Everything posted by Grim_
-
Reanimated
Mather- You travel for a time and find yourself in a clearing with a leaning tower.
- Reanimated
- Reanimated
-
Manifest Destiny
My main gripe is the poisoning of my people by your rotting of the streams. If I can create a filter I will have no problem.
-
Reanimated
Okay 10 minutes and if 2025 is still not on then I will start.
-
Manifest Destiny
(Could have sworn that it was a permanant alteration...) Anyways I will probably either A create a breach (The elementals would be ideal for this) and slowly move through it. Or B use the juggernaughts to lay waste to your armies.
-
Manifest Destiny
(I decided not to have tails.) Nah I was actually hoping to use certain weapons to create a breach. Either that or get a reeeeally big hammer. Wanna go traditional trash talking? Your mommas so...... RARGHHH!! GRIM SMASH GRIM DESTROY!
-
Reanimated
If 2025 is not on I will mod this.
-
Manifest Destiny
That is why I am making a move to kick you out of there. (You have some weaknesses and 10 warrior high priests will lay waste to the scathe that you have)
-
Manifest Destiny
You know... if you were to convert to my god earth you would have a far more powerful god than before...
-
Dungeoneering
Grim attempts to heat himself with fire magic before following the lights.
-
Dungeoneering
Grim checks for traps as he goes off to the exit. (I have a bad feeling about this :D )
-
Dungeoneering
Grim examines the room and looks for a way out/anything out of the ordinary.
-
Manifest Destiny
*Sigh* Rakes and mallets are created (to deal with the scathe) and cavalry are armed. A force of 5 high priests the juggernaught the hero 200 cavalry and 300 anti scathe units as well as 100 archers are sent up into the mountains. Purification steps are taken for drinking water and filters are created out of light to filter out the toxin in the rivers. A juggernaught is created that is impervious to infection and can shoot out a wide area laser attack. 20 more high priests are trained as well.
-
Dungeoneering
Grim attempts to teleport on again. If that fails he melts a hole around himself.
-
Creative Genetics
The most interesting part of genetics for me is the betterment of the human race (ie the weeding out of all harmful genetic disorders [not just through natural selection either]). Well that and the whole "super crops" and things like that.
-
Reanimated
(Last post) Paul- you come to a cave which has groups of corpses littered around it. Obviously there has been a great battle and upon closer examination certain corpses exhibit bite wounds as well.
-
Reanimated
Kemios- You wander into the unmarked door and see a group of stone constructs. (gotta go for a bit sorry)
-
Reanimated
Paul- It appears that they have marks that denote a powerful curse upon them.They tell you that they have been attacked by a powerful necromancer that they have greatly weakened. They then give you the location of the necromancer. As a troll comes up to investigate they casually blow it's head off with a blast of burning light.
-
Reanimated
Paul- You go out of the bunker and go off towards what you percieve to be the great wall. On the way you find a group of very weakened knights.
-
Reanimated
Paul- The gem amplifies force delivered if attached to a weapon. Kemios- you kill the walking dead suprisingly for loot you find 25 gold coins.
-
Reanimated
Paul- you find a dart trap on the chest and disable it +.2 trap checking and open the chest finding a strange gem.
-
Reanimated
Paul- you find a chest. (the special item could be any type of advantage you choose as a starting advantage) The Bunker has three marked doors. One for archives One for supplies and one for an armory as well as your own personal room.
-
Reanimated
(ah sorry) Pie- You do moderate damage to the corpse. +.1 flail skill. The corpse does very light damage to you in a counterattack.
-
Reanimated
Paul- you don't really find anything. (I keep track of the stats on a word document)