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Poll

Should freshly entering mages be given +10/+10 worth of random essences?

Yes
- 19 (46.3%)
No
- 9 (22%)
It should be more than that
- 6 (14.6%)
It should be less than that
- 7 (17.1%)

Total Members Voted: 41


Pages: 1 ... 24 25 [26] 27 28 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1199070 times)

DreamerGhost

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Re: Roll to Magic: Turn 18
« Reply #375 on: August 08, 2014, 08:01:15 pm »

So, did Issac respawn?

Yes, sorry, forgot that. I'll eddit it in.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

DreamerGhost

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Re: Roll to Magic: We have first death
« Reply #376 on: August 08, 2014, 08:02:14 pm »

with the help of my aether essence.

Thought that made it clear I wanted to use it. My bad.

I apologise. It would apear I spontaneously went blind.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

NAV

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Re: Roll to Magic: Turn 18
« Reply #377 on: August 08, 2014, 08:52:27 pm »

"Nice weapon David! No one will mess with us now."

Is the firefox's magma getting any cooler? If it's not then Grundar can use it to cook over. Toss the useless wood to Grundar anyways.

Summon a following Javelin.
Summon a paddle.
Summon a healing pill.


Spoiler: For sale (click to show/hide)
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Beirus

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Re: Roll to Magic: Turn 18
« Reply #378 on: August 08, 2014, 08:57:53 pm »

((So would it work for this turn, or do I have it for next turn?))
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Because everything is Megaman when you have an arm cannon.

Salsacookies

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Re: Roll to Magic: Turn 18
« Reply #379 on: August 09, 2014, 06:49:23 am »

Name: Blighted Witness
Affinity:Pestilence
STR=0
DEX=2
SPD=0
END=3
POT=3
Grey with Green glow

(You owned my guy, not nice) :(
« Last Edit: August 10, 2014, 10:32:06 am by Salsacookies »
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Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian

DreamerGhost

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Re: Roll to Magic: Turn 18
« Reply #380 on: August 09, 2014, 08:37:39 am »

((So would it work for this turn, or do I have it for next turn?))
((It would have revealed that small animals were bats (which you already know) and general shape of the tunnel (which you will see if you chose explore it) so I'll keep it for your next turn))
Logged
The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Beirus

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Re: Roll to Magic: Turn 18
« Reply #381 on: August 09, 2014, 01:42:35 pm »

Go check out the inside of that cave. With Aether sense so I don't fall down a hole or something.
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Because everything is Megaman when you have an arm cannon.

Crimson

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Re: Roll to Magic: Turn 18
« Reply #382 on: August 09, 2014, 09:33:04 pm »

Follow behind Jase while keeping my guard up.
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Cptn Kaladin Anrizlokum

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Re: Roll to Magic: Turn 18
« Reply #383 on: August 10, 2014, 12:23:07 am »

Head towards the castle for revenge!
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DreamerGhost

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Re: Roll to Magic: Turn 18
« Reply #384 on: August 10, 2014, 07:06:59 am »

Head towards the castle for revenge!

Ahem.

Yes! And can we say that I had a fail safe so it's literally a clone with my memories?
I'll accept a clone without the memories. We are abhorently metagaming here anyways.
I meant memories up until I entered the portal.

Oh, it's ok then. If I had let you have in-game memories preserved, I'd have to let evryone through, which would open all kinds of nasty metagaming chances.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Cptn Kaladin Anrizlokum

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Re: Roll to Magic: Turn 18
« Reply #385 on: August 10, 2014, 10:16:41 am »

Okay then. The castle is made of stone, I control stone, head that way. There aren't any mountains, are there?
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The Froggy Ninja

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Re: Roll to Magic: Turn 18
« Reply #386 on: August 10, 2014, 10:20:22 am »

Pick up a stick and carve in runes of storage for easy to use spells.

DreamerGhost

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Re: Roll to Magic: Turn 18
« Reply #387 on: August 10, 2014, 10:26:33 am »

Okay then. The castle is made of stone, I control stone, head that way. There aren't any mountains, are there?

((Three mountains and a volcano. But two of those are behind the castle, so you pass))
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Salsacookies

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  • PRAISE THE CHUNKS!!!
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Re: Roll to Magic: Turn 18
« Reply #388 on: August 10, 2014, 10:36:10 am »

(What will be your interpretation of acceptable plague powers? I feel like ill do a better job with him than with my dream guy, I really wasn't sure what to do with him, but could you list a basic power list for me, just as a reference? Thank you, also, what's a diseased place here?)
Logged
Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian

DreamerGhost

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Re: Roll to Magic: Turn 18
« Reply #389 on: August 10, 2014, 02:18:34 pm »

(What will be your interpretation of acceptable plague powers? I feel like ill do a better job with him than with my dream guy, I really wasn't sure what to do with him, but could you list a basic power list for me, just as a reference? Thank you, also, what's a diseased place here?)

((Well, I supose you'd get ability to infect anyone with any disease immaginable. Als, since most plagues, unlike stabing, don't kill people within five minutes, you'd also get the ability to increase severity of a disease that is already there. It would be kinda like those 20 pot instagibs, though with debufs on both 5's and 4's. You will need to provide disease name though. Obiviously, you'd be able to do this in reverse, that is, heal diseases.))
Logged
The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.
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