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Messages - helmacon

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1
Forum Games and Roleplaying / Re: Lich King: Beginnings (SG)
« on: July 31, 2022, 02:38:49 am »
CD

and Cold Flesh buddy.

Cave skeletons are so cliché

2
You decide to name the town Sundown for now.
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*

D. You'll organize an expedition back, to recover what stragglers remain from the journey.

It may be late, but your people are not forgotten. You gather who you can afford to send. Your sharpest scouts, your fiercest warriors. Bags are filled with dried grubs and squirrel skins with water. You organize a core to stay at the village under the care of your second. When at last your preparations are made you set off at dusk, traveling in the cool of the night.

The first days out are a stark reminder of the brutality of this world. There is often nowhere to hide in the heat of the day, and the blasted soil wont support a burrow. When you are lucky, you shelter in the huge fissures that sometimes cross the landscape. A single corpse is found two days out. He is unknown to your people, and though he seems to have been dead for some time, even the rot struggles to take hold here. He appears mummified and desiccated, grinning into the dirt. You leave a piled stone marker as best you can, no time to dig a proper grave.
As you continue outwards, the land begins to soften though. Its almost imperceptible at first, a stray weed pushing through the soil. Then when night falls, the sound of crickets. Sparse, and often far away, but noticeable in the stillness you have become accustomed to.

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4*

As you travel on the fifth night, you finally see it; A flicker of light on the horizon. Dawn breaks to reveal a whisper of smoke smeared across the sky.
In another day of travel you've reached it.

The smell hits you before you see it. Rot has not struggled here.
Its a grim scene, a survivors camp grown up around a tiny freshwater spring. Half starved skeletons raise their eyes as you enter. A pile of bodies overflows a trench. There is almost more people here than in your village, thought they are in a sorry state.
Rations are distributed as you can spare, the more alive stagger to their feet. The rest is a flurry of work and heartbreak. It is few who can make the first journey back with you, but when your group returns it is almost double its size.

The next week is a whirlwind. Runners bring rations to the camp, leaving in small groups as they try to nurse the people there to health enough to travel. An endless trickle of refugee return with them and you work day and night expanding the village and gathering food. It seems endless, but at last things begin to calm down. The village has grown considerably, pushing in through the barrier of trees now, and spilling out around the fence that held you before. Your settlement has certainly increased in [Size].


Your second finds you helping strip bark from from a pile of freshly cut poles. These have been in high demand as you struggle to house all your new citizens. A rather interesting report has accompanied one of the latest groups arriving. A dust storm forced them off the usual course quite a ways on their return. They came across the ruin of some huge magical construct collapsed in the wasteland. One of the younger lads climbed onto the thing and was killed by a spell when he carelessly stepped on a rune. Word of this incident is spreading quickly and you'll need to take action of some sort before long. The construct is about three days travel out from the village in a dry riverbed. You sigh, dropping your tools to the ground. So much for the simple life today.



On the topic of the ruined construct:

A. Declare the site off limits, with punishment of Exile. (You can revisit this issue at another time)

B. Organize a more proper research expedition. Rune magic could be useful if you could understand it.

C. This place is dangerous. Organize an expedition to properly demolish it, so that it can pose no risk to you.


As for your next actions:

A. A celebration! A new home! You'll organize a grand hunt for bigger game, and a feast to mark this occasion!

B. Mud huts and a well are nothing to be proud of. You'll organize a more serious (and permanent) building effort.

C. You'll have your people make a more deliberate and detailed exploration of your surroundings.

D. With the settlement so much bigger now, you'll need to reorganize your approach to industry. Warehouses and workstations could go a long way.

E. The world just ended. You'll let them rest for more than a few days. A lifetime might not be enough to feel at peace again.



3
Forum Games and Roleplaying / Re: Lich King: Beginnings (SG)
« on: July 29, 2022, 02:48:27 am »
We refused to die in the path of vengeance, and once delivered found we had gone past it altogether. (Rage Word)

4
Forum Games and Roleplaying / Re: A Lich King (SG)
« on: July 27, 2022, 10:51:19 pm »
E- Skilled labour.
While undead are tireless workers they are sadly lacking in creativity. By freeing the villagers from the need to engage in brute labour those who are interested can spend time on more skilled endeavours such as blacksmithing, carpentry, or even music and art. Eternity gets boring without new things.
+1
+2

5
Forum Games and Roleplaying / Re: The Shattered Update 2: Respite
« on: July 27, 2022, 10:46:33 pm »
A. The world is still very dangerous outside your oasis. You'll make weapons, and organize defenses.

You may be nothing a ragged band of refuges on the edge of an endless wasteland at the end of the world, but damn if you wont be dangerous. Stones are knapped, sticks are sharpened and hardened in fire. The crude beginnings of a palisade give way to a more modest fence along the exposed edge of the village. An outlying tree is converted to a watchtower with a platform strapped on top, and a rotating watch keeps someone always in it.

With weapons come the capacity for violence, and soon your diet of bugs and tubers is supplemented with the occasional bit of meat hunted in the forest. Stone spears are replaced by sharpened bone tips, and small pelts become simple skins to replace the tattered cloths you had. Tiny skulls begin to decorate the inside of mud and grass huts, and a growing sense of strength begins to fill the community. You make sure enough spears exist for everyone to have one, and then a few extra. Nobody out there will take you by surprise now.

Its been a whole moon now since you arrived here, or it would be if that was a meaningful measurement anymore. Enough time for your people to being to settle at least. Some of the younger ones already think of this place as "home" now. Maybe you should [give your village a name] to mark it so.

Home. It'll be that for all of you someday you hope. What comes next in your home?

A. A celebration! A new home! You'll organize a grand hunt for bigger game, and a feast to mark this occasion!

B. A few mud huts and a well are nothing to be proud of. You'll organize a more serious (and permanent) building effort.

C. You'll have your people make a more deliberate and detailed exploration of your surroundings.

D. You'll organize an expedition back, to recover what stragglers remain from the journey.

E. The world just ended. You'll let them rest for more than a few days. A lifetime might not be enough to feel at peace again.



6
Forum Games and Roleplaying / Re: The Shattered Update 1: "Home?"
« on: July 25, 2022, 11:10:12 pm »
A. You'll have them focus on improving the conditions of the camp.

The next two weeks are a flurry of activity as you direct them in building your new home. What were once shallow dugouts collect thin framings of wood and thatch. The disparate foraging of bugs and berries becomes organized with its own little hut. Little baskets are woven from plant fibers and a group of the younger lads start the digging of a well. When the loam turns to clay too tiresome for claws they build basic tools from wood and stone and soon a stone ringed pit provides ready access to fresh water. Small campfires dot the grounds from time to time, and you can feel the abject poverty of your conditions lifting, if only a little.

An atmosphere of hope has begun the permeate the camp and you feel confident the [quality] of your settlement has been notably improved.

As the flurries of activity and innovation begin to die down life in the village settles into a comfortable pace of sustenance and community, and you allow yourself a smile for the first time in ages. Youll allow them a few days of rest here, they all need it. A moment to finally catch your breath for the first time since the end of the world.

Still, idleness will not save you for long, and you begin to turn your thoughts towards the future. What will your next goal be?


A. The world is still very dangerous outside your oasis. You'll make weapons, and organize defenses.

B. A few mud huts and a well are nothing to be proud of. You'll organize a more serious (and permanent) building effort.

C. You'll have your people make a more deliberate and detailed exploration of your surroundings.

D. You'll organize an expedition back, to recover those stragglers still left behind from the journey.

E. The world just ended. You'll let them rest for more than a few days. A lifetime might not be enough to feel at peace again.

7
Forum Games and Roleplaying / Re: The Shattered
« on: July 24, 2022, 12:50:14 am »
B. To the south, a small oasis of green in these blasted lands.

Green, the color of life. The promise of something lasting.
When you descend from the hill the promise vanishes beyond the horizon again, and you proceed upon faith. It is a long time walking, a long time of their trusting you, even as they stumble and die. One by one little breadcrumbs of corpses across the plains.
There is nothing to betray, their faith holds.

At long and merciful last, a week later you crest an embankment and there it is again. So close even you can see it, the skyward arcs of evergreens living up to their name. You reach it by nightfall, and form your camp on the forests edge. The ground is more merciful here, and bugs and worms spill from overturned soil.
The next day your people settle in, as short a process as that is. You have nothing, but shallow burrows are dug as deep as one can dig with claws. The bugs are no delicacy, but no stranger to your peoples diets. You will not starve here.
The forest is small, but idle wanders report another treeline to the southwest, and beyond the far side of your forest a river.

"Your forest" You turn the words over on your tongue. How quickly one comes to make themselves a part of the world. How tempting to have something of your own again. A thought lingers of a burrow you once knew, lit with moss and warmed by friends and laughter. Clever carvings for all the nooks and shelves, a source of pride once.
You shove the thought away, bunching pine needles around the base of your tree. You've illustrated the wanderers reports on a of surviving scrap of parchment, and you examine it in the last of the dying light.
Tomorrow you'll need to give them more direction. A course of action, least this fragile shelter slip away from you again.



A. You'll have them focus on improving the conditions of the camp.

B. You'll have them make a more deliberate and detailed exploration of your surroundings.

C. You'll organize an expedition back, to recover those stragglers left behind on the journey.


Spoiler: The makeshift map (click to show/hide)

8
Long did your kind live in the warren home, buried deep beneath the earth in an endless paradise of twisting tunnels and crawling bugs. You were roots without a stem, scratched across the world.

No More.
The mountains shattered, the burning sun and smoke. All rubble and death, rot and hate and fire in the tunnels.
You are few now, some small peoples gathered and sullen, you led those who you could find to the surface, that shunned expanse of myth.



It has has been a moon now since you crawled from your graves. The world here is not the one your legends tell of. The glow of fires still light the horizon at night and death surrounds you still. Forests  of burnt kindling and churned earth mark your journey. Death follows here as well. Your numbers grow thinner still. A great wounded beast crawls across the sky.

You find yourself upon a high hill. Some glimmers of life beckon from the horizons here.

You cannot go on like this. You must lead your people to a new home.

You survey the land with your second, his eyes keener than yours. He is younger, and a resolute hate sits in him. The fall broke his body, his best years. He will survive. He is a good ally. He relays all he sees, but the decision is yours.

Of all the desolation he sees, there are three hopes.



A. To the north-west a line of clear blue marks the horizon.

B. To the south, a small oasis of green in these blasted lands.

C. To the east the land is no different, but the sky grows clearer. A river flows.

9
Calling this one on lack of interest.

Im gonna try a simpler/more accessible game next, and shelve the idea. Maybe loop back to this thing another time or in a different context. Thanks to those that did post ^-^

10
Do we need to research infrastructure before we prototype it? If so, is it possible to retrofit existing non-infrastructure technology (eg, steam subs) into infrastructure without research?


Prototyping production (stuff or infa) is just an elevated cost for the first time you use a tech you have already researched. Prototyping is not research in it of itself.

Infrastructure is a plan for building or systemic application of tech you already have. It does not take research to acquire that plan unless it includes tech you don't already have. The actual effects of an infrastructure project are subjective, and I may or may not assign a roll for it depending on my interpretations.

Whether an infrastructure is a prototype or normal production is just if the same infrastructure exists elsewhere on the planet already. The first time you, say, build a dedicated fleet of trade subs for a house, that will be a prototype. If another house then builds it again (or, contracts house titan to build another fleet for them) it will just cost the normal amount. Infra projects may have different effects depending on the ring they are built on. For example, trade subs wouldn't provide much of an effect if build on the third ring. :p

Ifra projects must belong to a single house at any given time. Your trade fleet would be entirely under the command of a single house and they alone would reap all benefits, unless another separate fleet is built for the other house. Think of this as a limitation of a single authority they must answer to.
This doesn't mean you cant share infrastructure. Remember, You can trade anything that you own at the end of the turn so you could pass command of the fleet (and the benefits it brings) back and fourth, but its up to you to work out the terms and conditions for that amongst yourselves.

What is the point of declaring oneself for one of the houses? Other than being a ruler, of course.

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You get to vote on what actions that House takes. Basically like declaring for a team in a normal Arms Race.

Thank you Glass. ^-^

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Trade submarines are likely a minor research, more or bigger factories is likely a standard build infrastructure, and I suspect a neutral nexus city would be prototype infrastructure? It may also not really be accessible to House Titan. One idea it gives me, though, is the potential to make “artificial bubbles” suspended within the water layer, and which would allow easier transport between the first ring and those above it (and may result in an, uh, one-and-a-halfth ring?).

Correct on the first count. You are just repurposing tech you already have in this case. Minor tech revision.

More or bigger factories would need to be more specific. How are you going to make them bigger? Where are you going to build more at? Your world has already industrialized, there's no low hanging fruit here. If you are going to use new tech to achieve this you'll need the tech first, and then it will be a prototype infrastructure to build since you are making something new.
I'm open to considering creative solutions here that don't use new tech, but you'll need to justify it somehow and I reserve the right to make it a roll if I'm not entirely convinced.

11
Looks like we have a minimum set of players, so as soon as I can get a point plan from each of y'all ill run the turn.

Remember, you can trade points and work together here!

12
What kind of infrastructure currently exists?
Nothing that has any effects! You can call that your baseline infrastructure if you like.

A question: can houses share points with other houses? House Sky, for example, would be unable to do any more than minor research otherwise, despite House Silver having a surplus of economy points.
Yes! Not only is it encouraged, its almost the entire point of the game. Nobody quite has enough to do anything on their own, you need each other!

Be aware that you can only give what you have on a turn though. For example, if you give a bunch of eco points to Sky in exchange for the research they perform with it, they wont be able to give you that tech until the next turn. More so, they are also perfectly capable of deciding to just not give you the tech on their next turn.

13
Forum Games and Roleplaying / Re: Riddles
« on: June 11, 2022, 01:54:48 am »
I am a Frying Pan,
For under an egg i am,
but I cook only that which can't be seen,
and when I flash it makes half-seen eggs gleam.

What am i?

An X-Ray?

14
The Houses of Ater: Part one
 The End of an Age


You represent the three ruling houses of the planet Ater. Ater is a frozen moon orbiting a gas giant in a binary star system, your civilization born in the myriad of caves and catacombs under the seabed. Only recently have you achieved industrialization, propelling yourself out of the dark ages, cracking the surface ice and catching your first glimpse of the stars only a few short generations ago.

The three houses are as such;
 
Spoiler: House Titan (click to show/hide)
Spoiler: House Silver (click to show/hide)
Spoiler: House Sky (click to show/hide)


Spoiler: Rules (click to show/hide)

Spoiler: Actions you can take (click to show/hide)



This is a cooperative game!
This is not meant to be an arms race. It was an intentional decision to have everything here in one thread. Ater is a small world, and it is difficult to hide your actions from one another. While you are perfectly capable of seizing the assets of the other houses and ruling Ater on your own (though you would probably lose some capacity in all the collateral damage) you have much to gain by working together, and it is up to you all to shape this new age. Negotiate and trade with the other factions. Exchanging tech, resource points and and items is free, though it can only be done on the turn you have it. You may need to frontload the costs to another house for research or production, and hope they hold up their end of the bargin on the next turn.



Year: 1385, The last year of the Age of Steam

The discovery of the third ring has destabilized the balance of Ater. The council of sages have declared this the beginning of a new age, and so christened the settlements on the surface to unify as House Sky. Representatives of the surface settlements draw together in council, navigating old politics and rivalries to forage new power, no longer bound to old masters.

Inside the ice, House Silver sill mourns the tragedy of Tath. The high king and all credible successors perished in one mighty blow with the formation of the rift a generation ago. An entire city destroyed in an instant, the echoes of its death heard round the world. Now, as the interim regent has passed away their nobles gather as well to elect a new king, least a succession crisis cripple them further.

House Titan as well has found itself at an inflection point. The end of a bloody civil war has found their old tyrant deposed and his corpse fed into the Heart Forge. The chaos that left them unable to advance in the face of House Silvers near collapse is at an end. The various warlords meet to decide who will rule them now, and cast a new crown from the forge.



In addition to spending your points this turn, you should each elect a ruler of your house. They will have no additional say over how points are spent, but will have sole power over the decisions on special event that may occur.



House Titan

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)


House Silver

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)


House Sky

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)



When you vote, put it in bold and most importantly Make ONLY ONE POST with your vote. These games generate enough information for me to sift through between turns without having to keep track of that info changing again after the fact. Your word is your bond. All those that violate it will be thrown into the forage as oath breakers, as tradition requires. Additionally, if anyone gathers up and consolidates the votes into one post for me to glance at will get a pat on the head and a thank you from me.

Spoiler: Map, the world of Ater (click to show/hide)

15
Forum Games and Roleplaying / Re: A new world (now active!)
« on: July 12, 2021, 10:00:56 pm »
Opening Moves

RED
Create Life -3 AP: Create a species of beetle that collects metals for its exoskeleton and nest
Quote from: RollD6
5

The figure in red robes reaches out, the first to stretch their true power in this world. A will is imposed, and a rush of divinity stirs winds around them as reality caves to their touch. Is this what it is to be a god? There is no ritual, no incantation. No rules to follow as with the magic of old. She simply wills it, and it is so.

A great heat and energy begins to melt the beach in front of her, and the glowing molten morass begins to form into creatures, shapes with their own design. It is a subtle stirring at first, and then all at once! Massive beetles burst fourth a meter in height each, shaking drops of still molten sand from their carapace. One cracks its shell and wings of delicate glass still cooling shimmer in the air. It beats them once to take the measure of the wind, and then bursts into flight. In a moment the pit on the beach has become a swarm, a million shimmering beetles take to the air. They will find a place to burrow, to nest. They will hunger for the many metals of this earth untapped, and feast. Their shells will grow hard as iron, and their horns sharp as razors. These beasts will be common in places under the earth.



Yellow

Create World Action 3AP

The voice trails off, magic weaves about the yellow one, striking hard into the earth below with a tremendous roar. Firmament cracks and splits, the ground shudders as an elephant's share of marble is thrust from the schism. "May this tooth mark our arrival. And seal our ascension!" With that, at a 60 degree angle, the marble is cloven, shaved and sheered where a perfectly flat surface remains, polished to a mirror shine. The skies above open up where twin moons gaze down, their cosmic beams of pale light enrapture the mirror. A chant of the olde tongue reflects images of this quiet world, they search for something.

Scrying 1AP

"Great Seerstone of mine own design, find our interloper, our heathenous bandit, and never again let thy eyes off its detestable form!"

--

The one in yellow seeks to create a permenate fixture, aught of use for mages three; a mirror-like Seerstone of marble that unerringly reflects the image of the kobold known as Vylt.

Quote from:  RollD6
2

Pharros is the next to act, eager to experience godhood for themselves. Perhaps too eager. From the glowing pit left before a giant plateau of marble begins to rise, but perhaps their focus slips, perhaps their companions actions have left divine power here unstable. No matter the cause, what was for a moment an even flat slab of marble rising slowly from the ground fractures and radiates out in fractal patterns. The elegant simplicity is lost in a dizzying reflection of divine complexity. Nonetheless, the structure is made. A dozen concentric circles of marble marked by dizzying swirls of magic. The Seer Stones will provide a +1 to scrying actions performed here for any familiar with the magic of divinity.

Quote from: RollD6
5+1-4

Pharros frowns, just for a moment. It will do for now. Perfection is less of the essence of time.
Nonetheless when they begin to scry, they are far more careful. Their concentration blooms outwards, and the reflection on the center stone begins to waver.

The image on the stone begins as a reflection of Pharros themselves, sitting cross-legged in front of the stone. Then, slowly at first but ever more rapidly it begins to pull outwards. The images races across continents and then oceans and then land again, at last settling upon the image of a kobold. For a moment the image is clear as the kobold seems to be looking at the ground in front of them, but then it snaps its head up, staring directly into the stone, and the image comes apart into a cloud of static and shadowlight. Pharros curses, fighting for control, and when at last the image clears again the kobold is gone and all that can be seen is a giant yawing cavern entrance, stretching deep into the earth. 



Blue
Thine name with cloth covered in life and chaos shall be Sarros. Thou art a male.

Create Life Action

The world turns and shakes as Sarros works his magic. Out of his efforts emerges a gigantic squid with telepathic and mind related abilities. “Thine name shall be Xelqu!

Install Loyalty Action

Perhaps worried that Xelqu will turn against him due to the dirty thief, He adds a loyalty spell when he makes it.

Quote from: RollD6
5

While his companions busy themselves with beetles and maps Sarros sets his ambitions higher. A god must have a god like servant, and he will make one. He reaches out and casts his power into the ocean and the air itself beginning to shimmer. The ocean roils, and the fish flee from such power. The kelp trees rooted in the floor twist and knot themselves together and seem to melt and fuse. A shape begins to emerge. Xelqu, thine of a thousand tentacles! The mind of a thousand beasts! It thrashes the water, and lets loose a psychic birthing scream that crack the air. All three mages, gods as they are, wince at its sound. The seer stone flashes and swirls, the image of Xelqu forming again and again and again. This is a beast of the gods! a monstrosity of the deep! Its presence commands the attention of all gathered.

Quote from: RollD6
4+1 vs 6+1

"Xelqu!" Sarros roars above the crashing of the waves. I am your master! Your creator! Submit to me!!
The best screams again and lashes out, massive tentacle swishing through the air and crashing into the sand where the incorporeal Sarros stands.

"SUBMIT" He roars again, focusing all his strength, his will against the beasts mind. For a moment the waves still, the thrashing subsides. For just a moment, a hope of victory begins to blossom in Sarros, before the air itself explodes. The psychic shock sends all three newborn gods flying, incorporeal as they are. Static swims in his vision and Sarros struggles to stand again. Horrific scenes of water and stars flash across the seer stone until a hairline fracture spits the center and renders it dark.

By the time the mages have picked themselves back up, Xelqu is gone. The beast has fled into the waves. Sarros stares out over the ocean, while Pharros checks on his seer stone. The stone is still functional, though it bears a scar. NatureGirl examines the corpse of one of her beetles who had lingered on the beach. It shell is untouched, but its mind is gone.
Having survived one psychic battle with the gods, Xelqu will be more difficult to tame in the future. For now, it roams as a power of its own.




Kobold
Vylt looks about himself. It has been many migration-cycles since they have seen the sun. They were one of the last to do so, before all of kobold-kind was finally forced underground.

He sighed. A shame they’d yet again find it necessary to go to ground, then. But secrecy was paramount here. If they were being hunted, they would have little time to do the work they needed to do.

Still, he took a moment to appreciate his body, which felt stronger than it had in years. His age had been catching up to him; now, he feels as if all of his youth has returned.

Regardless. Focus. There is work to be done.

Vylt weaves a Great Magic about himself, pulling together a veil of stardust, stone, shadows, and secrecy. Let those who seek him out find naught but wisps around the corner, leading them on wild chases, never catching sight. The earth is a place to hide.

Feeling more assured of their secrecy, Vylt sets about his second working, worldshaping. Below the surface, stone and metal churn and shift. A vast cavern system grows, where once such was uncommon. Vylt knows that to achieve the scale they desire, they cannot specify much of the caverns’ nature, but that is no matter; more specific regions can be constructed at a later time. What is needed now is a place to find.

With that done, in a feat of small magic - small for a god, at least - Vylt’s form wavers and becomes translucent, and they dive into the ground, phasing through it to reach their cavern sanctum.

Upon reaching the depths, Vylt considers his options. Kobolds will need to be created, eventually, but to do so now would provide them nothing but a target on their back and his; they are too obvious. A different race might be more useful to begin with - but, ah, it may be best to let that wait until the locale may be more effectively established.
Hmn.

Absentmindedly, they wonder, and as they wonder, their powers scry to answer. Who, beside us, are the gods of this place? But the answer shall remain locked in his own head, until he has reason to share.

Question answered, Vylt sets to yet another work of Great Magic. A curse on the underground, or a blessing. The caverns shall shift, twisting and turning, such that direction is meaningless and the walls form or disappear behind you. Yet in this working, so too is declared an exception: where mortals congregate and live, where they sign the mark of the pickaxe in the walls, the caverns shall lie still, that they might build their homes to their desires.

And finally, within these deep stones, close to the heat of the core, Vylt builds a small forge. It does not look impressive; in fact, it looks cruder than anything humanity might call an acceptable forge. It barely looks “made” at all, more closely hewing to a natural lava spout with a big, flat rock next to it. But it is suffused with divine power, and suits Vylt’s needs. A place to forge, just as the earth.
And with a place to forge, forge he does, using minor magics to pull metals to himself for use, crafting them into a set of tools. A pickaxe, small enough to wield in one hand, good for mining and self-defense; and a shield - buckler, really - to deflect the blows that may come their way.

Construction done, Vylt moves on. It would not do to stay by something so easily located.

Quote from: RollD6
4
Many miles away, a kobold stretches in sun, on a different shore. His admiration of the warmth is short lived however, as he feels the prickle of unseen eyes on his scales. The mages he stole from have not forgotten it seems. The battle is not over yet. With a thought he sets the magics about him into a whirlwind. This will be sure to scatter and search for him by magic means. With another, he sets the patterns in place, that this enchantment might follow him. The pendant glows pleasantly warm against his scales.

Quote
3-1

This is to be a world for kobolds, and kobolds are nothing without their caves. This world is sorely lacking in such natural features, so this will be his first task. He places his hands upon the ground and concentrates. The world begins to fall away, massive chambers opening before him. It is slow, and difficult though. His magic seems to stutter and change. It is difficult to control. Suddenly he realizes, his enchantment is interfering with his work! It will continue to do so until it is dispelled.

The caverns are massive and stretch for many miles. Mountains could be lost in these caves, but it is not quite the continent sized wilderness he had hoped for. It's a start, he thinks to himself.

Quote from: Roll
Auto success

With one last longing glace at the sun, he whispers a word and whisks himself down under the ground. Nothing is left on the surface but a single massive cave entrance at the edge of the jungle.

Quote
5-1

Here in the depths he finds himself in a grotto. A still pool of water in a dark cavern. He casts a simple spell, and touches a claw to the surface. The pool will show him answers. The sound of dripping water will whisper secrets.

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Satisfied with his information, he sets about his second task. Deep caverns will do much to protect his people, but the old world has taught him much. Caves, no matter how extensive, can be explored. Labyrinths, no matter how complex, can be plotted out. It is not enough. He will set the walls themselves to shift, the earth itself will become unnavigable. It is an ambitious work and the enchantment does not help. He manages, after a sorts. Places seem to shift in the dark, but general directions will remain the same. nothing will travel too far from where it starts, and walls marred by picks will lose this magic, but an army would lose itself in the dark here. He has made it such.

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A few last minor tasks await him. He draws magma up from the depths, and smooths stone for a forge. The walls are left unmarred, this place will shift and hide itself.

He draws all manner of metals through the earth to him here, and they fill the chamber. This world is plentiful and common ores are in ready supply. Iron and copper and silver and tin. Even chunks of gold glitter in the dark. The pool that gave him answers before will cool the metals now, and the magma keeps the air warm and lit. This is a workshop of great natural beauty and potential.



For this turn only
unused ap will roll over. This means for the next turn:

Red will have 7ap

Yellow will have 6ap

Blue will have 5ap

Kobold will have 12ap.

This is only for the next turn, after which unused ap will not roll over!

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