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Messages - monk12

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361
That's all well and good, and probably the course of action most likely to result in Proxxy's survival.

But.

I really want to see what happens if a ghost drinks that stuff.

362
Now is the time for forcefeeding of potions!

Make Lenglon drink Seraph's Solace!

Thank the RNG we didn't need to fight the Star Knight as well.

363
Forum Games and Roleplaying / Re: (ISG) Cavern Quest
« on: June 04, 2015, 11:19:49 am »
Ask what would make Pix cry

364
Oooh, we're down to 2v2. This is suddenly survivable!

Bash Lenglon with the Proxxy coil! Lenglon has the highest magic stat, so is most likely to pull off a spell to fuck us up. Fuzz can (hopefully) wait.

Lenglon is also one good roll away from being an ally. Zergling isn't posting any actions, so he'll probably have to be defeated.

Lenglon hasn't gotten any additional rolls to break free, and I don't think any such rolls are forthcoming. Tried, failed, enemy for shiz I think. Fuzz hasn't attempted a roll yet, so they could potentially still be turned; in any event, Lenglon is definitely the biggest threat here.

365
Oooh, we're down to 2v2. This is suddenly survivable!

Bash Lenglon with the Proxxy coil! Lenglon has the highest magic stat, so is most likely to pull off a spell to fuck us up. Fuzz can (hopefully) wait.

366
Oh no you guise, Riltia is ded! Or possibly Yandere!

Also pictured, Lichenstein putting his hands on freeform's shoulders.

367
Forum Games and Roleplaying / Re: (ISG) Cavern Quest
« on: June 01, 2015, 10:33:22 pm »
Mess with the other concoctions in there.

In such a way as to create SUPER BONE REGROWTH

368
Haha, we're super dead. Being super dumb got us into this mess, hopefully being super dumb can get us back out (because we don't have near enough stuff to ZAP our way out.)

Swim up the waterfall to freedom!

If spirits are hostile, EVEN MORE ZAP!!!!!



Even if it works then this will maybe kill one monster, and use most of our SPP, and then we'll get attacked by three other spirits and die. Combat is not a sustainable solution here.

370
If we were Ciro I'd be all over free shiz, but we're Proxxy, and it's probably more important to get back to our hub and maybe realize everyone in Underside is dead

To the hub!

371
Now this is interesting, but the implications are worrying. Do we have any sense of the location/source of the other presence? It could be that it wasn't just a lair it was fleeing to, but its master as well. It follows then that if the presence is away from us, and necromantic in nature, maybe try to command it while we're all inside of Eko's ward (or a new one if it's too far away). The ward's shielding effect might be enough to disrupt or remove whatever outside influence is keeping us from taking control of the construct.

Ask Eko if he knows anything about contests of will between casters.
Yeeeah that might be useful. Something like "There's something more here, not sure what."

+1
Command undead once more, Attempt to imitate the presence through empathy, basically you are playing copycat with the other presence.



   Eko stands up straight, leaning towards you expectantly. "Well?"
   You lick your lips nervously, phrasing your words carefully. "Eko... what do you know about contests of will between casters?"
   Eko grows very quiet. "Nym, are you-"
   "Eko, please- we may not have much time. Something is directly resisting my spells. Something intelligent."
   "I see." Eko murmurs. "Sometimes, two Wizards will attempt to manipulate Order in the same way, at the same time; perhaps because they are incompetent teammates, or rarely because they are fighting with their magic. The particulars differ depending on the spell, but usually the more skilled and experienced Wizard will eventually be able to impose their will and block the effects of the other. It is said that this can happen when Order Wizards try to directly neutralize Chaos Shaman as well, and was common during the Pacification." Eko's low voice gains urgency. "If you are up against the Necromancer-"
   "Then I won't let him stop me from saving Omo." You say harshly, turning back to the construct.

   You take a deep breath to calm yourself, trying to ignore Eko hovering over your shoulder. You were not expecting another presence to oppose your previous attempt at command, but now you're ready for a fight. Controlling the construct is the key to restoring Omo; it may be able to directly reverse the soul-stealing process, and even if it can't a closer study of its mind and abilities could yield priceless insight into that process. The construct is at your mercy. You will prevail in this contest of wills. You have to.

   ... You Command Undead once more, but it seems you are not the only one ready for a rematch. Your sense of the construct is even more tenuous this time, and every time you attempt to assert your dominance you feel your control crumble, blocked by that foreign mind. However, instead of fiercely driving you away and shattering your spell, this time the other presence seems... hesitant. It does not allow you to gain full control, but it also does not block you out.

   Your sense of the construct is too weak to feel what happens next, but with your own eyes you observe the Necromantic Energy located in the construct's head shift and change. It begins near the unidentified structures of Necromantic Energy located on either side of the head; new strands of Necromantic Energy appear seemingly from nowhere and pool deeper inside the creature to make... something. You have no idea what it is just by looking at it; it is small and flat and somewhat ornate, with a tiny amount of Vitality from the construct's network rerouted through it. It's nothing you couldn't make yourself if you were so inclined.

   Almost as soon as that structure is completed, the foreign presence controlling the construct seems to vanish. You quickly gain full control and waste no time celebrating before assessing the construct. You find no shred of the presence remaining, but you do not want to take the chance it could come back.

   The unidentified structures at either side of the construct's head are sensory in nature, but they are not eyes or ears; they give you an impeccable sense of where You are yourself. It is almost like they are a shared limb; you know how far apart the structures are from your hand as well as you know how far your hands are from your shoulder. They are quite sensitive, and from the slight differences in distance between the two structures you think you could easily determine what direction your body is in relation to the construct.

   The soul-sac remains opaque to you, not because some other presence is controlling it but because it truly is not a part of the construct. If the construct is a chest, then the probable soul is an item within, with no obvious way to control it.

   You try to learn how the construct formed the rope, but to your dismay you find that there is no structure that seems like it could do anything of the sort. Further, there is no mind to discover, no latent imperatives for the construct to act upon, no instructions it could use to steal souls or even navigate Aloclesno; it lies still and quiet on the forest floor with no urging from yourself. Eko has noticed and asked you a question, but you are too busy to hear.

   While it has no mind, it does have a rather crude memory... of a sort. The memory is held in the structure that was created just now while you watched, so you doubt it has existed for long. The memory itself is an image; more of a picture or a drawing, as it seems to be stylized and exaggerated. It depicts a tree much like any other in Aloclesno, but far larger and fatter with a gnarled knot midway down the trunk. Weathered roots seem to roil beneath the tree, casting dark shadows on a gaping hole in the earth below them.

   You aren't sure what to make of that, and dismiss it as unimportant for the moment. Full control of the construct has given you some knowledge of how it works, but no easy answers on how to cure Omo.

Spoiler: You (click to show/hide)
Spoiler: Your Spells (click to show/hide)
Spoiler: Omo Thunderjaw (click to show/hide)
Spoiler: Eko Cleanvise (click to show/hide)
Spoiler: Eko's Spells (click to show/hide)
Spoiler: Notable Figures (click to show/hide)
Spoiler: Planned Experiments (click to show/hide)
Spoiler: Maps (click to show/hide)

372
Other Games / Re: How did you last die?
« on: May 29, 2015, 09:49:00 am »
This is page 600 for me...

*high five*

373
Ready for me to blow your minds?

There is no DL1. There is only Zuul DL8.

DL8 is Oric's floor, and it is massive as we saw from the minimap in Proxxy's incarceration there. We also know that Oric has enough control over that layout to create whatever he wants; for example, a holding cell for Proxxy (and perhaps every Sibling.) Whenever a cycle completes, Oric does his thing, jiggers with the memories of the Target, and sets them on a small multiroom journey to cement their personality/skills/etc before they get kicked to the Real Dungeon... going down to DL2.

It could be that ladders are just fancy teleporters, and any ladder can connect anywhere. Or, it could be that when Oric tried to ascend to the top floor to fight the Last Seraphim, she had defended herself by removing ladders connecting to DL:3, prompting Oric to circle back to DL:8 and go down to DL:2 to fight the final boss (hence why Oric's "final foe" is on DL:2.)


My crackpot theory is full of holes and I don't care~



Oh, and I wouldn't hold out much hope of that Teleporter still being on D:1 in any case, since it has likely randomized rooms by now (not least since the dungeon generation is entirely different now :P)

374
True, that's probably Cain's Claw. I don't think we've seen an image of that one yet. The count also works out for D:8 to be Oric's level. Still a bit weird that D:1 doesn't have a level boss in this case, but then again we've never been back there; perhaps you can never go back to D:1 for some reason.

375
Forum Games and Roleplaying / Re: (ISG) Cavern Quest
« on: May 25, 2015, 02:13:24 pm »
Defibrillate car! Don't die on me, 34653-AB345!

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