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Messages - Haspen

Pages: 1 ... 425 426 [427] 428 429 ... 2254
6391
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 03:44:02 pm »
so where did the first Gupta emperor come from.

Eh, dunno :v

6392
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 03:36:50 pm »
How big is our culture influence in nearby cultures?.

That question has also been answered not so long ago.

6393
You give your consent and the priests leave the palace, arms wide open till they make it to the door to the audience room.

1183 AD, Late Autumn

You receive a very intriguing letter from Duke Abron Patterne of Province Milan in western Ysirene.

Apparently, his son, during a hunt, was accosted by a drunkard and vagabond, and a brief scuffle occured. The Duke's boy received a gash on his forehead while the drunkard received lashes. That's when the thug claimed revenge on all of Duke's family because he is Methiantese royalty.

While the Duke was sure the man was spewing drunken lies, one of his courtiers did mention a story about a Methiantese nobleman living in Milan once, having fled some terrible civil war or power struggle. On the other hand, the history of the drunk (or rather stories collaborated by his neighbours when he still had a home) suggests his wife was a commoner of sorts and left with their four children when the drunk began to overindulge the bottle, that's when he lost his job as a farmer, then sold his house and went for the streets and forests.

The man has been imprisoned and his bearded, smelly persona is none that of a proper nobleman, and his name is Son. Or something like that, the Duke's guards weren't able to get the information from him at the time of writing of this letter.

Still, the Duke felt a tiny bit concerned and that's why he decided to send you this letter. He is also offering to execute the drunk if you felt offended by the mugger's claims even for a moment.

You decide to...

A) Ignore the letter because a Milanese drunkard is Duke's problem, not yours.
B) Send a reply in which you grant the drunk mercy.
C) Consult the Spymaster about this.
D) Send a reply in which you express your desire to have this impostor killed.

6394
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 03:24:51 pm »
Was the Coronation Staff ever said to have magic powers, or is it just a fancy relic?

That question was recently sort-of-answered, by dwarves :P

6395
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 03:19:31 pm »
So what could humans do when they had magic did they make artifacts?.

The (relatively) ancient Tygwand dynasty had few princes who knew magic and were the last pure humans to make artifacts.

They were around the place in, uh 400s? 500s? I'm sure their time was mentioned in that post when the Coronation Staff was dug out from their tombs.

6396
Onwards we do roll!

Quote
2

Two small steps for you.

3. ctsun the Rogue

CTSUNDERE's TIME TO ROLL!

Or do something else, just don't be ctsun-ctsun about it.

Quote
Status:

1. MaximumSpin the Immortal is @Tile 10 (-); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 6 (-); Items: Gem of Life
3. ctsun the Rogue is @Tile 5 (Chest); Items: Gem of Life, Jester's Key
4. RulerOfNothing the Merchant is @Tile 5 (Chest); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak, Rubber Hand
5. Felissan the Watchman is @Tile 4 (-); Items: Gem of Life, 5th Key
6. TricMagic the Dragonkin is @Tile 10 (-); Items: Gem of Life

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

6397
THE DICE IS THEREFORE rrrrROLLED!

Quote
2

The result is barely an improvement, but it does send you flying through the Portal! WHOOOSH!

You land on TricMagic because I say so.

2. TopHat the Guildmaster

Where is the Guildmastah!?

It is your turn! WHATEVER you want to do now?

Quote
Status:

1. MaximumSpin the Immortal is @Tile 10 (-); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 4 (-); Items: Gem of Life
3. ctsun the Rogue is @Tile 5 (Chest); Items: Gem of Life, Jester's Key
4. RulerOfNothing the Merchant is @Tile 5 (Chest); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak, Rubber Hand
5. Felissan the Watchman is @Tile 4 (-); Items: Gem of Life, 5th Key
6. TricMagic the Dragonkin is @Tile 10 (-); Items: Gem of Life

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

6398
Basil ii this is really your last warning.

1. Stop double-posting.
2. Stop quoting whole posts.

6399
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 02:45:03 pm »
So is the steel of the dwarves lesser artifacts?. [Or just superior metal working?]
...I think it's just steel

The rest of us don't have steel yet.

Dwarven steel is actually a special alloy of iron, mithril and few other minerals (chromium mostly). It has twice better resistance values while losing none of elascity and sharpness of normal steel sheet.

No human can dig deep enough survive the heat of depth where mithril powder occurs, is why only dwarves make it ;v

6400
You wish him well on his journey, and he sets off immediately.

1183 AD, Mid-Autumn

You receive a letter from Cyl; he has managed to solve both of issues troubling his Kingdom, but decided to remain there because its bad to be away from the throne for long period of time anyways.

Meanwhile, you receive a colorful entourage of clean-shaven men and women in bright blue robes and conical hats - who came to you all the way from Kingdom of Ivonia!

Silver and golden earrings, clasps and beads adorn their clothes, and that heavy necklace with eight gold bells at their necks can't be anything else but a religious symbol.

The eldest-looking of men steps forward and bows gently, spreading his arms wide to the sides. His companions all follow suit after a moment.

"May you be forever prosperous, Empress of Methiant! We are the humble Pearlites, sons and daughters of Per, the Good Trader. By pure accident we have learned of the existence of Empire of Methiant, and that it prizes itself on value of money and profits from trade. We therefore ask for royal consent to begin preaching the good word of Per amongst your subjects."

"What would that 'good word' be?"

"That rich should care for the poor, and poor praise rich for their efforts. That accumulating of money to help one's community reach a shared goal is good. That greed and hoarding of money all for yourself is a sin. That charity and generosity are the two greatest virtues of all successful money-makers. This is written in the ancient Codex of Per, which he wrote thirteen generations ago, when he was still walking around, sharing the accumulated wealth of his family to those in need, standing tall at ridicule and harassment of fat merchants and rich lords, basking in praise of the poor and the social."

The courtiers whisper and mumble while you think about their offer.

A) "This faith speaks to me on personal level! I will build you a temple so that your faith gets a good start!"
B) "Charity and philanthropy already have their Gods amongst the Pantheon. Please go away, thank you."
C) "It doesn't sound like anything harmful, so I see no reason to stop you. You may preach freely in Methiant."

6401
Forum Games and Roleplaying / Re: SPAMKINGDOM LORE Q&A!
« on: July 23, 2018, 02:22:22 pm »
So why are the dwarfs dying out when they seem to prosper. does the strength of magic effect fertility of the race.?

I'm plenty sure that question was answered somewhere, just don't know where ;v

Totally a lore question, don't tell me otherwise: Did you forget you made SPAMCOLONY? :P

No, I didn't forget, am still preparing a good number system for the rolls v;

6402
aaaaaaa
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You decide to take your man back!

Quote
5*

You approach the dancing pair, and per etiquette, take the free hand of your husband. He looks at you, then at Taóll, who makes buttery eyes at him, but his own smile has her understand that she lost with you.

Of course Cyl would dance with you. He is your husband, what were you thinking?

The ball ends as the morning rays of the sun lazily ooze from behind the horizon. All the wine in castle has been consumed, and so was ale and herbal waters; roast meats, baked cereals, cooked vegetables and cauldrons soups were consumed in great quantities as well.

1183 AD, Autumn

Profits from selling of bought spices, traded glasswork and Springwine sales are tallied up!

Quote
4to5, 2to3, 2to5

Spices sell very well, and so does glasswares. The various roots and flavors placate your noblemen. The Springwine sells quite well for its own standards, too.

Between the ball and Autumnal reports from the Trade Commissioner, Cyl has been vacationing at your palace and visiting your bedroom, albeit sporadically, not wishing to upset your body with accidental pregnancy (he seems more scared for your health than you are, aw).

A week after the trade reports a messenger arrives. Apparently, some religious disturbance occured in the far east of Cydwyl, and a dispute with some border noblemen of Helliste is also troubling the court, who decided to ask Cyl to come back.

You decide to...

A) Wish him well on his journey home!
B) Make sweet doe eyes at him and ask that he stays for a while longer.

6403
1. MaximumSpin the Immortal
2. TopHat the Guildmaster
3. ctsun the Rogue
4. RulerOfNothing the Merchant
5. Felissan the Watchman
6. TricMagic the Dragonkin

Quote
3, 7, 6

RulerOfNothing starts with Winged Sandals, Enchanted Protector and Grounded Cloak!

Felissan the Watchman starts with the 5th Key at their belt!

Quote
4 (2), 7, 1

The Shop of this game starts with 2nd Key, Enchanted Protector and Dragon's Ticket in its stock!



Quote
Status:

1. MaximumSpin the Immortal is @Tile 0 (Start); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 0 (Start); Items: Gem of Life
3. ctsun the Rogue is @Tile 0 (Start); Items: Gem of Life
4. RulerOfNothing the Merchant is @Tile 0 (Start); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak
5. Felissan the Watchman is @Tile 0 (Start); Items: Gem of Life, 5th Key
6. TricMagic the Dragonkin is @Tile 0 (Start); Items: Gem of Life

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

1. MaximumSpin the Immortal!

Nothing to do than roll! So we roll because ITS FASTER THIS WAY ANYWAYS!

Quote
1

1? Only 1? Dissappointing. I'm dissappointed in you MaximumSpin. You should've rolled better.

2. TopHat the Guildmaster!

TopHat, top rolls?

Quote
4

Eh, not bad, and lands you on a safe tile too.

3. ctsun the Rogue!

Rogue is rogue'ing it up in the alleys?!

Quote
5

A CHEST! What does the Random Number God say to this?

Quote
8

Jester's Key, suits you well!

4. RulerOfNothing the Merchant!

Let's see what the fat merchant gets!

Quote
5

Aren't you got enough items already!?

Quote
9

A Rubber Hand! Perfect for getting another item for your collection.

5. Felissan the Watchman!

But who watches the Watchman?

Quote
4

4th tile is safe tile, so Felissan lands there. Safely.

6. TricMagic the Dragonkin!

Where does the snek lizard go?

Quote
3

Through the Portal @3 he WHOOOOOOSSH's all the way to Tile 10!

Now that we're done with initial turns:

1. MaximumSpin the Immortal!

WHAT!! ...do you DO!?

Quote
Status:

1. MaximumSpin the Immortal is @Tile 1 (-); Items: Gem of Life
2. TopHat the Guildmaster is @Tile 4 (-); Items: Gem of Life
3. ctsun the Rogue is @Tile 5 (Chest); Items: Gem of Life, Jester's Key
4. RulerOfNothing the Merchant is @Tile 5 (Chest); Items: Gem of Life, Winged Sandals, Enchanted Protector, Grounded Cloak, Rubber Hand
5. Felissan the Watchman is @Tile 4 (-); Items: Gem of Life, 5th Key
6. TricMagic the Dragonkin is @Tile 10 (-); Items: Gem of Life

The Shop:
2nd Key,
Enchanted Protector,
Dragon's Ticket,

6404
START!
Everyone starts here after picking a Number from 1 to 6 and a Character Class. Numbers and Classes cannot repeat.

Classes are:
Chosen One: You cannot be Banished to the Blackrealm.
Dragonkin: The Dragon will let you pass no matter what.
Guildmaster: Thieves have no effect on you.
Immortal: Instead of dying, you simply skip 1 Turn.
Merchant: You start with 3 random Items (except Wands of Wishing) on top of the guaranteed Gem of Life.
Rogue: Traps have no effect on you.
Thief: You can steal Items from other Players, unless they are a Guildmaster or wear a Grounded Cloak. You can steal only once from each Player.
Watchman: You start with your Numbered Key, and Keys cannot be stolen from you by Thieves (board or Player).

Each Player also starts with a Gem of Life.

TURNS?
When it's your Turn, you can:

1. Ask the GM to roll a dice, and move the amount of tiles rolled by the dice.
2. Use one of the Items: Rubber Hand, Flashbang or Wand of Wishing.
3. Steal 1 Item from a Player, if you're a Thief.

BANISHMENT!
You're instantly Banished to the BLACKREALM!

BLACKREALM!
You remain herem, unable to do anything, unless someone gives up a Gem of Life to free you. You can also use your own Gem of Life to escape the Blackrealm.

Blackrealm has enough space for only one person, meaning that if someone else gets Banished, you're immediately freed.

TRAP!
A dice is rolled:

1: You're Banished to the BLACKREALM!
2: Exploding Door destroys 1 item you own!
3: Evil Spell paralyzes you and causes you to skip 3 Turns!
4: Magic Tornado tosses you backwards 5 tiles!
5: You fall into a Spike Pit and die, you fool!
6: Stunmine goes off, knocking you backwards 1 tile and forcing you to skip 1 Turn!

CHEST!
A dice is rolled:

1: You gain Dragon's Ticket!
2: You gain Gem of Life!
3: You gain Winged Sandals!
4: You gain Key with random Number!
5: You gain Ring of Awareness!
6: You gain Grounded Cloak!
7: You gain Enchanted Protector!
8: You gain Jester's Key!
9: You gain Rubber Hand!
10: You gain Flashbang!
11: You gain Wand of Wishing!
12: Lucky! Roll two more times!

GATE KEYS:
There are seven Gate Keys; six bear numbers of Players, and seventh is the Jester's Key.

You need (your number) Key or Jester's Key to pass the Gate at the end of the game.

ITEMS:
Dragon's Ticket:
The Dragon will take this instead of his usual payment to let you pass through tile 50.

Gem of Life:
Whenever you're Banished, die to Spike Pit trap (5), or get burned by Dragon's Fire, you can use up Gem of Life and get back to game.
This means that if you die to Spike Pit or Dragon's Fire and have no Gems of Life left, you lose the game!

Winged Sandals:
Spike Pit and Stunmine traps (5 and 6) have no effect on you.

(number) Key:
Allows the Player with (number) to cross the Gate.

Ring of Awareness:
Evil Spell and Stunmine traps (3 and 6) have no effect on you.

Grounded Cloak:
Thieves cannot steal from you, and Magic Tornado trap (4) has no effect on you.

Enchanted Protector:
You cannot be Banished to Blackrealm, and Exploding Door trap (2) has no effect on you.

Jester's Key:
This key allows anyone to cross the Gate.

Rubber Hand:
You can use this to steal an Item of your choosing from another Player.

Flashbang:
You can use this to stun another Player and cause them to skip 2 Turns.

Wand of Wishing:
You can use this to get 2 Items of your choice - except Wands of Wishing, of course.

THIEF!
A coin is tossed.
If its Tails, you lose 1 Gem of Life.
If its Heads, you lose 1 Key.
Nothing happens if you do not have the item the thief is trying to steal from you.

SHOP!
The Shop starts with 3 random Items in it, except Jester's Key and Wand of Wishing.
A Player that lands on a Shop tile can barter their Item(s) for Item(s) from the Shop on 1-for-1 ratio.
The Shop is persistent thorough the current Game; any Items left there by a Player can then be bartered for by another Player who visits the Shop.

PORTAL (to X)
When you land on a Portal tile, you automatically move to the tile number X.

THE DRAGON!!
The mighty guardian, the Dragon, demands you hand over 3 Items if you wish to pass through his tile.
If you have Dragon's Ticket, he will take only that item instead.
If you cannot pay the Dragon, his fiery breath pushes you to tile 49 and burns you to death (wierdly, this counts as passing the Dragon, too)!
Once you've passed the Dragon, he will never ask you for items again, even if you somehow land on his tile once more.

THE GATE!!
If you land on this tile, and have a Key with your Number, or a Jester's Key, you traverse the Gate and win the game.
Otherwise, nothing happens.


6405
You demand he leaves the Empire and never comes back, or you swear he will lose his harp first, and his life next.

The bard profusely thanks you for your hospitality and mercy and leaves (and, indeed, you never hear of him or his magical instrument again).

Few minutes later you're back to the main hall, looking for your husban- HE IS DANCING WITH ANOTHER WOMAN!

They're all smiles, dancing in the centre of the hall. People stare at Cyl and the woman in purple dress, whom you reckon is Lady Taóll, from Felonsein, claimed to be one of most beautiful women in that region.

You decide to...

A) Approach the pair and steal Cyl for yourself per dancing rules.
B) Make Cyl a scene so he regrets his choice.
C) Leave the hall in disgust.

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