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Messages - Terenos

Pages: 1 ... 13 14 [15] 16 17 ... 187
211
Oh, interesting.

212
Woah you got a weapon for killing that dude? Cool.

213
I shall join the Magmanarian.

Discard Dogsbody, Intrigue, Puzzle, Employ Faction

I mean, either this is the way to progress, or its a trap. And why would it be a trap? Thats just a dick move.

214
Well then the question stands. The only way forward seems to be via our death. So...Shall we?

215
Well I don't have the cards. So its up to Valer if hes doing anything.

216
I too have a combat action, but I'm about to toss it for what I intend to play right here. In addition I'm holding onto an Intrigue action for any potential further intrigue challenges.

Play
Quote
FRIENDLY SCOUT [ARTEFACT] - This fellow knows the lay of the land, and can pick up things you would otherwise have missed.  Each Supply phase, draw 1 additional card.  Cost: 4 Cards.
Discard Combat, Puzzle, Puzzle, Magic Rope

Edit to pass any further Placement and then Action phase.

217
Forum Games and Roleplaying / Re: Goblin Clan! [OOC Thread]
« on: September 07, 2014, 02:34:46 pm »
I may be in. Dont let Pawns die however!

218
I shall play
SCOUT [ACTION] - Your Pawn discovers new pastures to explore.  Draw 2 cards.  Cost: Nothing.  Discard after play.

-edit-
And then pass the Action phase

219
No no no, you need something somewhat more expansive and interesting! Something like...

Name:
Description: A hulking beast, hunchbacked and battle scarred. His grim visage instills terror even before you reach the glittering intellect hiding sparkling in its luminescent eyes.
Background: Born where wilderness meets civilization, to a curious and unknown joining, (Name here) was forced to survive in the wilds for many years before his path led him to a simple and dwindling tribe, whos God either forgot them, or was struck down.

Praised by the local shamans as a sign of their god's return, (Name here) was forced through a ritual in which he drank deeply of the Well of Queon. The mystical properties of the well have embraced his twisted lineage and given him fell powers that grow stronger with each passing day. The Well now lies empty, and (Name here) having tasted power seeks more.

220
Forum Games and Roleplaying / Re: The Cabal - IC thread, Act 1 Part 5.
« on: September 06, 2014, 09:44:05 am »
Act One, Part Five: Progress.

-----
Gerl Lightshade
[5,4]
Gaining some familiarity with healing magic takes you almost no time at all. In truth it is the flip side of Necromancy, it uses many of the same techniques and practices. You've laid out the tomes properly, and the material is interesting enough to keep your attention from wandering. There are few distractions though you can hear some kind of heated argument somewhere else in the library.

You have gained Familiarity with Healing Magic.

-----
Maekar Stormhold, Muirgen Frostbrand,
[3,4,4,2]

The training once more goes well, solid progress is made. Another few sessions and you estimate Maekar will be close to your level of combat capability.

Maekar, though supplies have grown more limited you construct a set of Light Armor for Milos. It fits the lizardman nicely, and should keep him safer than wearing no armor at all.

Muirgen, the Cair library has a few dry tomes on the subject of counterspelling. And once the librarian realizes what you're looking up, a few different scholars arrive and spend the entirety of your time in the Cair both lecturing you and arguing on the subject.
While you now realize that counterspelling is using your own will and magical power to dampen anothers, you gleaned almost no practical knowledge.

And a headache. You definitely have a headache now.

-----
Amon Morian
[?,?] Daergoth is not especially difficult to find. You track him down to one of his usual haunts where he is holding court and is obviously already quite drunk.
He seems to have a number of semi-firm desires, mostly involving power for himself. He holds a very high opinion of himself and thinks hes the greatest person in the city.
He does not recognize you, though that might be due to his advanced state of drunkenness. You survey his crowd and several of them seem to be devoted to him, though as far as you can tell he is the only 'noble' here. Many of his followers are rough looking fellows who probably know their way around a fight.

-----
Milos Daljulan
[5,3] It has been a long somewhat irritating road but you can now say the Cabal Regulars are now Average Fighters You've also learned a fair amount about drilling soldiers.

You enter the Library, and find it mostly empty. The others seem to use the Cair libraries for their studies. More tomes of forbidden lore for you then.
A solid beginning as you've found several copies of the most basic magical texts and have begun their study. It will take time but you should have no trouble learning magic.

-----
William Ovendvhrall
[3,6,1]
Together with Darius you instruct the soldiers to stand back, giving you space to work after clearing out the mausoleum's entrance. You reach forth with your own power and seize command of a few of the zombies lurking near the entryway. Darius makes it appear as though he has blessed you and you stride forth while the soldiers mutter and look on in awe.

Since a few moments pass and you dont scream out in pain the soldiers believe Darius has succeeded in warding you against the undead.

With a motley crew of half-rotted zombies to screen you move through the underside of the mausoleum. Torchlight barely extends 10 feet around you, and beyond the darkness is an almost palpable force. Moving slowly and tactically you sweep the various side paths and sepulchers dotted about. There are several flights of stairs and as you descend the darkness becomes even more dense, pushing against your torchlight. You are attacked a few times but your zombies keep the attackers at bay until they are either defeated by your elemental magic, or subsumed into your forces.

You have reached a barrier. Stone dotted with runic symbols fills the entirety of the passageway and blocks your egress. Beyond you feel the source of whatever necromantic energy is within this place.

-----
Local Events.

Cabal supplies are now Limited. Nargoth wishes for someone to address this. As the Capital is a port city, many supplies are delivered by ship. There are also caravans that arrive more or less monthly.

-----

221
Oh also I propose if we find any pots of gold, we hand them off to Criptfeind, as his superior artefact placement will help us finish this faster.

222
Well in case we can't I propose we build up our various stats, Combat for mopples, intrigue on me, puzzle on Criptfeind. I'd also say we should share our the healing potions just in case. 1 to each of us. That way an outright betrayal should be harder.

Meanwhile I play
Quote
FRIENDLY GREMLIN [ARTEFACT] - This annoying little creature spent days nicking the food from your pack.  You were able to work out a more equitable arrangement.  +2 to Intrigue.  Cost: 4 Cards.
Discarding Combat, Alchemist's Fire, Booby Trap, Heavy Shield.

223
Uh...Iituem I believe we agreed that our alliance would hold. So I believe our intent with that was to move to board 2.

224
There were only 3 slots for winners. Now admittedly it could have gone down to 1 at any time. My goal was always to be just unkillable enough and survive.

Seems to have worked! Well done my allies.

As far as my alliance with Salsacookies... It held. I would have gladly sided with you unto the end but Cript offered an excellent opportunity to knock you out with impunity. That coupled with Irony taking out Varee meant that we could move to the next board with ease. No one here is particularly greedy. And thats what I needed.

225
In the interim, Criptfiend. Ironyowl. As we will shortly be the only remaining players, and each of us will have a tear. I propose a treaty to last until board 2. We agree, we move to board 2 as we'll thusly simply be able to stack gear until the challenges are trivial. No backstabbing, equal shares of divinity Sound good?

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