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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 ... 280 281 [282] 283 284 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1205045 times)

_Shinju_

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  • I drink and I forget things
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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4215 on: January 04, 2016, 06:35:58 am »

oops i forgot to put pm in the chat
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endlessblaze

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4216 on: January 04, 2016, 07:12:58 am »

test the golems improved assimilation on my throne
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

thegamemaster1234

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Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4217 on: January 04, 2016, 07:18:29 am »

Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.
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Sarrak

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4218 on: January 04, 2016, 08:09:47 am »

((I must be close to the now-dead Chaos wizard on the map.))

Kahel smiled to himself - first victory was undoubtably not the last. And he remained largely unscathed by the fight. Perfect.

"Seems like you're still in shape, Xazoliomuhr. Surely, you wouldn't mind this wizard soul?"

Give the demon 11 shards to see how he uses them. Create four essences OR attack a minor mage in direct line of sight. Frozen blood, ice demon and swordsmanship.
« Last Edit: January 04, 2016, 09:36:49 am by Sarrak »
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

FallacyofUrist

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4219 on: January 04, 2016, 09:29:32 am »

"Excellent. Alright then... seeing as I don't have a name for you, I'm going to call you Beast. I think that suits you. Now let's get along."

Old King Coal leaves the buried temple with his newly acquired loots. Once he gets to the pit, he climbs out of it using his climbing claws and hopes Beast can follow. If he(Old King Coal) succeeds with that, he makes 3 bone essences.

((No, I'm not going to tell you what I did last turn.))
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

DreamerGhost

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Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4220 on: January 04, 2016, 04:36:41 pm »

Open the sub (with machine control magic) and try to see if it has any extendable manipulator.

Two essences.

Missed this? Can't blame ya though, wasn't very visible.

I've seen smaller. Coffe does not help as much as I want it to. Fixe'd.
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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.

Zormod

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4221 on: January 04, 2016, 05:09:07 pm »

((Well, it was worth a try.))
Continue moving northwest. Stop when I enter the forest. Make 3 essences.
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Elephant Parade

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4222 on: January 04, 2016, 07:14:52 pm »

Create arrows that impart a curse. All essences.

oh yeah and +2 essences for the essence god
« Last Edit: January 04, 2016, 10:11:03 pm by Elephant Parade »
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Whisperling

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Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4223 on: January 04, 2016, 10:09:43 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
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Elephant Parade

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4224 on: January 04, 2016, 10:12:23 pm »

Re: poll: I'm leaning toward "yes", because I'm not sure what else you could use? I mean, I guess you could create a ton of random objects or whatever, but that's not much more interesting than essences.
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fillipk

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Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4225 on: January 04, 2016, 11:04:27 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

DAPARROT

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4226 on: January 04, 2016, 11:30:02 pm »

2 more essences
Birds will now attack the wizard,but some keep the demon on the ground
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Whisperling

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Re: Roll to Magic: Turn 135 Happy Christmas
« Reply #4227 on: January 04, 2016, 11:30:27 pm »

-Translate the omnicube instruction booklet
-Get some decent trade going

((Want to kill two birds with one stone?))
((more like 50 than 2 but yeah))

Create a hellfire shield around me with all essences and then book it to the fancy castle I saw when I first arrived, the Tower

((Hellfire is not a stone.))
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Elephant Parade

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4228 on: January 05, 2016, 12:01:45 am »

((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))
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Whisperling

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Re: Roll to Magic: Turn 136 Midnight coffe edition
« Reply #4229 on: January 05, 2016, 12:27:02 am »

((Can someone clue me in on what the Tower actually does? I've heard some stuff about newbie protection, but I'd like to know whether I'm safe from marauding wizards.))

((Well, fist and foremost, it's a giant, animate tower with a library, garden, and (unused) tavern. The whole "animate" thing basically means you can be lazy and tell it to take you places or retrieve random stuff.


Then, there are the auras. The most basic ones are the magic aura (which may give either +1+1 or +2+2 to pot and cmp rolls, depending on the day), and the aura of +1 luck.


The "defense" auras are what have consistently failed to prevent mass murder. First line of defense is the mindwipe aura, which makes people with hostile intent forget what they're doing. Its funding was cut, so to speak, so it basically just sits there doing nothing.

Then, there's a mysterious system only Beirus knows about. As far as we can tell, it throws attack spells into a "containment cell" of some sort, though there's really no telling what or where that is.))
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