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Seraphi

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Everything posted by Seraphi

  1. Seraphi replied to paul191600's topic in Falador Tavern
    Enigma places his hand on one of the mens shoulders, and holds his gun to the man's head with the other. "Explain yourselves".
  2. Seraphi replied to paul191600's topic in Falador Tavern
    "It shall be done." Enigma requests his gun back on the way out.
  3. Seraphi replied to paul191600's topic in Falador Tavern
    "Do you have any work we can do?"
  4. Seraphi replied to paul191600's topic in Falador Tavern
    Name it Dogmeat.
  5. Seraphi replied to paul191600's topic in Falador Tavern
    "A job." Enigma acknowledges his new companion.
  6. Seraphi replied to paul191600's topic in Falador Tavern
    Enigma begins wandering into the zone, looking for some kind of barracks.
  7. Ice Magic 5.6 Bone Magic 5.0 Nature magic 4.0 Void magic 1.0 Aeromancy 3.0 Intelligence .2 Ritual .2 Cartography .5 Tailoring .3 And with that, I am gone.
  8. Last roll. Jen- Spear vanished after spell. You die before Nex can get to you. During death, you feel an intense pain in your head, and as you wake up, you feel like your mind has been rearranged. The voices in your head have also gone, as has the heart of glades. -10 ice magic. -1 healing magic -1 cartography -.4 reflex -.3 nature -.3 archery +5 bone magic. +4 nature magic +1 void magic +3 aeromancy Nexaduro- You heal your ankle. +.2 healing. Earth- You hit the golem. It seems as if that small effort has finally caused it to stop working. Hakon- You get a chunk of spent einherjarium (Pretty much useless. It used all of it's power when it removed it's limiters.) Grim- Nothing happens. There is no sign of the demon anywhere. You all hear a clicking as a previously locked door at the back of the room swings open.
  9. Earth- You miss. Nexaduro- You accidentily create an earthquake directly underneath you, causing you to fall down. You sprain your ankle. Jen- You remain unconcious. You begin to die of blood loss. Hakon- (That wont work at all. That'd be like saying that a stone golem couldn't punch you because it's magic, since this golem uses mainly physical magic.) The head is well attached, but you create a dent in it. +.2 blunt. Grim- The demon seems to have fled to an unknown location.
  10. Earth- The golem is not straying from it's target. Nexaduro- (I'm classing chronomancy and gravity and other anomolous magics as "Void magic" because I cannot think of anything better. But it needs to be learned through other means first.) The spears make some dents in the golem. You fail to heal Jen. Jen- You fail to heal and fall unconcious. Hakon- You hit the golem, causing some more dents to appear. The golem seems less stable. +.2 marksman.
  11. Earth- It swats you away when you get near it, and it stops healing as soon as it moves. Nexaduro- The golem breaks it as soon as you create it, but you notice some dents which do not seem to regenerate anymore. +.1 geomancy. The golem then begins glowing, but stops moving. Jen- Your rush of water does not phase the golem, but your spear of water creates a large hole in the golems arm. +.2 ice. The golem releases a spear of metal from it's hand, which deflects off the ice wisp and impales Jen through the shoulder, dealing critical damage. The golem then stops glowing. Hakon- You dent the golems groin plate, before backing up and creating another dent with the bolt.
  12. Earth- It does not repeat them. The golem does not respond. You are stuck inside the rock and cannot move at all. Hakon- You drop the magekiller armour and use geomancy to remove Earth from the rock. Something stops you trying to crush it. Jen- You fail to create a maelstrom in pure rock. The sprite fles around the room. Nexaduro- It is the golem. You remove the spikes and ask, but there is no response. You create some minor barriers. There is a large rumbling, and the golem breaks through the 20 feet of rock, eyes blazing red, and repeats what it said previously, in the same grinding tone, albeit not through 20 feet of rock. The voice is almost deafening. "SITUATION HAZARDOUS. LIMITER REMOVAL ACTIVATED" The golem then begins regenerating at a phenominal speed, while not moving. Rocco- You throw a fireball at a tree and burn it. +.2 fire.
  13. Earth- Waaaay to advanced. Hakon- Your attack does little to no damage, due to the golem being about 20 feet inside the floor. And still wearing your magekiller suit. Jen- Maybe attacking isn't it's proficiency? You create a small ice wall, but fail to prepare a healing orb. There is no pit. Nexaduro- You skewer the golem some more, before the noise grates against your ears again. You make out something which sounds like english within the grinding sound. "Situ..... hazard..s.... limiter ....val ..tivated..."
  14. Jen- The feather has no necromantic properties in it at all. You create some ice robes. +.2 ice. The ice wisp does not charge. It is medium strength, and no magic was sacrificed to summon it. Earth- You are currently stuck inside the floor. Hakon- The golem is currently inside the floor. Nexaduro- You create a small tunnel, before spearing the buried golem with several spines of rock. +.2 geomancy. You hear a deafening noise which sounds like a lead coffin being dragged across a brass floor.
  15. Earth- You fail to stall the activation, and the golem grabs you. Hakon- You fail to pull Earth from the golems grip, and then fire three shots, two hitting the shoulder area, and one hitting the head, creating several deep dents. +.2 marksman. Jen- "Bah, I have no time for an infant." Nexaduro- You encase the entire golem, along with Earth, in the floor by accident.
  16. Jen- "Probably not relevent, but I believe you have a malevolent possession. It doesn't seem to have any direct influence, but will probably mess with your knowledge of magic if you die, converting it to something." Nexaduro- You fail to create any acid, and the regeneration cannot be redirected. Earth- You leap into the pit as the golem stirs into activation again. You make a few dents. +.2 axes.
  17. Nexaduro- You heal your leg. +.2 healing. You throw the grenade, which succeeds in stalling the golems reactivation, and then proceed to the surface. Earth- No can do. I've been using this dice since the start of the game. Besides, it's random, using a 'special' dice wont affect it unless it's biased in some way. You jump to your feet. Jen- "I have nothing which can bypass the power of the heart. And all of my other artifacts are mine to keep" The doctor thinks for a moment, before turning to you again. "Have you been hearing voices? If so, since when?"
  18. Jen- "Wont work. The Heart of Glades' power is nigh-absolute. The fact that you have a familiar astounds me utterly." You consult the towers doctor. if you could call him that. "Intresting. Have you been to any strange locations lately? Caves full of arcane mist, the bowels of hell itself, outer planes, perhaps?" Earth- You fail to wake up. Nexaduro- You fail to heal yourself, and succeed in rolling the golem over, off of your leg with aeromancy. You fail to fuse the golem to the ground, and your leg is still broken so you cannot move. (Also, could you try and tone down your posts a bit? Having to roll 1-3 times for everyone else and 4-6 for you is slightly unfair on the others.)
  19. Earth- You run into Nexaduro's wall, knocking you unconcious. Nexaduro- You heal Earth. +.1 healing. You make the golem fall in the pit, and it temporarily deactivates...after falling onto your leg. You are trapped and in agony. +.1 geomancy. Jen- "very powerful necromancy for a start. And no, it wont. If you do have a heart of glades, there is very little that you will be able to control after summoning or binding." The lich then laughs at you. After about 5 minutes, you get another message "Also, you may want to have the lower parts of your psyche checked out, I can sense some strange energy there." You examine the feather, and surmise that it will allow flight. You also surmise that the artifact will not be as effective to you since you were not it's original owner.
  20. Jen- N/A Earth- You fall halfway to the barrier. Nexaduro- I'd appreciate it if you said what you were going to do, since the topic summary doesn't go down too far. You make it to the barrier. The golem starts running towards said barrier.
  21. You know the drill, 3 people then we start.
  22. Seraphi replied to paul191600's topic in Falador Tavern
    Sounds fun.
  23. Seraphi replied to paul191600's topic in Falador Tavern
    Arriving from the south of the zone in one of the many convoys heading there in the hopes of vast wealth, came one man who seemed strange next to the others. With long hair, dressed in a pitch black trenchcoat which extends to cover his mouth, and wearing a set of black gloves and boots, the only skin which is exposed is the face, which seems pale in comparison to other people. Unnatural crimson eyes seem to coldly analyze his surroundings constantly, and any attempts to communicate are shunned unless he feels it necessary, which isn't often. He prefers to stay in the shadows, and will only rarely go out in broad daylight. With unknown motives, mysterious origins, and no name, he is known to call himself "Enigma" on the rare occasions when he does speak to other people.
  24. Pm. You just need to remember that I'm GMT.
  25. Yes. like 45 hours of gameplay in the 3 original campaigns alone, then pretty much another 500 if you download all the good community modules for it. Session should start around 9:00, will last 2-3 hours, but probably 2. Also, you don't entirely know what the golem is made of, I've just dropped hints.

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