Everything posted by Seraphi
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Dungeoneering
Unfortunately Mather, your armour prevents you from using any magic at all. They can still hit you with swords and such.
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Dungeoneering
You might say that.
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The Hegemony (12th Feb = 2018, Part 2)
Okay guys, I have some pretty big news. A friend of mine (Who is pretty good at coding) took an interest to the hegemony after me and Icu talked about it in school, and he decided that he wanted to make it into a true game. It's based on Google Maps, and buildings and such will likely be made in sketchup. I'll get more information when I can, and I'll try to pester him into signing up to TIF, so he can post stuff himself.
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Dungeoneering
Okay, this is the real last roll. It's Friday tommorow, so longer session. Umbra- The fragment looks like that of a sword, and the blood is jut blood. There is a faint trail of it. You see a figure in the distance. Kemios- You shatter the armour of the right leg and left arm. There are a multitude of vines flailing around now. Jen- You melt the ice and heal your hand. +.1 healing. The golem is near New Exile. Grim- You're awake and your arm is there. Igos- I edited the last post. You just need to give me some time to do the ones I miss while I'm typing the previous ones.
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Dungeoneering
Lassst Rollllll Umbra- There is a sharp metal fragment on the ground. There is a pool of blood next to it. Grim- ...You fail again. (Sorry, you've had 6 consecutive 8 or lower rolls now.) Jen- You create some shoddy bear traps. You place them in the forest, but get your hand caught in one by accident. Other than that, you succeed. +.2 ice. Igos- You inflict a glancing blow which does no real damage. Archarnis succeeds, and Grim wakes up and his arm is regenerated.
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Dungeoneering
Umbra- There is no life or anything of note. It is just bare buildings and rock formations, seemingly stretching on for eternity. At least, that's how it seems without the trees. You see a glint in the distance, but you have no idea what it is. Grim- You fail. Again. Igos/Archarnis- You blast the left leg, dealing some damage. +.1 pyro. Archarnis brings Grim out of his coma, but he is still unconcious. Jen- You get some random books on random topics. You read one of them. +.2 intelligence.
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Dungeoneering
Umbra- You find nothing. What would normally be halls littered with various magical trinkets are instead empty, lifeless corridors. Archarnis- You deal some minor damage. +.1 solarmancy. Grim- You fail. Kemios- You deafen yourself by accident.
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Dungeoneering
Jen- You never lost the knowledge. It doesn't work like that. Umbra- The cloak is gone. Grim- You fail to awaken. Kemios- You break the armour off of the golems left leg. +.2 sound.
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Dungeoneering
Umbra- You are in the Ivory Tower. The same, familiar glow abounds this place. There is a crackle of energy as the rift closes behind you. Kemios- You succeed, but you fail to penetrate the golems armour. Grim- You fail to awaken.
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Dungeoneering
Umbra- You manage to retain your sanity. You walk through the rift and appear in the Dusk. Igos- You break the armour off of the golems right arm. Vines start flailing around wildly. +.2 pyro. Archarnis fails to deal any damage. Grim- The pain is agonizing, and you fall into unconciousness while trying. (For the record, it is possible, just difficult.)
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Dungeoneering
Kemios- You turn a tree into rubidium. It quickly explodes and sends you a few dozen metres through the air. Grim- You succeed in getting far away from the area. You fail to heal your arm, accidentily sealing the wound. It will be difficult to reform your arm now. Umbra- The room has a dim glow. It seems to distort your senses, because you are suddenly overcome by a feeling of unimaginable horror and distress. There appears to be a rift in the centre of the room, hanging in the air. There is an ethereal mist seeping out of it, and inside you can see a different reality. It appears to be a portal to the Dusk.
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Dungeoneering
Umbra- You go into the tower. There are no mages, and the aura is the same of that in the Dusk. The abyssal silence, and the feeling of utter despair. The tower appears to have a dim light cast on it, much like that in the dusk. Grim- You are too weak to cast any magic. You teleport a short distance away and the golem seems to have lost track of you.
- Dungeoneering
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Dungeoneering
Umbra- All of your magic is immediately drawn into the window, where it inverts as soon as it hits the black light coming from the window. I'm going to take a break while I wait for more people.
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Dungeoneering
Umbra- The cloak flashes, and seems to dissappear into the aether. The mages stop focusing, and seem to calm down, when suddenly there is a flash of black light. The last thing you see is the head mage force pushing you out of the window. You wake up surrounded by some shattered glass on the grass outside. There is a strange light coming from the window above you. Kemios- You fail.
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Dungeoneering
Umbra- The mages gather in the array, and begin slowly speaking in tongues you've never heard before. The cloak raises from the ground, and after a while, starts flickering and distorting. You don't think a shield will do any good against what is about to happen. Hakon- You see darkness.
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Dungeoneering
Umbra- The head mage instructs another mage to draw an array around the cloak, while he points to some other mages and tells them to take their position in the array. He then tells you to stand back. Hakon- You find a cave.
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Dungeoneering
Umbra- The head mage sighs but seems to show no sign of protest. He tells some of the mages to take the mage away, but be careful not to touch the cloak. Hakon- You find more nothing.
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Dungeoneering
Umbra- The head mage tells you that the area just became far too dangerous for you to be in, and tells you to run if you value your health. Hakon- You look back at the cave, but you can't see much due to the vast amounts of heat haze and smog which have suddenly appeared. You can see a humanoid figure in the distance. It is standing still, and you can't really see it, but you can sense it is watching you. You get farther away and find nothing nearby.
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Dungeoneering
Vera- Near New Exile. You find the footprints of the golem, and some smashed trees (I can't continue the fight unless everyone is online. Unless you feel like trying to solo (Certain Death).) Hakon- You get about 200 metres away from the cave, when suddenly there is a large explosion, which knocks you a few feet forward, followed by the area rising in temperature by quite an amount. Umbra- The head mage yells at you to leave the cloak and mage, and get out.
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Dungeoneering
Hakon- It's a behemoth created from heat which has a body surface temperature close to that of the sun. It finds a crystal in one of the piles of rubble, and absorbs the energy from it. The aura of heat around it seems to grow more intense. Umbra- You arrive at the Ivory Tower. Upon seeing the man, but more importantly, the cloak, the head mage stares for a few minutes, demands to know where you got it and tells you to drop both the man and the cloak immediately. Vera- Kay. Most people are trying to kill an ancient behemoth golem, Hakon is fighting a flame golem which is on the verge of become a fire spirit, and Umbra is wandering around with an ethereal cloak and a comatose mage.
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Dungeoneering
Hakon- The bolt melts when it hits the golem. It doesn't notice you, it is too busy searching through the piles of rubble. Umbra- You arrive at the Ivory Tower. Upon seeing the man, but more importantly, the cloak, the head mage stares for a few minutes, demands to know where you got it and tells you to drop both the man and the cloak immediately.
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Dungeoneering
Umbra- Just a set time. 5 minutes.
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Dungeoneering
Right. You may begin.
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Dungeoneering
Okay, as soon as three people are here, I'll be going.