You attempt to locate more food to summon. (3+1) You find a sandvich. (Luck 3) You eat the sandvitch, and regain 120 nutritional points of health.

Unknown to you however, you just indirectly killed a heavy who was wondering where his sandvich went while he was burning to death.

+3 to Summoning

Carve up one of the black daggers with a Rune of warding

You focus on carving one of the daggers with a rune of warding. (1+2) You mess up while carving the rune into the dagger (Luck 1) and end up breaking it, getting slivers of the black metal in your hand.

Force myself to enter the building with Stone spirit in tow. We are both walking cautiously.
Query the Stone spirit of its magical knowledge, or what spells it knows. See if it can teach me some earthen magic too.
You ask the spirit of any earth magic is knows. (6) Despite being a minor spirit, it does know something you don't. (Luck 5) It teaches you this spell.

New Spell: Earth Heal
+3 to Elementalism

Alright, I put that ONE point into Scholar.
CRY MANLEH TEARS follow the other guys, and try to imbue a dagger with Force Bolt, seeking to enable to fire bolts of mana.
You try to imbue one of your remaining daggers with your Force Bolt spell. (5+1) You embed the magic in the dagger. (Luck 4-1) The enchantment doesn't seem to work quite as anticipated. In fact, it just seems to be a regular force dagger.

+2 to Metamagic

-----
The group enters the palace. They stand in awe as the display of wealth that greets them; gilded walls, crystal windows, and expensive statues line the halls. As they continue into the building, they come to a strange room. It is empty, with the exception of a dark mirrored surface at the back of the room. As the group looks at it, they find their gaze trapped by their reflections... but their reflections aren't normal. They appear dark and twisted, features contorted with malice and hate. Suddenly one of the reflections steps out of the mirror, and the others follow.
-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: dragnar on May 26, 2010, 12:31:19 pm
Offer the doppelganger a bite of snadvich.

Stand perfectly still and order my minions to attack my copy.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Nirur Torir on May 26, 2010, 12:33:59 pm
I order my skeleton to attack my double while I focus on countering his spells.

I can do that, right? If my double has my spells, I should have a fairly good grasp of how to either counter them, or break them terrifically.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: dragnar on May 26, 2010, 12:38:10 pm
You are quite good at breaking your own spells horrifically... but that usually ends in zombies. I'm hoping the copies copy us exactly, like the shadows and their clones.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: KineseN on May 26, 2010, 02:06:45 pm
Would that skull happen to be from Planescape Torment?


Fire of a Stone against the mirror and be done with this. The earthen spirit will attack the mirror too.

Hah! You didn't think I would know that if the medium would be destroyed our mirror images would cease to exist? Well I didn't, I'm just taking a chance on this. Hopefully it works and the images will do everything to protect the mirror leaving themselves open for the others to attack.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Virroken on May 26, 2010, 02:32:50 pm
Wait for my double to draw a rune and kill himself in the process. Rune of warding on the ground.[/b] I am determined to give the entire group a warding bonus at least once.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: kilakan on May 26, 2010, 02:37:15 pm
Try to find something in the room, and throw it at the mirror.(not anything I own, like a tile or piece of furniture.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Cheddarius on May 26, 2010, 06:40:40 pm
Guys, who is the most dangerous double? We need to focus on him or her.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Nirur Torir on May 26, 2010, 06:41:40 pm
It's not me. I picked death magic this time, not healing magic.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Cheddarius on May 26, 2010, 06:49:07 pm
Was that a joke about how healing magic does more harm than good, or a point that you need to take out the support (healer, strength buffer, etc) before the tanks?
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: kilakan on May 26, 2010, 06:52:55 pm
if my double has the same potions as me... then my double might vaporize someone.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Nirur Torir on May 26, 2010, 06:59:58 pm
Was that a joke about how healing magic does more harm than good, or a point that you need to take out the support (healer, strength buffer, etc) before the tanks?
It was a joke referencing Arcanum Octet 1. I killed two players with healing spells, then turned them into hostile zombies.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Cheddarius on May 26, 2010, 07:03:59 pm
Yeah, read it. It was pretty funny.
I don't think the double would have the same potions or minions, just the same skills. It's... just not how doubles are usually portrayed.

So... who do we gang up on?
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Acanthus117 on May 26, 2010, 07:09:08 pm
Goddamnit, I need to get rid of this curse.

HALP

I attempt to lift the curse. I also accept any help that I can get :X
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: zchris13 on May 27, 2010, 04:43:47 pm
Okay.  I'm willing to bet that it's that annoying shadow link from the water temple kind, primarily.  That means... you're screwed.  Perfect reflexes, absolute counter to everything you have, and more health to boot.  (AAAAUGH WHY WON'T YOU STOP SWINGING?)
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Nivim on May 27, 2010, 06:30:52 pm
 The thing about dark link was that he didn't seem to have any real intelligence. He was also my favorite mini boss because of his stupidity.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: dragnar on May 27, 2010, 06:36:00 pm
Dark link was almost impossible to hit... if you only used your sword. There are ways to exploit holes in his defense and win without getting hit.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: zchris13 on May 28, 2010, 05:27:03 pm
Yeah I know, I can probably do it now, but I was like 12.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: RandomNumberGenerator on June 02, 2010, 03:28:57 pm
Offer the doppelganger a bite of snadvich.

Stand perfectly still and order my minions to attack my copy.

I order my skeleton to attack my double while I focus on countering his spells.

I can do that, right? If my double has my spells, I should have a fairly good grasp of how to either counter them, or break them terrifically.

Would that skull happen to be from Planescape Torment?


Fire of a Stone against the mirror and be done with this. The earthen spirit will attack the mirror too.

Wait for my double to draw a rune and kill himself in the process. Rune of warding on the ground. I am determined to give the entire group a warding bonus at least once.

Try to find something in the room, and throw it at the mirror.(not anything I own, like a tile or piece of furniture.

Goddamnit, I need to get rid of this curse.

HALP

I attempt to lift the curse. I also accept any help that I can get :X

Need Cheddarius' action.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: Cheddarius on June 02, 2010, 05:46:32 pm
I order my minion to attack Dragnar's copy.
I heal Marcus.
Title: Re: Arcanum Octet II: Mirror Image [Turn 18]
Post by: RandomNumberGenerator on June 03, 2010, 09:51:24 am
FFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

I had the whole turn written up, then I accidentally clicked on a bookmark link. Damn.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: RandomNumberGenerator on June 03, 2010, 10:55:34 am
Ouch. That has to hurt. [Turn 19]

Offer the doppelganger a bite of snadvich.

Stand perfectly still and order my minions to attack my copy.
Command 3+1: You order your slaves to attack your copy.

You then stand perfectly still, hoping it will immobilize your copy as well. (Luck 1) Unfortunately it doesn't seem to care whether you move or not.

I order my skeleton to attack my double while I focus on countering his spells.

I can do that, right? If my double has my spells, I should have a fairly good grasp of how to either counter them, or break them terrifically.
6+2: Your skeleton charges towards your copy in a berserk rage!

You then try to focus on countering any spells your double casts. (6+2) You reverse the energy for your necromantic spells. (Luck 5) You're sure that these spells will be able to neutralize your clone's, and maybe even do a little extra.

+4 to Necromancy


Would that skull happen to be from Planescape Torment?


Fire of a Stone against the mirror and be done with this. The earthen spirit will attack the mirror too.
No, the skull was just something I made up.

5+3: The spirit hurls itself at the mirror.

You try to bring a stone up to throw at the mirror. (6+3) You lift a giant boulder from the earth! (Luck 1+1) Unfortunately it's a little too big, and you lose control.

+3 to Elementalism

Wait for my double to draw a rune and kill himself in the process. Rune of warding on the ground. I am determined to give the entire group a warding bonus at least once.

You grab your chalk and work on drawing a rune around the fighting. (1+2) The rune is very crude, but it should work. (Luck 6) As you activate it, a bright light suddenly flares up!

+2 to Runecrafting

Try to find something in the room, and throw it at the mirror.(not anything I own, like a tile or piece of furniture.

You scan the room. The only object you see is the giant boulder KineseN lifted. (6) You try to throw it at the mirror (Luck 2) but only end up hurting your back.
Goddamnit, I need to get rid of this curse.

HALP

I attempt to lift the curse. I also accept any help that I can get :X
You try to find a way to remove your curse. (5) You summon arcane energy to try and neutralize the curse. (Luck 3-1) Unfortunately, the curse remains intact.

I order my minion to attack Dragnar's copy.
I heal Marcus.
Command 2+3: Your golem rushes off to attack Dragnar's shadow.

You mean trying to remove his curse? I'm not really sure if that counts as healing since that's more body magic than spirit magic... meh, w/e. I'll let you do it.

You focus on healing Marcus. (1+3) You summon up some healing energy to try and remove his curse (Luck 4) and succeed, banishing it.
+3 to Healing
New Spell: Remove Curse


Dragnar's wright rushes at his clone, clawing into it! (6) The talons strike towards his close with lightning speed! (RTD 1) The copy can not move out of the way, and his flesh is sundered apart!
Dragnar's zombie also attacks! (4) It lunges at his clone. (RTD 5) Reeling from the first strike, the clone jumps away!

Kin's earth spirit throws itself against the mirror. (3) It hits with less-than-impressive force. (Luck 3) it bounces off harmlessly.

Nirur's skeleton flies at his mirror image! (4+1) It lashes out with it's blade. (RTD 1) Seemingly caught off-guard, the clone takes the brunt of the attack.

Ched's golem attacks Dragnar's clone as well! (6) It throws itself at it's target. (RTD 5) The shadow leaps again, but is caught by the golem's shoulder and knocked prone.

The clones begin their assault on these trespassers.
Dragnar's clone tries to summon aid. (4+1): Despite it's wounds, the spell goes off without a hitch. (Luck 4) An impish creature suddenly appears.
Nirur's clone begins a relentless magical assault. (5+2) It summons dark magic to attack these intruders. (Luck 1) It did not anticipate Nirur's counterspell, which turns the magic on it's caster! The copy appears emaciated.
Kin's clone aims to use his own boulder against him. (6+3) It begins to lift the boulder with it's powerful magic. (Luck 1) Oddly, the boulder seems to big for the demon as well, and it comes crashing down again. The shockwave from the boulder knocks the demon prone.
Virroken's clone begins to cast a spell. (6+2) He creates a great wave of frost (Luck 5) which envelopes all of the intruders.
Aarchan's clone doesn't mess around with magic, instead drawing a wicked-looking dagger from his belt (3+1) and throwing it at Aarchan. (Rtd 1-1+1) The dagger strikes Aarchan in the chest.
Marcus' clone directs a force blast at Marcus. (2+2) The bolt flies towards Marcus, (RTD 1-1+1) who takes the hit. He is thrown backwards and knocked prone.
Ched's clone, with a lack of anything better to do, charges at himself with his staff. (5+1) He takes a wild swing (RTD 4-1+1) which hits Ched with a thud.

-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: dragnar on June 03, 2010, 11:05:10 am
An imp?! I can't summon an imp! I copy my clone and summon my own imp.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Virroken on June 03, 2010, 11:10:21 am
Mass thaw on everyone. Great willpower is great.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: RandomNumberGenerator on June 03, 2010, 11:32:52 am
An imp?! I can't summon an imp! I copy my clone and summon my own imp.

The mirror images are dark and twisted copies of yourselves. So they are very similar, but more evil in every way possible, including what they can summon.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Nirur Torir on June 03, 2010, 11:37:04 am
How badly hurt is my slightly-more-evil twin?
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: RandomNumberGenerator on June 03, 2010, 11:39:03 am
 
How badly hurt is my slightly-more-evil twin?

Moderately.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Nirur Torir on June 03, 2010, 11:44:25 am
I will blast my clone with frost.
My skeleton will attack my clone once more.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: dragnar on June 03, 2010, 12:11:45 pm
An imp?! I can't summon an imp! I copy my clone and summon my own imp.

The mirror images are dark and twisted copies of yourselves. So they are very similar, but more evil in every way possible, including what they can summon.
So the more evil version of food is an imp? I'd think it would summon these (http://www.diggercomic.com/?p=658).
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Cheddarius on June 03, 2010, 06:13:24 pm
I command my golem to attack Dragnar's image, or, if dead, Nirur Torir's, or, if dead, mine.
I attempt to heal Aarchan.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: KineseN on June 03, 2010, 07:15:36 pm
Hum, my plan seem to have backfired slightly and there is now an over sized stone in the mirror room. I wonder if there is something I can do with it.

Since my clone is prone I wil target it. Triple Spire that demon. Stone spirit will follow it up with a nice headbutt.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: kilakan on June 03, 2010, 07:57:50 pm
Throw my dagger at my clone,
bloody see how it likes it.
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Acanthus117 on June 03, 2010, 09:35:44 pm
FORCE BLAST THAT BASTARD AND STAB HIM WITH FORCE DAGGER IF I CAN
Title: Re: Arcanum Octet II: Ouch. That has to hurt. [Turn 19]
Post by: Tarran on June 04, 2010, 12:15:57 am
Watching, put me at the bottom of the waiting list, which is not going to empty any time soon.

Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: RandomNumberGenerator on June 04, 2010, 09:32:04 am
What's this?!? An update withing 24 hours of the last one? Unheard of! Heresy! Blasphemy! It hasn't even fallen off the first page yet! It's the end of the world I say!

Oh right. It is the end of the world... at least it is in the game. Nevermind.

Earthen Grave [Turn 20]

An imp?! I can't summon an imp! I copy my clone and summon my own imp.
Jealous of your twin's ability to summon more than life-sustaining subsistence, you attempt to copy his spell. (1+1) You completely screw up the complex somatic components (Luck 1) and unfocused ether explodes in your face.

Mass thaw on everyone. Great willpower is great.
You work on removing the damage that your clone inflicted. (1+2) You screw up your spell (Luck 5) but through sheer willpower and a generous portion of dumb luck, you pull it off anyway.

+2 to Elementalism

I will blast my clone with frost.
My skeleton will attack my clone once more.


You start to cast frost on your twin (1+1) but mess up the spell. (Luck 5) The failed incantation seems to have no negative effects, however.

Command 3+1: You order your skeleton to continue attacking your twin. It complies.

I command my golem to attack Dragnar's image, or, if dead, Nirur Torir's, or, if dead, mine.
I attempt to heal Aarchan.
Command 3+3: You send your golem to attack the weakest shadow.

You work on healing Aarchan. (4+3) You summon an overwhelming amount of energy (Luck 4) Which you use to heal him, though some of it is wasted. Your effort makes you weary.

+2 to Healing



Hum, my plan seem to have backfired slightly and there is now an over sized stone in the mirror room. I wonder if there is something I can do with it.

Since my clone is prone I wil target it. Triple Spire that demon. Stone spirit will follow it up with a nice headbutt.
You decide to pull off a complex maneuver on your twin. (5+3) You summon three smaller spires (Luck 4+1) have them strike your twin from three different directions at the same time. Your clone tries to stop it (RTD 3-1) but fails, and he is skewered on the spires.

+4 to Elementalism
New Spell: Grave Embrace


Spoiler: Advanced Tier spells (click to show/hide)

Throw my dagger at my clone,
bloody see how it likes it.
Having a lack of any daggers, you throw your blessed copper knife at the demon. (1+1) You throw wide, (RTD 4) and the dagger hits the mirror before clattering to the floor harmlessly.

FORCE BLAST THAT BASTARD AND STAB HIM WITH FORCE DAGGER IF I CAN
Enraged at being hit with your own spell, (3+2) you charge up another and fire it at your twin. (RTD 1) The bolt slams into the demon and knocks him prone as well. 

+2 to Metamagic

Dragnar's wright continues to attack his clone. (6) It swipes down with his claws (RTD 6-1) catching the edge of his twin's flesh and tearing through it.
Dragnar's skeleton resumes his attack as well. (2) but flails uncertainly (RTD 6-1) and completely avoids hitting his twin.

Kin's earth spirit attacks his twin, (6) slamming into it with a large deal of force, cracking it's earthen prison. (RTD 1) The demon goes limp, and you know it has been slain.

Nirur's skeleton attacks his twin, (1) but flounders like Dragnar's did. (RTD 2) His twin narrowly avoids the floundering skeleton.

Ched's golem resumes attacking Dragnar's twin. (3) It lashes out at it, (RTD 1-1) who takes the brunt of the blow and is slain.


Nirur's evil twin tries to drain energy from himself. (5-1) he attacks with Lifesap to draw energy from Nirur, (Luck 2) but his weakened state doesn't allow him to bring the full power of the spell to bear.
Virroken's image moves into the melee. (3+1) He attacks Kin in hope of taking his powerful magic out, (RTD 4) but he jumps out of the way and the demon only scratches Kin.
Aarchan's image advances on him (1) reaching for his dagger (RTD 5) but Aarchan easily counters his attempt and throws his twin on the ground.
The imp flies around the battlefield (4) and casts a curse on Kin (1) but his magic fails to take effect.
Marcus' image fires another force bolt at him, (1+2) which shakes and wavers in the air. (RTD 2) Marcus is still caught by the blast however.
Ched's image takes another wack (1) but goes wide (RTD 3) and Ched easily dodges.


-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Nirur Torir on June 04, 2010, 09:56:53 am
What's this?!? An update withing 24 hours of the last one? Unheard of! Heresy! Blasphemy! It hasn't even fallen off the first page yet! It's the end of the world I say!
Heresy grows from idleness, and the end of the world is more fun then I expected.

I Shadow Touch my clone.
My skeleton uses Sword Slash on my clone.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: dragnar on June 04, 2010, 10:13:23 am
I unsummon that imp while my minions attack whichever shadow looks to be in the worst shape.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: KineseN on June 04, 2010, 12:53:54 pm
Yeah, even I am suprised how well it is going for me. Soon I will have such complex and advanced spells I can end the world with the flick of a finger (almost). Also, the turn name made me think I screwed up big time with me being the victim.

Actions:
Focus on Virroken's image. Use my Iron hammer (finally going to use it a second time), and drop a one-liner.
Virroken, meet my friend Iron Hammer. Iron Hammer, meet Virroken.
Stone spirit will do nothing for now, but help me if I'm biting of more than I can chew with Virroken's image.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: kilakan on June 04, 2010, 06:32:05 pm
Pin my clone to the ground, take out a vial of holy water, and pour it over his head.
Drink this you little ****er
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Cheddarius on June 04, 2010, 08:51:38 pm
Does Weary wear off after one turn?
Isn't it kind of pointless to have leveling up after Expert? You'll just be critical-overshotting each thing; you're actually decreasing your chance of success without weird side-effects.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Nirur Torir on June 04, 2010, 09:48:06 pm
We could cast more powerful versions of our basic spells. For example, I'd be surprised if I could still only summon at most one skeleton per turn at legendary necromancer/summoner.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Cheddarius on June 04, 2010, 10:07:12 pm
Hmmm.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: RandomNumberGenerator on June 04, 2010, 10:23:32 pm
The end of the world is more fun then I expected.

Sigged.

Does Weary wear off after one turn?

Yeah.

Isn't it kind of pointless to have leveling up after Expert? You'll just be critical-overshotting each thing; you're actually decreasing your chance of success without weird side-effects.

Take another look at KineseN's action. Specifically, the part I talk about Advanced Tier spells. With the same mechanic, I can continue to add higher tiers as the need presents itself.

As far as critically overshooting simple spells... Hmm... You know, in retrospect it was probably a bit harsh to give you Weary from rolling a 4 on luck. I could easily justify it with a 6 on your luck(which isn't influenced by skill), but a 4... not so much.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Cheddarius on June 04, 2010, 10:52:57 pm
Take another look at KineseN's action. Specifically, the part I talk about Advanced Tier spells. With the same mechanic, I can continue to add higher tiers as the need presents itself.
Excellent.

As far as critically overshooting simple spells... Hmm... You know, in retrospect it was probably a bit harsh to give you Weary from rolling a 4 on luck. I could easily justify it with a 6 on your luck(which isn't influenced by skill), but a 4... not so much.
Does that mean I'm not weary any more?
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Nirur Torir on June 04, 2010, 10:59:54 pm
The end of the world is more fun then I expected.

Sigged.
Yay, I finally said something sig-worthy.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Acanthus117 on June 04, 2010, 11:29:56 pm
Attempt to throw up a shield of pure force.


Hey, Cheddy, can ya heal me?
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Virroken on June 04, 2010, 11:33:47 pm
Backstab my clone with frost while it is distracted by ze hammer.

Also, epic great willpower is epic. And great.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Cheddarius on June 04, 2010, 11:34:17 pm
I'll toss you a salve, maybe. We'll see. I'm Weary - I don't want to risk killing you on accident.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Acanthus117 on June 04, 2010, 11:37:10 pm
alright.

Oh, and I'm switching my action:

FIREBALL THAT BITCH, as well as drink any potions/salves given or whatever
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: RandomNumberGenerator on June 09, 2010, 03:30:15 pm


Does that mean I'm not weary any more?
Umm... yeah, I guess you're not weary. Post your action then.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: Cheddarius on June 09, 2010, 03:58:08 pm
Heal Acanthus
Golem attacks Marcus's image, or Nirur's if it's dead, or Aarchan's if that's dead
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: RandomNumberGenerator on June 11, 2010, 11:03:10 am
Watch out! They're... Wrestling? [Turn 21]

I Shadow Touch my clone.
My skeleton uses Sword Slash on my clone.

Command 3+2: You order your skeleton to attack your clone.
You then attack your clone with a Shadow Touch. (6+2) You lash out with your attack, (RTD 5) which your clone tries to dodge, but gets caught by the edge of your fingers. (Luck 4) The weakened twin seems resistant, but not immune to the spell.

+2 to Necromancy


I unsummon that imp while my minions attack whichever shadow looks to be in the worst shape.
Command 3+1: Your minions seek out the weakest foes to finish off.

You've never heard of unsummoning before, but you figure if you can bring something here, why can't you send it back? (3+1) You try to send the imp back to wherever it came from, (Luck 1) but it appears all you have accomplished is making it mad at you.


Focus on Virroken's image. Use my Iron hammer (finally going to use it a second time), and drop a one-liner.
Virroken, meet my friend Iron Hammer. Iron Hammer, meet Virroken.
Stone spirit will do nothing for now, but help me if I'm biting of more than I can chew with Virroken's image.
You grab your hammer and charge at Virroken's evil twin. (6+1) You fly towards him in a berserk rage (RTD 5) and despite his best attempts he can't evade all of your blows. (Luck 6) With a great strike you knock him off his feet, but the momentum carries you with him and you both tumble to the ground.

+3 to Hammers

Pin my clone to the ground, take out a vial of holy water, and pour it over his head.
Drink this you little ****er

You run straight at your twin (1) but collide with Virroken's twin and KineseN brawling on the ground, (Luck 5) but regain your balance and remain upright.

Backstab my clone with frost while it is distracted by ze hammer.
You approach the struggling mass of bodies and aim a strike at your twin. (1+1) but can't figure out how to attack your twin without hurting KineseN. (Luck 2) You hesitate and your twin ends up grabbing your leg and pulls you into the quarrel as well.

FIREBALL THAT BITCH, as well as drink any potions/salves given or whatever
You call some elemental energy (2+1) but only manage to summon a small amount. You throw this at your twin (Luck 5) which hits but doesn't do the damage you wanted.

+2 to Elementalism

Heal Acanthus
Golem attacks Marcus's image, or Nirur's if it's dead, or Aarchan's if that's dead
Control 3+3: You send your golem to attack Marcus' image. He willingly complies.

You then try to heal Marcus. (1+3) You focus on healing his wounds (Luck 3) but they are pretty severe, and you can only heal them part-way.

+1 to Healing


Dragnar's wright attacks Marcus' image (5) with horrible speed and ferocity. (RTD 2-1) He completely fails to dodge, and his flesh is brutally rendered.
Dragnar's skeleton aims to finish Marcus (5) with a well-placed strike. (RTD 5-1) He tries to dodge but is caught by the scimitar's edge.

Nirur's skeleton attacks his twin (4) with his sword. (RTD 1) Under strain from dark magic, the skeleton completely fails to dodge the attack.

Ched's golem tries to attack Marcus' heavily wounded image (1) but mostly just blunders around. (RTD 1-1) The golem trips on Marcus' twin and squishes him. 

Desperate, Nirur's twin tries to summon assistance. (3+1) He tries to summon a minion (Luck 2) but can't succeed in his weakened state.
Virroken's twin quarrels on the ground with KineseN and Virroken. (2) Mostly he just rolls around with the other two, (Luck 6) but he does get one good strike at Virroken in.
Aarchan's image attacks him, (4) reaching for his dagger (RTD 6) but being thwarted by the dancing Aarchan.
The imp attacks Dragnar (1+1) but is so flustered it can't cast a proper spell. (Luck 2) Dark energy flies around the room, which tingles slightly.
Ched's image, infuriated that he is ignoring him while he's attacking, lashes out with unbridled rage. (1+1) This unbridled rage doesn't help him much, (Luck 1) and he collapses on the ground in a sprawling heap.



-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)


Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: Nirur Torir on June 11, 2010, 11:08:19 am
I cast Frost at my twin.
My skeleton hits my twin.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: Cheddarius on June 11, 2010, 11:11:46 am
You still have me listed as Weary, even though you said I'm not.
Heal Marcus once again.
Order my golem to attack the weakest image.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: dragnar on June 11, 2010, 11:14:54 am
I try to summon my own imp while my minions take down the evil one.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: RandomNumberGenerator on June 11, 2010, 11:26:38 am
You still have me listed as Weary, even though you said I'm not.

Woops.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: kilakan on June 11, 2010, 02:25:32 pm
Throw the vial of Fever gunk at my twin
Kaboom!
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: KineseN on June 11, 2010, 06:02:16 pm
Poke Virroken's image in the eyes and do a finger hook through his mouth afterwards. Finish him of with a sturdy left hook.

Order Stone spirit to cast any supportive spell it knows that would be useful in a situation like this on me.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: Acanthus117 on June 12, 2010, 01:09:37 am
stand up and stab Virroken's image with my force spear!
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: Virroken on June 12, 2010, 11:09:54 am
WHAI EVERYONE HAET ON MEH IMAGE?

Wrestle my image in a way that lets everyone else hate on him, while keeping myself clear.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: kilakan on June 12, 2010, 12:31:01 pm
yes because i can totally take my image while i have a dagger IN MY CHEST!
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: Tarran on June 12, 2010, 05:29:02 pm
yes because i can totally take my image while i have a dagger IN MY CHEST!
You'd better get it out, you don't want to have a repeat of the first RTD. :P
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: IronyOwl on June 12, 2010, 05:35:25 pm
yes because i can totally take my image while i have a dagger IN MY CHEST!
You'd better get it out, you don't want to have a repeat of the first RTD. :P
Leave it in so there's no room for a second one.

Also I'm disappointed nobody's offered to let the twin replace the real one yet. At least two are wrestling now so there's at least a chance of whacking the wrong one.
Title: Re: Arcanum Octet II: Watch out! They're... Wrestling? [Turn 21]
Post by: kilakan on June 12, 2010, 07:14:47 pm
XD lol that could be bad.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 13, 2010, 01:28:01 pm
I cast Frost at my twin.
My skeleton hits my twin.

Command 2+1: Your skeleton attacks your twin rather halfheartedly.

You freeze the surrounding air (3+1), sending a wave of frost towards your twin (Luck 4) which envelopes him.

+3 to Elementalism

You still have me listed as Weary, even though you said I'm not.
Heal Marcus once again.
Order my golem to attack the weakest image.
Command 3+3: Your golem charges at Nirur's image.

You focus on healing Marcus (4+3) and send positive energy into his body (Luck 3) Which heals his most serious wounds.

+3 to Healing

I try to summon my own imp while my minions take down the evil one.
Command 1+1: Your slaves ignore you.

You re-attempt to summon an imp, (2+1) messing up the spell again (Luck 5) but accidentally summoning a different creature. It looks similar to an imp, but has a spindly appearance and lacks wings.

+3 to Summoning
New Spell: Summon Unknown Creature


Throw the vial of Fever gunk at my twin
Kaboom!
You throw the vial of fever gunk (3+1) at your twin, (RTD 4) who barely dodges it. The vial shatters on the floor.

Poke Virroken's image in the eyes and do a finger hook through his mouth afterwards. Finish him of with a sturdy left hook.

Order Stone spirit to cast any supportive spell it knows that would be useful in a situation like this on me.
Command 3+3: Your spirit does its best to aid you.

You try to gouge the image's eyes (3) but the struggle makes it difficult to do so, (Luck 1) and you don't accomplish anything useful.

stand up and stab Virroken's image with my force spear!
You quickly stand up and try to stab Virroken's image (2) but you can't tell who is what and what is who, (Luck 1) this confuses you and you just stare at the fighting dumbfounded.

WHAI EVERYONE HAET ON MEH IMAGE?

Wrestle my image in a way that lets everyone else hate on him, while keeping myself clear.
You try to open your image to others' attacks, (6) and grab your image and (Luck 5) throw him away as you break from the fighting. (RTD 2) The image hits it's head and gets stunned.

+5 to Wrestling

Nirur's skeleton attack his twin without much effort (6-1) but still manages to unleash a deadly strike (RTD 5-1) which hits the shivering twin, slaying him.

Dragnar's minions don't do anything.

Kin's spirit is unable to help him.

Ched's golem attacks (2), throwing itself at the already-dead demon clone. The corpse is unable to dodge.

Virroken's twin slowly regains it's senses.
Aarchan's twin continues trying to recover it's dagger. (4) It reaches for the handle (RTD 1) and graps it, ripping it out of Aarchan's chest in a vicious swipe.
Cheddarius's image screams in frustration and attacks himself once more, (5+1) this time sending a strike towards Cheddarius's head, (RTD 2) which lands with a horrible crack, knocking him unconscious.
The imp conjures a giant fireball (5+1) which he hurls at Dragnar (RTD 1) who, staring at this his new creature he summoned, pays no attention and is engulfed by the flame.
-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)

Wow. That was... wow. Most of you got pretty bad rolls this round... and those images got pretty good ones.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nivim on June 13, 2010, 01:37:09 pm
 I would be horribly entertained if the thing Dragnar summoned turned out to be a distorted Slender Man.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: kilakan on June 13, 2010, 01:59:39 pm
HEAL ME! and kill me image!
Dodge, and try to slow bleeding!
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Tarran on June 13, 2010, 02:14:35 pm
HEAL ME! and kill me image!
Um...
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: dragnar on June 13, 2010, 03:01:24 pm
Augh! Bad bad bad! I try to heal myself by casting a rune of energy on some summoned food then eating it. I'll have my minions try to deflect any attacks coming toward me.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Virroken on June 13, 2010, 03:09:21 pm
Frost-freeze image so it sticks to the floor, and everyone can beat up on it again.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 03:31:29 pm
Someone force-feed me my healing salve. Give another to Dragnar.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 03:52:22 pm
I steal a healing salve from Cheddarius and use it on Dragnar. I do this before he does his thing that may kill him. If that's a free action, I'll spend the rest of my turn shielding him.
My skeleton shields Dragnar if I cannot. If I can, then it tries to kill the imp.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 04:14:23 pm
I have +3 to healing, bro. It'll be fine.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 04:21:16 pm
Yes, but this:

Augh! Bad bad bad! I try to heal myself by casting a rune of energy on some summoned food then eating it. I'll have my minions try to deflect any attacks coming toward me.

Sounds excessively dangerous, and so perfectly dwarfy.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 04:23:27 pm
Ohhh. I thought you meant me healing him, not him healing himself.
By the way, if feeding a potion is a free action, can you feed my one of my salves?
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 04:46:21 pm
Yes, although eating salve is usually a bad idea.

I feed Cheddarius a healing salve if it is a free action.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: KineseN on June 13, 2010, 04:56:47 pm
And there goes my streak of luck.

Smash the prone image of Virroken in the head with my Iron Hammer. Make the Stone spirit attack the aggresive imp.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 05:09:54 pm
I... I thought it was like a potion? To eat?
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: dragnar on June 13, 2010, 05:23:45 pm
A slave is more like rubbing alcohol. You rub it in the wound to clean it out, or in this magical case, instantly heal it!

And yes, my action might go horribly wrong. Especially since it's combining two types of magic.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 13, 2010, 05:52:38 pm
I would be horribly entertained if the thing Dragnar summoned turned out to be a distorted Slender Man.
I didn't even know what that was, but having looked it up I can safely say it isn't.

A better description of the creature would be that it stands ~3 feet high in a bent over posture, with rough brown skin. It is very thin, and it's limbs rather long. Small, short spines cover parts of it's body, and it has sharp teeth. Its eyes are a bright red, just like the Imp.

The Imp, in comparison, is around ~3.5 feet, has dark red skin but no spines, and has wings. It flies about quickly. It's limbs are shorter than the other creature, and it isn't as thin.

Yes, although eating salve is usually a bad idea.

I feed Cheddarius a healing salve if it is a free action.

Using items is more of a minor action. You can use one per turn for free, but to use more than one it needs to be your main action. I think...

It shouldn't be a problem if two different people use two items. I'm just doing this so we don't have horrible abuse with one person using 10 salves to go from almost-dead to perfect health without using any actions later on in the game.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: kilakan on June 13, 2010, 05:55:30 pm
I really need to be healed too....
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 13, 2010, 06:45:23 pm
I really need to be healed too....

Yeah, you do. Without help, you'll probably bleed to death in 2 turns. Dragnar's more wounded, but losing less blood... so he would probably last 2 turns as well.

Luckily for you guys, your allies seem to want to keep you alive.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 06:52:30 pm
Revised action:

If none of my lazy companions help, I'll use my action to healing salve first Dragnar, before his possibly suicidal action, and then Aarchan.
My skeleton will shield Dragnar.

If one my my companions helps, I'll use a healing salve on Dragnar and then shield him.
My skeleton will attack the imp.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 07:35:05 pm
Is the salve for eating, or spreading on wounds?
Anyway, guys, I think one of you should put the salve on me to make me conscious, and another should put the salve on dragnar, and I will try to heal Kilakan. If I don't succeed, we'll put the salve on him next turn.

Could someone help me acquire more alchemy ingredients when possible? I'm running out here, and I don't have the manpower to collect ingredients myself for healing salves for the entire team. Also good would be maybe a book of healing spells or special armor or something like that, since I'm the only healer and basically if I go down we're all screwed.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Tarran on June 13, 2010, 07:41:14 pm
Also: RNG, you ever going to add me to the waiting list?
Watching, put me at the bottom of the waiting list, which is not going to empty any time soon.

Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 07:47:02 pm
Could someone help me acquire more alchemy ingredients when possible? I'm running out here, and I don't have the manpower to collect ingredients myself for healing salves for the entire team. Also good would be maybe a book of healing spells or special armor or something like that, since I'm the only healer and basically if I go down we're all screwed.
When we're safe, teach the summoners about alchemy. Problem solved, assuming we don't summon nightshade that looks like Myou's Grace.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: dragnar on June 13, 2010, 07:57:15 pm
Could someone help me acquire more alchemy ingredients when possible? I'm running out here, and I don't have the manpower to collect ingredients myself for healing salves for the entire team. Also good would be maybe a book of healing spells or special armor or something like that, since I'm the only healer and basically if I go down we're all screwed.
When we're safe, teach the summoners about alchemy. Problem solved, assuming we don't summon nightshade that looks like Myou's Grace.
You of all people should never underestimate the power of epic failures.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 13, 2010, 08:13:24 pm
Is the salve for eating, or spreading on wounds?
Anyway, guys, I think one of you should put the salve on me to make me conscious, and another should put the salve on dragnar, and I will try to heal Kilakan. If I don't succeed, we'll put the salve on him next turn.

Could someone help me acquire more alchemy ingredients when possible? I'm running out here, and I don't have the manpower to collect ingredients myself for healing salves for the entire team. Also good would be maybe a book of healing spells or special armor or something like that, since I'm the only healer and basically if I go down we're all screwed.
Salves are typically used to spread on wounds. For these particular healing salves, think of a potent mix between a disinfectant and liquid bandages.

Also: RNG, you ever going to add me to the waiting list?
Watching, put me at the bottom of the waiting list, which is not going to empty any time soon.

Spoiler (click to show/hide)

Sorry, I missed that post. Let me add you now.

Sir Diesalot, your character should be popping up in a couple of turns.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Tarran on June 13, 2010, 08:19:34 pm
Spoilers inside spoilers don't work.

Spoiler (click to show/hide)
[/spoiler][/spoiler][/spoiler]

Might want to fix the front page.

Spoiler: Character Creation (click to show/hide)

Character Creation:
Name:
Gender:
Profession/Skills(Chose 1 major and 2 minor):
Requested Equipment(If it's reasonable, you will start with it):
Background Information(Optional):
[/spoiler]
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 08:43:28 pm
Nirur, we don't have a Summon Alchemical Ingredient spell or anything.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: kilakan on June 13, 2010, 08:46:24 pm
Wll since I'm also an alchemist, I'll help you collect.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 09:05:17 pm
Thanks.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 13, 2010, 09:14:22 pm
Spoilers inside spoilers don't work

Ah... so I see.

Thanks for that. It's fixed.

Nirur, we don't have a Summon Alchemical Ingredient spell or anything.

No, you don't have a Summon Alchemical Ingredient spell... but you can make one!

"Invention is driven by necessity" and all that.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 09:16:55 pm
Wait, dangit, you can make spells? Okay, I'm going to make a cure serious wounds spell then.

Telepathically order my golem to attack the weakest enemy, or just tell it to if I am healed.
If I am healed, cast a spell called Cure Serious Wounds (it will heal more strongly, healing all wounds even if they are fairly serious) on the worst-damaged comrade.
Telepathically order my golem to attack the weakest enemy, or just tell it to if I am healed.
If I am healed, cast a spell called Cure Serious Wounds (it will heal more strongly, healing all wounds even if they are fairly serious, or on a mediocre luck roll) on the worst-damaged comrade.

Telepathically order my golem to attack the weakest enemy, or just tell it to if I am healed.
If I am healed, try to cast a stronger healing spell on the worst-damaged comrade.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Nirur Torir on June 13, 2010, 09:58:46 pm
If I am healed, cast a spell called Cure Serious Wounds (it will heal more strongly, healing all wounds even if they are fairly serious) on the worst-damaged comrade.
The only problem with that is you're trying to create a tall magma storage tower, complete with a plumbing system powered by perpetual motion machines, when you barely know how to build a shack.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: IronyOwl on June 13, 2010, 10:01:30 pm
Sir Diesalot, your character should be popping up in a couple of turns.

Well that's ominous. About time, but still.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 10:23:41 pm
The only problem with that is you're trying to create a tall magma storage tower, complete with a plumbing system powered by perpetual motion machines, when you barely know how to build a shack.
Huh? I already have Cure Minor Wounds. I'm just saying I want a spell that is Cure Minor Wounds, except it cures... twice as much, maybe. Because I already heal a lot, but I want to heal fully. It's annoying to heal someone but have him or her still have a scratch or be lightly wounded or something. So I'm trying to build two shacks, when I already know how to build a shack. In fact, I know how to build it so well, that more often than not, I build it too well. (I have +3, so my possible rolls are: 4, 5, 6, 6, 6, 6)
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: IronyOwl on June 13, 2010, 10:25:18 pm
That's probably poor luck rolls more than not having a big enough spell, from what I've seen. Though you do seem to be at +3 to healing, so getting one of those advanced spells might be wise.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 10:27:15 pm
Well, this is what I'm hoping: if I roll a 3 on a Cure Minor Wounds, I barely heal anything, right? But a 3 on a Cure Serious Wounds should potentially heal a bunch, because even if you partially fail, the part that's left is big.
Title: Re: Arcanum Octet II: Earthen Grave [Turn 20]
Post by: IronyOwl on June 13, 2010, 10:44:28 pm
That could work, but as you pointed out it's no longer possible to roll a 3 on Cure Minor Wounds, unless you're injured or try to do it upside down or something. Plus, if you're rolling a 3 on Cure Minor, you'd be rolling a 1 or 2 on Cure Serious, which will do nothing at all or maybe hurt.

Having a superheal might not be a bad idea, but your roll set would go from [4,5,6,6,6,6] to [2,3,4,5,6,6], so it'd have to be pretty damn good to make it worth trading a 4 for a 2 or a 5 for a 3.

Your high-rollin' heals would be stellar, of course, but I'm not sure if that's an issue currently. I suppose if you use the extra turn option you'd have a fairly surefire out of combat heal, however.

Also took me a bit to find it so here's the rules for advanced spells, should anyone else have similar trouble:
Spoiler: Advanced Tier spells (click to show/hide)
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 13, 2010, 11:00:34 pm
A 3 for luck, I mean. Right now, I always succeed, but succeed in luck rolls normally. With that, I would only succeed 2/3 of the time, but I would succeed in luck rolls a lot more.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 14, 2010, 12:13:01 am
You can't exactly make spells as in "I want this spell that does this and this", but you can try to accomplish something you do not have the spell for. If you get good rolls, you will succeed and get a new spell; bad rolls you will not accomplish what you were trying... additional negative effects may be present depending on the roll and what you were trying to do.

So trying to develop a more powerful healing spell is perfectly fine. 
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Cheddarius on June 14, 2010, 01:07:33 am
Okay, changed.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Acanthus117 on June 14, 2010, 01:39:16 am
Attempt to enchant longsword with force bolt!
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Tarran on June 14, 2010, 01:46:56 am
Attempt to enchant longsword with force bolt!
This is either going to succeed epically, or fail horribly.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: Acanthus117 on June 14, 2010, 01:48:31 am
Indeed.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 14, 2010, 11:24:36 am
Attempt to enchant longsword with force bolt!

You don't have a longsword...

I also think it's kind of weird you're trying to enchant something in the middle of the battle, but I guess you can do whatever you want.

Still need KineseN's action.
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: KineseN on June 14, 2010, 12:22:03 pm
And there goes my streak of luck.

Smash the prone image of Virroken in the head with my Iron Hammer. Make the Stone spirit attack the aggresive imp.

 ::)

There, in plain sight.  :P
Title: Re: Arcanum Octet II: Out with a bang! And a *schluck* and a *crack*[Turn 22]
Post by: RandomNumberGenerator on June 14, 2010, 01:32:31 pm
Woops, missed that.

Turn up shortly, then.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: RandomNumberGenerator on June 14, 2010, 02:22:32 pm
HEAL ME! and kill me image!
Dodge, and try to slow bleeding!
While spending extra effort to avoid your twin's attacks, you rip some of your clothes to use as improvised bandages. (4) You bind your wounds (Luck 1) but don't get them tight enough, and they do little to slow the bleeding.

Revised action:

If none of my lazy companions help, I'll use my action to healing salve first Dragnar, before his possibly suicidal action, and then Aarchan.
My skeleton will shield Dragnar.

If one my my companions helps, I'll use a healing salve on Dragnar and then shield him.
My skeleton will attack the imp.

Command 3+1: Your skeleton distracts the imp and begins fighting it.

You lift a healing salve from the unconscious Cheddarius and help spread it over Dragnar's wounds. He is already looking better. Since none of your lazy companions are helping, you lift another salve and use it on Aarchan, which does what the bandages couldn't and slows the bleeding.

Augh! Bad bad bad! I try to heal myself by casting a rune of energy on some summoned food then eating it. I'll have my minions try to deflect any attacks coming toward me.
Command 3: You order your minions to protect you. They sort of stand between you and the imp, but don't really look like they care.

Feeling somewhat better, you try to conjure some food (5+1) You summon a delicious-looking roast duck and begin playing with your food. (Luck 3) The designs you carved into the duck don't really seem to have an effect, but the food helps you feel better.

+2 to Summoning

Smash the prone image of Virroken in the head with my Iron Hammer. Make the Stone spirit attack the aggresive imp.
Command 5+3: Your spirit rushes off to fight the imp.

You charge Virroken's twin and aim for his head (4+1) throwing a brutal strike at him. (RTD 3-2) He can't properly evade due to being prone and frozen in place, and you shatter his skull.

+3 to Hammers

Frost-freeze image so it sticks to the floor, and everyone can beat up on it again.
You try to freeze your image to the floor (2+2) and send a wave of frost towards him, (Luck 5) which condenses into an icy prison.

+3 to Elementalism

Telepathically order my golem to attack the weakest enemy, or just tell it to if I am healed.
If I am healed, try to cast a stronger healing spell on the worst-damaged comrade.
Command 6+3: You can't telepathically order anyone to do anything, but your golem noticed that you have been attacked and decides to protect it's master. Instead of attacking the weakest enemy, it rushes to your defense to fight your own twin.

Nobody bothered to try and heal you, so you're still unconscious.

Attempt to enchant longsword with force bolt!
You look around and see half your companions bleeding to death. Deciding this is the perfect time to indulge your own curiosity, you search for a longsword to enchant. (Luck 4-1) The only sword you see is your own shortsword, and you try to make do with that. (3+2) You focus on imbuing the sword with raw force (Luck 5) and succeed, creating turning your mundane sword into a magical one.

+4 to Metamagic


Nirur's skeleton attacks the fleeting imp, (5) throwing a wicked slash at it. (RTD 1+1) Caught off-guard, the attack cleaves through the imp, dealing heavy damage and wounding it's wing. It falls to the ground.

Dragnar's minions loiter around.

Kin's spirit attacks the imp with a Stone spell. (4+1) The stone flies straight towards the imp, (RTD 3) who is unable to dodge and gets pounded by the rock.

Cheddarius' golem attacks his twin, (6) throwing all it's force at him. (RTD 2) Distracted by Cheddarius, the twin doesn't notice the golem and gets thrown to the ground.

Aarchan's image attacks him with his dagger, (1+1) but falls short. (RTD 4) Aarchan easily dodges the attack, even in his weakened state.
Panicking, the imp tries to flee (1+2) casting a quick spell. (Luck 4) Even with the imp's hasty actions, it casts the spell and vanishes.
Cheddarius' image attacks the golem, (4+1) attacking with a quick strike from his staff. (RTD 2) The golem fails to dodge and suffers a broken bone in his arm. 

-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)

Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: kilakan on June 14, 2010, 02:25:07 pm
Recouver blessed knife, and stab my twin.
I gotta hit him FINNALLY! I mean he dodges non-stop...
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: KineseN on June 14, 2010, 02:53:32 pm
Just some questions before I decide what to do.

Earth heal is a spell only for earthen entities or can I use it on anyone?
Are I still prone or am I standing now? It says I'm prone in the status.

-
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Cheddarius on June 14, 2010, 02:59:26 pm
Dangit, nobody healed me? The healing salves were right there, dudes. It's a free action.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: dragnar on June 14, 2010, 03:06:27 pm
I ask what the unknown creature is while absent-mindedly sketching runes on the ground. This might end poorly...
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: RandomNumberGenerator on June 14, 2010, 03:11:01 pm
Just some questions before I decide what to do.

Earth heal is a spell only for earthen entities or can I use it on anyone?
Are I still prone or am I standing now? It says I'm prone in the status.

Anyone, though it stands to reason it would have more of an effect on earthen entities.

I ask what the unknown creature is while absent-mindedly sketching runes on the ground. This might end poorly...

Ask who?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: dragnar on June 14, 2010, 03:19:55 pm
My minion? The thing I summoned a couple turns back?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Acanthus117 on June 14, 2010, 04:59:44 pm
AWESOME

Beat up Aarchan's image with my sword!

Anyone want a force dagger?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: RandomNumberGenerator on June 14, 2010, 05:05:34 pm
My minion? The thing I summoned a couple turns back?

Oh. Yeah, I guess you can do that.

Is no-one going to heal Cheddarius?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: KineseN on June 14, 2010, 05:23:56 pm
If Earthen Heal can be used on anyone I prioritize Cheddarius and then Dragnar.
Since I learned Earthen heal from the Stone Spirit it will heal Dragnar first.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: RandomNumberGenerator on June 14, 2010, 06:13:42 pm
Wow, I really am blind, aren't I?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Nirur Torir on June 14, 2010, 06:23:09 pm
I first use a healing salve on Cheddarius, then cast Frost on his twin.
My skeleton slices Cheddarius' twin.
My skull taunts Cheddarius for sleeping at an inconvenient time.


Edit: Fixed.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Cheddarius on June 14, 2010, 06:34:46 pm
I have a healing salve right here, guys.
Someone use it on me.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Virroken on June 14, 2010, 06:56:48 pm
Frost-freeze ice-prison thing on the last clone. This totally counts as a new spell. Alternatively, I metagame frost to do everything for me.
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: RandomNumberGenerator on June 14, 2010, 08:18:46 pm
I have a healing salve right here, guys.
Someone use it on me.

Someone is.

Do you have an action...?
Title: Re: Arcanum Octet II: Janitorial Duty [Turn 23]
Post by: Cheddarius on June 14, 2010, 08:49:00 pm
If awakened:
Tell golem to attack weakest enemy.
Heal weakest ally extra-strongly.
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: RandomNumberGenerator on June 14, 2010, 09:37:32 pm
Recouver blessed knife, and stab my twin.
I gotta hit him FINNALLY! I mean he dodges non-stop...
You recover your thrown dagger and (4) whirl around to stab your image. (RTD 1) He fails to dodge and the knife slides into his chest. Smoke emits from the wound and he howls in pain.

+2 to Daggers

If Earthen Heal can be used on anyone I prioritize Cheddarius and then Dragnar.
Since I learned Earthen heal from the Stone Spirit it will heal Dragnar first.

Weird formatting is weird. Removed most of it.

I've also decided that rolling control for your spirit is rather pointless, considering you can't really overshoot it and since you only have one follower, you don't suffer control penalties and thus the lowest you can roll is 4. Same goes for Cheddarius' golem. Gaining additional followers and/or your followers becoming stronger may reinstate the control rolls.

You try to use your new healing spell on Cheddarius (2+3) which is a simple enough spell where you easily pull it off. (Luck 6) His bleeding stops and he reawakens.

+2 to Elementalism

 
I ask what the unknown creature is while absent-mindedly sketching runes on the ground. This might end poorly...
Control 5: The creature stares at you before speaking "I am a Quasit. Didn't you know?"

You begin carving runes into the ground (5+1) while asking this. (Luck 6) Two of the runes, a rune of Energy and a rune of Weakness, connect and a dark gray light explodes from them, engulfing you.

New Ability: Rune Link
Severely Weakened

AWESOME

Beat up Aarchan's image with my sword!

Anyone want a force dagger?
You smile with delight at your new weapon and rush at Aarchan's image (2+2) and attack with a wide swing (RTD 1) which easily catches your target and deals heavy damage.

+2 to Blades

I first use a healing salve on Cheddarius, then cast Frost on his twin.
My skeleton slices Cheddarius' twin.
My skull taunts Cheddarius for sleeping at an inconvenient time.


Edit: Fixed.
Command 4+1: Your skeleton attacks Cheddarius' twin.

You grab the last healing salve are rub it on his wounds, which helps seal the hole in his head. You then turn to cast Frost on his twin (2+1) which slowly floats towards his twin (Luck 1) but seems to have no effect.

Frost-freeze ice-prison thing on the last clone. This totally counts as a new spell. Alternatively, I metagame frost to do everything for me.
(The ice-prison thing was really just freezing the clone to the floor. It wasn't like bars of ice actually imprisoning him or anything)

You try to freeze another clone in place, attacking Aarchan's twin (1+2) with another slow moving cloud of frost (Luck 1) which also seems to have no effect other than making the air slightly colder.
If awakened:
Tell golem to attack weakest enemy.
Heal weakest ally extra-strongly.
Being a toss-up between who is weakest, your golem continues attacking your twin.

You focus on healing the heavily wounded Dragnar, (3+3) using a slightly stronger spell (Luck 3) and stopping the bleeding.
New Spell: Cure Moderate Wounds
+2 to Healing

Nirur's skeleton attacks Cheddarius' twin (6) with a wicked attack (RTD 6) that he can only dodge by throwing himself to the ground.

Cheddarius' golem attacks his twin, (1-1) stumbling and tripping (RTD 1-1) and falling next to his target

Kin's spirit sees that Dragnar is healed, and attacks Aarchan's twin instead, (1) sending a Stone spell wide (RTD 1) that he doesn't even have to try and dodge.


-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Mirror Images (click to show/hide)
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: Cheddarius on June 14, 2010, 09:39:02 pm
NOOOOOO MY LAST SALVE
I AM RUINED

...yes, I'd rather hoard healing salves than heal a hole in my head. Why do you ask?

Heal the weakest comrade.
Order my golem to attack the weakest enemy.
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: Acanthus117 on June 14, 2010, 09:39:40 pm
BURN THAT BITCH
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: dragnar on June 14, 2010, 09:42:00 pm
Augh! I try to mar the runes in such a way that their effects are canceled. I also ask the Quasit what exactly that is, as it's summoning was the result of a flawed spell, interesting, but I didn't know what was happening.

Now if I can just learn a few more runes...
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: Nirur Torir on June 14, 2010, 09:45:05 pm
I summon a skeletal body for my talking skull.
My first skeleton attacks that pathetic clone again.
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: IronyOwl on June 14, 2010, 10:12:07 pm
I'd really like in on the waiting list, if I could.
Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: kilakan on June 14, 2010, 10:12:34 pm
Cut out my images heart (using it's dagger).  Repeat on each of the other images if I have time.
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: KineseN on June 15, 2010, 03:36:49 am
The format made sense to me, but then it was I who did it.

I Earthen Heal Aarchan and then tries to figure out how Dragnar made the Rune Link hopefully learning it in the process.
Stone Spirit heal Nirur Torir.
Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: RandomNumberGenerator on June 20, 2010, 09:51:31 am
Heal the weakest comrade.
Order my golem to attack the weakest enemy.

BURN THAT BITCH

I try to mar the runes in such a way that their effects are canceled. I also ask the Quasit what exactly that is, as it's summoning was the result of a flawed spell, interesting, but I didn't know what was happening.

I summon a skeletal body for my talking skull.
My first skeleton attacks that pathetic clone again.


Cut out my images heart (using it's dagger).  Repeat on each of the other images if I have time.

I Earthen Heal Aarchan and then tries to figure out how Dragnar made the Rune Link hopefully learning it in the process.
Stone Spirit heal Nirur Torir.

Still need Virroken.

Title: Re: Arcanum Octet II: Taking longer than expected. [Turn 24]
Post by: Virroken on June 20, 2010, 04:50:42 pm
Woops. My bad, guys.

Freeze prone image to the floor.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: RandomNumberGenerator on June 20, 2010, 10:18:40 pm
Heal the weakest comrade.
Order my golem to attack the weakest enemy.
Your golem lumbers off after Aarchan's twin.

Nobody is in critical condition, but you see that Aarchan still has some nasty wounds and focus on healing them. (4+1) You cast Cure Moderate Wounds (Luck 2) but haven't gotten used to the surge of power yet and the spell fizzles. 

BURN THAT BITCH
You focus on elemental energy (6+1) and conjure up a massive fireball (Luck 6) that explodes in a massive inferno, incinerating Aarchan's twin but catching Aarchan and yourself in the blast.

+2 to Elementalism

I try to mar the runes in such a way that their effects are canceled. I also ask the Quasit what exactly that is, as it's summoning was the result of a flawed spell, interesting, but I didn't know what was happening.
Control 1-1: In your weakened state, you are unable to maintain the magic seal binding your Quasit to you, and it breaks free!

You try to obscure the runes (5+1) and destroy them, (Luck 3) but this doesn't reverse the weakness that has already effected your body.

+2 to Runecrafting

I summon a skeletal body for my talking skull.
My first skeleton attacks that pathetic clone again.

Command 5+2: Your skeleton viciously attacks the clone.

You attempt to summon a body for your skull (3+1) and get a basic human skeleton. (Luck 3) You accidentally put the head on backwards though. The reverse-skeleton sneers at you "Do you know nothing of the human anatomy? How can I do anything like this? My joints don't bend this way!"

+1 to Summoning

Cut out my images heart (using it's dagger).  Repeat on each of the other images if I have time.
You slice through the charred flesh to retrieve it's heart (6+1) but accidentally pierce it instead. (Luck 4) The heart is still mostly intact however, and you retrieve it.

+2 to Butchery

I Earthen Heal Aarchan and then tries to figure out how Dragnar made the Rune Link hopefully learning it in the process.
Stone Spirit heal Nirur Torir.
You command your spirit to heal Nirur.

You approach Aarchan (5+3) and send healing earth energy into his wounds, (Luck 5+1) Which heals most of the bad damage. The overflow of energy makes it hard to concentrate on anything else however, and you don't learn about the rune link.

+3 to Elementalism

Woops. My bad, guys.

Freeze prone image to the floor.

You aim to freeze Cheddarius' image to the floor (5+2) and send a wave of cold at him, (Luck 5) which envelops him and freezes him in place.

+3 to Elementalism

Cheddarius' golem sees that Aarchan's image has been fried to a crisp, and resumes attacking his master's image. (4-1) He fumbles with his attack (RTD 5-2) and misses his intended target.

Nirur's skeleton attacks Cheddarius' image, (1+1) but falters (RTD 5-2) and the image is easily able to avoid it.

Kin's spirit heals Nirur, (4+1) sending the healing energy into him (Luck 2) but being unable to have much of an effect.

Dragnar's quasit turns on his former master, (4+1) lashing out with his claws (RTD 3) which the shocked Dragnar is unable to defend against.

Ched's image tries to break free, (5) smashing the ice (Luck 3) and standing up.


-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: Acanthus117 on June 20, 2010, 10:23:14 pm
stab the fuck outta Cheddy's image.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: Cheddarius on June 20, 2010, 10:31:21 pm
Heal the weakest comrade.
Order my golem to attack the weakest enemy.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: dragnar on June 20, 2010, 10:39:06 pm
"Hey, what did I do! I'll send you back, geez." I send the quasit back where it came from.

Anybody have any ideas on how to fix this weakness?
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: IronyOwl on June 20, 2010, 11:04:03 pm
I would assume weakness is a bodily issue, so life magic should be able to cover it. Unless he fashions you into a meat golem in the process, but even then you probably wouldn't be tired.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: KineseN on June 21, 2010, 01:25:28 am
Earthen Grave Cheddarius image. Stone Spirit Earthen Heals Dragnar.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: Virroken on June 21, 2010, 02:19:04 am
General freezy death at Ched's image. If image is dead, hit quaist. Attack bonuses are for pussies, especially when it's like 12:1.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: Nirur Torir on June 21, 2010, 06:28:57 am
I fix my talking skeleton.
My normal skeleton will chop mirror-image Cheddarius' left leg off.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: RandomNumberGenerator on June 27, 2010, 10:21:22 am
stab the fuck outta Cheddy's image.

Heal the weakest comrade.
Order my golem to attack the weakest enemy.

"Hey, what did I do! I'll send you back, geez." I send the quasit back where it came from.

Anybody have any ideas on how to fix this weakness?

Earthen Grave Cheddarius image. Stone Spirit Earthen Heals Dragnar.

General freezy death at Ched's image. If image is dead, hit quaist. Attack bonuses are for pussies, especially when it's like 12:1.

I fix my talking skeleton.
My normal skeleton will chop mirror-image Cheddarius' left leg off.


Need Kilakan.
Title: Re: Arcanum Octet II: This is starting to get annoying. [Turn 25]
Post by: kilakan on June 27, 2010, 12:33:35 pm
Retrieve my knife and butcher the dead enemies imp, or other dead minions.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: RandomNumberGenerator on June 27, 2010, 03:11:39 pm
stab the fuck outta Cheddy's image.
You attack Cheddarius' image (3+2), with several wicked thrusts, (RTD 3) brutally mangling his body.

+3 to Swords

Heal the weakest comrade.
Order my golem to attack the weakest enemy.
Your golem lumbers off towards your clone.

You then turn towards Dragnar to heal him (6) and pour positive energy into his body, (Luck 5) which heals all of his wounds and restores his strength.

+4 to Healing.
New Ability: One-Track Mind


"Hey, what did I do! I'll send you back, geez." I send the quasit back where it came from.

Anybody have any ideas on how to fix this weakness?
The quasit hisses at you "You are weak... I can gain more power by simply taking your soul instead of serving you."

You attempt to reverse the summoning, (5+2) aiming to send the quasit back to wherever it came from. (Luck 4) The quasit seems to resist momentarily, but ultimately disappears into some other dimension. As it blinks away you feel strain on your mind (Luck 4) but manage to retain control of your two undead slaves.

+3 to Summoning

New Spell: Dismiss Summon

Earthen Grave Cheddarius image. Stone Spirit Earthen Heals Dragnar.
Your spirit moves off to heal Kilakan instead, since Dragnar is already fully healed.

You lift three giant spires of earth (3+1) and strike the mangled image, (RTD 3) perforating it into a bloody mist.

+2 to Elementalism

General freezy death at Ched's image. If image is dead, hit quaist. Attack bonuses are for pussies, especially when it's like 12:1.
All possible foes are dead, so you sort of just stand around.

I fix my talking skeleton.
My normal skeleton will chop mirror-image Cheddarius' left leg off.

You attempt to fix your skeleton (5) and put it's head on properly. (Luck 4) It didn't even deliver a snarky comment to you.

Retrieve my knife and butcher the dead enemies imp, or other dead minions.
You grab your knife and try to butcher the imp, (2) but you can't seem to find it's corpse.

Dragnar's spirit beginds to heal Kilakan, (6+1) infusing him with large amouts of earth energy (Luck 5) that fully heals his wounds.


-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: Cheddarius on June 27, 2010, 03:17:59 pm
:/
I did try that heal moderate wounds before, so I was kind of creative there... besides, what do you expect? I have one purpose here, to heal people - I'm no good at combat or fire spells or summoning. And there are people who need to be healed... would it be better if I neglected people poisoned, weakened, wounded, and rapidly bleeding to death to perform fancy kung-fu moves and generally not help much?
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: RandomNumberGenerator on June 27, 2010, 03:35:04 pm
Your past three actions were identical, and the fourth one very similar. Your main purpose might be healing, but they are other things you could do... you could fix your golem for example, or cast one of your enhancing spells on your allies or golem, or use your staff which you have decent skill with and does decent damage. You could try studying the other players and learn their magic if you want something else to do. Heck, even if you want to continue healing, you could notice that nobody is severely wounded but several people are lightly wounded, and try healing multiple people at once or something. I mean, look at Nirur in AOI, he was a healer buy found plenty of things to do. Anything would be better than copy-paste healbotting, really.

I can remove it I guess, but try to do something differently in the future. Or if you want to do the same copy + paste actions, do that, and the one-track mind thing will have absolutely no negative effect.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: Virroken on June 27, 2010, 03:46:51 pm
Remove metal from hand. Dump broken dagger on floor.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: dragnar on June 27, 2010, 03:56:10 pm
Nirur did tend to create other problems he had to deal with... like zombies of his former friends.

I search the town for something resembling a library.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: IronyOwl on June 27, 2010, 04:38:51 pm
Nirur did tend to create other problems he had to deal with... like zombies of his former friends.

That's actually a brilliant idea. Start carrying out bad ideas, and you'll either get awesome results or extra stuff to fix normally!
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: kilakan on June 27, 2010, 04:50:38 pm
examine the mirror, if it is movable and inactive, take it, if it is broken collect a shard of glass.  If it is active, and dangerous looking, smash it.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: Nirur Torir on June 27, 2010, 05:13:28 pm
Nirur did tend to create other problems he had to deal with... like zombies of his former friends.

That's actually a brilliant idea. Start carrying out bad ideas, and you'll either get awesome results or extra stuff to fix normally!
For a skilled healer a resurrect spell is not a bad idea ..... unless the dice dislike you.

I try to teach summoning magic to anybody who is interested. Summoning + Alchemy = Fun! (I don't think I can learn how to summon herb x without having studied it, but you should be able to summon one with a basic understanding of summoning and knowledge of the herb.)
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: Cheddarius on June 27, 2010, 07:22:27 pm
Before, you said that I needed living flesh to attach to my golem, so I couldn't try that.
I assumed my staff wasn't that great, because it's a staff, and I'm a healer, and healers are usually portrayed at being awful at attacking - I thought I'd be more useful healing people who had moderate wounds and could die soon.
As for my buffs, again, I thought healing was more prudent than, say, hastening teammates who were perfectly healthy, or protecting teammates and just delaying their deaths instead of preventing them.
I had no idea I could just learn other people's magics; I also did not think of inventing a group heal. So generally, I probably could have done something else... but I did not know it, or I held healing the wounded/critical as a higher priority.

That being said, there are some good ideas and the fighting is over anyways.
I order my golem to maul some hobos or something and heal and/or augment itself.
I attempt to heal both Nirur and Aarchan at once, and perhaps Kin as well.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: KineseN on June 27, 2010, 07:31:08 pm
I study summoning from Nirur Torir (hopefully learning Summon Wildlife) while Stone Spirit scout around this and adjacent rooms.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: RandomNumberGenerator on June 27, 2010, 09:09:27 pm
Nirur did tend to create other problems he had to deal with... like zombies of his former friends.
Maybe he did create more problems than he solved, but it was Fun! After all, that's what RTDs are supposed to be.

Before, you said that I needed living flesh to attach to my golem, so I couldn't try that.
I assumed my staff wasn't that great, because it's a staff, and I'm a healer, and healers are usually portrayed at being awful at attacking - I thought I'd be more useful healing people who had moderate wounds and could die soon.
As for my buffs, again, I thought healing was more prudent than, say, hastening teammates who were perfectly healthy, or protecting teammates and just delaying their deaths instead of preventing them.
I had no idea I could just learn other people's magics; I also did not think of inventing a group heal. So generally, I probably could have done something else... but I did not know it, or I held healing the wounded/critical as a higher priority.

That being said, there are some good ideas and the fighting is over anyways.
I order my golem to maul some hobos or something and heal and/or augment itself.
I attempt to heal both Nirur and Aarchan at once, and perhaps Kin as well.
Yeah... maybe it was partly a misunderstanding, because my living flesh I meant you needed humans, not demons(who aren't alive). Recently deceased humans could work too, but not already decaying flesh. I wasn't trying to restrict your actions too much, I just didn't want you to add all 100 dead demons to your golem, which would have been really weird(and taken like 50 turns). Maybe I did overreacted a bit to your actions as well. As I said I had a rough week and seeing that same action again annoyed me quite a bit.
Title: Re: Arcanum Octet II: Ding dong, the clone is dead [Turn 26]
Post by: Acanthus117 on June 28, 2010, 02:09:22 am
I try to practice wielding a dagger and a sword in both hands.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: RandomNumberGenerator on June 28, 2010, 11:43:43 am
Remove metal from hand. Dump broken dagger on floor.
You scrutinize your hand (5) and carefully remove the shards of dagger from your skin, (Luck 5) removing any trace of ever having a broken blade in your hand.

+4 to Medicine.
Nirur did tend to create other problems he had to deal with... like zombies of his former friends.

I search the town for something resembling a library.

You wander around the halls looking for some sort of room housing volumes of books. (Luck 6) You don't manage to find any sort of public library, but you do find a small study with several books that seem to pertain mostly to history. At the center of the room there is a beautiful mahogany desk that draws your eye. Ontop the desk there are several papers (Luck 5) but what really draws your interest is a aura of great power - and great evil - radiating from it.
 
examine the mirror, if it is movable and inactive, take it, if it is broken collect a shard of glass.  If it is active, and dangerous looking, smash it.

You look at the mirror. It is quite large, spanning the whole room, and thus quite immobile. You see no reflection of yourself when you look at it, but a feeling of unease overcomes you, and you know the mirror is very much still active. (Luck 6) You decide to break the mirror and smash it, but lacking any blunt weapons punch it instead, cutting open your hand and sending shards of glass everywhere. (Luck 4) A swirling mist covers the room for several minutes after this, and when it fades away you see the remains of many humans and animals lying scattered on the ground. Most are long dead and skeletal, but one seems to have been absorbed by the mirror recently enough that he is still alive, though he seems to currently be sleeping.

I try to teach summoning magic to anybody who is interested. Summoning + Alchemy = Fun! (I don't think I can learn how to summon herb x without having studied it, but you should be able to summon one with a basic understanding of summoning and knowledge of the herb.)

You yell loudly "Class starts in 5 minutes" and proceed to the corner of the room. (1+2) you begin thinking of how to teach summoning to your students, (Luck 3) but have some difficulty putting the concepts into words.

+1 to Summoning

I order my golem to maul some hobos or something and heal and/or augment itself.
I attempt to heal both Nirur and Aarchan at once, and perhaps Kin as well.
Your golem attempts to fix it's arm.

You focus on creating a mass of positiver energy in your hand, (3+3) but instead of channeling it into someone you disperse it through the room, (Luck 5) which heals everyone it touches.

+4 to Healing
New Spell: Curative Aura


I study summoning from Nirur Torir (hopefully learning Summon Wildlife) while Stone Spirit scout around this and adjacent rooms.

You wander over to Nirur and begin talking about summoning magic, (3) but have difficulty understanding what he is trying to say. (Luck 5) at some point you have a minor breakthrough however, and learn how to conjure food.

+2 to Summoning
New Spell: Conjure Food & Water


I try to practice wielding a dagger and a sword in both hands.
You begin trying to wield a dagger and a sword in both hands, (5) and your skill with the sword makes it somewhat easier than it would be for most people. (Luck 5) you actually get the hang of it pretty quick, and learn how to dual-wield with only minor penalties.

New Ability: Dual-Wield

A human lies upon the skeletal or decaying remains of other people. He has a rugged appearance and is dressed in worn leather armor, and has an axe strapped on his back. Nothing else seems remarkable aside from the fact that he is still breathing, unlike the others that surround him.

Cheddarius' golem tries to bring it's bones back into place, (1) but lacks sufficient medical knowledge and is rather clumsy. In the end, he only makes it worse.


-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Nirur Torir on June 28, 2010, 12:17:11 pm
I'll meditate on my knowledge of Necromancy and try to figure out a more effective spell for damaging demons.

I summon containers of distilled water.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Tarran on June 28, 2010, 12:18:01 pm
sir diesalot is still on the waiting list.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: dragnar on June 28, 2010, 12:18:15 pm
I try to get some holy water from Aarchan and pour it around the papers.(not on them. I don't want to destroy the stuff.) If he won't give me any I'll read the book anyway before promptly being slain by curiosity.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: sir diesalot on June 28, 2010, 12:46:59 pm
I'm going to Wake up and thank Aarchan for breaking me out of there, then test if I can remember how to use runecrafting by carving something useful into my axe.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: RandomNumberGenerator on June 28, 2010, 01:07:55 pm
sir diesalot is still on the waiting list.

Fixed. Thanks for that.

I try to get some holy water from Aarchan and pour it around the book.(not on it. I don't want to destroy the thing.) If he won't give me any I'll read the book anyway before promptly being slain by curiosity.

What book?
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: dragnar on June 28, 2010, 01:22:43 pm
I meant the papers on the desk. I got a bit mixed up there.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Dermonster on June 28, 2010, 01:29:48 pm
*Re-Reads waiting list*
*Frowns*
*Reads thread again*
Didn't I ask for another go back on page 22 and 23? Or can I not have another go?
Edit: No i didn't mean resurrecting my char. Making a new one.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: RandomNumberGenerator on June 28, 2010, 02:08:01 pm
*Re-Reads waiting list*
*Frowns*
*Reads thread again*
Didn't I ask for another go back on page 22 and 23? Or can I not have another go?
Edit: No i didn't mean resurrecting my char. Making a new one.
Huh. I thought I put you in there. Must have gotten it mixed up somehow...

Anyway, you're there now.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Cheddarius on June 28, 2010, 02:33:32 pm
Can someone procure some alchemy ingredients for me? For healing salves? Namely, the people I saved from certain death (pretty much everyone)?
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: dragnar on June 28, 2010, 02:37:11 pm
Sure, as soon as I'm done reading these papers... I might need a remove curse at that point though.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Nirur Torir on June 28, 2010, 02:59:36 pm
Can someone procure some alchemy ingredients for me? For healing salves? Namely, the people I saved from certain death (pretty much everyone)?
I'll change my action, but I can't help with herbs without a good roll.

I summon containers of distilled water.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Acanthus117 on June 28, 2010, 05:19:05 pm
Continue practicing dual wielding, focusing on defending with two weapons in hand.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: kilakan on June 28, 2010, 06:38:49 pm
Give dragnar a vial of holy water, then collect bones from the pile of corpses, a skull, and a few other bones.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Cheddarius on June 28, 2010, 08:44:38 pm
Cure Moderate Wounds on my golem.
Order my golem to, after being healed, attempt to find some Myou's Grace.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Virroken on June 28, 2010, 09:45:21 pm
Practice elementalism Make pretty frost patterns in the air to impress my teammates.
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: KineseN on June 29, 2010, 05:07:25 am
Figure out a spell allowing me to look, hear and ultimately talk through the Stone Spirit, making it a great party trick but also for scouting purposes. The Stone Spirit will help me with all its knowledge to make this succeed.


If this work, I'm going to build up the spell step by step until I my self end up as an earthen elemental.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: RandomNumberGenerator on July 04, 2010, 10:50:59 am
I'll meditate on my knowledge of Necromancy and try to figure out a more effective spell for damaging demons.

I summon containers of distilled water.

You try to summon some water for use in potion-making, (4+2) summoning a large quantity (Luck 5) that is just about pure H2O. Drinking a lot this stuff is not recommended.

+3 to Summoning
I try to get some holy water from Aarchan and pour it around the papers.(not on them. I don't want to destroy the stuff.) If he won't give me any I'll read the papers anyway before promptly being slain by curiosity.

Aarchan offers you some water, wich you take back to the study. (6) Before you pour it around the papers, you catch a glimpse of one. In fact, they seem rather mundane; tax reports, construction projects, diplomatic drafts... you decide not to waste the holy water on them.  On the bottom of the papers, there is one missive that seems to be concerning some book however. Reading it further, it seems to reference a tome of unholy power, and some sort of ritual. (Luck 6) On a whim you look in the bottom desk drawer, and see the source of the evil aura; it is a book, about 6 inches thick, that appears to have a binding of some sort of odd leather... no, not leather... human skin! There is also an odd sigil painted on the front in what appears to be blood.

I'm going to Wake up and thank Aarchan for breaking me out of there, then test if I can remember how to use runecrafting by carving something useful into my axe.

You give your sincerest thanks to the man who shattered the mirror, explaining to him that you had been trapped in there for months, slowly being absorbed into the mirror after you lost to your clone. You then grab your axe and look at it, then try to carve a rune onto it. (2+1) You try to carve a rune you have a faint recollection of, (Luck 2) but only scratch the surface of your axe.

(You remember the rune anyway though, because I just realized I forgot to give you one).

Continue practicing dual wielding, focusing on defending with two weapons in hand.
You run around the room waving your two blades around, looking quite silly. (4) you do seem to learn more about how to incorporate the balance and weight of these weapons into your attack, (Luck 5) and further develop your skill when dual-wielding weapons.

Give dragnar a vial of holy water, then collect bones from the pile of corpses, a skull, and a few other bones.

You scour the skeletons looking for bones, (3) and collect a fair amount. (Luck 4) One of the skeletons is also wearing a piece of ordinary jewelery, which you decide to pocket. 

Cure Moderate Wounds on my golem.
Order my golem to, after being healed, attempt to find some Myou's Grace.
You go to work on healing your golem, (2) but your spells don't seem to have any effect on it. (Luck 5) You have some idea of the huma- err, golem anatomy however, and end up fixing him manually.

+3 to Automaton Repair


Practice elementalism Make pretty frost patterns in the air to impress my teammates.

You tinker with your frost spell, looking to make pretty shapes. (4+2) The ice crystals fly everywhere, (Luck 4) which you realize could be weaponized before you try and duck. (RTD 6)(RTD 1)(RTD 1)(RTD 4)(RTD 6) Almost everybody dives as the ice scatters, but Kin and Marcus remain oblivious and get pierced by the ice.

+2 to Elementalism
New Spell: Frozen Burst


Figure out a spell allowing me to look, hear and ultimately talk through the Stone Spirit, making it a great party trick but also for scouting purposes. The Stone Spirit will help me with all its knowledge to make this succeed.
You focus on strengthening the bond with your spirit, (1) but can't find any way to see or hear using it's senses. In fact, you can't figure out how it senses things at all. (Luck 5) You end up glancing at it quizzically before deciding you need more skill with earth magic before attempting something like that.


Cheddarius' golem attempts to locate some Myou's Grace. (5) The golem seems to turn it's cogs for a minute as it thinks (Luck 1) before responding "Current Biome: Broken Lands. Myou's Grace Native Biome: Grassland. Probability of Myou's Grace growing in current biome: Impossible. Mission to gather Myou's Grace rejected."

-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: New Discoveries [Turn 27]
Post by: Nirur Torir on July 04, 2010, 11:07:42 am
First, I announce that anyone who wants to use the water for potions is welcome to it.
Next, I'll meditate on my knowledge of Necromancy and try to figure out a more effective spell for damaging demons.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: dragnar on July 04, 2010, 11:10:01 am
Now for another very bad idea: I order my minions to pick up the book while I copy the odd sigil onto my zombie's forehead. If nothing happens I start reading the evil book of evil.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Cheddarius on July 04, 2010, 02:15:09 pm
Why didn't my golem do anything?
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: KineseN on July 04, 2010, 02:37:49 pm
I heal me and Marcus with an empowered Earthen Heal. I then grab one bottle of distilled water from Nirur Torir for future experiments.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Virroken on July 04, 2010, 07:10:39 pm
Do a really weak ice spell to attempt to learn fire magic elementalism.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: RandomNumberGenerator on July 04, 2010, 07:23:56 pm
Why didn't my golem do anything?
Oh woops, I forgot about him. I'll retcon the turn.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Acanthus117 on July 05, 2010, 02:13:28 am
okay, practice tossing a lot of small fireballs rapidly.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: kilakan on July 05, 2010, 05:52:22 am
Crush the four bones, mix with vinegar to create a jelly, then suspend the skull inside the jelly, and sprinkle holy water on it, in an attempt to create a holy-gell cube creature.
Could one of you holy/healing people try and add some life-energy to this?
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Acanthus117 on July 05, 2010, 06:09:03 am
'Ey, Cheddy, can ye heal me?

Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: RandomNumberGenerator on July 05, 2010, 08:42:47 am
I am disturbed by the lack of looting. What's wrong with you people?!?
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: KineseN on July 05, 2010, 09:17:46 am
Wait, we can loot "ourselves"? They didn't dissapear or anything like that? Does that mean they have exactly the same equipment as we had when they emerged?

Hmm, might change my action depending on your answer.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: dragnar on July 05, 2010, 09:33:29 am
I'm looting! And I'm guessing our copies had similar equipment to us, but more evil. Somehow.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: RandomNumberGenerator on July 05, 2010, 09:38:54 am
Wait, we can loot "ourselves"? They didn't dissapear or anything like that?

No, they did disappear, but when the mirror shattered I dumped several dozen corpses directly in front of you, and only Kilakan paid them any mind (even then he was only interested in the bones).

I'm looting!

Yes, you are. Good job.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: sir diesalot on July 05, 2010, 12:47:40 pm
Ooh, looting, good plan.

I do that ^.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Cheddarius on July 05, 2010, 02:03:42 pm
'Ey, Cheddy, can ye heal me?
Hrrrrmmmmm, you're only lightly wounded and RNG said I should do more variety. So maybe next turn.

Attempt to add life to the jelly creature, like how I did with my golem.
Command my golem to search the corpses for anything useful.
Title: Re: Arcanum Octet II: Looting and Learning [Turn 28]
Post by: Acanthus117 on July 05, 2010, 10:28:34 pm
Fine, I loot ze bodies!
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: RandomNumberGenerator on July 07, 2010, 06:04:15 pm
Next, I'll meditate on my knowledge of Necromancy and try to figure out a more effective spell for damaging demons.
You attempt to create a spell to battle demons with (4+2) in which you determine that demons, being a manifestation of a corrupted soul, could be effected by specialized necromancy even if they are resistant to normal necromancy. (Luck 1) With your basic skills and a lack of any test subjects however, you are unable to develop anything new.

+1 to Necromancy


Now for another very bad idea: I order my minions to pick up the book while I copy the odd sigil onto my zombie's forehead. If nothing happens I start reading the evil book of evil.

You notice you have a distinct lack of anything to craft the sigil with. (6) You decide to try and use your own blood, and lacking a sharp object bite your finger really hard. Some blood spills out and you draw the sigil on your zombie, which doesn't seem to have any effect. You decide to start reading the book. (4) You page through the tome which is filled with an odd language you have never learned, but can somehow understand. The magic of the book imprints a necromantic spell in your mind. As you finish reading you feel altered in an eerie way, and you also notice your shoes no longer fit.

+4 to Necromancy
New Spell: Bind Wraith


I heal me and Marcus with an empowered Earthen Heal. I then grab one bottle of distilled water from Nirur Torir for future experiments.
You focus on gaining healing earth energy (1+3) and start healing yourself. (Luck 5) You completely heal your wounds.

+2 to Elementalism


Do a really weak ice spell to attempt to learn fire magic elementalism.

You try to learn fire magic as an inverse of ice magic, (6+2) barely lowering the temperature by anything. (Luck 3) You don't seem to learn anything about fire magic.

+1 to Elementalism


Crush the four bones, mix with vinegar to create a jelly, then suspend the skull inside the jelly, and sprinkle holy water on it, in an attempt to create a holy-gell cube creature.
Could one of you holy/healing people try and add some life-energy to this?
You grind the bones in your mortar and work on extracting the base compounds. (4+2) You create a gelatin mixture and suspend the skull inside it, then use holy water in the creation process. (Luck 4) You create a cube of holy-flavored powdered bone slime.

+3 to Alchemy

Ooh, looting, good plan.

I do that ^.
You look around at other warriors who fell to your fate but were unlucky enough to be rescued, and scavenge their remains looking for anything useful. (Luck 2+1)You end up finding a hand crossbow with several bolts, a healing salve, and a mundane brass clip.

Attempt to add life to the jelly creature, like how I did with my golem.
Command my golem to search the corpses for anything useful.
You focus on adding life to the creature, (5+3) pouring life energy into it, (Luck 4) successfully animating the... thing, whatever it is.

+3 to Healing

Fine, I loot ze bodies!

You scavenge the corpses and hit the motherlode. (Luck 6+1) You find a scimitar made of a strange silvery metal, a reinforced skullcap, some sturdy boots, a magical ring, three healing salves and an unidentified potion, and a worn map detailing what appears to be the surrounding area after the demonic invasion, ranging from Almar's Keep to the Spires of Hell, and from the ocean to the Wastelands. Several points of interest are in the map, including the tower of Kicen the Fell Archmage, a cave labeled "Juggernaught's Lair", a small cave labeled "Refugees", a dead tree labeled "Sanguisuge" as well as several more caves, buildings and other locations of interest that dot the landscape.

Kin's stone spirit heals Marcus, (1+1) but it's spell is weak and fizzles.

Ched's golem looks over the corpses (Luck 5+1), finding a lot of useful equipment including a magical staff, a silver wand, a tin of rare dried herbs, two healing salves, one potion he identifies as distilled ether, several bound scrolls and a book titled "Breaking the Limits of Mind & Body".

The animated gelatin wobbles.

-----


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: RandomNumberGenerator on July 07, 2010, 06:08:53 pm
One last turn before everyone should (ideally) set out for some other destination, given you guys now have a map.

People who looted last turn can't loot again this turn, though they did get a +1 bonus to their luck roll when I was rolling for loot(since they were the first to loot the corpses). If you haven't looted and want to, do so, or else you can't. If you haven't noticed, this is supposed to be your reward for clearing the city.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: Nirur Torir on July 07, 2010, 06:31:17 pm
I loot, alongside my skeletons. They will look for armor/weaponry to improve themselves with. I'd really rather I get something then they get something though. They are replaceable, after-all.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: kilakan on July 07, 2010, 07:13:05 pm
I loot for some armor/new clothes, alchemical ingredients/potions, and if there's time, try and remove the glass from my hand.  I'll tell my cube to try and move around a bit and ask it if it has any intelligence(largely to find how fast it can move, and maybe any others abilities it has.)
Hey guys, try to not step on my cube.... anyone got a good name for it?  (also that was vaguely what I wanted, I was trying to make one of the classic RPG cubes/slimes.... and apparently it worked, yay!)
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: dragnar on July 07, 2010, 07:34:23 pm
I'll have my minions loot the corpses for any thing that so much as looks magical. After everybody is done looting I try to use necromancy to morph the bones into a single larger skeleton.

I suggest going to the spot marked "Refugees" to stock up before taking on anything else.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: RandomNumberGenerator on July 07, 2010, 07:59:03 pm
I'll have my minions loot the corpses for any thing that so much as looks magical. After everybody is done looting I try to use necromancy to morph the bones into a single larger skeleton.

I suggest going to the spot marked "Refugees" to stock up before taking on anything else.

I was expecting a more adverse reaction to your feet suddenly turning into hooves.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: dragnar on July 07, 2010, 08:01:45 pm
I'll have my minions loot the corpses for any thing that so much as looks magical. After everybody is done looting I try to use necromancy to morph the bones into a single larger skeleton.

I suggest going to the spot marked "Refugees" to stock up before taking on anything else.

I was expecting a more adverse reaction to your feet suddenly turning into hooves.
Uh... yeah... this comic describes my reaction to that:
Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: Acanthus117 on July 07, 2010, 08:27:29 pm
Switch to using one scimitar and one force dagger, and put the skullcap on. If i can, LOOT MOAR
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: kilakan on July 07, 2010, 08:35:37 pm
I agree with refuges, then i suggest moving on to the dead tree, or lair of Juggernaut, as the only non-magical member of the group, I don't want to tangle with the fell arch-mage..... wait is that the guy who killed my last character?
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: dragnar on July 07, 2010, 08:40:01 pm
Probably. I wonder if that dagger is still around...
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: kilakan on July 07, 2010, 08:43:47 pm
Probably. I wonder if that dagger is still around...
What I want to know is the artifact sword Ragnorok still around, I liked that sword....  Of course a hundred year old talking dagger would be fun... though I have a feeling that it may kill this character.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: RandomNumberGenerator on July 07, 2010, 09:27:45 pm
I agree with refuges, then i suggest moving on to the dead tree, or lair of Juggernaut, as the only non-magical member of the group, I don't want to tangle with the fell arch-mage..... wait is that the guy who killed my last character?
No. The archmage is the leader of the cult that killed your last character. Your character was physically killed by four cultists due to a series of really bad rolls.

Probably. I wonder if that dagger is still around...
It is. I won't tell you where though :P

That Phoenix Stone is also around somewhere... as are a bunch of other artifacts (you guys already found one).

What I want to know is the artifact sword Ragnorok still around, I liked that sword....  Of course a hundred year old talking dagger would be fun... though I have a feeling that it may kill this character.

It was called Brazenfielder, not Ragnorok. And yeah, it's stats would be different (given I've revamped the combat system) but as an artifact it would still be one of the strongest weapons in the game.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: Virroken on July 07, 2010, 10:47:07 pm
I vote refugees. Also, when did I get medic skill?

Teach elementalism to people, since I'm EXPERT now.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: KineseN on July 08, 2010, 01:29:14 am
I loot the bodies primary for some sturdier armor or a stronger hammer, but I'm not that picky. Stone Spirit can help me with this.

Any way for us to get an update with the map or will you just put them in the front page for us to find it easier?

At first I wanted to go Juggernaught's Lair, but then I saw the "a dead tree labeled 'Sanguisuge'" and immediately thought "Zombie elves!". Don't know if there actually are any zombie elves but damn funny if there was.

I vote for Sanguisuge.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: Acanthus117 on July 08, 2010, 03:06:25 am
let's pillage save them refugees!
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: RandomNumberGenerator on July 08, 2010, 08:38:11 am
Also, when did I get medic skill?

Right here:

Remove metal from hand. Dump broken dagger on floor.
You scrutinize your hand (5) and carefully remove the shards of dagger from your skin, (Luck 5) removing any trace of ever having a broken blade in your hand.
+4 to Medicine.

Also, by my count that is 4 votes Refugees to 1 vote Sanguisuge.
Title: Re: Arcanum Octet II: Was that supposed to happen? [Turn 29]
Post by: sir diesalot on July 08, 2010, 11:08:21 am
I'll try to develop a/some earth element spells.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 08, 2010, 12:51:02 pm
I loot, alongside my skeletons. They will look for armor/weaponry to improve themselves with. I'd really rather I get something then they get something though. They are replaceable, after-all.
You and your skeletons comb through the corpses, (Luck 2) but you can't seem to find much of use. You do manage to grab a thin dagger and a healing salve.

I loot for some armor/new clothes, alchemical ingredients/potions, and if there's time, try and remove the glass from my hand.  I'll tell my cube to try and move around a bit and ask it if it has any intelligence(largely to find how fast it can move, and maybe any others abilities it has.)
Hey guys, try to not step on my cube.... anyone got a good name for it?  (also that was vaguely what I wanted, I was trying to make one of the classic RPG cubes/slimes.... and apparently it worked, yay!)
You search the bodies (Luck 4) and come across an iron knife, an iron calcinator, flint and tinder, as well as several vials of alchemical substances. You then focus on removing the glass from your hand (5) and remove all the glass (Luck 6) but cut your hand and it bleeds slightly.

You notice that your animated gelatin can slide across the floor rather slowly, but doesn't seem to have any other noticeable abilities. It has a very weak mind limited to receiving and carrying out simple commands. 

I'll have my minions loot the corpses for any thing that so much as looks magical. After everybody is done looting I try to use necromancy to morph the bones into a single larger skeleton.

I suggest going to the spot marked "Refugees" to stock up before taking on anything else.
You pocket the book and the papers and return to the main room. Seeing your companions engaged in looting, you join in on the fun. (Luck 2) Unfortunately it seems you arrived rather late, and only find a mundane brass amulet.

Switch to using one scimitar and one force dagger, and put the skullcap on.
You equip your scimitar and put your skullcap on.

I vote refugees. Also, when did I get medic skill?

Teach elementalism to people, since I'm EXPERT now.
You attempt to teach elementalism to others in the vicinity. Scintoth seems to be the only person interested in learning anything. (5+3) You don't know any earth magic, so you try to teach him ice magic (Luck 1) but unfortunately the concepts seem completely foreign to him.

+2 to Elementalism

I loot the bodies primary for some sturdier armor or a stronger hammer, but I'm not that picky. Stone Spirit can help me with this.
You look over the skeletons, (Luck 1) but don't manage to find anything. It seems they have already been picked clean.


I'll try to develop a/some earth element spells.
You try to learn some earth spells by studying Kin's spirit, (2) but don't learn anything by just watching a pile of rocks float around. (Luck 1) You try to lift a rock from the ground but only hurt your wrist.

------

The group finishes looting the manor and departs, heading deeper into the lands of Hell. The map helps then navigate, and Kin pulls a magnetic rock from the ground to act as a compass. Heading towards the encampment marked refugees, they notice a large dead tree about twice the size of a normal one off to the left, which must be Sanguisuge. The tree is horrible to look at, but strangely compelling at the same time, drawing the adventurers towards it. They end up looking away from the tree and proceeding along their path.

After a full day's march, they spot a outcropping of rocks ahead. As they approach, a sentry materializes from the rocks, approaching the group and catching them all by surprise.
"What the- What is going on here? Were did you guys come from? Don't you know Almar's Keep is the other way? You're only heading deeper into demon territory!"

-----

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 08, 2010, 12:52:08 pm
(http://i26.tinypic.com/34is6f6.png)
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: dragnar on July 08, 2010, 12:58:02 pm
I would argue that I didn't want to loot the place, just have my my minions do it while I worked magic, but seeing as I got a 2 it really doesn't make any difference.

I carve a rune of warding and a rune of energy on my amulet.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: kilakan on July 08, 2010, 01:11:55 pm
hum so do we go to Schlade (isn;t that where we started off?) or do we turn back and go back to the refuges or the tower, lair or tree, or do we head into Lost shoals?
Use herbalism to search the local area for herbs which could be used to make a healing slave/potion.  Then head into the camp, looking for stores or a church.  Get my gelatin cube to follow me.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 08, 2010, 01:42:50 pm
hum so do we go to Schlade (isn;t that where we started off?) or do we turn back and go back to the refuges or the tower, lair or tree, or do we head into Lost shoals?
Schlade is were the first Arcanum Octet started off. Now Schlade is the demon's stronghold (the orange thing is the gate to hell). This game started off in Almar's Keep, to the south. Right now the group is at the refugee camp, with one of the sentries wondering who you are and what on earth you are doing.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 08, 2010, 01:50:51 pm
Er, I didn't realize the turn had passed... can I do the turn now, or am I skipped?
If I can still submit a turn, it is:
Read as much as I can from the tomes the golem looted.
Command my golem to integrate some corpses into itself, or if that's not allowed, to borrow a weapon from someone else (Scintoth's Heavy Voulge (since presumably he's using the crossbow), or Marcus's force shortsword (if he's using the daggers), or his scimitar, or his force spear or dagger, from highest priority to lowest. And then practice with it.
Give my improved staff to either Virroken or Kin, whoever wants it more.
Give my alchemy ingredients to Aarchan.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 08, 2010, 01:53:48 pm
Er, I didn't realize the turn had passed... can I do the turn now, or am I skipped?
If I can still submit a turn, it is:
Read as much as I can from the tomes the golem looted.
Command my golem to integrate some corpses into itself, or if that's not allowed, to borrow a weapon from someone else (Scintoth's Heavy Voulge (since presumably he's using the crossbow), or Marcus's force shortsword (if he's using the daggers), or his scimitar, or his force spear or dagger, from highest priority to lowest. And then practice with it.
Give my improved staff to either Virroken or Kin, whoever wants it more.
Give my alchemy ingredients to Aarchan.
Oh. Erm, yes. Certainly. I can't believe I skipped you... Sorry. It just evaded me for some reason.

I have an appointment soon so I can't do it now, but I'll update the turn when I get back.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: sir diesalot on July 08, 2010, 02:17:16 pm
I'll try engraving some of my armour with some useful rune, and let Ched have a little practice with my axe (Only for a bit, a hand crossbow isn't very powerful).
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 08, 2010, 02:21:40 pm
Hrmmmm... well, there aren't that many axe weapons. So I'd rather have my golem get practice with something it'll be able to use a lot, like force daggers... if Acanthus agrees to give me something (he does have seven weapons after all), I'd rather use that. Thanks, though.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Nirur Torir on July 08, 2010, 02:32:13 pm
"We are going to put a stop to this, and return the land to human control. We've managed to pacify the city of Duplicity."

I use my book of necromancy to try to find information on necromantic spells that work against demons.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 08, 2010, 04:07:50 pm
Hrmmmm... well, there aren't that many axe weapons. So I'd rather have my golem get practice with something it'll be able to use a lot, like force daggers... if Acanthus agrees to give me something (he does have seven weapons after all), I'd rather use that. Thanks, though.

So we're waiting for Acanthus to reply then? Or should I just use the volgue? To be fair, there are plenty of axes, just nobody really uses them so I haven't added them to the loot tables yet.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: KineseN on July 08, 2010, 05:11:45 pm
Search around the camp for anyone that seems to be in charge. Ask them if there is something we can help them with. Conjure Food & Water if I pass anyone that need provisions, keep them for myself otherwise.
Stone Spirit can Earthen Heal whoever might be in need.


OOC: At first I thought the orange dot were was we ended up in and I was gonna say something similar to "It wasn't me, I swear!". Too bad it wasn't like that.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 08, 2010, 08:53:42 pm
Okay, he can use the voulge. It fits his strong-but-not-dextrous golem idea more anyway.
Title: Re: Arcanum Octet II: Where did you get that... [Turn 30.5]
Post by: RandomNumberGenerator on July 08, 2010, 09:46:55 pm
Er, I didn't realize the turn had passed... can I do the turn now, or am I skipped?
If I can still submit a turn, it is:
Read as much as I can from the tomes the golem looted.
Command my golem to integrate some corpses into itself, or if that's not allowed, to borrow a weapon from someone else (Scintoth's Heavy Voulge (since presumably he's using the crossbow), or Marcus's force shortsword (if he's using the daggers), or his scimitar, or his force spear or dagger, from highest priority to lowest. And then practice with it.
Give my improved staff to either Virroken or Kin, whoever wants it more.
Give my alchemy ingredients to Aarchan.

You begin paging through the book. (4) You understand most of the concepts, (Luck 4) and learn two new spells, one effecting the mind and one effecting the body.

+3 to Healing
New Spell: Dance of Blades
New Spell: Ardor


Dance of Blades gives +1 Melee Accuracy to everyone in range for 1 turn. Ardor gives +1 Magic Damage and +1 Magic Resistance to one person for 3 turns. And in case I forgot to explain Protect and Haste, Protect is a single-target that gives +1 Physical Resistance for 3 turns and Haste gives +1 Accuracy and +1 RTD to one person for three turns.

Cheddarius' Golem determines that it is a Flesh Golem, not a Bone Golem, and that skeletons would be of no use to it. Instead, it practices with with the volgue, (5) performing exceptionally well. (Luck 3) Unfortunately, it's simple golem mind can not completely comprehend what it just did, and it only learns a minute amount of skill.

+2 to Axes
-----
"We are going to put a stop to this, and return the land to human control. We've managed to pacify the city of Duplicity."

"Stop the demons? You're mad! How did you find this place anyway? It's supposed to be-"

Suddenly the sentry spots Marcus' map.

"Where did you get that..."

-----

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Acanthus117 on July 08, 2010, 11:55:38 pm
you can take the force spears and unenchanted daggers...

I guess I'll try and help teach the Flesh golem to practice with the force spear I give it.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 09, 2010, 01:01:07 am
What skill do these spells use, Healing?
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Virroken on July 09, 2010, 01:58:17 am
Rune of warding on the ground in case we get jumped while we're talking.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 09, 2010, 09:17:14 am
you can take the force spears and unenchanted daggers...

I guess I'll try and help teach the Flesh golem to practice with the force spear I give it.
A little late for that, I guess. Should I assume you're telling the sentry where you got the map?

What skill do these spells use, Healing?
Yes.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 09, 2010, 02:35:38 pm
RNG, you forgot to add my new spells to my spell list. Also, it would be great if you could put the spell effects in acronym, like you did with the weapons, so I don't have to refer to this page all the time. But it's your choice.

Virroken, Kinesen, do you guys want my +2 magic damage staff, or my +1 magic damage staff? I don't have offensive spells, and even if I did I don't have your level of skill, so I can't really use it.

Read more of my scrolls and such. If I read them all, cast Increase Defense on Marcus.
Command my golem to practice more.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 09, 2010, 03:57:51 pm
RNG, you forgot to add my new spells to my spell list. Also, it would be great if you could put the spell effects in acronym, like you did with the weapons, so I don't have to refer to this page all the time. But it's your choice.

Virroken, Kinesen, do you guys want my +2 magic damage staff, or my +1 magic damage staff? I don't have offensive spells, and even if I did I don't have your level of skill, so I can't really use it.

Read more of my scrolls and such. If I read them all, cast Increase Defense on Marcus.
Command my golem to practice more.

Sure, I can put the spell effects in the description.

Scrolls are consumable items that you can cast once. You might want to save them for later.

Your staff does have an effect on healing spells. I suppose I should have put Magic Power instead of Magic Damage...

Man, I really need to start explaining stuff better.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 09, 2010, 04:05:31 pm
Oh, I see. I'll keep the +2 then... but anyone want the +1? Looks pretty useful gaiz.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: KineseN on July 09, 2010, 04:10:13 pm
The +1 magic power is tempting, and the fact that I got zilch from the looting spree makes it even more desireable. I take it.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 09, 2010, 04:18:32 pm
Updated the statuses to better explain spells and such. Some seemed self-evident enough were I didn't add an acronym tag, but others have a description.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 09, 2010, 04:33:06 pm
By the way my new action is:
Study Virroken's work and try to learn Elementalism.
Command my golem to practice more.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: IronyOwl on July 09, 2010, 05:26:10 pm
That's handy, but Virroken and Kinesen are suffering from some weird acronym in an acronym issue.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Acanthus117 on July 09, 2010, 05:47:57 pm
Yeah, I'll talk to the sentry. Also, ask him if there's anyone who can help me with them magics whilst we're here.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: RandomNumberGenerator on July 09, 2010, 05:51:01 pm
That's handy, but Virroken and Kinesen are suffering from some weird acronym in an acronym issue.
Should be fixed.


-----
I would argue that I didn't want to loot the place, just have my my minions do it while I worked magic, but seeing as I got a 2 it really doesn't make any difference.

I carve a rune of warding and a rune of energy on my amulet.

hum so do we go to Schlade (isn;t that where we started off?) or do we turn back and go back to the refuges or the tower, lair or tree, or do we head into Lost shoals?
Use herbalism to search the local area for herbs which could be used to make a healing slave/potion.  Then head into the camp, looking for stores or a church.  Get my gelatin cube to follow me.

I'll try engraving some of my armour with some useful rune, and let Ched have a little practice with my axe (Only for a bit, a hand crossbow isn't very powerful).

"We are going to put a stop to this, and return the land to human control. We've managed to pacify the city of Duplicity."

I use my book of necromancy to try to find information on necromantic spells that work against demons.

Search around the camp for anyone that seems to be in charge. Ask them if there is something we can help them with. Conjure Food & Water if I pass anyone that need provisions, keep them for myself otherwise.
Stone Spirit can Earthen Heal whoever might be in need.


Rune of warding on the ground in case we get jumped while we're talking.

By the way my new action is:
Study Virroken's work and try to learn Elementalism.
Command my golem to practice more.


Yeah, I'll talk to the sentry. Also, ask him if there's anyone who can help me with them magics whilst we're here.

Is that everyone's up-to-date actions?
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: KineseN on July 10, 2010, 02:17:03 am
Yes for me.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: dragnar on July 10, 2010, 04:18:02 pm
Me too.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Cheddarius on July 10, 2010, 06:14:01 pm
Aye, and me.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: Nirur Torir on July 10, 2010, 06:34:25 pm
Confirmed.
Title: Re: Arcanum Octet II: You're going the wrong way! [Turn 30]
Post by: kilakan on July 10, 2010, 07:12:20 pm
yup
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: RandomNumberGenerator on July 10, 2010, 09:35:53 pm

Marcus tells the sentry that they found the map on the bodies of some dead adventurers, after they killed the demons who apparently defeated them. The sentry stares at him for a while, before muttering "Damn. So that's why they were running late..." and explaining that those adventurers (or some of them, at least) were a scavenging party that was headed south to procure supplies. The sentry then reveals a hidden entrance and lets the group into the refuge.

I would argue that I didn't want to loot the place, just have my my minions do it while I worked magic, but seeing as I got a 2 it really doesn't make any difference.

I carve a rune of warding and a rune of energy on my amulet.
You begin carving the runes into your amulet (5+2) and do a good job, (Luck 2) but fail to link the runes, which end up negating each other.

+1 to Runecrafting


hum so do we go to Schlade (isn;t that where we started off?) or do we turn back and go back to the refuges or the tower, lair or tree, or do we head into Lost shoals?
Use herbalism to search the local area for herbs which could be used to make a healing slave/potion.  Then head into the camp, looking for stores or a church.  Get my gelatin cube to follow me.
You search the surrounding area for herbs, (6+1) and find some razorweed. (Luck 2) When you go to collect it however, the weed cuts into your hand like a razor. You head into the camp looking for places of interest, (Luck 2) but you can't find much of anything. Such a hideout had no reason for mercantile shops, and there is no room for churches.

I'll try engraving some of my armour with some useful rune, and let Ched have a little practice with my axe (Only for a bit, a hand crossbow isn't very powerful).
You decide to carve a rune into your armor (6+1) but realize that the only rune you know is a rune of harm. (Luck 6) You decide to carve it into your armor anyway, and upon finishing the rune, double over in pain.

+3 to Runecrafting.


I use my book of necromancy to try to find information on necromantic spells that work against demons.
You find a quiet corner and begin reading your book. (1+2) You don't find much information, and determine the book was probably written before the invasion of Hell (Luck 4) but you do find a way to harm demons by absorbing some of their essence into yourself, a risky act that is mutually harmful to both parties.

+2 to Necromancy
New Spell: Joint Enmity

Search around the camp for anyone that seems to be in charge. Ask them if there is something we can help them with. Conjure Food & Water if I pass anyone that need provisions, keep them for myself otherwise.
Stone Spirit can Earthen Heal whoever might be in need.

You wander round the underground base, (6+1) healing the wounded and creating food and drink for those who were deprived. (Luck 6) The squalid inhabitants are impressed by your generosity, and a few even begin hailing you as a saint.

+2 to Elementalism
+2 to Summoning


Rune of warding on the ground in case we get jumped while we're talking.
You begin to draw a rune of warding on the ground, (2) but the sentry stops you. "What are you doing? The only reason we're still alive is because the demons can't find this place. Don't give us away!" (Luck 5) He seems to accept that it was just an honest mistake and forgives you, however.

By the way my new action is:
Study Virroken's work and try to learn Elementalism.
Command my golem to practice more.
You try and learn how to cast elemental spells based on what you've seen Virroken do. (3) The magic seems to be fundamentally different from life magic, (Luck 3) and you really can't understand it.


Yeah, I'll talk to the sentry. Also, ask him if there's anyone who can help me with them magics whilst we're here.
You converse with the sentry. (Luck 2) "Sorry, we're just a bunch of stubborn survivors who refuse to die, and try to help others flee from the demons. That may seem magical to some, but we're not wizards. I doubt anyone in the camp can help you. "

Cheddarius' golem tries to practice with the volgue (1) but drops it.

Kin's Earth Spirit heals the refugees, (6+1) healing most of the wounded (Luck 4) and doing an all-around great job.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Cheddarius on July 10, 2010, 09:43:53 pm
Kilakan, you want a heal, or can it wait?
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Nirur Torir on July 10, 2010, 10:00:24 pm
I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long. I'd do something useful, but I have Greater Plans.

They do not yet at this time involve creating a spell that inflicts massive damage at the cost of my own life. Such a thing would be useless until we meet an overly powerful enemy.

Using my knowledge of Lifetap and Joint Enmity, I attempt to create a spell that is a combination reverse-Lifetap and Joint Enmity. That is, I want to drain their essence and send it somewhere else (A skeleton or other minion [bad idea], a random animal [Fun bad idea], a piece of jewelry [handy yet boring], or perhaps a greatly esteemed colleague [just kidding. Mostly.]).
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: dragnar on July 10, 2010, 10:15:51 pm
or perhaps a greatly esteemed colleague [just kidding. Mostly.]).[/b]
Make sure it's a totally random colleague.

I try to fix the rune link on my amulet. If this is impossible I'll... read more of the evil book of evil.(I'm surprised the guards haven't started questioning me yet...)
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Virroken on July 11, 2010, 01:03:04 am
Check refuge for loose items that people don't need, and we can take freely. Hopefully, said items will be somewhat useful.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: KineseN on July 11, 2010, 02:21:09 am
Attempt to learn Lifetap and Joint Enmity while watching Nirur Torir experiments.
Stone Spirit will heal Aarchan.



Also, seeing as there is almost nothing here I vote for us to continue walking. Unless someone stumble upon a fine treasure in the form of loot or enemies. Or both.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Acanthus117 on July 11, 2010, 03:35:56 am
Go around the camp, searching for a dude who's good at fighting. If I find one, ask that person if he/she/it can help me with dem fightans.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: IronyOwl on July 11, 2010, 06:32:50 am
I realize my turn is a long way off, if I ever get in at all ( :(), but could I make some small changes to my character?
Spoiler (click to show/hide)

On a related note, while I'd like you to all die horrible deaths so I can play, I like the current characters, and will probably be sad if/when the waiting list gets smaller.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: RandomNumberGenerator on July 11, 2010, 08:06:36 am
I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long.
This is true. Where were you thinking of going?

I realize my turn is a long way off, if I ever get in at all ( :(), but could I make some small changes to my character?
Spoiler (click to show/hide)

On a related note, while I'd like you to all die horrible deaths so I can play, I like the current characters, and will probably be sad if/when the waiting list gets smaller.

That is fine. You can make any changes you want before your character joins the status page. As far as death/dying go, I usually try to make it challenging without senselessly killing off my players, though stupidity and/or back luck can result in their deaths.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Nirur Torir on July 11, 2010, 08:12:12 am
I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long.
This is true. Where were you thinking of going?

I hadn't thought about it. So long as we keep going, we'll probably find something worth looting.
I'll try to ask about the tower north of us as a free action.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: sir diesalot on July 11, 2010, 09:50:58 am
I'll unequip my current armour (Which could be useful in some devious situations, trap armour) and search for some new armour.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Cheddarius on July 11, 2010, 01:34:26 pm
Kilakan, you want a heal, or can it wait?
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: kilakan on July 11, 2010, 04:47:17 pm
Heal would be helpful... as long as my hand doesn't fall off :D
Search the camp for work and quests, look for a supply depot while I'm looking.
Title: Re: Arcanum Octet II: You find nothing of interest. [Turn 31]
Post by: Cheddarius on July 11, 2010, 04:57:35 pm
Helpful, or necessary?

EDIT: Bah whatever. I'm sure next turn will be fine.

Try to invent a spell that will heal people ahead of time. So that if someone's healthy, I can cast the spell on them, and later when schle gets hurt schle will automatically be healed. Also, if someone's lightly wounded but I use the spell on schlim, and it goes well, the "extra" healing will be saved.
Order my golem to practice with is voulge.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: RandomNumberGenerator on July 12, 2010, 10:32:17 am
I think we should move on after this turn. RNG likes sending stuff at players who dawdle for too long. I'd do something useful, but I have Greater Plans.

They do not yet at this time involve creating a spell that inflicts massive damage at the cost of my own life. Such a thing would be useless until we meet an overly powerful enemy.

Using my knowledge of Lifetap and Joint Enmity, I attempt to create a spell that is a combination reverse-Lifetap and Joint Enmity. That is, I want to drain their essence and send it somewhere else (A skeleton or other minion [bad idea], a random animal [Fun bad idea], a piece of jewelry [handy yet boring], or perhaps a greatly esteemed colleague [just kidding. Mostly.]).
You try to find a way to redirect the energy focus of Joint Enmity from your own soul to another soul (4+2) and determine that such an act should indeed be possible. (Luck 2) You don't seem to be able to grasp how to do it at this time however. Maybe if you had a better grasp of necromancy...

+1 to Necromancy

or perhaps a greatly esteemed colleague [just kidding. Mostly.]).[/b]
Make sure it's a totally random colleague.

I try to fix the rune link on my amulet. If this is impossible I'll... read more of the evil book of evil.(I'm surprised the guards haven't started questioning me yet...)
You try to fix the link on your amulet (4+2) and reactivate the runes, (Luck 3) but end up negating the rune of energy. Still, the rune of warding now seems to be functional.

+2 to Runecrafting

Check refuge for loose items that people don't need, and we can take freely. Hopefully, said items will be somewhat useful.
You begin scouring the refuge. (5) You find several valuable items, (Luck 1) however  they all seem to be the cherished possessions of those who fled their homes in the face of the demon invasion. You would feel bad taking them... that, and turning the only known group of non-demons in this area against you might be a bad idea.

Attempt to learn Lifetap and Joint Enmity while watching Nirur Torir experiments.
Stone Spirit will heal Aarchan.


Also, seeing as there is almost nothing here I vote for us to continue walking. Unless someone stumble upon a fine treasure in the form of loot or enemies. Or both.
You study Nirur as he works on his spells, (1) but completely fail to grasp any of the mechanics. (Luck 4) You do manage to not hurt yourself when trying to cast a spell, however.

Go around the camp, searching for a dude who's good at fighting. If I find one, ask that person if he/she/it can help me with dem fightans.
You wander among the refugees, searching for some sort of skilled soldier. (3) You find an old mercenary from wars when humans still fought each other, (Luck 5) who takes a liking to you and teaches you a few dirty tricks.

+2 to Swords


I'll unequip my current armour (Which could be useful in some devious situations, trap armour) and search for some new armour.

You hastily remove your armor and search for something else. (5) You find some iron scalemail, (Luck 2) but it is badly damaged and currently unwearable.

Heal would be helpful... as long as my hand doesn't fall off :D
Search the camp for work and quests, look for a supply depot while I'm looking.
You wander the camp looking for work, (3) but there isn't much to be found. It seems most of the refugees are just trying to survive until another expedition heads for Almar's Keep. (Luck 5) You do find a priest of Myou who heals your hand while warning you to stay away from the weeds.

Helpful, or necessary?

EDIT: Bah whatever. I'm sure next turn will be fine.

Try to invent a spell that will heal people ahead of time. So that if someone's healthy, I can cast the spell on them, and later when schle gets hurt schle will automatically be healed. Also, if someone's lightly wounded but I use the spell on schlim, and it goes well, the "extra" healing will be saved.
Order my golem to practice with is voulge.
You attempt to devise a latent healing effect, (5+3) and begin making a delayed healing spell. (Luck 6) You create a conversion effect that draws from the user's physical strength to heal their wounds. It will heal them, but make them temporarily weaker as well.

+3 to Healing
New Spell: Conjugation


Kin's spirit notices that Aarchan is already healed, and continues helping the refugees.
Cheddarius' golem continues practicing (4) and does fairly well, (Luck 6) but swings the volgue so wildly that he almost takes someone's head off and is kicked out of the refuge. 
+2 to Axes



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Huh. Nobody got a good roll that turn. Nobody really got a bad roll either, but still... That was a very unproductive turn. Oh, and before I forget:

Nirur talks to the refugees about the surrounding area, specifically Kicen's Tower. They tell him that Kicen was the mage who opened the gates of hell and let the demons enter the world, and is rightfully feared and despised. One refugee says that in these recent years, Kicen has shown relatively little interest in anything outside his tower, and has left the rest of the world alone, unlike the demons that hunt them constantly.

The refugees warn him of several other places to stay away from. The cave to the northeast is home to the demon known as the Juggernaught, who wears armor so thick that nobody has been able to pierce it. They also talk of a cursed tree to the southwest that draws humans to it, then when they stray to close lashes out with vines to kill and eat them. They also warn to stay away from Schlade, which is the capitol of the demons, and the lost shoals, which few men ever return from and those who do are insane. They say the wastes are relatively safe if you have some way to get food and water magically, because the land is so barren that not even demons roam there. 
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: Nirur Torir on July 12, 2010, 10:51:15 am
I vote we offer to escort a group back to the keep.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: dragnar on July 12, 2010, 11:35:15 am
I vote we offer to escort a group back to the keep.
agreed.

I attempt a more general summoning spell, to summon prefabricated things. In this case, a carriage.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: sir diesalot on July 12, 2010, 12:06:33 pm
Hmm, method of transport...

I'll try to develop an earth spell to make rocks float so that I might be able to fly around on them and possibly take passengers.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: kilakan on July 12, 2010, 12:09:41 pm
I vote we offer to escort a group back to the keep.
I also believe this is a good idea, maybe we can even get some support from the keep or the refuges to help assault one of the demonic hotspots, aka the tower, lair or maybe even shcaladale (though I think that should wait for a LONG while)

Discuss holy magics and prayers with the priest of Myou, and see if he would be willing to teach me any spells, or ways to gain the gods favor and powers.
Order Holy jelly to incorporate some plant matter (aka sticks, bark ect) into itself to dissolve down into fibers to allow it to become slightly more solid and able to move faster.


Hmm, method of transport...

I'll try to develop an earth spell to make rocks float so that I might be able to fly around on them and possibly take passengers.

I did that in the last one, it worked OK but when it failed manage to wreck half of what it was carrying.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: Cheddarius on July 12, 2010, 01:50:29 pm
What'choo talkin' about, Willis? I got an 8 and a 6, that looks like a pretty good roll to me. Could have done without the 6, but I'm satisfied.
On another note, my golem is an idiot. But meh. What can I do? I doubt it's smart enough to learn magic or anything.

Attempt to combine Conjugation with Remove Curse to create a latent healing spell.
Order my golem to keep practicing with the voulge.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: zchris13 on July 12, 2010, 03:15:50 pm
Considering you're dealing with an end of the world scenario, what sort of crazy shenanigans are you willing to put up with involving great heroes and chosen ones and all that nonsense.  Because that would be a great character.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: Nirur Torir on July 12, 2010, 03:26:27 pm
I organize the refugees who want to go, getting them ready to leave between this turn and the next.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: KineseN on July 12, 2010, 04:07:03 pm
I do the same as Scintoth Svadi, but instead tries to form the transportation into something that allows Stone Spirit to stear. If this seems impossible I will help Svadi instead.

Stone Spirit can scan the suroundings for any useful herbs.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: RandomNumberGenerator on July 12, 2010, 04:51:45 pm
Considering you're dealing with an end of the world scenario, what sort of crazy shenanigans are you willing to put up with involving great heroes and chosen ones and all that nonsense.  Because that would be a great character.
Heroes are made, not born. I won't give anyone special bonuses because they claim to be chosen. Someone can of course claim to be chosen, and them through their actions(more or less sheer luck) prove it, then yeah, that would be pretty cool. But not likely.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: sir diesalot on July 12, 2010, 05:03:10 pm
Everyone on board the rock plane, your exits are here, here, here and here.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: Acanthus117 on July 12, 2010, 05:25:17 pm
I'll help with organizing the refugees.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: zchris13 on July 12, 2010, 09:15:43 pm
Yeah that sounds about right.  Totally bogus can be a good thing sometimes.
Title: Re: Arcanum Octet II: Things don't ever seem to go right. [Turn 32]
Post by: Virroken on July 13, 2010, 09:56:33 pm
Etch warding runes on the newly formed transportation-mabobber.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: RandomNumberGenerator on July 17, 2010, 10:31:52 am
I attempt a more general summoning spell, to summon prefabricated things. In this case, a carriage.

You try to summon a carriage (4+2) which despite being much more complicated than your previous summons, (Luck 5) you manage to pull off with a hitch. Which is good, because the carriage needs that hitch if it is going to go anywhere. 

+4 to Summoning
New Spell: Conjure Minor Item
New Spell: Conjure Major Item (Adv)


Hmm, method of transport...

I'll try to develop an earth spell to make rocks float so that I might be able to fly around on them and possibly take passengers.


Despite not knowing any earth magic, you try to life a stone from the ground to use as transportation. (6+2) The earth does actually seem to be similar to water, and you manipulate it easily. (Luck 6) Too easily. You pull a giant rock from the ground, which slams directly into you with such speed it sends you flying.

+2 to Elementalism


Discuss holy magics and prayers with the priest of Myou, and see if he would be willing to teach me any spells, or ways to gain the gods favor and powers.
Order Holy jelly to incorporate some plant matter (aka sticks, bark ect) into itself to dissolve down into fibers to allow it to become slightly more solid and able to move faster.

You try talking to the priest about Myou (3) but she seems very busy helping out the other refugees. (Luck 1+1) When you press her, she hands you a book and excuses herself.

What'choo talkin' about, Willis? I got an 8 and a 6, that looks like a pretty good roll to me. Could have done without the 6, but I'm satisfied.
On another note, my golem is an idiot. But meh. What can I do? I doubt it's smart enough to learn magic or anything.

Attempt to combine Conjugation with Remove Curse to create a latent healing spell.
Order my golem to keep practicing with the voulge.
You try to improve your conjugation spell (3+3) by combining it with your other life magic spells. (Luck 1) Unfortunately this doesn't seem to be effective in any way.

I organize the refugees who want to go, getting them ready to leave between this turn and the next.

You announce to the refugees that you and your companions will be escorting several refugees to Almar's Keep in the next hour. (6) They immediately start clambering over each other as they try to race to secure a spot, (Luck 5) But you manage to calm them down and organize them into groups. You think should be able to take 12 of them in addition to your group of 8.

+4 to Organizing

I do the same as Scintoth Svadi, but instead tries to form the transportation into something that allows Stone Spirit to stear. If this seems impossible I will help Svadi instead.

Stone Spirit can scan the suroundings for any useful herbs.


You glace at Scintoth as he launches himself in the air, (Luck 3+3) then lift a large rock from the ground. (Luck 2+1) Unfortunately, it simply sits there instead of hovering, and you have no idea how to make the stone spirit steer.

+2 to Elementalism

I'll help with organizing the refugees.

You help with organizing the other refugees (3) but it doesn't seem like you can do much (Luck 3) and Nirur already has the situation under control.

Etch warding runes on the newly formed transportation-mabobber.

Since the earth-cars seem to be unproductive, you go to work on the carriage. (3+2) You carve several runes of warding into it, (Luck 3) which seem weak but should help protect it.

+2 to Runecrafting.


Kilakan's jelly slides around, (2) picking up plant matter. (Luck 2) It is now very dirty.

Cheddarius' golem continues practicing, (2) failing to accomplish much (Luck 3) and being incompetent in general.

Kin's stone spirit looks for plants, (3) but doesn't seem adept at dealing with nature. (Luck 5) it does manage to find some sort of odd berry bush growing in the dirt, and collects a few of the berries.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Cheddarius on July 17, 2010, 01:04:54 pm
I think you misplaced an acronym tag; the lower half of my entire status is marked with Conjugation's description.

Anyone want some Conjugation, by the way?
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Nirur Torir on July 17, 2010, 01:06:55 pm
I'd quite like a shot of Conjugation, please.

While I help guard the caravan, I continue with my attempts at figuring out a way to cast Joint Enmity without hurting myself.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Cheddarius on July 17, 2010, 01:11:48 pm
All right. Caveat emptor; if you so much as stub your toe, you'll be immediately healed and lose 1 to your next turn's skill rolls.

Cast Cure Moderate Wounds on Scintoth.
Command my golem to practice with his voulge, and while he's away, complain to my comrades about how dumb he is.
Give my Scroll of Bless to dragnar.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: dragnar on July 17, 2010, 01:41:23 pm
I necromanticly bind my wight to the carriage.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Virroken on July 17, 2010, 02:40:05 pm
We should get going. Carriage away?

Ask refugees for "protection fees". I mean, I set up frozen bursts to hover along with the caravan, set to go off on my command when we're inevitably attacked.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Nirur Torir on July 17, 2010, 02:48:37 pm
Ask refugees for "protection fees".
Nonononono, quest rewards are always greater if we don't ask for one.

Plus, refugees are far less likely to have valuables then the people in the keep who will be pleased to see us helping our fellow humans.

I propose that we limit ourselves to one turn in the keep. I suspect that <redacted to avoid giving RNG ideas that he probably already has had>, and so it's best that we hurry up with saving the world.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: RandomNumberGenerator on July 17, 2010, 03:41:31 pm
I necromanticly bind my wight to the carriage.

Wha-

Er-

Hm-

Huh?!?

What exactly are you trying to do here? Are you trying to get the wright to pull the carriage? Or are you trying to transfer ExKirby's soul from his body into the carriage? Or something completely different?
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Cheddarius on July 17, 2010, 04:27:10 pm
Nonononono, quest rewards are always greater if we don't ask for one.
Usually I think you can ask for fees, and get money, or you get some sweet loot like heart pieces or artifact weapons or something. Heirlooms.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: dragnar on July 17, 2010, 04:53:39 pm
Or are you trying to transfer ExKirby's soul from his body into the carriage?
This one. Haunted self-pulling carriage! I suppose it might be more accurate that I want to turn the wight into some sort of poltergeist.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: KineseN on July 17, 2010, 05:46:51 pm
Well, seeing that I failed that I promptly start working with the large rock to compact it into a single point.

Hopefully that will end with a super heavy rock the size of a glass marble. And also:

Stone Spirit continue to scan for herbs.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: kilakan on July 17, 2010, 06:18:58 pm
Clean Holy Gelantine, then add the powdered crystal to it's chemical make up, allowing it to adsorb energy and release it onto a target designated by me. (aka make it adsorb magic, and blast it back at enemies.)
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: dragnar on July 17, 2010, 06:21:27 pm
Hey, cheddarius, wanna see what happens when a scroll of bless is used on an evil book of evil?(not this turn, next turn)
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: sir diesalot on July 17, 2010, 06:27:04 pm
Well, I need healing pretty badly, so I'm not going to force myself to heal, so I'll just lie where I am asking for a heal because I don't want to screw anything up.
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Cheddarius on July 17, 2010, 06:27:30 pm
You can have it. I'll edit my turn.

Oh man, Scintoth is badly damaged! Don't worry bro, I'll heal you!
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: wolfchild on July 17, 2010, 08:48:52 pm
This is pretty sweet, posting to watch (im already in a few so i wont waiting list unless you think it'l be needed)
Title: Re: Arcanum Octet II: Off with a hitch. [Turn 33]
Post by: Acanthus117 on July 18, 2010, 05:05:00 am
Okay, see if I can't try to create a temporary sword made of pure energy.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: RandomNumberGenerator on July 18, 2010, 12:31:36 pm
I'd quite like a shot of Conjugation, please.

While I help guard the caravan, I continue with my attempts at figuring out a way to cast Joint Enmity without hurting myself.
You begin toying with the idea of placing the burden of Joint Enmity on someone else. (4+2) You improve your spell so you can not create a bond between any two souls. (Luck 5) Your experiments also tell you that because the spell is a metaphysical battle between two souls, the stronger soul will invariably win, even if it is the 'victim'. You also learn that souls with a high necromantic affinity have an advantage in this battle, due to the necromantic nature of the spell.

+4 to Necromancy


All right. Caveat emptor; if you so much as stub your toe, you'll be immediately healed and lose 1 to your next turn's skill rolls.

Cast Cure Moderate Wounds on Scintoth.
Command my golem to practice with his voulge, and while he's away, complain to my comrades about how dumb he is.
Give my Scroll of Bless to dragnar.
You begin to heal Scintoth, (1+1) but you screw up the complex spell. (Luck 4) Luckily, it seems you have caused no additional negative effects.

I necromanticly bind my wight to the carriage.
You attempt to bind your slave to the carriage, (3+1) extracting the soul from his body (Luck 3) and implanting it in the carriage. Under your control, the carriage can now move, but the link isn't strong enough for you to command the carriage to do something without your supervision.

+2 to Necromancy
New Spell: Soul Bind


We should get going. Carriage away?

Ask refugees for "protection fees". I mean, I set up frozen bursts to hover along with the caravan, set to go off on my command when we're inevitably attacked.

You work on creating protection for the carriage, (1+1) but only manage to make a small sphere of ice. (Luck 4) The ice hovers in the air for a few moments before melting away.

+1 to Elementalism


Well, seeing that I failed that I promptly start working with the large rock to compact it into a single point.

Stone Spirit continue to scan for herbs.
You try to compress the rock (5+3) applying pressure with your earth magic until the rock reaches about half it's original size, at which point it becomes impossible to shrink any more. (Luck 5+1) The pressure becomes overbearing and the rock suddenly explodes, sending shards of stone everywhere. (RTD 5)(RTD 2+1)(RTD 6)(RTD 4)(RTD 3)(RTD 1)(RTD 5) You and Nirur dive out of the way, and Dragnar partially evades the blast. Virroken, Dragnar, and Marcus are hit by the shards, and Cheddarius takes the brunt of the blast. Thankfully, all of the shards managed to miss the already grievously wounded Scintoth, which probably would have killed him otherwise.

+2 to Elementalism
New Spell: Compression Bomb


Clean Holy Gelantine, then add the powdered crystal to it's chemical make up, allowing it to adsorb energy and release it onto a target designated by me. (aka make it adsorb magic, and blast it back at enemies.)

You attempt to clean the gelatin, (1) but all you end up doing is making both it and yourself dirtier. (Luck 6) You then add the crystals to it, and the gelatin suddenly vanishes.

Well, I need healing pretty badly, so I'm not going to force myself to heal, so I'll just lie where I am asking for a heal because I don't want to screw anything up.
You attempt to stay still (5) You do a remarkable job of staying still. (Luck 4) You stay so still, you could probably make an art out of staying still. That is probably a waste of time, however.

Okay, see if I can't try to create a temporary sword made of pure energy.
You attempt to manifest a blade of energy, (5+2) creating a stationary force bolt that you hold in your hand. (Luck 2) The force seems unable to hold an edge, however it could be used as a bludgeoning object.

+2 to Metamagic
New Spell: Force Stick


Cheddarius' golem continues practicing. (5) It manages to hold onto the volgue pretty well this time. (Luck 4) It even learns something.

+2 to Axes


Kin's spirit continues looking for plants. (4) It relocates the same berry bush. (Luck 4) It collects more berries.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Intermediary: Before you guys post actions, let me know what route you're taking to Almar's Keep.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Cheddarius on July 18, 2010, 12:55:26 pm
GUYS, GUYS

BATTLECARRIAGE

Seriously. Armor the carriage, healer in the back, casters and stuff on the top behind shields, melee guys leaning out the sides swiping at enemies. Would this not be incredibly awesome?

What routes to Almar's Keep are there? I can't seem to find where it was referenced.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: KineseN on July 18, 2010, 01:03:39 pm
Woops again there.
Going south to Duplicity and from there to Almar's Keep seems like the best way. And I'm so on that BattleCarriage.

Begin healing Svadi and continue on to those less damaged. Stone Spirit helps with this too.


By the way, would a [5][Luck 5] Compression Bomb still hurt me if I'm too close when it goes off?
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: dragnar on July 18, 2010, 01:25:21 pm
Going south to Duplicity and from there to Almar's Keep seems like the best way. And I'm so on that BattleCarriage.
Sounds good to me.

I draw a rune of power under anyone trying to work healing magic, then use Cheddarius's scroll of bless on the evil book of evil.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: RandomNumberGenerator on July 18, 2010, 01:30:28 pm
What routes to Almar's Keep are there? I can't seem to find where it was referenced.

The map, and said discussion relating to it.

There are an infinite number of routes, but the main ones are:

A) Going directly to Almar's Keep. Fastest route, but high chance of encountering demons.
B) Backtracking from the Refugee Camp. Fast, with a medium chance of demons.
C) Going through the Wastes. Slow, but negligible chance of demons.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Nirur Torir on July 18, 2010, 01:31:18 pm
Avoid Duplicity. Remember the hint we got that we should move on? Well, it's probably occupied again. I vote we take option B.

I try to learn how to use my own life energy to empower my spells, if needed.
My skeletons will help pull the carriage.
My talking skeleton is not to sing.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Cheddarius on July 18, 2010, 01:51:34 pm
What about humming? Whistling?

I vote for path B as well.
I cast Healing Aura.
My golem practices with his voulge.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: KineseN on July 18, 2010, 01:58:58 pm
Heh, I wonder what would happen if that talking skeleton fails epically to not sing. Maybe everyone in the vincity breaks out in song for a couple of minutes ending the whole shebang as a musical. Now that would be an epic fail.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Nirur Torir on July 18, 2010, 02:05:10 pm
Hey, Cheddarius, want to learn a duo-spell with me, after nobody's life is in danger? I think I can create a group soul-link sort of spell, allowing everybody to be easily healed.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Virroken on July 18, 2010, 02:07:09 pm
Voting for option B. Didn't we ransack duplicity already?

Hop on battle carraige. Ready frozen bursts for protection.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Cheddarius on July 18, 2010, 02:32:11 pm
That sounds interesting, Nirur. We can try that, yeah.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: sir diesalot on July 18, 2010, 02:57:45 pm
(+2 stillness skill, could be useful for being a statue :P)

I vote path B.
I'll hop on the DOOMWAGON (No toe stubbing please) and think up a way to empower my spring spell, like making a geyser spell or something along those lines, but I won't practice it because I could explode myself.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Acanthus117 on July 19, 2010, 02:06:50 am
Okay, try and improve the spell by making the summoned stick fly at an opponent really fast-like.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: kilakan on July 19, 2010, 07:30:12 am
Attempt to find the gelatine, calling it ect, if I can't find it.... get on the carriage.  If I can find it, both of us get on the carrier.
Title: Re: Arcanum Octet II: Under Pressure [Turn 34]
Post by: Acanthus117 on July 19, 2010, 07:32:35 am
In addition to what I just did (Only if it's possible for me to, I mean), I'd like to switch out my silvery scimitar for another force dagger.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: RandomNumberGenerator on July 21, 2010, 09:14:49 am
Going south to Duplicity and from there to Almar's Keep seems like the best way. And I'm so on that BattleCarriage.
Sounds good to me.

I draw a rune of power under anyone trying to work healing magic, then use Cheddarius's scroll of bless on the evil book of evil.
You decide to help the healers by empowering them. (2+2) Deciding haphazardly carving runes into the carriage floor is a bad idea, (Luck 5) you borrow Virroken's chalk and quickly make a temporary rune under the healers. With this done, you start trying to bless your evil book of evil. (Luck 5) You finish reading the scroll and stare in amazement as the book is bathed in holy golden fire... which is slowly converted into regular-looking fire, then into black, wicked-looking fire, which then dies off. Apparently you need stronger magic to overcome the book... Perhaps you should read those papers you looted with it?

+3 to Runecrafting


Begin healing Svadi and continue on to those less damaged. Stone Spirit helps with this too.

By the way, would a [5][Luck 5] Compression Bomb still hurt me if I'm too close when it goes off?
You begin healing Svadi, (6+3) sending copious amounts of earth energy into him (Luck 4+1) which heals his wounds and returns some of his life force.

+4 to Elementalism


Thinking about your compression bomb, you determine that if you were able to keep the bomb under control you could release it so the shards fly away from you in a cone, rather than of in all directions.

Avoid Duplicity. Remember the hint we got that we should move on? Well, it's probably occupied again. I vote we take option B.

I try to learn how to use my own life energy to empower my spells, if needed.
My skeletons will help pull the carriage.
My talking skeleton is not to sing.

You continue tinkering with the fundamentals of your necromantic spells. (3+2) You find that while human blood doesn't act as a repository for power in the same way a soul does, (Luck 5) it's close affinity with the soul would let you use it as a conduit to empower your spells.

+2 to Necromancy
New Ability: Blood Sacrifice

I vote for path B as well.
I cast Healing Aura.
My golem practices with his voulge.

You begin trying to heal everyone in the area, (1+1) but even with the effects of the rune of power it seems very weak. (Luck 3+1) you heal a very small amount of damage.

+1 to Healing


Voting for option B. Didn't we ransack duplicity already?

Hop on battle carraige. Ready frozen bursts for protection.
You try to create more ice spheres, (3+3) summoning 2 large crystalline spheres. (Luck 5) They remain in perfect stasis, waiting for your magic to control them.

+4 to Elementalism


(+2 stillness skill, could be useful for being a statue :P)

I vote path B.
I'll hop on the DOOMWAGON (No toe stubbing please) and think up a way to empower my spring spell, like making a geyser spell or something along those lines, but I won't practice it because I could explode myself.

You try to think of ways to improve your spellcasting. (3+2) You think that by applying significant etheral pressure to a spring spell, you could make it into an offensive attack. (Luck 6) You estimate such a spell could possibly knock someone prone, or at least stagger them, though unless they are made of fire it might not do a lot of damage.

+2 to Elementalism
New Spell: Torrent


Okay, try and improve the spell by making the summoned stick fly at an opponent really fast-like.
You try to make the stick fly at a target. (5+2) You force the stick to fly forward, (Luck 4) which then hits the ground with a powerful thud and dissapates.

+0 to Metamagic
New Spell: Force Bol- oh wait...


Attempt to find the gelatine, calling it ect, if I can't find it.... get on the carriage.  If I can find it, both of us get on the carrier.
You search for your gelatine, (5) and remembering exactly were it was, try to reach down and pick it up. (Luck 6) You succeed. You are now holding your invisible gelatine in your hand.

Cheddarius' golem tries to practice witht he volgue. (1) With a wide swing, he takes the entire top half of the carriage off. He determines that swinging the voluge around in the carriage is a bad idea.

---
The carriage travels along route, bouncing and jittering but otherwise keeping the 20 occupants safe. Several hours into the journey, the carriage is ambushed by... A lone imp.
---

The imp decides that fighting 20 people off by itself is a bad idea, and tries to summon help. (3+1) It succeeds with it's spell, (Luck 2) and summons... another imp to help.
---

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Wow. I am completely underwhelmed by that random encounter here.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: Acanthus117 on July 21, 2010, 09:19:01 am
ATTACK IMP WITH BOTH WEAPONS

Damn, you saw through my ruse!
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: Nirur Torir on July 21, 2010, 09:22:34 am
I determine whether or not imps have souls by trying to steal an imp's soul and stuffing it into a rock, for safe keeping.
My skeletons will each attack an imp.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: dragnar on July 21, 2010, 09:32:23 am
I read through the papers I gathered along with the book. If I have time I then summon a Quasit to finish off the imps.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: KineseN on July 21, 2010, 10:25:53 am
Double Spire the imps or see if I can improve the DoomWagon with some menacing earth spikes should the imps be done with. Stone Spirit will heal Cheddarius.

And I really love the RNG.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: sir diesalot on July 21, 2010, 11:20:36 am
I'll try to improve my understanding of base elementalism, remembering that the elements all move fluidly like water.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: Cheddarius on July 21, 2010, 11:44:15 am
Ah frig! Sorry for killing the carriage! Stupid golem.
Go before all the melee classes. Cast Dance of Blades, leaving the carriage and moving if necessary to get as many of the best people in range as possible.
Command the Golem to attack the imps.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: kilakan on July 21, 2010, 01:56:54 pm
Talk to the gelatin, and see if I can make it become invisible, and visible via commands.  If there's time, throw it at one of the imps, and command it to eat.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: RandomNumberGenerator on July 21, 2010, 08:52:55 pm
And I really love the RNG.

Yeah. I used two d100 rolls: one to determine the attack, and one to determine the enemies. It went like this:

Attack Roll:
0-30 = No Encounter, 31=70 = Standard Encounter(Players attack first) 71-100 = Ambush(Enemies attack first).

I rolled 91.

Monster Roll:

0-30 = Minor Threat(Like the Shadows), 31-70 = Average Threat(Ala Hellhounds), 71-100 = Huge Threat(Probably impossible to kill, you would have to run away on 80+)

I rolled a 3. Since Imps are the weakest demons, that was really all I could do.

Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: Virroken on July 21, 2010, 09:14:21 pm
Asplode ze bursts! Also, make cool explosion sound effects with my mouth as they go off.
Title: Re: Arcanum Octet II: That's It? [Turn 35]
Post by: kilakan on July 22, 2010, 01:13:51 pm
You know, I actually feel very sorry for the enemy.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: RandomNumberGenerator on July 22, 2010, 03:35:35 pm
Ah frig! Sorry for killing the carriage! Stupid golem.
Go before all the melee classes. Cast Dance of Blades, leaving the carriage and moving if necessary to get as many of the best people in range as possible.
Command the Golem to attack the imps.
You step out of the convertable carriage and ready for battle. You being casting Dance of Blades (3+3) and expertly preform the incantation and gestures, (Luck 1) but forget to actually cast it on anybody.

ATTACK IMP WITH BOTH WEAPONS

Damn, you saw through my ruse!
You lunge at the imp with your daggers, (4)(1) (RTD 6)(RTD 2) but due to your lack of skill with them you fail to hit the imp.

I determine whether or not imps have souls by trying to steal an imp's soul and stuffing it into a rock, for safe keeping.
My skeletons will each attack an imp.

You wonder if imps have souls. (4+2) You reach out to it (Luck 4) and determine that rather than having a soul, demons ARE souls; corrupted, twisted souls but souls nonetheless. (4+2) You try to bind the imp into a rock, (Resist 5+2) but the rock can't seem to contain the imp's soul.

+3 to Necromancy

Double Spire the imps or see if I can improve the DoomWagon with some menacing earth spikes should the imps be done with. Stone Spirit will heal Cheddarius.

And I really love the RNG.

You try to attack the imps with two spires of earth, (5+1)(1+1) but can only manage to bring up one. (RTD 2) The imp is hit by the spire and heavily wounded.

+2 to Elementalism


Asplode ze bursts! Also, make cool explosion sound effects with my mouth as they go off.

You detonate the bursts, (4+3) sending shards of ice everywhere. (RTD 2)(RTD 5)(RTD 5)(RTD 2)(RTD 4)(RTD 6) The first imp is perforated by the shards, as is Marcus. Everyone else evades the icy blast.

+2 to Elementalism


I read through the papers I gathered along with the book. If I have time I then summon a Quasit to finish off the imps.
You begin paging through the papers. (Auto-Success) You find that it details a ritual concerning the book. Apparently the former lord of Duplicity had come across the book before the demons had invaded, and sought to destroy it. One of the excepts you read is " ...while reading the book grants the mage incredible knowledge and power, the price the book exacts on the user is far too great to allow this book to remain existing... "

There is also some correspondence between the lord and the city's priest. The priest seems to think that in order to destroy the book, it must first be purified. Ordinary blessing magic and holy water doesn't seem enough, so he recommended using such a blessing spell empowered by the arae flower before trying to use a remove curse spell on it.

Talk to the gelatin, and see if I can make it become invisible, and visible via commands.  If there's time, throw it at one of the imps, and command it to eat.
You attempt to communicate with the gelatin. (3) It does not seem to be able to communicate very well, but you determine that it can not turn invisible(or visible) at will. You throw it at one of the imps (6+1-1) The gelatin flies towards the imp, (RTD 4-1) who didn't see it coming, literally.  It smacks him head on and kills him.

+2 to Throwing.

I'll try to improve my understanding of base elementalism, remembering that the elements all move fluidly like water.
You forgot to bold. Please do so in the future.

You try to study Elementalism (3+2) and determine that the basis of maipulating the elements is, in fact, similar. (Luck 2) You don't see what this has to do with anything, however.

Cheddarius' golem attacks the remaining imp. (4) It swings directly at it, (RTD 6) but the small and nimble creature easily dodges.

Nirur's skeletons team up on the other imp. (1)(3) Their attacks seem weak, (RTD 4)(RTD 4) and the imp dodges them.

Dragnar's skeleton attacks the imp. (1) His attack goes wide (RTD 4) and the imp has no problem evading it.

The imp notices that it's only alive through sheer luck, (4+1) and teleports away (Luck 6) before anyone can stop him.
---
The carriage finally pulls up to Almar's Keep. The keep has seen better days, and it looks like they only recently repelled another demon assault. Many of the walls are damaged, and some makeshift barriers patch up the holes in them. The guards seem hesitant to open the gate, but eventually do so, letting the group into the city. The refugees thank the group, (Luck 2) but don't have anything to give them as payment. Still, journeying to the town might prove beneficial after all, as now the group can seek advice and trade with merchants.
---
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: kilakan on July 22, 2010, 03:38:28 pm
Train Cheddarius in the ways of alchemy, whilst thinking on ways I could combine my current ingredients to produce a potion that would give the user a huge boost in strength, healing and constitution (rage an added bonus :).

I order the gelatin to attempt to drain energy from plant life using it's new crystal powers... and to become visible.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Cheddarius on July 22, 2010, 03:41:35 pm
What happened to the stone spirit healing me?
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: dragnar on July 22, 2010, 03:47:58 pm
Destroy the book? Bah, that would be a waste! I try to create a rune that can absorb demonic power, carved onto my staff.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Nirur Torir on July 22, 2010, 03:52:27 pm
I visit a priest to discuss the nature of my findings on souls and to ask about methods of purifying corrupted demonic souls. If possible, I'll ask somebody important for where we should next hit our foes.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: RandomNumberGenerator on July 22, 2010, 05:24:13 pm
What happened to the stone spirit healing me?

Erm... I forgot.

Kin's spirit tries to heal Cheddarius. (2+1) The spell is rather weak, (Luck 3) and only heals a small amount of his wounds.

Destroy the book? Bah, that would be a waste!

That is, of course, your choice. I didn't create the book because I intended for you to destroy it, I created it because I wanted to see what you would do with it.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: dragnar on July 22, 2010, 05:26:12 pm
Destroy the book? Bah, that would be a waste!
That is, of course, your choice. I didn't create the book because I intended for you to destroy it, I created it because I wanted to see what you would do with it.
Yes, and I am quite confident my choice will come back to bite me later. Oh well.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Nirur Torir on July 22, 2010, 05:36:12 pm
Destroy the book? Bah, that would be a waste!
That is, of course, your choice. I didn't create the book because I intended for you to destroy it, I created it because I wanted to see what you would do with it.
Yes, and I am quite confident my choice will come back to bite me later. Oh well.
I'll likely have to purgificate your soul afterwords. Probably in a duo action with Cheddarius. On the plus side, you have a 33% chance of improving your power through it, only a 16% chance of becoming slightly less useful then a peasant, and we'd only have a 10% chance of somebody dying.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: dragnar on July 22, 2010, 05:40:47 pm
At the moment my plan is to keep reading the book while finding a way to drain whatever evil it builds up. That way I can become more powerful while also not turning into a demon too much.

And now that I have explained the plan in full, nothing can possibly go wrong!
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: KineseN on July 22, 2010, 05:41:39 pm
Seeing as we now are in a relatively safe place I start practicing in a new school of magic:

Heads, I do Fire; Tails, I do Necromancy.
Tails. Necromancy it is.

Necromancy. And I'm sure I should have a grasp on it since I've seen Nirur done it a hundreds of times. Can't be that hard. See if I can do a Life Tap on a critter noone would miss where we also are secluded from the others. Stone Spirit will help me in this endeavor by capturing said critter.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Tarran on July 22, 2010, 05:43:00 pm
Destroy the book? Bah, that would be a waste!
That is, of course, your choice. I didn't create the book because I intended for you to destroy it, I created it because I wanted to see what you would do with it.
Yes, and I am quite confident my choice will come back to bite me later. Oh well.
You saying that becoming a utterly corrupted soul/demon that's a world destroying master of evil bad? :P

At the moment my plan is to keep reading the book while finding a way to drain whatever evil it builds up. That way I can become more powerful while also not turning into a demon too much.
But think of it: You could become a demon and fight demons! The ultimate irony!

Also: Hoping some people die sometime. The waiting list is waiting for it.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Dwarmin on July 22, 2010, 06:00:33 pm
Quote
Also: Hoping some people die sometime. The waiting list is waiting for it.

Eh, it's not much of a waiting list....Cept old Dwarmy! His time will come! You'll see! You'll all see!

*crazy old man laugh*
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: sir diesalot on July 22, 2010, 06:33:48 pm
I'll try to negate the rune of harm on my brigandine, be it remembering a rune from my pre-mirror self, or searching for someone to help me out. If I have to look for someone to help me with the rune, I'll also look for someone to repair the broken scalemail in the process.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Cheddarius on July 22, 2010, 07:12:03 pm
Kin's spirit tries to heal Cheddarius. (2+1) The spell is rather weak, (Luck 3) and only heals a small amount of his wounds.
I was only lightly wounded/bleeding anyway. Does that mean I'm fully healed? Or am I now 0.5-lightly bleeding, or something?
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: RandomNumberGenerator on July 22, 2010, 07:34:56 pm
Stopped the bleeding, but you're still wounded.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Cheddarius on July 22, 2010, 07:45:42 pm
Great!
Nirur, do you want to do that collaboration this turn?
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Nirur Torir on July 22, 2010, 08:00:39 pm
I'd rather wait until after I've talked with a priest. It can't really wait, and on a particularly good roll\ it might delay the fall of the city.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Cheddarius on July 22, 2010, 09:32:02 pm
I will attempt to learn alchemy from the best alchemists.
My golem will add the flesh of the imps to itself, or failing that, practice with his voulge.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Virroken on July 22, 2010, 10:13:11 pm
Figure out way to make frozen bursts fire in single direction. Also, stroll markets, see what's around.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: kilakan on July 23, 2010, 08:14:26 pm
I will attempt to learn alchemy from the best alchemists.
My golem will add the flesh of the imps to itself, or failing that, practice with his voulge.
I'll change my action to train you, since you've saved my life so much.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Cheddarius on July 23, 2010, 08:18:57 pm
Thanks!
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: RandomNumberGenerator on July 23, 2010, 09:47:21 pm
Train Cheddarius in the ways of alchemy, whilst thinking on ways I could combine my current ingredients to produce a potion that would give the user a huge boost in strength, healing and constitution (rage an added bonus :).

I order the gelatin to attempt to drain energy from plant life using it's new crystal powers... and to become visible.


Destroy the book? Bah, that would be a waste! I try to create a rune that can absorb demonic power, carved onto my staff.

I visit a priest to discuss the nature of my findings on souls and to ask about methods of purifying corrupted demonic souls. If possible, I'll ask somebody important for where we should next hit our foes.

Seeing as we now are in a relatively safe place I start practicing in a new school of magic:

Heads, I do Fire; Tails, I do Necromancy.
Tails. Necromancy it is.

Necromancy. And I'm sure I should have a grasp on it since I've seen Nirur done it a hundreds of times. Can't be that hard. See if I can do a Life Tap on a critter noone would miss where we also are secluded from the others. Stone Spirit will help me in this endeavor by capturing said critter.

I'll try to negate the rune of harm on my brigandine, be it remembering a rune from my pre-mirror self, or searching for someone to help me out. If I have to look for someone to help me with the rune, I'll also look for someone to repair the broken scalemail in the process.

I will attempt to learn alchemy from the best alchemists.
My golem will add the flesh of the imps to itself, or failing that, practice with his voulge.

Figure out way to make frozen bursts fire in single direction. Also, stroll markets, see what's around.

Need Acanthus.
Title: Re: Arcanum Octet II: Return to the Keep [Turn 36]
Post by: Acanthus117 on July 24, 2010, 03:56:52 am
switch scimitar for enchanted longsword, try to trade my extra weapons [enchanted spear, spare enchanted dagger, scimitar] with the refugees.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: RandomNumberGenerator on July 24, 2010, 09:54:58 am
Train Cheddarius in the ways of alchemy, whilst thinking on ways I could combine my current ingredients to produce a potion that would give the user a huge boost in strength, healing and constitution (rage an added bonus :).

I order the gelatin to attempt to drain energy from plant life using it's new crystal powers... and to become visible.

You start to teach Cheddarius (5+3) elaborating on many complex aspects of alchemy while trying to figure out how to make an advanced potion. (Luck 3) You don't figure out how to make such a potion, but you do recall what several of your new found ingredients do; despite it's foul taste, troll blood temporarily provides a large bonus to regeneration and healing, while ankheg acid can provide a boost to someone's reflexes if you can find a way to stop the acid from burning away the inside of their esophagus. (Luck 6) You feel that directly mixing the two is probably a bad idea, since trolls are inherently weak to acid and doing so might destroy one or both ingredients.

+3 to Alchemy


Destroy the book? Bah, that would be a waste! I try to create a rune that can absorb demonic power, carved onto my staff.

You try to figure out how to make a rune to absorb demonic energy, (4+2) and believe you may be able to altar a rune of power to have some sort of similar effect. (Luck 6) Unable to finish creating the rune on your own however, you decider to open up your very useful tome and search for something. The same strange phenomenon occurs were you read words you don't understand, and you figure out how to finish the rune. As you close the book, once again you feel the same eerie sensation as you feel your blood surge with magical energy.

+4 to Runecrafting
New Spell: Rune of Subversion


I visit a priest to discuss the nature of my findings on souls and to ask about methods of purifying corrupted demonic souls. If possible, I'll ask somebody important for where we should next hit our foes.

You head to the nearby church, and talk with the head priest. (5) You explain your findings to him, and he answers;
"You know, while that is new information I am not very surprised. It has long been known that virtuous souls transform into angels when they pass to the heavens, so I guess it makes sense that corrupted ones are transformed into demons. (Luck 2) I'm not really sure what can be done about it, however. Such creatures are almost surely past redemption. I must warn you to tread carefully, Necromancer. While your knowledge may help us fight this war, you tread a fine line by using your soul magic. Many who peruse necromancy turn to darker magic in their lust for power, which invariably corrupts them."

+2 to Diplomacy


Seeing as we now are in a relatively safe place I start practicing in a new school of magic:

Heads, I do Fire; Tails, I do Necromancy.
Tails. Necromancy it is.

Necromancy. And I'm sure I should have a grasp on it since I've seen Nirur done it a hundreds of times. Can't be that hard. See if I can do a Life Tap on a critter noone would miss where we also are secluded from the others. Stone Spirit will help me in this endeavor by capturing said critter.
You attempt to recollect what Nirur did to use his magic. (5) You find a rat wandering in one of the alleyways, and try to lifetap it. (Luck 1) Unfortunately, you can't seem to do anything over than make it run away.

+1 to Necromancy
New Spell: Fear


I'll try to negate the rune of harm on my brigandine, be it remembering a rune from my pre-mirror self, or searching for someone to help me out. If I have to look for someone to help me with the rune, I'll also look for someone to repair the broken scalemail in the process.

You work on removing the rune from your armor, (1+1) but the rune is pretty deep. (Luck 3) You finally end up removing the rune, but destroy the armor in the process.
+1 to Runecrafting


I will attempt to learn alchemy from the best alchemists.
My golem will add the flesh of the imps to itself, or failing that, practice with his voulge.
You study under Aarchan. (6+1) Despite that the advanced concepts Aarchan rambles about would probably be way over the heads of most people of your skill level, you pick them up perfectly. (Luck 6) You learn a great deal about alchemy, though none of it can really be applied to healing.

+4 to Alchemy


Figure out way to make frozen bursts fire in single direction. Also, stroll markets, see what's around.
You try to modify your frozen burst spell (2+3) and focus on directing the cold in a certain direction. (Luck 1) Unfortunately, that direction is towards yourself, and you end up encasing yourself in ice. Again.

+1 to Elementalism


switch scimitar for enchanted longsword, try to trade my extra weapons [enchanted spear, spare enchanted dagger, scimitar] with the refugees.
You find it extremely difficult to put down your force dagger. (4) You groan suddenly, realizing that this one is probably cursed too. (Luck 6) Maybe all the demon weapons are?

Cheddarius' goelm remains outside the city, practicing with the volgue. (4) It is moderately competent (Luck 6) and learns more about using it.

+2 to Axes

Aarchan's gelatin seems to be protein-based, and thus can't use plant matter. It does suddenly become visible, however.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: Nirur Torir on July 24, 2010, 10:13:55 am
I vote we go kill the mage, and go for the capital after we're done looting his tower.

The more I think about it, the more I feel that this is likely timed based on turn count compared to how much we disrupt our enemies, rather then based on how much we dawdle. With this in mind, I vote we head out this turn.

I work with Cheddarius to create a soul-linked group heal duo spell.
If he doesn't want to do so this turn, I'll just try to devise an advanced necromantic minion spell.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: dragnar on July 24, 2010, 10:22:08 am
I vote we go kill the mage, and go for the capital after we're done looting his tower.
The capital? I agree with fighting the mage next, but the capital should probably be the last place we go.

Before we go I conjure a set of bracers, imprinted with linked runes of subversion and warding. (unless that would count as conjure major item, in which case leave out the rune of warding.)
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: Virroken on July 24, 2010, 12:57:49 pm
Obvious thaw is obvious.

Does this mean I can control burst direction now? Even if its towards me, I can rig it, somehow.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: kilakan on July 24, 2010, 01:05:50 pm
Head to a church and stock up on holy water.
Gelatin can try and catch rats on the way and devour them to grow in size/strength.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: Acanthus117 on July 24, 2010, 01:41:10 pm
Attempt to destroy dagger with my Imbued Force Shortsword.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: Cheddarius on July 24, 2010, 01:49:41 pm
I work with Nirur Torir.
My golem practices with its voulge.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: RandomNumberGenerator on July 24, 2010, 03:55:56 pm
The more I think about it, the more I feel that this is likely timed based on turn count compared to how much we disrupt our enemies, rather then based on how much we dawdle. With this in mind, I vote we head out this turn.
I wouldn't mind if you spent a few more turns at the town, as long as you are doing something useful. Procuring alchemy ingredients that can't be found in demon lands, talking to the armorer, etc. is a good use of time. Seeking out a trainer to teach you something new would also be a good use of time, though it may be difficult to find a magic teacher. Standing in the middle of the town square swinging weapons around or firing bursts of magic hoping to inexplicably get better in your chosen discipline is not a good use of time, however.

Does this mean I can control burst direction now?

Nope. You didn't make a burst towards yourself, you just froze yourself.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: IronyOwl on July 24, 2010, 04:09:22 pm
Does this mean I can control burst direction now?

Nope. You didn't make a burst towards yourself, you just froze yourself.

A thought occurs. (http://www.wowhead.com/spell=45438)
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: RandomNumberGenerator on July 24, 2010, 05:16:16 pm
Does this mean I can control burst direction now?

Nope. You didn't make a burst towards yourself, you just froze yourself.

A thought occurs. (http://www.wowhead.com/spell=45438)

Erm... Yes, it would do that, I suppose. It probably wouldn't make you invulnerable, though it would protect you from any attacks that aren't powerful enough to crush a 20-pound ice block.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: dragnar on July 24, 2010, 05:25:37 pm
Does this mean I can control burst direction now?

Nope. You didn't make a burst towards yourself, you just froze yourself.

A thought occurs. (http://www.wowhead.com/spell=45438)
Right... and what will you do when ninjas try to capture you? Light yourself on fire? It makes about as much sense.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: IronyOwl on July 24, 2010, 05:34:47 pm
Right... and what will you do when ninjas try to capture you? Light yourself on fire? It makes about as much sense.

How is fire (http://www.wowhead.com/spell=47983) shield (http://www.uesp.net/wiki/Oblivion:Fire_Shield) not a valid tactic?
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: KineseN on July 24, 2010, 05:58:59 pm
See if I can find a trainer specialized in hammer swinging. See if said trainer can teach me any moves, say Whirlwind.
Should really get better with the hammer at some point.

Get Stone Spirit to find any herbs in the area.


Also, I agree on moving after this turn.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: kilakan on July 24, 2010, 06:15:10 pm
ya I agree with moving on, I have a ton of herbs atm, and not much to do here.
Title: Re: Arcanum Octet II: Magical Shenanigans [Turn 37]
Post by: sir diesalot on July 24, 2010, 08:34:49 pm
Wow I've gotten a string of pretty crap rolls :(...

I'll look for someone to repair my iron scale mail, even if i have to get it after we come back from wherever we're going.
As for what we're going to do, I'll just be a sheep and follow the majority.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: RandomNumberGenerator on July 27, 2010, 05:44:07 pm
I work with Cheddarius to create a soul-linked group heal duo spell.
If he doesn't want to do so this turn, I'll just try to devise an advanced necromantic minion spell.

I work with Nirur Torir.
My golem practices with its voulge.
Nirur and Cheddarius combine Life and Death magic in an attempt to make a hybrid spell. (1+3)(Luck 6) Nirur creates a slightly unstable soul link between the two of them, (6+3)(Luck 2) but Cheddarius overloads the soul link with life energy  and it shatters. (Resist 5)(Resist 3) Nirur is unaffected (Luck 3) but Cheddarius is caught by the backlash.

Nirur:
+3 to Necromancy
Cheddarius:
+2 to Healing


Before we go I conjure a set of bracers, imprinted with linked runes of subversion and warding. (unless that would count as conjure major item, in which case leave out the rune of warding.)
You begin to summon a pair of bracers, (4+2) Which materialize in front of you. (Luck 4+1) They are of good quality, but lack runes of any sort; you will probably have to engrave them on your own.

+3 to Summoning

Obvious thaw is obvious.

You work on thawing yourself out. (4+3) You send elemental energy into the ice (Luck 1) but you mess up and only end up making the ice colder. You're probably in danger of hypothermia now.

Head to a church and stock up on holy water.
Gelatin can try and catch rats on the way and devour them to grow in size/strength.

You head over to the church and attempt to procure some holy water. (6) The priest happily entertains you (Luck 6) and even provides some other assorted items, including more herbs, as well as a prayer book and holy symbol of Mandatum, the God of Justice.

Attempt to destroy dagger with my Imbued Force Shortsword.
You try to destroy the cursed dagger with your sword. (1) You find it incredibly difficult to wield your sword without any hands. (Luck 6) However, you bite down on the handle of your sword and strike at your dagger. It breaks. Congratulations, you're now wielding a broken cursed dagger.

See if I can find a trainer specialized in hammer swinging. See if said trainer can teach me any moves, say Whirlwind.
Should really get better with the hammer at some point.

Get Stone Spirit to find any herbs in the area.
Also, I agree on moving after this turn.
You try to find a master to teach you the art of beating things to a pulp. (5) You see a large man leaning against the barracks, with a heavy hammer next to him. you approach him and ask for training. (Luck 6) He gives it by swinging his hammer into your ribcage (RTD 6) but you deflect the attack with your earth magic and, obviously impressed, be begins to train you. He goes through many moves with you, greatly expanding your knowledge, (Luck 5) and you learn a great deal of new skills. (Luck 5) [/acronym=Normally I would have stopped rolling by now, but I want to see how long this lucky streak goes on.]He even teaches you this crazy move were you channel earth magic through your hammer to create a shockwave. [/acronym] (Luck 4) He seems to have taken such a great linking to you that he offers to buy you a new hammer, saying the one you have is for chumps. (Luck 5) You travel to the blacksmith, and see an awe-inspiring combination of art and sheer destructive force on the wall. (Luck 3) Unfortunately the blacksmith refuses to sell it, but you do end up with a hammer that is still pretty kickass. (Luck 4) You thank and giant man and set on your way.

+4 to Hammers
+2 to Hammers
+2 to Elementalism
New Ability: Shockwave
+10 to WTF just happened I don't even.


Wow I've gotten a string of pretty crap rolls :(...

I'll look for someone to repair my iron scale mail, even if i have to get it after we come back from wherever we're going.
As for what we're going to do, I'll just be a sheep and follow the majority.

You head to the same blacksmith. (5) He seems to be in a good mood having just sold a really expensive hammer, and offers to repair your mail for free. (Luck 3) He combines your ruined brigandine and the scale mail into a single workable armor.

Cheddarius' golem continues training with the volgue. (4) It preforms as expected. (Luck 4) It finally gains a skill level, though it also seems to have reached it's cap. Golems aren't very smart, apparently.

+2 to Axegolem.

Aarchan's gelatin searches for rats. (2) It fails to find any, (Luck 1) and sort of sits around while waiting for Aarchan to come back.

Kin's stone spirit searches the area. (3) It finds a small plant (Luck 6) which happens to be Arae, a rare flower with potent magic.
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: kilakan on July 27, 2010, 05:53:10 pm
so everyone for heading to the archmages tower?
Read principals of justice, while holding the holy symbol of the god of Justice, attempt to glean any potential spells/prayers and or energies and memorize them, hopefully some type of offensive banish evil type spell.

Encourage the gelatin to attempt to gain some mass, but avoid eating the locals and me or my stuff.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: dragnar on July 27, 2010, 06:00:34 pm
Alright, wasn't sure if I'd be able to do all that at once, but it was worth a shot.

I engrave linked runes of warding and subversion on the bracers.

Also, anybody want to try and destroy the evil book of evil? We have all the stuff it will take, and I've decided keeping it around is probably a bad idea.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Nirur Torir on July 27, 2010, 06:02:51 pm
I find the commander of the guard and ask for information regarding where the attacks likely originate, and which areas should be stopped to slow our foes down. I'll also mention our success at Duplicity.

I'm still not sure exactly what we accomplished at Duplicity, aside from looting. Let's leave between this turn and the next
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 27, 2010, 06:33:56 pm
What's my bonus to healing? +2?
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: RandomNumberGenerator on July 27, 2010, 06:56:56 pm
What's my bonus to healing? +2?

You have a +3 Skill Bonus(From your Life Magic skill) and a +2 Potency Bonus(From your staff), which roughly translates to an extra wound healed.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 27, 2010, 08:13:24 pm
All right.
Cast Curative Aura.
Command Golem to go around town and ask for alchemy reagents or useful equipment.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: sir diesalot on July 27, 2010, 08:59:55 pm
Seeing as the golem is done with the voulge, can I have it back?

I'll try to help Virroken out of the ice block by using a spring (Torrent might end up hurting you) of warm water (even if it's room temperature it should be fine... ish).
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Virroken on July 27, 2010, 09:16:03 pm
Thank you, diesalot. Will ward you afterwards.

More thawing. More willpower. More luck.

Since I've frozen myself twice in a row, I should be able to do it on command now. NEW MOVE TIEM. Not that I'd ever use it. Maybe I'll find an offensive use for it. Sit on target and cast on self for epic lawls.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 27, 2010, 09:35:05 pm
What if someone tries to attack you with a fireball? Freeze yourself instantly and you'll be protected.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Nirur Torir on July 27, 2010, 09:39:28 pm
I think that trying to counter the spell would be more likely to work, and have less of a crippling downside.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: RandomNumberGenerator on July 27, 2010, 11:14:17 pm
Thank you, diesalot. Will ward you afterwards.

More thawing. More willpower. More luck.

Since I've frozen myself twice in a row, I should be able to do it on command now. NEW MOVE TIEM. Not that I'd ever use it. Maybe I'll find an offensive use for it. Sit on target and cast on self for epic lawls.
New Spell: Frozen Popsicle
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 12:17:49 am
Discard both daggers, and wield my scimitar and short sword.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Tarran on July 28, 2010, 12:18:45 am
Discard both daggers, and wield my scimitar and short sword.
Rule one of cursed weapons: You can never remove them while they're still cursed.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 12:23:25 am
What should I do, then?!

Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Tarran on July 28, 2010, 12:27:58 am
What should I do, then?!
Find a scroll of remove curse, a spell, or a vial of holy water, if curses work like nethack curses (http://nethack.wikia.com/wiki/Curse).

Generally, look for either something that removes curses, or is holy. Though I'm not sure holy stuff will remove curses, since I've never really played Arcanum before, and I'm not sure RNG has it working the same way. But surely there has to be something.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 12:30:07 am
Okay, I change my action to praying really really hard to a god to help me.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 01:50:48 am
Or get someone to fix the dagger.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 02:01:17 am
I change it AGAIN to search for someone to uncurse mah daggers.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 02:24:42 am
No, I mean there are several ways to fix this problem.
The probably most difficult/improbable method is praying for a god to uncurse them.
An intermediate method is to ask a priest to uncurse them.
A bit easier is to maybe ask someone in the group who has holy abilities or something to uncurse them (or draw an uncursing rune or something - I had a scroll of bless but Virroken used it)
What I think would be almost certain of success, and very easy to do, is just to pay some blacksmith to fix the dagger.
The absolute easiest method, though not very effective, is to say "screw it" and fight with only one dagger, or perhaps practice magic or something.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 02:26:45 am
I guess I'll look for a priest to uncurse my daggers.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Tarran on July 28, 2010, 02:31:27 am
What I think would be almost certain of success, and very easy to do, is just to pay some blacksmith to fix the dagger.
Depends on what you mean by "Fix". If by fix you mean repair then the curse will very likely still be in the dagger. If you mean uncurseing then the blacksmith is the LAST place I would look for uncurseing.

Blacksmiths aren't mages or priests, I highly doubt they would have a way to remove the curse.

Of course, as I've said, I've never played Arcanum before. And for all I know the blacksmith could have ways to "Fix" the dagger.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 02:37:49 am
No, I mean literally fix the dagger, to make it not broken. Who cares if your dagger is cursed if it's not broken any more? You can't unequip it, but you don't want to unequip it anyway.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Tarran on July 28, 2010, 02:40:12 am
No, I mean literally fix the dagger, to make it not broken. Who cares if your dagger is cursed if it's not broken any more? You can't unequip it, but you don't want to unequip it anyway.
But you might want to use your hands you know!
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 03:00:12 am
In reality, yes; in practice, in this game, hands are actually quite rarely used.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: KineseN on July 28, 2010, 03:26:46 am
Holy sweet mother of Dice. Now that was nice. Almost feels like I'm siphoning all of the groups luck and using it for myself.

Me and Stone Spirit will heal Virroken but also attempt to break him free by gently punching the ice.
Hopefully the ice won't crack and Virroken with it, right?

Also, I'm very interested in the Evil Book Dragnar, but my plans for it are so complex that I'm not sure if its worth it.
And for a side note, my 8 berries and the Arae flower is given to Kilakan if he wants them, especially the Arae flower for its magical properties, choughanimatedgelatinechough.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: IronyOwl on July 28, 2010, 03:54:13 am
Holy sweet mother of Dice. Now that was nice. Almost feels like I'm siphoning all of the groups luck and using it for myself.

Well. Now I know the first spell I'm researching if I ever get a chance.


In reality, yes; in practice, in this game, hands are actually quite rarely used.

Exactly. Don't try to throw the dagger away- that's what they're expecting. You gotta throw em a loop and graft it into your arm. I guarantee the curse won't have prepared for that one!
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: RandomNumberGenerator on July 28, 2010, 08:00:34 am
*Bewildered stare*

There is, as of this moment, two people in the group that have a spell that will remove a curse in one way or another. There is also a person with 7 vials of holy water, which is typically known to remove curses and bless objects as well.

Holy sweet mother of Dice. Now that was nice. Almost feels like I'm siphoning all of the groups luck and using it for myself.
I couldn't believe all those 5's, but yeah, maybe I should have stopped rolling earlier. Either way, it's not like anyone died, so no lasting harm done.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: KineseN on July 28, 2010, 09:31:40 am
You say that now, but in a turn or three destruction will ensue, all because you didn't stop rolling.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 01:27:37 pm
You say that now, but in a turn or three destruction will ensue, all because you didn't stop rolling.
Don't you see?! That's exactly what he wants!!!
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: kilakan on July 28, 2010, 03:39:20 pm
who needs me to blow something up fix a problem with holy water?
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Tarran on July 28, 2010, 03:48:54 pm
who needs me to blow something up fix a problem with holy water?
Acanthus117 with his cursed daggers. If, of course, he still wants them uncursed.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: dragnar on July 28, 2010, 04:41:06 pm
who needs me to blow something up fix a problem with holy water?
It plus that flower someone just found could destroy the evil book of evil, but I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: IronyOwl on July 28, 2010, 04:58:03 pm
It plus that flower someone just found could destroy the evil book of evil, but I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.

So it's a perfect plan?
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: dragnar on July 28, 2010, 05:02:01 pm
It plus that flower someone just found could destroy the evil book of evil, but I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.

So it's a perfect plan?
Exactly!
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: RandomNumberGenerator on July 28, 2010, 05:31:30 pm
Read principals of justice, while holding the holy symbol of the god of Justice, attempt to glean any potential spells/prayers and or energies and memorize them, hopefully some type of offensive banish evil type spell.

Encourage the gelatin to attempt to gain some mass, but avoid eating the locals and me or my stuff.

I engrave linked runes of warding and subversion on the bracers.
I find the commander of the guard and ask for information regarding where the attacks likely originate, and which areas should be stopped to slow our foes down. I'll also mention our success at Duplicity.

I'm still not sure exactly what we accomplished at Duplicity, aside from looting. Let's leave between this turn and the next.
All right.
Cast Curative Aura.
Command Golem to go around town and ask for alchemy reagents or useful equipment.
Seeing as the golem is done with the voulge, can I have it back?

I'll try to help Virroken out of the ice block by using a spring (Torrent might end up hurting you) of warm water (even if it's room temperature it should be fine... ish).
Thank you, diesalot. Will ward you afterwards.

More thawing. More willpower. More luck.

Since I've frozen myself twice in a row, I should be able to do it on command now. NEW MOVE TIEM. Not that I'd ever use it. Maybe I'll find an offensive use for it. Sit on target and cast on self for epic lawls.

I guess I'll look for a priest to uncurse my daggers.


Me and Stone Spirit will heal Virroken but also attempt to break him free by gently punching the ice.
Hopefully the ice won't crack and Virroken with it, right?

Checking to make sure these are the current actions, since there have been so many posts it has gotten confusing.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 28, 2010, 05:49:30 pm
Yes for me.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: dragnar on July 28, 2010, 05:52:20 pm
Looks all right to me.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: kilakan on July 28, 2010, 08:12:57 pm
yup
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Acanthus117 on July 28, 2010, 09:05:34 pm
Yessiree.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: KineseN on July 29, 2010, 02:58:16 am
Correct.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Virroken on July 29, 2010, 04:19:21 am
Affirmative.

Thank you to everyone who is busily saving my life. In return, I'll continue my rune of warding / chill spam.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Nirur Torir on July 29, 2010, 06:21:59 am
Yes.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: sir diesalot on July 29, 2010, 07:34:08 am
Yep.
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: wolfchild on July 29, 2010, 08:23:48 am
Thank you, diesalot. Will ward you afterwards.

More thawing. More willpower. More luck.

Since I've frozen myself twice in a row, I should be able to do it on command now. NEW MOVE TIEM. Not that I'd ever use it. Maybe I'll find an offensive use for it. Sit on target and cast on self for epic lawls.

Kinda sorry i missed this part of the thread untill now
What about this (http://www.wowhead.com/spell=45438)
Title: Re: Arcanum Octet II: The Good, The Bad, and the Insane [Turn 38]
Post by: Cheddarius on July 29, 2010, 01:21:59 pm
That's everyone. All the turns are correct.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: RandomNumberGenerator on July 31, 2010, 01:05:52 pm
Read principals of justice, while holding the holy symbol of the god of Justice, attempt to glean any potential spells/prayers and or energies and memorize them, hopefully some type of offensive banish evil type spell.

Encourage the gelatin to attempt to gain some mass, but avoid eating the locals and me or my stuff.

You begin paging through the book. (6) Unlike magic books which are filled with obscure formulas and somatics, this seems to contain invocations for divine magic. (Luck 4) You learn two basic invocations.

+3 to Divine Magic
New Spell: Shield of Faith
New Spell: Holy Word


I engrave linked runes of warding and subversion on the bracers.
You begin carving the runes onto your bracers. (1+2) You carve crude runes into the bracers. (Luck 3) The runes activate, but they don't seem to have linked correctly. You now have a bracer of warding and a bracer of subversion.

+2 to Runecrafting


I find the commander of the guard and ask for information regarding where the attacks likely originate, and which areas should be stopped to slow our foes down. I'll also mention our success at Duplicity.

I'm still not sure exactly what we accomplished at Duplicity, aside from looting. Let's leave between this turn and the next.
You seek out the commander (3) He receives you rather gruffly, greeting you with "Huh. So you're still alive then? Well, I guess that says something about your fighting ability..."
You ask about the source of the demons. (Luck 3) "Well, we don't know much about them, but the biggest source is the Obsidian Gate that serves as a direct passage to Hell up in Schalade. However, there are too many demons to come through just that; we suspect other sources must be channeling some through as well... there seems to be at least one source in each demon city."
You mention Schalade. "A cursed mirror, huh? That could have been one of the sources. Using mortal souls as a power source to traverse dimensions souls like just the thing demons would do. "

+3 to Diplomacy

All right.
Cast Curative Aura.
Command Golem to go around town and ask for alchemy reagents or useful equipment.
You prepare to cast your aura. (3) Your magic aura seems to be rather small, (Luck 6) but everyone inside of it is fully healed.
+ 3 to Healing

Seeing as the golem is done with the voulge, can I have it back?

I'll try to help Virroken out of the ice block by using a spring (Torrent might end up hurting you) of warm water (even if it's room temperature it should be fine... ish).

You try to free Virroken from his icy prison. (1+2) You create a small spring that leaks water onto the ice block. (Luck 5) While it doesn't seem to be working very quickly, it is slowly thawing Virroken out.

Thank you, diesalot. Will ward you afterwards.

More thawing. More willpower. More luck.

Since I've frozen myself twice in a row, I should be able to do it on command now. NEW MOVE TIEM. Not that I'd ever use it. Maybe I'll find an offensive use for it. Sit on target and cast on self for epic lawls.
You continue trying to un-freeze yourself. (3+3) You pour more elemental energy into your surroundings, (Luck 4) and this time they're actually heat waves. The ice around you melts.

+3 to Elementalism

I guess I'll look for a priest to uncurse my daggers.
You head to the church to try and get your daggers uncursed. (4) The priest uncurses your daggers (Luck 3) but not before scolding you about giving in to the temptations of demon magic.


Me and Stone Spirit will heal Virroken but also attempt to break him free by gently punching the ice.
Hopefully the ice won't crack and Virroken with it, right?
You go to help Virroken, but seeing he is already free try to heal him instead. (3+3) You try to use your earth magic to warm him up (Luck 4) and finish healing his wounds.

+3 to Elementalism


Aarchan's gelatin tries to improve itself. (5) It finds a nest of rats in the sewers (Luck 4) which it manages to corner and gorge itself on. The cube has increased it's mass by 50%, but it now smells really bad.

Cheddarius' golem searches for alchemy ingredients. (1) It returns with a rock. (Luck 2) which it decides to give to Cheddarius by throwing it at him. (3)(RTD 3) Cheddarius dives out of the way.
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)
----
The group finished their business in town, and sets out for the tower of Kicen. They encounter no resistance at all, not even an imp. After roughly a day and a half of travel, they arrive at the tower. Two golems made of the same black metal as the demon weapons appear to be guarding the entrance. 
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Cheddarius on July 31, 2010, 02:19:15 pm
Huddle everyone around me and cast Dance of Blades
Give the Iron Voulge back to Sir Diesalot
Order the Golem to wrestle the weakest enemy golem and try to pin it down and make it easier to hit or something
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: sir diesalot on July 31, 2010, 02:25:21 pm
Whoops, I forgot I was walking around shirtless...

I'll put on the scalemail and with my newly reaquired voulge, I'll attack golem 1.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Nirur Torir on July 31, 2010, 02:28:14 pm
I cast Weakness on enemy golem 1.
My skeletons will both attack enemy golem 2.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Cheddarius on July 31, 2010, 02:31:59 pm
Diesalot, I'll have my golem give you the voulge, so you can use it and attack.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: dragnar on July 31, 2010, 02:50:50 pm
I put on my bracers, then summon a statue(just an ordinary, non magical one) around the evil book of evil. I also have my zombie attack the golems.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: RandomNumberGenerator on July 31, 2010, 03:34:17 pm
What do you mean by "around the book"?
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: dragnar on July 31, 2010, 04:36:38 pm
I mean for the book to end up encased inside it. Preferably trapped in a cage-like section in the statue's torso.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Nivim on July 31, 2010, 05:01:55 pm
 I realize it's poor form to ask a player's motives, and to post in an RTD I'm not a member of, but I just want to ask that badly; Dragnar, why do you want to do that instead of fighting the current enemies? Especially since it will only take it out of your care, and into the care of whoever comes and breaks open the statue. And the right roll or two will make the book use the statue as a body and give you a new enemy.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Cheddarius on July 31, 2010, 05:21:10 pm
Well, his skills aren't really combat skills. He's probably better at engraving items or something when we're not in battle, not grabbing a teammate and tattooing him with a sharp stick or whatnot. So I guess he's trying to just do whatever's constructive - that is, encase the book in stone so it can't burst open and kill anyone.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: kilakan on July 31, 2010, 05:38:22 pm
Time to try out these new magic's.
Cast holy word on golem one
have the gelatin turn invisible and attack golem 2.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: KineseN on July 31, 2010, 05:59:17 pm
Let us see what I can cause with what I've learned.

As soon as I've been buffed by Cheddarius Blade of Dance I charge towards Black Golem 2 and do a Shockwave. Stone Spirit will heal up whoever get hurt the most or attack Black Golem 1 if noone is hurt.


Also, I see no Arae flower in my inventory.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: dragnar on July 31, 2010, 08:07:42 pm
I realize it's poor form to ask a player's motives, and to post in an RTD I'm not a member of, but I just want to ask that badly; Dragnar, why do you want to do that instead of fighting the current enemies? Especially since it will only take it out of your care, and into the care of whoever comes and breaks open the statue.
Well, as cheddarius said, I can't really fight. I don't even have a weapon. My job is to create more fighters for our side, mostly in the role of "meatshield".

And the right roll or two will make the book use the statue as a body and give you a new enemy.
And you have discovered the flaw in my plan:
I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Acanthus117 on July 31, 2010, 08:20:51 pm
I switch out my broken dagger for my shortsword, then cast force bolt at one of the golems.
Title: Re: Arcanum Octet II: Artificial Stupidity [Turn 39]
Post by: Virroken on August 01, 2010, 12:34:18 am
Lower the temperature around one of the metal golems until it's brittle and smashable. Chill, probably, but frost makes sense too. GENERAL LOW TEMPERATURE SPELL YAR!
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: RandomNumberGenerator on August 03, 2010, 09:32:29 am
Huddle everyone around me and cast Dance of Blades
Give the Iron Voulge back to Sir Diesalot
Order the Golem to wrestle the weakest enemy golem and try to pin it down and make it easier to hit or something
You tell everyone to gather around you and begin casting Dance of Blades (6+3) You feel energy flowing through you as you cast the spell (Luck 6) and the spell has a much greater range than you anticipated; you buff everything nearby, including the enemy golems who don't actually seem to be alive, so you can't comprehend how it worked on them.

+3 to Life Magic

Whoops, I forgot I was walking around shirtless...

I'll put on the scalemail and with my newly reaquired voulge, I'll attack golem 1.
You equip your equipment, (1) or try to, anyway. You seem to have trouble with the straps on your harness. (Luck 1) You fall over.
 
I cast Weakness on enemy golem 1.
My skeletons will both attack enemy golem 2.


You begin casting Weakness on the first golem. (1+3) The spell encircles the golem (Luck 2) but it doesn't seem to have had any effect.

I put on my bracers, then summon a statue(just an ordinary, non magical one) around the evil book of evil. I also have my zombie attack the golems.

You equip your bracers and try to summon a statue. (5+2) You summon a life-sized statue of a cage. (Luck 6) You are inside of the cage.

+4 to Summoning

Time to try out these new magic's.
Cast holy word on golem one
have the gelatin turn invisible and attack golem 2.


You mutter a single word, (6) which just happens to be a very holy one. (Luck 4) You can't quite tell what effect it had, (Resist 6) but the golem is still moving towards you.

Let us see what I can cause with what I've learned.

As soon as I've been buffed by Cheddarius Blade of Dance I charge towards Black Golem 2 and do a Shockwave. Stone Spirit will heal up whoever get hurt the most or attack Black Golem 1 if noone is hurt.

Also, I see no Arae flower in my inventory.

You charge at Golem 2 and just before reaching it, strike the earth instead. Heh. (3+3) Your hammer slams into the ground (Luck 1) but the vibrations seem to go into you instead of the earth, and you find yourself stunned.

You also notice that you do, in fact, have an Arae flower.

+1 to Hammers

I switch out my broken dagger for my shortsword, then cast force bolt at one of the golems.

You drop your broken dagger and draw your sword, (2+2) then unleash a bolt of pure force. (RTD 6) The golem bats your spell away with one of it's huge fists.

Lower the temperature around one of the metal golems until it's brittle and smashable. Chill, probably, but frost makes sense too. GENERAL LOW TEMPERATURE SPELL YAR!
You decide Frost would probably be more effective, (5+3) and send a wave of it at the golems. (Luck 3) They don't seem to be very brittle, but the frost does slow them down.

+2 to Elementalism

Cheddarius' golem charges one of the golems. (1+1) It loses it's footing during the charge (RTD 3-1) and the enemy golem sort of falls out of the way. The exchange between the two fumbling golems is quite amusing. 

Nirur's skeletons charge at the other golem. (6+1) The first one strikes out at the golem(RTD 6-1) who can't move fast enough to block the attack, (5+1) while the second skeleton (RTD 5-1) also scores a hit. Unfortunately, both attacks seem to have just bounced off the tough golems.

Dragnar's zombie attacks the first golem. (6+1) It stikes at the golem with brutal ferocity (RTD 3-1) and the golem can't get out of the way. The golem is wounded.

Aarchan's gelatin attempts to turn invisible, but finds that it has no powers of invisibility. The former effect was probably temporary. It attacks the golem anyway, (2+1) slowly sliding at it, (RTD 5-1) but the golem sort of just moves away.

The golems turn on the party. The first one strikes at Cheddarius' golem (4+1) and sends a large fist flying straight at it's chest. (RTD 4) Still recovering from it's fumble, the flesh golem is unable to dodge the attack. The second golem attacks one of Nirur's skeletons (3+1) with another great slam, (RTD 4) but the slightly more nimble skeleton is able to get out of the way just in time.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: Nirur Torir on August 03, 2010, 10:27:18 am
I cast Joint Enmity on a hostile golem, shifting my part of it onto the normal skeleton, hopefully ending with a link between a skeleton and a golem.
The skeletons attack the same golem.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: RandomNumberGenerator on August 03, 2010, 10:44:17 am
I cast Joint Enmity on a hostile golem, shifting my part of it onto the normal skeleton, hopefully ending with a link between a skeleton and a golem.
The skeletons attack the same golem.


You can automatically form such a link between a golem and your skeleton.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: Cheddarius on August 03, 2010, 11:28:42 am
...
(http://media.giantbomb.com/uploads/0/5411/270421-blank_picard_facepalm_small.jpg)

How did we just fail that much?
Bah.
Cast remove curse on Dragnar.
Have my golem wrestle the other golem some more.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: kilakan on August 03, 2010, 12:14:43 pm
Cast shield of faith around the group of caster/thrower players and myself (aka non-melee fighting ones)
Having the gelatin continue the attack using the distractions of the other minions to latch onto golem ones leg, then eat it.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: KineseN on August 03, 2010, 01:26:17 pm
Stunned eh? Not a problem for me. Stand back everyone, I'm going kamikaze!

Spoiler: Old action (click to show/hide)

Oh yeah! This is gonna be the greatest epic fail/win ever!
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: dragnar on August 03, 2010, 02:00:05 pm
Cast remove curse on Dragnar.
I'm not cursed. Just trapped in a box... I'll be needing a new plan for this book.

I kick my way out of the cage.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: RandomNumberGenerator on August 03, 2010, 02:33:40 pm
Stunned eh? Not a problem for me. Stand back everyone, I'm going kamikaze!

See if the Stone Spirit can do an improvised earth/stone wall between me and the Black Golem 2.
Aim a Compression Bomb towards the Black Golem 1 with Black Golem 2 as the bomb component.


Oh yeah! This is gonna be the greatest epic fail/win ever!

 :o

I never thought of something like that. Depending on the rolls, it will either trivialize the encounter or blow everyone up. One question though; How do you plan to use the golem as a bomb if there is a wall between you and it? Other than that... wow.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: kilakan on August 03, 2010, 03:30:09 pm
well I really hope my shield of faith protects ATLEAST me from the blast.....
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: KineseN on August 03, 2010, 03:47:31 pm
Well, I was thinking of the Compression Bomb as something that pretty much gets automatized as soon as it has begun, so that as soon as I've gotten the BG2 to start compressing I just hides behind the wall the Stone Spirit makes and I will hopefully still be standing after the Golem Bomb gone off.

Of course, if the spell require line of sight at all times that would be another story altogether. So let this slide for the sheer epicness?  :P
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: sir diesalot on August 03, 2010, 04:03:14 pm
Screw it, I'll fight without armour like a badass.

Infuse my axe with water magic and attack golem 1.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: RandomNumberGenerator on August 03, 2010, 04:14:56 pm
Well, I was thinking of the Compression Bomb as something that pretty much gets automatized as soon as it has begun, so that as soon as I've gotten the BG2 to start compressing I just hides behind the wall the Stone Spirit makes and I will hopefully still be standing after the Golem Bomb gone off.

Of course, if the spell require line of sight at all times that would be another story altogether. So let this slide for the sheer epicness?  :P
Actually, you need to touch the object to compress it.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: kilakan on August 03, 2010, 05:04:04 pm
DO IT ANYWAYS!
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: Virroken on August 03, 2010, 10:18:29 pm
DO IT ANYWAYS!
Agree.

Do I need to renew frost to keep their RTD down? Does frost stack?

Large rune of warding on the ground. Since the golems are slow, I should be able to run around them, especially if they're distracted.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: Acanthus117 on August 03, 2010, 10:24:48 pm
Attack the slightly damaged Golem!
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: RandomNumberGenerator on August 03, 2010, 11:11:26 pm
DO IT ANYWAYS!
Agree.

Do I need to renew frost to keep their RTD down? Does frost stack?

Large rune of warding on the ground. Since the golems are slow, I should be able to run around them, especially if they're distracted.
Frost does not stack, and it has a % chance of wearing off each turn.
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: KineseN on August 04, 2010, 03:40:18 am
Ok, then change my turn.

Aim a Compression Bomb towards the Black Golem 1 in a cone with Black Golem 2 as the bomb component. See if the Stone Spirit can do an improvised earth/stone wall behind me.

Alright, I can touch the BG2 and have the wall behind me this time. I didn't want to specifically do a cone form Compression Bomb because that is less cool but whatever. The wall is there to protect others from stray sharpnel if I fail to do a proper aim. :P
Title: Re: Arcanum Octet II: Umm... [Turn 40]
Post by: sir diesalot on August 04, 2010, 08:07:19 am
In which case, I'll also change my turn, because I don't want to get hit by the compression bomb if it goes wrong.

I cast Mist on the wall, hoping that if the golems do attack, they'll do something stupid like trip over the wall.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: RandomNumberGenerator on August 05, 2010, 10:12:55 am

I cast Joint Enmity on a hostile golem, shifting my part of it onto the normal skeleton, hopefully ending with a link between a skeleton and a golem.
The skeletons attack the same golem.

You try to create a soullink between a golem and one of your skeletons. (1+3) You find that even though the golems aren't really alive, they are animated using some sort of spirit energy. (Luck 3) The link isn't as effective as it would be between two true souls, but it does establish itself.

+2 to Necromancy


...
(http://media.giantbomb.com/uploads/0/5411/270421-blank_picard_facepalm_small.jpg)

How did we just fail that much?
Bah.
Cast remove curse on Dragnar.
Have my golem wrestle the other golem some more.

You try to lend a helping hand (2+3) and cast Remove Curse on Dragnar. (Luck 2) It doesn't seem to have any effect however, probably because he isn't cursed.

+1 to Healing

Cast shield of faith around the group of caster/thrower players and myself (aka non-melee fighting ones)
Having the gelatin continue the attack using the distractions of the other minions to latch onto golem ones leg, then eat it.


You pray for divine assistance (2) but the gods don't seem to be paying much attention at the moment. (Luck 3) In fact, they seem to be ignoring you entirely.... but that is probably better than having them trying to smite you or something.

Cast remove curse on Dragnar.
I'm not cursed. Just trapped in a box... I'll be needing a new plan for this book.

I kick my way out of the cage.

You kick at the stone cage (3) but can't quite get much power behind your attacks when you are cramped into such a small area. (Luck 1) All you manage to accomplish is to strain your leg.

Do I need to renew frost to keep their RTD down? Does frost stack?

Large rune of warding on the ground. Since the golems are slow, I should be able to run around them, especially if they're distracted.
You get out your chalk and run around in circles. (6+2) You create a large rune of warding on the ground (Luck 2) Which doesn't actually seem to have any effect...

+2 to Runecrafting


Attack the slightly damaged Golem!

You draw your sword and charge at the golem. (6+2) You strike at the golem with a mighty strike, (RTD 3-1) and the golem can't dodge your attack. Your sword doesn't seem to be very effective against the armored golem, but the extra damage from your enchantment moderately wounds it.

+2 to Swords


Ok, then change my turn.

Aim a Compression Bomb towards the Black Golem 1 in a cone with Black Golem 2 as the bomb component. See if the Stone Spirit can do an improvised earth/stone wall behind me.

Alright, I can touch the BG2 and have the wall behind me this time. I didn't want to specifically do a cone form Compression Bomb because that is less cool but whatever. The wall is there to protect others from stray sharpnel if I fail to do a proper aim. :P
You have your stone spirit erect a wall behind you (5+1) an a great barrier of earth springs out. (Luck 6) The wall is probably a good 5 feet thick and 10 feet high, and you stare at your spirit in amazement before turning back to the task at hand.

You then run up to the golem and grab it (6) infusing the golem with earth energy. (Luck 1+1) You find it much harder to compress the black metal than it is to compress earth, (Resist 4) and the golem resits your attack.

+1 to Elementalism


In which case, I'll also change my turn, because I don't want to get hit by the compression bomb if it goes wrong.

I cast Mist on the wall, hoping that if the golems do attack, they'll do something stupid like trip over the wall.
You try to disguise the giant earthen wall that is now sticking out of the ground. (5+2) You send waves of mist at the wall, (Luck 3) but you find it incorrigibly difficult to hide such a large object with mist.

+2 to Elementalism


The first golem is engaged in mental warfare with Nirur's skeleton. (1+1) The skeleton fights against the golem, (5) but the golem effortlessly counters the skeleton's attacks. (Luck 4) The golem inflicts heavy damage on the skeleton.

Nirur's other skeleton physically attacks the golem, (3) striking out at it. (RTD 3-1) The golem, being distracted and slowed, can't block the attack. Despite this, the skeleton doesn't do much damage.

Cheddarius' golem tries to grapple the first golem, (1) but fails in every conceivable way. (RTD 3-1) The other golem pretty much ignores it.

Aarchan's gelatin tries to latch onto the golem (3) and slowly adheres to it's leg. (RTD 1-1) the golem is too preoccupied to do anything, and the gelatin slowly begins dissolving it.

Noticing that one of the meatbags just ran up to it and grabbed it, the second golem spins around and attacks Kin. (3+1) It strikes at him (RTD 1) and punches him in the gut, inflicting heavy damage and sending him flying into his own wall.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Dragnar (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: sir diesalot on August 05, 2010, 12:23:06 pm
Stand up and attack Golem 1 with my voulge.

Double edit in less than a minute...
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: Nirur Torir on August 05, 2010, 12:39:11 pm
Rune of Warding fails quite frequently.

I attempt to separate the first golem from its spirit energy. My skeletons continue as they are.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: KineseN on August 05, 2010, 01:08:35 pm
Yay, more fails. At least I got a wall out of it.

Stone Spirit heals me. I, with renewed vigor will slam my warhammer on to the Black Golem 2 producing a Shockwave, hopefully shattering it from within.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: Cheddarius on August 05, 2010, 01:09:28 pm
Cast Cure Moderate Wounds on Kin.
Order my golem to pin down Golem 1, but, you know, not because he's black or anything.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: dragnar on August 05, 2010, 01:30:55 pm
...well, at least the golems can't hurt me.

I cast soul bind on the evil book of evil, binding it's evil soul(of evil probably) to the cage I'm in. Now, this should work well as long as a bad luck roll doesn't make it not obey me...
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: kilakan on August 05, 2010, 04:23:37 pm
Collect some fist sized stones, and begin throwing them at Golem 1 from a safe distance.
Have The gelatin attempt to  use it's holy base compontent mixed with natural dissolving abilities to eat golem 1's leg off.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: Tarran on August 05, 2010, 05:33:43 pm
I cast soul bind on the evil book of evil, binding it's evil soul(of evil probably) to the cage I'm in. Now, this should work well as long as a bad luck roll doesn't make it not obey me...
You know, I think if you fail enough, you could bind your soul to the cage or the book, I hope you know what you are doing.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: IronyOwl on August 05, 2010, 05:54:33 pm
Or just the failure he mentioned, wherein an evil, corrupting soul now controls the cage he's trapped within.

Guess it depends on how unlucky he gets.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: dragnar on August 05, 2010, 05:59:22 pm
I cast soul bind on the evil book of evil, binding it's evil soul(of evil probably) to the cage I'm in. Now, this should work well as long as a bad luck roll doesn't make it not obey me...
You know, I think if you fail enough, you could bind your soul to the cage or the book, I hope you know what you are doing.
I have no idea what I'm doing. :P But no matter what happens the results will be interesting Fun for somebody.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: Acanthus117 on August 05, 2010, 11:00:36 pm
Force Bolt the injured Golem.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: kilakan on August 06, 2010, 11:31:39 am
you still sure you don't want me to just soak the book in holy water?
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: RandomNumberGenerator on August 06, 2010, 05:10:36 pm
Stand up and attack Golem 1 with my voulge.

Double edit in less than a minute...

Rune of Warding fails quite frequently.

I attempt to separate the first golem from its spirit energy. My skeletons continue as they are.

Yay, more fails. At least I got a wall out of it.

Stone Spirit heals me. I, with renewed vigor will slam my warhammer on to the Black Golem 2 producing a Shockwave, hopefully shattering it from within.

Cast Cure Moderate Wounds on Kin.
Order my golem to pin down Golem 1, but, you know, not because he's black or anything.

...well, at least the golems can't hurt me.

I cast soul bind on the evil book of evil, binding it's evil soul(of evil probably) to the cage I'm in. Now, this should work well as long as a bad luck roll doesn't make it not obey me...

Collect some fist sized stones, and begin throwing them at Golem 1 from a safe distance.
Have The gelatin attempt to  use it's holy base compontent mixed with natural dissolving abilities to eat golem 1's leg off.


Force Bolt the injured Golem.

Need Virroken.
Title: Re: Arcanum Octet II: More Failure [Turn 41]
Post by: Virroken on August 07, 2010, 01:31:01 am
Woops! Sorreh.

Frost on unfrosted golem
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 08, 2010, 01:23:30 pm
Stand up and attack Golem 1 with my voulge.

You stand up and charge at the first golem, (1+2) swinging your voulge wildly, (RTD 4) but the golem moves out of the way and avoids your attack.

Rune of Warding fails quite frequently.

I attempt to separate the first golem from its spirit energy. My skeletons continue as they are.
You try to remove the golem's power source (4+3) and locate the spirit powering the golem. You try to pull it out (Luck 3) but the runes engraved into the golem seem to be imprisoning it somehow. (Resist 5) The golem ends up shaking off your attack.

+1 to Necromancy


Yay, more fails. At least I got a wall out of it.

Stone Spirit heals me. I, with renewed vigor will slam my warhammer on to the Black Golem 2 producing a Shockwave, hopefully shattering it from within.

You have your spirit heal you (3+1) and it complies. (Luck 4) Your wounds are partially healed.

You then grab your hammer and charge at the golem, (6+2) delivering a powerful blow to it. (RTD 1) The golem remains rooted in place, and your hammer connects with the dark metal with a thundering *ClUd*, which sends shockwaves through the creature and into the ground. (Resist 1) The shockwaves reverberate through the metal and and tear the creature to shreds within a couple seconds. (Resist 2) The shockwaves are also powerful enough to knock you off balance, and you fall over.


+4 to Hammers


Cast Cure Moderate Wounds on Kin.
Order my golem to pin down Golem 1, but, you know, not because he's black or anything.
You go to heal Kin (2+1) but you are distracted by the flying pieces of shrapnel from the second golem that just blew up, and mess up your spell. (Luck 6) You manage to let the energy you stored up dissipate instead of blasting Kin with it, at least.

...well, at least the golems can't hurt me.

I cast soul bind on the evil book of evil, binding it's evil soul(of evil probably) to the cage I'm in. Now, this should work well as long as a bad luck roll doesn't make it not obey me...
You lay your right hand on the book and the left on the stone cage, and attempt to transfer the soul of the book into the cage. (4+2) You contact a dark sentience within the pages, a creature that you sense is no ordinary soul, but rather... thousands of other souls that were spliced into a single entity, then fused into the book, an agonizing painful process that drove those souls mad. (Luck 1) This shocking revelation causes you to let down your defenses, and suddenly the sentience escapes the pages and flees into your body. (Luck 1) The mass of maddened souls overwhelms you, and possesses your body. You try to fight back, thinking "I must kill the demons!" when you realize with horror that now you are the demons.

Damn. Your guy was my favorite, too.

Collect some fist sized stones, and begin throwing them at Golem 1 from a safe distance.
Have The gelatin attempt to  use it's holy base compontent mixed with natural dissolving abilities to eat golem 1's leg off.

You pick up several rocks and throw them at the golem. (3+1) the rocks fly towards the creature, (RTD 5-1) and thud into it's metal body. Unfortunately they don't seem to have much effect, though you think you might have dented it... maybe.

+1 to Throwing

Force Bolt the injured Golem.
You throw a force bolt at the golem, (6+2) which travels with lightning speed. (RTD 6-1) The golem tries to dodge, but hampered by frost(and a slime eating it's legs) it can't get out of the way. The bolt impacts and deals heavy damage to the creature.

+2 to Metamagic


Woops! Sorreh.

Frost on unfrosted golem
You build up a wave of frost, (6+3) but noticing the golem is already riped to shreds, send it at the other one instead. (Luck 3) but it seems to be rather weak. That's probably a good thing, since you would have hit more friends than foes if it really worked.

+1 to Elementalism


Nirur's skeleton remains locked in a metal war with the remaining golem. (1+1) the skeleton attacks the golem, (1+1) who counters in turn. The backlash ends up destroying both creatures.

Dragnar's body undergoes a horrifying change. He screams in agony as blood red scales pierce his flesh, horns grow from his head and leathery wings sprout from his back. His hands turn into claws, and dark blades grow from his arms. His body twists and deforms, and his head balloons momentarily before shrinking again as several eyestalks emerge from his head. Several extra orifices grow, and this creature's eyes - all 12 of them - look upon the group with bloodlust while both his mouths hang gaping open. As the changes finally seem to slow down and stop, you realize this creature is more than a demon; it is an abomination.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 08, 2010, 01:37:04 pm
hey quick question, why is there a zombie and carraige under 'enemies'
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 08, 2010, 01:37:47 pm
hey quick question, why is there a zombie and carraige under 'enemies'
They are Dragnar's slaves, and Dragnar turned into a demon.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 08, 2010, 01:40:22 pm
oh... this is bad then. Is he still in the cage?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Cheddarius on August 08, 2010, 01:42:51 pm
Cast an improved version of Remove Curse on Dragnar.
Order my golem to act as a bodyguard for the others.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 08, 2010, 01:52:42 pm
Double-up holy word with ched's remove curse, while praying to the god of justice using the amulet.
Have the gelatin atch onto the zombie and devour the magic sustaining it.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 08, 2010, 03:02:15 pm
I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
I just had to be right didn't I? Though I must say, I wasn't expecting to BE the boss monster.

Probably not possible, but it's a more interesting way to go if it works: Try to separate myself from the abomination, moving my soul into the book.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Virroken on August 08, 2010, 03:03:04 pm
Freeze evildragnar to the ground, letting my teammates uncurse him.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 08, 2010, 03:05:49 pm
Freeze evildragnar to the ground, letting my teammates uncurse him.
Probably won't work. Uncursing didn't effect the book, and I'm not whatever was inside it. Though I believe everything that was needed for the ritual that WOULD uncurse it was found a few turns back(uncurse spell, bless spell, and some flower).
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 08, 2010, 03:30:07 pm
oh... this is bad then. Is he still in the cage?
Yeah, though it probably won't have any difficulty breaking out of there.

I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
I just had to be right didn't I? Though I must say, I wasn't expecting to BE the boss monster.

Probably not possible, but it's a more interesting way to go if it works: Try to separate myself from the abomination, moving my soul into the book.

Naw, your soul has already fused with the others that were trapped in the book. It's a little too late for that. Sorry man, I did really like your character since your skills could have had some awesome synergy, but that was a stupid thing to do in the first place and then you got bad rolls while doing it...

On the bright side, you're finally really good in combat! Maybe even stronger than the archmage you were about to find.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 08, 2010, 03:32:10 pm
awwww why'd you have to say that,  is there any possiblility of running?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 08, 2010, 04:29:19 pm
I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
I just had to be right didn't I? Though I must say, I wasn't expecting to BE the boss monster.

Probably not possible, but it's a more interesting way to go if it works: Try to separate myself from the abomination, moving my soul into the book.

Naw, your soul has already fused with the others that were trapped in the book. It's a little too late for that. Sorry man, I did really like your character since your skills could have had some awesome synergy, but that was a stupid thing to do in the first place and then you got bad rolls while doing it...

On the bright side, you're finally really good in combat! Maybe even stronger than the archmage you were about to find.
Eh, oh well. Was worth a shot anyway. Fun game nonetheless.

I knew I should have created a binding rune of some sort before I tried that. Messing with demons without a protective rune circle is never a good idea.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 08, 2010, 04:33:04 pm
awwww why'd you have to say that,  is there any possiblility of running?

Unless you're physically trapped, running is always a possibility.

I just thought of something better to do with it... though if I get a bad luck roll it's just as likely to create a boss monster of some sort.
I just had to be right didn't I? Though I must say, I wasn't expecting to BE the boss monster.

Probably not possible, but it's a more interesting way to go if it works: Try to separate myself from the abomination, moving my soul into the book.

Naw, your soul has already fused with the others that were trapped in the book. It's a little too late for that. Sorry man, I did really like your character since your skills could have had some awesome synergy, but that was a stupid thing to do in the first place and then you got bad rolls while doing it...

On the bright side, you're finally really good in combat! Maybe even stronger than the archmage you were about to find.
Eh, oh well. Was worth a shot anyway. Fun game nonetheless.

I knew I should have created a binding rune of some sort before I tried that. Messing with demons without a protective rune circle is never a good idea.

Yeah, runes definitely would have helped, though you still had pretty much straight 1's so it might not have really changed the outcome that much..

Huh. Straight 1's. Maybe this is revenge for KineseN's spree.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: sir diesalot on August 08, 2010, 04:45:49 pm
Kilakan, how would you feel about me using torrent to douse dragnar in as much holy water as possible?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: KineseN on August 08, 2010, 04:54:21 pm
At first I was like:
Quote from: Kin
You kill the metal golem with a skill you learned some turns ago.
??? Why the title? I did great right? :(

And then:
Quote from: Dragnar
You are the demons.
??? Holy...! :o

And then there was the:
Quote from: RNG
KineseN took all the luck from the group, this is the consequence. Deal with it.
  :-[ :P

My action at a later time, too late for me to do something coherent.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Nirur Torir on August 08, 2010, 05:07:26 pm
I cast weakness on not-Dragnar, while my skeleton attacks.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 08, 2010, 05:33:25 pm
Kilakan, how would you feel about me using torrent to douse dragnar in as much holy water as possible?
sure take 5 vials, I want two for something I'm planning later with the last me's dagger.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: sir diesalot on August 08, 2010, 05:44:50 pm
Alrighty then.

Using 5 of the vials of holy water that Aarchan has, I'll cast torrent against doom-dragnar.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Acanthus117 on August 08, 2010, 08:45:29 pm
FORCE BOLT THE SKELETON!
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: KineseN on August 09, 2010, 04:14:12 am
Encase each of the twelve eyestalks with rock, making doom-Dragnar (good name there, rolls of the tongue really nicely) "blind". Stone Spirit heals me.

I say we run, but that's me.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: sir diesalot on August 09, 2010, 08:21:29 am
I say we run, but that's me.

Running? Pah, this way we gain levels get phat lewt get bigger egos.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 09, 2010, 08:35:23 am
FORCE BOLT THE SKELETON!
You realize the only skeleton is Nirur's, right?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 09, 2010, 11:25:21 am
I think he realizes he would have a better time killing the enemies if he attacked his allies.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 09, 2010, 01:08:23 pm
I'm guessing he just has a theory as to how this is going down, and wants to be on the right side. :P
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 09, 2010, 03:50:02 pm
Right, well that reminds me... Spot is now open. I suppose that means if the group ventures to the refugee camp after they finish up here, Dwarmin can join them there. If anybody else dies/leaves/turns into an apocalyptic abomination in that time, their replacements can join as well.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Dwarmin on August 09, 2010, 08:03:29 pm
Making character...See you guys soon...

Name: Al'Dwago

Gender: Male

Skills: Major, Summoning Magic
Minor, Elemental magic (lightning)
Minor, Life magic

Equipment: book on summoning magic, Rubber boots, tattered and muddy "royal" overcloak

Bio: Al'Dwago is just another mad sovereign, deposed from his throne by the Demonic horde, stripped of his former array of vast magical strengths and armies, and sent to wander the world in shame. Or at least that's what he tells people....
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 09, 2010, 08:18:47 pm
Huh, major summoning... Despite having a lot of people with summoning, I don't think we've actually had anyone major in it yet.

Cool.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 09, 2010, 08:26:27 pm
elemental... life.... summoning, you planning on building a construct?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Dermonster on August 09, 2010, 08:32:21 pm
Huh, major summoning... Despite having a lot of people with summoning, I don't think we've actually had anyone major in it yet.
>:(
Still waiting for my dead soul to be used as an enemy weapon thing or something. maybe. Revenge for not burying me?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 09, 2010, 08:41:24 pm
Huh, major summoning... Despite having a lot of people with summoning, I don't think we've actually had anyone major in it yet.
>:(
Still waiting for my dead soul to be used as an enemy weapon thing or something. maybe. Revenge for not burying me?
hey your soul can get in line, my old one's still in a dagger.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 09, 2010, 08:46:27 pm
Well if *I* were playing I'd keep all the souls of slain comrades around in some form or another. :P

Come to think of it, Summoning with elemental/life minors does seem golem-esque...
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Dwarmin on August 09, 2010, 08:47:14 pm
elemental... life.... summoning, you planning on building a construct?

Most certainly. I'm going to tinker with the idea of using plant life for my summons and spells. Poison Cactus Golem, anyone?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 09, 2010, 08:50:54 pm
On a related note, I can't believe nobody's mentioned it yet:

Us folks on the waiting list are rooting for you, dragnar! :P
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 09, 2010, 08:52:11 pm
Huh, major summoning... Despite having a lot of people with summoning, I don't think we've actually had anyone major in it yet.
>:(

Oh... right....

Eh heh.

Well if *I* were playing I'd keep all the souls of slain comrades around in some form or another. :P

Come to think of it, Summoning with elemental/life minors does seem golem-esque...

Actually... not really. Golems would be more crafting/runecrafting/summoning, where crafting would be smithing/sculpting/carving/etc, depending on the type of golem you're trying to create.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 09, 2010, 09:15:53 pm
Huh, I hadn't even thought of being a sculptor or tailor or something. What sorts of skills would an earth golem probably require?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 09, 2010, 09:16:56 pm
elemental... life.... summoning, you planning on building a construct?
I was planning on a construct powered by the souls of the damned from the start. And then enhanced with as many runes as possible.
Wanted result:Mini Necron monolith
Actual result: I am the demons. Oops.

Well if *I* were playing I'd keep all the souls of slain comrades around in some form or another. :P
I've been doing that. And now both they AND my soul are trying to kill everyone! Yay!
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 09, 2010, 09:50:56 pm
Huh, I hadn't even thought of being a sculptor or tailor or something. What sorts of skills would an earth golem probably require?

Sculpting or Earth Magic to make the body, probably. Runecrafting to empower it, and either Summoning or Necromancy to activate it. Other ways are possible, for example Cheddarius' Flesh Golem was made with life magic, and you could possibly use Metamagic to enchant it instead of Runecrafting(I originally intended Runecrafting to be the only way to make magic items, but then Acanthus got some good rolls when imbuing those weapons with force.) The whole point of having multiple schools is to combine them to get different effects; I love it when my players develop new and unexpected ways to accomplish things that I never thought of, but still make sense logically. Of course, I still have to base the results on what the rolls give me; there have been several experimental spells that have been tried that I desperately wanted to see succeed, but got bad rolls and thus failed; there have also been attempts to do something really weird that I didn't like, but they got a 5 so I grudgingly let them do it.

As far as mundane skills like say, smithing or carving; they might not really be useful in combat, which may be why they have been neglected, but they do have their uses. For example, smithing can be used to make raw items to enchant, forge or repair weapons and armor, or even make golems if you find enough metal. Carving has similar uses, though bone weapons might be rather weak; despite that, bones and shells are more readily available than metal, for example. Magic can also help with crafting; certain types of magic could be used to strengthen and enhance bone and leather for example, or fire used to smelt large quantities or ore to use with smithing. In generally, if someone comes up with some interesting idea that makes me stop and think "Hey, that's cool!" they will get something really nice out of it. Unless they roll a 1, in which case they will blow themselves up.

/essay
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Acanthus117 on August 10, 2010, 01:32:19 am
Fine, I then FORCE BOLT THE ABOMINATION
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 10, 2010, 01:41:19 am
Neat. I wouldn't want to play one, but a wandering battlesmith might be oddly viable.

You know, it's funny. I've always thought of Nirur as more of the role model necromancer, but it's looking like dragnar had some pretty similar plans to me. Hopefully I'll have more common sense than he did, but not so much that I don't start making eldritch abominations.

What's also funny is just how predictable this was in hindsight. He finds an evil book, reads it, grows hooves. He then reads it again, and his very blood is tainted. He then cages himself up with it, and proceeds to try to channel it into the cage he happens to be standing in.

Firmly in the "unexpected but not surprising" category if you ask me. :P
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: wolfchild on August 10, 2010, 02:00:55 am
I'm not sure I have que for this yet, so if I have not, que me

when and if I do get in this is my plan

Major: Machinery
Minor: Runecrafting
Minor: Summoning (focused more on inanimate objects)

guess what im going to do
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: KineseN on August 10, 2010, 03:15:27 am
Hmm, Earth Magic, check. Runecrafting, check. Necromancy or Summoning, in progress.

Look guys. By RNG's definition it seems that I am close to turn into a golem creator. Are you hinting something, RNG?
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 10, 2010, 08:47:35 am
Hmm, Earth Magic, check. Runecrafting, check. Necromancy or Summoning, in progress.

Look guys. By RNG's definition it seems that I am close to turn into a golem creator. Are you hinting something, RNG?

Actually, I wasn't even thinking about your skills when I wrote that post, though yeah, your skillset does fit it rather nicely.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 12, 2010, 10:44:38 am
Cast an improved version of Remove Curse on Dragnar.
Order my golem to act as a bodyguard for the others.

Double-up holy word with ched's remove curse, while praying to the god of justice using the amulet.
Have the gelatin atch onto the zombie and devour the magic sustaining it.


Freeze evildragnar to the ground, letting my teammates uncurse him.

I cast weakness on not-Dragnar, while my skeleton attacks.

Alrighty then.

Using 5 of the vials of holy water that Aarchan has, I'll cast torrent against doom-dragnar.


Encase each of the twelve eyestalks with rock, making doom-Dragnar (good name there, rolls of the tongue really nicely) "blind". Stone Spirit heals me.

I say we run, but that's me.

Fine, I then FORCE BOLT THE ABOMINATION

Confirming Actions
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: KineseN on August 12, 2010, 11:38:36 am
Right.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 12, 2010, 12:48:54 pm
yup
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: sir diesalot on August 12, 2010, 04:38:42 pm
Yep.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 12, 2010, 04:46:58 pm
It makes me sad that you ask for confirmation instead of updating. :(
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 12, 2010, 04:53:47 pm
It makes me sad that you ask for confirmation instead of updating. :(
I would normally just update, but there has been 3 pages of text since the last update and several action changes, and I want to make sure I got the right actions.

I guess in the future I could just update with whatever actions I happen to find...
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 12, 2010, 04:56:25 pm
Serves em right for not bolding and strikeouting, if you ask me. :D
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Tarran on August 12, 2010, 05:03:54 pm
Serves em right for not bolding and strikeouting, if you ask me. :D
I agree.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Virroken on August 12, 2010, 05:13:48 pm
Correct, sir.

Same action, different intent. Freeze evildragnar, let teammates do whatever to him. Not like it'll change anything game-wise.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 12, 2010, 05:18:32 pm
ya i agree, just go with whatever is bolded from now on.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 12, 2010, 05:28:12 pm
You forgot my action! Kill teammates.  ;D
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: IronyOwl on August 12, 2010, 05:29:13 pm
You forgot my action! Kill teammates.  ;D
Pffft, you become a slavering fusion of damned souls and this is as descriptive as you can get?

At least specify which parts you're eating. :P
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 12, 2010, 05:31:01 pm
You forgot my action! Kill teammates.  ;D
Pffft, you become a slavering fusion of damned souls and this is as descriptive as you can get?

At least specify which parts you're eating. :P
*Sigh* fine.

Pick up nearest teammate and go bowling for heroes.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: Nirur Torir on August 12, 2010, 07:56:22 pm
My action is correct.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 12, 2010, 10:26:45 pm
You forgot my action! Kill teammates.  ;D
Pffft, you become a slavering fusion of damned souls and this is as descriptive as you can get?

At least specify which parts you're eating. :P
*Sigh* fine.

Pick up nearest teammate and go bowling for heroes.

If you want to play as the abomination, I can PM you your actual monster stats and you can pick what to do.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: kilakan on August 12, 2010, 10:28:31 pm
aw now the moster will have greater statg..... nevermind we stand a better chance with dragnar controlling it :D jking, though that'd be awesome, give us a real fight.
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: RandomNumberGenerator on August 12, 2010, 10:33:06 pm
Alright, I sent Dragnar the list of possible attacks he has. It's too late tonight, but if he posts and/or PMs me before I update tomorrow I'll use that.

Hint Hint: The sooner everyone dies, the sooner you'll be back in the game Dragnar  :P
Title: Re: Arcanum Octet II: Umm... Guys? [Turn 42]
Post by: dragnar on August 13, 2010, 09:58:40 am
Wait what? I was just joking... not that I'm complaining! Sure, I'll control not-me. I'll PM "my" action in a sec.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: RandomNumberGenerator on August 13, 2010, 11:31:33 am
Heh.

Cast an improved version of Remove Curse on Dragnar.
Order my golem to act as a bodyguard for the others.

You attempt to free Dragnar (6+3) pouring large amounts of magical energy into the spell. (Luck 3) The magic overloads and blasts Dragnar, (Resist 6+3) which he easily shrugs off.

Double-up holy word with ched's remove curse, while praying to the god of justice using the amulet.
Have the gelatin atch onto the zombie and devour the magic sustaining it.


You shout at the creature (2) but mutter the invocation incorrectly. (Luck 5) This results in the spell having vastly reduced power, though you still manage to hinder the beast somewhat.

+1 to Divine Magic

Freeze evildragnar to the ground, letting my teammates uncurse him.

You try to freeze Dragnar in place, (3+3) blasting him with a wave of frost. (Luck 4) the wave envelops Dragnar, (Resist 3+2) which is partially resisted.

+2 to Elementalism

I cast weakness on not-Dragnar, while my skeleton attacks.

You turn on this creature that used to be your ally (6+3) and blast it with necrotic energy. (Luck 3) The hex hits the creature, but seems to have no effect, probably because it is already inflicted by Holy Word.

Alrighty then.

Using 5 of the vials of holy water that Aarchan has, I'll cast torrent against doom-dragnar.


You gather up 5 of the vials of water (5+2) and blast the creature with them. (RTD 6) the creature tries to get out of the way, but is caught by the fast-moving water. The creature screams in anguish as the water touches it, corroding its skin like acid.

+4 to Elementalism


Encase each of the twelve eyestalks with rock, making doom-Dragnar (good name there, rolls of the tongue really nicely) "blind". Stone Spirit heals me.

I say we run, but that's me.
You try to blind the creature, (1+3) by throwing small rocks at its eyes. (Luck 2) The rocks bounce off harmlessly.

Fine, I then FORCE BOLT THE ABOMINATION

You charge a bolt of force energy (2+2) and fire it at the creature. (RTD 3) The creature jumps away, and the attack glances off its armor.

+1 to Metamagic


Cheddarius' golem attempts to act as a bodyguard, (1) but unable to decide who to protect, stands in the middle of everyone. 

Kin's stone spirit heals him, (4+1) infusing him with earth magic. (Luck 5) He is fully healed.

Nirur's skeleton attacks the creature. (3) It swipes at it, (RTD 6) but the thing easily evades the attack.

The Dragnar-Abomination thing snarls infuriatingly at Aarchan, enraged from the holy word spell. (4+2) It screams some unintelligible language, and a ball of darkness shoots forth at him. (Resist 3) Kilakan is unable to shake off the effects of the spell, and a sense of gloom comes over him.

The zombie stumbles towards Nirur, (6) Lunging at him. (RTD 1) Focusing a little too intently on Dragnar, he is unaware of the zombie, which bites down on his shoulder. Hard. The lack of armor doesn't help either as the jagged teeth rend his flesh.

The animated carriage charges Marcus, (3) Speeding right at him. (RTD 4) Marcus jumps out of the way.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Nirur Torir on August 13, 2010, 11:37:03 am
I use Destroy Undead on the zombie. My skeleton will aid me if I fail to destroy it, otherwise it will continue attacking not-Dragnar.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: sir diesalot on August 13, 2010, 11:47:49 am
I'll get up close and personal with doom-Dragnar and carve a rune of harm into him with my bone knife, preferably not in his hands or feet.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: kilakan on August 13, 2010, 11:51:11 am
my animated gelatin never attacked, could you edit it's attack now?
Mix a concoction of holy water, troll blood and myou's grace, then drink it, hopefully this should make me strong, de-cursed, and heal quickly.... I hope.

Have the gelatin attack the carriage, devouring it and ripping it's life force apart.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Cheddarius on August 13, 2010, 12:49:38 pm
Cast Remove Curse on Aarchan.
My golem shields Nirur from harm.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: KineseN on August 13, 2010, 06:01:12 pm
Pick up any shard of the black metal I can find, get close to Doom Dragnar and stab as many eyes I can with it. See if the Stone Spirit can Spire Doom Dragnar, otherwise just heal Nirur Torir.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: RandomNumberGenerator on August 13, 2010, 06:10:37 pm
my animated gelatin never attacked, could you edit it's attack now?

Oh, yeah... I forgot about that.

Aarchan's Gelatin attacks the zombie, (2) grabbing for a piece of rotting flesh. (RTD 2) The zombie ignores it as a small chunk of rotting flesh is torn off it's body, and doesn't really seem too concerned.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Dwarmin on August 13, 2010, 06:44:40 pm
my animated gelatin never attacked, could you edit it's attack now?
Mix a concoction of holy water, troll blood and myou's grace, then drink it, hopefully this should make me strong, de-cursed, and heal quickly.... I hope.

Have the gelatin attack the carriage, devouring it and ripping it's life force apart.


Ooh, look another spot on the waiting list is about to open up...

(6) You guzzle ALL the potions! Something is happening... (1) You are the demons.  :'(
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: kilakan on August 13, 2010, 07:00:16 pm
I figure worst that could happen is I blow up and kill everybody, that way I get right back in :D
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: IronyOwl on August 13, 2010, 07:25:55 pm
I fully approve of boss battles with an incentive, by the way. :P

I'm a bit disappointed so far though. Could be a very nasty curse, certainly, but so far the zombie's doing all the work. :(
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: dragnar on August 13, 2010, 08:07:52 pm
I'm a bit disappointed so far though. Could be a very nasty curse, certainly, but so far the zombie's doing all the work. :(
Bah. You don't know what the curse does.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: RandomNumberGenerator on August 13, 2010, 10:10:11 pm
I fully approve of boss battles with an incentive, by the way. :P

I'm actually contemplating letting more people play as demons. When I end up killing one of my players, I always feel a little guilty; when my players kill each other though, I get to sit back and laugh.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: dragnar on August 13, 2010, 10:21:30 pm
When I end up killing one of my players, I always feel a little guilty; when my players kill each other though, I get to sit back and laugh.
Same. That's why only one of the characters in my RTD has died after 80 turns.(apart from the one killed by another player) And he only died because he rolled two ones to dodge an attack created by two sixes and a zero.

Also, what if "I" win? Do I become the end boss of Arcanum Octet 3?
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Virroken on August 14, 2010, 02:24:28 am
Jump onto battle carriage, carve rune of ice so it DIES SLOWLY FROM BEING FROZEN SOLID.

That's how runes work, right?
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: IronyOwl on August 14, 2010, 02:39:35 am
I'm actually contemplating letting more people play as demons. When I end up killing one of my players, I always feel a little guilty; when my players kill each other though, I get to sit back and laugh.
I like where this is going. A lot.

Also, what if "I" win? Do I become the end boss of Arcanum Octet 3?
This is also good. Especially if Arcanum Octet III does away with the "stop dawdling you jackasses" system in favor of "sure, wait in town as long as you like, it gives dragnar more time to increase his demonic hordes."
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Nivim on August 14, 2010, 04:14:22 am
When I end up killing one of my players, I always feel a little guilty; when my players kill each other though, I get to sit back and laugh.
Same. That's why only one of the characters in my RTD has died after 80 turns.(apart from the one killed by another player) And he only died because he rolled two ones to dodge an attack created by two sixes and a zero.

Also, what if "I" win? Do I become the end boss of Arcanum Octet 3?
And the other player character with the fire artifact was wounded, then got kicked to death by a levitating sleeping person. Oh, and congratulations on evading your non-standard game over.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: RandomNumberGenerator on August 14, 2010, 09:33:32 am
Also, what if "I" win? Do I become the end boss of Arcanum Octet 3?

It is rather unlikely there will be an Arcanum Octet III, at least there won't be if the demons win this round, considering this is literally an apocalyptic end-of-the-world scenario were the demons are trying to kill everyone. If the players win, there might be a third one however. Or I might just continue this one. It is a little to early to say.

If you do manage to kill everyone, I will probably give you a Token of Kickass, redeemable in any other one of my games for just about anything you want.

And the other player character with the fire artifact was wounded, then got kicked to death by a levitating sleeping person. Oh, and congratulations on evading your non-standard game over.

Fire artifact? The only person I can think of that had something like that was Nirur's Pheonix Stone in Arcanum I... but he explodes, not kicked to death.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: dragnar on August 14, 2010, 10:16:02 am
If you do manage to kill everyone, I will probably give you a Token of Kickass, redeemable in any other one of my games for just about anything you want.
Niiiiice. Probably not gonna happen though... I'm bound to get a 1 on a resistance roll sometime.

And the other player character with the fire artifact was wounded, then got kicked to death by a levitating sleeping person. Oh, and congratulations on evading your non-standard game over.
Fire artifact? The only person I can think of that had something like that was Nirur's Pheonix Stone in Arcanum I... but he explodes, not kicked to death.
He's talking about my RTD. That's how the character I said was killed by another character died.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: kilakan on August 14, 2010, 10:58:23 am
ya we need to get our act in gear and find a few artifacts, we are fairly weaksauce atm.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Acanthus117 on August 14, 2010, 08:08:25 pm
Attempt to set the zombie on fire with Fireball.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: kilakan on August 14, 2010, 08:39:36 pm
Attempt to set the zombie on fire with Fireball.
burning undead... I can see this ending badly.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: dragnar on August 14, 2010, 08:40:51 pm
Attempt to set the zombie on fire with Fireball.
burning undead... I can see this ending badly.
Zombie survival rule number 1(well, probably something higher, but meh): The only thing worse than a zombie is a flaming zombie.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Tarran on August 14, 2010, 08:41:47 pm
Attempt to set the zombie on fire with Fireball.
burning undead... I can see this ending badly.
Zombie survival rule number 1(well, probably something higher, but meh): The only thing worse than a zombie is a flaming zombie.
I can confirm this. Flaming zombies aren't fun, though they're certainly Fun.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: Acanthus117 on August 14, 2010, 08:44:46 pm
Fine, I change it to Force Bolting it, aiming to break its spine.
Title: Re: Arcanum Octet II: Horror [Turn 43]
Post by: IronyOwl on August 14, 2010, 09:10:43 pm
We never said you should stop. Look at dragnar! He knew it was a bad idea, but now, uh... now he's more powerful than ever! Yeah!
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: RandomNumberGenerator on August 18, 2010, 08:16:22 pm
I use Destroy Undead on the zombie. My skeleton will aid me if I fail to destroy it, otherwise it will continue attacking not-Dragnar.
You try to destroy the magic binding the zombie (6+3) You rip the enslaved soul from the zombie, and the corpse disintegrates into a fine ash. (Luck 1) Unfortunately the process was so violent that you destabilized the soul, (Luck 2) and it explodes, sending out magical shockwaves the rip everything nearby into shreds. (Resist 2) You are caught by the explosion and heavily wounded, though your skeleton seems to somehow evade the blast. (Resist 6) Nirur's skeleton manages to completely evade the blast by throwing itself on the ground, (Resist 1) while Cheddarius' golem, which was guarding Nirur, is heavily damaged.

+2 to Necromancy

I'll get up close and personal with doom-Dragnar and carve a rune of harm into him with my bone knife, preferably not in his hands or feet.

You charge at the abomination and try to carve a rune of harm into it's flesh. (3) Your plunge your dagger towards it (RTD 6) but the creature blocks you and counterattacks. (RTD 4) Your flesh is shredded by the creature's sharp claws, and you really wish you were wearing your armor right now.

my animated gelatin never attacked, could you edit it's attack now?
Mix a concoction of holy water, troll blood and myou's grace, then drink it, hopefully this should make me strong, de-cursed, and heal quickly.... I hope.

Have the gelatin attack the carriage, devouring it and ripping it's life force apart.

You quickly do some impromptu alchemy, (1+3) dumping several components into a flask and mixing them together. (Luck 6-3) The concoction boils and turns an odd shade of brown, but you drink it anyway. (Luck 3-3)(Luck 5-3)(Luck 2-3) It doesn't seem to have any effect on your curse, though you notice your heart rate speeds up somewhat and you feel rather sick. 

+3 to Alchemy

Cast Remove Curse on Aarchan.
My golem shields Nirur from harm.
You try to relieve Aarchan of his burden (6+3) and pour magic into him. (Luck 4) The magic quickly counters the curse effect, greatly weakening it though not removing it completely. The rapid decursing seems to have made Aarchan rather woozy however... or maybe that was the poison he just drank.

+2 to Healing

Pick up any shard of the black metal I can find, get close to Doom Dragnar and stab as many eyes I can with it. See if the Stone Spirit can Spire Doom Dragnar, otherwise just heal Nirur Torir.

You grab a shard of golem and charge the creature formerly known as Dragnar. (3) You try to sever his eye-stalks, (RTD 6) but the thing also counters your attack. (RTD 1) This time his claw catches you right in the gut, and you are severely wounded.

Jump onto battle carriage, carve rune of ice so it DIES SLOWLY FROM BEING FROZEN SOLID.

That's how runes work, right?
You jump towards the carriage (3+2-1) and start carving a rune of ice into the machine. (Luck 1) The rune seems to be completely ineffective, probably suppressed by the runes of warding.

+2 to Runecrafting

Fine, I change it to Force Bolting it, aiming to break its spine.

You prepare a force bolt to shoot the zombie with, but suddenly notice the zombie no longer exists. (6+2) Unsure what to do, the force bolt continues growing in power, which you release at the abomination. (RTD 6) The creature tries to evade, but the bolt is too fast. The spinning force bolt crashes into the Abomination's second right arm, upper body. (Resist 3) The bolt blasts the appendage, breaking the bone and bruising the muscle.

+4 to Metamagic


Nirur's skeleton attacks the Abomination, (4) striking at it with it's sharp claws. (RTD 2) The abomination is distracted by Marcus' force bolt, but it's thick scales deflect most of the attack and it is barely wounded.

Aarchan's gelatin attacks the carriage, (3) wobbling over to it. (RTD 4) The carriage appears to be significantly faster, and evades.

Cheddarius' golem dutifully guards Niruir.

Kin's stone spirit isn't powerful enough to Spire the Abomination, so it heals Nirur. (3+1) it tends to his wounds (Luck 6) and heals his most serious injuries, which is good because he was almost dead.

The Corrupted Abomination roars in the same bizarre language, (2+2) chanting in an oddly rythmic tone while making complex gestures with it's hand- err, claws. (Luck 4) suddenly a jet of flame bursts from the ground and two hellhounds crawl from the earth. The Abomination points at Cheddarius' golem, and they rush towards it.

The first hound strikes at the golem (5) snarling viciously. (RTD 4) The golem tries to block and fails, and the teeth rend it's flesh.
The other hound also strikes at it, (5) jaws snappily wildly. (RTD 5) The golem blocks this attack and throws the hound to the side.
The animated carriage charges at the golem, (6) speeding quickly along the ground. (RTD 3) Preoccupied with the hound, the golem doesn't notice the carriage and the golem - or what is left of it - gets smeared into a fine paste on the rock.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)

Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: dragnar on August 18, 2010, 08:21:11 pm
Wow. That luck curse was more powerful than I was expecting.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: IronyOwl on August 18, 2010, 08:49:03 pm
I'll miss that golem. :(
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: Nirur Torir on August 18, 2010, 09:05:00 pm
Thanks for saving me, golem. You shall be missed.

Anyone mind if I lifetap them? Or I could just wait for a heal.

I need an advanced spell.
I cast Control Undead on the carriage.
My skeleton will attack the newly summoned hostiles.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: kilakan on August 18, 2010, 09:05:46 pm
I would have just killed myself if not for my high alchemy skill...... whoooooo!!!!
Lift the animated gelatin, and throw it at doom-dragnar, tell it to grab him and slow him down.  Then back away from combat, behind my teammates.

Animated gelatin trys to slow doom dragnar and damage him.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: sir diesalot on August 18, 2010, 09:13:20 pm
I knew not having armour on would bit me in the arse... Harder than when I tried to put it on.

Might as well put the hand crossbow to use and fire some bolts at the abomination's face.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: Acanthus117 on August 18, 2010, 09:18:12 pm
Attack one of the Hellhounds with my both my weapons!
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: Cheddarius on August 18, 2010, 10:55:52 pm
Cast Curative Aura.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: KineseN on August 19, 2010, 09:36:14 am
I heal myself when I get away from DoomDragnar while Stone Spirit continue to heal Nirur Torir.
Title: Re: Arcanum Octet II: Abominations are really good at counterattacks. [Turn 43]
Post by: Virroken on August 19, 2010, 06:41:05 pm
Frost hellhounds
Title: Re: Arcanum Octet II: Oh... this could be bad. [Turn 45]
Post by: RandomNumberGenerator on August 19, 2010, 08:35:29 pm
I cast Control Undead on the carriage.
My skeleton will attack the newly summoned hostiles.

You attempt to control the carriage. (1+1) You exert your will on it (Luck 5) and try to break its bond to Dragnar. (Resist 5) The carriage resists your control, but you manage to immobilize it temporarily.

+2 to Necromancy
New Spell: Control Undead


Lift the animated gelatin, and throw it at doom-dragnar, tell it to grab him and slow him down.  Then back away from combat, behind my teammates.

Animated gelatin trys to slow doom dragnar and damage him.

You try to fight off the sickness (1) but fail. You feel like you are about to throw up, and reach down for your gelatin (1) but end up sticking your hand directly in the gelatin instead. (Luck 2-1) The gelatin starts dissolving your hand.

Might as well put the hand crossbow to use and fire some bolts at the abomination's face.
You retreat slightly and grab your crossbow (6) firing a bolt at the abomination. (RTD 1) Dragnar remains completely oblivious to your attack, and the bolt pierces his head, which causes him to roar loudly in anguish and send him into another frenzy.

+4 to Crossbows


Attack one of the Hellhounds with my both my weapons!

Marcus dives on a hound with his sword and dagger, (6-1)(2-1) His sword comes sweeping down (RTD 3) and slashes through the hound, (RTD 4) but his dagger is knocked aside.

+2 to Swords

Cast Curative Aura.
You conjure a ball of life energy (1+1) which you spread throughout the area. (Luck 1) Unfortunately your spell seems to back backfired, as the magic is slowly eating away at everyone's flesh instead of healing them.

I heal myself when I get away from DoomDragnar while Stone Spirit continue to heal Nirur Torir.
You retreat and start healing yourself. (5+3) Earth magic surges through your body (Luck 3+1) which heals you, counteracting the negative effect of Cheddarius' spell.

+2 to Elementalism


Frost hellhounds

You summon a wave of cold (2+3) and send it towards the hounds. (Luck 6) both get caught by the chill and are frozen.

+3 to Elementalism


Nirur's skeleton strikes at one of the hounds, (2) weakly scratching at it. (RTD 3-1) The hound isn't really effected by the attack.

Kilakan's gelatin slowly dissolves his hand, (6) powerful acids eating away at his flesh. (Resist 3) He is wounded by the acid.

Kin's Stone Spirit continues healing Nirur, (2+1) giving him small amounts of earth energy (Luck 3) which barely counteracts Cheddarius' harmful aura. 

The Abomination formerly known as Dragnar screams in rage, and charges at Scintoth. (6) It attacks with a powerful swipe (RTD 1) which completely passes through Scintoth's defenses; The Abomination's blood soaked claws rend his flesh to pieces. The creature howls in triumph over his broken body.

The hounds must want to chew on a bone, because both attack Nirur's skeleton. (3)(6) The wounded one staggers slightly, while the healthy one leaps at it. (RTD 1)(RTD 4) The skeleton is caught by both attacks, and is moderately damaged.



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Oh... This could be bad.
Post by: Tarran on August 19, 2010, 08:41:53 pm
You forgot the "[Turn 45]" in the (default/first page) title/subject.

Also: I have a feeling a lot of people are going to die soon.
Title: Re: Arcanum Octet II: Oh... This could be bad.
Post by: Acanthus117 on August 19, 2010, 08:42:06 pm
Take the healing salve!
Title: Re: Arcanum Octet II: Oh... This could be bad.
Post by: Nirur Torir on August 19, 2010, 08:43:59 pm
You have three. Use one on me please.

I continue my attempt to control the carriage, while my skeleton continues distracting the remaining minions.
Title: Re: Arcanum Octet II: Oh... This could be bad.
Post by: Acanthus117 on August 19, 2010, 08:45:30 pm
Fine, I use Scin's salve on Nirur!
Title: Re: Arcanum Octet II: Oh... This could be bad.
Post by: kilakan on August 19, 2010, 08:46:01 pm
Use my knowledge of alchemical properties and mix a conconction from the ingredients I have to cause the gelatin to become a non-acid healing gel, and force it to absorb into my body via the sores it's created.

I may die, or I may cause myself to become part gelatin.... FUN
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: Cheddarius on August 19, 2010, 09:01:10 pm
Cast Curative Aura 2: Electric Boogaloo
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: KineseN on August 20, 2010, 05:36:48 am
Bad, Fun. What's the difference?

Anyway, if this is how it will end I will summon forth a larger earth elemental to take care of Doom Dragnar. See also if Stone Spirit can empower its heal to work like Cheddarius Curative Aura. See if Stone Spirit can possess the body of Scintoth Svadi, unless anyone want to revive him the normal way.
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: kilakan on August 20, 2010, 09:17:14 am
wait who died, and how?
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: KineseN on August 20, 2010, 09:21:56 am
Funny enough, Sirdiesalot.

Quote from: RNG
The Abomination formerly known as Dragnar screams in rage, and charges at Scintoth. (6) It attacks with a powerful swipe (RTD 1) which completely passes through Scintoth's defenses; The Abomination's blood soaked claws rend his flesh to pieces. The creature howls in triumph over his broken body.
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: Virroken on August 20, 2010, 10:48:23 am
Frost on doom dragnar. Dude needs to die already. If I'd frosted him last turn, would his RTD 1 vs crossbow be a 1-1 = 0 death? Fuuuuu missed opportunities.
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: RandomNumberGenerator on August 20, 2010, 11:14:04 am
Frost on doom dragnar. Dude needs to die already. If I'd frosted him last turn, would his RTD 1 vs crossbow be a 1-1 = 0 death? Fuuuuu missed opportunities.
No, an RTD of 0 is not an instant kill. The attack would have done a little more damage, but it wouldn't have killed him outright.
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: sir diesalot on August 20, 2010, 01:59:05 pm
Shortest amount of time as a player ever award?

Ahh well, good game guys
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: dragnar on August 20, 2010, 02:08:42 pm
Shortest amount of time as a player ever award?
Nah. That would be dying on the same turn you got in.
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: kilakan on August 20, 2010, 04:40:16 pm
well I'm probably gonna go suicide bomber any turn now, so see ya in the afterlife!!
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: Dwarmin on August 20, 2010, 07:03:33 pm
Looks like Death Dragnar will be ganking the players in reverse order of seniority. Classy!
Title: Re: Arcanum Octet II: Oh... This could be bad. [Turn 45]
Post by: dragnar on August 20, 2010, 07:17:16 pm
Of course, it couldn't possibly have anything to do with him shooting not-me in the head...
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: RandomNumberGenerator on August 21, 2010, 11:40:18 am
For some reason I thought we were missing someone, but then I realized there is only 6 actions because the others are dead. So... new turn.

I continue my attempt to control the carriage, while my skeleton continues distracting the remaining minions.
You continue trying to exert control over the carriage, (6+1) forcibly manipulating it. (Luck 3) You don't manage to get the carriage to serve you, but you can now control it like a puppet.

+2 to Necromancy

Fine, I use Scin's salve on Nirur!

You dodge a snap from the hellhound's jaws and swing your blade at him. The brutal fighting goes back and fourth and... wait... what is that smell? *sniff sniff* Smells like... LOOOOOOOOOOT! You immediately stop fighting the hounds and rush over to your fallen comrade, snatching up a small tin of medicine from his corpse. You cradle it against your chest for a moment before noticing one of your dying companions calling out for help, then grudgingly use your new salve to heal him. Such a selfless act, you should be like, a saint or something.

Use my knowledge of alchemical properties and mix a conconction from the ingredients I have to cause the gelatin to become a non-acid healing gel, and force it to absorb into my body via the sores it's created.

I may die, or I may cause myself to become part gelatin.... FUN
You decide there is no problem that experimental alchemy can cause, that experimental alchemy can't fix. (3) You fight off the nausea, (4+3) then decide to mix the lotus extract, died arae and myou's grace together. (Luck 5-1) You end up with a small vial of a light-blue substance, which you pour on your gelatin. (Luck 4) The gelatin glows brightly for a second, and the burning is replaced by a soothing sensation. You then attempt to absorb the gelatin (6) and somehow suck the entire thing into your veins, which stings for a while before being replaced by a numbing sensation. Suddenly all your your wounds heal, and you feel EXCELLENT!

+4 to Alchemy
New Recipe: Experimental Tonic

Cast Curative Aura 2: Electric Boogaloo
You hastily attempt to fix your mistake (1+1) but fail to reverse the damaging effects of your magic. (Luck 2) Instead, you end up sending harmful jolts of electricity at everyone.

Bad, Fun. What's the difference?

Anyway, if this is how it will end I will summon forth a larger earth elemental to take care of Doom Dragnar. See also if Stone Spirit can empower its heal to work like Cheddarius Curative Aura. See if Stone Spirit can possess the body of Scintoth Svadi, unless anyone want to revive him the normal way.
You try to summon another more powerful earth entity, (6+1) and open a portal to the elemental plane of earth. (Luck 6+1) A giant earth elemental appears, (Luck 3) Which doesn't seem to care much for your orders to attack former-Dragnar, but at least doesn't seem hostile.

+3 to Summoning
+1 to Elementalism


Frost on doom dragnar.

You build up another wave of cold energy (6+3)  and throw it at the abomination. (Luck 1) Unfortunately the newly summoned earth elemental got in your way, and it doesn't seem too happy about being frozen.

+2 to Elementalism

Nirur's skeleton attacks the hounds, (5) delivering a powerful slash. (RTD 1) The hound mistakes the attack for a feint and walks right into it, resulting in its demise.

Kin's earth spirt pokes the deceased Scintoth, (4+1) trying to heal him in some way. (Luck 5+1) The spirit ends up possessing his corpse, turning it into some sort of golem-undead hybrid.

The hellhound leaps at Nirur (2) but misjudges his attack, (Luck 5) and Nirur keeps his cool and is able to counter the hound.

Dragnar starts casting another spell, similar yet somehow completely different from the others. (4+1) He unleashes a blast of green energy in the midst of the group, (Luck 2) but the blast seems rather impotent. (Resist 1)(Resist 3)(Resist 3)(Resist 2)(Resist 5)(Resist 5) The weakened Nirur is afflicted by the spell, but everyone else shrugs it off without much difficulty.




Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Dwarmin on August 21, 2010, 12:06:45 pm
Quote
Instead, you end up sending harmful jolts of electricity at everyone.

Heh heh. If you survive Cheddarius, I want to learn that spell from you...
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: RandomNumberGenerator on August 21, 2010, 12:19:46 pm
He didn't actually learn how to do that, that was just the negative effect from his spell backfiring. I suppose he could try to learn how to do such a thing on purpose later, though.
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Nirur Torir on August 21, 2010, 12:48:31 pm
How does controlling the carriage affect my normal actions? I assume I can't just order it around like a normal minion, but does controlling it take my action? Will I be able to take a normal action if I order it to remain motionless?
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: RandomNumberGenerator on August 21, 2010, 12:53:19 pm
Ordering the carriage to do something (attack, move, etc.) would take your action, yes. Having it remain still... Hmm, I would probably let you take a normal action at a -1 skill penalty for being distracted. Otherwise you can either attempt to gain full control(were it would become your minion as normal) or release it and do something else.
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Nirur Torir on August 21, 2010, 01:09:20 pm
I will use my healing salve which I don't remember having.
I will cast Frost on the slightly unfriendly Dragnar.
The carriage will remain still.
My skeleton will attack the last hound.
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Virroken on August 21, 2010, 02:05:21 pm
Help Nirur frost doomgnar. SUPER EPIC FREEZE TEAM POWAH BABY
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Cheddarius on August 21, 2010, 03:22:18 pm
Cast Curative Aura 3: Revenge Of The Curative Aura
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: KineseN on August 21, 2010, 06:20:32 pm
Ooooh yeah! Who's the man? Golem Svadi is the man!

I try my luck once more to see if I can keep control of the Giant Earth Elemental (GEE for short) permanently while Golem Svadi (GS for short) try out its new body by shooting an arrow towards Doom Dragnar.
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Acanthus117 on August 22, 2010, 12:04:21 am
USE THE OTHER SALVE ON NIRUR

(There is one in his inventory, RNG.)
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: kilakan on August 22, 2010, 08:28:52 am
well I certainly hope that effect sticks around, anyways.
Draw my iron knife, pour holy water on it, then attack the hellhound.
SLICE AND DICE!!!!
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: RandomNumberGenerator on August 22, 2010, 10:14:55 am
Ordering the carriage to do something (attack, move, etc.) would take your action, yes. Having it remain still... Hmm, I would probably let you take a normal action at a -1 skill penalty for being distracted. Otherwise you can either attempt to gain full control(were it would become your minion as normal) or release it and do something else.

Nirur attempts to frost the abomination, (1) but due to being distracted by the carriage, is unable to summon the proper magic. (Luck 4) Fortunately there seem to be no negative side-effects; He simply can't summon the magic. Unperturbed, he reaches into his robe for the tin of salve he forgot he had, and applies it to his wounds.

Help Nirur frost doomgnar. SUPER EPIC FREEZE TEAM POWAH BABY
Hoping to succeed were Nirur failed, (2+3) Virroken creates a giant sphere of ice. (Luck 4) He manages to hit the correct target this time.

+2 to Elementalism


Cast Curative Aura 3: Revenge Of The Curative Aura
Desperate to fix his mistake, Cheddarius tries some unorthodox magic. (1+1) The spell doesn't work correctly at all, (Luck 2) and now everyone is bleeding from their ears.

Ooooh yeah! Who's the man? Golem Svadi is the man!

I try my luck once more to see if I can keep control of the Giant Earth Elemental (GEE for short) permanently while Golem Svadi (GS for short) try out its new body by shooting an arrow towards Doom Dragnar.
Control 1-2+2: The elemental breaks free from any semblance of control Kin had over it, and flies into a berserk rampage.
Control 4+2: Kin manages to retain control over his spirit-golem, however.

+1 to Summoning

USE THE OTHER SALVE ON NIRUR

(There is one in his inventory, RNG.)
You try to heal Nirur with his own salve, (4) but notice he has already used it on himself. (Luck 6) Instead you take one of your own healing salves that you hadn't looted recently and use it. Man, Nirur really owes you big after this.

well I certainly hope that effect sticks around, anyways.
Draw my iron knife, pour holy water on it, then attack the hellhound.
SLICE AND DICE!!!!
You draw your knife and sip it into the holy water, then strike out at Dragnar. (1+3) Despite still feeling somewhat woozy from your sickness, the tonic you just used helps you in your fight. (RTD 4-1) Dragnar tries to avoid your attack, but burdened down by Virroken's Frost spell is unable to completely evade. Your knife hits the creature's tough scales and, to your surprise, melts right through them like acid. Maybe there is something to this whole holy water thing after all.

+3 to Daggers


Nirur's skeleton attacks the hound, (3) delivering a weak strike. (RTD 3-1) Despite this, the hound is unable to avoid the attack.

Kin's spirit-golem aims it's crossbow, (4-1) Firing at Dragnar. (RTD 5-1) Aware of the creature this time, the abomination manages to throw itself out of the way.

Close to death, the abomination flies into a blooded frenzy. It lashes out at Cheddarius, (1+2) thrashing wildly. (RTD 2) Caught off-guard, Cheddarius is hit by the blow and is heavily wounded.
The hellhound also turns to attack Cheddarius, (1) attacking with a maddened frenzy. (RTD 2) Cheddarius sort of manages to stagger away quickly.

Unburdened by thought, emotion and even instinct, the berserk elemental attacks a random target. He happens to pick Cheddarius as his victim, (6+1) lashing out with a colossal arm. (RTD 5) He attempts to dodge, but the enraged elemental clips his shoulder, knocking him to the ground, which gives the elemental all the chance it needs to finish him off.



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Cheddarius(Deceased) (click to show/hide)

Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: RandomNumberGenerator on August 22, 2010, 10:17:03 am
So I don't know what to say to this. Cheddarius' spell backfires a third time in a row, the unholy abomination is finally killed but in the process, Kin summons another berserking boss to deal with that ends up finishing off the wounded Cheddarius, who was half-dead as a result of his "healing" magic. At least the elemental should go down quite a bit easier...
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: Nirur Torir on August 22, 2010, 10:21:05 am
Nooo!

Ignore the carriage.
Skeleton guards me.
New spell: Undeath Revival - Bind Cheddarius' soul to his body in an attempt to revive him as more then just a mindless thrall, hopefully under his own control. Sacrifice some of my own health for this if needed. If it is, I'll take one of Cheddarius' healing salves and use it on myself.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: dragnar on August 22, 2010, 10:22:18 am
Look on the bright side: Cheddarius can't hurt everyone anymore. Also, I got two of you! Bwahahahaha!!!
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: KineseN on August 22, 2010, 10:59:46 am
Isn't it more like my GEE took Cheddarius out (really sorry there Ched) rather than you, Dragnar? Or did you take down someone else I'm not accounting for?

Anyway, I calm GEE down by forcefully CONTROLLING it. GS will attack the last hound.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: Dermonster on August 22, 2010, 11:30:27 am
Everyone in this group is a bunch of team killing fucktards.[/quote]

And I'm loving every minute of it.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: RandomNumberGenerator on August 22, 2010, 12:01:10 pm
Huh. I just realized I screwed up my math; The Unholy Abomination isn't supposed to be dead yet... Rather, it is supposed to have 2 HP left... Meh, I'll probably just leave it dead since even if you guys didn't manage to kill it next turn, it was still losing 3 HP/turn due to bleeding so it would have died anyway.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: Virroken on August 22, 2010, 12:28:26 pm
Freeze elemental to ground.

NO MORE SUMMONING PLEASE GUYS.

Anyone else want Ched's staff? I'm taking it otherwise. Forget daggers. Passive damage bonus > badassery.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: KineseN on August 22, 2010, 12:39:03 pm
Yeah, and when you get a [6+6] roll I will pray for your safety.

And yeah, I'll stop with any kind of summoning from next turn forth. I will just keep those I "have" for now.
Title: Re: Arcanum Octet II: Unfriendly Fire [Turn 46]
Post by: Dwarmin on August 22, 2010, 02:00:26 pm
Quote
Instead, you end up sending harmful jolts of electricity at everyone.

Heh heh. If you survive Cheddarius

Man, I just had to type "IF"
I can't help but think I am in someway responsible...  :o
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: IronyOwl on August 22, 2010, 03:00:43 pm
Given Cheddarius' healing record at the beginning of the game, this can't be too much of a surprise. Actually, RNG's record with healing magic in his games is pretty grim in general.

Also in KineseN's defense, that healing spirit was invaluable.

.....

The same one who summoned a healing spirit also summoned what killed the healer. I don't know if that's ironic or suspicious.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: KineseN on August 22, 2010, 03:27:47 pm
Wait! Are you telling me that Cheddarius was our healer? With the last three turns fresh in my memory I would not have thought that. I swear!
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: RandomNumberGenerator on August 22, 2010, 03:49:26 pm
Hmm... I don't think Earthen Heal has ever critically backfired, has it?

And statistically speaking, Healing Magic is beneficial. ~8% of the time it can be damaging, another ~12% it can be ineffective, but the other 80% of the time it should work. I suppose statistics don't really matter when you roll straight 1's and 2's for several turns, though.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: KineseN on August 22, 2010, 03:59:56 pm
From what I can remember, no, Earthen Heal has never critically backfired. Would be awesome though if a backfire would slowly turn the target into stone inst-

I know what I'm going to focus on when we are safe.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: Acanthus117 on August 22, 2010, 06:24:01 pm
FORCE BOLT THE EVIL THING GUY MAN
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: kilakan on August 22, 2010, 08:01:02 pm
Huh I tend to do better as a knife-wielding maniac, then I do as a crazed alchemist.
Switch the iron knife to my off-hand, draw the blessed copper knife in my main hand, and attack the Hellhound with the blessed copper knife.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: RandomNumberGenerator on August 22, 2010, 10:44:13 pm
Huh I tend to do better as a knife-wielding maniac, then I do as a crazed alchemist.
Switch the iron knife to my off-hand, draw the blessed copper knife in my main hand, and attack the Hellhound.


Attacking with both on the same turn? I'll allow it, with a -2 penalty to each.
Title: Re: Arcanum Octet II: Yet Another Boss Monster [Turn 47]
Post by: kilakan on August 23, 2010, 09:39:16 am
Huh I tend to do better as a knife-wielding maniac, then I do as a crazed alchemist.
Switch the iron knife to my off-hand, draw the blessed copper knife in my main hand, and attack the Hellhound.


Attacking with both on the same turn? I'll allow it, with a -2 penalty to each.
no just with the main hand  I just want it out so I can throw it later if need be.

Edit* I'm gonna be gone for 4/5 days on a vacation, but i'll try and get on in a few days, if the battle continues next turn just have me attack the enemies.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 09:08:34 am
Nooo!

Ignore the carriage.
Skeleton guards me.
New spell: Undeath Revival - Bind Cheddarius' soul to his body in an attempt to revive him as more then just a mindless thrall, hopefully under his own control. Sacrifice some of my own health for this if needed. If it is, I'll take one of Cheddarius' healing salves and use it on myself.

Utterly shocked by the death of your comrade, you completely forget about the carriage and rush to his side. (2+1) You try to create a form of intelligent undead so you can bring your companion and friend back in a way, but due to your inexperience with such a task you're very uncertain about how to do such a thing. (Luck 3) You attempt it anyway, and end up raising a zombie from his corpse. Ah well...

+1 to Necromancy

Isn't it more like my GEE took Cheddarius out (really sorry there Ched) rather than you, Dragnar? Or did you take down someone else I'm not accounting for?

Anyway, I calm GEE down by forcefully CONTROLLING it. GS will attack the last hound.

You try to regain control over the giant elemental, (4+3-3) leveraging your powerful earth magic against it. (Luck 4) It doesn't seem to care about your commands at all, but at the very least it has stopped killing people.

+3 to Elementalism
New Spell: Placate


Freeze elemental to ground.

NO MORE SUMMONING PLEASE GUYS.

Anyone else want Ched's staff? I'm taking it otherwise. Forget daggers. Passive damage bonus > badassery.

You try to subdue the golem (6+3) and create a large sphere of frost in your hands. (Luck 1) Unfortunately the sphere was a little too large, and it ended up exploding. (Resist 5) Oddly enough, you seem to be completely unaffected by the blast, despite that it was centered directly on you. Perhaps you developed some sort of resistance from having frozen yourself so many times? Either way, you then proceed to loot the zombie that Nirur created.

New Ability: Resist Cold

FORCE BOLT THE EVIL THING GUY MAN
Magic flows through your veins as you prepare to FORCE BOLT THE EVIL THING GUY MANs, (Luck 5) Yet you realize that you can't see any EVIL THING GUY MANS. The closest thing to an EVIL THING GUY MAN in the immediate area would be the reanimated Scintoth, but he appears to be on your side. Instead, you decide to blast the evil carriage. (4+2) You throw a powerful bolt at it, (RTD 1) Which the stunned carriage doesn't really notice, sending it flying end-over-end. The carriage sustains heavy damage and lands upside-down, in a position were it can't really do anything.

+3 to Metamagic


Huh I tend to do better as a knife-wielding maniac, then I do as a crazed alchemist.
Switch the iron knife to my off-hand, draw the blessed copper knife in my main hand, and attack the Hellhound with the blessed copper knife.

You grab your old copper knife and swap it out for your iron one, (3+4) Then preform some sort of crazy battle-dance pirouette-stab at the hound. (RTD 2) The wounded creature fails to dodge your attack, and your blessed knife burns right through the creature's tough hide. Celebrate, Hero, for the winner is you!

+4 to Daggers

The giant elemental sits around. (4) It seems rather complacent.

The animated carriage desperately tries to convert more squishy humans into bloody smears on rocks, but it finds that being upside-down, is in no position to do anything other than spin it's wheels.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)

Spoiler: Enemies (click to show/hide)

Spoiler: Neutrals (click to show/hide)
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: KineseN on August 24, 2010, 09:35:36 am
Bwahahaha! Man what an epic battle we fought. Truly a sight to behold. Losing three guys and several minions/summons and gaining almost nothing out of it. Still, it was fun.

Show GEE I mean no harm to it by doing nothing to it, and also heal myself. See also if GS still knows Earthen Heal from its previous life by healing itself, me, Marcus, Virroken and Nirur Torir, in that order.

Also almost forgot to say: Enter the Tower of Kicen. (Because I want the carriage to be there when we get back still struggling to get back on track.)
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 10:41:32 am
In other news, I have started writing up this RTD as a book.

Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: The Book
Post by: KineseN on August 24, 2010, 11:05:29 am
Like your writing, very nice. Will you do something similar to Arcanum Octet I or will you only be doing the II?

Eagerly awaiting for you to introduce the protagonists (us).
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 11:39:12 am
Thanks! I've written a little before, but I tend to run out of ideas around chapter 5 or 6. I'm hoping that by having the turns in front of me, I will have a general direction to keep moving in when I start running out of steam. For that reason, I'm only thinking about writing AO II for now; it has a general plot, good layout, interesting setting, etc. AO I was more of a sandbox RTD, so there is less to write about.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Dwarmin on August 24, 2010, 11:57:25 am
I cant wait to read how RNG narrates say, KinSen learning hammer shockwave, or Cheddarius's triple curative aura fail...rofl
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Dermonster on August 24, 2010, 01:02:24 pm
Make my Death more Epic than Canon... please.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 01:15:22 pm
Make my Death more Epic than Canon... please.

Sure. You died fighting the hellhounds, right?

At least that was better than ExKirby's death...

Quote
   “I said shut up! Besides, there are worse things than getting slightly woozy at the sign of blood like... Erm... stupidity...”
Nirur said this as he watched a lone fighter charge out to meet the demon horde. The man was dressed in traditional dueling armor, wielding a slender sword and wearing a silly fedora hat with a large red feather.
   “Come and get me, demon scum!” the man yelled as the horde approached, howling with bloodlust. Then the horde was upon him.
   “In his defense, the man took down one... two... three demons before the horde completely overwhelmed him.” Aarchan mused.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Nirur Torir on August 24, 2010, 02:28:15 pm
I dislike dying of plague. Eventual aid would be greatly appreciated.

I like the story so far.
In other news, I have started writing up this RTD as a book.

Spoiler (click to show/hide)
It's canon now. There is yet hope for you, Cheddarius!

Before entering the tower, I meditate in an attempt to figure out exactly how to reunite my fallen companion's body and soul in such a way that he will regain control over himself.
If possible, I'll also contemplate the carriage that is no longer under anybody's control, and how long the wraith is likely to remain a part of this world.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 03:52:21 pm
Didn't I confirm some time ago that necromancy bound souls in that way? Oh right, here it is, in the first post:

Quote
Death Magic – Unlike life magic which encompasses the body, this school utilizes magic of the soul. Those who practice this school bind the souls of the deceased to various object, imbuing them with powerful abilities. Due to the fact that most souls are obtained unwillingly, this school was often branded as evil in the past, but the desperation of the current age has led it to become more acceptable, especially compared to Fell Magic.

But yes, assuming Cheddarius' zombie lasts long enough for somebody to develop some kind of resurrection spell, you could then destroy the zombie and revive him. There is, of course, a chance that his time spent as a zombie will drive him completely and irrevocably mad, but yeah, he's not 100% dead. Neither is Kilakan's old character, who is still in that dagger somewhere... Still, having a soul in existence doesn't guarantee sentience, so Cheddarius is still out of the picture for now.

EDIT: Oh, and I forgot to mention, if you would like me to portray your character in a certain way, best to speak up now. So far I've only introduced Nirur as kind yet cynical and Aarchan as a young apprentice.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: dragnar on August 24, 2010, 03:54:47 pm
So my zombification of all dead characters could have brought them back eventually? Huh. Too bad they got killed... wait, who did I make the carriage out of?
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 03:57:46 pm
So my zombification of all dead characters could have brought them back eventually? Huh. Too bad they got killed... wait, who did I make the carriage out of?

ExKirby
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Nirur Torir on August 24, 2010, 05:15:47 pm
Didn't I confirm some time ago that necromancy bound souls in that way? Oh right, here it is, in the first post:
Oops. It's been a while since I read that, and I guess I thought for some reason that random souls were used or something, rather then it "preserving" bound souls.

Alright, I didn't think it through very well.

Quote
EDIT: Oh, and I forgot to mention, if you would like me to portray your character in a certain way, best to speak up now. So far I've only introduced Nirur as kind yet cynical and Aarchan as a young apprentice.
That works for me.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Dermonster on August 24, 2010, 05:19:47 pm
My Character Has Aspergers.

And god dammit I want more story. Why did you start off with only a little tidbit? I have that feeling you get when you look forward to something and you hate it when whatever the thing the author does next isn't the next part of the thing your looking forward to and you want to strangle someone.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: dragnar on August 24, 2010, 05:29:20 pm
Quote
EDIT: Oh, and I forgot to mention, if you would like me to portray your character in a certain way, best to speak up now. So far I've only introduced Nirur as kind yet cynical and Aarchan as a young apprentice.
My character's mentality can be summed up in two words: For MAGIC!!!
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: IronyOwl on August 24, 2010, 05:44:28 pm
Quote
EDIT: Oh, and I forgot to mention, if you would like me to portray your character in a certain way, best to speak up now. So far I've only introduced Nirur as kind yet cynical and Aarchan as a young apprentice.
My character's mentality can be summed up in two words: For MAGIC!!!

The xkcd flowchart you provided also seems pretty accurate.

ZAP! Hm, wonder if it would give me even MORE cloven hooves?
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: RandomNumberGenerator on August 24, 2010, 05:50:58 pm
And god dammit I want more story. Why did you start off with only a little tidbit? I have that feeling you get when you look forward to something and you hate it when whatever the thing the author does next isn't the next part of the thing your looking forward to and you want to strangle someone.

I started off with that little tidbit because that was all I had written. I was going to wait until I at least finished chapter 1 to post the next part, but here is the rest of what I have so far.

Spoiler: Chapter 1 (click to show/hide)

I'm probably not going to post the whole thing on here, because that would take up a lot of space and if I do end up completing this one, I would rather like to get it published, and publishers don't like spending money publishing something that is 100% free online. I can post excepts here and there, though.
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Acanthus117 on August 24, 2010, 06:08:31 pm
Marcus focuses on projecting a tendril of force so he can move the stuff around him (think TK without the psychic powers).
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: sir diesalot on August 25, 2010, 08:20:01 am
I'd like Scintoth to come off as somewhat naive and foolhardy - how else would he get stuck in the mirror?
Title: Re: Arcanum Octet II: That went suprisingly well! [Turn 48]
Post by: Virroken on August 25, 2010, 08:48:41 am
Freeze self for frost armor! YEEEE
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: RandomNumberGenerator on August 25, 2010, 07:34:20 pm
Show GEE I mean no harm to it by doing nothing to it, and also heal myself. See also if GS still knows Earthen Heal from its previous life by healing itself, me, Marcus, Virroken and Nirur Torir, in that order.

Also almost forgot to say: Enter the Tower of Kicen. (Because I want the carriage to be there when we get back still struggling to get back on track.)

Before entering the tower, I meditate in an attempt to figure out exactly how to reunite my fallen companion's body and soul in such a way that he will regain control over himself.
If possible, I'll also contemplate the carriage that is no longer under anybody's control, and how long the wraith is likely to remain a part of this world.


Marcus focuses on projecting a tendril of force so he can move the stuff around him (think TK without the psychic powers).

Freeze self for frost armor! YEEEE
Need Kilakan, I believe, but here is a mini-update since you are now trying to enter the tower:

-----

The tower door appears to be made of an odd, light gray stone. It is impossible to move, yet there appears to be some sort of puzzle or lock on the door:

(http://i33.tinypic.com/242dc2q.png)

Below the puzzle is an inscription:

Those who gaze upon this portal may have been proven hardy and strong, yet a test of cunning and wit is needed for those who wish to continue on.
To open the door, you must correctly guess which of the six elements have been combined into this seal. Each element may have been used more than once, or not at all.
To place a bet, first touch each small circle, than one of the elemental seals. They will change color according to the element chosen.
When you are satisfied with your answer, hit the large circle. It shall change color to reflect your bet.
Each dark section infers that you have one of the correct elements in the correct location.
Each light section infers that you have one of the correct elements in the wrong location.
You may attempt as many times as you wish, yet take caution.
To ensure the lock is not solved through pure persistence, after 10 attempts the lock shall reset and you will be penalized.


-----

The puzzle is just like Mastermind, for those who are familiar with it.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: Nirur Torir on August 25, 2010, 08:27:01 pm
Who's the best at Mastermind? I'm halfway-decent at it, maybe a 5/10.

I feel we should start with something like this, to get a basic feel for which elements are used in the lock:
1 - 1122
2 - 3344
3 - 5566
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: dragnar on August 25, 2010, 08:57:31 pm
Mastermind is a mathematical game. Meaning there is a single perfect strategy... I'm not sure if this is it, but it's close.

1111
2222
3333
4444
5555
6666
That will tell you the elements, then it only takes one or two guesses to get the locations right.

*returns to lurking*
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: RandomNumberGenerator on August 25, 2010, 11:40:22 pm
Mastermind is a mathematical game. Meaning there is a single perfect strategy... I'm not sure if this is it, but it's close.

1111
2222
3333
4444
5555
6666
That will tell you the elements, then it only takes one or two guesses to get the locations right.

*returns to lurking*

So, do we want to use our first 6 turns to do this? If so, should I post them all at once or one at a time?
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: dragnar on August 25, 2010, 11:46:38 pm
One at a time. No need to continue after 4 have been identified, and no matter what the 6666 one is unnecessary, since anything that didn't fall under the first five must be the last element.

Course, that's just my suggestion. I presumably have no vote seeing as I died... what, 45 turns ago?
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: RandomNumberGenerator on August 26, 2010, 12:01:49 am
Well, you died 2 turns ago, but you went insane... around 10?I suppose that since someone alive needs to punch the guess into the puzzle thing so they would make the ultimate call, but what you posted is a pretty good strategy.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: Virroken on August 26, 2010, 12:08:10 am
1111
2222
3333
4444
5555

One at a time.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: dragnar on August 26, 2010, 12:17:11 am
Well, you died 2 turns ago
*facepalm* Whoops. Mixed this up with your other RTD for a second there.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: Cheddarius on August 26, 2010, 01:22:51 am
Nirur's got the right idea. Look on Wikipedia for strategies. There's an algorithm which guarantees a win in 5 turns, and one that guarantees a win in 6 with an average of 4.3.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: KineseN on August 26, 2010, 06:56:40 am
I am in no way a good Masterminder so I'm just going with whatever the majority of the group will do.

However, I do have a slight inkling on what kind of person Kin is. He is a person that often goes with the flow, but at times when he set his mind to something he will be so focused on it that he never is going to give it up. He relies heavily on luck even if he doesn't admit it and he is a bit slow from blows to the head from the time he was a mace man so sometimes he wont recognize an insult if it so slapped him silly in his face. He is fascinated by magic.
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: RandomNumberGenerator on August 26, 2010, 08:42:15 am
Nirur's got the right idea. Look on Wikipedia for strategies. There's an algorithm which guarantees a win in 5 turns, and one that guarantees a win in 6 with an average of 4.3.

 >:(

What is the point of solving puzzles and riddles by wikipedia/googling them?
Title: Re: Arcanum Octet II: Why couldn't they just use a regular door? [Turn 49.1]
Post by: Virroken on August 26, 2010, 11:43:46 am
Nirur's got the right idea. Look on Wikipedia for strategies. There's an algorithm which guarantees a win in 5 turns, and one that guarantees a win in 6 with an average of 4.3.

 >:(

What is the point of solving puzzles and riddles by wikipedia/googling them?

I cast ice-google on the door puzzle.

But seriously, I think the entire team should scramble around the door, trying to input each of our answers at the same time, and then end up fighting an impromptu deathmatch for the honor of going first.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: RandomNumberGenerator on August 26, 2010, 12:53:36 pm
I'll start off with your first answer Virroken:

(http://i36.tinypic.com/j9bqzn.png)

Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: KineseN on August 26, 2010, 01:12:09 pm
Quote from: Wonderweiss
(http://i36.tinypic.com/j9bqzn.png)

So, 1xxx, right?
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: IronyOwl on August 26, 2010, 01:15:51 pm
Nirur's got the right idea. Look on Wikipedia for strategies. There's an algorithm which guarantees a win in 5 turns, and one that guarantees a win in 6 with an average of 4.3.

 >:(

What is the point of solving puzzles and riddles by wikipedia/googling them?

That's why you make it some fiendish multi-layer game of chance rather than a static math problem. Or at the very least an eccentric riddle-asking gargoyle.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 26, 2010, 01:33:16 pm
So, 1xxx, right?
No. One of the four is 1, but there's no way to tell which one. Next: 1222
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: IronyOwl on August 26, 2010, 02:04:35 pm
Crazy Old Man Gargoyle: "What walks on four legs in the morning, two legs in the afternoon, and three legs at night?"
Party: "A man."
Crazy Old Man Gargoyle: "Nope, a crazy wizard's apprentice! BWAHAHAHAHAHAHA, POLYMORPH!"
Nirur has become a frog.
Party: "..."
Crazy Old Man Gargoyle: "BWAHA! Next riddle:"
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 26, 2010, 02:21:29 pm
Let's continue on with the 2222/3333/4444/5555 strategy. If we hit all four elements before reaching the end, stop. Otherwise, use four more guesses for this.

Crazy Old Man Gargoyle: "What walks on four legs in the morning, two legs in the afternoon, and three legs at night?"
Party: "A man."
Crazy Old Man Gargoyle: "Nope, a crazy wizard's apprentice! BWAHAHAHAHAHAHA, POLYMORPH!"
Nirur has become a frog.
Party: "..."
Crazy Old Man Gargoyle: "BWAHA! Next riddle:"
:(

I ... I don't like that idea very much. It ends with me being weaker then a puppy.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: IronyOwl on August 26, 2010, 03:01:37 pm
I ... I don't like that idea very much. It ends with me being weaker then a puppy.

Only until you get the next question wrong. :D
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 26, 2010, 03:23:46 pm
Let's continue on with the 2222/3333/4444/5555 strategy. If we hit all four elements before reaching the end, stop. Otherwise, use four more guesses for this.
Actually, 1222 should be our next guess. It will confirm if there are any 2s(since there can't be more than 3) and might get the 1's position right.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: RandomNumberGenerator on August 26, 2010, 04:08:48 pm
Crazy Old Man Gargoyle: "What walks on four legs in the morning, two legs in the afternoon, and three legs at night?"
Party: "A man."
Crazy Old Man Gargoyle: "Nope, a crazy wizard's apprentice! BWAHAHAHAHAHAHA, POLYMORPH!"
Nirur has become a frog.
Party: "..."
Crazy Old Man Gargoyle: "BWAHA! Next riddle:"

Frog? Ehh... that's actually rather unlikely. Though I might offer a few riddles and take it on good faith that my players don't just type the riddle into google to find the answer, and offer some reward or something... Alternatively if anybody knows of good puzzle games that can't be solved that way, I'm open to suggestions.

So Virroken, since is next guess 2222 or 1222 or something different?

Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 26, 2010, 05:57:53 pm
Changing my vote to 2212. It makes much more sense then 2222. (And the chances of the first symbol being in the first spot are a bit lower then it being elsewhere.)
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: RandomNumberGenerator on August 26, 2010, 06:02:23 pm
Since I just remembered that Kilakan previously posted he was on vacation, in interest of moving this thing forward we'll go with that.


(http://i38.tinypic.com/s3mr8i.png)
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 26, 2010, 06:16:49 pm
Known facts:
There is one 1. It is at {1}, {2}, or {4}.
There is one 2. It is at {1}, {2}, or {4}.

2331 next.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 26, 2010, 06:24:00 pm
Known facts:
There is one 1. It is at {1}, {2}, or {4}.
There is one 2. It is at {1}, {2}, or {4}.

2331 next.
This.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Virroken on August 26, 2010, 10:22:01 pm
Known facts:
There is one 1. It is at {1}, {2}, or {4}.
There is one 2. It is at {1}, {2}, or {4}.

2331 next.

I am lost all of a sudden. What was our second move? 2222?

Anyway, +1 for Nirur's suggestion.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 26, 2010, 10:55:37 pm
Turn 1) 1111 - One correct
Turn 2) 2212 - One correct, one misplaced
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: KineseN on August 27, 2010, 03:07:17 am
Quote from: Nirur Torir
Known facts:
There is one 1. It is at {1}, {2}, or {4}.
There is one 2. It is at {1}, {2}, or {4}.

2331 next.
I'm following the flow.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: RandomNumberGenerator on August 27, 2010, 08:24:00 am
(http://i37.tinypic.com/mua0qs.png)
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 27, 2010, 10:54:11 am
2441
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 27, 2010, 10:58:12 am
New knowledge:
There are no 3s.
1 is not at {4}.
2 is not at {1}.

Old knowledge:
There is one 1. It is at {1}, {2}, or {4}.
There is one 2. It is at {1}, {2}, or {4}.

Total knowledge:
There is one 1. It is at {1} or {2}.
There is one 2. It is at {2} or {4}.
There are no 3s.

4th action:
4142
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 27, 2010, 11:02:38 am
Ah, whoops. Mixed up the white and black sections.
4142 is better.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: RandomNumberGenerator on August 27, 2010, 02:14:47 pm
(http://i33.tinypic.com/2zew47a.png)
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: dragnar on August 27, 2010, 03:04:05 pm
Well, we got the first two in the right place. Nothing new though.
5152
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: Nirur Torir on August 27, 2010, 03:32:48 pm
Well, we got the first two in the right place. Nothing new though.
5152

Edit - If anyone had disagreed, they would have said so by now. I enter 5152.
Title: Re: Arcanum Octet II: One down... [Turn 49.2]
Post by: kilakan on August 27, 2010, 08:58:31 pm
Well I got to a computer, but i probably won't be back on for 2/3 days, anyways I read the las few pages, and I love the story.... I forgot I blew myself up at the beginning, really like the style.  I have no idea about the puzzle so
I shall exiperiment with the calcinator and mixer, trying to make a potion which shall cause the person who drinks it to secrete an poison to demons, making any demons who come into physical contact with the person to be harmed.
What if WE become the chemical weapons of this war?
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: RandomNumberGenerator on August 27, 2010, 10:27:42 pm
Show GEE I mean no harm to it by doing nothing to it, and also heal myself. See also if GS still knows Earthen Heal from its previous life by healing itself, me, Marcus, Virroken and Nirur Torir, in that order.

Also almost forgot to say: Enter the Tower of Kicen. (Because I want the carriage to be there when we get back still struggling to get back on track.)
While Nirur and Virroken play around with the puzzle, you focus on healing your wounds. (4+3) You revitalize yourself with earth energy, (Luck 2+1) but your wounds only partially heal.

Before entering the tower, I meditate in an attempt to figure out exactly how to reunite my fallen companion's body and soul in such a way that he will regain control over himself.
If possible, I'll also contemplate the carriage that is no longer under anybody's control, and how long the wraith is likely to remain a part of this world.

You try to figure out ways to bring your friend back to life. (4+1) Using your knowledge of necromancy, you determine that while you possess both Cheddarius' soul and body, it will be difficult to resurrect him. (Luck 1) You know you would need to find some way to bring his body back to life, but you have no idea how you would do that.

+2 to Necromancy

Marcus focuses on projecting a tendril of force so he can move the stuff around him (think TK without the psychic powers).

You practice using your force magic, (6+1) manipulating large amounts of force to control various objects. (Luck 5) Your skillful mastery of force magic grants you perfect dexterity with your tentacle, allowing you to use it as an extra hand. You then determine that you could create and maintain multiple tentacles, but doing so would require concentration, meaning any other magic you cast while the tentacles are active would be weakened.

+3 to Metamagic
New Spell: Force Appendage


Freeze self for frost armor! YEEEE
You decide to play around with your new cold resistance. (4+1) You masterfully form a sheet of ice around your body that due to your affinity with ice magic, does not impede your movement like metal would. (Luck 4) Like Marcus' tentacles, activating this power would weaken your other magic.

+3 to Elementalism
New Spell: Frost Armor


Well I got to a computer, but i probably won't be back on for 2/3 days, anyways I read the las few pages, and I love the story.... I forgot I blew myself up at the beginning, really like the style.  I have no idea about the puzzle so
I shall exiperiment with the calcinator and mixer, trying to make a potion which shall cause the person who drinks it to secrete an poison to demons, making any demons who come into physical contact with the person to be harmed.
What if WE become the chemical weapons of this war?
Feeling quite chipper from the tonic you drank earlier, you go back to your alchemy tools and experiment with new compounds. (4+5) Everything... everything is so clear. So perfect. You... you understand everything. You take this chance to try to quickly make a new potion (Luck 1) but in your haste forget the limits of your own body. You end up dissolving your silver in the acid, but fall asleep before you can finish your potion. It is ruined.

+2 to Alchemy


Kin's Spirit-Golem tries to heal Kin's allies, (3-1) but finds being a golem severely inhibits it's magical powers.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)

Spoiler: Enemies (click to show/hide)

Spoiler: Neutrals (click to show/hide)

-----
(http://i35.tinypic.com/ounn04.jpg)

As Nirur punches his combination into the lock, the spheres on the door suddenly shift color to a deep purple, radiating arcane energy. The door slides open to reveal a large circular room, empty except for some sort of magical sigil carved into the floor. Surrounding the sigil is a ring of deep purple crystals that hum with a faint vibration.
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: Acanthus117 on August 28, 2010, 12:38:15 am
Cast Force Bolt at Carriage
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: KineseN on August 28, 2010, 05:41:44 am
Examine the sigil and crystals. Touch a crystal. GS can walk around the room.
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: Nirur Torir on August 28, 2010, 11:25:24 am
I'll meditate on how to create a link between my soul and Cheddarius' soul, in order to use his knowledge of healing magic.
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: Virroken on August 28, 2010, 12:28:29 pm
Minor: Give scroll of restoration to Nirur.
Major: Chill the area, freezing any booby trap mechanisms.

I had a dream that I rolled a 6+3+2(from staff) (luck 1) and killed everyone. How bad is it that I dream about the internet?
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: kilakan on August 28, 2010, 09:00:25 pm
hummmmmmmmm
Wake up, take some metal from the shattered golems, and attempt to break that into a type of metal-magic, salt.
Title: Re: Arcanum Octet II: Access Granted [Turn 50]
Post by: RandomNumberGenerator on August 28, 2010, 10:43:20 pm
I had a dream that I rolled a 6+3+2(from staff) (luck 1) and killed everyone. How bad is it that I dream about the internet?
Yes... Excellent. All according to-

Erm, I mean, uh, yes, that's perfectly normal. I do it all the time. Nothing to get worked up about...
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: RandomNumberGenerator on August 30, 2010, 02:16:22 pm
Cast Force Bolt at Carriage

You eye the immobilized carriage with spite, hatred flaring up at what it did to your friend. That... thing destroyed him. If it wasn't for that carriage, he would still be alive! GRAHHHH! (6+3) You release a blast of force at it. (Luck 4) The carriage is in no position to evade, and the blast hits it straight-on, blasting it into splinters.

Examine the sigil and crystals. Touch a crystal. GS can walk around the room.

You enter the room and look around. (1) You haven't seen the sigil before, and have no clue what it could possibly be. (Luck 1) You reach down to touch one of the crystals and it flares to life, siphoning energy from you.

I'll meditate on how to create a link between my soul and Cheddarius' soul, in order to use his knowledge of healing magic.
You think back to an old tome you read about the nature of souls. (1) Everything is extremely fuzzy, and you remember something about... bunnies? (Luck 5) No, that can't be right. You do know that the longer Cheddarius stays in zombie form, the lower the chance of his soul staying intact.

+2 to Necromancy


Minor: Give scroll of restoration to Nirur.
Major: Chill the area, freezing any booby trap mechanisms.

You hand the scroll over to Nirur.

You then summon up a wave of frost (5+3) and cast it around the room. (Luck 2) The crystals surrounding the sigil glow with energy as the frost touches them.

hummmmmmmmm
Wake up, take some metal from the shattered golems, and attempt to break that into a type of metal-magic, salt.
You dreams wander, drifting from nicer times in your childhood to the day you were taken as an apprentice alchemist, and... wait, alchemy? Weren't you working on a potion or something? (1+1) You stir in your sleep, thinking about something you should be doing, (Luck 1) but you quickly drift back into slumber.

The spirit-golem walks around the room. (3) It finds the dead body somewhat difficult to maneuver in, (Luck 1) loses it's balance, trips and falls. Nothing else happens.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)

Spoiler: Neutrals (click to show/hide)
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: Nirur Torir on August 30, 2010, 03:21:49 pm
Thanks for the scroll. We should probably do something about the wizard or something. I don't think he's completely hostile.

I use the scroll on myself, then strengthen my link with Cheddarius' soul, in an attempt to both stabilize it and glean some of its healing magic abilities.
I'll yell and politely ask the wizard if he would be so kind as to reveal himself.
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: KineseN on August 30, 2010, 03:52:30 pm
I better do something about GS.

I attempt to draw out the Stone Spirit from GS. The Stone Spirit within GS tries to escape its cumbersome meat prison.

It is only fun for so long.
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: Acanthus117 on August 30, 2010, 05:47:19 pm
Attempt to manifest a sword of pure force that can obey my will.
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: Virroken on August 30, 2010, 09:03:55 pm
Minor: Equip staff, unequip dagger. Activate frost armor.
Major: Make giant icicles stick out from frost armor. IM LIKE SHELLDER.
Title: Re: Arcanum Octet II: RAEG!!11!1one1!1eleventy-one1!!!1! [Turn 51]
Post by: kilakan on August 30, 2010, 09:18:11 pm
Wake up and work on a potion comprised of sharp root, allura, black lotus, and water, then bless then entire mix with the holy symbol and a prayer.  Have the potions intent to permanently sharpen and harden the blade of a weapon such that it would not be worn from striking armor and being damage from fighting demons, possible permanent poison effect if possible.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: RandomNumberGenerator on September 03, 2010, 12:43:41 am
Does it seem like I have been neglecting this? Sorry, I probably have. Unfortunately, you can expect more of that in the future, with college starting up. I already find myself with little time to just sit on the forums like I used to, and classes haven't even started. I'll try to update at least once a week though, hopefully more.
Thanks for the scroll. We should probably do something about the wizard or something. I don't think he's completely hostile.

I use the scroll on myself, then strengthen my link with Cheddarius' soul, in an attempt to both stabilize it and glean some of its healing magic abilities.
I'll yell and politely ask the wizard if he would be so kind as to reveal himself.


You try to use the magic contained in the scroll to remove your plague. (6) You go overboard with it, but since there is only a limited amount of magic in the scroll, you can't really screw up the spell by pouring too much power into it. (Luck 2+1) The magic expunges part of the plague from your body, turning the plague into a normal disease that is much less dangerous. 

You then try to link your soul with Cheddarius. (6+3) You instantly bond with his soul. (Luck 6) In fact, you probably bonded a little too well; instead of stabilizing his soul and using some of his powers, it seems that you have actually absorbed his soul into your own. On the bright side, you know have access to a portion of his healing magic. On the dim side, there is now no chance at all of resurrecting him. (Luck 6) You suddenly panic, realizing that you have now crossed the line between binding souls to something like a corpse to utilize them, and consuming them entirely like the demons do.


+22 to Healing
+3 to Necromancy
+3 to Demonology
New Spell: Soul Feast
New Spell: Cure Minor Wounds
New Spell: Protect
New Spell: Hasten


I better do something about GS.

I attempt to draw out the Stone Spirit from GS. The Stone Spirit within GS tries to escape its cumbersome meat prison.

It is only fun for so long.
You attempt to extract your stone spirit. (2+3) You pull the spirit from the golem, (Luck 2+1) which seems to disorient the spirit.

+2 to Elementalism


Attempt to manifest a sword of pure force that can obey my will.

You try to refine your force stick into a force sword. (2+1) You create a force that can cut in a way, but it's a long cry from being a sword. (Luck 6) You do manage to refine this into a new spell that can probably be useful.

+2 to Metamagic
New Spell: Force Slash


Minor: Equip staff, unequip dagger. Activate frost armor.
Major: Make giant icicles stick out from frost armor. IM LIKE SHELLDER.

You try to surround yourself with ice (1+1) but only end up encasing yourself in ice again. (Luck 6) Your familiarity with your situation allows you to keep your cool and thaw yourself out.

Wake up and work on a potion comprised of sharp root, allura, black lotus, and water, then bless then entire mix with the holy symbol and a prayer.  Have the potions intent to permanently sharpen and harden the blade of a weapon such that it would not be worn from striking armor and being damage from fighting demons, possible permanent poison effect if possible.

You go to work on making another potion. (3+4) You mix several ingredients together to try and make a demon bane. (Luck 4) You create a magical potion that should be able to be absorbed into any weapon, creating a powerful weapon against demons. Knowing the rarity of the ingredients, you find it unlikely that you will be able to make a similar potion any time soon; it would be best to chose wisely, or even decide to save the potion for later when a more powerful weapon is found.

You also feel the last of your euphoria-induced mental clarity slip away from you, though you still retain some knowledge of what you learned.

+4 to Alchemy


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Acanthus117 on September 03, 2010, 01:36:58 am
I then attempt to coalesce a single casting of force bolt into a force pellet that explodes with great force when it cracks open.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: KineseN on September 03, 2010, 07:40:13 am
Standing around here gives me shivers. Find a way to ascend/descend this tower. GS heals him/itself and then any other in need of it.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Nirur Torir on September 03, 2010, 10:29:47 am
Ah! The knowledge! ... it's so ...

... Cheddarius ...

... It's what he would have wanted.

I'll heal Virroken, then follow Kin.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: kilakan on September 03, 2010, 11:08:08 am
can someone please de-curse me, i just realized I'm still cursed....?

See if I could possibly neutralize the trap crystals at the entrance and collect them.  Then move upwards with the group.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: IronyOwl on September 03, 2010, 01:05:35 pm
So the healer is not only slain, but then has his soul eaten.

Nice teammates. :P
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Dwarmin on September 03, 2010, 01:36:19 pm
Awesome idea for the last battle guys. Everyone gives Nirur their soul, and he uses all consumables and buff spells on himself, turning into some kind of soul sucking super magic megazord, with all the players spells and skills...then, one on one duel to the death with the cyberdemon?

/discuss
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: kilakan on September 03, 2010, 01:58:27 pm
I want the old me's dagger, so I can use my hadeshorn brew on in and become the most powerful psychotic dagger-wielding alchemist in existence.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: sir diesalot on September 03, 2010, 02:25:08 pm
Eat my soul, do eeeet.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: IronyOwl on September 03, 2010, 03:19:15 pm
Awesome idea for the last battle guys. Everyone gives Nirur their soul, and he uses all consumables and buff spells on himself, turning into some kind of soul sucking super magic megazord, with all the players spells and skills...then, one on one duel to the death with the cyberdemon?

/discuss

YES.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Virroken on September 03, 2010, 03:41:00 pm
Awesome idea for the last battle guys. Everyone gives Nirur their soul, and he uses all consumables and buff spells on himself, turning into some kind of soul sucking super magic megazord, with all the players spells and skills...then, one on one duel to the death with the cyberdemon?

/discuss

YES.
+1

Also, uh, Continue trying to attach icicles and frosty spikes to armor.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Nirur Torir on September 03, 2010, 03:49:51 pm
I fail to see how knowing every low-powered spell my companions already know would benefit us, considering I'd still be casting one per round.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Dwarmin on September 03, 2010, 05:35:55 pm
I fail to see how knowing every low-powered spell my companions already know would benefit us, considering I'd still be casting one per round.

http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Virroken on September 03, 2010, 06:27:12 pm
I fail to see how knowing every low-powered spell my companions already know would benefit us, considering I'd still be casting one per round.

Great willpower is great.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: IronyOwl on September 03, 2010, 08:51:58 pm
I fail to see how knowing every low-powered spell my companions already know would benefit us, considering I'd still be casting one per round.

That's just with one soul. A solid diet of the screaming damned will do wonders for your limitless power.
Title: Re: Arcanum Octet II: Om Nom Nom [Turn 52]
Post by: Nirur Torir on September 03, 2010, 09:30:55 pm
But, but ... Okay, you talked me into it. You first, then Dwarmin's future character(s), then my teammates when I fail to heal them and they die.

Possibly some NPCs as well, but I might be better off just saving them for spell-powering sacrifices. If I can hurt myself spiritually to power spells, I can burn souls. Theoretically. (Really, I'd been hoping to use that to conduct a heroic sacrifice for a difficult and important battle, but the team's primary healer is not to be sacrificed in such a way. I'm sure that burning souls to power healing spells won't backfire at all.)
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: RandomNumberGenerator on September 07, 2010, 10:31:47 am
I then attempt to coalesce a single casting of force bolt into a force pellet that explodes with great force when it cracks open.
You continue experimenting with applications of liberal use of force. (5+1) You decide to try and emulate Kin's compression bomb with force, (Luck 6) and succeed in creating a small sphere of pressurized force energy, though it seems somewhat unstable. (Control 2) You accidentally trigger the bomb, which shreds your flesh and throws you against the wall.

+2 to Metamagic
New Spell: Force Grenade

...

I normally refrain from posting metainfo about my games, but at this moment I should probably mention that you have 1 flipping hitpoint left. If that damage roll was 1 higher, and/or you weren't wearing armor, you would be dead right now. Experimenting with unstable magic while already wounded is bad, mmkay?

Standing around here gives me shivers. Find a way to ascend/descend this tower. GS heals him/itself and then any other in need of it.
You begin looking for ways to reach the top of the tower. (3) You notice a hole in the ceiling. You decide to yell up to see if anything is there, and you get a reply from something with a gravelly voice "It's open. Come up." (Luck 1) You can't for the life of you figure out exactly how to get up, however.


Ah! The knowledge! ... it's so ...

... Cheddarius ...

... It's what he would have wanted.

I'll heal Virroken, then follow Kin.

You move over to heal Virroken (5+2) Your newfound knowledge of healing makes it easy to cast the spell, (Luck 2) but you don't quite have control over the different magic force needed for healing.

+1 to Healing


can someone please de-curse me, i just realized I'm still cursed....?

See if I could possibly neutralize the trap crystals at the entrance and collect them.  Then move upwards with the group.
You examine the crystals on the floor. (1) You fall over and land ontop of one. (Luck 1) It activates, and starts drawing energy from you. The floor at the center of the room moves a bit.

Also, uh, Continue trying to attach icicles and frosty spikes to armor.

Determined not to give up so easily, you focus on improving your armor. (5-1) You surround your armor with shards of ice, (Luck 2) which sort of just hang in the air and don't do anything special.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Nirur Torir on September 07, 2010, 11:28:33 am
Soul Feast Cure on Marcus.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: kilakan on September 07, 2010, 02:53:22 pm
ow... .can someone de-curse sometime, also I think we need to feed the crystals energy to open the stairs.

Back away from the stiars and try and focus healing magic on myself from prayer's to either heal myself or remove my curse.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Virroken on September 07, 2010, 04:46:20 pm
TEAM SHOULD MOVE FORWARD BEFORE RNG DECIDES TO BE NICE TO US.

Drop frost armor for now because steep -4 penalty is steep.
Learn how to form runes with very tightly controlled ice.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Acanthus117 on September 07, 2010, 04:57:53 pm
Oh wow that was close

I take a Healing Salve, if Nirur's Cure doesn't do the job well enough (leaves me at moderately wounded).
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: KineseN on September 07, 2010, 05:38:34 pm
I really want to heal you Arcanthus, but I fear for luck backlash. If you still want a heal just give me the go.

Heal Marcus if he want me to, or touch a crystal again and think 'UP'. GS struggles itself free from its fleshy prison.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Acanthus117 on September 07, 2010, 05:39:51 pm
I would like that heal, but if I die, the soul-sucker better take all my spells bro

Also, if I do get fully healed I follow other d00dz, for GLORY and VICTORY! not to mention WOMEN
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: IronyOwl on September 07, 2010, 06:22:57 pm
Soul Feast Cure on Marcus.

As if I needed even more incentive for Nirur to be my favorite character.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Acanthus117 on September 07, 2010, 09:35:39 pm
You make Marcus sad.

All he wanted was to get some.

WHAT DID HE EVER DO TO YOU, YOU SAVAGE BRUTE??!?!
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Nirur Torir on September 07, 2010, 10:28:05 pm
WHAT DID HE EVER DO TO YOU, YOU SAVAGE BRUTE??!?!
Nothing, but my fan(s) want me to eat the souls of the only ones able to save humanity. Sure, they have ulterior motives in rooting for me eating those tasty souls, but they're still my fan(s).

Nothing personal, I assure you.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Acanthus117 on September 07, 2010, 10:30:09 pm
SAVAGE BRUTE!

HE'S STILL A VIRGIN!

HE DOES NOT WANT TO DIE A VIRGIN ALTHOUGH A LOT OF PEOPLE LIKE KIDS AND PRIESTS AND NUNS HAVE DIED VIRGINS!

RAR!

/sillycapsfit
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: RandomNumberGenerator on September 07, 2010, 11:18:12 pm
ow... .can someone de-curse sometime,

Huh. I just realized I forgot to add in the luck penalty for being cursed.

...

Lucky you.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Virroken on September 08, 2010, 11:19:23 am
I have a couple healing salves if anyone needs them.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: RandomNumberGenerator on September 08, 2010, 03:24:29 pm
I would like that heal, but if I die, the soul-sucker better take all my spells bro

Also, if I do get fully healed I follow other d00dz, for GLORY and VICTORY! not to mention WOMEN

Missed this earlier, but follow them where? Everybody is mostly sitting around the tower because they haven't figured out what the thing in the middle of the room is for.
Title: Re: Arcanum Octet II: Tripping over your own feet. [Turn 53]
Post by: Acanthus117 on September 08, 2010, 05:14:02 pm
Then, if that's the case, I intend to practice with my force appendage if I'm fully healed.
Title: Re: Arcanum Octet II: About time [Turn 54]
Post by: RandomNumberGenerator on September 12, 2010, 08:38:54 pm
Soul Feast Cure on Marcus.
You try to make your newfound abilities actually useful, (4+2) healing the gravely injured Marcus. (Luck 6) The spell hits him at full blast, healing him rapidly but also taxing him both mentally and physically. Being brought back from the brink of death in the span of a couple seconds can do that to a person. Some of the residual energies cure Nirur as well.

+3 to Healing


ow... .can someone de-curse sometime, also I think we need to feed the crystals energy to open the stairs.

Back away from the stiars and try and focus healing magic on myself from prayer's to either heal myself or remove my curse.

You decide that maybe you should try and remove your curse. (3) You pray to Madantum seeking his blessing, (Luck 1-1) but all you get in reply is an angry grumbling. It seems Madantum isn't too pleased with you at the moment for some reason.

+2 to Invocations


TEAM SHOULD MOVE FORWARD BEFORE RNG DECIDES TO BE NICE TO US.

Drop frost armor for now because steep -4 penalty is steep.
Learn how to form runes with very tightly controlled ice.

It's actually only -2 penalty for the ice armor; the other -2 was because you lose 50% of your bonus for casting and advanced spell. Anyway:

You try to shape runes using ice. (6+1) A wave of ice erupts from your hands (Luck 4) and slams against the wall. It seems you went a little overboard.

Oh wow that was close

I take a Healing Salve, if Nirur's Cure doesn't do the job well enough (leaves me at moderately wounded).

You utilize a healing salve, taking care of the rest of your wounds. (1) Shortly after, you fall into unconsciousness. (Luck 6) Fortunately this unconsciousness is probably just because you're weak from almost dying.

I really want to heal you Arcanthus, but I fear for luck backlash. If you still want a heal just give me the go.

Heal Marcus if he want me to, or touch a crystal again and think 'UP'. GS struggles itself free from its fleshy prison.
You approach the crystals (4) and pour energy into them. (Luck 3+1) The sigil at the center of the room flares, and you begin floating up to the hole in the ceiling. Virroken, Nirur, Marcus and Aarchan follow you just because they've been sitting at the bottom of the tower for long enough. As the group clears the top ledge, they find themselves in another large circular room, only this one is far less empty; shelves of books line the walls, tables crowd the room with various apparatus whoes functions you can't even imagine strewn over them, and over to one side, a large fancy desk with an emaciated-looking man sitting behind it. He is pouring over a piece of parchment, and seems to pay no attention to the group.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)


I didn't realize it would take you guys so long to activate the lift...
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Acanthus117 on September 12, 2010, 08:43:11 pm
Wake up
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: IronyOwl on September 12, 2010, 08:58:25 pm
Wake up

Why is this such a common action?

Also awesome new avatar, RNG. For those who've read it, at least.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Acanthus117 on September 12, 2010, 08:59:30 pm
Wuzzit from?
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: IronyOwl on September 12, 2010, 09:05:04 pm
Webcomic which I believe describes itself as "sex comedy." It's not all pornographic, but the fact that I have to mention that says a lot. It's surprisingly funny and clever regardless, but most aren't worksafe.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: RandomNumberGenerator on September 12, 2010, 09:24:55 pm
Wake up

Why is this such a common action?

Also awesome new avatar, RNG. For those who've read it, at least.

That is a rather common action, isn't it? I guess it has something to do with the fact that I use unconsciousness as a minor penalty a lot when I can't justify doing major damage.... it sort of acts like a "Lose a turn" in that sense. Perhaps I should come up with some more interesting miscast effects though... I can imagine falling asleep over and over would be somewhat boring.

Webcomic which I believe describes itself as "sex comedy." It's not all pornographic, but the fact that I have to mention that says a lot. It's surprisingly funny and clever regardless, but most aren't worksafe.

Ya. It's not pornography in the sense that people use it that way, but a large portion of it's jokes are of a sexual nature.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Nirur Torir on September 12, 2010, 09:41:32 pm
((Do we intend to fight him if he wishes only to be left alone?))

I politely greet the wizard, state that we wish to save humanity from extinction, and ask if he is willing to provide any insight and advice.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: KineseN on September 13, 2010, 03:06:06 am
Wow, who would have thought that I would get lucky and get it work the second time.

Look around the room, see if I can find something (anything) brimming with magical energy and approach it. Touch it. Stone Spirit (because I see no loyal to Kin anymore under Svadi) attempt to heal Aarchan.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: RandomNumberGenerator on September 13, 2010, 10:08:04 am
Stone Spirit [/b](because I see no loyal to Kin anymore under Svadi) attempt to heal Aarchan.

Yeah, your stone spirit stopped possessing him several turns ago, I just forgot to update the status.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: KineseN on September 13, 2010, 12:49:31 pm
Ah, I see. Great news guys, my little summon is useful again. Well, as useful it could be.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: RandomNumberGenerator on September 13, 2010, 01:15:21 pm
Ah, I see. Great news guys, my little summon is useful again. Well, as useful it could be.

Having a backup healer is pretty useful, actually...
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: kilakan on September 13, 2010, 03:53:16 pm
hummmmmmmmmm.

Walk around the room observing the apparatus and if I see anything alchemitical based, attempt to discuss it with the man in hopes of gaining his trust. (And even though this character doesn't know what it is, look for the dagger containing the old me's spirit.)
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Virroken on September 13, 2010, 06:20:28 pm
Ask wizard if he has anything magically useful that he doesn't particularly want anymore. We will clean and do chores for him in return. Also, careful not to touch anything that might go bang. Or boom.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: kilakan on September 13, 2010, 06:24:01 pm
I have a feeling that this guy is a demonmancer and will probably try and kill us, but being friendly so we can get close enough to gut him is always a good idea!
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Nirur Torir on September 13, 2010, 06:44:05 pm
Unless I'm misremembering, this is the guy who originally summoned them to this world, but he has been reclusive lately. I suspect that he is either so powerful by now that he no longer cares, too busy learning magic to care, or feels a bit guilty about the whole near-extinction of humanity thing.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: Virroken on September 13, 2010, 06:45:37 pm
If he's a demonmancer, why did he invite us up so cheerily?
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: kilakan on September 13, 2010, 07:36:58 pm
Hey RNG any chance of us getting another chapter of your book?
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: RandomNumberGenerator on September 13, 2010, 08:31:50 pm
Hey RNG any chance of us getting another chapter of your book?

I haven't written it yet, so no.
Title: Re: Arcanum Octet II: About Time [Turn 54]
Post by: hachnslay on September 15, 2010, 02:33:03 am
.... just read this thread ... and with just i mean in the last 12 hours ...
onto the waitinglist:

Name: Harisha
Gender: Female
Major Skill: Smithing (if it is in the game)
Minor Skills: Elemental:Fire, Elemental:Earth
Spell: Draw Veins (Earth magic - draws metal from the surrounding stone)
Spell: Lava Lance(Earth/Fire)
Spell: Produce Flame(Fire Normal Flame that lasts several turns - used for smithing)

Background:  Harisha is from the island of Vahlia. She arrived in Port Shalot only to witness a demon attack. Since the demons dismembered the captain of the ship she was on - right in front of her eyes -  she decided it was time to show those pesky creeps the business side of her hammer. Equipped with her smithing tool and self crafted shield and light armor she stood next to the townguards for the last few battles and struck down demon after demon. Her skills in smithing aided in repairing the broken equipment of the guards, but as more and more guards requested her to repair their equipment she had to travel a significant distance away from the port to find more metal containing stone to use as resources...
Equipment:
Crude steel armor (worn)
crude Steel greaves (worn)
Copper smithing hammer (worn)
Shield crafted from a huge iron pyrite.
Iron anvil with (rune of feather)*
other smithing tools

*or anything else that makes it lighter, your choice RNG.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: RandomNumberGenerator on September 15, 2010, 01:25:38 pm
There are other islands, but the as far as the game is concerned you will never visit them. You can come from one of those islands if you want to though.

Wake up
Your body begins to recover from the ordeal it has been through (4) and you wake up.

((Do we intend to fight him if he wishes only to be left alone?))

I politely greet the wizard, state that we wish to save humanity from extinction, and ask if he is willing to provide any insight and advice.
You approach the archmage and greet him. (3) "Umm... Hi. So, er... you're the one who summoned the demons? Well, funny thing that, cause you see, we kinda want to get rid of them, maybe... unless that offends you?" (Luck 4) The archmage sighs. "Does humanity's hopes really ride on you and your ragtag band here? Geez... I was right to leave them when I did. Anyway, yes. I did summon the demons; I needed them at the time. I don't need them anymore, as they have fulfilled their purpose. You're free to try and get rid of them if you think you can accomplish it. What do you know about them, anyway?"
"Uhh... nothing, really."
"... Okay, then. I guess I'll start at the beginning. There are seven demon lords who reign in hell; three of them have passed through the gate into this world. To close the gate, you need to defeat these three lords and take the talismans they bear; only these have the power to sever the gate's connection. I would suggest attacking Moloch the Eternal Guardian first. He has the most power physically, but is extremely slow. If you can keep your distance, you have the best chance of surviving against him. If worst comes to worst, you can always run away. The problem with him is his armor; it is almost impenetrable. You will probably need to find some magical way to break or bypass his armor if you want to kill him. He has made his lair somewhere in these mountains. The other two, Torillerb, the Lord of Balors and Hastur, the Eldritch King are much more dangerous. Torillerb has a brutal sword and is extremely skilled with fire magic, and generally fights in a frenzy. Your best shot against him would be to find some way to protect you from his fire, then strike when he lets his defenses down. Hastur... honestly, even I'm not sure of the extent of Hastur's abilities. He can drive most men insane just by looking at them, so you will need to find some sort of mental fortitude to even last a second. He also has a wide variety of enfeebling spells that can bog you down. He makes his home somewhere in the Lost Shoals."

"Now then... I spent way more time talking to you than I should have. I'm busy. Go away."

Wow, who would have thought that I would get lucky and get it work the second time.

Look around the room, see if I can find something (anything) brimming with magical energy and approach it. Touch it. Stone Spirit (because I see no loyal to Kin anymore under Svadi) attempt to heal Aarchan.
You examine all of the myriad objects in the room. (6) You notice a dagger sitting on a display stand that emanates overwhelming earthen energy. (Luck 6) You touch it, and a flood of arcane magic rushes at you, which sends you sprawling backwards, where you crash into a table.

"Damnit, watch what the hell you're doing!" the old mage yells at you.

hummmmmmmmmm.

Walk around the room observing the apparatus and if I see anything alchemitical based, attempt to discuss it with the man in hopes of gaining his trust.

You see several alchemical apparatus lying around. (1) You try talking to the mage about them, but he just yells at you to leave him alone. (Luck 5) Luckily he doesn't seem to be too mad... yet.

Ask wizard if he has anything magically useful that he doesn't particularly want anymore. We will clean and do chores for him in return. Also, careful not to touch anything that might go bang. Or boom.

You ask the wizard if he has anything he might give away. (5) The wizard slams his hands on his desk and yells. "I told you bumbling idiots to leave me the hell alone! I don't have time for you! You want something? Fine!" (Luck 3) "I'll give each of you one thing, of your choosing. You can ask me for anything; knowledge, magic items, spellbooks, whatever. Just promise me after you get them that you'll leave this tower and never come back!"
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Nirur Torir on September 15, 2010, 01:45:46 pm
I ask for a book on demonology, so that I may learn to either purify them, exorcise them, or just banish them. I'll then thank him for his help, agreeing to never bother him again, and leave the tower.

Let's go make a quick trip to the refugee camp to pick up some new PCs and tell the people about our new findings, and then leave to fight Moloch. I believe he's even on our map.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: KineseN on September 15, 2010, 04:27:10 pm
Ohh! Ohhh! Ohhhh! The dagger, I must have that dagger!

Ask for the dagger and a way to limit the power temporary so that I can wield it until I need to unleash all its energy. Politely.

Also, could it be that this is the rumored dagger of Arcanum Octet I?
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: dragnar on September 15, 2010, 04:47:05 pm
Also, could it be that this is the rumored dagger of Arcanum Octet I?
Probably. You might want to try and get that soul out of there...
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Acanthus117 on September 15, 2010, 05:18:08 pm
Marcus would like a spellbook on enchantment, focusing on using existing spells in one's repertoire to make equipment awesome-er! He also says he won't bother the W.O.M for as long as he lives.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Nivim on September 15, 2010, 07:23:05 pm
Also, could it be that this is the rumored dagger of Arcanum Octet I?
Probably. You might want to try and get that soul out of there...
I have the feeling that after all this time, he will have adapted to his new "body", like the geas-blade Need. He supposedly had earth magic and earth immortality, and his first priority was gaining power over himself and insuring the necromancers couldn't mess with him. Perhaps he succeeded. Perhaps he succeeded well enough that wielding him will have the same effect Need has, and you wont be quite under your own control.
 There's also the fact that he is semi-aware this is an RTD, and might not want to chance getting removed.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: RandomNumberGenerator on September 15, 2010, 08:20:10 pm
Marcus would like a spellbook on enchantment, focusing on using existing spells in one's repertoire to make equipment awesome-er! He also says he won't bother the W.O.M for as long as he lives.

There is no enchantment magic. There is Runecrafting, which is the typical way to imbue items with magical properties, and Necromancy which can bind souls to items to power magical effects. Then there is the weird thing you managed to do with imbuing force into your sword, which is some weird effect that you only managed to do because you got really good rolls, but that was more of a one-time thing and not really a magic school.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Acanthus117 on September 15, 2010, 08:23:49 pm
Awww.

Then I'll just ask for a Tome of Scholarly Magic (the kind I'm skilled at).
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Virroken on September 16, 2010, 12:06:15 am
+20 flaming sword of kill-everything, please.
Set of gear with runes of warding all over it.

Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: RandomNumberGenerator on September 16, 2010, 12:36:21 am
+20 flaming sword of kill-everything, please.
Set of gear with runes of warding all over it.


Runes of warding don't stack.

Just FYI.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: Virroken on September 16, 2010, 12:49:47 am
Runes of warding don't stack.

Just FYI.

[   ]  :)
[ x ]  :(

I guess I'll rune up my own stuff.

Moar ice knowledge, I guess.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: RandomNumberGenerator on September 16, 2010, 09:10:22 am
Runes of warding don't stack.

Just FYI.

[   ]  :)
[ x ]  :(

If they did stack, you could get something like +10 RTD from a single, low-level rune spell. That's why I made the rune instead give a "Warding" effect that applies weather you're standing in one or are wearing something with it engraved, and the warding effect gives +1 RTD.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: kilakan on September 16, 2010, 10:27:26 am
I shall ask for a suit of armor that can slowly administer potions to the wearer, amplifying their effects and prolonging the usage, while also being armor.

If any of you can tame the dagger's power, I'll use the hadeshorn brew on it, it may be the only way we can defeat moloch.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: dragnar on September 16, 2010, 10:57:35 am
I shall ask for a suit of armor that can slowly administer potions to the wearer, amplifying their effects and prolonging the usage, while also being armor.
...you want a magic version of power armor, pumping magic steroids into you constantly... Awesome!
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: kilakan on September 16, 2010, 11:07:09 am
ya, and I'm thinking I could butcher moloch if we kill him and make a shield of his hide, attach to armor and become the tank we so desperately need.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: IronyOwl on September 16, 2010, 03:43:37 pm
tank we so desperately need.

*cough*golem*cough*

Granted, Cheddarius' one wasn't perfect, but he made that one on accident out of wounded archers. Imagine what you could fashion on purpose out of your healthy friends!
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: kilakan on September 17, 2010, 09:34:23 am
tank we so desperately need.

*cough*golem*cough*

Granted, Cheddarius' one wasn't perfect, but he made that one on accident out of wounded archers. Imagine what you could fashion on purpose out of your healthy friends!
ya but notice how the enemies tend to ALWAYS ignore the creatures we control?
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: RandomNumberGenerator on September 17, 2010, 11:37:01 am
tank we so desperately need.

*cough*golem*cough*

Granted, Cheddarius' one wasn't perfect, but he made that one on accident out of wounded archers. Imagine what you could fashion on purpose out of your healthy friends!
ya but notice how the enemies tend to ALWAYS ignore the creatures we control?
That's because nobody's ever given them order to guard themselves.
Title: Re: Arcanum Octet II: Crotety old men are very generous, if rude. [Turn 55]
Post by: hachnslay on September 18, 2010, 03:15:24 am
and now the next turn almost entirely consists out of "Minions, guard me!"
also: edited the waitinglist entry:
(...)
Name: Harisha
Gender: Female
Major Skill: Smithing (if it is in the game)
Minor Skills: Elemental:Fire, Elemental:Earth
Spell: Draw Veins (Earth magic - draws metal from the surrounding stone)
Spell: Lava Lance(Earth/Fire)
Spell: Produce Flame(Fire Normal Flame that lasts several turns - used for smithing)

Background:  Harisha is from the island of Vahlia. She arrived in Port Shalot only to witness a demon attack. Since the demons dismembered the captain of the ship she was on - right in front of her eyes -  she decided it was time to show those pesky creeps the business side of her hammer. Equipped with her smithing tool and self crafted shield and light armor she stood next to the townguards for the last few battles and struck down demon after demon. Her skills in smithing aided in repairing the broken equipment of the guards, but as more and more guards requested her to repair their equipment she had to travel a significant distance away from the port to find more metal containing stone to use as resources...
Equipment:
Crude steel armor (worn)
crude Steel greaves (worn)
Copper smithing hammer (equipped)
Shield crafted from a huge iron pyrite.
Iron anvil with (rune of feather)*
other smithing tools

*or anything else that makes it lighter, your choice RNG.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: RandomNumberGenerator on September 26, 2010, 02:39:53 pm
I ask for a book on demonology, so that I may learn to either purify them, exorcise them, or just banish them. I'll then thank him for his help, agreeing to never bother him again, and leave the tower.

The old man looks you over. (Luck 4) "Hmm... Curious. Okay, fine. Here."

Ohh! Ohhh! Ohhhh! The dagger, I must have that dagger!

Ask for the dagger and a way to limit the power temporary so that I can wield it until I need to unleash all its energy. Politely.

Also, could it be that this is the rumored dagger of Arcanum Octet I?

You pose your question to the old mage, (Luck 6) who promptly bursts out laughing "Something to control it? HA! Haha! Oh, you are clueless aren't you? Hehehe... okay, okay, yeah, you can have it."

Moar ice knowledge, I guess.
You ask for a book of ice magic. (Luck 5) "Hmm... Typical scholar, are you? How boring. Here, you can have this old tome."


Awww.

Then I'll just ask for a Tome of Scholarly Magic (the kind I'm skilled at).
You ask for a tome of theoretical magic. (5) The wizard thinks for a moment before handing you an old tome. "Yeah, this has some interesting things in it. It's where I got the idea for- erm, nevermind. Anyway, take it."

I shall ask for a suit of armor that can slowly administer potions to the wearer, amplifying their effects and prolonging the usage, while also being armor.

If any of you can tame the dagger's power, I'll use the hadeshorn brew on it, it may be the only way we can defeat moloch.
You ask the old man if he has any MP-47/A Prototype Medic Power Armor (Luck 6) He stares at you, and when you explain what you want he seems genuinely baffled. "That... I've never even heard of such a thing. Are you addled? Ehh...  maybe... here. This apparatus can manipulate the essence of various compounds and spells. Maybe you can figure out something to do with it."

True to your word, the group leaves the heads back the the refugee camp. When they arrive they are welcomed into the camp and given a chance to rest and relax. Three of the refugees, having heard of the group, want to fight the demons as well and ask if they can join up with them. Unfortunately I have no idea who these people are(except Tarran) because I was an idiot and forgot to save Dwarmin and Derm's characters when they posted them(Z. Chris has quit).
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Dermonster on September 26, 2010, 02:47:54 pm
Dunib Hellbinder, Brother To Derek Hellbinder
Major Armor skill
Minor Axeman skill
Minor Fel magic (Because I don't think anybody has used it before and I'm going for a 'Death Knight' feel here.)
Bismuth-Bronze Two handed axe, Full bronze (Or copper) plate over every part of the body. Small tome of Fel knowledge.
Ask my new teammates to carve a rune of warding on my armor. Also practice with my Axe.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Tarran on September 26, 2010, 02:49:13 pm
Yay, finally.

Attempt to bind some life magic healing to my shield, so it continually heals the wearer.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: RandomNumberGenerator on September 26, 2010, 03:41:49 pm
Dunib Hellbinder, Brother To Derek Hellbinder
Major Armor skill
Minor Axeman skill
Minor Fel magic (Because I don't think anybody has used it before and I'm going for a 'Death Knight' feel here.)
Bismuth-Bronze Two handed axe, Full bronze (Or copper) plate over every part of the body. Small tome of Fel knowledge.
Ask my new teammates to carve a rune of warding on my armor. Also practice with my Axe.
Fell = Demonology, so Nirur knows a little of that. I've been somewhat inconsistent with my naming conventions.

Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: wolfchild on September 26, 2010, 07:20:29 pm
Just reminding (because i dont see a waitlist) I had posted a desire to join (i know i wont be in yet just covering my bases)
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: kilakan on September 26, 2010, 07:35:10 pm
Look around and attempt to find some type of metal armor.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Nirur Torir on September 26, 2010, 07:43:41 pm
I vote we hang around here for this turn, then head out to face the tank-like boss.

I read my new book on a way to, in order of preference, purify, exorcise, or banish our foes.

No! I don't wanna take hints that they can't be purified! They deserve purity! ... Or a cleansing of their corrupted nature, to make them non-evil. It doesn't do much good to turn them pure evil, if they aren't already. I have no interest in a spell that turns anything pure evil, and will not be wasting my book searching for such a useless thing.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Acanthus117 on September 26, 2010, 07:46:37 pm
I read my book for a way to unleash a storm of small, but very sharp force bullets.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Virroken on September 26, 2010, 08:59:03 pm
Read book. Get phat skeelz and leet spells. And experience.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: IronyOwl on September 27, 2010, 03:14:32 am
One of you blow yourselves up before you leave camp so I can join. :D
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: Tarran on September 27, 2010, 03:59:45 am
One of you blow yourselves up before you leave camp so I can join. :D
I'll be sure to remember not to help anyone if they get in trouble. :P

Anyway, RNG, you forgot to update the waiting list spoiler.
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: KineseN on September 27, 2010, 09:24:36 am
Yes! A new turn has cometh!

Be really excitited and start an experiment with the dagger by channeling enery from it to Stone Spirit hopefully enabling its Earthen Heal to work on several targets at once or able to learn new attacks/skills a la Cheddarius' Meat Golem but to a higher degree.


((Retcon turn 55.5: Laugh at the still upside down carriage, but leave the Earth Elemental be.))
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: kilakan on September 27, 2010, 03:44:25 pm
should you atleast try and talk to the dagger first?
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: KineseN on September 27, 2010, 04:11:19 pm
I should, but then again, Kin doesn't know that there might be a soul bound to the dagger. Kin might talk to it once he get the hang on his precious...
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: RandomNumberGenerator on September 30, 2010, 05:45:37 pm
Sent a PM to Dwarmin asking for his character. If he doesn't reply by this weekend, I'll probably bump him down the waiting list and add IronyOwl in his place.
Title: Re: Arcanum Octet II:Break-In [Turn 57]
Post by: RandomNumberGenerator on October 02, 2010, 02:17:18 pm
Ask my new teammates to carve a rune of warding on my armor. Also practice with my Axe.

You request a rune of warding upon your armor, but everybody seems too preoccupied to help you. You shrug and go swing your axe around a bit. (6) Your axe slams into one of the wooden support pillars of the tunnel, (Luck 3) which just barely doesn't break. You holster your weapon and quickly walk away while whistling inconspicuously.

Yay, finally.

Attempt to bind some life magic healing to my shield, so it continually heals the wearer.
Ignoring the stares and disgusted looks from everyone around you, you start trying to magically enhance your shield. (2) You can't figure out any way to accomplish such a task. (Luck 6) Despite your very best efforts, you only end up getting really frustrated.

Look around and attempt to find some type of metal armor.
You look around for some metal armor. (2) Unfortunately, you can't find any lying around in these slums. (Luck 1) You can't fathom why people don't leave protective vestaments lying around in the middle of a demonic war.

I vote we hang around here for this turn, then head out to face the tank-like boss.

I read my new book on a way to, in order of preference, purify, exorcise, or banish our foes.

No! I don't wanna take hints that they can't be purified! They deserve purity! ... Or a cleansing of their corrupted nature, to make them non-evil. It doesn't do much good to turn them pure evil, if they aren't already. I have no interest in a spell that turns anything pure evil, and will not be wasting my book searching for such a useless thing.

You start paging through the demonology book. (3) The book is more related to bindings and rituals with several spells and abjurations thrown in, and you can't really find much pertaining to demons. (Luck 3) Using your knowledge of summoning however, you are able to develop a spell that will send lesser demons (and indeed, even non-demons) to Hell, though stronger creatures may be able to fight off the spell.

+2 to Demonology
New Spell: Banish


I read my book for a way to unleash a storm of small, but very sharp force bullets.
You start paging through your book, looking for ways to utilize force magic even more effectively. (1) Unfortunately, your book seems to actually be written in some obscure language that you can't understand (Luck 1) and the longer you stare at the pages the more confused you become.

Read book. Get phat skeelz and leet spells. And experience.
You also sit down and start paging through your book. (6) Your tome actually seems to be written in normal words, and you understand it perfectly. (Luck 4) The book has several fairly standard spells, and you learn how to create a small blizzard.

+3 to Elementalism
New Spell: Ice Storm


Yes! A new turn has cometh!

Be really excitited and start an experiment with the dagger by channeling enery from it to Stone Spirit hopefully enabling its Earthen Heal to work on several targets at once or able to learn new attacks/skills a la Cheddarius' Meat Golem but to a higher degree.


((Retcon turn 55.5: Laugh at the still upside down carriage, but leave the Earth Elemental be.))
You try to focus the earth magic imbued in the dagger, (3+1) using your earth magic and minor skill in necromancy to prevent the magic from overwhelming you. (Luck 6) You then try to channel energy to your stone spirit, but the magic proves to be too powerful for it. On the bright side, you have a better idea of the dagger's properties now.

+2 to Elementalism
+2 to Necromancy


EDIT: Accidentally posted before I finished writing the turn... Ahem:

-----
The group leaves the refugee camp and heals towards the infamous cave of the juggernaught, believed to be the lair of Moloch, the Eternal Guardian of Hell. (Luck 5) As they travel, Dunib suddenly stops. "I don't hear... anything. Not even a helltoad." He wields his axe and looks around warily, as a group of demons suddenly materializes around the ground. Unlike the common skeletal soldier demons with blacked skin, these demons have elongated limbs and position themselves in a crouch, ready to spring. They are covered with a thick carapace, and have oddly flat heads with slightly curved horns gorwing behind their ears. Rows of razor-sharp teeth line their mouths, and they have wicked looking claws that are caked with blood. Most are unarmed, but one wears an odd cruiass decorated with a variety of symbols and wields a barbed sword in one hand and a thin dagger in the other.
-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Spoiler: Demon Ambush (click to show/hide)
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: dragnar on October 02, 2010, 02:32:58 pm
Come to think of it, what happened to the book I accidentally turned myself into a giant monster with?
Title: Re: Arcanum Octet II: Rest, Relaxation and Recruiting [Turn 56]
Post by: RandomNumberGenerator on October 02, 2010, 02:38:40 pm
Alright, I updated the waiting list finally, though I think I'm forgetting somebody. If you want to be in and you're not on there, please post here again and I'll add you ASAP instead of putting it off like I've done.
Come to think of it, what happened to the book I accidentally turned myself into a giant monster with?

It was absorbed into your body when you turned into the monster. Where else do you think your chaos magic came from?

Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Nirur Torir on October 02, 2010, 02:47:09 pm
I test out my shiny new Banish spell on one of the hunters.
My skeleton guards me.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Tarran on October 02, 2010, 02:47:38 pm
...I have no clothes?

Well, gonna have to fix that. :P

Kinda busy to get some right now though.

Taunt a hunter into attacking me instead of anyone else. If he charges stand my ground and attempt to get the first strike on him.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: kilakan on October 02, 2010, 02:48:29 pm
Cast shield of faith on myself, and ready my blessed Iron Dagger for a counter-attack.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: RandomNumberGenerator on October 02, 2010, 02:53:40 pm
...I have no clothes?

You specifically requested shoes, but made no mention of any other kind of garment.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: kilakan on October 02, 2010, 02:59:49 pm
also anyone got any anti-curse spells..... this curse on me is gonna get me eventually.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Tarran on October 02, 2010, 03:00:32 pm
...I have no clothes?

You specifically requested shoes, but made no mention of any other kind of garment.
Err... I guess I didn't. I assumed you would've gave me some anyway. Whatever, it doesn't matter, I'll just kill anyone who stares at me in a strange way.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Nirur Torir on October 02, 2010, 03:10:47 pm
also anyone got any anti-curse spells..... this curse on me is gonna get me eventually.
Me, apparently. I'll try removing it next turn, but would much rather practice this spell this turn.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: kilakan on October 02, 2010, 03:17:32 pm
don't worry until the fight is over, I've had it since we fought dragnar.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Dermonster on October 02, 2010, 03:59:54 pm
Roar, and cleave through a hunter.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: IronyOwl on October 02, 2010, 11:14:07 pm
YAY except I wanted to change a few things a long time ago but you never updated it. Changing name to Davar and Summoning to Metamagic would be swell.


Anyway:
Use Necromancy to magnify one of the hunter demons' hatred, driving it into an indiscriminate frenzy.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: RandomNumberGenerator on October 03, 2010, 12:52:10 am
YAY except I wanted to change a few things a long time ago but you never updated it. Changing name to Davar and Summoning to Metamagic would be swell.

Oh, sorry. I've been sort of disorganized recently... anyway, I'll change it.
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Virroken on October 03, 2010, 01:51:24 am
ICE STORRRMMM FOR MASSIVE AOE WIN
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: Acanthus117 on October 03, 2010, 10:11:42 am
KILL ALL SONS OF BITCHES WITH MY FORCE BOLTS
Title: Re: Arcanum Octet II: Breaking In [Turn 57]
Post by: KineseN on October 04, 2010, 08:10:20 am
Wait. Let me get this straight.
Are you saying that my coincidental dabbling in necromancy actually servered a purpose other than me being a Jack-of-all-trades? The same magic school that will help me with building a powerful golem when paired with earth magic?

Cue manical laughter! *Muhahahahaha!*

Unequip the black metal shard and equip the Gaia Dagger (counts as a free action in combat right?) and bring on the hurt with a well placed Grave Embrace on the assassin. Stone Spirit will copy my Stone-spell and aim for one of the hunters.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: RandomNumberGenerator on October 04, 2010, 11:36:39 am
I test out my shiny new Banish spell on one of the hunters.
My skeleton guards me.


Eager to test out your new shiny magic, you aim a Banishment at the nearest demon hunter. (5+1) You unleash a massive burst of energy at the demon, (6) Which starts warping the space immediately surrounding it. (Resist 4-1) Caught by surprise, the hunter is unable to react and gets sent back to Hell. The dimensional warping persists a few more seconds, and then suddenly tears open a rift right where the demon was standing.

+3 to Demonology

...I have no clothes?

Well, gonna have to fix that. :P

Kinda busy to get some right now though.

Taunt a hunter into attacking me instead of anyone else. If he charges stand my ground and attempt to get the first strike on him.

You yell wildly at the hunters, making a variety of funny faces and sneers in an attempt to get their attention. (2) They seem to ignore you for the most part, (Luck 3) though one of them shifts it's attention to you.

+1 to Taunting


Cast shield of faith on myself, and ready my blessed Iron Dagger for a counter-attack.

You pray for protection (6+1) and are bathed in the golden glow of Madantum. (Luck 3-1) You don't feel very protected though... especially after noticing that the demons really seem to hate the golden light, and have now all turned to you.

+1 to Invocations

Roar, and cleave through a hunter.

You roar wildly as battlelust overtakes you, and you charge at one of the hunters. (3+1) You swing your axe wildly, (RTD 5+1) but the agile hunter quickly leaps out of the way.

Anyway:
Use Necromancy to magnify one of the hunter demons' hatred, driving it into an indiscriminate frenzy.
You suddenly get the idea of using necromancy to manipulate the demon's soul so it becomes a being of pure hatred. (4+1) You start forming the soul of the demon, (Luck 3) but notice that the demon is already a maddened killing machine. You're not sure if you managed to accomplish much...

+1 to Necromancy
ICE STORRRMMM FOR MASSIVE AOE WIN

Taking the much, much more direct route of disposing of your demon problem, you try to create an ice storm centered on the leader. (3+1) You send a bolt of cold in the air, which creates a massive swirling ice storm. (Luck 1) You aren't able to exercise enough control over the storm however, and it spreads out over a pretty wide area, decreasing it's effectiveness... and enveloping you and your allies as well.

+2 to Elementalism


KILL ALL SONS OF BITCHES WITH MY FORCE BOLTS
You charge up a blast of force energy, and unleash it at the nearest hunter. (3+3) You send a massive wave of force at one, (RTD 4) which tries to jump out of the way but gets blasted by the bolt nonetheless.

Wait. Let me get this straight.
Are you saying that my coincidental dabbling in necromancy actually servered a purpose other than me being a Jack-of-all-trades? The same magic school that will help me with building a powerful golem when paired with earth magic?

Cue manical laughter! *Muhahahahaha!*

Unequip the black metal shard and equip the Gaia Dagger (counts as a free action in combat right?) and bring on the hurt with a well placed Grave Embrace on the assassin. Stone Spirit will copy my Stone-spell and aim for one of the hunters.
Yes, your necromancy actually helped you, because the dagger was created by necromantic magic.

You go to wield your earthen dagger but suddenly find that you can't let go of the black metal shard. It must be cursed... is everything the demons use cursed? It seems like it.

You shrug and go to impale one of the hunters with earthen spikes. (1+1) You try to grab one of the demons in a Grave Embrace, but all you manage to do is make the earth rumble a bit. (Luck 2) Suddenly the ground beneath your feet gives way and you fall into a pit! (Luck 6) Luckily you don't seem to be injured, but you won't be able to do much down here.

+2 to Elementalism


The demons rush at the group. The leader and one of the hunters pounce on Aarchan, (1+3)(3+3) attacking him with horrible speed. (RTD 4)(RTD 3) Aarchan avoids the leader's attack, but the hunter catches him and rips at him with it's horrible claws. Aarchan suffers a deep gash on his shoulder, followed by a shriek of anger from the demon as the wound partially closes as soon as it is inflicted.

The demon that dodged Dunib's attack decides that he is a bigger threat that Aarchan, and attacks him. (2+2) The demon strikes at him, (RTD 1-1) and Dunib completely fails to make any defensive move. The creature's claws scratch on the bronze plates of his armor, creating a heavy screeching sound before the find one of the less armored joints and sink into his flesh.

The last demon turns on Marcus, attacking him in a frenzy. (6+2) The creature aims directly at Marcus' neck, (RTD 3) which Marcus tries to block. The creature tears up his arms and rips through his leather armor, heavily wounding him.

The open rift expands and starts sucking nearby things into it. (Resist 5)(Resist 5) Both Nirur and his skeleton quickly move away from the rift so as to not get caught in it's pull, and Nirur quickly decides that this is nor supposed to be a normal effect of the banishment spell.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Spoiler: Demon Ambush (click to show/hide)
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: KineseN on October 04, 2010, 12:17:08 pm
Quote from: RNG
Luckily you don't seem to be injured, but you won't be able to do much down here.
Oh, if you only knew what I know.

With the new situation at hand I turn it to my advantage by using my knowledge in Earth magic to drill myself into the earthen wall in the direction I belive the demons are. Suprise demons with a new spell called Earthen Jaws, a variant of Grave Embrace.

Also, Stone Spirit heals Marcus.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Nirur Torir on October 04, 2010, 12:28:43 pm
I really, really want to cast Soul Feast on one of them.

My skeleton guards Marcus.
I'll try to close this rift. The practice should be useful in the future.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: RandomNumberGenerator on October 04, 2010, 12:59:28 pm
I really, really want to cast Soul Feast on one of them.

Hmm... You can try it. If you pull it off, you might gain quite a few interesting abilities. If you mess it up, well... just remember what happened to Dragnar.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Tarran on October 04, 2010, 01:46:34 pm
Slice-n-dice the Demon Hunter attacking Marcus with my sword.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: kilakan on October 04, 2010, 05:06:14 pm
Smile and take the demon assassin's surprise to my advantage, and ram my blessed dagger into the nearest part of it to me.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Acanthus117 on October 04, 2010, 05:38:36 pm
If I'm still heavily damaged, I use a salve. If not, I cast force slash at the bastard that hit me.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Dermonster on October 04, 2010, 06:13:44 pm
Aim for the spine!
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: IronyOwl on October 05, 2010, 01:20:41 am
Attempt to magnify Tarran's physical strength.

Spoiler (click to show/hide)
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Tarran on October 05, 2010, 01:46:28 am
With a firm but manly slap on the rear, if necessary.
...If you so dare as touch my ass I'll kick yours half way across the world. ::)
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: RandomNumberGenerator on October 05, 2010, 10:36:51 am
Attempt to magnify Tarran's physical strength.

Spoiler (click to show/hide)

You do realize you don't actually know any life magic, right? Because that is what it would usually be associated with...

With a firm but manly slap on the rear, if necessary.
...If you so dare as touch my ass I'll kick yours half way across the world. ::)

You're the one not wearing clothes  :P
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: IronyOwl on October 05, 2010, 04:50:47 pm
You do realize you don't actually know any life magic, right? Because that is what it would usually be associated with...
I was going for metamagic, but I suppose I should ask what it's actually capable of. It's supposed to do "change," but it's only ever been used for hack enchanting and force effects.

On that note, what does Darkness do?
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: RandomNumberGenerator on October 05, 2010, 06:33:38 pm
Hmm... I should have probably added a descriptor acronym to that spell.

Anyway, Darkness creates a sphere of, well, darkness that inhibits the travel of energy, so those inside of it see nothing but blackness and all sounds are supressed. In short, it is a sensory deprivation sphere, useful for temporarily inhibiting those inside from doing much other than wandering around aimlessly until they find their way out. Smarter creatures will probably figure out how to move in a straight line and get out sooner.

Metamagic as a school focuses on external effects, usually manipulating matter or energy. Force falls into this category because you are moving matter. Darkness is a metamagic spell because it blocks light and sound. A spell that blinded and deafened something would fall under Life Magic, because it is enfeebling the creature, not manipulating energy. Other possible metamagic spells could be something that reduces the weight of an object, creating a flare of light somewhere, firing a blast of raw magic, making some sort of neutralization barrier that negates incoming energy and thus acts as a shield.
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: IronyOwl on October 05, 2010, 08:40:14 pm
Huh. So it's more or less Morrowind's Alteration.

In that case, drive Tarran into an unholy frenzy. This will end well!
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Tarran on October 05, 2010, 08:58:09 pm
In that case, drive Tarran into an unholy frenzy. This will end well!
If this goes badly you can guess who's going to be the first(other then me) to feel it. :P
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: IronyOwl on October 05, 2010, 08:59:27 pm
Well logically you'd just go berserk on the thing right in front of you- the demons. It's just Murphy's Law that says you'll promptly turn around and butcher me like a hog. :P
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: RandomNumberGenerator on October 05, 2010, 09:24:50 pm
That works.

Before or after Tarran goes?
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: IronyOwl on October 06, 2010, 02:47:37 am
Before of course. Gotta have him gutting whatever he's going to be gutting at full power.

EDIT: Also what does Armor User do?
Title: Re: Arcanum Octet II: Fumble fumble [Turn 58]
Post by: Virroken on October 06, 2010, 11:20:03 am
Meh. Chill. Their +RTD is ridiculous.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: RandomNumberGenerator on October 06, 2010, 01:37:47 pm
With the new situation at hand I turn it to my advantage by using my knowledge in Earth magic to drill myself into the earthen wall in the direction I belive the demons are. Suprise demons with a new spell called Earthen Jaws, a variant of Grave Embrace.

Also, Stone Spirit heals Marcus.
You stand in the pit for a moment, thinking about what to do, when you come up with an ingenious plan. (5) You use your earth magic to rapidly burrow underneath one of the demons, (Luck 4+1) then pull the ground away from underneath it while simultaneously trying to crush it between two massive slabs of stone. (RTD 3-1) The demon completely fails to anticipate your attack, and is caught in the insidious trap, heavily wounded and unable to move.

+4 to Elementalism
New Spell: Earthen Jaws


Kin's Stone Spirit moves to heal Marcus by imbuing him with earth magic, (1+1) which doesn't seem to have a very large effect. (Luck 6) His wounds do heal a little, though.

My skeleton guards Marcus.
I'll try to close this rift. The practice should be useful in the future.


Trying to keep your cool in the face of the tear in reality, you try to seal the rift. (2+2) You use your knowledge of summoning to control the rift, then try to close it. (Luck 3) The unstable tear doesn't vanish like you intended, but you did manage to stop it from growing any larger.

+2 to Summoning
+1 to Demonology

In that case, drive Tarran into an unholy frenzy. This will end well!

Deciding that the best way to contribute to the fight is to send your allies into a berserk rage, you decide to enhance Tarran's combat skills. (6+1) You imbue him with an abundance of wild magic, (Luck 6) which engulfs his body before he lets out a fell scream and charges at the nearest demon.

+3 to Metamagic
New Spell: Berserk


Slice-n-dice the Demon Hunter attacking Marcus with my sword.
Enhanced by Davot's powerful magic, you charge at the nearby demon hunter. (5+3) You attack the demon with a massive swing, (RTD 3) moving so fast that the demon barely has time to react. Your sword cleaves through the demon's exoskeleton, splitting the creature in two and sending ichor spraying everywhere.

+3 to Swords

Smile and take the demon assassin's surprise to my advantage, and ram my blessed dagger into the nearest part of it to me.
A grin crosses your face as you rush the demon assassin. (6+1) You drive your dagger straight at the demon, (RTD 3) which hesitates and loses it's advantage. The dagger sinks through it's breastplate and buries itself in the demon's chest.. or what you would guess to be it's chest, you can't really be sure of the anatomy of these things.

+4 to Daggers

If I'm still heavily damaged, I use a salve. If not, I cast force slash at the bastard that hit me.
You look down at yourself and determine that yes, you are still very wounded. You grab a healing salve and start applying it to the slashes that the demon inflicted, which stop burning and slowly start to heal.

Aim for the spine!

You strike at your foe again, aiming for his back. (6+1) Your axe flies towards the demon with surprising speed, (RTD 6) but the demon leaps out of the way with equally surprising speed.  As the demon jumps away, you shift the movement of your axe and catch the demon's leg, inflicting a nasty wound on it's leg and impairing it's movement.

+3 to Axes


Meh. Chill. Their +RTD is ridiculous.

You follow up everyone's attacks with a chill, hoping to turn the odds in your favor. (5+3) A massive cold settles over the battlefield, (Luck 3) slowing down everyone and freezing the air so that people can now see their breath. 

+2 to Elementalism


The demon leader retaliates against Aarchan (6+2)(1+2) The assassin lashes out with it's sword and dagger, the sword headed straight at Aarchan with great speed, the dagger considerably less so. (RTD 6-1)(RTD 5-1) Aarchan easily avoids the dagger, but the sword slashes across his arm, the serrated edge ripping through his flesh and burning like fire, causing heavy blood loss. Despite his grave injuries Aarchan is already starting to heal on his own, but one more attack could probably do him in.

The demon hunter continues his fight against Dunib, (3+2) lashing out with it's claws. (RTD 5-2) Dunib partially evades the attack, but his armor protects him from the creature's claws.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Spoiler: Demon Ambush (click to show/hide)

The chill also gives everyone except Virroken -1 RTD.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 06, 2010, 01:51:22 pm
Aiee! It just doesn't want to close! Who's bright idea was it to open portals to other planes, anyway?

Skeleton guards Aarchan.
I shall continue closing the rift.
It really would be quite irresponsible for me to leave it here.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Tarran on October 06, 2010, 03:48:56 pm
Teach the Assassin a lesson in mortality by cutting it's head off.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 06, 2010, 04:43:32 pm
ow just.... ow
Attempt to use the magical conversion device on the portal to convert the magical essence of the portal into a solid alchemical stone.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Virroken on October 06, 2010, 04:46:01 pm
I thought chill only lowered enemy RTD. SORRY GUYS I AM USELESS SUPPORT CLASS.

Frost on the leader demon, or whatever is attack Aarchan.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 06, 2010, 05:16:08 pm
HAHA! My buffing worked perfectly! Though I sort of assumed it'd use necromancy, but whatever works!

Attempt to enslave the immobilized demon. At least one of necromancy or metamagic should work for that, right?

Wussed out! Change of plans!
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Acanthus117 on October 06, 2010, 05:20:06 pm
KILL THE DEMON THAT IRONYOWL IS NOT ATTACKING BROSKI
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 06, 2010, 05:44:36 pm
I propose a new turn type: Travel turns. During travel turns, we'd be able to do slightly larger tasks, and without the chance of a critical success or failure (More time to concentrate, without having to worry about that rather hungry looking monster). This would make it easier for healers to provide their critical services between battles, lowering our mortality rate, let people create new spells in relative safety and without slowing the game down, or trade magical knowledge with each other.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 06, 2010, 05:55:56 pm
I suspect RNG would consider creating new spells in relative safety a bad thing.

I do want to harvest these demons and then do stuff with the parts though, so I can't complain with the concept. On a related note, do we really need the portal closed before anything's even come through it? :D
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 06, 2010, 06:25:19 pm
I think I can summon most small, inanimate objects just fine, if you need something in particular. Otherwise: Yes, yes the portal must be closed before it spawns more xp for us.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 06, 2010, 07:42:08 pm
well I'm attempting to make a void-portal crystal from the portal itself, thus closing it, this should be fun.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: RandomNumberGenerator on October 06, 2010, 08:14:47 pm
HAHA! My buffing worked perfectly! Though I sort of assumed it'd use necromancy, but whatever works!

Attempt to enslave the immobilized demon. At least one of necromancy or metamagic should work for that, right?

Enslave as in control, correct?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Dermonster on October 06, 2010, 08:53:41 pm
Sublimate the hunter. Unless that's a passive effect, in which case, Cleave!
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 06, 2010, 09:03:44 pm
Correct.

I think I can summon most small, inanimate objects just fine, if you need something in particular. Otherwise: Yes, yes the portal must be closed before it spawns more xp for us.
That could be convenient. I could also try it myself, penalties be damned, but I'm looking for more exotic components for the bulk of what I'm plotting.

So: :(, but I might want you to summon me some iron or something.

Also RNG: Since demons are souls, how do various schools of magic work with regards to attempting to affect their bodies, and does this change with whether they're "alive" or dead?

EDIT: Also, about how large are the hunters? Is the assassin the same size?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: RandomNumberGenerator on October 06, 2010, 09:41:17 pm
I propose a new turn type: Travel turns. During travel turns, we'd be able to do slightly larger tasks, and without the chance of a critical success or failure (More time to concentrate, without having to worry about that rather hungry looking monster). This would make it easier for healers to provide their critical services between battles, lowering our mortality rate, let people create new spells in relative safety and without slowing the game down, or trade magical knowledge with each other.

Hmm... seems interesting. Not sure if I want to allow people to practice skills, but reading books or devising new spells could work.

Correct.

I think I can summon most small, inanimate objects just fine, if you need something in particular. Otherwise: Yes, yes the portal must be closed before it spawns more xp for us.
That could be convenient. I could also try it myself, penalties be damned, but I'm looking for more exotic components for the bulk of what I'm plotting.

So: :(, but I might want you to summon me some iron or something.

Also RNG: Since demons are souls, how do various schools of magic work with regards to attempting to affect their bodies, and does this change with whether they're "alive" or dead?

EDIT: Also, about how large are the hunters? Is the assassin the same size?

Demons don't have souls, they ARE souls. Twisted, dark corrupted souls taken on a physical manifestation, but souls nonetheless.

Using necromancy on demon souls is possible, but may have some rather... interesting side-effects.
Demons are not alive. Vitamancy does not work on them.
The demons stand about 5 feet tall, when crouched. Fully extended, about 8 11 feet. Assassin is the same size as the hunters.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 06, 2010, 09:46:52 pm
I'd tell you not to do it, but I want to see what happens. Do note that Lifetapping them has similar results to Lifetapping undead, and that Shadowtouch (Or was it weakness?) doesn't do much against them.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 06, 2010, 11:53:07 pm
I'd tell you not to do it, but I want to see what happens. Do note that Lifetapping them has similar results to Lifetapping undead, and that Shadowtouch (Or was it weakness?) doesn't do much against them.
What, attempt to keep one as a pet? If Control Undead works, Shackle Mind or Control Demon can't be that far out, though I admit the consequences for failure could be... a bit more severe than normal. I guess that makes an immobilized cripple a particularly good target.

If you're worried about making things from their bodies... well, I'm worried about that too, but I also figure items made from demon parts would be more powerful than those made from mundane materials, at least for what I'm going for. I originally intended to make a shield out of some carapace, but am reconsidering seeing as it likely won't be any better than a mundane one and I'd need to summon some leather for the straps. My other two schemes are still very go.

On that note, does slaying demons destroy their soul, release it, or neither? If I wanted to make a wraith from a demon soul, for instance (FUN! I know) would I target a live demon or a dead one?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: RandomNumberGenerator on October 07, 2010, 12:00:54 am
I am not authorized to release information pertaining to that subject.

In other words, try it and find out.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 07, 2010, 12:04:36 am
Damn! Oh well, this will work out on 2 out of 3 options.

EDIT: I am now contemplating the consequences of "Keep one alive in case a dead one won't suffice!" I'm not going to, but I'm acting quite the necromancer already. :D
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 07, 2010, 11:54:54 pm
Heh, finally got around to reading Arcanum Octet I. I've now got even more ideas than before...

Also I want to learn Life magic but it scares me.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: dragnar on October 07, 2010, 11:56:04 pm
Also I want to learn Life magic but it scares me.
Aww, but it caused so much Fun!
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 12:00:59 am
True... I suppose it might be more accurate to say I want to learn life magic but casting it on myself scares me. If I could find some dupes willing to let an unskilled healer experiment on them I'd be all for it.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 08, 2010, 12:09:11 am
True... I suppose it might be more accurate to say I want to learn life magic but casting it on myself scares me. If I could find some dupes willing to let an unskilled healer experiment on them I'd be all for it.

What sort of fools desperate for a healer do you take us for? Never!

...

I'll take two shots of Inflict light wounds, please.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 01:16:41 am
You know, I think I'm gonna change my action. If you've already done the rolls or something just keep it, but otherwise

Create a magic shield around me.

My old action just seemed so damn useful I didn't want to give it up, but it's just not what I want to do right now. No worries, I still intend to have the demon serve me. Cue ominous laughter.

What sort of fools desperate for a healer do you take us for? Never!

...

I'll take two shots of Inflict light wounds, please.
Oh, I don't intend to become a regular healer like Cheddarius was; that sounds boring. I'm just in it for the buffs, emergency healing, and magic items.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: KineseN on October 08, 2010, 03:13:30 am
Man, missing out for two days and I see alot of Fun ideas when I'm back.

Since I'm still in the pit I crumble the dirt around me, turning it into a antlion trap, trapping anyone too close. Any demon that ends up in the middle (where I am) will be attacked by me. Stone Spirit heals Aarchan.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: RandomNumberGenerator on October 08, 2010, 11:13:00 am
Oh, I don't intend to become a regular healer like Cheddarius was; that sounds boring. I'm just in it for the buffs, emergency healing, and magic items.

Being a Vitamancer is only boring if you make it boring by standing around and healbotting. I mean, Cheddarius never even tried to mutate somebody.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: dragnar on October 08, 2010, 11:14:46 am
Why bother trying? It happened quite often when he wasn't trying anyway...
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 02:35:17 pm
Being a Vitamancer is only boring if you make it boring by standing around and healbotting. I mean, Cheddarius never even tried to mutate somebody.
I wouldn't want to be a pure Vitamancer, but I know it's got a ton of useful effects that I want. I just didn't want anyone thinking my reckless experimentation with one of the most fatal magics in the game was intended to produce a literal healer.


Why bother trying? It happened quite often when he wasn't trying anyway...
Life magic covers just about everything about the body. In theory, you could mutate someone to have an armored hide, extra arms, or natural regeneration. Failure would likely be swift and brutal, but most of Chedd's incidents were just straight healing gone awry; he never really did anything ambitious with it.


Incidentally, does anyone have any actual plans for beating the Juggernaut's armor? I know we're not quite there yet, but bum rushing The Guardian Of Hell doesn't seem like a very sound plan, especially when at least two of us are melee-oriented.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 02:39:49 pm
I really hope I live through this, I'm having fun as a hybrid alchemist/crazed knifeman.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 08, 2010, 02:41:27 pm
Incidentally, does anyone have any actual plans for beating the Juggernaut's armor?
Naw, planning's for the weak. I'll probably just try a localized unsummon of certain pieces of his armor or something.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 02:43:47 pm
I'm considering takeing the earth-blade, blessing it with holy water and the symbol of justice, then using my hadeshorn brew (legendary potion of ultimate weapon making) on it and hoping I can survive the extreme power long enough to destroy the demon, and maybe through a twist of fate join with the soul in the dagger and become a super-weapon from god.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 02:55:41 pm
That reminds me, does demon ichor have any special properties that we know of? And have you ever tried mixing it with human blood to see what happens?

I uh, might be considering drawing runes in demon ichor. Just a thought.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 04:07:10 pm
well I mixed it with holy water and it burned a pretty good hole in the floor, so ya it has some... unusual properties, want the last bit of mine?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 06:21:49 pm
Nah, I'll harvest it straight from the tap, so to speak.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 06:24:09 pm
I have a feeling that generic ichor and that of an assassin/hunter will have extremely different properties, mayhaps a invisibility effect from the assassin?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 06:32:05 pm
Yeah, I was wondering about their abilities, seeing as... well, let's just say souls are involved.

Given how good they are at dodging (or were at dodging... I think they've ranged from +3 to +0...) a rune of warding might get some benefit, but my plan was a rune of pain. Given how malicious they are, I'd think that might gain some potency.

Of course, the last person to carve a rune of pain ultimately died because of it. Wait no, that was a rune of harm. Still can't count on it working as intended, but I should be relatively safe.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 06:39:50 pm
Just remember not to try and carve it on something you are wearing or on yourself, about 3 people have died from that. 
Also I approve of anyone using my soul if i die, just try and resurrect me first, maybe in a slightly..... better body ;D
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: sir diesalot on October 08, 2010, 07:13:36 pm
I didn't die from wearing badly runed armour, I died because I tripped over my new armour once and went "SCREW IT, I'M GOING IN NAKED".
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 07:32:31 pm
well I know someone lost an arm in Arcanum octet 1 from a badly runed gauntlet.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: Nirur Torir on October 08, 2010, 07:44:44 pm
Slander. I mangled my arm in a series of unfortunate accidents in a smithy, then lost it completely when I tried to make a rune of regeneration in the dirt.

It turned out alright in the end, however, as I eventually successfully cast regeneration at myself.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: kilakan on October 08, 2010, 07:46:34 pm
ah right..... I hope I don't blow up again, 2 times is enough for one rtd...
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 08, 2010, 09:37:45 pm
Just remember not to try and carve it on something you are wearing or on yourself, about 3 people have died from that.
Yeah, I know. This did work out surprisingly well for Kin, though.

Also I approve of anyone using my soul if i die, just try and resurrect me first, maybe in a slightly..... better body ;D
MAD SCIENCE AUTHORIZED. INITIATING LAUGHTER PROTOCOL.


And yeah, stuff like the arm incident is why I'm wary of trying to use healing magic on myself, at least directly. Suffice to say I have better plans for it, though.

EDIT: Also new turn soon? I'm positively BRIMMING with bad ideas I need to try out.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: KineseN on October 09, 2010, 03:27:24 am
Well, my Rune of Power x2 was really a stroke of luck. Especially since I carved them into my arm. While it worked to my advantage I was going more for the brute force power rather than spell power, but as you can see, with the Rune of Power I have it easier casting advanced spells 66.6% of the time.
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: IronyOwl on October 09, 2010, 02:43:25 pm
You actually didn't get all that lucky on the second one. Lucky enough to not carve your arm off, sure.

But I'm curious, do you prefer casting or clubbing?
Title: Re: Arcanum Octet II: Intense Combat [Turn 59]
Post by: KineseN on October 09, 2010, 03:07:37 pm
Normally I go for casting in fantasy settings, but this time I wanted to try something new. Ended up with specializing in casting anyway but this made me realize I should try to come up with hybrid skills such as the Shockwave (hammer against earth and all that).

Also, I started to join RTDs around the time when Arcanum Octet I got its first rune based granade.
Title: Re: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 60]
Post by: RandomNumberGenerator on October 09, 2010, 03:37:15 pm
Aiee! It just doesn't want to close! Who's bright idea was it to open portals to other planes, anyway?

Skeleton guards Aarchan.
I shall continue closing the rift.
It really would be quite irresponsible for me to leave it here.

You keep up your efforts (2+2) slowly but steadily shrinking the rift. (Luck 4) You manage to seal the gap.

+2 to Summoning

Teach the Assassin a lesson in mortality by cutting it's head off.
You charge at the assassin, (5+3) howling with rage. (RTD 6) The assassin jumps away from you, and your sword only manages to scratch it's armor.

+2 to Swords
ow just.... ow
Attempt to use the magical conversion device on the portal to convert the magical essence of the portal into a solid alchemical stone.

You try and convert the rift into an alchemical substance, but the rift is already closed. (6) Besides, the device is supposed to convert things into magical energy, but the other way around... Though... If you modify it... (4) Yes... Yes! You manage to improve the apparatus so you can now turn energy into various compounds. You truly are a mad genius.

I thought chill only lowered enemy RTD. SORRY GUYS I AM USELESS SUPPORT CLASS.

Frost on the leader demon, or whatever is attack Aarchan.
You throw a wave of frost at the demon leader, (3+3) engulfing it. (RTD 3) The demon's movement is slowing considerably.

+2 to Elementalism

KILL THE DEMON THAT IRONYOWL IS NOT ATTACKING BROSKI

You grab your blade and run at the leader, (4+2) swinging wildly. (RTD 6-1) The assassin tries to evade, but you catch up to him and swing at his arm, cutting through parts of his armor.

+2 to Swords


Sublimate the hunter. Unless that's a passive effect, in which case, Cleave!
You reach out to the wounded hunter (6+1) and tear it's remaining energy from it's broken body. (Luck 1) The energy lashes out at you, and you fail to absorb it properly.

+2 to Demonology


You know, I think I'm gonna change my action. If you've already done the rolls or something just keep it, but otherwise

Create a magic shield around me.
Despite being ignored by both demons, you feel increasingly threatened and try to form a protective shield. (1+1) You can't make your magic to do what you want to however, (Luck 1) and it seems to backfire completely, making you more vulnerable than ever before.

Man, missing out for two days and I see alot of Fun ideas when I'm back.

Since I'm still in the pit I crumble the dirt around me, turning it into a antlion trap, trapping anyone too close. Any demon that ends up in the middle (where I am) will be attacked by me. Stone Spirit heals Aarchan.
You collapse the surrounding earth, (3+2) creating a massive landslide. (Luck 3) Nothing gets caught in your trap though. How disappointing.

Your spirit goes to heal Aarchan, (4+1) imbuing him with soothing earth energy. (Luck 3) He starts healing rapidly.

The assassin strikes at Marcus with both weapons (6+2)(3+2) driven by hatred. (RTD 5)(RTD 6) Marcus parries the dagger with his own, but the sword cuts through his armor and inflicts a pretty nasty wound.

The hunter lunges at Dunib, (4+2) with it's mouth open wide. (RTD 3-1) The hunter latches onto his arm, and actually bites through his bronze plate.



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Spoiler: Demon Ambush (click to show/hide)
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: IronyOwl on October 09, 2010, 05:51:24 pm
Do that again, but on the hunter this time.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Nirur Torir on October 09, 2010, 05:57:57 pm
Such a dangerous action, and yet, to know one's enemy is a powerful advantage. Don't stop killing, I'm mostly doing this because I need the experience. Letting it live is too hazardous.

I'll attempt to bind the hunter as a minion.
My skeleton will attack the hunter after I cast my spell.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Dermonster on October 09, 2010, 06:00:35 pm
Hunter, meet axe. Axe, Meet brain matter.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for MAGIC! [Turn 60]
Post by: KineseN on October 09, 2010, 06:11:03 pm
"Snipe" the assassin with a well placed Stone and heal Marcus or Dunib Hellbinder afterwards. Stone Spirit follows suit.

Is it possible that crumbling dirt is something so mundane task that I don't get anything from it or is it just because my high skill level? Because if it is any of them I might replace the Stone with either a higher rank spell or just figure out a way to do an over-the-top spell because if there is something worth killing, it is worth overkilling, right?

Edit: Changed action.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for MAGIC! [Turn 60]
Post by: RandomNumberGenerator on October 09, 2010, 06:34:39 pm
"Snipe" the assassin with a well placed Stone and heal Marcus or Dunib Hellbinder afterwards. Stone Spirit follows suit.

Is it possible that crumbling dirt is something so mundane task that I don't get anything from it or is it just because my high skill level? Because if it is any of them I might replace the Stone with either a higher rank spell or just figure out a way to do an over-the-top spell because if there is something worth killing, it is worth overkilling, right?

It's because of your high skill level. Same reason I stopped giving Marcus experience for Force Bolts.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: kilakan on October 09, 2010, 06:48:59 pm
hahah I'm really surprised that I didn't blow myself up, awesome ability though
Attempt to use The Device on the assassin hunter to capture it's very essence within a solid alchemtical type substance.
I'm not affraid, I consider any time since I survived Dragnar to be borrowed time.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Tarran on October 09, 2010, 08:15:28 pm
Assassinate the Assassin if he's still alive. If not, Assassinate the hunter. If he's still dead, attack the air.

Can someone remove my Berserk-ness sometime soon so I don't have to attack the air every five seconds?

immobilized hunter
He's dead Jim.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Virroken on October 09, 2010, 08:25:38 pm
ULTIMATE ICE ARMOR MODE ON. Protect Arcanthus with my body.

Give him a healing salve if no one else heals him.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: IronyOwl on October 09, 2010, 08:41:27 pm
Can someone remove my Berserk-ness sometime soon so I don't have to attack the air every five seconds?
I imagine it'll go away soon, or at least once the battle's over. I guess I could try dispelling it if it doesn't or you need it off sooner.

Hm... maybe if that fails it'll strengthen it...

Too many spells I need to try/invent. :(
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: kilakan on October 09, 2010, 09:12:36 pm
ok then I'll throw the meta-magic pokeball at the assassin instead.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: RandomNumberGenerator on October 09, 2010, 10:14:41 pm
Assassinate the Assassin if he's still alive. If not, Assassinate the hunter. If he's still dead, attack the air.

Can someone remove my Berserk-ness sometime soon so I don't have to attack the air every five seconds?

immobilized hunter
He's dead Jim.

Berserk has a durstion of 3 turns, though you can try and fight it off earlier.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: IronyOwl on October 10, 2010, 01:25:40 am
So, hypothetically speaking, what would it cost to let me practice healing magic (at a -1 penalty) on one of you? Ideally I'll just find a rat or something, but you know how hard it is to find living creatures out here, and I don't know when we'll be back at someplace living.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Nirur Torir on October 10, 2010, 01:32:19 am
I'd make a your soul joke, but the only spell you have that I'm interested in is Soulbind, so no, your soul is not worth getting 'healed' for, sorry.

We could trade knowledge when we get a turn to rest, though. I'll teach you protect or something, in exchange for Soulbind.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: IronyOwl on October 10, 2010, 02:42:48 am
Aw man, my sort of role model just told me my soul wasn't worth eating. That's just tragic, in a way you can't really understand unless you wield foul magics. :-[

But I'm not interested in life spells, just the experience.
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: Acanthus117 on October 10, 2010, 11:07:15 pm
FORCE BLAST THAT M.F.

But, if I'm hurt and shit, take my last Salve of Healing!
Title: Re: Arcanum Octet II: Arcanum Octet II: A wonderful day for SCI- erm, MAGIC! [Turn 6
Post by: KineseN on October 11, 2010, 01:40:16 am
Changing my action abit.

Apply my knowledge of Shockwave and make it possible for me to Shockwave whenever I channel magic energy towards my legs and stomp really hard. Apply newfound spell to the assassins head. Stone Spirit heals Marcus or Dunib Hellbinder.
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: RandomNumberGenerator on October 13, 2010, 11:35:26 am
Do that again, but on the hunter this time.
Quite literally shocked by your findings, or at least a small amount of static electricity, you try to apply the same effect to the demon hunter. (4+1) You manipulate the energy surrounding the hunter with expert finesse, (Luck 6) which creates a powerful shield around the hunter.

+3 to Metamagic
New Spell: Aegis


Such a dangerous action, and yet, to know one's enemy is a powerful advantage. Don't stop killing, I'm mostly doing this because I need the experience. Letting it live is too hazardous.

I'll attempt to bind the hunter as a minion.
My skeleton will attack the hunter after I cast my spell.


You try to bind the weakened demon's soul as a minion, (2+1) attempting to hold the creature's soul in place. (Luck 3) The demon resists your attempts to bind it.

+1 to Necromancy

Your skeleton attacks the hunter, (6) striking out with it's blade. (RTD 5-1) The demon partially evades, and the attack is negated by it's protective enchantment.
Hunter, meet axe. Axe, Meet brain matter.
You charge at the hunter, (3+1) aiming directly for it's head. (RTD 3-1) Your attack hits the hunter head-on, but doesn't manage to completely overcome the demon's defenses, leaving it hanging on by a shred.

+3 to Axes


hahah I'm really surprised that I didn't blow myself up, awesome ability though
Attempt to use The Device on the assassin hunter to capture it's very essence within a solid alchemtical type substance.
I'm not affraid, I consider any time since I survived Dragnar to be borrowed time.
Curious about the operation of your new machine, you test it out on the hunter. (6) Your device immediately absorbs the aegis effect, (Luck 1) But the device shudders and breaks down. You will need to repair it before using it again.

Assassinate the Assassin if he's still alive. If not, Assassinate the hunter. If he's still dead, attack the air.

Can someone remove my Berserk-ness sometime soon so I don't have to attack the air every five seconds?
You charge at the assassin, (3+3) aiming right for his neck. (RTD 3-1) Your blade buries itself in the demon, tearing through it's hide.

You calm down, your bloodlust alleviated.

+3 to Swords

ULTIMATE ICE ARMOR MODE ON. Protect Arcanthus with my body.

Give him a healing salve if no one else heals him.

You try to create a protective shield of ice, (1+1) but your spell fizzles (Luck 4) and fades away.

+1 to Elementalism

FORCE BLAST THAT M.F.

But, if I'm hurt and shit, take my last Salve of Healing!


You charge up a blast of force energy, (1+3) releasing it at the demon hunter. (RTD 6-2) The blast just wings the demon, but is enough to finish the hunter off. 

You then apply the salve to your wounds, and you feel much, much better.

Changing my action abit.

Apply my knowledge of Shockwave and make it possible for me to Shockwave whenever I channel magic energy towards my legs and stomp really hard. Apply newfound spell to the assassins head. Stone Spirit heals Marcus or Dunib Hellbinder.

You attempt to use your hammer to create a shockwave, but fidn that you are still holding that metal shard. . (1) You charge at the demon anyway, striking the ground next to it. (Luck 1+1) this causes the shard to reverberate, cutting your hand in several places.
 
The demon assassin spontaneously implodes, because I'm not going to make you guys spend an entire turn fighting a monster with 1 HP left.

The stone spirit goes to heal Marcus, (5+1) removing his poison.
-----

The group spends a while regaining their bearings as they prepare to head off towards the Juggernaught's Lair. I'll test out that travel turn idea here... Lets see, I will allow 3 standard actions or 1 training action

-----
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: IronyOwl on October 13, 2010, 12:12:42 pm
So much to be done, so little time...

Use metamagic and/or hatchet to fashion hexagonal shield out of hunter/assassin carapace.
Inscribe Rune of Pain on shield with said hunter's blood.
Bind hunter's soul to shield.

Would that work? I should probably be decursing or something but... stuff!
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: RandomNumberGenerator on October 13, 2010, 01:52:19 pm
Hmm... Kind of pushing it, but I'll allow it.
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: kilakan on October 13, 2010, 02:20:00 pm
Repair conversion device
Acquire aeigus effect from conversion device
Search for herbal ingredients to make healing over time based potions.


Could someone use one of their turns to decurse me, I shall pay them back with potions.
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: Nirur Torir on October 13, 2010, 02:34:01 pm
Decurse Kilakan
Heal Dermonster
Summon Skeleton
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: Tarran on October 13, 2010, 02:42:31 pm
Find myself some damn clothes and wear them.
Cast Cure Minor Wounds on KineseN.
Cast Cure Minor Wounds on IronyOwl.


This good?
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: Dermonster on October 13, 2010, 02:52:25 pm
Attempt to bind The sublimate spell to my axe so it casts as I swing.
Try to Encase my Gauntlet in Fel-Flame, which harms opponents or degrades their weapons upon contact, but which is harmless to me. Only the gauntlet because i want to see if this works before I be stupid and encase myself in fire.

I'm not sure if those are training actions or standard. If training, just do the top one.
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: Acanthus117 on October 13, 2010, 05:07:35 pm
I attempt to create a field of force that acts as a personal shield.
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: Virroken on October 13, 2010, 07:52:09 pm
I practice flash-freezing the dead demon bodies inside solid chunks of ice.

Single target stun here I come!
Title: Re: Arcanum Octet II: Demons know sepuku. [Turn 61]
Post by: KineseN on October 14, 2010, 06:30:56 am
With the limited knowledge of Necromancy and the vast experience in Earth magic I fashion a spell that is able to decurse and purge magical effects on a single target or item, effectively making it possible for me to decurse this metal shard or remove any magical alignments such as Aegis or Darkness, be they on allies or baddies.

Stone Spirit walk around healing anyone who needs it. Will also attempt to remove Davars Vulnerable effect.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 15, 2010, 03:15:14 pm
So much to be done, so little time...

Use metamagic and/or hatchet to fashion hexagonal shield out of hunter/assassin carapace.
Inscribe Rune of Pain on shield with said hunter's blood.
Bind hunter's soul to shield.

Unable to determine how to use metamagic as a crafting tool, you grab your hatchet and go to work. (1) You hack away at the body of the closest hunter,thoroughly mangling it. (Luck 2) You then proceed to mangle the other hunter corpse as well.

Following this bloody mayhem, you grab one of the mangled hunter corpses and start drawing a Rune of Pain on it with it's own blood. (4+1) You form the rune perfectly, (Luck 4) which activates and starts glowing with a faint grey light.

You then attempt to bind the hunter's soul into your mangled corpse. (5+1) You complete the spell to bind the soul, (Luck 3) but the spell fails regardless. It seems that the demon's soul was destroyed somewhere between moving around and being a corpse. Mangling the body probably didn't help either.

+2 to Runecrafting
+1 to Necromancy

Repair conversion device
Acquire aeigus effect from conversion device
Search for herbal ingredients to make healing over time based potions.


Could someone use one of their turns to decurse me, I shall pay them back with potions.
You grab your device and start tinkering with the various mechanisms. (2) The device is quite complicated, and you can't quite figure out how to repair it. (Luck 2-1) In the end, you are unable to succeed in doing so, and might have actually broken the contraption even more.

Despite this, you try to recover the aegis effect from the device. (5) You manage to locate and secure a small rose-colored ellipsoidal stone, (Luck 6-1) which you correctly guess as being the congealed essence of aegis.

Having completed this task, you go look for potion ingredients. (3) You find several weeds and roots, but nothing particularly valuable. (Luck 2-1) The surrounding lands actually appear pretty barren.

+2 to Technomancy
+2 to Herbalism

Decurse Kilakan
Heal Dermonster
Summon Skeleton

You decide that Kilakan has been cursed long enough, and do your best to remove his state. (1+2) You fumble with casting the spell, (Luck 6) but it goes off anyway and successfully purges the jinx.

You then go to heal Derm's injuries, (6+2) over-compensating for your lack of practice with extra magic. (Luck 3) Most of the magic passes straight through his body, though some of his wounds are healed.

Finally you miss your skeleton, and want another. (2+2) You summon a standard issue skeleton, (Luck 6) One who is your obedient slave.

+4 to Vitamancy
+2 to Summoning


Find myself some damn clothes and wear them.
Cast Cure Minor Wounds on KineseN.
Cast Cure Minor Wounds on IronyOwl.


This good?
You cast about the area for clothes to wear. (6) You notice the mangled hunter corpses lying in a pile, and get to work. (Luck 4) You end up producing a rather crude jerkin and trousers from the chitin.

You then try to heal both Kin and Davar. (2+1) (Luck 5) (3+1) (Luck 5) You heal both of them.

+4 to Vitamancy


Attempt to bind The sublimate spell to my axe so it casts as I swing.
Try to Encase my Gauntlet in Fel-Flame, which harms opponents or degrades their weapons upon contact, but which is harmless to me. Only the gauntlet because i want to see if this works before I be stupid and encase myself in fire.

I'm not sure if those are training actions or standard. If training, just do the top one.
Training, because you are making a new effect.

...

You try to enchant your axe so it auto-sublimates when it hits and enemy. (5+1) You manage to get the spell to fire when you swing your axe, (Luck 3) but the axe isn't enchanted; rather, you just learned how to cast sublimate while you are swinging your axe. 

+3 to Demonology
New Ability: Spontaneous Sublimation


I attempt to create a field of force that acts as a personal shield.
You work on modifying your force spells so instead of attacking, they can work on defense. (3+1) You create a rectangle of force in front of you, (Luck 4) Which you manage to hold steady and prevent from moving.
+3 to Metamagic
New Spell: Force Wall

I practice flash-freezing the dead demon bodies inside solid chunks of ice.

Single target stun here I come!
You don't see much of the bodies left other than chunks, but you decide you can practice on those. (4+1) You expertly manage to freeze the chunks of demon. (Luck 4) You think you should be able to use this on other demons in the future.

+4 to Elementalism
New Spell: Stasis


With the limited knowledge of Necromancy and the vast experience in Earth magic I fashion a spell that is able to decurse and purge magical effects on a single target or item, effectively making it possible for me to decurse this metal shard or remove any magical alignments such as Aegis or Darkness, be they on allies or baddies.

Stone Spirit walk around healing anyone who needs it. Will also attempt to remove Davars Vulnerable effect.

You try to make a spell that can flush out any effects from somebody. (3+1) You create a spell which can nullify most other magic effects, (Luck 6) then adapt this to use as a dispell effect.
+2 to Necromancy
+2 to Vitamancy
New Spell: Purge


-----

After making their preparations, the group sets out for the cave. The find it after a short amount of time, noticing an aura of malevolence emanating from the cave. They proceed into the cave, passing through several winding caverns before coming to a large, circular chamber. The walls appear to be made out of solid obsidian, and are carved with intermitent runes that nobody has seen before. About 40 feet away at the center of the room there is a large platform, atop which a massive, hulking figure dwells. It is difficult to make out at this distance, but he seems to be clad in armor made from some strange, black metal. The metal is different from that normally used by the demons; this stuff has no shine to it like the normal demon metal has, but appears to be completely flat.

-----

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)

Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Nirur Torir on October 15, 2010, 03:35:41 pm
I attempt to summon a piece of its armor off of its body. Preferably from the head.
My first skeleton guards me.
My second skeleton attempts to attack the monster.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 15, 2010, 03:39:42 pm
Casters do buffs!
Charge! Draw his attention with a slash to the throat!
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Tarran on October 15, 2010, 03:43:19 pm
I follow dermonster and attack the monster's right hand/other appendage on the right side of it's body if it has any.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 04:15:06 pm
Take the Earthen Dagger, and infuse it with the hadeshorn brew.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Virroken on October 15, 2010, 04:19:08 pm
Quote
I would suggest attacking Moloch the Eternal Guardian first. He has the most power physically, but is extremely slow. If you can keep your distance, you have the best chance of surviving against him. If worst comes to worst, you can always run away. The problem with him is his armor; it is almost impenetrable. You will probably need to find some magical way to break or bypass his armor if you want to kill him.

Info quote on our current boss. We should probably not go into melee distance COUGHCOUGHtarrananddermonsterCOUGHCOUGH.

Standard opening frost wave because debuffs are the coolest thing ever.
Also, keep distance.


EDIT: Ninja'd. Or they can tank for us. That works too.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 04:31:42 pm
Hey RNG could you tell me what aeigus does?  Because I know that's a type of Greek shield... but, could you tell me what it does or should I guess... and quite possibly blow up the world while I'm at it?
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 15, 2010, 04:35:58 pm
Awesome. There's now a mutilated demon carcass with a rune of pain drawn in its own blood on it, and nobody will know why.


Does Aegis stack with Shield of Faith?

Would Berserk disable abilities like Spontaneous Sublimation? Does "can only attack" mean they can only swing a melee weapon, or could they cast offensive spells and such?


Casters do buffs!
Preferences?

Kiting him would be ideal, but we're not sure how viable that would be. Depending on how hard he hits, having a constantly-healed tank line might be feasible and more reliable, especially since in theory wounded fighters can back off easier.

If he smashes Dunib to a paste right through his half plate, we'll know to keep moving.

Hey RNG could you tell me what aeigus does?  Because I know that's a type of Greek shield... but, could you tell me what it does or should I guess... and quite possibly blow up the world while I'm at it?
It's got an acronym tag in Davar's profile: +1 all resistances for 3 rounds.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 15, 2010, 04:44:51 pm
Hey RNG could you tell me what aeigus does?  Because I know that's a type of Greek shield... but, could you tell me what it does or should I guess... and quite possibly blow up the world while I'm at it?

Aegis gives +1 to all resistances while it is active.

Does Aegis stack with Shield of Faith?

Would Berserk disable abilities like Spontaneous Sublimation? Does "can only attack" mean they can only swing a melee weapon, or could they cast offensive spells and such?
Yes, it stacks.

Hmm... I'm going to rule that Berserk would not disable SS, if only because SS is part of an attack.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 15, 2010, 04:49:32 pm
Excellent. Aegis Dunib. If you'd like I'll Berserk you once we've established that you don't really, really need to run away next round. Unless I need to Aegis Tarran as well, which I guess is likely.

Now to hope those runes don't screw us over. Unlikely, given that we're in a demon lord's living room.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 04:50:12 pm
Hey derm or tarran, or guy who has the earth dagger, I have an idea, one of you could give me your weapon and I can transform it into and unstopable force against demons using the hadeshorn brew, so who wants to get the super-weapon :D.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 15, 2010, 04:52:18 pm
Super weapon is mine. RNG Have Kilikan go first so I don't charge before getting the weapon please.

Strategy is good. I'm up for tanking. Anything that lets me not get pounded into Dunib pancakes. Berserker, I think not. His armor is supposedly impenetrable, so berserk Tarran instead.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 15, 2010, 04:55:00 pm
Hey derm or tarran, or guy who has the earth dagger, I have an idea, one of you could give me your weapon and I can transform it into and unstopable force against demons using the hadeshorn brew, so who wants to get the super-weapon :D.
Dagger would probably be the best use for that, given that both Dunib's axe and Tarran's sword are mundane weapons. At the very least it would be wise to enchant them with force or carve a rune of frost/pain on them or something like that before using the the hadeshorn brew, since using the brew on a mundane weapon... well, it wouldn't be wasteful, but it would be a lot less effective.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 04:56:16 pm
ahhh then dagger it is... and dagger shall be mine MUAHAHA! (since I'm the best dagger-user of the group.)  Though you can have it back after, the fight, maybe.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 15, 2010, 04:58:48 pm
Awww... oh well then.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 05:00:34 pm
hey I can try and make an equivalent powerful potion from the aegis stone, and maybe turn you into an invulnerable tank of power instead?
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 15, 2010, 05:03:24 pm
You do that.

Imma just gonna go over here and distract big an ugly.

LEEEEEROOOOOOOOOY.....
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Tarran on October 15, 2010, 05:17:46 pm
Maybe someone should break the platform he's standing on? While his armor may prevent slashing damage, it certainly won't prevent blunt damage unless it weighs a ton more then that platform could hold.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 05:23:43 pm
Maybe someone should break the platform he's standing on? While his armor may prevent slashing damage, it certainly won't prevent blunt damage unless it weighs a ton more then that platform could hold.
You know, it's lines like these that are followed by the platform, along with most of the floor standing up to turn out to be the thing you have to fight.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 15, 2010, 05:25:53 pm
Dammit stop giving RNG ideas! The last time that happened the world turned into vanilla pudding!
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Tarran on October 15, 2010, 05:27:28 pm
Maybe someone should break the platform he's standing on? While his armor may prevent slashing damage, it certainly won't prevent blunt damage unless it weighs a ton more then that platform could hold.
You know, it's lines like these that are followed by the platform, along with most of the floor standing up to turn out to be the thing you have to fight.
If we do have to fight the platform, we can just break the thing it's standing on and the thing it's standing on and the thing that's standing on ad infinitum. Eventually they'll run out of things to stand on. Of course, we could run out of things to stand on far before they do...
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: KineseN on October 15, 2010, 05:29:27 pm
Lend Earthen Dagger to Aarchan and let him do what he wants with it. Before Dunib or Tarran charges the monster I Purge the hulking figure from whatever vile buffs it has. Stone Spirit stands close to Nirur Torir and will heal whoever is in need of it.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: kilakan on October 15, 2010, 05:30:00 pm
Dammit stop giving RNG ideas! The last time that happened the world turned into vanilla pudding!
Yes but see the amazing post-apocalyptic world that came out of the delicious desert?
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 15, 2010, 05:41:33 pm
Dammit stop giving RNG ideas! The last time that happened the world turned into vanilla pudding!

...

???
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 15, 2010, 07:32:26 pm
I'm thinking the platform is more "a thick slab of stone" and less "a slab of stone on fragile pillars high above the ground," so breaking it probably won't do anything.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 15, 2010, 08:11:18 pm
I'm thinking the platform is more "a thick slab of stone" and less "a slab of stone on fragile pillars high above the ground"

This is quite accurate. It is a giant chunk of obsidian, as is everything else in the room, except for the onyx gems and the... wait, I forgot to mention that part, didn't I?

Okay, yeah. There are 12 small spikes surrounding the platform, each one roughly 8 feet tall, with the last foot or so being made of solid crystal that glows with a faint light that shifts through several colors.

Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Virroken on October 15, 2010, 08:12:30 pm
I'm thinking the platform is more "a thick slab of stone" and less "a slab of stone on fragile pillars high above the ground," so breaking it probably won't do anything.

We could have the earth magic guys dump him into a pit so we can beat him up from a distance.

edit: Ninja'd twice in a day, in the same thread.

Impael on dem spikes?
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Nirur Torir on October 15, 2010, 08:14:27 pm
We could have the earth magic guys dump him into a pit so we can beat him up from a distance.
I like this idea, but he probably jumps well. If he's a charger, putting pits everywhere would also likely help.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 15, 2010, 08:31:15 pm
We could have the earth magic guys dump him into a pit so we can beat him up from a distance.
I like this idea, but he probably jumps well. If he's a charger, putting pits everywhere would also likely help.
He's supposedly very slow, so it's likely he doesn't jump well or charge. He's presumably so damn big that getting him in a pit too deep to climb out of would be quite a challenge, however. Digging holes to trap his legs might work, but damaging him is probably a bigger concern than holding him still, at least at the moment.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Nirur Torir on October 15, 2010, 08:38:47 pm
Oops, memory failure. In that case, the spires are likely a threat.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 15, 2010, 10:04:56 pm
Almost assuredly. My best guess would be that they further grant him defensive advantage while on the platform, but anything's possible.

On a related note, I want to carve stuff out of them.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Virroken on October 16, 2010, 02:37:19 am
I'm gonna stun/slow him constantly and hope that translates into RTD kiting. This is probably more of a SOLVE TEH PUZZLE thing than LOL LETS MASS ATTACK HIM AND HOPE IT WORKS. The armor is supposed to be impenetrable without some magical trick.

It's obvious we have to do something with the spires. Cut them down? Use them as weapons? Overload them with magic?
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Tarran on October 16, 2010, 02:39:29 am
This is probably more of a SOLVE TEH PUZZLE thing than LOL LETS MASS ATTACK HIM AND HOPE IT WORKS. The armor is supposed to be impenetrable without some magical trick.
The reason me and dermonster are attacking it in a likely hopeless melee is to distract it from beating the rest of you guys to a pulp.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Dermonster on October 16, 2010, 02:41:55 am
REST OF PARTY IS TINY SQUISHY WIZARDS A-HAHAHAHA HAA!
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: IronyOwl on October 16, 2010, 03:28:49 am
This is probably more of a SOLVE TEH PUZZLE thing than LOL LETS MASS ATTACK HIM AND HOPE IT WORKS. The armor is supposed to be impenetrable without some magical trick.
Fascinating. I'd never thought of it like a literal puzzle before; I knew the spires and runes were likely going to need to be dealt with or worked around, and I suspected other surprises might await us, but I'd still been thinking of it as a somewhat tactical battle. This is definitely worth considering.


REST OF PARTY IS TINY SQUISHY WIZARDS A-HAHAHAHA HAA!
Sadly true. :( Even those of us skilled in melee weapons aren't really armored enough to survive in melee for long, and we're out of resilient minions.
Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: RandomNumberGenerator on October 16, 2010, 08:43:10 pm
I attempt to summon a piece of its armor off of its body. Preferably from the head.
My first skeleton guards me.
My second skeleton attempts to attack the monster.


Casters do buffs!
Charge! Draw his attention with a slash to the throat!

I follow dermonster and attack the monster's right hand/other appendage on the right side of it's body if it has any.

Take the Earthen Dagger, and infuse it with the hadeshorn brew.

Quote
I would suggest attacking Moloch the Eternal Guardian first. He has the most power physically, but is extremely slow. If you can keep your distance, you have the best chance of surviving against him. If worst comes to worst, you can always run away. The problem with him is his armor; it is almost impenetrable. You will probably need to find some magical way to break or bypass his armor if you want to kill him.

Info quote on our current boss. We should probably not go into melee distance COUGHCOUGHtarrananddermonsterCOUGHCOUGH.

Standard opening frost wave because debuffs are the coolest thing ever.
Also, keep distance.


EDIT: Ninja'd. Or they can tank for us. That works too.

Excellent. Aegis Dunib. If you'd like I'll Berserk you once we've established that you don't really, really need to run away next round. Unless I need to Aegis Tarran as well, which I guess is likely.

Now to hope those runes don't screw us over. Unlikely, given that we're in a demon lord's living room.

Lend Earthen Dagger to Aarchan and let him do what he wants with it. Before Dunib or Tarran charges the monster I Purge the hulking figure from whatever vile buffs it has. Stone Spirit stands close to Nirur Torir and will heal whoever is in need of it.

Need Acanthus.

Title: Re: Arcanum Octet II: Guardian of Hell [Turn 62]
Post by: Acanthus117 on October 17, 2010, 07:19:50 pm
Attempt to Force Bolt the thing's weapon out of its hand
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 01:14:46 pm
Quote
I would suggest attacking Moloch the Eternal Guardian first. He has the most power physically, but is extremely slow. If you can keep your distance, you have the best chance of surviving against him. If worst comes to worst, you can always run away. The problem with him is his armor; it is almost impenetrable. You will probably need to find some magical way to break or bypass his armor if you want to kill him.

Info quote on our current boss. We should probably not go into melee distance COUGHCOUGHtarrananddermonsterCOUGHCOUGH.

Standard opening frost wave because debuffs are the coolest thing ever.
Also, keep distance.


EDIT: Ninja'd. Or they can tank for us. That works too.

You quickly conjure up a wave of cold, (1+3) sending it rushing towards the behemoth. (Luck 3) The wave engulfs the creature (Resist 5) but it shrugs off your spell.

+2 to Elementalism

I attempt to summon a piece of its armor off of its body. Preferably from the head.
My first skeleton guards me.
My second skeleton attempts to attack the monster.

You try to disarmor the hulking figure, (1+2) but you are unable to pull the massive helmet to yourself. (6) Instead, you summon yourself to the helmet, and you are now standing on top of the massive thing's shoulders.

+2 to Summoning

New Spell: Translocate


Lend Earthen Dagger to Aarchan and let him do what he wants with it. Before Dunib or Tarran charges the monster I Purge the hulking figure from whatever vile buffs it has. Stone Spirit stands close to Nirur Torir and will heal whoever is in need of it.
You hand your dagger over to Aarchan, then attack the hulking creature with a Purge. (3+1) You blast the creature, (Luck 4) which engulfs him in a dull grey light for a short while before it fades.

+2 to Necromancy


Casters do buffs!
Charge! Draw his attention with a slash to the throat!

You grab your axe and charge directly at the the guardian. (6+1) You can't reach his head, so you aim for his chest instead. (RTD 3-4) The huge demon doesn't react at all, and your axe strikes directly on his chest and jarringly bounces off with a dull ringing sound.

+1 to Axes

I follow dermonster and attack the monster's right hand/other appendage on the right side of it's body if it has any.
You follow up Dunib's attack with your own, attacking the demon's right hand. (4+2) Your sword slices through the air, (RTD 2-4) striking right on the creature's wrist. Your attack also proves fruitless, as you barely manage to scruff his armor.

+1 to Swords

Take the Earthen Dagger, and infuse it with the hadeshorn brew.
You gladly accept the dagger from Kin, and as you take hold of the hilt you feel a familiar presence within the blade. (1+3) You dip the dagger into your Hadeshorn brew, which flares with white and blue magic as it soaks up the liquid. (Luck 6) The wave of magic that results from the procedure leaves you feeling refreshed and exhilarated.

Excellent. Aegis Dunib. If you'd like I'll Berserk you once we've established that you don't really, really need to run away next round. Unless I need to Aegis Tarran as well, which I guess is likely.

Now to hope those runes don't screw us over. Unlikely, given that we're in a demon lord's living room.
You conjure up another Aegis effect, (4+1) casting the protective shimmer over Dunib. (Luck 3) The effect encases him and he glows with a soft light.

+1 to Metamagic

Attempt to Force Bolt the thing's weapon out of its hand
You look around for a weapon, but the demon seems to lack one. (1+3) You shoot a force bolt at the demon's hand instead, (RTD 5-4) but the demon seems unfazed.

+1 to Metamagic


Moloch then stands up, and the group suddenly realized just how large he is. The great demon lord stands 60 feet tall and is about a third as wide. His hands are roughly the size of boulders, and look like they could crush someone just as easily. (5) Nirur expertly keeps his balance as he stands on top of the behemoth's shoulder, looking foolishly out of place next to him. Through his visor you see only two red glowing slits, and a wave of hatred and malevolence radiates from him. The great beast lets out a mighty roar, then turns to face Dunib.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Dermonster on October 18, 2010, 01:25:37 pm
Attempt to keep his attention, and try to 'kite' him over to one of the "Crystal spike things".

-4? wow.

Ill hold his attention, someone else attack the crystal pillars. Its the source of his power most likely.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Tarran on October 18, 2010, 01:39:04 pm
Got it.

Randomly pick a pillar and cut it in half with my sword.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 01:52:10 pm
-4? wow.

I said he moves very slowly. Hitting him isn't the problem, it's actually damaging him.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: dragnar on October 18, 2010, 03:33:53 pm
Aim for the eyes! Not that you have an archer...
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Ochita on October 18, 2010, 03:35:48 pm
Teleport inside him, its possibly the only way.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Tarran on October 18, 2010, 03:37:33 pm
Teleport inside him, its possibly the only way.
...

Do you know how many ways that could go wrong?
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Ochita on October 18, 2010, 03:40:32 pm
Well, the demon cant hurt you, he doesn't get to chew you up. Possibly doesn't have stomach acids. I say its a rather easy risk
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: kilakan on October 18, 2010, 03:43:55 pm
Quickly run up to moloch, attempting to avoid his attacks, and attack with Di'ako what looks like weak spots on his legs, attempting to break the plating and allow further attacks in.
Well I don't really know how well this shall work but.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 03:47:40 pm
Teleport inside him, its possibly the only way.

Seriously? That's a really stupid idea...
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Ochita on October 18, 2010, 03:55:24 pm
Hey, someone has to make them, its like a universal law.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 04:00:46 pm
Right...
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Virroken on October 18, 2010, 05:17:01 pm
Stasis on Moloch's feet to freeze him to the ground. Preferably not when Kilakan is standing within damage radius.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Nirur Torir on October 18, 2010, 05:33:39 pm
I really don't like this position. The platform should be in range of translocate, though. I hope.

I cast Translocate to get to the platform.
One skeleton will watch for and shove out of the way anyone in danger of getting stepped on.
The second skeleton will guard Dunib.


(Discarded methods of getting down: Sacrificing my health to translocate away, summoning a winged horse, and translocating past his helmet, to deal with the problem more directly.)

Edit: Action changed.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: IronyOwl on October 18, 2010, 06:46:47 pm
Aw hell.

I really don't like this position. The platform should be in range of translocate, though. I hope.
Quote from: Translocate
Visible location within 30 feet
Quote from: Moloch
60 feet tall
You're ****ed.


So, I am really concerned about his next move being smashing one of us into paste. I don't want to abandon Nirur up there, but given just how slow he is, it wouldn't surprise me if he's capable of one-shotting any one of us. We should strongly consider getting out of his reach.

Attempt to generate a slashing force boomerang and hurl it in an arc, ideally cutting several pillars in half.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Dermonster on October 18, 2010, 06:49:01 pm
Wait. Idea.

Changed my action.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: kilakan on October 18, 2010, 06:52:27 pm
let me guess, you're gonna drop the roof on him.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: IronyOwl on October 18, 2010, 07:08:06 pm
Not those pillars, the ones with glowing tips.

This is quite accurate. It is a giant chunk of obsidian, as is everything else in the room, except for the onyx gems and the... wait, I forgot to mention that part, didn't I?

Okay, yeah. There are 12 small spikes surrounding the platform, each one roughly 8 feet tall, with the last foot or so being made of solid crystal that glows with a faint light that shifts through several colors.

I'm not convinced destroying them is the best idea, but that action came to mind and I wanted to try it out.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Acanthus117 on October 18, 2010, 07:11:56 pm
Force Slash one of the pillars!
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 08:03:12 pm
I really don't like this position. The platform should be in range of translocate, though. I hope.

I cast Translocate to get to the platform.


As Irony pointed out, you are around 50 feet up(His neck+head is about 10 feet). You could translocate 30 feet down and fall the other 20 feet(falling two stories shouldn't hurt too bad... right?) or try to climb down partway and translocate or something. Too bad he had to stand up, eh?
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Nirur Torir on October 18, 2010, 08:09:11 pm
How tall is the platform, and how far away from it am I?
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: RandomNumberGenerator on October 18, 2010, 09:22:52 pm
Platform is about 5 feet high, with stairs leading up to it.

Moloch is currently standing on top of the platform.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Nirur Torir on October 18, 2010, 10:33:45 pm
Oh.

Well then.

I cast Translocate to get myself as close to the ground over a skeleton as possible.
I empower my Translocate spell with 20% of my lifeforce, attempting to extend the range of the spell.
Skeleton 1 guards Dunib.
Skeleton 2 attempts to break my fall.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: IronyOwl on October 18, 2010, 11:49:41 pm
Are you positive near his head is a bad place to be? He might not be flexible enough to reach you.

Of course, if he is, that'd probably be the end of that.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: KineseN on October 19, 2010, 01:59:40 am
Decipher the runes on the pillars and try to get the meaning behind them and Purge my black metal shard.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Nirur Torir on October 19, 2010, 09:44:48 am
Are you positive near his head is a bad place to be? He might not be flexible enough to reach you.
I'm not concerned with him reaching me up here, I'm concerned with me dodging a 60 foot fall whenever he makes a sudden movement. Plus, removing the helmet is no longer particularly useful, while removing his boots would allow us to hack away at his ankles, immobilizing him.
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Jiharo on October 19, 2010, 12:57:59 pm
Am I the only one who remembered this (http://www.netfunny.com/rhf/jokes/98/Jul/gazebo.html) after reading turn title?
Title: Re: Arcanum Octet II: Anyone else feel like we're fighting a building? [Turn 63]
Post by: Acanthus117 on October 20, 2010, 01:02:44 am
Oh god not the GAZEBO of DOOM!
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: RandomNumberGenerator on October 21, 2010, 08:06:36 pm
Attempt to keep his attention, and try to 'kite' him over to one of the "Crystal spike things".
Noticing that the hulking figure has turned towards you, you try to keep it's attention. (6) You hit it once more with your axe to get it to pay more attention to you and then move away, (Luck 5) keeping a safe distance from the demon lord.

Randomly pick a pillar and cut it in half with my sword.
You look around and see one of the pillars just behind you. (1+1) You strike the pillar with your sword, but your attack wasn't powerful enough to break through. (Luck 1) The pillar starts reverberating and changes to a sickly green color, and you feel rather weak.

Quickly run up to moloch, attempting to avoid his attacks, and attack with Di'ako what looks like weak spots on his legs, attempting to break the plating and allow further attacks in.

You charge up to Moloch (3+1) and stab part of his lower leg. (RTD 1-4) Moloch was too preoccupied to notice with Dunib to notice you, and actually walks into your attack.  Your blade flares with a burning white light as it cuts through the heavy armor as if it were air, easily penetrating it and slicing into his leg. (Luck 2) You have some difficulty pulling your dagger free however, and can't get away from him as quickly as you had hoped.

+2 to Daggers

Stasis on Moloch's feet to freeze him to the ground. Preferably not when Kilakan is standing within damage radius.

You attempt to freeze Moloch to the ground, (6+1) encasing the surrounding area in ice. (RTD 4-4)(RTD 2) Both Moloch and Aarchan are covered in the ice.

+2 to Elementalism

Force Slash one of the pillars!

You charge up a blast of force energy, (4+3) unleashing it at one of the pillars. (Luck 3) The pillar snaps cleanly in half and the light in the crystal goes out.

Attempt to generate a slashing force boomerang and hurl it in an arc, ideally cutting several pillars in half.

You try to mimic Marcus and create an attack out of pure force, (2+1) blasting one of the pillars. (Luck 1) Not only does the pillar remain intact, but the color shifts to a blue hue and the force rebounds on you. (RTD 4) You jump out of the way of your own attack.

Oh.

Well then.

I cast Translocate to get myself as close to the ground over a skeleton as possible.
I empower my Translocate spell with 20% of my lifeforce, attempting to extend the range of the spell.
Skeleton 1 guards Dunib.
Skeleton 2 attempts to break my fall.

Empowering you magic with some of your own life energy, you try to get down from your precarious perch. (2+2) You reappear 8 feet above the ground, with your skeleton right below you. You fall a total of 3 feet before landing on your skeleton, (Luck 6)(Luck 4) and neither of you are injured by the fall.

Your other skeleton rushes over to protect (4) Aarchan, noticing that Dunib is safely away.

+2 to Summoning

Decipher the runes on the pillars and try to get the meaning behind them and Purge my black metal shard.
You study the runes on the cavern walls, (4+1) trying to decipher their meaning. (Luck 3+1) You determine that they are some sort of channeling device, probably related to the crystal pillars.

+3 to Runecrafting
New Spell: Rune of Channeling


Moloch swings one of his fists towards Aarchan, (2-2) but is very slow. (RTD 1-1) Despite this, Aarchan can't quite evade  due to being stuck in the ice. Nirur's skeleton flings itself in the path of the attack, taking the hit for Aarchan. The attack completely pulverizes the hapless undead creature. (6) Moloch then smashes the ice surrounding it, (Resist 2) breaking both himself and Aarchan free from the icy hold.

Moloch heals part of the wound that Aarchan inflicted on him.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Tarran on October 21, 2010, 08:14:53 pm
AFDFGHDFGFGJFJGGFJ

Uhhh... Crap. Can someone remove my degeneration before it gets serious? Please?

Read my healing spellbook for any spells that could help my degeneration.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Dermonster on October 21, 2010, 08:47:45 pm
Strike at his helm, kite toward an unbroken pillar again.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: IronyOwl on October 21, 2010, 09:03:11 pm
Seize the pillar and attempt to channel its power for my own ends.

I have to say, I assumed the worst when I read the title. Glad to see it was just one of Nirur's minions.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Nirur Torir on October 21, 2010, 09:10:19 pm
I have to say, I assumed the worst when I read the title. Glad to see it was just one of Nirur's minions.
Alas, poor skeleton. I barely knew ye.

I'll decurse Tarran.
My remaining skeleton will attack a pillar.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Nivim on October 22, 2010, 12:34:22 am
 It's probably more of a disease than a curse, and it's still being powered by the glowing green pillar, so it's possible even if you remove it successfully it will be back at the end of the turn.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Tarran on October 22, 2010, 12:40:12 am
Hmm... Good point.

Okay, I'll change my action.

Attempt to cut the pillar Degenerating me again.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Virroken on October 22, 2010, 02:16:15 am
I think the pillars are harmless unless we mess around with them.

More stasis. Freeze his arm joints to stop him from attacking.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Nivim on October 22, 2010, 03:09:45 am
Attempt to cut the pillar Degenerating me again.

 You know, this happens in the Elemental RTD too; where I bring up an argument that makes a player's action look bad, and then they choose an action that has even worse chances of success. Then I feel troubled, but don't want to manipulate them into changing it again.

 The danger here depends on how nice RNGenerator is with applying your degeneration and Nirur's action; before you attack or after? If you don't get a roll good enough to smash the pillar, your degeneration will be made even worse, perhaps far enough that Nirur will be unable to completely remove it on a good roll.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: KineseN on October 22, 2010, 04:07:46 am
Spire closely to the center of the platform I can (because Moloch has moved from that spot already right?) and carve a Rune of Channeling on it in an attempt to siphon/disrupt the balance of the pillars.
See if Stone Spirit can do something about Tarrans Degenerating status.



The acronym in Rune of Channeling has a typo, it says scronym.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Acanthus117 on October 22, 2010, 05:28:48 am
Force Slash the weak spot on Moloch!
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: kilakan on October 22, 2010, 08:15:16 am
Cast holy word on the weak spot I made in it's leg, then begin attacking the other leg.... try and avoid getting hit by my teammates again.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: Tarran on October 22, 2010, 02:14:13 pm
before you attack or after?
Before.

Quote
If you don't get a roll good enough to smash the pillar, your degeneration will be made even worse
Yeah, I kinda expect that if I get a bad roll it'll get worse too.

Quote
perhaps far enough that Nirur will be unable to completely remove it on a good roll.
Anything can happen on a good roll.



Either way, I don't have much choice, I'm basically useless against Moloch as far as I can tell, I don't know much in the way of de-curseing, if what you say about the pillar powering it is true then this is the best course of action possible for me until someone else decides to attack that pillar. Besides, KineseN was nice enough to have his Stone Spirit attempt to help me after I attack, so even if I fail at cutting the pillar I have a chance of KineseN's spirit successfully helping me afterwords.
Title: Re: Arcanum Octet II: Bonemeal [Turn 64]
Post by: KineseN on October 22, 2010, 02:55:55 pm
If my Stone Spirit can do anything at all against it, that is.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: RandomNumberGenerator on October 24, 2010, 12:00:50 pm
Strike at his helm, kite toward an unbroken pillar again.
You try to attack Moloch's head, but find that you just can't jump 50 feet up in the air while wearing heavy armor. (4+1) Instead, you attack his leg (RTD 5-4) and watch as your axe bounces off harmlessly again, then back off towards another pillar. (Luck 1) Unfortunately, Moloch seems to be ignoring you now.

+2 to Axes

Seize the pillar and attempt to channel its power for my own ends.
You rush up to the pillar and attempt to manipulate it's magic to benefit yourself. (4+1) You easily take control of the pillar's functionality, (Luck 5) and can now shift the pillar through the entire spectrum of light. You also learn what magic the pillar was using when it deflected your spell.

+4 to Metamagic
New Spell: Reflect


I'll decurse Tarran.
My remaining skeleton will attack a pillar.

You turn towards Tarran and attempt to break the enchantment afflicting him. (2+2) You halt the effects of the degeneration, (Luck 1) Or at least, you should have... but he still doesn't look too healthy.

+2 to Vitamancy


Nirur's skeleton attacks a pillar, (3) moderately damaging it.
Attempt to cut the pillar Degenerating me again.

You strike out at the pillar again, (4+2) slicing it cleanly in half. (Luck 1) You still seem to be afflicted by the degeneration though.

+2 to Swords

I think the pillars are harmless unless we mess around with them.

More stasis. Freeze his arm joints to stop him from attacking.

You try to freeze Moloch again to prevent him from attacking. (3+1) You encase his arms in (Luck 2) a very thin sheet of ice, which probably won't slow him down for long.

+3 to Elementalism

Spire closely to the center of the platform I can (because Moloch has moved from that spot already right?) and carve a Rune of Channeling on it in an attempt to siphon/disrupt the balance of the pillars.
See if Stone Spirit can do something about Tarrans Degenerating status.


You rush up to the platform and quickly create a spire in the center. (4+2) You create a large obsidian obelisk on the platform, then try carving one of the runes of channeling into it. (1) You completely fail to accomplish anything meaningful, (Luck 2+1) but at least you don't seem to have made the situation any worse.

Your stone spirit moves to help Tarran, (4+1) Purging the remaining degeneration from his system.
Force Slash the weak spot on Moloch!
You aim at the small hole created by Aarchan, (5+3) aiming a powerful force blast at the crack in his armor. (Luck 5) You attack him with pinpoint accuracy, (RTD 6-4) but Moloch moves at the last minute, and your attack shatters against his thick shell of metal.

Cast holy word on the weak spot I made in it's leg, then begin attacking the other leg.... try and avoid getting hit by my teammates again.
You mutter a Holy Word as you pill your dagger free, (1)(Resist 3+3) which only serves to enrage Moloch further. You then rush over to his other leg and attack him again, (2+2) easily slicing through his armor. (RTD 6-4) Your dagger cuts open another, slightly smaller wound.

Moloch goes to attack Aarchan again, (5-3) Easily shattering the ice as a massive fist descends towards his victim. (RTD 1) Aarchan is crushed by the massive attack, (Miracle 5) but somehow doesn't die. It seems that Madantum cares something for his followers after all, as Aarchan barely clings onto life by the grace of his deity.

Not seeming to care much for gods, Moloch continues regenerating the wounds inflicted upon him.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Dermonster on October 24, 2010, 12:05:04 pm
Attempt to encase him in fel-flame

In the process of moving. might not be back for a few days. Put me on AI if i take too long.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Tarran on October 24, 2010, 01:31:22 pm
Drag Aarchan to safety.

Darn, that looks painful.

Also, RNG, why am I still Degenerating when KineseN's spirit apparently cured me of it?
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: kilakan on October 24, 2010, 02:24:02 pm
well ow.
Pray my thanks and attempt to go into a meditative state to increase the rate at which I heal.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: RandomNumberGenerator on October 24, 2010, 02:25:44 pm
Also, RNG, why am I still Degenerating when KineseN's spirit apparently cured me of it?

Woops, my bad.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Virroken on October 24, 2010, 04:06:57 pm
If healing salves do stuff for broken bones, dump salve on Kilakan. If not, generate a frozen burst inside of one of Moloch's gaping foot wounds.If not, moar stasis, because support class is best class. Also, because RNG said so.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: RandomNumberGenerator on October 24, 2010, 05:23:13 pm
They're not gaping holes in so much as small cuts. Aarchan's dagger can cut through Moloch's armor like paper, but it's still a dagger versus a 60-foot tall humanoid; each individual attack only damages him a small amount. Those attacks will add up over time though, assuming you can find a way to stop his regeneration.

As far as fighting Moloch himself, well... Very few of you can actually damage him(I think Aarchan is the only one who has succeeded so far), and for those few who can hurt him staying alive long enough to kill Moloch may be an issue. For the others, working either to impair Moloch or protect your allies is probably the best bet. Virroken has tried to do this several times, but the dice haven't favored him so far. All things considered, it certainly is possible to defeat him at your current power level, though since he can also one-hit kill most of you a few bad dice rolls could make things very messy.

Just be glad I decided not to give Moloch summoning abilities like I originally planned; then you would be really screwed.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: dragnar on October 24, 2010, 05:26:03 pm
Suggestion: If that dagger can cut through the armor, stop trying to inflict injury and instead tear it apart, opening a hole that the others can strike through. Better yet, get inside his armor and start randomly stabbing.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 24, 2010, 05:41:13 pm
though since he can also one-hit kill most of you a few bad dice rolls could make things very messy.
Oh, so it's not as bad as I feared.

Just be glad I decided not to give Moloch summoning abilities like I originally planned; then you would be really screwed.
Nobody likes a wuss, RNG. :D
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: kilakan on October 24, 2010, 06:26:50 pm
Suggestion: If that dagger can cut through the armor, stop trying to inflict injury and instead tear it apart, opening a hole that the others can strike through. Better yet, get inside his armor and start randomly stabbing.
I did cut a hole in his leg armor, he just stomped on me before I could cut more.
So someone wanna take the dagger, and attempt to kill him?
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Nirur Torir on October 24, 2010, 06:43:11 pm
My skeleton will guard Aarchan.
If somebody takes Aarchan's dagger to strike our good friend Mr. Scary Guy, I will Hasten them.
If they don't, I will cast Protect on Aarchan.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Tarran on October 24, 2010, 06:47:51 pm
So someone wanna take the dagger, and attempt to kill him?
I can try after I drag you to safety.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 24, 2010, 08:09:37 pm
Hm. So do the pillars have a set of effects corresponding to a set of colors, or do they just channel/amplify magic in general, or what? How do I use one? "Do Blue on myself" or "Aegis Dunib through the pillar" or something else entirely?

So someone wanna take the dagger, and attempt to kill him?
I would but I like having bones.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: RandomNumberGenerator on October 24, 2010, 09:05:44 pm
Hm. So do the pillars have a set of effects corresponding to a set of colors, or do they just channel/amplify magic in general, or what? How do I use one? "Do Blue on myself" or "Aegis Dunib through the pillar" or something else entirely?

The pillars have a set of effects depending on the color. So far we've seen:

Red/Purple - Unknown(This was the default color)'
Green - Degeneration
Blue - Reflect Magic
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Virroken on October 24, 2010, 09:33:16 pm
Action changed, since cutting through a solid like paper doesn't leave space enough for a frozen burst to fit in. I guess these daggers weren't ordered from the Final Fantasy univarse.

Maybe pillar-degen on Moloch's wounds? I'm not sure the pillars are even powering Moloch's invincibility anymore. We might just be wasting turns hacking at otherwise harmless furniture.

I'm gonna continue with my roll-influencing support role, even if it means every action is MOAR STASIS/FROST/CHILL LAWL.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 24, 2010, 10:57:48 pm
I really want to degenerate him but I suspect it'll have no effect...

Eh, cackle maniacally and attempt to degenerate Moloch with the pillar anyway.

It'll be good to make sure.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Tarran on October 25, 2010, 12:35:17 am
Hmm, Irony, how about changing the pillar white and using it on him? I have a feeling white=cold/ice/snow/blinding/some holy effect that might hurt him.

Maybe Red/Purple is regeneration. Or maybe it's energy regeneration, and he's healing himself with that energy he's getting from the pillars.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 25, 2010, 01:10:02 am
Virroken's already got frost going, and I suspect a demon-forged pillar wouldn't have a "holy" setting. I could still try it if you think it might be a different type of frost or something, but I'd rather not waste turns seeing if it's got a chartreuse mode. Maybe I could tune it like a radio until it hit a valid color...

Good call on red/purple being regen, though- I suspected that was armor, but regen might make more sense. Only reason I'm not trying it out on allies is what heals a demon lord might not work on humans quite the same way. Well, that and he one-shots us, so gradually healing small amounts of damage isn't all that useful.

Of course, the more I think about it, the more certain I am degeneration isn't going to do anything, so maybe I should try something new regardless.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: KineseN on October 25, 2010, 01:11:51 am
Does my Purge decurse (which was my original intent) or does it only remove magical effects?

If Purge removes curses, Purge my black shard and get the dagger. Equip the dagger. Throw the shard into Molochs hole and Compression Bomb it.
If not, help Tarran drag Aarchan away and see if I can heal him.

Stone Spirit will heal Aarchan in either case.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Tarran on October 25, 2010, 01:16:25 am
Virroken's already got frost going, and I suspect a demon-forged pillar wouldn't have a "holy" setting. I could still try it if you think it might be a different type of frost or something, but I'd rather not waste turns seeing if it's got a chartreuse mode. Maybe I could tune it like a radio until it hit a valid color...
Well, we don't know if Virroken will succeed, so it never hurts to have two people doing the same thing. Plus, Virroken's frost won't last long and he'll have to cast it again and again (and each time he has a chance of failing, which could give Moloch a chance to smash one of us into human paste), while the pillar would actively be freezing Moloch every turn without a chance of failing.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 25, 2010, 01:22:32 am
while the pillar would actively be freezing Moloch every turn without a chance of failing.
Famous last words.

For some reason I really want to try this though. I know it's probably a waste, but I really want to try it. Sorry. :-\
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Tarran on October 25, 2010, 01:28:07 am
Ehhh, go ahead and degenerate him, doesn't matter.

...Unless it results in my death, then I'll haunt you from the grave forever.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: IronyOwl on October 25, 2010, 01:36:46 am
Well... there's a fair chance I'd try to snatch up your soul and imbue it into something anyway, so I guess I'd literally be asking for it.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Virroken on October 25, 2010, 02:57:08 am
Maybe Red/Purple is regeneration. Or maybe it's energy regeneration, and he's healing himself with that energy he's getting from the pillars.

Good observation is probably good. I hadn't thought of that.

Moloch is REgenerating. If we DEgenerate him, it does the opposite thing, right? Hopefully, it'll at least slow down his healrate.
Title: Re: Arcanum Octet II: Divine Intervention [Turn 65]
Post by: Acanthus117 on October 26, 2010, 07:52:42 am
Force slash that bastard again!!!!
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: RandomNumberGenerator on October 30, 2010, 11:33:50 am
Attempt to encase him in fel-flame
You run back over to Moloch and attempt to light him on fire. (4+1) You unleash a burst of fell energy, which completely encases Moloch in fire. (Luck 1) The fire doesn't actually seem to be hurting him however, and you suddenly realize that lighting him on fire when your group's best control spells are ice-based was probably a bad idea.

+3 to Demonology


Drag Aarchan to safety.

Darn, that looks painful.
You move over to Aarchan's crumpled form. (1) You promptly hurl all over the place. (Luck 1) You then slip on your own vomit and fall over.

well ow.
Pray my thanks and attempt to go into a meditative state to increase the rate at which I heal.
You would give your thanks to Madantum, (1) but at the moment it hurts too much to even think. (Luck 1) You end up deciding that not thinking is probably better at this moment.

If healing salves do stuff for broken bones, dump salve on Kilakan. If not, generate a frozen burst inside of one of Moloch's gaping foot wounds.If not, moar stasis, because support class is best class. Also, because RNG said so.
You give Aarchan a healing salve, which as far as you know is magical and works on everything.

You then attempt to freeze Moloch with another Stasis (4+2) You encase Moloch in a thick layer of ice, (Luck 1) Which quickly melts away due to his fire aura.

+2 to Elementalism

I really want to degenerate him but I suspect it'll have no effect...

Eh, cackle maniacally and attempt to degenerate Moloch with the pillar anyway.

It'll be good to make sure.

You suddenly get a burst of inspiration, and decide that if the pillars are probably working for Moloch, you can make them work against him instead of merely destroying them. (5+1) You try to shift the color of the pillar back to the green that degenerated Tarran, (Luck 6) Hitting more or less the right color. You notice that Moloch halts momentarily and shudders, and you even manage to empower the effects of the pillar.

+4 to Metamagic


Does my Purge decurse (which was my original intent) or does it only remove magical effects?

If Purge removes curses, Purge my black shard and get the dagger. Equip the dagger. Throw the shard into Molochs hole and Compression Bomb it.
If not, help Tarran drag Aarchan away and see if I can heal him.

Stone Spirit will heal Aarchan in either case.

You attempt to purge your metal shard, (5+1) removing all traces of magic from the metal, which oddly turns a dull gray color. (Luck 3) You don't have the time to do anything else, however.

+2 to Necromancy


Your stone spirit moves to heal Aarchan, (3+1) bathing him in a comforting glow. (Luck 5) He heals rapidly.

My skeleton will guard Aarchan.
If somebody takes Aarchan's dagger to strike our good friend Mr. Scary Guy, I will Hasten them.
If they don't, I will cast Protect on Aarchan.


You send your skeleton to defend Aarchan.

You then try to protect him. (3+2) You encase him in a shell of magic, (Luck 5) which shields him from harm and actually begins healing him as well.

+4 to Vitamancy
New Spell: Safeguard

Force slash that bastard again!!!!
You unleash another force slash on Moloch, (1+3) blasting him with energy. (RTD 5-4) Your attack hits, but once again fails to do anything noteworthy.

Moloch shudders briefly, then starts walking towards the green pillar that Davar made.

Moloch still regenerates, but he is now doing it much, much slower than he was before. 


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Dermonster on October 30, 2010, 11:51:29 am
Who has that one dagger that cut through his armor?

I'm thinking it was Aarchon?

If so, he's not in a position to use it, so someone take it and do something with it.

Anyway.

Attempt to enhance the Fel flame burning Moloch to degrade his armor.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: kilakan on October 30, 2010, 12:36:30 pm
Sit tight and attempt to heal through power of will.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Tarran on October 30, 2010, 01:48:55 pm
Put my sword away, and grab Aarchan's dagger. Then attack Moloch.

KineseN, try casting Grave Embrace on Moloch, maybe it'll pierce his armor and hurt him.

Acanthus, cast Force Wall in front of the pillar Irony is controlling so Moloch doesn't destroy it.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: RandomNumberGenerator on October 30, 2010, 02:11:16 pm
Put my sword away, and grab Aarchan's dagger.

That's a free action, you can do something else.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Tarran on October 30, 2010, 02:18:02 pm
Put my sword away, and grab Aarchan's dagger.

That's a free action, you can do something else.
Oh, okay, thanks.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Virroken on October 30, 2010, 02:31:27 pm
Stasis on bits of Moloch that aren't burning. Also, slap dermonster across the face as a minor action.

Should I use more healing salve? Hm.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: kilakan on October 30, 2010, 03:34:11 pm
Stasis on bits of Moloch that aren't burning. Also, slap dermonster across the face as a minor action.

Should I use more healing salve? Hm.
I couldn't actually use It I couldn't move.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: IronyOwl on October 30, 2010, 03:45:40 pm
HAHAHA, excellent!

Will the pillar continue to function without my attention and commands?
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: RandomNumberGenerator on October 30, 2010, 04:46:34 pm
HAHAHA, excellent!

Will the pillar continue to function without my attention and commands?

Yep, it will work until it is either destroyed or changes color again.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: KineseN on October 30, 2010, 05:56:28 pm
I don't know if doing a Grave Embrace would be enough but I could try. Only I will do it my way.

I de-equip the shard and change it to the Gnarled Staff. I then start summoning (conjure/build/wave forth) several Spires and Stones. The Spires will shoot off (like rocket powered missiles) towards Moloch, aiming mostly for the hole in the armor, and the Stones will be hurled towards Molochs eyes in an attempt to blind him (which I really doubt will succeed, with his head being 50+ feet up in the air).

Stone Spirit tries to drag Aarchan to a safer place, or if not possible, heal him.


If my action seem a bit too much, then cut out the Stone part and keep the Spire part.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: IronyOwl on October 30, 2010, 06:08:02 pm
Cackle maniacally, then run to another pillar and attempt to shift it to sickly green on Moloch as well.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Nirur Torir on October 30, 2010, 10:05:28 pm
I'll cast a Hasten spell on Tarran, hopefully before he reaches Moloch. I'll empower it with 10% of my total HP, and try to modifiy it to be powerful enough to give him a second attack.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: RandomNumberGenerator on November 01, 2010, 04:00:17 pm
Need Acanthus.
Title: Re: Arcanum Octet II: The Bad, the Ugly, and the Good. [Turn 66]
Post by: Acanthus117 on November 02, 2010, 03:21:26 am
Attempt to create a force shield to impede Moloch
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 10:57:46 am
Attempt to enhance the Fel flame burning Moloch to degrade his armor.
In frustration you try to enhance your spell, (6+1) pouring massive amounts of power into the spell. (Luck 6) The flames surrounding Moloch flare with a deep crimson light, (Resist 3) as they start eating away at Moloch's armor. Unfortunately, the spell is so powerful that simply being close to Moloch causes your own armor starts rusting away as well.

+4 to Demonology
New Spell: Rust

Sit tight and attempt to heal through power of will.
You remain in place and will yourself to not die as much. (3) You feel yourself calm down, (Luck 3) and you slowly start healing a little bit on your own. Suddenly you realize what that troll blood potion you made earlier might have actually done.

I'll cast a Hasten spell on Tarran, hopefully before he reaches Moloch. I'll empower it with 10% of my total HP, and try to modifiy it to be powerful enough to give him a second attack.

You channel some of your life-force into a hasten spell, (5+2) using more health than you originally intended but greatly enhancing the effects of the magic. (Luck 6) The spell imbues Tarran with a outright unnatural speed boost, but it is one that will probably wear off quicker than a normal hasten spell.

+4 to Vitamancy
New Spell: Quicken


Put my sword away, and grab Aarchan's dagger. Then attack Moloch.
You drop your sword and take Aarchan's dagger. (3) You then rush at Moloch, but Nirur's speed boost catches you off-guard and you can't quite compensate for your sudden speed increase. (RTD 3-4) It doesn't matter though, as you easily cut through Moloch's armor with the dagger. (6) Getting used to the speed, you strike again, (RTD 1-4) completely catching Moloch off-guard and tearing a large hole in his plate.

+4 to Daggers


Stasis on bits of Moloch that aren't burning. Also, slap dermonster across the face as a minor action.

Should I use more healing salve? Hm.
You work on slowing Moloch down with another stasis spell, (1+2) but all of Moloch is wreathed in Dunib's unholy fire. (Luck 3) Your spell doesn't manage to overcome the flames.

I de-equip the shard and change it to the Gnarled Staff. I then start summoning (conjure/build/wave forth) several Spires and Stones. The Spires will shoot off (like rocket powered missiles) towards Moloch, aiming mostly for the hole in the armor, and the Stones will be hurled towards Molochs eyes in an attempt to blind him (which I really doubt will succeed, with his head being 50+ feet up in the air).

Stone Spirit tries to drag Aarchan to a safer place, or if not possible, heal him.

If my action seem a bit too much, then cut out the Stone part and keep the Spire part.

You drop the annoying shard out of your hand and grab your staff, (5+2) channeling power through it and into the obsidian floor below. (RTD 3-4) Seeming very preoccupied, Moloch falls victim to your attack, though his armor is still quite thick and you barely pierce his defenses.

+2 to Elementalism

Cackle maniacally, then run to another pillar and attempt to shift it to sickly green on Moloch as well.

You rush over to the next pillar and attempt to shift that one's focus as well. (1+2) You shift the color to an odd lime green, (Luck 1) but then err in your manipulation and accidentally absorb the energy inside of the pillar. This can't be good.

Attempt to create a force shield to impede Moloch

You aim to stop Moloch from reaching the magical pillar, (1+1) placing a thin sheet of force between him and his goal. (Luck 5) The sheet does manifest into a barrier, albeit a rather thin one that might not be worthy of being called a wall.

+2 to Metamagic


Moloch antagonizes over who to attack before deciding on Tarran, who is doing the most damage. (4-2) He swings one of his massive fists at him (RTD 4-1) but Tarran is able to throw himself to the side and roll away from the attack, getting sprayed by shards of obsidian that break away from the floor.

Moloch's regeneration has slowed to a crawl. 
Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nirur Torir on November 02, 2010, 11:11:07 am
I heal myself. My skeleton guards me. Nothing could possibly go wrong with healing myself.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: KineseN on November 02, 2010, 12:35:38 pm
Start concentrating for my next Earthen Jaws.
Stone Spirit heals Tarran.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 02, 2010, 01:58:35 pm
Well this was more than inevitable. Degenerating myself, not actually beating Moloch. Though he really could have used some summons. :P

Attempt to focus the degeneration off me and onto Moloch.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 02:11:31 pm
Remove safeguard and back far away from the fight then attempt to fix the magical conversion device.
Guy's I'm back and I think I have a way to keep him dead once we finish this fight, just give me a second.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 02:25:19 pm
Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 02:26:11 pm
Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Huh wonder what sort of properties demon rust would have in a potion.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 02:29:25 pm
Well this was more than inevitable. Degenerating myself, not actually beating Moloch. Though he really could have used some summons. :P

Don't worry, Tollerib and Hastur will have more than enough ways to screw everyone over. Moloch was more of a checkpoint to ensure you guys had the power needed to progress further, and thus not end up TPKing against the other demon lords. Even still, Moloch was doing quite a number on everyone up until this turn.


Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Huh wonder what sort of properties demon rust would have in a potion.

It's not rust so much as an entropic spell targeting metal objects. Think of Degeneration for armor and weapons instead of people.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 02:40:35 pm

Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Huh wonder what sort of properties demon rust would have in a potion.

It's not rust so much as an entropic spell targeting metal objects. Think of Degeneration for armor and weapons instead of people.
Hum so what would be leftover if he died from that spell, nothing? Or some type of residue?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: smjjames on November 02, 2010, 02:47:48 pm

Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Huh wonder what sort of properties demon rust would have in a potion.

It's not rust so much as an entropic spell targeting metal objects. Think of Degeneration for armor and weapons instead of people.
Hum so what would be leftover if he died from that spell, nothing? Or some type of residue?

Maybe a pile of completely rusted scrap?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 02:50:20 pm
INDESTRUCTIBLE rusted scrap.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 02:51:43 pm
hum so I could make a undrinkable potion from it then?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 02, 2010, 03:14:16 pm
Undrinkable Potion of Invulnerability. I LOVE it!

Also anyone else intend to butcher the hell out of Moloch and try to use his parts for stuff? Crystals too, this place better not start collapsing on us when he dies. :'(
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Tarran on November 02, 2010, 03:33:36 pm
I'm going to back away from Moloch lest I get my metal stuff rusted by dermonster's spell overshooting again.

Fall back while trying to keep Moloch's attention on me.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 06:59:51 pm

Walk backward very fast.
MORE RUST. I want to see that thing in shambles.
Huh wonder what sort of properties demon rust would have in a potion.

It's not rust so much as an entropic spell targeting metal objects. Think of Degeneration for armor and weapons instead of people.

Hum so what would be leftover if he died from that spell, nothing? Or some type of residue?

If the spell completely corrodes his armor, you will have a naked Moloch. That may take a while though.

Also anyone else intend to butcher the hell out of Moloch and try to use his parts for stuff? Crystals too, this place better not start collapsing on us when he dies. :'(

Unless Kin's magic goes wayyyyyy out of control, no, the cavern will not be collapsing. Yes, that does mean you can take some of his armor to make your own, but keep in mind that this stuff is heavy; expect the same RTD and accuracy penalties for using it as Moloch gets, or maybe even on a larger scale since Moloch is obviously a brute and ridiculously strong.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 07:11:15 pm
How would we reforge it? We would apparently need the fires of military grade lasers to start to peel it away! I don't think regular smithy fire could melt this thing. (http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeLogic)

Or we use (http://tvtropes.org/pmwiki/pmwiki.php/Main/MST3KMantra) magical fire. (http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeBrilliance)
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 02, 2010, 07:17:11 pm
I meant more like, his bones.

But yeah, Moloch plate would probably be too heavy to justify the incredible protection it seems to offer, at least for me.


How would we reforge it? We would apparently need the fires of military grade lasers to start to peel it away! I don't think regular smithy fire could melt this thing. (http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeLogic)

Or we use (http://tvtropes.org/pmwiki/pmwiki.php/Main/MST3KMantra) magical fire. (http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeBrilliance)
I've actually had this plan for a while, but I suppose it's relevant here:
Spoiler (click to show/hide)
Forging + Fire Magic + Metamagic = Magic Forge. I hope.

Anyway the point is I'll need someone to cure my third degree burns at some point.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 07:21:50 pm
Or since we can't even seem to scratch it at all, we could skip the plate and take a very thin layer, like about half an inch thick or so, never was good with measurements, to cover ourselves, effectively granting us invulnerability and slower but still respectable action speed.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 02, 2010, 07:24:50 pm
Half an inch of regular metal is heavy as hell with any real length and height to it. Half an inch of Moloch plate would probably be too heavy to use in combat, unless it was firmly anchored to you or fairly small.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 07:25:11 pm
wonder how hard it would be to reshape him, anyways offering such a large kill as a sacrifice in a prayer, sound get me something nice on a good roll :D  Course it's up to rng, he could even have gold come pouring out of it's stomuch or something.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 07:27:57 pm
Okay how about a quarter of a centimeter?

I DON'T KNOW LENGTH.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 02, 2010, 07:40:33 pm
Depends, sacrificing a demon lord's corpse might be really good or really bad. If you struck the killing blow in Mandatum's name that'd probably go over real well, but you're bleeding an awful lot for that one right now. :P

I guess I'd need a tape measure for that, but a sixteenth of an inch would probably be nice and solid but pretty thin. That might work for armor (or shields, or elaborate mobile fortresses, or whatever), but it'd probably still be pretty damn heavy. I also wouldn't assume it's protection is independent of thickness; if nothing else, you could get bludgeoned to death right through it if it's too thin to absorb anything.

But whatever, it's obvious that someone needs to try to make something out of it. I just hope I have time to get Novice Fire Magic before I'm expected to do anything.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 07:42:43 pm
Actually I'm fully healed, when I ate my slime a few dozen turns ago it greatly sped up my natural healing.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Dermonster on November 02, 2010, 07:42:56 pm
Someone could probably make one hell of a mace outta the stuff.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 07:43:09 pm
I meant more like, his bones.

Oh. Bones?

...

Umm... yeah. You might be disappointed.

Or since we can't even seem to scratch it at all, we could skip the plate and take a very thin layer, like about half an inch thick or so, never was good with measurements, to cover ourselves, effectively granting us invulnerability and slower but still respectable action speed.

Umm... yeah. Moloch's armor is about a tenth of an inch thick, which is why it is so difficult to pierce. Historical plate armor was about 1mm thick, or about 1/25th of an inch, and even that weighed about 50 pounds for a full suit. Get it too thin though, and you basically end up with something like foil.

wonder how hard it would be to reshape him, anyways offering such a large kill as a sacrifice in a prayer, sound get me something nice on a good roll :D  Course it's up to rng, he could even have gold come pouring out of it's stomuch or something.
Offering it to the gods? Hrm... I hadn't considered it, but I suppose it is possible.

Depends, sacrificing a demon lord's corpse might be really good or really bad. If you struck the killing blow in Mandatum's name that'd probably go over real well, but you're bleeding an awful lot for that one right now. :P
He's not bleeding any more. He had a bunch of healing effects compiled on him over the past few turns. Earthen Heal, Healing Salve, Safeguard, Regenerating, Faith Healing... Erm, I think that's it. Still quite plentiful, though.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 07:44:32 pm
oh who put the safeguard on me?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nirur Torir on November 02, 2010, 07:47:20 pm
I take full responsibility for that.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Tarran on November 02, 2010, 07:53:48 pm
Oh. Bones?

...

Umm... yeah. You might be disappointed.
...He doesn't have bones? How the heck is he standing and moving then?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: dragnar on November 02, 2010, 07:58:46 pm
Oh. Bones?

...

Umm... yeah. You might be disappointed.
...He doesn't have bones? How the heck is he standing and moving then?
He's gonna go poof in a cloud of fire and brimstone when he dies. Obviously.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: kilakan on November 02, 2010, 08:09:04 pm
Oh. Bones?

...

Umm... yeah. You might be disappointed.
...He doesn't have bones? How the heck is he standing and moving then?
He's gonna go poof in a cloud of fire and brimstone when he dies. Obviously.
aw crap I don't wanna blow up AGAIN!
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nivim on November 02, 2010, 08:39:43 pm
 Molochs are large, heavy, slow, and powerful suits of armor with cores of pure hatred. If you looked inside when it was still animate (unwise) you would see a dull, nasty red glow, and nothing else. Or perhaps a corpse, if someone decided to get in there thinking it would mean vulnerable spots. They are not necessarily killed by destroying their armour, but by instead exhausting the demon spirit, or in rare cases, causing it to lose potency through psychology.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 09:30:54 pm
Molochs are large, heavy, slow, and powerful suits of armor with cores of pure hatred. If you looked inside when it was still animate (unwise) you would see a dull, nasty red glow, and nothing else. Or perhaps a corpse, if someone decided to get in there thinking it would mean vulnerable spots. They are not necessarily killed by destroying their armour, but by instead exhausting the demon spirit, or in rare cases, causing it to lose potency through psychology.
Have you played ADOM?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nivim on November 02, 2010, 09:45:05 pm
 Yeah, that was the third place I saw them (although from dates it's probably the inspiration). They are rare, but don't change much outside of the original, religious version.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 10:41:27 pm
Yeah, that was the third place I saw them (although from dates it's probably the inspiration). They are rare, but don't change much outside of the original, religious version.
I don't see any reference to armor with the religious version(though the core of hatred it pretty much intact there).
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nivim on November 02, 2010, 10:59:29 pm
outside of the original, religious version.
I don't see any reference to armor with the religious version(though the core of hatred it pretty much intact there).
Exactly.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 11:28:35 pm
outside of the original, religious version.
I don't see any reference to armor with the religious version(though the core of hatred it pretty much intact there).
Exactly.
oic
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nirur Torir on November 02, 2010, 11:37:54 pm
So, if I understand you correctly:
1) Use a soul link to bind all PCs to myself in a web of souls
2) ???
3) Devour Moloch's soul
4) Interesting Consequences
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Acanthus117 on November 02, 2010, 11:39:05 pm
Force Slash the bastard!
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Virroken on November 02, 2010, 11:49:32 pm
Uhhh, stasis. Rust doesn't counter ice, right?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 02, 2010, 11:52:33 pm
3) Devour Moloch's soul
Dragnar
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Tarran on November 02, 2010, 11:54:27 pm
3) Devour Moloch's soul
Dragnar
Huh? Are you saying Moloch is Dragnar?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: RandomNumberGenerator on November 03, 2010, 12:15:04 am
3) Devour Moloch's soul
Dragnar
Huh? Are you saying Moloch is Dragnar?
No, I'm saying attempting to consume a demon lord's soul will not end well.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: dragnar on November 03, 2010, 01:40:12 pm
3) Devour Moloch's soul
Dragnar
Heh... Hey, I was trying to MOVE the soul, not fuse with it! The dice had other ideas...
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: IronyOwl on November 03, 2010, 10:06:53 pm
But if he's reinforced by and/or the power is distributed amongst the rest of us...

Actually, I guess that's exactly what happened to dragnar. Hm.

A shame about the bones, but I guess now I'll be able to focus on his armor and the crystals, plus any loot he might have.

...those aren't going poof/are actually exoskeletons also, are they?
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Nirur Torir on November 03, 2010, 10:43:13 pm
Of course the crystals aren't going poof. I rather hope that they can be used when removed from the pillars though.
Title: Re: Arcanum Octet II: Surmounting the Unsurmountable [Turn 67]
Post by: Tarran on November 03, 2010, 10:45:55 pm
I rather hope that they can be used when removed from the pillars though.
Yeah, a regenerating crystal would be excellent for melee characters like me and dermonster.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: RandomNumberGenerator on November 04, 2010, 12:06:27 pm
I heal myself. My skeleton guards me. Nothing could possibly go wrong with healing myself.
You decide that a little refreshment is in order, and begin healing yourself. (2+3) You summon a large amount of energy in order to heal, (Luck 1) So much that you actually start drawing from your own lifeforce. The result? A recursive loop of self-damaging and self-healing, resulting in absolutely nothing being accomplished.

+3 to Vitamancy

Start concentrating for my next Earthen Jaws.
Stone Spirit heals Tarran.

You reach down into the earth, (3+4), attuning yourself to the feel of the place. Black Stone... Cold... Lifelessness... (Luck 6+1) You keep probing deeper into your surroundings, absorbing the feel of the surrounding stone into yourself. Then, you find it; the heart of the mountain, the soul of the stone. You have attuned yourself to the surrounding area.

New Ability: Earthen Attunement
+4 to Elementalism.


Well this was more than inevitable. Degenerating myself, not actually beating Moloch. Though he really could have used some summons. :P

Attempt to focus the degeneration off me and onto Moloch.

You work on shifting the degeneration off of yourself and onto Moloch. (5+2) You shift the pillar off of you (Luck 4) and back onto Moloch.

+3 to Metamagic

Remove safeguard and back far away from the fight then attempt to fix the magical conversion device.
Guy's I'm back and I think I have a way to keep him dead once we finish this fight, just give me a second.

You drop your protective shield and back away from Moloch. (6) You retreat all the way to the other side of the chamber, then start working on your device. (Luck 6) You successfully repair the device using some of your alchemy tools.

+2 to Alchemy

Walk backward very fast.
MORE RUST. I want to see that thing in shambles.

You dump wave after wave of unholy fire onto Moloch, (4+2) corroding his armor away. (Resist 1+3) Moloch is unable to fight off your magic assault.

+3 to Demonology


I'm going to back away from Moloch lest I get my metal stuff rusted by dermonster's spell overshooting again.

Fall back while trying to keep Moloch's attention on me.

You dart away from Moloch, but continue trying to keep his attention. (1) Once you stop attacking him, Moloch completely forgets about you and turns to Dunib.

Force Slash the bastard!
You unleash another barrage of magical force. (6+3) A massive wave descends upon Moloch, (RTD 1-4) who is far to preoccupied to do anything about it. The wave crashes upon him, and has no effect whatsoever.

Uhhh, stasis. Rust doesn't counter ice, right?
(Well, it's sort of like acid fire in a way, so... sort of? Sorry you're not really doing much this fight, you'll have a lot more fun against Torillerb. )

You unleash another frozen burst at Moloch, (2+2) surrounding him with ice. (Resist 2+3) A thin layer of ice covers him, but Moloch just brushes it off.

+2 to Elementalism

Moloch roars in fury and throws a massive punch at Dunib. (1-2)(RTD 1-1) Dunib sort of staggers out of the way, and the punch flies over his head.

Moloch's regeneration has stopped completely.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: IronyOwl on November 04, 2010, 12:18:46 pm
Cackle maniacally yet again, rush over to a third pillar, and attempt to focus it on an orange-ish color at Moloch.


Quote
The result? A recursive loop of self-damaging and self-healing, resulting in absolutely nothing being accomplished.
How dwarven!
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Nirur Torir on November 04, 2010, 01:07:01 pm
Why can I never heal anything? Am I just naturally evil?

I'll summon a skeleton.
My current skeleton will attack.
Maybe he will have better luck now that the armor is weakened.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: IronyOwl on November 04, 2010, 01:31:38 pm
Well you've only eaten your best friend's soul once so it couldn't be that...

Incidentally, that priest from way back totally called it.
You head to the nearby church, and talk with the head priest. (5) You explain your findings to him, and he answers;
"I must warn you to tread carefully, Necromancer. While your knowledge may help us fight this war, you tread a fine line by using your soul magic. Many who peruse necromancy turn to darker magic in their lust for power, which invariably corrupts them."
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Nirur Torir on November 04, 2010, 01:43:25 pm
I am not corrupt. If I was corrupt, I would be trying to use two or three of you as a filter to help me eat Moloch's soul without all the concentrated evil ending up in my own soul.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Dermonster on November 04, 2010, 02:24:29 pm
Right then. It should possibly just -2 (or +2) or something instead of -4 (Or +4) to Molochs armor rolls now, but this is demonic hell armor so whatever.

Slash at an artery on the leg.

Edit: I WILL RUST YOU TO PIECES.

This is, frankly, the most useful action I can do right now, apparently. Attacks won't work till his armor is off. except for a select few.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: RandomNumberGenerator on November 04, 2010, 02:42:17 pm
Right then. It should possibly just -2 (or +2) or something instead of -4 (Or +4) to Molochs armor rolls now, but this is demonic hell armor so whatever.

Slash at an artery on the leg.

You had +4 on your bronze half-plate before it was corroded slightly. Moloch has much, much more than that.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Tarran on November 04, 2010, 03:26:11 pm
Attack Moloch with the dagger.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: kilakan on November 04, 2010, 06:03:45 pm

Cast holy word on moloch
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: RandomNumberGenerator on November 04, 2010, 06:40:06 pm
Repaired Unruined Ruined Broken Improved Magic Conversion Device This makes absolutely no sense to me whatsoever.

If the conversion device actually is working.
Suck the energy out of any of the crystals still working for moloch and contain it within a stable form using the conversion device.
If it isn't fixed yet

Cast holy word on moloch

It's fixed. I just kept adding words onto the name whenever something about it changed.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: kilakan on November 04, 2010, 07:40:55 pm
soo can you remove the Repaired Unruined Ruined Broken parts since they effectively cancle?
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Virroken on November 04, 2010, 08:21:45 pm
USELESS SUPPORT CLASS IS USELESS.

Frozen burst somewhere around Moloch. Generate the burst someplace where Moloch's bulk will shield teammates from splash damage.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: IronyOwl on November 04, 2010, 08:26:31 pm
USELESS SUPPORT CLASS IS USELESS.
It's okay, Dunib feels your pain.

I might too except demonic artifacts = LIMITLESS POWER.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Dermonster on November 04, 2010, 08:30:17 pm
I would be doing more but I CAN'T HIT HIM.

Err...

Technically I can hit him, but he just doesn't care one way or another.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Tarran on November 04, 2010, 08:30:29 pm
I might too except demonic artifacts = ENDLESS FUN THAT WILL LIKELY END IN MY DEATH OR CONVERSION INTO A HORRIBLE DEMON.
Fixed.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Nirur Torir on November 04, 2010, 08:33:02 pm
USELESS SUPPORT CLASS IS USELESS.
You have ice magic and runes. I believe that you could, in theory, make runes of weakening out of ice.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: RandomNumberGenerator on November 04, 2010, 08:53:21 pm
soo can you remove the Repaired Unruined Ruined Broken parts since they effectively cancle?
I suppose, but where is the fun in that?
USELESS SUPPORT CLASS IS USELESS.

Frozen burst somewhere around Moloch. Generate the burst someplace where Moloch's bulk will shield teammates from splash damage.
Yeah, the dice just really don't like you...  :-\

USELESS SUPPORT CLASS IS USELESS.
You have ice magic and runes. I believe that you could, in theory, make runes of weakening out of ice.

That is a good idea. Actually, runes in general seem to have been largely ignored for most of this game... It would be fun seeing more action with them.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: IronyOwl on November 04, 2010, 09:25:44 pm
I tried, but my idea of making something to engrave it on involved hitting it with a hatchet repeatedly.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Virroken on November 05, 2010, 01:47:06 am
USELESS SUPPORT CLASS IS USELESS.
You have ice magic and runes. I believe that you could, in theory, make runes of weakening out of ice.

I tried ice-runes a while back, but got gimped because I had ice armor active at the same time. I haven't gone back to goof off with it because of combat, and stasis is way cooler more useful in team vs 1 anyway.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: KineseN on November 05, 2010, 02:02:45 am
Wow, did not expect it to work that well for me. This is going to be FUN.

Earthen Jaws Moloch, aiming for the largest hole around his feet.
Stone Spirit heals Nirur Torir.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: RandomNumberGenerator on November 06, 2010, 11:55:34 am
Cackle maniacally yet again, rush over to a third pillar, and attempt to focus it on an orange-ish color at Moloch.


Quote
The result? A recursive loop of self-damaging and self-healing, resulting in absolutely nothing being accomplished.
How dwarven!

Why can I never heal anything? Am I just naturally evil?

I'll summon a skeleton.
My current skeleton will attack.
Maybe he will have better luck now that the armor is weakened.

Right then. It should possibly just -2 (or +2) or something instead of -4 (Or +4) to Molochs armor rolls now, but this is demonic hell armor so whatever.

Slash at an artery on the leg.

Edit: I WILL RUST YOU TO PIECES.

This is, frankly, the most useful action I can do right now, apparently. Attacks won't work till his armor is off. except for a select few.

Attack Moloch with the dagger.


Cast holy word on moloch

USELESS SUPPORT CLASS IS USELESS.

Frozen burst somewhere around Moloch. Generate the burst someplace where Moloch's bulk will shield teammates from splash damage.

Wow, did not expect it to work that well for me. This is going to be FUN.

Earthen Jaws Moloch, aiming for the largest hole around his feet.
Stone Spirit heals Nirur Torir.


Need Acanthus.
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: RandomNumberGenerator on November 10, 2010, 02:15:31 pm
Cackle maniacally yet again, rush over to a third pillar, and attempt to focus it on an orange-ish color at Moloch.
Deciding that the situation is well under control, you decide to have some fun experimenting. (6) You rush over to another nearby pillar and begin shifting through it's color spectrum as well. (Luck 1) It settles into a bright orange glow, which actually seems to be making Moloch stronger and faster...

+2 to Metamagic

Why can I never heal anything? Am I just naturally evil?

I'll summon a skeleton.
My current skeleton will attack.
Maybe he will have better luck now that the armor is weakened.

You reach into the abyss and call out a skeleton to your side. (4+2) The incantation is quite easy for one as skilled as yourself, (Luck 4) And you now have another skeleton slave bound to you.

Your other skeleton charges at Moloch and strikes his massive form. (3+1)(RTD 4-4) Moloch gets hit by the attack, but it doesn't break through his armor, even in it's current corroded state.

Right then. It should possibly just -2 (or +2) or something instead of -4 (Or +4) to Molochs armor rolls now, but this is demonic hell armor so whatever.

Slash at an artery on the leg.

Edit: I WILL RUST YOU TO PIECES.

This is, frankly, the most useful action I can do right now, apparently. Attacks won't work till his armor is off. except for a select few.

You conjure another blast of fell fire and unleash it on Moloch. (6+2) The magic quickly eats away at his armor, (Resist 4+3) but the thickness of the stuff means it still hasn't eaten through.

+2 to Demonology

Attack Moloch with the dagger.

You charge Moloch again, attacking him with the special dagger. (2) You trip and fall, (RTD 3-4) but end up stabbing Moloch in the foot on your way down. He doesn't seem to happy. 

+2 to Daggers



Cast holy word on moloch

You mumble a holy chant, (2+1)  blasting Moloch with divine energy. (Resist 2+3) Moloch's supreme evilness fights off the spell.

USELESS SUPPORT CLASS IS USELESS.

Frozen burst somewhere around Moloch. Generate the burst someplace where Moloch's bulk will shield teammates from splash damage.

Determined to do something, (2+2) you create a frozen burst right behind moloch. (Luck 4) The sphere bursts, sending shards of ice towards him. (RTD 2-4) The shards pierce his weakened armor and inflict substantial damage.

+4 to Elementalism


Wow, did not expect it to work that well for me. This is going to be FUN.

Earthen Jaws Moloch, aiming for the largest hole around his feet.
Stone Spirit heals Nirur Torir.

Emerging from your trance-like state, you unleash a massive earthen assault on Moloch. (1+4) And by massive I mean somewhat normal. (Luck 1+2) And by normal I mean not that powerful. (RTD 3-4) The spikes of obsidian still hit Moloch though, and do break through his armor. They don't, however, inflict the kind of damage you intended to.

Your spirit goes to heal Nirur, (6) replenishing his health.

Quote from: Aut0-Acanthus
Analyzing... Target: Moloch. Action: Force Wall. Procedure Commencing

Marcus creates a wall of force in front of Moloch, (6+1) creating a thick barrier. (Luck 4) The barrier partially surrounds Moloch.

+3 to Metamagic


Moloch roars in anger and attacks the wall with a massive strike (4) The wall shakes under the impact (Resist 5) and sustains heavy damage, cracking in several places. It probably can't withstand another blow.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: Dermonster on November 10, 2010, 03:34:19 pm
My axe. His organs, tendons, bones, sinew, and/or flesh. aim for holes in the armor where others attacks pierced through.
Title: Re: Arcanum Octet II: The Turn Where Nothing Really Happens [Turn 68]
Post by: KineseN on November 10, 2010, 04:15:19 pm
Grave Embrace Moloch. His time has come. If he go down before I get a chance I start learning from the pillars instead.

Stone Spirit heals Devar, Tarran or me.
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: Tarran on November 10, 2010, 04:41:53 pm
Stab the son-of-a-gun again!
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: Virroken on November 10, 2010, 04:44:58 pm
Stasis on thin air to create pillars of ice to hold the cave up.

If an earthmage wants to hold it up, I can stun instead.

edit: or yeah, we should just kill him.
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: Nirur Torir on November 10, 2010, 05:02:53 pm
I only have one skeleton in my status.

I cast Quicken on Tarran.
My skeletons try to guard anybody who looks like they might get attacked.
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: kilakan on November 10, 2010, 07:32:37 pm
In his weakened state, attempt to use the magical conversion device on moloch and lock his very soul within a small crystal. (aka what the cultists did to di'ako.)
Title: Re: Arcanum Octet II: Going Down [Turn 69]
Post by: IronyOwl on November 11, 2010, 02:29:31 am
If Moloch is Critically Wounded:
Attempt to bind his soul to an obsidian ring formed from the platform, or at least a chunk of it I could carve into a ring.

If Moloch is not Critically Wounded:

GIGA CANNON


If Moloch is dead, examine properties of the crystal I cut off earlier. attempt to carve one of the severed crystals into some sort of medallion or ring, using metamagic to create a drill of magic or force if necessary.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 12:29:11 pm
Quote from: Aut0-Acanthus
Obstruction Detected
Marcus dismissed his cracked force wall so it doesn't impede his allies' attacks.

My axe. His organs, tendons, bones, sinew, and/or flesh. aim for holes in the armor where others attacks pierced through.
Enraged by Moloch's sheer inability to just die, you grab your axe again (6+1) and strike at a weaker part of his armor. (RTD 6-4) Moloch partially blocks your attack, but empowered by your sublimation effect your axe breaks through his defenses and buries itself in his arm.

+3 to Axes

+1 to Demonology
Grave Embrace Moloch. His time has come. If he go down before I get a chance I start learning from the pillars instead.

Stone Spirit heals Devar, Tarran or me.

Disappointed by your last attempt, you try a slightly simpler Grave Embrace (5+2) The spires shoot out towards Moloch  (RTD 4-4) The spires pierce Moloch's shell, leaving him critically wounded.

+2 to Elementalism

Your stone spirit heals Davar.

Stab the son-of-a-gun again!

You stand up and brush off your clothes before stabbing Moloch once more with your dagger. (5+1) The blade swiftly descends towards Moloch's lower body, (RTD 6-4) cutting through the heavy metal with ease.

+3 to Daggers


Moloch unleashes a horrible scream full of hatred and malevolence which momentarily overwhelms the group as he drops to his knees. There is a flash of light and an acrid smell as his massive form crumples, and falls to the ground, the heavy metal slamming against the thick obsidian floor and sending up clouds of dust. After it clears all that remains is the thick shell of Moloch's massive suit of armor and a single, tattered scroll on the ground.
Stasis on thin air to create pillars of ice to hold the cave up.

If an earthmage wants to hold it up, I can stun instead.

edit: or yeah, we should just kill him.

Extremely paranoid about the cavern collapsing, you quickly work to create several pillars of ice to hold the ceiling up. (1+2) The pillars seem rather thin  (Luck 4) but the room doesn't seem to be caving in, so everything seems to have worked out pretty well.

+2 to Elementalism


I only have one skeleton in my status.

I cast Quicken on Tarran.
My skeletons try to guard anybody who looks like they might get attacked.


You  cast Quicken on Tarran, (5+1) greatly speeding up his actions. (Luck 1) He sort of just stands where he is, staring out into space.

+2 to Vitamancy


In his weakened state, attempt to use the magical conversion device on moloch and lock his very soul within a small crystal. (aka what the cultists did to di'ako.)

You power up your magic conversion device, but sadly Moloch's soul seems to have been destroyed. (4) You try it on one of the glowing magical pillars instead, (Luck 5) capturing the essence of degeneration inside of a small, sickly green stone. The light of the targeted pillar goes out.

attempt to carve one of the severed crystals into some sort of medallion or ring, using metamagic to create a drill of magic or force if necessary.

Having missed your chance at binding a demon lord's soul, you decide it might be for the best and grab your chisel and hammer and start carving out a chunk of crystal. (3) You create a very rough circular stone from the crystal, then tie a strip of cloth from your robe to it to make a crude amulet. (Luck 5) The stone seems to have retained most of it's magical properties, granting a slow regeneration effect to the wearer.

+2 to Stonecrafting




Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 12:36:53 pm
YES!

I wanna go look at the scroll but... well... dragnar.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: KineseN on November 11, 2010, 12:46:30 pm
I take the scroll and examine it. See what I can find out of it. I also see if I can learn the secrets of the pillars.
Stone Spirit heals Tarran or me.

Hopefully I get a scroll of überness, epicness or at least invisibility. Hopefully not a scroll of metamorphosis.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 12:50:21 pm
Just think of the LIMITLESS POWER becoming the next Guardian of Hell could grant! :P
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: KineseN on November 11, 2010, 12:59:18 pm
Oh yeah, guarding the circular room from brave adventurers all day long in a heavy and most probably musty armor, with nothing to do than to crushing, smashing, punching, kicking, chopping and grinding their bones to dust sounds really fun.

Doesn't suit me much though. I prefer the more mage-y feel.

Also, may I have the dagger back Tarran? I want to hold it. It's up to you though.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 01:07:26 pm
Despite not knowing any, attempt to use fire magic to smelt some of Moloch's armor down.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 02:21:45 pm
Also, may I have the dagger back Tarran? I want to hold it. It's up to you though.

It was actually intended to be Kilakan's, and he gets a small damage bonus when he uses it(though it's still pretty powerful regardless of who uses it).
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 02:28:32 pm
Also, may I have the dagger back Tarran? I want to hold it. It's up to you though.
It was actually intended to be Kilakan's, and he gets a small damage bonus when he uses it(though it's still pretty powerful regardless of who uses it).
On the other hand, Kin is the earth master this time around.

...say kilakan, did you take daggers specifically for the chance of finding this dagger?

Also RNG, would trying to smelt Moloch's armor be any harder/less experience-granting than just trying to create flames for the purpose of creating flames? Also, purely out of curiosity, which of my three actions were you hoping would go through?


Also also, I'd like to say I'm impressed at how interesting these characters are. The fact that both our elementalists are specialist masters with skill in runecrafting is particularly intriguing.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: KineseN on November 11, 2010, 02:30:13 pm
Oh, I thought that the bonus to earth would help my spells, but if that's the case I see no use for that.

Ninja'd.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Nirur Torir on November 11, 2010, 02:39:36 pm
I use my mage ability of rememberance to figure out which color crystal empowered magic, and try to make a ring out of one of those crystals.

If <player-me> remembers wrong, and there was no crystal of magic-empowering-happiness, I'll just try to make a ring of regeneration.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Dermonster on November 11, 2010, 03:18:44 pm
Try to take a peek at that scroll, If I can't, Take some of the non-Degraded Armor that's left.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 04:12:34 pm

Also RNG, would trying to smelt Moloch's armor be any harder/less experience-granting than just trying to create flames for the purpose of creating flames? Also, purely out of curiosity, which of my three actions were you hoping would go through?


I thought Giga-Cannon would be kind of fun, though since you're not particularly skilled it probably would have just been Mana Cannon.

I use my mage ability of rememberance to figure out which color crystal empowered magic, and try to make a ring out of one of those crystals.

If <player-me> remembers wrong, and there was no crystal of magic-empowering-happiness, I'll just try to make a ring of regeneration.


Yeah, there wasn't any magic-empowering stone. There was:

Deep Red/Purple - Regeneration
Bright, Sickly Green - Degeneration
Light Blue - Reflect
Bright Orange - Strength

Of course, there are a ton of different colors and shades of those colors that could be produced as well. Maybe you should ask Irony nicely to see if he will make you something.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 04:26:38 pm
I thought Giga-Cannon would be kind of fun, though since you're not particularly skilled it probably would have just been Mana Cannon.
Aw. Still, I should probably learn some sort of attack spell one of these days. :P

Yeah, there wasn't any magic-empowering stone. There was:

Deep Red/Purple - Regeneration
Bright, Sickly Green - Degeneration
Light Blue - Reflect
Bright Orange - Strength

Of course, there are a ton of different colors and shades of those colors that could be produced as well. Maybe you should ask Irony nicely to see if he will make you something.
To be honest, the only thing keeping me from gleefully cutting everyone magic crystal jewelry is a harebrained scheme involving the orange crystal and Moloch's armorstuff. It wouldn't take much to get me churning out items from unidentified magic crystal.

Speaking of which, can we tell anything about the qualities of Moloch's armor? Can I tell whether it would make a good cutting weapon, for instance?
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 04:27:46 pm
Speaking of which, can we tell anything about the qualities of Moloch's armor? Can I tell whether it would make a good cutting weapon, for instance?

Make a metallurgy check?
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Dermonster on November 11, 2010, 04:29:01 pm
I would like an axe made out of the stuff if its anything like slade, but if it sucks as a bladed weapon a fuckheavy mace would do.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Nirur Torir on November 11, 2010, 04:29:30 pm
Action change:

I'll use my knowledge of elementalism to try to smelt some of the armor.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Dermonster on November 11, 2010, 04:35:09 pm
By the way, RNG, How comes the novel?

... You were writing a novelization of this RTD right? My memory is a bit spotty.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 04:36:11 pm
Action change:

I'll use my knowledge of elementalism to try to smelt some of the armor.
Would you like me to swap to carving baubles then?


EDIT: I assume a metallurgy check would take an action? Would it be a full action or could you roll it into, I don't know, smelting it down?
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 04:37:56 pm
By the way, RNG, How comes the novel?

... You were writing a novelization of this RTD right? My memory is a bit spotty.

Yeah... It's on standby. I started it about a week before classes started, and I had a lot of free time. Now classes have started, and I have very little free time.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 04:40:29 pm
That's a shame, NaNoWriMo would have been perfect for it.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Nirur Torir on November 11, 2010, 04:48:16 pm
Action change:

I'll use my knowledge of elementalism to try to smelt some of the armor.
Would you like me to swap to carving baubles then?


EDIT: I assume a metallurgy check would take an action? Would it be a full action or could you roll it into, I don't know, smelting it down?
Go ahead and help for the xp or try to identify it, if you want. We can take the crystals with us (probably), but I see no easy way to take the armor with us as it is.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: kilakan on November 11, 2010, 05:08:28 pm
actually I took daggers and throwing to well throw daggers, then I remember THE dagger, and I really would like to have it.  So could I please?  anyways for now:
Attempt to repeat the conversion process on one of the strength crystals.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 05:13:30 pm
That's a shame, NaNoWriMo would have been perfect for it.
???
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 05:15:20 pm
National Novel Writing Month. Someone basically decided it'd be cool for everyone to attempt to write a 50,000 word novel during the month of November, and the idea caught on to some extent.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Tarran on November 11, 2010, 05:17:12 pm
KineseN, can you carve a rune of ice into my longsword when you have the chance please? I would really like to make my longsword even more overpowered.

Give the dagger back to KineseN, then look for a small bit of Moloch's armor that looks like it would be good for a shield. Hopefully with minimal rust to the piece of armor.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: KineseN on November 11, 2010, 05:40:31 pm
I could do that, yes.

And seeing as I won't be meleeing that much I say the dagger goes to Kilakan instead. Until there will be a time I find a better use for it, like powering up my Stone Spirit.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 11, 2010, 06:02:33 pm
I take the scroll and examine it. See what I can find out of it. I also see if I can learn the secrets of the pillars.
Stone Spirit heals Tarran or me.

Hopefully I get a scroll of überness, epicness or at least invisibility. Hopefully not a scroll of metamorphosis.

Despite not knowing any, attempt to use fire magic to smelt some of Moloch's armor down.

Try to take a peek at that scroll, If I can't, Take some of the non-Degraded Armor that's left.

Action change:

I'll use my knowledge of elementalism to try to smelt some of the armor.

actually I took daggers and throwing to well throw daggers, then I remember THE dagger, and I really would like to have it.  So could I please?  anyways for now:
Attempt to repeat the conversion process on one of the strength crystals.

KineseN, can you carve a rune of ice into my longsword when you have the chance please? I would really like to make my longsword even more overpowered.

Give the dagger back to KineseN, then look for a small bit of Moloch's armor that looks like it would be good for a shield. Hopefully with minimal rust to the piece of armor.

Benchmark just so I don't have to go through pages of posts later to find everyone's actions. If the action up there is incorrect(or missing) let me know so I can change it.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: IronyOwl on November 11, 2010, 06:22:44 pm
You could probably just do the turn now and give Virroken two turns next time... :D
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Tarran on November 11, 2010, 09:20:45 pm
Since KineseN said so, action change:

Give the dagger to Kilakan, then look for a small bit of Moloch's armor that looks like it would be good for a shield. Hopefully with minimal rust to the piece of armor.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: Virroken on November 12, 2010, 01:37:05 am
Sorry, hi. I'm a day late, and people are thinking about autoing me?

Ignore dead-Moloch goodies, make runes out of frost/ice/cold stuff.

edit: But yes, I do intend to do stuff completely unrelated to looting/goofing off with pillars. Good call, IronyOwl.
Title: Re: Arcanum Octet II: Oh how the mighty have fallen. [Turn 70]
Post by: RandomNumberGenerator on November 12, 2010, 01:49:04 am
Sorry, hi. I'm a day late, and people are thinking about autoing me?

No. I've only been autoing Acanthus because he's been absent for over a week. I would give you at least as long before doing the same.

Turn up tomorrow, then.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 12:59:02 pm
I take the scroll and examine it. See what I can find out of it. I also see if I can learn the secrets of the pillars.
Stone Spirit heals Tarran or me.

Hopefully I get a scroll of überness, epicness or at least invisibility. Hopefully not a scroll of metamorphosis.
You walk over to the scroll and pick it up. (5) Unfurling the scroll, you see a picture of... a chicken? Yes, a chicken, with a crescent moon in the background. Weird. (Luck 1) You are far too baffled by the scroll to even think about anything else.

Despite not knowing any, attempt to use fire magic to smelt some of Moloch's armor down.
You try to smelt some of the armor down, (2) but you can't even make any fire. How disappointing. (Luck 5) You do find several small pieces of metal that you can carry with you, however.

Try to take a peek at that scroll, If I can't, Take some of the non-Degraded Armor that's left.
You ask Kin if you can look at the scroll, (2) But he just stares blankly at the piece of parchment. (Luck 6) You shrug and collect some pieces of armor.
Action change:

I'll use my knowledge of elementalism to try to smelt some of the armor.
You also try to smelt some of the armor, (2+1) and being slightly more successful than Davar, actually manage to produce fire. (Luck 5) It's not hot enough to smelt the armor, but it does heat it up enough to the point where it is malleable.

+3 to Elementalism
New Spell: Conjure Flame

actually I took daggers and throwing to well throw daggers, then I remember THE dagger, and I really would like to have it.  So could I please?  anyways for now:
Attempt to repeat the conversion process on one of the strength crystals.

You fire up your conversion device and aim it at the orange crystal. (4) The device creates a small orange gem. (Luck 3) The light in the crystal goes out.

+2 to Alchemy

Since KineseN said so, action change:

Give the dagger to Kilakan, then look for a small bit of Moloch's armor that looks like it would be good for a shield. Hopefully with minimal rust to the piece of armor.

You hand over the dagger and start scouring the pieces of armor. (1) You trip on a piece of scrap metal (Luck 1) and fall onto another piece, giving yourself a very nasty cut. across your right arm.

Ignore dead-Moloch goodies, make runes out of frost/ice/cold stuff.

You try to remember how to create runes after not using them for so long. (4+2) You grab Tarran's longsword and begin carving a rune of ice into it. (Luck 3) The rune is a little crude, but it works just fine. The blade becomes frigid to the touch and glows with a faint blue light.

+3 to Runecrafting.

Quote from: Aut0-Acanthus
Task: Imbue Force
Marcus goes around and tries imbuing various other weapons with force. (3+3) He takes Kin's hammer and starts imbuing it with magic, (Luck 4) Enhancing it's destructive capabilities.

+3 to Metamagic




Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: KineseN on November 12, 2010, 01:25:03 pm
Wow, did not expect that. At all.

Carve a Rune of Channeling onto my staff. De-equip the shard, equip the hammer.
Stone Spirit heals Tarran.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 02:32:20 pm
Wow, did not expect that. At all.

Hehehe...

Yeah, you don't have much use for it at the moment. It might come in handy later, though.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Nirur Torir on November 12, 2010, 02:35:36 pm
I cast summon skeleton.
My skeletons attempt to remove one of the crystals from the stone holding it.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Tarran on November 12, 2010, 02:38:35 pm
Peh. Darn Random Number God, trying to give me a bad time.

Cast Cure Moderate Wounds on myself.

Hopefully I won't kill myself. However, the RNG is bound to want to screw me over next turn. Oh well.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 02:42:45 pm
OH!

That's the key. I was thinking maybe it was some noble house's symbol, but no, it's the talisman we needed to shut the gate.

I'll also take a wild, wild guess at the symbolism and say a chicken with a moon is the opposite of a rooster with a sun- so it's basically the opposite of dawn.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 02:48:55 pm
I'll also take a wild, wild guess at the symbolism and say a chicken with a moon is the opposite of a rooster with a sun- so it's basically the opposite of dawn.

*claps*
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 03:06:56 pm
Really? Awesome, I thought I was probably in Crackpot Scholar mode. :D
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: kilakan on November 12, 2010, 03:24:13 pm
Drain one of the protection crystals with the converter.
I'm aiming at making a set of alchemical gem stones to imbue into my armor or self.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Dermonster on November 12, 2010, 03:52:40 pm
Try to melt the Scrap to the point where I could make something out of it with Heat based Fel-Flame

Oi, could someone engrave my armor or my axe? or make a new axe out of Moloch metal once we hit the road? It would be appreciated, me being the 'Death knight tank' and all.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Nirur Torir on November 12, 2010, 03:54:51 pm
Irony, if you're going to do something with the armor, it should still be malleable.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 04:32:47 pm
Hum... well...

My original plan, which was unlikely to fully succeed for several reasons, was to make myself a Moloch-metal scythe inlaid with orange crystal, hopefully resulting in a weapon that boosted its wielder's strength enough to actually use it.

I'm currently debating whether I should still try that or go for something more useful. Thoughts would be appreciated.

EDIT: Also, unless I'm busy with something else crazy I'd be happy to improve/produce items. All I know is Rune of Pain and my runecrafting skill isn't all that great, though.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Dermonster on November 12, 2010, 04:37:32 pm
How about an axe or a breastplate with an orange gem?

I AM SO NEEDY ARG  :'(

But the scythe sounds like a cool idea (Arg I want to steal it), and I suppose that I have my own metal to begin forging. Sorta.

But on the third hand you don't have the skills for weaponry.

But on the fourth you could learn and become fearsome.

But on the fifth you could devote that time to learning more magic

But on the sixth (Ect ect ect...)
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 04:55:02 pm
Incidentally, how many actions would it take to shift a pillar to orange, cut it into inlays, and forge malleable metal into something else inlaid with crystal?
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 05:05:32 pm
Incidentally, how many actions would it take to shift a pillar to orange, cut it into inlays, and forge malleable metal into something else inlaid with crystal?

3
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 05:07:43 pm
Curses. Would adding the crystal afterwards be harder or less effective than building it in while it was being made?
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 05:09:57 pm
Curses. Would adding the crystal afterwards be harder or less effective than building it in while it was being made?
No, but it wouldn't look as cool.
Drain one of the protection crystals with the converter.
I'm aiming at making a set of alchemical gem stones to imbue into my armor or self.

 ???

There aren't any protection crystals...
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 05:14:13 pm
Forge Dunib a new breastplate out of the metal Nirur softened, using magic or force to work it if possible. If not, Kin's spare hammer or the back end of my hatchet.

EDIT: The breastplate will include a slot(s) for crystal enhancements, either in front of the heart or on the shoulders.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: kilakan on November 12, 2010, 05:59:17 pm

Focus and cast shield of faith onto the magical conversion device, while having it turned on, in the hopes of making condensed shield of faith.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Nirur Torir on November 12, 2010, 06:12:24 pm
Regeneration still?
Drain any of the remaining crystals using the magic converter.
Hey, leave me something for a regeneration trinket.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: kilakan on November 12, 2010, 06:18:36 pm
Regeneration still?
Drain any of the remaining crystals using the magic converter.
Hey, leave me something for a regeneration trinket.
I'm just making them into a smaller, more condensed version, I think my crystals may actually work better for what you want.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Nirur Torir on November 12, 2010, 06:22:11 pm
I retract my objection.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 06:23:41 pm
I dunno, your little condensed thingies strike me more as latent reagents and less effect-emitters.

Though, I'm now picturing combining alchemy with metamagic to infuse a material with their very essence, so carry on.

EDIT: Although, are these any different from someone just casting regeneration into your machine or something? You might want to save these ones for carvables if they're not any better than transient castings.

EDIT EDIT: Also I've been meaning to learn healing (and maybe fire, but that's on hold currently), so if you want a chance at a healing stone at some point I could cast straight into the device instead of finishing off a wounded comrade. I don't know what a failure would do to it, though.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: kilakan on November 12, 2010, 06:31:38 pm
IDK, my aegius stone is still here, I haven't used it but they are crystals and stones, not powders.... so I think if properly used they could be small and extremly effective passive effects.  Plus I have had success with permanent alchemy effects, note my regeneration (thank god for that) and the dagger of Di'ako.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 12, 2010, 06:34:32 pm
True, but the whole point of the machine was to make alchemy reagents. I don't doubt you could produce a permanent effect with them, but I suspect simply wearing one around your finger wouldn't do anything, in contrast to my carved crystal pendant.

But again, the bigger question is "is this any better than having someone cast regeneration on the device?"
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: kilakan on November 12, 2010, 06:43:06 pm
Hum, I think I shall actually try something now with that idea.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: RandomNumberGenerator on November 12, 2010, 07:06:00 pm
The stones are meant to be used in potions, yes.
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Virroken on November 12, 2010, 10:26:36 pm
Make runic shapes made from ice.

Runes are powered by their shape, right? Therefore chalk, engraved, and ice-sculpture runes are equally viable?
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Acanthus117 on November 14, 2010, 09:20:49 pm
Force Imbue my sword
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: IronyOwl on November 14, 2010, 09:50:14 pm
Good to have you back, but you know your only non-imbued sword is that silvery one, right?
Title: Re: Arcanum Octet II: Beware the chicken! [Turn 71]
Post by: Acanthus117 on November 14, 2010, 09:56:00 pm
Fine...

Then I'll attempt to recreate the force pellets
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: RandomNumberGenerator on November 19, 2010, 07:20:17 pm
Wow, did not expect that. At all.

Carve a Rune of Channeling onto my staff. De-equip the shard, equip the hammer.
Stone Spirit heals Tarran.
You use your shard to carve a rune like the ones on the chamber walls into your staff. (5+3) You create one so similar it is almost eerie. (Luck 4) The rune takes on a dull green glow.

+3 to Runecrafting

Your spirit goes off to heal Tarran, (3+1) taking care of his wounds.
I cast summon skeleton.
My skeletons attempt to remove one of the crystals from the stone holding it.

You summon another skeleton (1+2) and calling it to your side. (Luck 6) You now have another slave.

+3 to Summoning

Control 5: Your skeletons move over to one of the crystal spires and try to collect the stone. (5) They separate the crystal from the rock, which one of them then carries.

Peh. Darn Random Number God, trying to give me a bad time.

Cast Cure Moderate Wounds on myself.

Hopefully I won't kill myself. However, the RNG is bound to want to screw me over next turn. Oh well.
Despite your relative inexperience with healing magic, you decide to attempt a rather complicated spell. (4) It works rather decently, (Luck 3) but you can't fully control the magic. It still heals your remaining wounds, however.

+3 to Vitamancy
New Spell: Cure Moderate Wounds

 
Try to melt the Scrap to the point where I could make something out of it with Heat based Fel-Flame

Oi, could someone engrave my armor or my axe? or make a new axe out of Moloch metal once we hit the road? It would be appreciated, me being the 'Death knight tank' and all.

You try to melt the scrap down. (6) You blast the scrap with hellfire. (Luck 2) You create a useless pile of slag.

+2 to Demonology
New Spell: Hellfire


Forge Dunib a new breastplate out of the metal Nirur softened, using magic or force to work it if possible. If not, Kin's spare hammer or the back end of my hatchet.

EDIT: The breastplate will include a slot(s) for crystal enhancements, either in front of the heart or on the shoulders.

You go to work on shaping the softened metal (4) using Kin's extra hammer. (Luck 3) The metal is incredibly difficult to work, but you turn it into a more-or-less chest-shaped piece. It might benefit from more work on improving it, but it can be worn in it's current state.

+3 to Smithing



Focus and cast shield of faith onto the magical conversion device, while having it turned on, in the hopes of making condensed shield of faith.

You try to cast Shield of Faith on the conversion device. (3+1) The magic gets sucked in through the device, (Luck 5) creating a small crystal.

+4 to Invocations


Make runic shapes made from ice.

Runes are powered by their shape, right? Therefore chalk, engraved, and ice-sculpture runes are equally viable?
You create some ice to try and form into runes. (2+3) You forge the crystals into small shapes, (Luck 5) then turn those shapes into a rune of warding. This seems to create an odd effect, as the rune itself is empowered, rather than the object it is carved into.

+4 to Runecrafting

Fine...

Then I'll attempt to recreate the force pellets
You work on making small force pellets. (2+3) You create an array of pellets, (Luck 3) which can be shot around.

+3 to Metamagic
New Spell: Force Pellets




Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: IronyOwl on November 19, 2010, 07:22:43 pm
Oh hell yes. Would it need to be heated to continue working on it?
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: Dermonster on November 19, 2010, 07:29:42 pm
Its funny. As soon as Moloch stops wearing the all powerful super armor it becomes really easy to destroy it.

I bet everyone five bucks that If I had gotten hellfire earlier and had used it, It wouldn't have done much.

Hmm... Try to use a piece of the heap o demon metal to sharpen my axe, I guess.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: IronyOwl on November 19, 2010, 07:35:50 pm
To be fair, it's a lot easier to ruin plate armor than bash through it in combat. "One turn" also involves a lot more hitting out of combat than in it.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: Tarran on November 19, 2010, 07:36:46 pm
Huh, I just realized I said "Cure Moderate Wounds" instead of "Cure Minor Wounds". Still, that was a good screw-up since I've now got an actual Cure Moderate Wounds spell and nothing bad happened in return.

Anyway, RNG, you said I got a new spell of Cure Light Wounds. While in my status it says Cure Moderate Wounds.

Also RNG, there's a broken acronym tag in Nirur's status.

Now, as to what I'll do this turn...

Read my Healer's Handbook for a area of effect healing spell of some sort.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: kilakan on November 19, 2010, 07:44:46 pm
hummm....
Combine then aiegus and shield stone, to create a type of shield, and magic Resistance infusion to be applied to a persons skin, which it then absorbs into and transfers the abilities of the stones permanently into the persons skin.  Turning their flesh into the equivalent of armor with a holy shield cast upon it.  Use the calcinator in the process.
Also I noticed Di'ako's stats changed, will they do that occasionally or what?
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: RandomNumberGenerator on November 19, 2010, 08:01:38 pm
Also I noticed Di'ako's stats changed, will they do that occasionally or what?

It changes depending on who wields it.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: kilakan on November 19, 2010, 08:02:33 pm
ahhhh that is INTERESTING!  Hum, fire, a little alude to my blowing up?
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: IronyOwl on November 19, 2010, 10:01:15 pm
Continue refining the breastplate.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: Nirur Torir on November 19, 2010, 10:02:53 pm
I attempt to create a regeneration spell that does not immobilize the target.

Quote
Arcanum Octet II: And nobody was blown up. [Turn 72]
We'll try to do better against the next boss.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: Tarran on November 19, 2010, 10:21:08 pm
Um, RNG:
Anyway, RNG, you said I got a new spell of Cure Light Wounds. While in my status it says Cure Moderate Wounds.

Also RNG, there's a broken acronym tag in Nirur's status.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: Virroken on November 20, 2010, 02:37:45 am
Read book. Get phat support spells.
Boring.

Create powdered snow. Draw runes with powdered snow, which is 100% just like chalk.
Same thing as regular runes.

Read book. Side action: zap silver wand at floor.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: kilakan on November 20, 2010, 10:57:15 am
you better hope it's not a portal to the other world, which you are about to open right beneath your feet.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: RandomNumberGenerator on November 20, 2010, 10:57:53 am
Um, RNG:
Anyway, RNG, you said I got a new spell of Cure Light Wounds. While in my status it says Cure Moderate Wounds.

Also RNG, there's a broken acronym tag in Nirur's status.

Got it. Thanks.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: RandomNumberGenerator on November 21, 2010, 11:18:31 am
Its funny. As soon as Moloch stops wearing the all powerful super armor it becomes really easy to destroy it.

I bet everyone five bucks that If I had gotten hellfire earlier and had used it, It wouldn't have done much.

Hmm... Try to use a piece of the heap o demon metal to sharpen my axe, I guess.

Huh, I just realized I said "Cure Moderate Wounds" instead of "Cure Minor Wounds". Still, that was a good screw-up since I've now got an actual Cure Moderate Wounds spell and nothing bad happened in return.

Anyway, RNG, you said I got a new spell of Cure Light Wounds. While in my status it says Cure Moderate Wounds.

Also RNG, there's a broken acronym tag in Nirur's status.

Now, as to what I'll do this turn...

Read my Healer's Handbook for a area of effect healing spell of some sort.

hummm....
Combine then aiegus and shield stone, to create a type of shield, and magic Resistance infusion to be applied to a persons skin, which it then absorbs into and transfers the abilities of the stones permanently into the persons skin.  Turning their flesh into the equivalent of armor with a holy shield cast upon it.  Use the calcinator in the process.
Also I noticed Di'ako's stats changed, will they do that occasionally or what?

Continue refining the breastplate.

I attempt to create a regeneration spell that does not immobilize the target.

Quote
Arcanum Octet II: And nobody was blown up. [Turn 72]
We'll try to do better against the next boss.

Read book. Get phat support spells.
Boring.

Create powdered snow. Draw runes with powdered snow, which is 100% just like chalk.
Same thing as regular runes.

Read book. Side action: zap silver wand at floor.

Need Kin and Acanthus.
Title: Re: Arcanum Octet II: And nobody was blown up. [Turn 72]
Post by: KineseN on November 22, 2010, 10:17:04 am
Craft a staff made with the material of the pillar. Make sure that the color shifting property follows.
Stone Spirit heals me.



If this works I'm going to turn into a full time mage.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: RandomNumberGenerator on November 23, 2010, 11:31:45 am
Its funny. As soon as Moloch stops wearing the all powerful super armor it becomes really easy to destroy it.

I bet everyone five bucks that If I had gotten hellfire earlier and had used it, It wouldn't have done much.

Hmm... Try to use a piece of the heap o demon metal to sharpen my axe, I guess.
It was easier to melt the slag because Moloch was no longer wearing it. He had magic resistance, ya know. Anyway:

You try to sharpen your axe on the slag. (3) You run your axe through it several times, (Luck 4) which helps remove some of the corrodes bronze and resharpens your blade.

Read my Healer's Handbook for a area of effect healing spell of some sort.
You get out your healer's handbook and start paging through it. (4) You find several entries on area-based spells, (Luck 3) and manage to commit one to memory. The handbook looks a little more worn.

+2 to Healing
New Spell: Curative Aura


hummm....
Combine then aiegus and shield stone, to create a type of shield, and magic Resistance infusion to be applied to a persons skin, which it then absorbs into and transfers the abilities of the stones permanently into the persons skin.  Turning their flesh into the equivalent of armor with a holy shield cast upon it.  Use the calcinator in the process.
Also I noticed Di'ako's stats changed, will they do that occasionally or what?
Unsure on how to combine the two stones, (2+3) you expertly grind them up into a fine powder and mix that together. (Luck 2) You combine this into a simple potion, but you doubt it will be as permanent as you had hoped.

+2 to Alchemy


Continue refining the breastplate.
You continue working on the breastplate, (4) pounding away at the hard metal as it cools. (Luck 6) You beat it into a more recognizable shape, though due to the way you worked the metal you won't be able to improve it anymore without melting the armor back down and reforging it completely.

+3 to Smithing

I attempt to create a regeneration spell that does not immobilize the target.

You work on advancing your knowledge of body magic, (6) creating a spell similar to Safeguard. (Luck 5) It doesn't give any defensive bonuses, but allows the target to move around while they are being healed.

+4 to Vitamancy
New Spell: Regeneration


Read book. Get phat support spells.
Boring.

Create powdered snow. Draw runes with powdered snow, which is 100% just like chalk.
Same thing as regular runes.

Read book. Side action: zap silver wand at floor.
You begin paging through your book. (6) The tome is full of specialized ice magic. (Luck 1) You end up losing control of the magic, turning yourself into an ice sculpture. A mobile ice sculpture. Actually, your current form seems to closely resemble an ice elemental. That could be very useful, as long as you don't melt.

+4 to Elementalism
New Spell: Ice Aspect


You zap the wand at the floor. (?) There is a loud bang and a stream of confetti bursts out.

Craft a staff made with the material of the pillar. Make sure that the color shifting property follows.
Stone Spirit heals me.



If this works I'm going to turn into a full time mage.

You try to carve a magical staff out of one of the pillars. (5) You carefully shape the crystal without damaging it, (Luck 5) Which you then turn into a magical staff. The base is crafted from obsidian, which spirals up to embrace a clean cut crystal, which still has it's purple-red glow.

+4 to Stonecrafting

Your stone spirit goes to heal you, (2+1) recovering the rest of your wounds.

Quote from: Aut0-Acanthus
Enchant Ally's Weapons
You take Dunib's newly-sharpened axe and work to imbue it with force enemy. (4) You pour force energy into the weapon, (Luck 6) making it's strikes much more powerful.

+3 to Metamagic


-----
Suddenly there is a bright red flare in the middle of the room, and a group of demons materialize on the obsidian platform. They seem somewhat disoriented from the summoning spell, which gives the group time to prepare for the attack. They see six demon soldiers, four hunters, and two demons that have never seen before. One is thin and skeletal, wearing a set of tattered robes, while the other is significantly larger and carries a huge morningstar.
-----



Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: IronyOwl on November 23, 2010, 01:05:54 pm
Attempt to create a one-way bubble around me that blurs my shape, making me harder to see or hit without impairing my own vision.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: Nirur Torir on November 23, 2010, 01:10:26 pm
Banish a hunter
All three skeletons gang up on the skeletal enemy.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: KineseN on November 23, 2010, 02:17:52 pm
De-equip the hammer and equip the crystal staff, Earthen Jaw the morningstar demon. Try to figure out how to change the color to blue (reflective).
Stone Spirit will heal whoever needs it.


I am assuming that I need to figure out how to use the staff and its effects on my own, right?
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: Tarran on November 23, 2010, 02:55:22 pm
Start slicing up the skeletal demon.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: Dermonster on November 23, 2010, 03:29:15 pm
Attack the hunters.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: kilakan on November 23, 2010, 03:44:19 pm
Holy shield on Derm, and prepare myself to counter attack with di'ako any demons that get close.
Title: Re: Arcanum Octet II: Oh look. Visitors. [Turn 73]
Post by: Virroken on November 23, 2010, 04:18:29 pm
Frozen burst AOE win.
Note to self: create shaped frozen burst charges in spare time.

Ice form and wand of random effects. I can see Crawl working in your head, RNG. Too bad I don't have unarmed skill to back up transmutations. Annndd I'm spamming AOE.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: RandomNumberGenerator on November 30, 2010, 12:20:01 pm
Attempt to create a one-way bubble around me that blurs my shape, making me harder to see or hit without impairing my own vision.
You focus on making a protective shield, (2+2) surrounding yourself with shadows. (Luck 6) The shadows twist and turn, distorting your position on the battlefield.

+2 to Metamagic
New Spell: Blur

Banish a hunter
All three skeletons gang up on the skeletal enemy.


You try to banish a hunter (2+1) by unsummoning him to hell. (Luck 4) The spell is barely powerful enough to effect the demon, Resist(1+1) but he still gets banished.

+2 to Demonology

Your skeletons rush the skeletal demon, (6)(3)(4) and gang up on him. (RTD 4)(RTD 6)(RTD 5) He dodges two, but takes damage from the first one.

De-equip the hammer and equip the crystal staff, Earthen Jaw the morningstar demon. Try to figure out how to change the color to blue (reflective).
Stone Spirit will heal whoever needs it.

You equip your staff and charge up a burst of earthen magic. (6+1) The obsidian platform buckles and explodes upwards, (RTD 4-1) catching the demon in it's trap. (Resist 6) The demon prevents itself from being immobilized, however.

+3 to Elementalism


After working with the staff a little, you feel that you should be able to change it's color just by focusing on it. That may take a while, though.

Start slicing up the skeletal demon.

You charge at the skeletal demon, (2+2) striking out at him. (RTD 4) You slash through the demon's robes, but the demon seems to be resistant to your attacks.

+2 to Swords

Attack the hunters.

You charge at one of the other hunters, (1+2) swinging your axe wildly. (RTD 2+3) The demon swiftly leaps out of the way.

Holy shield on Derm, and prepare myself to counter attack with di'ako any demons that get close.

You say a quick prayer to shield Dunib, (2+1) invoking Madantum to ward him form harm. (Luck 4) The shield springs to life, protecting Dunib. (1) You then try to ready yourself to counterattack, but end up dropping Di'Ako.

+3 to Invocations.

Frozen burst AOE win.
Note to self: create shaped frozen burst charges in spare time.

You create a ball of frozen energy (4+2) placing it right in the middle of the demons. (RTD 4)(RTD 2)(RTD 1)(RTD 5)(RTD 3)(RTD 6)(RTD 5)(RTD 2+3)(RTD 3+3)(RTD 4)(RTD 6)(RTD 5) Most of the grunt soldiers are blasted by the ice, though the hunters leap out of the way. The skeletal demon gets blasted, but the one with the morning star takes cover behind a block of obsidian. Tarran also gets hit by the blast because he was so close, but only sustains minor injuries.

+3 to Elementalism

Four of the demon soldiers converge to guard the skeletal demon, while the other two attack Tarran (6)(5) with ruthless efficiency. (RTD 1+1)(RTD 3+1) caught off-guard, he is severely wounded by both attacks.

One of the hunters lashes out at Dunib. (1) He does a wonderful job of tripping over himself, (RTD 5-1) and Dunib counterstrikes with his axe. The other two hunters move around the edge of the battle, flanking the group.

The skeletal demon raises his arms, (4) summoning a quasit to his side. (Luck 4) The quasit springs into action.

The demon with the morningstar charges Davar. (6+2) He bowls into the group, and strikes out at his target, (RTD 6+1) which hits him despite the blur spell distorting the surrounding area.

The quasit attacks Aarchan, (5) leaping at him through the chaos of the battle. (RTD 1) He is caught completely off-guard, and his claws rend his flesh. (Resist 6) His natural healing ability suppresses the quasit's poison.

Kin's Earth Sprit sees Tarran in trouble, (6) and heals him.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Nirur Torir on November 30, 2010, 12:25:59 pm
I focus on countering the skeletal demon's spells.
Two of my skeletons each try to engage a single enemy in 1vs1 duels.
The third guards Davar.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Dermonster on November 30, 2010, 12:30:01 pm
Hellfire the Skeletal demon.

I don't actually know what a quasit is.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: KineseN on November 30, 2010, 12:31:34 pm
Raise Crystal Staff over my head and shout: Blue Crystal Power: Activate! (or in other words, change the color to blue.)
Stone Spirit heals Tarran or Aarchan.


Noted that my hammer is still equipped and not my crystal staff.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Nirur Torir on November 30, 2010, 12:32:01 pm
I don't actually know what a quasit is.
I believe it is like an imp.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on November 30, 2010, 12:46:29 pm
Shackle him to the ground. Take a few steps back if successful.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Tarran on November 30, 2010, 04:25:52 pm
Help Ironyowl(Davar), attack the morningstar demon.

I don't actually know what a quasit is.
I believe it is like an imp.
http://en.wikipedia.org/wiki/Quasit
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: kilakan on November 30, 2010, 04:42:51 pm
Grab the quasit by the neck, quickly pull out my blessed iron dagger, and stab it into the quasit, leaving it embedded if I hit it.  Then quickly try and grab Di'ako and guard myself.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: RandomNumberGenerator on November 30, 2010, 05:39:07 pm
Shackle him to the ground.

With what?
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on November 30, 2010, 05:46:31 pm
I was thinking metamagic chains of force, but necromancy might have something as well.

Of course, if that won't work I can pick something else. That might even be a better idea, actually.

Also, my profile's a bit messed up, both with the Blur acronym and Reflect missing some parentheses, I think. My meager stonecrafting experience has also disappeared, but that's been gone since a few turns ago.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on November 30, 2010, 05:54:37 pm
Well if Tarran and a skeleton are going to guard me, I'll just Darkness a nonwounded Hunter instead.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: RandomNumberGenerator on November 30, 2010, 06:04:08 pm
I was thinking metamagic chains of force

Well while you have metamagic skill, you don't actually know any force spells. You could try to do it, but would would be at a disadvantage in the same way Kin would if he suddenly decided he wanted to start casting lightning spells.

Well if Tarran and a skeleton are going to guard me, I'll just Darkness a nonwounded Hunter instead.

That works as well, though.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Virroken on November 30, 2010, 07:07:57 pm
If I cast chill, does the effect apply before or after everyone attacks?

Chill if it applies before our attacks.
More frozen burst if chill isn't retroactive to people who posted before me.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on November 30, 2010, 08:55:55 pm
Oh. I never seem to have equipped my pendant.

Equip pendant while doing other things.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: RandomNumberGenerator on November 30, 2010, 09:30:38 pm
If I cast chill, does the effect apply before or after everyone attacks?

Chill if it applies before our attacks.
More frozen burst if chill isn't retroactive to people who posted before me.


Chill applies to every action after you cast it. If you go first, then it will apply to everyone's attacks. Unless someone objects to you going first, you can just do that.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Virroken on November 30, 2010, 10:29:31 pm
Did some math. Frozen burst is more beneficial than chill right now (probable), assuming I don't botch the spell and teamkill everyone (also probable). In any case, getting that summoner down is more important than helping everyone else's combat rolls.

Frozen burst on the skeletal demon and his guards.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on November 30, 2010, 11:07:52 pm
Dunno, I was pretty underwhelmed by the imp quasit. I guess we could get overwhelmed if we're not careful, or the poison could be nasty.

AoE pounding them sounds like a nice plan, however.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: kilakan on December 01, 2010, 05:07:21 pm
you were underwhelmed by a creature that could one hit any of us except me,  Or the armored people?
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on December 01, 2010, 07:43:14 pm
Eh? His poison isn't that bad, is it?
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: kilakan on December 01, 2010, 08:42:06 pm
well according to the wiki, it's basically death, and after my healing I was moderately wounded, I mean with poison and no healing, I'd probably have been critical.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on December 01, 2010, 11:02:48 pm
Eh? In D&D, it's just Dex damage, meaning it harms your ability to move around and dodge.

Also, I'm not sure your healing actually kicked in (to heal), though if it did I guess the claws did a bit more damage than I expected. Avoiding the poison was nice, but I don't think it would have been instantly fatal.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Virroken on December 02, 2010, 01:46:20 am
Point is, we don't know what the poison does since he overshot for resistance. We do know the claws deal moderate damage in one strike, which is more than enough reason to not want more of them around.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on December 10, 2010, 02:49:53 am
*poke*
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: RandomNumberGenerator on December 10, 2010, 02:59:29 am
Patience. Finals week and all that.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Virroken on December 10, 2010, 11:18:55 pm
I finished on Thursday. Am getting wasted tonight. Good luck, RNG.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on December 11, 2010, 05:56:22 pm
So, in my eternal obsession interest with the party's makeup, I decided to arrange all the characters' skills by virtue of whether they were best, or second or third best out of the group, just looking at the current skill level. While this wasn't especially useful for anything, it did reveal some interesting things, most of which I hadn't noticed earlier.


So yeah. I found that interesting, dunno what you guys consider noteworthy.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Dermonster on December 11, 2010, 06:55:04 pm
Um, I (Dunib) Am the best Demonologist (Fel-Magic) in the group, I think. The only other one is novice.

Edit: Oh wait I think I misread that. You said that we have no skills that we're NOT the best at.

Stupid me.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: kilakan on December 11, 2010, 06:59:03 pm
hahah YES! I'm the best at all the mostly useless skills!  Though to be honest, with dagger's I've killed 4 npc's, throwing 3, alchemy 2 (but created a ton of useful effects), holy (none, but assisted in a number of deaths)  and I've got to train my medic skill.....  quick someone get hurt!
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: KineseN on December 11, 2010, 07:11:17 pm
While not a skill I do think I've been the luckiest when it comes to rolls. Like that one time when RNG decided to see how long my string of good rolls would last and it ended up with several 5's, 2 sixes and an ending roll on 4. This gave me +10 to hammer skill and Shockwave and an awesome acronym hidden in the text.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: IronyOwl on December 11, 2010, 08:20:24 pm
Spoiler: Skill Table (click to show/hide)

Well, that was more work than I anticipated. On the bright side, I now know how tables work.

Anyway, I figured others might be curious about the full table, and once I had started there was no going back, so enjoy. Sorry about the peculiar color coding. Red is of course best, Purple is second best, Green is third best. Asterisk means tied.

Interestingly (for me), there's no one tied with more than one person in anything.
Title: Re: Arcanum Octet II: Bloodshed [Turn 74]
Post by: Tarran on December 11, 2010, 08:27:56 pm
That table makes me sad. Irony and I are so weak.

Oh well, I guess it's nothing to be upset about. After all, everyone else got a 57 or so turn head start.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: RandomNumberGenerator on December 11, 2010, 08:36:55 pm
I focus on countering the skeletal demon's spells.
Two of my skeletons each try to engage a single enemy in 1vs1 duels.
The third guards Davar.


You focus in on the skeletal demon, trying to counter his magic with your own. (4) You should be able to nullify any spell he casts, (Luck 6) and might even manage to learn a bit, assuming you are able to out-cast him of course.

Two of your skeletons advance on the demon soldiers. (2)(5) One of them gets outmaneuvered, but the other unleashes a fairly powerful attack. (RTD 3)(RTD 2) The first demon soldier fails to take advantage of his opponent's poor positioning, while the other takes damage from the other skeleton's attack.

Hellfire the Skeletal demon.

You build up a blast of hellfire (6) channeling all of your rage and fury into the attack. (Luck 5) A massive pillar of fire erupts, centered on the skeletal demon but also catching several of his guards in the blaze. (Resist 3) The demon is significantly wounded by the attack.


Raise Crystal Staff over my head and shout: Blue Crystal Power: Activate! (or in other words, change the color to blue.)
Stone Spirit heals Tarran or Aarchan.

Noted that my hammer is still equipped and not my crystal staff.

You focus on your crystal, trying to get it to change colors. (2) You shift the crystal to a light turquoise color instead. (Luck 1) You suddenly feel very sluggish.

Your earth spirit heals Tarran (3) for a small amount of health.

Help Ironyowl(Davar), attack the morningstar demon.
You try to help Davar out by tripping his foe. (2) You don't get much power behind your attempt (RTD 6) and with speed that defies it's large size, the demon flips you to the ground instead.

Grab the quasit by the neck, quickly pull out my blessed iron dagger, and stab it into the quasit, leaving it embedded if I hit it.  Then quickly try and grab Di'ako and guard myself.
You grab your dagger (4) and reach for the quasit (RTD 1) who, distracted by something, is unable to evade your grasp. Your hand closes around it's neck, and you feel a stinging as it's poison spines sink into your skin. (Resist 3) You feel a slight burning, but not deterred you stab it with your dagger. (5) Your blade plunges deep into the helpless beast's heart and slays it instantly.

+3 to Daggers


Well if Tarran and a skeleton are going to guard me, I'll just Darkness a nonwounded Hunter instead.

You build up a sphere of darkness (4+2) and prepare to unleash it on the hunter (Luck 1) You end up releasing it on yourself, though the sphere is big enough that you actually think you managed to catch the hunter in it anyway, as well as the morningstar demon and Tarran.

+3 to Metamagic


Did some math. Frozen burst is more beneficial than chill right now (probable), assuming I don't botch the spell and teamkill everyone (also probable). In any case, getting that summoner down is more important than helping everyone else's combat rolls.

Frozen burst on the skeletal demon and his guards.

You charge up a blast of frozen energy (4+2) and hurl it at the demon mage. (Luck 2) The sphere bursts about halfway there, sending shards of ice flying everywhere prematurely. (RTD 3)(RTD 1)(RTD 5)(RTD 6)(RTD 6)(RTD 5)(RTD 4) Most of the shards vaporize before contact, and the few that don't aren't powerful enough to cause much damage, but one of the demon soldiers is caught by a rather large spike and is slain.

Two of the demon soldiers continue fighting the skeletons. (2)(6) One feints a lot, or perhaps it just tripped, while the other strikes at his opponent. (RTD 4)(RTD 6) One skeleton easily dodges, while the other just manages to throw itself out of the way.

One of the demon hunters pounces on Marcus, (1+4) but slams into him instead of striking with it's claws. (RTD 1) Nonetheless, the comatose Marcus fails to dodge, and is wounded.

The skeletal demon hurridly attempts to cast a spell. (4+1) It makes some fast motions with it's arms, (Luck 6) and creates a small portal next to it. (3+1) Nirur tries to counter it's spell, (Resist 5) but the demon overcomes his attempts and finished making the portal large enough to step through. He then does just that, and flees back to hell.

+2 to Elementalism


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)

Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Dermonster on December 11, 2010, 08:40:06 pm
Sublimation. Sublimations everywhere. Where everywhere equals demons.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: KineseN on December 11, 2010, 08:44:21 pm
Wow, does turquoise suck or what?

Carve a rune of channeling on the floor and see if I can channel this slowness to those demons.
See if Earth Spirit can fire off a Stone or Spire incase any demon aims for the sluggish one.


Edited my action a bit.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Tarran on December 11, 2010, 08:46:59 pm
RNG, broken Acronym tag in my status.



Get up and walk in the opposite direction I last saw the morningstar demon at until I get out of the darkness sphere.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 11, 2010, 08:55:46 pm
Retrieve Di'ako, then apply myou's grace to my wounds, using my superior knowledge of alchemy to create a simplified healing/anti-poison.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Nirur Torir on December 11, 2010, 09:07:24 pm
Eh, we didn't need his XP anyway.

I cast Regeneration on Marcus.
Two skeletons continue their duels.
The third skeleton guards Aarchan.
The third skeleton engages an unharmed hunter.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 11, 2010, 09:09:31 pm
send all three to marcus, I'll be fine, he won't, or send the third into combat.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 11, 2010, 09:12:39 pm
I don't think you added my metamagic exp.

Turquoise sounds awesome if we could apply it to enemies. Of course, it might not be nearly as potent then.


Anyway, this is going better than expected. Attempt to levitate myself above the battle. Exit sphere if that fails but I still have time to act.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Virroken on December 12, 2010, 01:26:32 am
Can we see/target people who are darkness'd?
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: RandomNumberGenerator on December 12, 2010, 02:30:57 am
Can we see/target people who are darkness'd?
Nope.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 12, 2010, 02:53:56 am
I hate to ask more questions, but I thought of some.

Could you go into more detail on how necromancy and souls work? What qualities of a creature are influenced or determined by qualities of the creature's soul? Would there be any Necromancy analogues to, say, using Vitamancy to grow additional arms or increase regeneration?

Alchemy. Obviously the ingredients affect the outcome, but what determines the effects of the ingredients? Is there any way to predict or direct certain outcomes, such as using a sharp-thorned plant to make a weapon-sharpening brew, or sweet plants tending to make healing effects? Does the effects of certain ingredients in certain potions imply anything about the ingredients, or just the combination?
   For instance, does the fact that Acid is produced from Sharproot and Salt imply that a third acid-aligned ingredient could be used in place of the other two, or that either could be used for other acid-related things, or that an ingredient (or several ingredients) from, say, Firedraught could be combined with them to make acid-fire stuff, or is it not that simple?
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Virroken on December 12, 2010, 02:54:32 am
Cast chill before everyone acts.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: KineseN on December 12, 2010, 06:08:01 pm
Hmm, I just thought of something. Since we are still in the obsidian room I'm going to asume that my Spire with the Rune of Channeling is still there. I will therefore chane my action a bit.

Carve a Rune of Channeling on the floor and see if I can channel this slowness to the Spire of Channeling, making those demons who just happened to stand on the appearing line sluggish.
See if Earth Spirit can fire off a Stone or Spire incase any demon aims for the sluggish one.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: RandomNumberGenerator on December 13, 2010, 05:32:14 pm
Hmm, I just thought of something. Since we are still in the obsidian room I'm going to asume that my Spire with the Rune of Channeling is still there. I will therefore chane my action a bit.

Carve a Rune of Channeling on the floor and see if I can channel this slowness to the Spire of Channeling, making those demons who just happened to stand on the appearing line sluggish.
See if Earth Spirit can fire off a Stone or Spire incase any demon aims for the sluggish one.


appearing line?
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: KineseN on December 14, 2010, 03:36:00 am
Yeah, I will always assume my actions will work and now I'm assuming that when this work they will connect to each others, making a line. Had I made a third rune I would get a triangle instead.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 14, 2010, 05:45:27 am
Had I made a third rune I would get a triangle instead.
Thanks! You've inspired me to try drawing a rune of pain around the group, so as to harm anything attacking us. Granted, it'd take a bit more coordination than normal to really work, and we probably don't have the frontliners to hold the line like that anyway, but it's still a nice mental image. Very group photo-ish.

I kept meaning to use runes, but I was never really sure how to use Rune of Pain in battle, you know?
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: KineseN on December 14, 2010, 06:15:28 am
While I don't know how the runes really works when not made as an enchantment I think of them as something of an area of effect. The only thing I would do if I were to make a Rune of Pain on the floor would to limit the area by making a circle around it.

Then again, the way how I imagine runes work may be different from how RNG imagine it.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Tarran on December 14, 2010, 06:18:36 pm
Had I made a third rune I would get a triangle instead.
Thanks! You've inspired me to try drawing a rune of pain around the group, so as to harm anything attacking us.
You know, if that fails, it could end up causing pain to the people inside the rune instead of outside.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Nirur Torir on December 14, 2010, 06:20:46 pm
You know, if that fails, it could end up causing pain to the people inside the rune instead of outside.
It wouldn't be our first friendly fire incident, nor would it be my first justified excuse to eat a teammate's soul.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 14, 2010, 06:51:13 pm
You know, if that fails, it could end up causing pain to the people inside the rune instead of outside.
Well yeah, but most spells have a chance to backfire completely when they fail. At least with this one we can probably move out of the way, assuming they don't box us in first.

It wouldn't be our first friendly fire incident, nor would it be my first justified excuse to eat a teammate's soul.
You're scaring me, but in a way that makes me respect and admire you more instead of fearing you. I don't know quite how that works either.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 14, 2010, 08:01:02 pm
if you guys start friendly firing, I'm drink my defensive potion and bloody leave ya all.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 14, 2010, 09:57:38 pm
if you guys start friendly firing, I'm drink my defensive potion and bloody leave ya all.
Start friendly firing? Dermonster died as soon as he left Almar's Keep due to a friendly mishap, by someone who would later die by repeatedly AoEing the party, Sirdiesalot was torn asunder by The Abomination Formerly Known As Dragnar, and I'm not even going to get into Nirur's culinary preferences.

If you want to hang around people who aren't a danger to themselves and others, you've been in the wrong place a looooooong time.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: dragnar on December 15, 2010, 01:02:18 pm
Sirdiesalot was torn asunder by The Abomination Formerly Known As Dragnar
Hey, how was I supposed to know that tampering with forces beyond my comprehension could backfire horribly!? If I knew that they wouldn't be beyond my comprehension!
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Dermonster on December 15, 2010, 03:31:43 pm
Dermonster died as soon as he left Almar's Keep due to a friendly mishap,

CHEEEEDAAAAARIIIIUUUUUS!!!

I LIKED THAT CHARACTER!

Oh well now i got demons and axes so everythings cool.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 15, 2010, 03:33:50 pm
Hey who's been alive since the beggining, I know there's me and Nirur I think.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: KineseN on December 15, 2010, 04:35:01 pm
*Raises a hand*

I've been alive since the beginning too. Heck, I was the one who wrecked a part of the fortress wall too.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 15, 2010, 04:40:52 pm
actually it seems 4 of us are alive, me you nirur and virroken.... guess it's only the new people that seem to die, ha.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Virroken on December 15, 2010, 06:05:15 pm
I'm a starter! I'd point out that I haven't been targeted by an attack for a looonnggg time, but then RNG would notice and it would ruin my luck streak.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 15, 2010, 06:22:59 pm
Everyone except me, Tarran, and Demonster's new incarnation was a starter. ExKirby died but wasn't replaced, Dermonster was replaced by Sirdiesalot, and then he, Chedd, and Dragnar bit it, opening the way for us noobs. Nirur, Kin, Kilakan, Virroken, and Acanthus have all been here since the very earliest days of spear-shattering, wall-toppling, healing-mishap glory.

Kilakan's probably been attacked the most and still lived, followed by Nirur. I think.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: kilakan on December 15, 2010, 08:57:16 pm
I think it has something to do with my lack of armor, and the fact I enjoy using knives.... ha.  Though I've definitely survived the most damage at one time, being stomped by a 50 foot high man made of metal is well.... shattering.  Hum I also noticed I am the only one of the starters who has no offensive magic what-so-ever, I mean I've got invocations but those have yet to really do much other then save my life via miracle, nd alchemy but I've yet to get an offensive potion to work properly........ damn now I miss my gelatin, gotta regrow the hungry little bastard sometime.
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: IronyOwl on December 15, 2010, 10:01:42 pm
Regrow as in make a new one or try to bleed him out of your veins?
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: Tarran on December 15, 2010, 10:17:11 pm
I wonder what would happen if you tried to command your gelatin while it's inside your body...
Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: RandomNumberGenerator on December 19, 2010, 01:34:18 pm
I hate to ask more questions, but I thought of some.

Could you go into more detail on how necromancy and souls work? What qualities of a creature are influenced or determined by qualities of the creature's soul? Would there be any Necromancy analogues to, say, using Vitamancy to grow additional arms or increase regeneration?

Alchemy. Obviously the ingredients affect the outcome, but what determines the effects of the ingredients? Is there any way to predict or direct certain outcomes, such as using a sharp-thorned plant to make a weapon-sharpening brew, or sweet plants tending to make healing effects? Does the effects of certain ingredients in certain potions imply anything about the ingredients, or just the combination?
   For instance, does the fact that Acid is produced from Sharproot and Salt imply that a third acid-aligned ingredient could be used in place of the other two, or that either could be used for other acid-related things, or that an ingredient (or several ingredients) from, say, Firedraught could be combined with them to make acid-fire stuff, or is it not that simple?
It seems I missed this.

Anyway, the body and soul are two separate, distinct entities, yet they aren't very powerful separate from each other - sort of a 'the whole is more than the sum of it's parts' thing. Modifying someone's body probably wouldn't have much, if any affect on their soul, but we're not dealing with absolutes here. Grafting a few extra limbs onto somebody would have a much lesser effect than trying to turn somebody into a construct or transform them into a different creature. Doing any major corporal changes would be a rather difficult operation though, so it would be a good idea to make sure you know what you're doing.

I think it has something to do with my lack of armor, and the fact I enjoy using knives.... ha.  Though I've definitely survived the most damage at one time, being stomped by a 50 foot high man made of metal is well.... shattering.  Hum I also noticed I am the only one of the starters who has no offensive magic what-so-ever, I mean I've got invocations but those have yet to really do much other then save my life via miracle, nd alchemy but I've yet to get an offensive potion to work properly........ damn now I miss my gelatin, gotta regrow the hungry little bastard sometime.
Yeah... You have a lot of damage potential, certainly, but you're still a scrawny little human. Since I discarded the attributes system from the first Arcanum Octet, you have no toughness score to speak of, which means you need to resort to magical means if you want to increase your hitpoints(armor reduces the damage you take from individual attacks, but doesn't affect HP in any way. ).

Turn should be up soon.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: RandomNumberGenerator on December 19, 2010, 02:13:22 pm
Cast chill before everyone acts.

You work on making a simple chill, (4+4) Easily casting the spell which floods the room. (Luck 4) You control the spell so it only negatively affects the demons.

+1 to Elementalism
 
Sublimation. Sublimations everywhere. Where everywhere equals demons.

You decide that it is time for some mayhem, and go to town on the nearest demon. (2+2) Empowering your attack with it's own energy, you swing your axe at the wounded hunter, (RTD 2) which fails to dodge as your axe cleaves it in two.

+2 to Axes
+2 to Demonology

Get up and walk in the opposite direction I last saw the morningstar demon at until I get out of the darkness sphere.
You stand up, and turn around (2) and promptly lose and sense of direction. You spin around several more times and pick a direction you think is leading away from the demon. (Luck 2) Instead you walk right into it.

Retrieve Di'ako, then apply myou's grace to my wounds, using my superior knowledge of alchemy to create a simplified healing/anti-poison.
You grab Di'Ako and then create a quick poultice to try and expunge the poison from your wounds. (6+1) You expertly treat said wounds, and remove the poison from your system.

+1 to Alchemy
+2 to Medicine


Eh, we didn't need his XP anyway.

I cast Regeneration on Marcus.
Two skeletons continue their duels.
The third skeleton guards Aarchan.
The third skeleton engages an unharmed hunter.

Worried for your catatonic companion, (5+1) You cast a powerful healing spell on him. (Luck 2) The spell seems to have little effect, unfortunately. 

+2 to Healing


Your skeletons continue fighting, (5)(1) one delivering a powerful blow while the other fumbles expertly. (RTD 5)(RTD 3) The demons both block the attacks.

Your other skeleton moves to engage a hunter, (6) delivering a powerful overhead strike. (RTD 1) The hunter is caught off-guard, and takes significant damage.

I don't think you added my metamagic exp.

Turquoise sounds awesome if we could apply it to enemies. Of course, it might not be nearly as potent then.


Anyway, this is going better than expected. Attempt to levitate myself above the battle. Exit sphere if that fails but I still have time to act.
Sticking to your age-old theory that there is no better place to test experimental magic than in the heat of battle, you try to levitate. (6+2) Instead of flying, you reduce your weight to be lighter than air. (Luck 6) This proves to be remarkably effective at floating, but gives you little to no maneuverability. You hit your head on the ceiling, and stay there.

+4 to Metamagic
Mass Reduction


The demons which were guarding the mage try to escape as well. (4)(4)(4)(4)(1) Four of them escape through the portal, but the other can't break away from his battle with Nirur's skeleton.

The hunters also attempt to flee, (5)(2) with one leaping through the portal. The other is too wounded to escape, however.

The demon shocktrooper, unaware of what is going on outside of the darkness, strikes at Tarran. (3) He finds it difficult to fight in the darkness, (RTD 1) but Tarran finds it even harder to dodge. He gets hit by the morningstar and is slain.

Hmm, I just thought of something. Since we are still in the obsidian room I'm going to asume that my Spire with the Rune of Channeling is still there. I will therefore chane my action a bit.

Carve a Rune of Channeling on the floor and see if I can channel this slowness to the Spire of Channeling, making those demons who just happened to stand on the appearing line sluggish.
See if Earth Spirit can fire off a Stone or Spire incase any demon aims for the sluggish one.

You work on carving a rune of channeling on the floor, (5+3) sparing no detail when working on it. This leaves you with no time to try and do anything else.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)

Title: Re: Arcanum Octet II: What demon lord sends babies to fight me?! [Turn 75]
Post by: RandomNumberGenerator on December 19, 2010, 02:15:06 pm
That was... unexpected. I didn't realize how close Tarran was to death already... I was like "Lets see... he rolls X to hit... does Y damage... wait- Tarran only has Z HP? Huh. Well that can't be good."
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 02:20:20 pm
Grab Tarran's soul before it dissipates and infuse it into my axe.

If that don't work, kill the demons.


In the OP it says that Fel-magic is the art of using peoples souls as a power source.

GUESS WHAT.

Also someone might want to get his healers handbook. Free skills right thar.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Nirur Torir on December 19, 2010, 02:29:22 pm
Grab Tarran's soul before it dissipates and infuse it into my axe.

In the OP it says that Fel-magic is the art of using peoples souls as a power source.

GUESS WHAT.

Also someone might want to get his healers handbook. Free skills right thar.
Stop that! We can revive him!
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 02:34:47 pm
Stop that! We can revive him!

NEVER.


... wait what? I thought there was no resurrecting here? You weren't able to when I died the first time, I'm fairly sure you didn't ressurect anybody before (Kinda sketchy on details between my first char and this one), RNG just said I would be semi-conscious and not really helpful at all.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 19, 2010, 02:37:33 pm
"Doooooooonnnnnn't... fleeeeeeeeee..."

Activate the channeling of Turquoise force.
Stone Spirit heals Davar.


Man, I did not notice that Tarran had such low health that he could get killed. If I knew it I would let Stone Spirit heal Tarran instead of protecting me.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 19, 2010, 02:39:55 pm
Pray over my fallen comrade and summon the holy power of Mandantum to resurrect my companion so he may continue the fight against evil, sacrifice the quasit's corpse as an offering.  DO THIS BEFORE ANYONE CAN AFFECT HIM other then Nirur, since keeping the soul here might help.
Title: Re: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: dragnar on December 19, 2010, 02:56:15 pm
Stop that! We can revive him!

NEVER.


... wait what? I thought there was no resurrecting here? You weren't able to when I died the first time, I'm fairly sure you didn't ressurect anybody before (Kinda sketchy on details between my first char and this one), RNG just said I would be semi-conscious and not really helpful at all.
We couldn't resurrect people earlier because no one knew how. So I started turning dead teammate's souls into undead! Now you probably have the skill, assuming the soul hasn't been destroyed already.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 02:59:10 pm
*Wonders how to twist this in a way that he gets an epic soul axe.*

Other people want to have a turn too!

Also I am a selfish bastard so meh.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Tarran on December 19, 2010, 03:01:18 pm
Man, that sucks. Totally unexpected.

Oh well, I've been dancing with death multiple times. Guess it finally caught me.

Have fun with my soul. Just please don't hurt it, or there may be consequences.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 19, 2010, 03:04:47 pm
um guys I just realized I could probably pray and use invocations to resurrect him, anyone want me to, or shall we just cut  him up and use the pieces?
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Nirur Torir on December 19, 2010, 03:35:50 pm
All we should have to do to revive him is heal the dead body and stuff his soul back into it.

If the stone spirit heals him, I should be able to place his soul into it easily enough.
Also, somebody should close that portal soon.

I magically grab and hold Tarran's soul before Dunib can take it.
I will revive Tarran.
Two skeletons continue fighting.
One skeleton non-violently distracts Dunib from his evil task.
One skeleton helps to incapacitate the hunter.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 03:38:03 pm
HE GAVE ME PERMISSION.

It's not evil! just resourceful!
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Tarran on December 19, 2010, 03:43:58 pm
Personally, I'd prefer it if I lived. However, I won't complain if it doesn't work out.

Also, if you fail to bring my body back you can always try putting my soul in the demon's body and see what happens.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 19, 2010, 06:14:09 pm
I'm going to try a sacrificial resurrection, since I need to work on my invocations.  Also if mine works... well it may destroy those of you attempting to affect him since a gods pure might will pour into him.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 06:16:11 pm
I like how when someone dies we get in a big argument on how to best use his soul/body and completely ignore the still there demons.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 19, 2010, 06:16:35 pm
um you are the warrior, go deal with them.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 06:17:58 pm
And I will.

As soon as I get my soul axe.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Tarran on December 19, 2010, 06:25:32 pm
You know when you've got a good friend when your friend values your soul more than yourself. :P
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 19, 2010, 06:30:57 pm
Tarran nooooooooo!

I feel responsible. Thus, if Nirur's true resurrection doesn't work (and with life magic to revive the body and soul magic to attach the soul, I'd think it's only skill level that would hold him back) I propose we attempt to stuff his soul in a golem instead, so he can continue to slice apart demons from beyond the grave.

Also Dunib, remember who's crafting snazzy breastplates around here. And who's helping you tank.

I'd also like to point out that they're still in darkness, so we probably can't even target his corpse. Really we shouldn't even know he's dead, but perhaps we felt a disturbance in the force, as though one soul said "Ohshi-" and was suddenly silenced.

Quote
Sticking to your age-old theory that there is no better place to test experimental magic than in the heat of battle
Amen.


Anyway, on the subject of demons. We've pretty much got the stragglers, so is there anything we'd like to do other than kill/chase them off? I could try making you that soul axe from a demon if you'd like, dermonster. It'd likely go horribly awry, but it might be truly awesome if it succeeded.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 06:36:08 pm
Well  We don't really know if demons have souls. In the beginning I think someone tried to reanimate a demon and it turned out that demons weren't alive. Somehow.

And non-living things don't have souls. (I think)

Also I never did get that breastplate.

Hmm... You could imprison a demons soul (If they have them) into the breastplate for extra Awesomeness, if your willing to risk it.

I would make several more points but I can't think of any.

And frankly the main point of the entire school of magic is using Human souls as power sources, which I have done diddly squat of.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Tarran on December 19, 2010, 06:39:04 pm
I propose we attempt to stuff his soul in a golem instead, so he can continue to slice apart demons from beyond the grave.
And if that doesn't work, you can throw my soul into the demon that killed me and then I can kill him with my soul until his body is mine.

Really, with a largely necromancy and healing based group the possibilities are nearly endless.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 19, 2010, 06:41:31 pm
Quote from: IronyOwl
I propose we attempt to stuff his soul in a golem instead, so he can continue to slice apart demons from beyond the grave.

Wanna try that out on Stone Spirit? I know it isn't the greatest golem around, heck, it's not a golem at all and it is small. But maybe by stuffing a second soul into it will allow it to evolve?

Quote from: Stone Spirit
Something is happening to Stone Spirit!
...
...
...
Your Stone Spirit evolved into a Tarran Spirit!

Ninja'd. Twice.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 19, 2010, 06:50:44 pm
Demons ARE souls. They seem to be destroyed on death (or at least that's been our experience thus far), but in theory you can still use Necromancy on them as though they were souls. There's just a chance for unusual side effects. And by "chance" I mean... well, you know how these things work. RNG explicitly said Nirur could Soul Feast a wounded demon, for instance, noting that if he rolled well he might gain interesting powers, and if he rolled poorly "remember what happened to dragnar."

You didn't get the breastplate because we're in battle; you wouldn't have had time to take your current one off and put this one on. And also because I was considering enhancing it more, though I'm also considering smelting it down and reforging it even better at some point, since Moloch-metal is so rare.

With regards to demonology, there's probably some overlap, but I believe Necromancy is more "bind souls to things to grant power," while Demonology is more "feast on souls to grant power."

NINJA'D:

The stone spirit is our primary healer, so I'd rather keep it as such. Besides which, I had grand and megalomaniacal plans for a golem even before this.

The short version is forging a golem from Moloch's armor. The long version involves carving a crystal heart from a pillar in an attempt to make it self-healing, as well as runing it for additional strength.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 06:56:24 pm
*Throws hands in air*

Fine! Demons for my axe, Tarrans soul gets to do whatever.

Lets do this.

Hand Irony my axe and ask him to bind a demon soul to it.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 19, 2010, 07:21:01 pm
I'm floating against the ceiling at present, so I can't take the axe yet. Sorry. Plus it's now occurred to me that I don't know if Low Mass will fail slowly, setting me gently on the ground, or harshly, plummeting me over sixty feet to my death.

Suffice to say that when I'm not dying, giving you goodies will be among my highest priorities. Speaking of which, which demon did you want? I would assume demon strength correlates to difficulty/side effects and enhancement strength, but their individual abilities probably play a role as well.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Dermonster on December 19, 2010, 07:22:19 pm
IF YOU CANT REACH THE AXE THEN I SHALL THROW IT AT YOU.

TRY TO CATCH IT WITH YOUR TEETH.


INCAPACITATE A DEMON WITHOUT KILLING IT.

How about the  *Rolls a three sided die.* Hunter.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Tarran on December 19, 2010, 07:23:44 pm
*Throws hands in air*

Fine! Demons for my axe, Tarrans soul gets to do whatever.
Don't get upset. Look on the bright side of having a second melee buddy; you aren't the focus of every single melee demon around.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Nirur Torir on December 19, 2010, 08:13:05 pm
Action updated.
I will revive Tarran.
Two skeletons continue fighting.
One skeleton helps to incapacitate the hunter.[/b]
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 19, 2010, 09:04:09 pm
RNG, when and how will Low Mass wear off? Gently lowering to the ground or abruptly being far too high up?
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: RandomNumberGenerator on December 20, 2010, 01:10:10 am
RNG, when and how will Low Mass wear off? Gently lowering to the ground or abruptly being far too high up?
It's permanent. Mwahahaha!

That or it will wear off slowly. I haven't decided which yet.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Virroken on December 20, 2010, 03:52:48 am
Stasis on BIG BAD demon if he gets out from darkness.
Stasis on the to-be-captured demon (whichever one they decided on in the 2 pages of posts I missed over the course of 8 hours), if BIG BAD decides to derp around more in the dark.


Did my chill take effect? Also, teehee 4+4=8 overshot.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 20, 2010, 05:11:41 am
RNG, when and how will Low Mass wear off? Gently lowering to the ground or abruptly being far too high up?
It's permanent. Mwahahaha!

That or it will wear off slowly. I haven't decided which yet.
That is awesome. Let me know when you decide.

Attempt to grant myself true flight. If successful, fly down to Kin's earth spirit.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 20, 2010, 05:17:01 am
Quote from: IronyOwl
Attempt to grant myself true flight. If successful, fly down to Kin's earth spirit.

What are you thinking? Just wondering.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 20, 2010, 05:20:19 am
What are you thinking? Just wondering.
Mainly just that I need to get to the ground to imbue Dunib's axe, and near the thing healing me is as good a spot as any.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 20, 2010, 05:21:52 am
Ah, righto. Carry on.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 20, 2010, 05:32:58 am
Incidentally, you've now got me plotting various ways we could evolve Stone Spirit. Straight earth magic is probably the best one, but working with Aarchan to make an evolution stone has also occurred to me.

There's also combining metamagic and earth magic to draw power from the earth and into the stone spirit, but not only do I not know if that would work, I'm not sure metamagic's magical forces control would actually do anything.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 20, 2010, 05:56:40 am
I myself have been thinking of ways to improve Stone Spirit. Some of these chances are already gone.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 20, 2010, 04:49:31 pm
I think we could probably combine alchemy, earth magic and runes to make a pretty powerful creature.  Though I'll need some more supplies for that, I'm thinking blade weed, moloch armor, and some type of strength thing could turn it into a pretty powerful fighter.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 20, 2010, 04:58:49 pm
I'm guessing that the Crystal Staff have a color of strengh hidden somewhere in its spectrum and if it does you could siphon that with your Magic Conversion Device. If the color sticks around after a suckage we would have a possible game breaking combination with near infinite (limited by RNG) buffing/debuffing stone to use.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: IronyOwl on December 20, 2010, 05:04:52 pm
That's a fairly big if, especially considering the normal pillars didn't. You might be able to eat the effect off a target, then re-channel the staff, but again we're not sure. Orange also increased strength/speed, though I'm not sure exactly what it did.

In terms of making it a powerful fighter, I'd rather keep it as a healer. I'm thinking a more sandshrew -> sandslash conversion, wherein it gets slightly bigger and spikier, but is essentially just a more powerful version of its former self.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: KineseN on December 20, 2010, 05:15:28 pm
Yeah, something that can take a few more hits (don't think Stone Spirit ever been hit but whatever) and throw out stronger heals or heals over time. Some kind of buffing such as Earthen Armor could work too.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: kilakan on December 20, 2010, 07:47:59 pm
hum maybe some time of regenerating aoe effect, like people near it gain my regenerating effect or something.
Title: Re: Arcanum Octet II: In Memory Of The Fallen [Turn 76]
Post by: Virroken on December 20, 2010, 10:43:44 pm
Magical amplification + red (?) crystal = AoE regen?
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: RandomNumberGenerator on December 22, 2010, 12:35:24 pm
Pray over my fallen comrade and summon the holy power of Mandantum to resurrect my companion so he may continue the fight against evil, sacrifice the quasit's corpse as an offering.  DO THIS BEFORE ANYONE CAN AFFECT HIM other then Nirur, since keeping the soul here might help.

You suddenly realize that you have absolutely no idea where Tarran's corpse is, as he is still shrouded in Darkness. (3+1-2) You decide to pray anyway, but your lack of knowledge about what happened makes this very difficult. (Luck 5) It seems that Mandatum  has at least heard your plea, as it seems that Tarran's soul has not departed yet. Or maybe his soul is blind as well, and lost in the darkness - you're not quite sure. Either way, you know you still have time left.

+1 to Invocations


All we should have to do to revive him is heal the dead body and stuff his soul back into it.

If the stone spirit heals him, I should be able to place his soul into it easily enough.
Also, somebody should close that portal soon.


I will revive Tarran.
Two skeletons continue fighting.
One skeleton helps to incapacitate the hunter.


You also try to resurrect Tarran, but like Aarchan you are impeded by not knowing exactly where he is. (6+3-2) Your complete overconfidence in your abilities means you try it anyway, and your skill with magic means you are able to discern the location of his soul, even if you can't see it. You begin trying to stuff his soul back in his body, (Luck 3) and notice that something seems to have happened, as the feel of the surrounding area has changed slightly. You're still not exactly sure what happened, though.

+1 to Vitamancy
+1 to Necromancy


Your two skeletons continue fighting. (1)(1) They manage to trip over each other and fall to the ground. (RTD 1-1) Fortunately the demon soldier isn't much of a better combatant, and they still hit and kill him.

IF YOU CANT REACH THE AXE THEN I SHALL THROW IT AT YOU.

TRY TO CATCH IT WITH YOUR TEETH.


INCAPACITATE A DEMON WITHOUT KILLING IT.

How about the  *Rolls a three sided die.* Hunter.

You get ready to throw your axe at Davar, but quickly decide that is a bad idea. Instead you try to defeat one of the demons non-lethally, (3+2-1) and strike out at the hunter with the flat of your axe. (RTD 2-1) The hunter is too wounded to dodge, and your blow sends it sprawling on the floor, where it lies unmoving but not quite destroyed.

+3 to Axes

Stasis on BIG BAD demon if he gets out from darkness.
Stasis on the to-be-captured demon (whichever one they decided on in the 2 pages of posts I missed over the course of 8 hours), if BIG BAD decides to derp around more in the dark.


You don't see the demon shocktrooper anywhere, so you decide to stasis the hunter instead. (5+1) This is a simple task for you, (Luck 6) and you encase the hunter in an obelisk of ice. As if it wasn't helpless enough...

Attempt to grant myself true flight. If successful, fly down to Kin's earth spirit.
You try to gain more control over your near-weightless body, (1+2) This doesn't work out so well, and you end up paralyzing yourself. (Luck 1) Now you can't move at all, which also means you can't cast spells... and you can't breathe either. To make things worse, you're still on the ceiling. This does not look good.

"Doooooooonnnnnn't... fleeeeeeeeee..."

Activate the channeling of Turquoise force.
Stone Spirit heals Davar.


Man, I did not notice that Tarran had such low health that he could get killed. If I knew it I would let Stone Spirit heal Tarran instead of protecting me.

You try to finish the rune, (4+3) finalizing your trap and channeling the magic to the pillar. (Luck 5) It now seems that you have some sort of magic tripwire. This doesn't do anything to lessen the slow on yourself, however.

Your spirit goes to heal Davar, (1) but is unable to reach him.

Quote from: Tarran
I feel... cold. What- what is this?
You look around. You still see nothing but darkness, but you notice that you can sense... no, feel the locations of your allies. Like a faint light. You start heading towards them.
Tarran - or what is left of him - emerges from the darkness. His flesh is gone, and only his skeleton remains, though he still wears his armor and wields his sword. Small dots of light burn in his eye sockets. He looks around, noting his where his companions are and the life signature accompanying them. He can't sense Nirur's skeletons or Kin's earth spirit, but he can still see them.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Nivim on December 22, 2010, 12:45:37 pm
 Name mixup with Terran and Davar (IronyOwl), apparently.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: KineseN on December 22, 2010, 12:52:30 pm
Randomly shift color of the Crystal Staff.
Stone Spirit attempts to create/summon a sturdy vine to Davar for us to pick him down.
If the Arae Flower with its magical properties can boost Stone Spirits chances it will use it too. (If possible Stone Spirit does this as soon as possible.)

---
Wow, Tarran has become a skeletal warrior, how cool ain't that?
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: RandomNumberGenerator on December 22, 2010, 01:04:10 pm
Name mixup with Terran and Davar (IronyOwl), apparently.

Thanks.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Nirur Torir on December 22, 2010, 01:59:23 pm
Success! (I'll try to give you life when we move elsewhere.)

I'll close the portal.
My skeleton trio waits between the darkness and the portal, engaging anything that leaves or Mr.Morningstar if he tries to leave.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 22, 2010, 03:41:32 pm
Name mixup with Terran and Davar (IronyOwl), apparently.
...

I really wish people would stop getting that wrong. >:(



Anyway, good to be back. Thanks guys. Just wish I wasn't undead. Oh well, it's better to be undead then dead. Also, shame I lost all my healing magic. Oh well it wasn't any use to me now anyway.

...Right?

Try to find the morningstar demon's life signature(if it has any) and then walk in the OPPOSITE direction.

Find IronyOwl and stand under him ready to catch him should he fall.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 22, 2010, 04:51:04 pm
HAHAHAAHA, YES! Not exactly what we were going for, but good job Nirur!

Also, both of our frontliners are now Death Knights of a sort. How cool is that? :P


Also Tarran, you're already out of the darkness.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 22, 2010, 04:52:36 pm
Also Tarran, you're already out of the darkness.
Oh. You're right.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: kilakan on December 22, 2010, 05:08:37 pm
HAHAHAH HE LIVES HE LIIIIVVVVEEEESSSSS!!!!!
I so want to merge you with the magical conversion device and Di'ako now.  But that's for later.
Hit the demon hunter with holy word.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 22, 2010, 05:23:37 pm
Also, does anyone want my healing handbook? It's useless to me now.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: KineseN on December 22, 2010, 05:28:00 pm
Nirur can take it or if he don't want it I can take it.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 22, 2010, 06:00:20 pm
My body may be shackled, but my soul is still free!

Feast upon the paralysis effect, healing myself with its energy.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Nirur Torir on December 22, 2010, 07:03:15 pm
Nirur can take it or if he don't want it I can take it.
Thanks, but I'd rather not be the primary healer this game. You take it.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 22, 2010, 07:39:55 pm
Thanks, but I'd rather not be the primary healer this game. You take it.
But you did so well last game. :P

Also, I didn't realize before that Tarran lost all his Vitamancy, that's unfortunate. I'd also have use for the book, but I'm not intending to be a real healer either, and I'm also lusting after Acanthus' tome.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 22, 2010, 07:42:37 pm
Also, I didn't realize before that Tarran lost all his Vitamancy, that's unfortunate.
Yeah, that's too bad. But I didn't use it much anyway, too busy hacking people up into thin slices.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: RandomNumberGenerator on December 23, 2010, 03:03:26 am
My body may be shackled, but my soul is still free!

Feast upon the paralysis effect, healing myself with its energy.

Erm... how exactly do you plan on doing that?
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 23, 2010, 03:46:22 am
My body may be shackled, but my soul is still free!

Feast upon the paralysis effect, healing myself with its energy.

Erm... how exactly do you plan on doing that?
Meditation and necromancy, and possibly metamagic.

Since the paralysis is affecting my body, and my soul is in my body, there shouldn't be anything preventing my soul from reaching it. Aside from the obvious, that is, but that's where knowledge of necromancy comes in. If I focus properly, utilizing knowledge/magic related to my soul (and magical flow in general, if necessary), I hope to be able to suck the paralysis magic inwards and more or less eat it, converting it to a more useful energy that my body could then make use of.

Well, what do you think? :D
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: KineseN on December 23, 2010, 12:38:05 pm
Quote from: Nirur Torir
Quote from: KineseN
Nirur can take it or if he don't want it I can take it.
Thanks, but I'd rather not be the primary healer this game. You take it.
I'll take it then. Hopefully I will find something useful in it.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Dermonster on December 23, 2010, 12:48:26 pm
O hey it updated, I completely didn't notice that.

hmm...

Stand right outside the darkness spell and hit THe morning star demon over the head with the flat of my axe if it comes out.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 23, 2010, 12:58:41 pm
I am liking this new "take them alive, we have use for them" approach. :D

Just be careful, that one's not to be trifled with.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 23, 2010, 02:36:32 pm
Just be careful, that one's not to be trifled with.
No kidding, he one-hit killed me with a hit on my head.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: IronyOwl on December 23, 2010, 08:54:34 pm
You had been roughed up by the demon soldiers prior to that, so it wasn't exactly a one-shot. It was still an alarming amount of damage, though.
Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Virroken on December 23, 2010, 08:58:10 pm
Obvious stasis is obvious.
Wait for morningstar to leave the darkness --> Stasis.


Title: Re: Arcanum Octet II: Awakening the Dead [Turn 77]
Post by: Tarran on December 23, 2010, 09:04:30 pm
You had been roughed up by the demon soldiers prior to that, so it wasn't exactly a one-shot. It was still an alarming amount of damage, though.
True, but he still killed me in the first shot he threw at me so that part is still correct.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: RandomNumberGenerator on January 04, 2011, 04:03:18 pm
*Casts Animate Remains*

Randomly shift color of the Crystal Staff.
Stone Spirit attempts to create/summon a sturdy vine to Davar for us to pick him down.
If the Arae Flower with its magical properties can boost Stone Spirits chances it will use it too. (If possible Stone Spirit does this as soon as possible.)
You try to shift the staff to no particular color, (4) sending it through a rainbow flurry. (Luck 4)(?) It turns yellow. You suddenly feel invigorated.

Your spirit tries to get Irony down, but it doesn't know how to create a vine. (5) Instead, it just flies up to the top with him and tries dragging him down.

I'll close the portal.
My skeleton trio waits between the darkness and the portal, engaging anything that leaves or Mr.Morningstar if he tries to leave.

(5+1) You focus on closing the portal to Hell, and pour all of your energy into the gate. (Luck 3) The portal shudders, then dissipates. Hey, you're getting fairly good at this.

+2 to Summoning
New Spell: Close Portal


Find IronyOwl and stand under him ready to catch him should he fall.

You locate IronyOwl on the ceiling (4) and stand directly under him. (Luck 6) You are completely prepared in the event that he falls.

HAHAHAH HE LIVES HE LIIIIVVVVEEEESSSSS!!!!!
I so want to merge you with the magical conversion device and Di'ako now.  But that's for later.
Hit the demon hunter with holy word.

(1+1) You run around the room babbling incoherently. (Luck 1) This does not seem to accomplish anything at all, other than making yourself look like a fool.

My body may be shackled, but my soul is still free!

Feast upon the paralysis effect, healing myself with its energy.

You attempt to eat the force preventing you from moving. (1+2) You end up absorbing the hostile magic inside your soul. (Luck 5) Luckily, this doesn't seem to have any adverse effects, though it doesn't benefit you either.

+2 to Necromancy


The darkness spell fades away.

O hey it updated, I completely didn't notice that.

hmm...

Stand right outside the darkness spell and hit THe morning star demon over the head with the flat of my axe if it comes out.
As soon as the darkness fades, you run up to the demon and attack it. (2) You have trouble swinging the axe in that way, (RTD 1) but the demon is even worse at dodging, and you smack it upside the head. That doesn't seem to have accomplished much, however...

Obvious stasis is obvious.
Wait for morningstar to leave the darkness --> Stasis.


(4+2) You encase the demon in a giant block of ice, (Luck 4) Which should keep it secure for the time being.

+2 to Elementalism




Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)

Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 04, 2011, 04:10:12 pm
So the Morningstar Demon's frozen? Yeeessss, time for revenge.

Seeing the Morningstar Demon frozen, I charge at him and attempt to decapitate him.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: KineseN on January 04, 2011, 04:10:27 pm
Wow, so my Stone Spirit can fly? Awesome!

I Grave Embrace the Morningstar Demon.
When Stone Spirit gets Davar down to ground of if Davar gets full control of "flight", heal him.
Make sure that Stone Spirit does not drop like a stone. Pun indirectly intended.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Virroken on January 04, 2011, 04:34:40 pm
Cast frost vs morningstar demon before everyone acts.

Support character is best character!
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: kilakan on January 04, 2011, 04:45:15 pm
Calm myself, then attempt to use the magical conversion device on the morning star demon, before it dies, but after frost and grave embrace, thus before it gets decapitated.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Dermonster on January 04, 2011, 05:33:32 pm
Impatiently wait for SOMEONE (I honestly don't know who. I forgot.) To get around to making that demon axe thing.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 04, 2011, 05:35:30 pm
Impatiently wait for SOMEONE (I honestly don't know who. I forgot.) To get around to making that demon axe thing.
The person you were thinking of is IronyOwl.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Dermonster on January 04, 2011, 05:37:07 pm
Oh.

Politely tap Irony on the shoulder and request that he imbue a demon soul into the axe. Be on guard for escapees.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: kilakan on January 04, 2011, 05:43:13 pm
there's still  a team killing demon that's only lightly hurt you know?  I mean we may kill it now, but you could still try and be an asset to the team.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Dermonster on January 04, 2011, 05:46:13 pm
The enemies list says that one is incapacitated, and apparently RNG forgot to list that the Morning star demon is Encased in a block of ice.

And those are the only two who are on the list.

Killing the thing that will empower my blade = bad idea.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: kilakan on January 04, 2011, 05:49:04 pm
maybe he didn't list that it was encased because it doesn't affect it, it's just that powerful it can break out whenever it wants?  But anyways, what i'm attempting to do with the magical conversion device was what I was planning on using on your axe later, so sit tight.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: IronyOwl on January 04, 2011, 11:33:25 pm
I'm willing to do the axe before I stop myself from floating like a blimp (so long as the spirit holds me), but I'm really thinking I should be healed first.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 04, 2011, 11:37:45 pm
I'm willing to do the axe before I stop myself from floating like a blimp (so long as the spirit holds me), but I'm really thinking I should be healed first.
Yeah, you really don't want to fall on the floor, die, be re-animated, and end up like me.

Well, not unless you actually are attracted to being a living skeleton. If that's your thing, then maybe dying would be of interest to you.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Nirur Torir on January 04, 2011, 11:38:52 pm
I cast/learn Cure Moderate Wounds on IronyOwl.

My skeletons retrieve the crystal they removed earlier, and bring it to me.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: kilakan on January 05, 2011, 12:31:49 pm
Hey RNG, the title says Re:Arcanum Octet, just thinking you may want to remove the Re:
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Virroken on January 05, 2011, 06:31:28 pm
I can continuously stasis the demon if you guys wanna farm/buff more.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 05, 2011, 06:39:34 pm
I can continuously stasis the demon if you guys wanna farm/buff more.
No, that demon must experience death, like I did. He must pay. He. Must. DIE.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: IronyOwl on January 05, 2011, 06:43:24 pm
No, that demon must experience death, like I did. He must pay. He. Must. DIE.
We could also try shackling his soul to one of your items, if you'd like. Of course, last guy I promised that to had to wait 9 turns for it...

If I am fully or almost fully healed, bind the hunter demon to Dunib's axe.

Otherwise, Cure Minor Wounds on self.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 05, 2011, 06:45:23 pm
No, that demon must experience death, like I did. He must pay. He. Must. DIE.
We could also try shackling his soul to one of your items, if you'd like.
Okay, I'd like him to be shackled to one of my items; DEATH.
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: RandomNumberGenerator on January 06, 2011, 12:24:27 pm
He'll be shackled to your death?
Title: Re: Arcanum Octet II: Flash-Frozen [Turn 78]
Post by: Tarran on January 06, 2011, 02:27:22 pm
He'll be shackled to your death?
Yes.

My death is at the edge of my blade.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: RandomNumberGenerator on January 08, 2011, 03:04:22 pm
Cast frost vs morningstar demon before everyone acts.

Support character is best character!

(2+4) As frosting demons is a trivial task for one so skilled in ice magic as yourself, you have no trouble in pulling this off. (Luck 5) You freeze the already frozen demon.

 
So the Morningstar Demon's frozen? Yeeessss, time for revenge.

Seeing the Morningstar Demon frozen, I charge at him and attempt to decapitate him.
You charge at the demon, (2+2) blade arcing towards the creature's head. (RTD 0) Being encased in ice, the creature doesn't really have any chance to dodge. You shatter the ice surrounding the creature, and inflicting massive amounts of damage.

+2 to Swords

Wow, so my Stone Spirit can fly? Awesome!

I Grave Embrace the Morningstar Demon.
When Stone Spirit gets Davar down to ground of if Davar gets full control of "flight", heal him.
Make sure that Stone Spirit does not drop like a stone. Pun indirectly intended.

You charge up a Grave Embrace, (1+2) but your power fails you at the last moment. (Luck 1) Instead you experience a backlash of energy which rips through your body.

The earth spirit heals Davar, (3+1) recovering a decent amount of his health.

Calm myself, then attempt to use the magical conversion device on the morning star demon, before it dies, but after frost and grave embrace, thus before it gets decapitated.

 (4) You aim your conversion device at the demon, (Luck 1) but it seems that demons don't count as a magical energy source. The device sputters a bit, then stops.

Oh.

Politely tap Irony on the shoulder and request that he imbue a demon soul into the axe. Be on guard for escapees.


You tap Davar on the shoulder and remind him of your former agreement.

I cast/learn Cure Moderate Wounds on IronyOwl.

My skeletons retrieve the crystal they removed earlier, and bring it to me.


You attempt to heal IronyOwn with a powerful healing spell, (2) but find you just aren't quite up to the task. (Luck 5) You do cast a normal healing spell on him, however.

+2 to Healing


No, that demon must experience death, like I did. He must pay. He. Must. DIE.
We could also try shackling his soul to one of your items, if you'd like. Of course, last guy I promised that to had to wait 9 turns for it...

If I am fully or almost fully healed, bind the hunter demon to Dunib's axe.

Otherwise, Cure Minor Wounds on self.

You attempt to bind the hunter demon to Dunib's axe, (3) but struggle with the unusual properties of the demon's soul. (Luck 2) You end up wasting the soul, and the demon fades into nothingness.

You gently float down to the ground.

The demon shocktrooper collapses into a pile of gore.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: RandomNumberGenerator on January 08, 2011, 03:06:54 pm
If I may be so bold as to make a suggestion, you already know where one demon boss is located, and what his strengths/weaknesses are. You also know the general location of the third demon boss. Just saying, cause you know, the game doesn't seem to have much direction at the moment.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 08, 2011, 03:07:42 pm
Collect the demon shock-trooper goo, then prepare to leave.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Dermonster on January 08, 2011, 03:13:00 pm
Grab the moloch plate from Davar and equip it.

Head out to adventure.

I actually forgot who we're supposed to go after next.

Wheres the list?

Okay, we got a cthulu demon, an end bossesque demon, and a prison hold.

I vote prison hold.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Nivim on January 08, 2011, 03:14:22 pm
Aha! It appears there is one enemy left that no one noticed until now!
Spoiler: Enemies (click to show/hide)
You must seek out this Array and crush it with your mind.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Tarran on January 08, 2011, 03:24:39 pm
You attempt to heal IronyOwn with a powerful healing spell, (2) but find you just aren't quite up to the task. (Luck 5) You do cast a normal healing spell on him, however.
You attempt to heal IronyOwn with a powerful healing spell,
You attempt to heal IronyOwn
IronyOwn
>_>

Go continue our great quest.


Also, anyone plan on repairing(?) me sometime soon?
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 08, 2011, 03:30:04 pm
Why don't you try some of your own necromancy on yourself?  Maybe pull apart one of the skeletons and repair yourself with it?  I think healing magic would probably kill you at this point.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: KineseN on January 08, 2011, 03:38:39 pm
Keep experimenting with the Crystal Staff and see if I can change color effortlessly and make it possible for me to change to whatever color I want without having to do it randomly.
Stone Spirit keeps levitating while it heals me.


---
I would go for the second boss, but seeing as I can't remember where that boss is or its strength/weakness at the moment I would rather wait until either I find it somewhere here or if someone kindly could point me to the general direction of that post.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 08, 2011, 03:48:51 pm
There's two a prison type portal guard i think, and that evil tree we passed awhile ago that almost made us kill each other.  That's the other boss.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: KineseN on January 08, 2011, 04:05:26 pm
Ah, right. I remember the tree. The Portal Guard, not so much.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 08, 2011, 05:43:36 pm
On the one hand, I had a feeling now was not the right time to try the binding. Haste makes waste.

On the other hand, my initial reaction upon seeing the thread title was "DOH!" so I'm pleased there were no side effects.



Anyway, the two bosses are Torillerb, Lord of Balors and Hastur, the Eldritch King. Torillerb fights in a frenzy and uses fire magic, Hastur crushes your mind. The archmage suggested we protect ourselves from fire magic to go after Torillerb, though personally I'd like to see at least our tanks better armored as well. He's the one guarding the portal in Schlade.

Personally though, I'd rather hit more outlying demon strongholds, and perhaps visit some of the surviving human cities. The Burning Lock is where prisoners are supposedly taken to be turned into demons themselves (and located in a burning wasteland, so good practice for excessive fire). Imperten is on the map but we know nothing about it. The more local map had Sanguisine or whatever, apparently some sort of tree, as well as several unmarked boxes.

What does everyone else think?
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Tarran on January 08, 2011, 05:48:39 pm
Yeah, let's hit outlying demon strongholds. It's always a good idea to piss off the bad guys before you take the fight to them... Right?

Also, I don't think going into a city is a good idea considering I'm undead and I may freak out everyone that sees me.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 08, 2011, 05:57:25 pm
Oh. Uh... maybe we could get you a mask, or something.

Besides, the walking but not ravenous dead probably aren't welcome, but they're far from the worst possibility.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 08, 2011, 05:59:25 pm
I say we hit one of the unmarked boxs (could you link me the page the local map is on?) In the direction of the prison complex, and any demon strongholds/hide-outs on the way to the prison.  Since going after the lord of fire in our state may be a bad idea, and I'd like to have some practice fighting more before we go after the mind guy.  I mean he breaks one of our AOE mages, we are all dead.
Either way, we need to get some things to actually sell in town before heading back there, and maybe some type of full body armor/cloak for tarran...
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: KineseN on January 08, 2011, 06:00:06 pm
I'd like to visit some demon strongholds for their essence and perhaps for some nice armor. After all, saving the world is something that I can do after a nice shopping spree. Heh.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 08, 2011, 06:06:59 pm
Found it: Map (http://www.bay12forums.com/smf/index.php?topic=50593.msg1383746#msg1383746)

The tree is Sanguisuge, and closer to Schlade than I'd prefer.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 08, 2011, 06:13:40 pm
Oh right. Since Marcus is comatose now (Acanthus hasn't been on in two months), my preferred course of action at the moment would be to take him to Almar's Keep for safekeeping, and maybe get updated on the situation there, do some shopping if there's any to be done, and so on. Ideally we could swing by the refugee camp to bring more down, and perhaps Duplicity to ensure it's still empty or clear it out again.

At the very least, we should probably dump him at the refugee camp (and recruit his replacement) before exploring boxes.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 08, 2011, 07:08:59 pm
Ok how about this, we swing south-west to the refuges, then head east to that unexplored box.  Head North-east from that to what appears to be a keep/castle/large city.  Then make our way into the wastes.  Hopefully we shall be able to stock up on food at that castle T shaped thing, and head through the wastes to Impertan or the burning wastes.  I'm a little worried about our food supply for the journey though, since after we leave here we shall be in strictly demon territory, and god knows what eating demonic food could do to us.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Tarran on January 08, 2011, 10:13:10 pm
Okay, I'm a bit lost, where are we on the map? Schlade?
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 08, 2011, 10:27:15 pm
Juggernaught's Lair.

We've never been to Schlade, though it was the starting town in Arcanum Octet I.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Nirur Torir on January 09, 2011, 11:39:26 am
I'm a little worried about our food supply for the journey though
I'm a skilled summoner. The basic summoning spell is conjure food/water.

Also, anyone plan on repairing(?) me sometime soon?
Yes. I intend to revive you fully. I could probably do more then just a human if I take extra time. Any preferences?

I'd like to hit an enemy stronghold, then the prison, then we'll reassess our ability to hit the next boss.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 09, 2011, 01:46:40 pm
And if you die, not saying you will, we will probably all starve.... but anyways.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Tarran on January 09, 2011, 03:35:22 pm
Also, anyone plan on repairing(?) me sometime soon?
Yes. I intend to revive you fully. I could probably do more then just a human if I take extra time. Any preferences?
Personally, I wouldn't mind being a half-demon or something like that, but we all know how well that will end up *Looks at Dragnar*. So that's off the list.

Well, I guess anything that's fast and durable and can still wield my sword would fit my taste.

Anyway, I think kilakan's route is decent.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: IronyOwl on January 09, 2011, 04:06:47 pm
So I guess we've got at least two votes for at least "head back to refugee camp, then explore boxes?"


By the way, as long as we're getting a bit of direction, what's everyone's opinions on group projects? Would anyone be interested in pooling our abilities to accomplish a larger task, like forging a golem or some insane magical experiment?
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: KineseN on January 09, 2011, 04:17:50 pm
Heading back to refugee camp and explore "boxes" are ok by me. Add a bit of daemon raiding maybe?

As for large project, sure why not. An automated golem type with a Color Crystal as a magic amplifier and the alchemy stone device as a booster equipped with Di'ako is what I thought of just now. Don't know how to power this thing though, maybe runes would help. Of course, this won't ever happen, just throwing out some ideas.
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: kilakan on January 09, 2011, 08:01:26 pm
Hum we could use Tarran's life force as a power-base.  I mean his soul seems content to just inhabit his bones, but maybe we could form his bones with some armor, di'ako, and a few auxiliary substances?  Sort of expanding the undead knight to be more of a undead golem powerhouse?  Also that way if we succeed, we won't be fighting over who gives orders since it'd just be tarran?
EDIT*
I could attempt to remake the holy gel, only different this time as more of a fluid-type flesh for tarran?
Title: Re: Arcanum Octet II: Failed Experimentation [Turn 79]
Post by: Virroken on January 09, 2011, 11:38:12 pm
MAKE ICE ARMOR SO COLD IT CAN WITHSTAND FIRE. Also, leave with group.

Yeah, I feel pretty silly about frosting a stasis'd demon. I thought he would break out or something, but that would still mean casting BEFORE everyone acted was a retardedededed idea.

I've been disconnected from ze internets for a while, on account of being in Vegas for a conference. (Yay for three days in a shitty hotel and not seeing the strip). Posting from shitty airport wifi. Gonna just agree with everyone about where to go, since I'll run about of batteries in the time it takes me to research locations and all that fun stuff.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: RandomNumberGenerator on January 10, 2011, 01:29:37 pm
Collect the demon shock-trooper goo, then prepare to leave.
(1+1) You have extreme difficulty scouring the demon's corpse, and end up ruining most of the usable parts. (Luck 5) You di manage to extract a single vial of demon ichor, however.

+2 to Butchering


Keep experimenting with the Crystal Staff and see if I can change color effortlessly and make it possible for me to change to whatever color I want without having to do it randomly.
Stone Spirit keeps levitating while it heals me.


---
I would go for the second boss, but seeing as I can't remember where that boss is or its strength/weakness at the moment I would rather wait until either I find it somewhere here or if someone kindly could point me to the general direction of that post.

You attempt to shift the color of the crystal without expending any effort, (2) but find that doing so is quite impossible. (Luck 5) You are easily able to shift the staff to any color you want as long as you focus on it, however.

New Ability: Color Focus

MAKE ICE ARMOR SO COLD IT CAN WITHSTAND FIRE. Also, leave with group.

Yeah, I feel pretty silly about frosting a stasis'd demon. I thought he would break out or something, but that would still mean casting BEFORE everyone acted was a retardedededed idea.

I've been disconnected from ze internets for a while, on account of being in Vegas for a conference. (Yay for three days in a shitty hotel and not seeing the strip). Posting from shitty airport wifi. Gonna just agree with everyone about where to go, since I'll run about of batteries in the time it takes me to research locations and all that fun stuff.

In an attempt to break the laws of reality, you try to make an ice shield that is immune to fire. (3) Such a task is extremely difficult even for one so skilled in ice magic as yourself, but you do manage to make some progress. (Luck 4) You end up creating a barrier that, while it will melt, should completely shield you from a single fire attack.

+4 to Elementalism
New Spell: Null Ice


The group leaves Moloch's lair and travels south, to the refugee camp. Surprisingly, they don't encounter any demons along the way, which is good because Nirur's skeletons have to carry Marcus in a makeshift stretcher.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: IronyOwl on January 10, 2011, 03:19:48 pm
Aw, I was gonna do stuff. I'm not sure what stuff, but stuff!

Anyway, you guys still wanna dump Marcus here, or escort him all the way back to Almar's?

Either way, unless anyone objects, loot Marcus' Incomprehensible Tome. Attempt to comprehend it.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: Dermonster on January 10, 2011, 03:25:55 pm
Take irony's Moloch breastplate and replace mine with it. Get used to the weight.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: KineseN on January 10, 2011, 03:31:21 pm
I think it would be better to just drop him off here.

Find several stones that I can carve Rune of Channeling which can be used as a quick way to setup a larger area of instant tripwire with my staff or hopefully the whole confined area with a rune.
Don't do this but see if it would be feasible to carve a Rune of Channeling on the Stone Spirit, for a mobile (and airborne) magic tripwire.


---
Man, it would be awesome if this (both) action would work the way I want it to. Instant Pain area would be great but I can settle with a Tripwire of Pain.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: IronyOwl on January 10, 2011, 03:36:38 pm
Equip Moloch Breastplate, brag about how awesome it is in front of Dunib Give Dunib Moloch Breastplate.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: Tarran on January 10, 2011, 03:42:28 pm
loot Marcus' Incomprehensible Tome. Attempt to comprehend it.
I have a nagging feeling that this may result in you ending up like dragnar, just in chaos-form. But whatever, your life.

Search around for a high mage of healing magic and ask him if he can help me get back to living from being undead.
Also, if possible as a free action, grab Marcus's Sturdy Leather Boots and Reinforced Skullcap. And if possible, wear them in the same turn.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: Nirur Torir on January 10, 2011, 05:15:20 pm
I'll assist Tarran, so nobody freaks out over an apparently free-willed undead being wandering around.

((Do I still have the crystal my skeletons freed from several turns back? If so, could someone please make me an amulet of regeneration at some point, so that I may occasionally overpower my spells?))
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: Virroken on January 10, 2011, 06:12:15 pm
Main: Goof off with frost particles. Practice with control of melting snowflakes to gain control of water.
Free: Steal Marcus's ring of fire resistance. Dance with glee.


Oh baby, baby.
Title: Re: Arcanum Octet II: On the road again... [Turn 80]
Post by: Tarran on January 10, 2011, 07:05:48 pm
Poor Acanthus117, as soon as he's gone everyone decides to strip him dry. :P
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: RandomNumberGenerator on January 12, 2011, 11:51:41 am
loot Marcus' Incomprehensible Tome. Attempt to comprehend it.
You grab the tome and begin studying it. (4) You find the book is filled with magic runes which you have never seen before. (Luck 5) Despite this, you somehow figure out what is actually written in the book, only it's... changing. As if the book is talking to you. Weird.

Take irony's Moloch breastplate and replace mine with it. Get used to the weight.

You grab the breastplate (6) with a single hand, and the weight of it makes you collapse to the ground. After the initial foolishness however, you are able to equip the armor without incident.


Find several stones that I can carve Rune of Channeling which can be used as a quick way to setup a larger area of instant tripwire with my staff or hopefully the whole confined area with a rune.
Don't do this but see if it would be feasible to carve a Rune of Channeling on the Stone Spirit, for a mobile (and airborne) magic tripwire.
You locate several stones and begin carving runes into them. (6) You masterfully work out the details in each one, (Luck 5) and now have 3 'spellstones' which can store a single spell or be used as the target of one.

+3 to Runecrafting


You decide that if you did carve a rune of channeling on your stone spirit, it could act as a beacon for your magic. However, any magic you channel through it would affect it as well, and it might not be very happy if you started channeling hostile effects through it.

Search around for a high mage of healing magic and ask him if he can help me get back to living from being undead.
Also, if possible as a free action, grab Marcus's Sturdy Leather Boots and Reinforced Skullcap. And if possible, wear them in the same turn.

You look around for a powerful mage who has skill with healing magic. (5) Oh hey, there's Nirur.

Really, that's the best you're going to get. The demons killed everyone else.

I'll assist Tarran, so nobody freaks out over an apparently free-willed undead being wandering around.

((Do I still have the crystal my skeletons freed from several turns back? If so, could someone please make me an amulet of regeneration at some point, so that I may occasionally overpower my spells?))
(4) You manage to accompany Tarran without incident.

And yes, you still have the crystal.

Main: Goof off with frost particles. Practice with control of melting snowflakes to gain control of water.
Free: Steal Marcus's ring of fire resistance. Dance with glee.


Oh baby, baby.
(3) You try to melt some ice, but it seems your forte is with removing heat energy, not adding it. (Luck 4) The ice does melt however, if only from being left outside in the wasteland.

You do manage to recover Marcus' ring.


Spoiler: Nirur Torir (click to show/hide)
Spoiler: Virroken (click to show/hide)
Spoiler: Aarchan(Kilakan) (click to show/hide)
Spoiler: Kin(KineseN) (click to show/hide)
Spoiler: Marcus(Acanthus117) (click to show/hide)
Spoiler: Tarran (click to show/hide)
Spoiler: Davar(IronyOwl) (click to show/hide)


Spoiler: Enemies (click to show/hide)
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: KineseN on January 12, 2011, 03:50:06 pm
Ohh, spell stones. While not what I expected I still got something good. Man, with those I thought of a new way to use them. Channel a Force Wall on it and use Earth Magic to move it around or equip it and use it as an invisible albeit cumbersome Warhammer.
I might Channel the Stone Spirit anyway for the boosted healing effect but the cons outweight far more to me since I'm more offensive than supportive. Atleast I have the option to change my mind later.
Also, while I typed this I thought of the spell stones as imperfect Color Crystals, only that the stones only can store one spell at a time, are one time use and don't change color.



Anyway, See if I can learn something of Tarrans current state of existance, such as:
Can he be healed with Earthen Heal or Cure (Minor/Lesser/...) Wounds or would he take damage from it instead;
is there a way to bring him to his former state if we had a vessel, such as his body or some other humanoid container;
following that question, would it be possible to "shove" him into a demon shell and let him take it over.

If Tarran can be healed without being damaged with Earthen Heal, heal him. If healing him however does damage him or the testings are inconclusive, stabilise self to learn controlled flight.


---
Did notice that you put the Ring of Fire Resistance under Tarran instead of Virroken.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on January 12, 2011, 03:55:24 pm
Oh no. Oh no. Oh yes. Oh no.

This is awesome and will be hoarded until such time as I have proper questions. Preferably about insane rituals designed to grant me immortality.


Anyway, I'd still feel a lot better about dragging Marcus to Almar's, but if everyone else is certain they'd like to dump him here, relieve Marcus of his book of battle magic, old map, and mottled potion, then find people to entrust him to, promising them an escort to Almar's when we get around to it in exchange. If successful, lead group to nameless mark to the southeast of the refugee camp on the Old Map.

If I still have time while we walk/before we leave, attempt to use necromancy to repair Tarran. Also check if my crystal of regeneration affects him.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Dermonster on January 12, 2011, 03:57:13 pm
... Can we get a move on?

This turn we finish up, okay? We leaving on the next one.

Attempt to cast a reverse of my rust spell, but use it on my old corroded breastplate before anything else.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Nirur Torir on January 12, 2011, 04:43:52 pm
I devise a spell by which what's-his-name, the not-really dead companion, can be returned to "true" life. Giving him more arms and super-strength can come later.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 12, 2011, 04:49:26 pm
I devise a spell by which what's-his-name, the not-really dead companion, can be returned to "true" life. Giving him more arms and super-strength can come later.
You are so nice.

Attempt to assist Nirur in his attempt. Somehow.
Ed: Free: Give Virroken the ring that I shouldn't have.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 12, 2011, 05:27:14 pm
Remove only enough heat energy to bring a water droplet to its freeze point. Warm ice is as good as cold water. Produce warm ice in vast quantities.
TAKE RING OF FIRE RESISTANCE FROM TARRAN EVEN THOUGH HE IS DEAD. Wear ring.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Nirur Torir on January 12, 2011, 05:30:17 pm
TAKE RING OF FIRE RESISTANCE FROM TARRAN EVEN THOUGH HE IS DEAD. Wear ring.
Please do not loot my undead minions. They need all the help they can get.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 12, 2011, 05:31:12 pm
TAKE RING OF FIRE RESISTANCE FROM TARRAN EVEN THOUGH HE IS DEAD. Wear ring.
Wait, what the... Why do I have Acanthus' Ring of Fire Resistance RNG?

Free: Give Virroken the ring that I shouldn't have.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 12, 2011, 07:51:10 pm
Innocent mistake is innocent. I still like to picture my character violently struggling with a dead guy for a ring.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: kilakan on January 13, 2011, 04:44:58 pm
Search for any alchemitical ingredients I can find.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 13, 2011, 05:44:03 pm
Have we decided where we're going?
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on January 13, 2011, 06:48:53 pm
I think kilakan suggested that unmarked box to the southeast, followed by the very fat T-shaped thingy to the east. I'm trying to lead us to the southeastern box regardless, unless someone has a better idea.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: kilakan on January 13, 2011, 07:58:44 pm
Ya that's the place who's location I'd like to go to.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 13, 2011, 07:59:59 pm
So we're set on a quick farming tour followed by the next demon lord?
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: kilakan on January 13, 2011, 08:01:29 pm
actually I think we were gonna go on a big raiding tour, push to the wastelands, then go after the demon lord.  But we are pretty powerful so maybe a short raiding tour to get Tarran accustomed to his new body, then a demon lord.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Dermonster on January 13, 2011, 08:04:41 pm
I'd like to go for 100% completion. Right now seems the time to go explore the world and acquire the Infinity+1 sword.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 13, 2011, 08:15:46 pm
actually I think we were gonna go on a big raiding tour, push to the wastelands, then go after the demon lord.  But we are pretty powerful so maybe a short raiding tour to get Tarran accustomed to his new body, then a demon lord.
Actually, if Nirur succeeds, I won't have to get acquainted with my "new" body since I'll be back in my old one.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on January 13, 2011, 08:29:25 pm
I'd like to go for 100% completion. Right now seems the time to go explore the world and acquire the Infinity+1 sword.
This is pretty much my feeling, with the added bonus that we might be able to make the Infinity+1 sword as well/instead.


Maybe we should all list out our preferences/priorities?
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: kilakan on January 13, 2011, 08:53:05 pm
I'm in For completion, I mean saving the world is fun and all, but saving the world with the best of the best is even better.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 13, 2011, 08:59:13 pm
All for completion just as long as I get the best armor and swords.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Dermonster on January 13, 2011, 09:36:21 pm
I call the sword of ultimate power though.

SIDEQUEST TIME IS A GO-GO
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 13, 2011, 09:50:21 pm
I call the sword of ultimate power though.
What? Why? You use axes. You should be calling the AXE of ultimate power, not the sword.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Dermonster on January 13, 2011, 09:52:24 pm
Infinity plus one sword, Infinity plus one axe, all the same ultimate game breaker power.

...

Yeah you get the sword of plot advancement, I get the axe of Infinity+1 power.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 13, 2011, 10:15:25 pm
Minor sidequest -> second lord -> 100% TOUR THE CONTINENT AND WIPE OUT DEMONS YE YE -> third demon lord.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: RandomNumberGenerator on January 14, 2011, 06:14:39 pm
So, uhh... school has started up again, and it looks like I'm gonna have a TON of homework this semester. So... expect few updates, if any at all for a while.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: KineseN on January 14, 2011, 06:34:34 pm
I can handle that.

...Mmhmm...

...Yes I can...




...I...can...handle...less...up...dates...

*KineseN has kicked the bucket*


---
Seriously, I can understand that since my school is about to start again and I expect to be flooded with tests and laborations the whole semester. So take your time and don't feel stressed about not updating as long as you don't forget this and I'm cool about it.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on January 14, 2011, 06:37:53 pm
We can handle that.

...Mmhmm...

...Yes we can...




...We...can...handle...less...up...dates...

*KineseN and Tarran have kicked the bucket*
You forgot me.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Dermonster on January 14, 2011, 06:40:43 pm
We can handle that.

...Mmhmm...

...Yes we can...


...We...can...handle...less...up...dates...

*KineseN and Tarran have kicked the bucket*

*Dermonster visibly pails at the kicked bucket, remembering the many Homestuck Images of what happens when you kick the bucket.*

*Dermonster Flees for the hills.*
You forgot me.
WHY WOULD YOU KICK A BUCKET!? YOU FILTHY VAGRANT YOU.

(Arg every time I see a bucket it's downhill for my mind, sanity, and general cleanliness.)
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on January 15, 2011, 01:14:30 am
http://nooooooooooooooo.com/
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on January 15, 2011, 06:23:08 pm
I am sad.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on February 17, 2011, 02:24:42 am
RNG, are you alive? How is school?
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on February 17, 2011, 02:33:11 am
He hasn't logged in since the 21st of last month, so I doubt he's going to answer any time soon. Man, and I just got back to life a few turns ago. :(
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on February 17, 2011, 03:29:39 am
And I'd just discovered a book that ANSWERED ANY QUESTION YOU ASKED IT!

...except that Acanthus is back so he'll probably want anything I came across by rifling through his pockets. :(


I just hope he feels like continuing when he does get back. Three-month hiatuses can have unpredictable results on your interest in something.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Acanthus117 on February 17, 2011, 05:29:04 am
Hey there.

Broke my fingers, no use computer.

:(

Now it's (mostly) better!

If it's alright with the rest of y'all, I'll take my weak, puny, underleveled d00d and do stuff.

Hey, does anyone have a tl;dr recap for moi?
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: IronyOwl on February 17, 2011, 02:25:57 pm
Well, let's see...

We slew Moloch. Everyone helped, but it was largely just stabbing him a lot with the artifact dagger.

We spent some time fiddling with crystals, armor, and just magic in general.

Some demons ported in, apparently miffed at us slaying a demon lord and then standing around in his living room.

We manhandled most of the demons, but Tarran and a massive morningstar-wielding demon got caught in the same globe of darkness. Tarran walked right into it and it clubbed him to death. The caster demon in the group ported right out after being on the wrong end of some serious firepower.

Nirur raised Tarran from the dead. Sort of. Alright, he's a skeleton now, but a self-aware skeleton. And he's got cold resistance and lifesense! Cool!

I made a breastplate out of some of Moloch's armor. Dunib/dermonster's got it now.

We made our way to the refugee camp. Your character went comatose at some point, probably just due to RNG not wanting to auto you indefinitely, so we had to carry you there. I'd intended to leave you in the care of some people and grab a replacement.

We, uh... we didn't "loot your corpse" so much as... uh... "redistribute key equipment among party members." Someone snagged your ring of fire resistance, I jacked the tome you got from the archmage. Turns out it'll answer questions for you, so I was gonna save it for the secrets of lichdom or something even more diabolical and dire... but I guess now you'll want it back.


That's pretty much it. RNG said he'd be busy with school and then disappeared completely, so presumably he's indeed very busy.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Tarran on February 17, 2011, 04:11:05 pm
If you want, Acanthus, I can give you back your Sturdy Leather Boots and Reinforced Skullcap that I took from ya.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Acanthus117 on February 17, 2011, 06:11:47 pm
Sure, sure.

Thanks for being so accommodating.

I just hope RNG will throw this sniveling little weakling a bone, so to speak.
Title: Re: Arcanum Octet II: Forbidden Lore [Turn 81]
Post by: Virroken on February 17, 2011, 11:39:35 pm
I kinda want/need the ring to patch up my fire weakness, but you're welcome to anything else on my character as compensation. Ooorrr if you really want it back, that works too.