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Seraphi

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Everything posted by Seraphi

  1. Seraphi replied to paul191600's topic in Falador Tavern
    I like the faction stats. Gives the game more depth.
  2. Seraphi replied to paul191600's topic in Falador Tavern
    "It shall be done." Enigma takes Varius, and they go to a place with rough terrain, where they wait in hiding until they see one of the mutant cats.
  3. Seraphi replied to paul191600's topic in Falador Tavern
    "Anything else need doing?" Enigma hands Varius 100c.
  4. Seraphi replied to paul191600's topic in Falador Tavern
    "Understood." Enigma waits at the outpost, ready to defend it until the force arrives, if need be.
  5. Seraphi replied to paul191600's topic in Falador Tavern
    Oh, cool. I didn't have enough money available to go on our school skiing trip a few weeks back. Ah well. Enigma messages the commander with the description of their cloths, telling him about the insane chanting and incredible hostility.
  6. Seraphi replied to paul191600's topic in Falador Tavern
    Ah, are you on holiday? If you're up for another short session, then go for it. Enigma looks at the people's clothing before messaging the commander again.
  7. Last roll. Umbra- You hear them talking about a trap being set up in one of the corridors, before they begin to walk towards the door. Earth- In the three chests you find a rusty looking sword, a single glove, and a small pyramid type object. Hakon- You notice that Earth has already put the loot in the centre of the room. Jen- You create a large vine. It appears to be quite wild though, and you quickly jump out of range of it. Kirby- You begin to travel north. You come to a large mountain range, which seperates this region from the northern areas. Rocco- Your spells appear to bounce off a magical shield. The golem remains inactive. Grim- You fail to learn anything new.
  8. Umbra- They seem to be talking about guard duty. Grim- The gold ore faisl to store any magic. Rocco- There are no pebbles. The golem is made of poor quality iron, and is completely blocking the door. Earth- You open the three chests and jump back. but there are no traps. Jen- You summon...A snake. You head into the forest, but realise Grim's adventure took place several kilometres to the south. Nexaduro- The chests have no traps. You reinforce your ice armour a bit. Kirby- You form some rings and fire at them. +.2 in both. Hakon- You load the gun.
  9. Rocco- The pristine marble stairs do not appear to be trapped. You reach a new floor. There is a large, inactive golem blocking the next set of stairs. On either side of the room is a switch. Earth- You flail spectacularly, but don't hit anything. Umbra- Through one of the doors, you hear two people talking, but you cannot make out the words. The other is silent. Grim- You summon some boulders and destroy them, but you feel you have learnt all you can from that. Nexaduro- You break the mimic to pieces on the way out. +.1 sound. Jen- You kill the bear. You ruin the fur, but take the bones. You create a sceptre, but it has no special properties. You summon a minor wraith. +.1 bone magic. Hakon- The mimic dies. +.2 blunt. (Regardless, judgement has been given, and shall not be retraced.) Kirby- You assume correct. You have trouble hitting such small targets with arrows and fire, but it is good practise nonetheless. +.3 in both.
  10. Umbra- You sense and hear nothing behind the second door. Earth- You hit the mimic, breaking it's hinges and locking it shut. +.2 axes. Nexaduro- The mimic begins to open slowly, made a lot more difficult by the broken hinges. Although it will be easier to defeat now. Grim- You create three stone pillars and destroy them with light magic. +.2 light. Hakon- Rocks fall, you die. Lose 1.0 xp. (Reason: Sick of you not reading rolls which are 1-2 lines above yours, especially since YOU'RE IN THE SAME ROOM, AND IT IS OBVIOUSLY RELEVANT TO YOU. And it has happened before. About 5 times, to be exact.) Rocco- After some time, you manage to find a route through the maze, +1.0 intelligence. Jen- You create some vines which move, but they are still planted in the ground. You hunt around for a bit, before encountering an injured bear. +.2 nature. Kirby- You don the cloak, and suddenly feel a lot colder. You begin to realise that the cloak likely neutralises energy which hits you, to a limited extent. You light some arrows on fire and shoot them. +.2 archery, +.2 fire.
  11. Grim- "Not that I can think of. Ever since that Ares bloke dissappeared, we've been looking for his report on the eastern lands. We think that he may have left it somewhere around the village he mentioned. If you could look for it, it'd be really helpful. Take this sketch of him, the locals might recognise it and help you." The mages give you some tips. +.3 fire magic. Umbra- You shroud yourself in the darkness. There are no cups in this room. There are 3 doors leading away from it. Earth- You heal your hand. +.3 healing. You hit one with your axe, making it spit up Hakon. Hakon- You fail to do either. Jen- It's summoning, so nope. You dispatch the crab to the road, but you quickly sense that it has been killed. You use the feather and hover over the ground rather easily, before trying to crush an object. You make it a tiny bit smaller, but not much. Rocco- (Lucky or smart, either way) The fireball hits an invisible barrier, and a magical explosion is triggered on it. You think that there is an invisible maze in the room. Kirby- "Always happy to help an aspiring young mage." They show you some basic level fire magic. +.5 fire. Nexaduro- You are inside the mimic, and don't have space to cast.
  12. Did I say you died?
  13. Earth- You struggle at them, but your efforts are fruitless. Rocco- You fail to cast magic. As you enter the tower, you are greeted by a large octagonal room, with...nothing in it. Except some spiral stairs at the far end, of course. Hakon- You swing at a mimic, but one of the ones behind you eats you. You are now inside the mimic. Kirby- I'd appreciate it if you were a little more specific. You shoot at some stuff. +.1 archery, +.1 fire magic. A masked man with jet black wings and a flowing cloak, which seems to be made of a black, mirrorlike material appears behind you, hands you a cloak, and then vanishes. Nexaduro- You kill the mimic, but are quickly devoured by another one. Umbra- There is nobody there and the room is dark. You descend and land on the floor silently. (Yes, it does. Equally, I could screw something up or help out a new player.) Grim- "Uuuh, caves, ruins and such?" Jen- You summon a large disguised crab. +.2 summoning. You teleport about 3 inches sideways. You fail to cut through a tree though.
  14. Okay, I'm now going to be using a different method, to hopefully avoid missing people, though it may be a tad slower. Also, my character will occassionally make a guest appearance to continue a storyline, just consider him as being 99 in light, dark, and void magic (AKA, don't pick fights) Rocco- You land at the tower and summon two goblins. +.2 summoning. Earth- You run out of the room, and badly heal your hand. You then create a cloud of weak acid, which doesn't really affect the mimics. Kemios- You cannot make the arcane gestures required. Hakon- you grab the mimic, though the grenade does not go off. You hit it and shatter it though. You also shatter the grenade, which electrocutes you. +.2 blunt. Nexaduro- You are in the other room at the moment. You cast the spell anyway, and deal some damage. +.2 geomancy. Jen- You no longer have the power to do so. The elemental finds a bear, and proceeds to get itself mauled. You struggle to pick up a small rock, and then drop it off the cliff. +.1 void magic. Umbra- You find a large window in the roof. Kirby- You train some more. +.2 archery, +.1 fire magic. You find the dungeon entrance.
  15. Grim- "Unlikely. It'll probably go somewhere silent though." The mages say they know nothing of void magic. Earth- You check all four chests. From the outside they seem like perfectly normal chests, but when you try to open one, it bites you, nearly taking your entire hand off. You look around, and to your horror, the other three have all opened to reveal rows of needle-like teeth as well. Hakon- You get there just in time to watch as Earth gets bitten by a mimic. Kemios- You can still fly, but the hand is solid metal. Jen- You summon a small ice elemental, before beggining the growth of a large oak. It will take a while yet though (2 hours) You enchant your bow, but it would appear your void magic and aeromancy are too weak to have any real effect. +.1 ice. +.3 nature. Kirby- Doesn't really work that way. Which kind of magic? There are dozens. Teleportation fits into void magic, and there are several schools of summoning, too. You fire at a nearby wall. +.3 archery. (Sorry, not changing it. I only change it if I missed it first time round)
  16. Remember how I work. If i don't get your move in, I edit it afterwards.
  17. Firstly, thanks Rocco, that's awesome. Also, I notice I'm becoming predictable. Let us fix that with more logic puzzles, traps, and other such joyous things. Grim- "Malacoda you say? Awfully powerful demons, they are. They generally keep to themselves though, which is good." The mages say that they don't know of it. Earth- You stand in a room with seven large chests, all look fairly sturdy. Four of them appear to have a strange insignia on the front. Umbra- You find a tree and use it to climb up to the roof. Jen- You know how I feel about multiple actions, so I'm only going to roll on 3 of those. You fire a weak freezing ray at a wall. You are too far away to get a good focus on the forest floor. The bolt picks up some dust and does little-no damage to the wall. You somehow don't think that will work. Kemios- You accidentily turn your arm to metal. +.2 transmog. Rocco- (Figures that the one time you want a storyline, I can't think one up <_< ) You drift around for a while, before seeing a tower which you were sure wasn't there yesterday. Kirby- I'd prefer specific actions, but that will do. You train with the bow. +.2 archery. Nexaduro- You create an ice shield. +.1 ice magic. Hakon- You find two life crystals, and a small amount of einherjarium.
  18. Argh, the topic summary window has gone off the page. Can we stop this useless babbling and get down to it? I'll need you to repost your actions, or I'm going to get all kinds of confused.
  19. An armoured, weapon using monk? Ahahaha. (Alienating people with D&D references is pretty fun.) Harper scout. Anyways, you can start.
  20. Eh, real life probably gets in the way. RL stuff is generally more important anyway.
  21. I never said there were no life crystals, you haven't checked yet.
  22. Mather, do you read what I write? You already tried taking some, and most of it is already spent (From when the golem started using it's hyped up regeneration). Theres probably enough left to make a few bracelets.
  23. Shhh.
  24. It dropped nothing, if you read properly you would have noticed that destroying it caused a door to unlock. Rocco, here are your stats: Demonology 1.0 Healing Magic .4 Nature Magic 3.7 Carpentry 2.1 Swordsmanry .5 Weaving 1.3 Ballooning 0.6 Intelligence .2 Engineering 1.2 Fire 2.0 Water .1
  25. Thats better, think this through logically. You can't beat them, so weaken them until you can, or they surrender. Although the quisitor is too paranoid to come out of the city at the moment. Mather, there was also a machine that did it for them at one point.

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