Everything posted by Seraphi
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The Hegemony (12th Feb = 2018, Part 2)
War would not help either side, and your main ally, Japan, would likely not want another war so soon after taking terrible losses, and almost losing indonesia in a recent one. Also, that seems pretty simple and easy to do, so alright.
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The Hegemony (12th Feb = 2018, Part 2)
But 100 tonnes in a 5 tonne casing seems a little OP to me. Australia begs to differ. As far as I recall, Switzerland merely asked for the COSS to be deorbited, and responded with some empty threats. There is no evidence that Switzerland did it, and, as they say "Innocent until proven guilty"
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The Hegemony (12th Feb = 2018, Part 2)
Australia wonders why Scandinavia is rambling when there is currently no proof that Switzerland deorbited the COSS. Australia will back Switzerland up if Scandinavia's ramblings are followed by violence. Also, Mather, 100 tonnes of C4 is still only equal to 134 tonnes of TNT, and would still cost way too much. I also question your ability to squish 100 tonnes of C4 into a 5 tonne warhead.
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Dungeoneering
Well, those were basically animated statues. Golems tend to vary a lot in power, but metal ones are generally very strong.
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Dungeoneering
Okay okay okay, normally I'd be mean and stay silent, but that golem is basically invincible. You kind of pulled a surprise on me when you attacked it, since I never thought you would. Why I thought that, I have no idea. It will still be docile if you back down now, but yeah. Tommorows session will be a shorter one, probably 2-2:30 hours. Then I'm going to take 1-2 days break, and see if Archi would mind doing it.
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Dungeoneering
This is the last roll. Umbra- There is nowhere for the explosion to go, so the dark energy stays compact. Earth- You arrive at a room full of bones. You note Jen and Grim in the corner. Rocco- (You actually listened to Icu, the person who has died more than everyone else combined :huh: ) The Iron golem crushes the goblins with a single blow of it's sword. "I trust you know what you face?" The exit closes. Your water spell hits it and does very little damage. +.1 water.
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Dungeoneering
Umbra- You compress the darkness, but the cube can be compressed no farther. Rocco- The iron golem slams his sword into the ground. "Only three bars." You note down the location of the forge. Jen- You prepare a charge. (Nope, too much hassle. You have 14.9, by the way.) Earth- You summon another skeleton, and feel that you are at the maximum number of minions you can get. +.1 necromancy.
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Dungeoneering
Earth- Ever seen a lance? They're like 8-10 feet long. You hack one of the zombies to pieces using the axe. +.1 axes. The rest attempt to attack you, dealing some minor damage. Umbra- You do so. +.1 dark. Jen- You shatter all of the skeletons (20'd). +.5 ice magic. Grim- You do nothing due to the above. Rocco- You find a dusty old tome, the words cannot be read, but you not a diagram which shows materials being placed into the flames and then a lever being hit to make the skulls mouth close, before placing a bar mould next to a pipe at the side. The following materials are scattered around the room: Mystril, Steel, Einherjarium, Gold, Silver, Orichalcum, as well as an unknown red metal, and a metal which appears to glow in a cyan shade.
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Dungeoneering
Earth- The shambling mass notices you, and begins walking towards you. The archer does some minor damage, before you run up and attempt to dual wield an axe and a lance, which fails, and you fall over. The other skeletons kill some of the undead. Umbra- You come across a gelatinous cube, which seems odd considering there are no hallways around. Jen- The water wave washes them back, but does nothing else. You fail to create a sheet of ice. Grim- You blast one of the skeletons, killing it. +.1 fire. Rocco- There are all kinds of different metals and materials. The forge seems cold at first, but when you get near it your entire body begins to numb.
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Dungeoneering
Earth- Screwed up too much. You find a group of stray zombies. Umbra- You find nothing. Rocco- All around you are devices of unknown capability. On the far side of the room is what looks to be a forge in the shape of a skull, with fire of a strange, purple hue. There are crates scattered around the room as well. Grim- They are skeletons. You fail to cast anything. Jen- You use a gust of wind, but the skeletons seem unwavered by it. You launch ice shards which deal damage to the skeletons. You already used the charge on the Wight I think.
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Dungeoneering
Jen- You heal the burn, and the room thaws out. The skeletons start running at you, and you strike a few of them with ice, dealing some damage and killing one of the 13. +.1 ice magic. Earth- Where? Rocco- The iron golem remains silent for a few moments as if contemplating, before lifting it's sword, placing it's hands and sword on it's chest, and then deactivating. Umbra- "Not really." Hakon- You are hit by a bolt of lightning and knocked out. You wake up some time later, feeling slightly better at electric magic. +.5. Grim- You seal the ceiling temporarily. You kill 4 skeletons with fire magic, +.3.
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Dungeoneering
Umbra- You arrive at Exile to see that it has pretty much become a ghost town, with most of the population left to join Ikana, and the rest gone on their own journey. You go to the Ivory Tower. Earth- You animate another skeleton. +.2 necromancy. Rocco- "Exploration. Not a valid purpose. State your purpose." Jen- You freeze the entire room for a few minutes. Suddenly, a blob of poiling tar falls from the ceiling and hits you on the shoulder, burning you. Hakon- The thundercloud begins to concentrate it's form, before striking the armour repeatedly with lightning. You turn away because it is almost blinding, and when you turn back, there appears to be a manifestation of thunder in the armour, and the cloud is gone. "Your task is cleared, you may go." Grim- You shatter some of the skeletons before realising that boiling tar is falling from the ceiling. It hits and burns you.
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Dungeoneering
Earth- You heal your hand to full function. You'll have to find some way of checking. Rocco- "You may be a ruler, but this forge has no master. They have long since left this plane. State your true purpose." Hakon- "Servitude? Task accepted." Grim- You go through the door into a corridor. In a room on the other side are some skeletons which do not appear to have noticed you. You see no visible traps.
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Dungeoneering
Earth- You shoddily heal your hand. You create a rough bow and some arrows. +.2 fletching. Umbra- Dark is 9.5, shadow is 10.4. Will take 10 minutes. Grim- You fail several times. You break your pickaxe. Rocco- You attempt to walk into the room, but a large sword slams down in front of you. You look to the side, and there is a huge iron golem there. "Who disturbs this infernal foundry?" Hakon- "Location confirmed. No memory."
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Dungeoneering
Rocco- As you pull the switch, the door slides open to reveal a huge room full of strange machinery, which apparently only became active when you pulled the switch. The noise is incredibly loud. Umbra- You obtain 12 bloodstained badges, as well as 360 gold pieces. You return and the master asks you if you have proof of demise, and you hand him the badges. "It took you long enough. You may have some free time while I think up another task for you. The device attached to you will allow me to contact you at any time, remember." Earth- You give the swords to the skeletons. While you fletch, you get splinters and cannot continue. Grim- The door resists all your efforts to open it.
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Dungeoneering
Umbra- The elementals explode, killing two more of the group, and caladburn finishes the others off. Grim- Your attempts do not seem to yield any progress. Rocco- After another long corridor, you come to a large, decorative door, with a switch to one side. Earth- You'll have to find out. You get some more logs. You create some swords for the skeletons. +.2 smithing.
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Dungeoneering
Earth- You mine a nugget of Einherjarium. +.4 mining. Rocco- The door seems to react to the goblin approaching and slides open. Umbra- (You don't understand, fleeing shows your back to the enemy, you'd actually take less damage from standing and fighting most of the time.) You get shot in the back with an arrow, while the elementals attack and kill another of the group. You kill one more with Caladburn. +.1 swordsmanship.
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Dungeoneering
Umbra- Sniping them with what? The elementals kill another person, but the group has now reached you, and begins to attack. You take some moderate damage. Earth- You mine some clay. Rocco- You hop onto the platform as it begins to descend. After a while, you note that it has got significantly warmer. You look down and note a mesh floor below you, which is above a pool of lava. There is a door on one side of the wall. The platform stops in line with the mesh flooring, with a bang.
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Dungeoneering
Earth- You mine some iron. +.2 mining. Umbra- You knock all of them back, and two of them die from their wounds. +.3 swordsmanship. The elementals are pretty useless this round. Rocco- As the goblin pulls the switch, an ancient mechanism whirrs into life, and the platform begins to slowly descend.
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Dungeoneering
Earth- It's a different dungeon. +.1 necromancy xp. You fail to mine anything. Umbra- There are 12 in the group. You fail to conceal the area or make the fog thicker (More thicker. What.) The suiciding elemental kills 3 of them, and the other three fail to kill anything, but hold them off for the time being. Rocco- You arrive at the end of the tunnel after a rather long walk. There is a bridge leading to a platform with some kind of switch on it. Around it is what appears to be a sheer drop.
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Dungeoneering
Umbra- You summon an elemental, which gives away your position, and the group starts walking in your direction. Earth- You summon a skeleton, before mining a small ruby. Rocco- There is an incredibly long corridor which appears to lead deep into the bowels of the earth. It is lit with strange orbs of light on the walls. There is a rusted sign partway into the tunnel, but most of the words are unreadable. You make out the words "Foundry, and "Forge" though.
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Dungeoneering
Umbra- You fail the traps, and you summon another elemental. You hear a group of people approaching. Grim- Your magic bounces off the door. Earth- The vibration of the pickaxe hitting the rock damages the skeletons, and they are apparently unable to mine. You cut down a tree.
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Dungeoneering
I'm not rolling for two people, so we'll have to wait for now, sorry.
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Dungeoneering
Earth- Yes, although it's much weaker than most other schools of magic. You fail to cut any wood, and you fail to mine anything. You forge a single pickaxe before running out of iron. You need a relic to progress from demi to lich. Becoming a protolich is not difficult if you have 20 necromancy. Grim- You come to a locked door. Rocco- You come across the entrance to an old tunnel in the forest. Umbra- You fail to create any dark traps. You create a strange fog which will restrict movement, but fail to summon any elementals. +.1 dark.
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Dungeoneering
Umbra- You arrive at the forest and summon two dark elementals. Earth- Yeah, +.2 necromancy. You give the dagger to a skeleton and dismiss everything except the mephit. Grim- You fail to hit the wight. The fireballs do slight damage. Jen- You kill the wight with the ice blast. +.2 ice. Rocco- "Uuuh, I'd recommend doing something which doesn't involve combat until you are more skilled, then fighting real opponents."