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Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 08, 2014 9:16 am
by BadgeAddict
Okay....I have a question that I would like some of you enchanters to think about.
Is it possible to draw the magical essence out of all of some of these "magic" items and put it into something else (or someone else)? We have all of this loot that no one can use and/or is fairly useless in its current form. If we could suck out the magic and put it into the new armor thats been made, or maybe store it in crystals to use later. What do you think?
Re: Civ V OOC: The Times They are a Chang'n
Posted: Sun Jan 12, 2014 5:41 am
by LAYF
Hmm.. I think it is.. but I would like to mention that while it is in the for it is now (magic item) it is still a "stable" resource.. not sure if crystals are stable or lose power over time...
That said... I'd like if some one would do this (charge some crystals) and plant them in the ground around Merix... his way maybe increase his ability to "scan the area"..
So far I really like this being a tree thing... it has given us valuable information both about our dragon lady and given us the dire wolfs... it also enables us to "ask" animals and spirits about both information and permission..
In base.. Merix right now gran anyone in the area the ability to talk to both animals and spirits, without any problem.. and also to see if they lie or what they feel... this I can live with, even if it limits my own possibilities..
Does anyone have suggestions as what merix should do next?
oh.. and Nikohl: Just a suggestion, you are Tranced and have a FH (no ) and also an full action bar... using Trance + FH + Action bar+ 15 AP will allow for the current maximum effect possible in the game, really game changers.. just a little suggestion
Also
SaruSama:
I also Spend a SA to Awaken Bitter Moon and the 2 next largest of the Dire Wolf Pack. Once I've awakened him I ask Bitter Moon if he would be so kind as to allow me to use either him or another member of his pack as a permanent mount.
Please do this near Marix, so you can ask the dire wolfs first if they want it.. no need to risk alienating them...
Re: Civ V OOC: The Times They are a Chang'n
Posted: Sun Jan 12, 2014 6:01 am
by Davecom3
You forgot that AP can't be used on FHs, Looks. This is the reason Narasimha will definitely not be using an FH for her current action, as it has a Truly Difficult rating, from what Aegis has implied.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Sun Jan 12, 2014 6:08 am
by BadgeAddict
actually LAYF, you can't use FH and +15 AP....but you could also use EXP as a +5 per point to increase.
just saying.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Sun Jan 12, 2014 6:12 am
by nikohl
I've edited to change my thing to a FH, since I'm mostly trying to trade for stuff for Hummingbird to muck about with, so it shouldn't be "really scarily hard" or anything, and a FH might be more interesting. If I was doing something that needed to not fail, I'd probably leave it as a SA, but as it's just a trade request a FH might be worth a punt
Re: Civ V OOC: The Times They are a Chang'n
Posted: Tue Jan 14, 2014 6:21 pm
by Davecom3
Anybody want to encourage me to use the strain in a specific way? While I am strongly tempted to use the strain on Narasimha(If I use it on any PC, it will be her.), I can definitely see advantages in other areas.
If we put it in the lake, we would get the bonus HP spread farther so we don't lose it quickly in one fell swoop and we do get a barrier against the Cerebri and other demonic presences in the temple, but likely our enemies are also getting their water from the same source, maybe swimming in it.
If we use it to power up the Alpha, she would get more power than others of us, but she may choose to depart at any time.
We could use it in the same fashion as the Oasis Hearth bracers, but I don't think we want to repeat the last game. And there's druids heading our way who probably would be quite irritated with us perverting nature in such a way. Giant plants all of the sudden could also risk entangling our Flying Castle.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Tue Jan 14, 2014 8:33 pm
by BadgeAddict
You could give it to medic the tree. Giving him god like powers but him still being rooted to one spot. Also, because he is a tree he might start making fruit which may reproduce these same properties.
Best to ask layf first of course.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 15, 2014 1:38 am
by nikohl
Badge's idea actually sounds like it could have the most interesting effects (fruit that acts as cure light wounds? Sweet) but it might risk stacking Interesting on top of Interesting and resulting in Everyone Being Interested.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 15, 2014 2:12 am
by LAYF
Welp.. that I'll fully leave up to you guys... 3 reasons:
1: Merix have given himself 100% to the good of his people, so if they think it will be good and he can't see proves it wont, he will go(or.. well... eh.. stay I guess) with it---
2: I like these chances, risk takings... after all.. if it goes wrong, its only a game, And I've had fun with him... can allways make a new char...
3: Healing fruit does sound like a cool factor.. and merix can always protect himself with lightning....
so yea... up to you guys, but thanks for the "heads up"
Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 15, 2014 1:31 pm
by D34dlock
Selfish as it may seem (because it totally is) Myron would want it because there is a chance it could help him resist Naras Withering Touch. That boy has been Blue Balled for how many years now? Anything female & Wemic is looking good.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 15, 2014 1:43 pm
by Davecom3
Doesn't look like our GM wants to go in that direction, D34dlock.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Wed Jan 15, 2014 6:33 pm
by Kelten
I do agree that any reproductive actions are well above unnerving to write about. I figured he woldent write it in, and jusl let more pop like in the old games
But we haven't had ANY newborn's this game. It is a bit unerving Did loth make us all sterile? That would explain some things
Re: Civ V OOC: The Times They are a Chang'n
Posted: Thu Jan 16, 2014 9:29 am
by BadgeAddict
To Everyone,
Please Enjoy:
► Show Spoiler
600.03
ÔÇó Kida SA: Alkadeis tries to gather minions from the tribe members.
ÔÇó Badge SA: Kermit will collect samples from every available resource and test them for alchemical properties.
ÔÇó Dave FH: Narasimha tries to make up a game.
600.04
ÔÇó Borys SA: Boro seeks caves for more animals to hunt down.
ÔÇó Nikohl SA: Skitch will explore this new area for Warpstone.
ÔÇó LAYF FH: Diri will look into some way of mind control over the Shard wolves.
ÔÇó MadMartin SA: Diramanth tries to convince the remaining pegasus to help him get up to Spiders roost.
ÔÇó Burns FH: Tries to create gunpowder
600.05
ÔÇó LAYF SA: Attempt to dispel the shard wolves.
ÔÇó MadMartin SA: Asks the Wemics for help to get to the roost.
ÔÇó Borys SA: Boro continues searching for possible prey.
ÔÇó Dave SA: Narasimha will search the area for any tracks of small prey.
600.06
ÔÇó Borys SA + 15 AP: Boro scouts group of skinks.
ÔÇó Nikohl SA + 20 AP: Skitch sets out to locate whatever the second Skaven party were looking for.
ÔÇó Burns SA: Refine gunpowder
ÔÇó TTwig SA: Refining the bacterioslime into a better potential food source
600.07
ÔÇó Kelten SA: Redthroat Skaven-Slayer looks for some fresh Skaven to eat.
ÔÇó LAYF SA + 30AP: Diri will go talk with the fire giants, telling them about the statue and that the Rats are on their way to get it.
ÔÇó MadMartin SA: Diramanth again tries to convince the wemics to help him get to spiders roost.
ÔÇó Badge SA: Kermit will convince the wemics and ponies to help him to get to spiders roost.
ÔÇó JibJib SA: Grikkul spends the month attempting to craft himself a quiver of gas-arrows, using either stone or any volcanic glass he can find.
600.08
ÔÇó LAYF SA + 30 AP: Trade with the giants and figure out how they sap energy.
ÔÇó Badge SA: Kermit goes looking for food.
ÔÇó Madmartin FH: Tries to convince the group that and queen that this is not a revolution and just a work camp with slaves.
ÔÇó Burns SA: Belle asks the gripplis to help free the centaurs
ÔÇó Kida SA: Alkadeis works on creating a protection aura preventing hostile spells.
600.09
ÔÇó LAYF SA + 8AP: Diri will try to learn from the fire giants.
ÔÇó Dave SA + 9AP: Narasimha tries to find some trickster spirits to lead the Shard wolves into battle against the Skaven.
ÔÇó Kelten SA: Redthroat and his men attempt to ambush the Skaven.
ÔÇó D34d SA: Myron communes with the spirits in an attempt to find ore & materials.
ÔÇó Badge SA: Kermit tries to convince a goblin to ride him.
ÔÇó Madmartin SA: Organizes a scouting party.
600.10
ÔÇó LAYF SA + 10AP: tries to create a siphon to use against the Jiangshi.
ÔÇó Madmartin SA + 10 AP: Leads scouting party to search dragons lair.
ÔÇó Nikohl SA: Skitch locates and identifies the green stone.
600.11
ÔÇó LAYF SA: Tries to siphon energy.
ÔÇó Burns SA + 7AP: Tries to free the centaurs.
ÔÇó Kelten SA + 10 AP: Kills anyone who rebels.
ÔÇó Madmartin SA + 10AP: Explores the dwarven ruins.
ÔÇó Dave SA: Tries to contact Skaven spirits to help against the Kiangshi.
ÔÇó Kida SA: Kills the remaining centaurs and uses their parts to create a golem.
ÔÇó TTW FH: Nightshade tries to take over leadership of the ponies. DEAD
600.12
ÔÇó Nikohl SA + 24AP: Sneaks through the door.
ÔÇó Badge SA: Kermit begins looking for a god to save them.
ÔÇó Madmartin SA: explaining away the revolution.
ÔÇó D34d SA: Myron attempts to bind nightshade.
ÔÇó Kida FH: Tries to create a new government system.
ÔÇó JibJib FH: Escapes to the rebellion.
ÔÇó
601.01
ÔÇó Badge SA + 23AP: Kermit tries again to align himself with a deity.
ÔÇó Kelten SA: Redthroat goes back to Skaven Hunting.
ÔÇó Dave SA: Attempt to bind nightshade again.
ÔÇó JibJib SA: Joins Kermit in his seekings.
ÔÇó Madmartin SA: Prepares and trains the forces at spiders roost.
ÔÇó Nikohl SA: Skitch tunnels back toward Sulfur Lake
ÔÇó D34d SA: Myron tries to commune with the spirits about nightshade.
601.02
ÔÇó Badge SA + 15AP: Kermit builds up defenses.
ÔÇó Kelten FH: Tries to kill Kermit. DEAD
ÔÇó Nolandking FH: Chooses his side and aids the queen in battle.
ÔÇó Kida SA + 15AP: Builds a wizard tower
ÔÇó LAYF SA + 1AP: Defends the queen.
601.03
ÔÇó NO ACTIONS TAKEN
601.04
ÔÇó NolandKing SA: Tries to create a staff using the grey seer skull.
ÔÇó Badge SA: Turn into a priest.
601.05
ÔÇó Dave SA +15AP: Prepares some traps and stuff.
ÔÇó Kelten SA: Reports her findings to wood hoof.
ÔÇó D34d SA: Myron uses the rod of purification on the ponies.
ÔÇó NolandKing SA: Follows narasimha in his excape attempt.
ÔÇó Lokthar FH: Researches new spells.
601.06
ÔÇó Madmartin SA + 15AP: Tries to encourage his dungeon crawling team.
ÔÇó LAYF SA + 15AP: Tries again to be a necromantic god of sorts.
ÔÇó Kida SA + 15AP: Alkadeis tries to take control of layfÔÇÖs crystal stuff.
ÔÇó Kelten SA + 3AP: Night seeker leads an exploration group around.
ÔÇó Burns SA: Clair helps night seeker stop the evil from corrupting them.
ÔÇó Badge FH: Tries to create a new government
601.07
ÔÇó Kelten SA: Enters the dungeon of the draconic rune.
ÔÇó JibJib SA: Takes a hand at being a sniper.
601.08
ÔÇó Burns SA: Clair goes to the dungeon night seeker is in.
ÔÇó D34d SA: Myron goes with Clair.
601.09
ÔÇó Alaen SA: Belar'eyl will start research for a way to overcome the technology aversion of his race by trying to combine the two and "infuse" the tech with magic.
ÔÇó Dave Sa: Narasimha will attempt to determine if there is an enchanted supply of arrows for the ironwood bow (aka test to see if pulling the string on said bow creates some sort of mystical/magic arrow to appear) and if not, attempt to create a large supply of such spiritual arrows linked to the bow.
ÔÇó JibJib SA: Grikkul takes one of the Warpstone Keys and works on a way to safely shatter it and turn the resultant shards into arrow heads. He wants to see what would happen to a dirty rat if one of those entered his torso at high velocity.
ÔÇó Lokthar SA: Blasts offers his assistance to Belar'eyl in attempting to merge Tech and Magic.
601.10
ÔÇó LAYF FH: Merix tries to convince everyone that staying together in the Dwarven halls until itÔÇÖs a secure and stable place is the best option for all!
601.11
ÔÇó JibJib SA: Grikkul will start on the long journey to the 'trove'.
ÔÇó Kelten SA: Night Seeker will try help Claire control herself when a full moon arises, insisting she use the Gold dragon half-mask that resists Necromancy/corruption. As Clair does her training night seeker will experiment with her Blade Barrier, just to know what it is.
ÔÇó Burns SA + 15AP: Control herself better when a full moon arises, and to get used to her new templates. She will take the ring of substance along the way, saying that it will help save all.
601.12
ÔÇó Burns SA + 15AP: Use divining/research to see if it is possible for Pestilence to become undead, and what would happen if such a thing happened.
ÔÇó LAYF SA + 15AP: Merix takes the Wand of Lightning: 19 charges from the poorly locked chest, and a jar of the Vibrant Yellow Ink. He uses this and his druidic knowledge to explore elemental magic, trying to learn higher level spells.
ÔÇó Madmartin SA + 15AP: While traveling towards the cache, Cloud Eyes looks around for anything interesting.
ÔÇó Alaen SA: Belar'eyl will continue his studies into "magitek".
ÔÇó Dave FH : Narasimha performs a survey of the area around Whirlpool Oasis, attemping to gain knowledge of the hopefully various types of plants, animals, and spiritual possibilities of the environs.
ÔÇó Kida SA + 15AP: Alkadeis tries to build his wizard tower again. The tower will be a place for all magic users to come, learn and develop their magic.
602.01
ÔÇó Madmartin SA + 15AP: Cloud eye keeps looking for something interesting.
ÔÇó Alaen SA: Belar'eyl will try to fashion armor out of the zelphstone and partly animate it into a golem so the movements of the wearer are amplified. (Basically I'm trying to build Power Armor/Mini-Mecha).
ÔÇó Nikohl SA: Skitch requests the Tiny Contract from his drow contacts, intending to experiment with either further enchanting his tail-familiar, or regaining his tail as a part of him by replacing it as his familiar and returning it to it's proper tail-y nature. As always, Skitch remains neutral and is happy to serve as a go-between, mediator or general messenger between the two major factions.
ÔÇó Badge SA + 15AP: Kermit tries to make a magic tree.
ÔÇó JibJib SA + 15AP: Grikkul looks for a pet.
602.02
ÔÇó LAYF SA + 15AP: Happy with his results, Merix continues working with his lightning, this time, he tries to make his spell feed on the energy of its targets, be it spiritual, arcane, divine, natural or even elemental, so that any spells will linger in the targets or even grow in power. not just destructive mind you, also so that a lightning spell could be cast on a stone and "charge" the stone, using its earth elemental energies as a power source.
ÔÇó Burns SA+15AP: Merge powers into one.
ÔÇó Kelten SA + 15AP: Attempts to seduce cloud eye to make more ponies. Succeeded but didnÔÇÖt happen.
ÔÇó Alaen SA: Changes his skill from bowyer to Magitek researcher.
ÔÇó NolandKing SA + 15AP: Begin studying in the tower to see if Zelphstone can be used with Necromancy.
ÔÇó LAYF SA + 15AP: Merix Will convince some of the others to go with him up and deal with the queen Rhinocodile. using his superior electro magic and the beasts home against it!
ÔÇó Nikohl SA: Skitch attempts to purge the evil from his tail.
602.03
ÔÇó JibJib SA + 15 AP: Grikkul exposes his raven, who he has named Evan, to the warpstone arrowheads. Let the mutant fun begin!
ÔÇó Alaen SA: Belar'eyl realizes that for his future plans he will need better tools and a controlled environment. He will build a workshop/laboratory mainly for himself but also for other tinkers and inventors if they need the equipment.
ÔÇó Dave SA + 10AP: Narasimha, using what information she has gleaned from her survey, looks for beasts that can be tamed and, perhaps, even trained, and will start doing both taming and training of a few of said creatures.
ÔÇó Nolandking SA: Ilphnilee Everhrae tries to crystallize the Zelphicide and see if she can forge a powerful Necromancer staff. (lol watch this end up killing me)
602.04
ÔÇó Madmartin SA + 15AP: While traveling, Cloud Eye studies the wizard lock on the chest, looking for an alternative way to open the chest, a way to disable the lock, or even trying to figure out how the lock was created so he can use it himself/deactivate this one.
ÔÇó Alaen FH: Now that he can draw it Belar'eyl will modify the bow even further: He will shorten the limbs a bit (to make handling it easier), reinforce them with zelphstone and install a pulley system into them to both increase draw weight and make drawing it easier. The bowstring will also be reinforced to acommodate the higher draw weight.He will also add a scope and a stabiliser to the bow and enchant the bow heavily to enhance its performance.
602.05
ÔÇó NO ACTIONS TAKEN
602.06
ÔÇó Burns SA + 15AP: drink as much blood as needed, keep adventures bound as meat sacks to drink. Unknown if it happened.
ÔÇó Alaen SA: Belar'eyl will upgrade his eye implant into a whole array of different lenses and scopes including: Know Alignment, Find Traps, Detect Magic, magnifying glasses for precision tinkering, and scopes for sniping.
ÔÇó Badge FH: Banish or kill the Driders.
602.07
ÔÇó Burns SA + 15AP: Pestilence does the best she can to absorb all of the power from the alter. Unknown if this happened.
ÔÇó Lokthar SA: Blasts assists with enchanting the Zelphicite staff.
ÔÇó Madmartin SA: Hearing of Belar'eyl's workshop, Cloud Eye immediately goes to investigate, and helps Belar'eyl with his development(Well, advances the research in his directions of interest, but it should help Belar'eyl too) while working on a suit or implants that would work for himself.
602.08
ÔÇó NO ACTIONS TAKEN (but lots of cards pulled)
602.09
ÔÇó NO ACTIONS TAKEN (but lots of people died)
602.10
ÔÇó Madmartin SA: Tries to save as much of BelarÔÇÖeyls research and inventions as possible.
ÔÇó JibJib SA + 15AP: Goes to the forest with Evan to look for a new home.
ÔÇó Dave SA: Narasimha starts heading in the direction that the Drow-Nar would likely have fallen, searching for equipment from the bodies killed from the mountain's collapse.
ÔÇó Kelten SA: Night seeker continues to have her dark skin, and uses the month to search out the treaasures of the dead, including Pestilence dagger.
602.11
ÔÇó Kelten SA: Collects the ashes of the vampire for safekeeping.
602.12
ÔÇó Burns SA: Kethrendi sits on the back of Narasimha and sings. DidnÔÇÖt happen.
ÔÇó Madmartin FH: After arriving at the lake and putting his flying house above the prospective new village site, Cloud Eye disappears into his castle for the rest of the month. He spends the time poring over the recovered knowledge and Belar'eyls work in order to build defenses and weapons for his mansion. He's not sure what exactly can be made, but he's looking into mounted weapons of various kinds (to on the outside of the castle), some kind of magical or technological shield, traps for flying creatures or teleporters that get into the mansion, whatever he thinks he can make.
ÔÇó Kelten SA + 15 AP: Night Seeker's Succubi Impression - (Action Succeeded)
Night Seeker Something Interesting - (Action Succeeded)
Night Seeker Mysterious Event - (Action Succeeded)
Cloud Eye Saving Throw - (Charmed) Still nothing happened.
ÔÇó D34d FH: Researches higher level divine spells.
ÔÇó SaruSama FH: Tries to find an animal companion.
ÔÇó JibJib SA + 15AP: Grikkul spends the month doing a zoological survey of the forest and lake shore, getting to grips with any useful animal life in the area.
603.01
ÔÇó Alaen SA + 15A: Alistair takes a great interest in Belar'eyls armor prototypes and will attempt to improve the enchentment. He will try to make it stronger and enable the wearer to shift it on the fly and make it more resistant to dispelling.
ÔÇó Sarusama SA + 15AP: try and research a way to boost Dracodiles Intelligence first and other mental stats secondly. (If possible permanently) If this works I'll ask Dracodile the same questions again.
ÔÇó Madmartin SA + 15AP: Having finished work on his mansion's defenses Cloud Eye now begins working on a suit of armor for himself to wear, drawing on Belar'eyl's designs but probably adding some of his weather magic, as well as changing the focus of the armor from enhancing strength to firing magical or technological ranged projectiles.
ÔÇó Badge SA + 15AP: Kermit starts building a temple and converts the holy symbols.
603.02
ÔÇó Alaen SA + 15AP: Now that the enchantment is done Alistair will work on the mechanical part of the armour. He will shape the armour to protect weak points and make it easier to wear.
ÔÇó LAYF SA + 15AP: Merix walks into the sunlight and changes.
603.03
ÔÇó LAYF SA + 15AP: Merix, still feeling the need to change, now unable to speak, now sends his focus inwards, and with his enhanced understanding of electricity and magic, start to focus on the small signals in the mind of all things living, he moves to the edge of the Merrow lake to sense the difference between water and air.
ÔÇó Madmartin SA + 15AP: unhappy with the problem of having to choose one or the other, Cloud eye looks into possibly finding an alternate ley line with which to power the turrets when he is using the armor. Ideally, he wants to be able to control the turrets from an interface in the armor, allowing him to fight and have backup from his turrets, but he'll look into any possible solutions he can find.
ÔÇó Kelten SA + 15AP: Night Seeker will join in the dragon search!
ÔÇó Sarusama SA: Awaken Evan the raven.
ÔÇó Badge SA + 15AP: Kermit attempts to find some caves.
ÔÇó Nikohl SA + 15AP: Hummingbird begins to scavenge in her new home for equipment for her personal inventions - as she is tiny, she needs far fewer supplies than the Grippli and Drow might. She is especially interested in taking any unused pieces from Alistair or Cloud-Eye, and any leftovers from modifications to Belar'eyl's armor. She also finds somewhere to set up her own personal workshop, enlisting the help of a friendly Grippli or two to build her a lean-to or shack in which she can keep her equipment and wings dry.
ÔÇó Dave SA + 15AP: Narasimha, realizing the futility of her trying to tame and train animals due to the effects of the cards, replaces her hobby of animal training, turning her interests more towards learning how to build, recognize, and dismantle various traps and other gadgets.
603.04
ÔÇó Nikohl SA: Hummingbird continues to scavenge and tinker from her new base of operations, using her small size and flight ability to get to places that others can't. If she happens to locate anything too big for her to use but of great interest, she tells Alistair or Cloud-Eye.
ÔÇó LAYF SA + 15AP + 8 EXP: Merix, now a creature of the light, feeling the sun and what is good asks the others to try and help him, Ehlonna is recovering, and Merix wants to bring all the spiritual prayers and help to her he can!
ÔÇó Badge SA + 15AP + 8 EXP: Convert the Centaurs.
ÔÇó JibJib FH + All EXP: Grikkul joins the others in the attempt at the divine restoration of Ehlonna.
ÔÇó Dave SA: Narasimha uses the month to try to capture live test subjects. With Cloud Eye and Myron's permission, she will dose relatively harmless test subjects(which she catches this month) with lycanthropic blood. If things go according to plan, next month, she'll move onto the harder part of my plan.
603.05
ÔÇó Alaen FH: Now that the armor is all-around improved and resources are more readily available, Alistair thinks its time he started manufacturing it. He will work tirelessly this month to build a suit of Belar'mor for every member of the Survivors.
ÔÇó Sarusama SA: Open the two lockboxes.
ÔÇó LAYF SA + 15AP: Merix tries to solidify his connection to the spiritual real, by offering himself up as a speaker for all beneficial spirits and deities, but especially as the servant of Ehlonna. In return, he ask for the ability to speak with his mind (not mind reading, only telepathic speech) So that he may better spread the word of the nature, unhindered by any linguistic limits!
ÔÇó Nolandking SA: Ilphnilee try to see if he, Blasts Rocks, and his outside frenemy Auash can help in enchanting his Zelphicite Staff.
603.06
ÔÇó Alaen SA: Encouraged by his success and bursting with creativity Alistair will begin working on his more out-there designs. He will try finding a way to make the armour fly. He will use different designs to see what works.
ÔÇó Nikohl SA: Hummingbird equips herself with her newly acquired "Windling Belt of Bull Strength" if possible, and goes to scout out the castle and Maraxia.
ÔÇó Nolandking SA: Ilphnilee being a Scholar try to see if he can unlock any of the Magical books or scrolls they found in the dragon hoard so he can study them in detail.
ÔÇó Dave SA: Narasimha attempts to cure Myron of his uncontrollable lycanthrope, making use of Merix's trance.
ÔÇó Madmartin SA + 15AP: Concerned about the threat that the temple and the banshees pose Cloud Eye abandons his ley line work for now and concentrates on making mounted weapons that can fire downward. This could take the form of bombs or just turrets that can fire downward, and could be a retooling of the weapons he already has or it could be an entirely new weapon system. If an attack is made on the banshees or the temple itself, Cloud Eye brings his mansion along as air support, doing his best to support the others with attacks from the air.
ÔÇó LAYF Trance: Still in the trance state, Merix tries to branch out, expanding his consciousness, so that he may one day be able to feel all within our territories... maybe by letting his roots reach those of other trees.
603.07
ÔÇó Sarusama SA: Awaken Bitter Moon
ÔÇó Dave SA + 15AP: Narasimha works on crafting the isolated "strain" of lycanthropy into a controllable regenerative form (taking notes so that even should she fail, she may have a better chance of successfully creating a regenerative strain with further attempts). If successful, she will use the new strain herself.
ÔÇó D34d SA: Myron helps out Narasimha with the Lycantropy research.
ÔÇó LAYF SA + 15AP: More mental expansionisms.
ÔÇó Nikohl Tranced FH + use all things possible: Since Hummingbird is already going back and forth to the castle, she will request an audience with any inventor-type people that might be there, in order to trade knowledge, ideas and equipment.
Re: Civ V OOC: The Times They are a Chang'n
Posted: Thu Jan 16, 2014 11:18 am
by BadgeAddict
Sorry for the double, but i would like to speak about other things.
I would like everyone's opinion on something. I would like to create a new chest labeled To Sacrifice and then place in it all things that we don't hold dearly or care that much about. Not this month but the next, Kermit will be sacrificing as much stuff as possible for two purposes. 1. To Strengthen Ehlonna, and 2. To maybe get the black dragon off of our backs due to..less treasures. Due to their magical use, I'm leaving diamonds alone.
Here is the full list of treasure and some of my thoughts on what we don't really need.
► Show Spoiler
Money Chest: 200 Steel Coins, 90 Platinum Coins, 8100 Silver Coins, 2700 Gold Coins, one emerald (3000 GP), 25 small diamonds (400 GP each), 14 large chunks of Quartz (100 GP each), four large gold ingots (100 GP each), sixteen tigereye gems (30 GP each), one large amethyst (180 GP), one large solid gold idol (2000 GP), a large statue of a blue flame on a heavy stone base that's encrusted with sapphires (requires six grippli to carry) (5325 GP), bronze bracelet studded with agates (180 GP), a very large copper idol (800 GP), one ruby gem (175 GP), 26 Diamonds (4000 GP each), one huge hematite (200), a topaz (150), an opal (600), a diamond (1500), ten pairs of emerald earrings (800 each), 19 iron bracelets with diamonds (175 each), three matching white gold amulets (2000 each, as a set 9500), a large white gold diadem (5000)
Magic Item Chest: Warhammer of Frozen Cold (39 charges), Opal Bracelet of Defense +4 (Water Resistance 25)[/i], Leather Armor of Regeneration +2 , 2 Wands of Lightning with 14 and 11 charges, a Draconian Mask of Necromantic Resistance, Leather Armor +1, Two vials of Dust of Sneezing and Choking, Three doses of Potion of Jumping, A kris Dagger+2, a Potion of Resistance, Gloves of the Shortened Path, a Belt of Foraging, a Heavyload Belt, Treasure Hunter's Goggles, a deep green shawl with the number "13" on it (Bracers of Protection +2), The +5 Bracers of the Centaur Seraph, one Book of Vile Darkness, a halfling-sized book of Frost Magic, two books on Witchcraft (one tiny, one huge) one scroll (the scroll has unknown spells), small Ferret Figurine, three Warpstone Skaven Seer Stones (almost identical to Crystal Balls), Mink Cloak of Fire Resistance 15
Enchantables Chest: one rowan recurve bow, one buckler-sized light grey dragon head scale, ten pale yellow-fletched arrows notched with elven script, seven very large horse hoof daggers, one solid brass double axe, one cold iron double axe, one very large weresheep fang, one tiny dragon skull, five very large sabretooth fangs, seventeen redwood giant greatclubs, a "ball of solid metal" (+13 total bonus, carries frost/elec effects), eight gold shortswords, Sky Blue Spirit Candle, one yew wand, one large cold iron locket, large hourglass with black beads for sand, one large bright blue shawl.
"Other" Chest: ??? Journal, Prayer Book to Carnox, The Reaver, 19 jars of Vibrant Yellow Ink, Box of Preserved Scrolls, Kobold-sized Tower Shield, four large jars of high quality grey-brown scroll ink, 24 large Warpstone Keys (Warp-Portal generators), Fluff Books on Magic and other things (+8 to Librariomancy), 4 claw-knuckles, a Crumbling Old Map to a (looted) Secret Stash, one huge steel mirror, two small arcane tomes of magic, an empty iron box, one tiny (empty) snake skin sack, sixteen grey-brown wool overcoats, one cold iron key in the shape of a dragon's head (what it opens is unknown), sixteen maple holy symbols of Ehlonna, three boxes of exotic "mini-wyrm food", 11 skaven crossbows, 500 iron crossbow bolts.
To be Sacrificed Chest: four large gold ingots (100 GP each), sixteen tigereye gems (30 GP each), one large amethyst (180 GP), one large solid gold idol (2000 GP), a large statue of a blue flame on a heavy stone base that's encrusted with sapphires (requires six grippli to carry) (5325 GP), bronze bracelet studded with agates (180 GP), a very large copper idol (800 GP), one ruby gem (175 GP), one huge hematite (200), a topaz (150), an opal (600), ten pairs of emerald earrings (800 each), three matching white gold amulets (2000 each, as a set 9500), a large white gold diadem (5000), one emerald (3000 GP), 14 large chunks of Quartz (100 GP each).
Leather Armor +1, Sky Blue Spirit Candle, one yew wand, one large cold iron locket, large hourglass with black beads for sand, one large bright blue shawl, eight gold shortswords, seventeen redwood giant greatclubs, seven very large horse hoof daggers.
Prayer Book to Carnox, Kobold-sized Tower Shield, one huge steel mirror, sixteen grey-brown wool overcoats, three boxes of exotic "mini-wyrm food", 11 skaven crossbows.
If you would like to add something or take something away, please tell me as i don't want to upset anyone who has plans for some of this stuff.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 11:52 am
by Davecom3
It might be wise to find out what that small ferret figurine does first if possible. and I don't know if those knuckles will be included in the totem. Also, some eof those valuables may be useful for trade purposes.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 12:15 pm
by BadgeAddict
this is why i asked first and didn't try to just sneak this in at the end right before an update. I can very easily nix the figurine and knuckles.
As for the gemstones, I would think that the more of them we can get rid of, the better our chances that the black dragon will leave us alone, as our valuables is what she wants.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 12:30 pm
by Davecom3
Or we can just get a look at her plans and try to strike her before she's ready for us. If we can copy her plans well enough, or if we just acquire her plans, then we may even have the humans helping get rid of her. I don't really see a reason we'd want a black dragon hanging around, honestly.
And there's always the chance she uses the valuables we give her to prepare to attack us, given she does view us as a threat and she likely has a chaotic nature. Any agreement we made with her could be broken at her whim once she felt we'd outlived our purpose in her plans.
Were she a metallic dragon, I'd be much more willing to offer tribute than with her real status as a black dragon. I might even allow a lawful evil dragon to coexist in our area, but she's more likely to be chaotic. I also think it will take some time for her to find a way to deal with Narasimha's Dominate Monster effect, and if we can figure out when she's likely to be ready, we can plan to strike her before then. Before she's ready to deal with the problems she knows about, she's not likely to attack us.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 12:59 pm
by BadgeAddict
what what what? Clarification Time...
I'm sacrificing this stuff to Ehlonna...not some stupid Black Dragon Bitch.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 1:06 pm
by Davecom3
Dragon's still likely to want to attack us so dual reason likely doesn't work. I don't mind attempting to hurry Ehlonna's recovery through sacrifice, but I think Maraxia's likely to plot against us until we're weaker than her.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 1:23 pm
by D34dlock
After that she will destroy us
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 1:24 pm
by BadgeAddict
clearly we must kill her.
I wish there was a portal that needs opening that i could open with the abilities i got from the cards...hrmmm
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 7:39 pm
by Davecom3
Maybe Merix could try to call a dryad now that he's sort of a tree. Or maybe try to create a different mobile plant race, though I'm not sure if that would work. Even if it did, it's possible he wouldn't get to control any of the creatures added, though Aegis might allow it, making it so Merix would have more options.
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 7:46 pm
by BadgeAddict
is this going back to the regen strain?
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 8:00 pm
by ThroughTheWell
Quick question: why do we think the black dragon lady is evil? Are all drow evil? Are all goblins evil? Do we say that all individuals of a monster manual entry follow that suggested alignment? Have we seen this particular black dragon DO anything evil?
By all means be cautious. The odds may be against us alignment wise. But, some of you have moved straight to murder all threats mode.
Given that she talked to us once, I don't yet see this dragon as the 'burn first, pillage later' type, yet. So why not TRY talking? Are we so ignoble as to be moved by fear of a possible threat?
Re: Civ V OOC: The desolation of Black Dragons
Posted: Thu Jan 16, 2014 8:12 pm
by BadgeAddict
given that she is plotting against us.....
..Drizzit wasn't evil...right?