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Nexaduro

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Everything posted by Nexaduro

  1. Gotta go for dinner. I impale anything trying to attack us with spikes of stone from the ground, ok Ross? I defend the villagers with my life.
  2. "I apologize for the collapse of the bar, it was brought about by a cruel sorceress who even now lies in wait to kill you and use your bones for her horrid spells! We can defeat her, but only if we work together! If you run, her foul beasts shall kill you one by one. But together we can stand and survive!"
  3. Hmmm, I wonder how you figured that out. Well, I'll just wait on the road until they leave. :P ------ Earth and Poseidon, perfect oppertunity for some experience here. :D The players have telepathic links, remember? =b
  4. CHANGING ACTION Nexaduro allows the building to collapse once everyone is out, and runs forward, telling people to stay back, as there is great danger coming, and having his golems come to the front of the crowd with him.
  5. I focus on filling in the cracks and air bubbles, then create pillars of stone as an impromptu means to hold the roof up.
  6. If Atlantis has any people living there, sure!
  7. I immediately reinforce the structure of the Inn, and refill the mineshaft. I then create a mineshaft going directly forwards from the back of the room at a very slight slope, with thick pillars to reinforce it. I use aeromancy to make sure that the air flows despite depth and Light Magic to make sure the miners can find their way. I go back into the main room and tell everyone not to panic, and that the situation is under control.
  8. I say that I'm offering free drink (and accomodations when they become available), along with good pay for mining work. I also say that I need somewhere to buy beds for my workers and patrons from. I then go past the door at the end of the hallway behind the bar and create a spiraling mineshaft (not just a sheer drop, since that would be dangerous) for use by my miners. I use aeromancy to make sure that the air flows despite depth and Light Magic to make sure the miners can find their way. Earthsage, you can work as bartender. You'll get whatever doesn't go to my miners when bartending, and I will pay for food and drink you make (no transmog... alchemy for drink, and hunt for the food). Ross, I only intend to get money from my bar while I'm bartending. What I want is for people to mine for me, so that I can recieve metal upon occasion without spending all of my actions mining. EDIT: Earthsage will be paid for food and drink out of my bars profits. I also ask if anyone would like to be bartender when I'm gone and Earthsage isn't here.
  9. Meh, why not Earth? Nexaduro asks the crowd if any of them need work, and if they know where to buy furniture for the Inn's rooms. He also tells them to be wary on the roads, because there have been rumors of kidnappings.
  10. Nexaduro addresses his customers: "I apologize, friends, for the mention of a 'life drain' on the sign you no doubt noticed. I did not intend for it to be there, it was a trick played by a rival of mine. Please, feel free to write down your orders, and I will be right with you." Nexaduro then leaves the tavern and removes the part of the sign mentioning a life drain. He then goes back to the bar. He takes orders, and then brings out the bottles of wine. He once again addresses the crowd: "Here we are. Currently we have no food in stock, though we will soon. Anyone who would prefer to go home without being drunk can simply ask for magical healing, free of charge!"
  11. Species Name: Dusavi'daek Tribal Name: Tro'dak'ael Adult Population: 500 Child Population: 0 Religion Name of God: Adakkar Attribute of God (God of ...): Flux Yearly Favor: 250 Total Favor: 1000 Holy Shrines: 0 Temples: 0 Monks: 0 Government Style: Theocratic Creative Despotism Annual Food Production: 500 Annual Food Consumption: 500 Housing: Fine Armed Forces Total Army Size: (Below is various numbers of each kind of soldier) Ok, so what you said earlier is what I have, right? I have all the Daeka form webbed feet to avoid sinking in the wet ground and assist in swimming, as well as making their bones hollow to make them lighter, though slightly weaker. I have 200 Daeka form bone hooks to easily swing between trees, and send them out hunting for any unintelligent life. Any species they make contact with who seem to be intelligent, they approach cautiously and greet. 200 more Daeka form a second set of smaller, more precise arms to tend crops, and these are sent out to find appropriate plants to cultivate as a food source. The last 100 form bone cutters on their forearms to cut wood, with which they begin cutting wood and making open platforms in the trees.
  12. The Daeka travel towards the mists of the south, chanting praise to Adakkar and asking him for guidance. Eh, how does my species reproduce? Like, extra bodymass gained from eating can be formed into a juvenile of the species?
  13. The species name is Dusavi'daek. They are called the Daeka, not the Dusavi.
  14. Species Name: Dusavi'daek Tribal Name: Tro'dak'ael Species Adjective: Daeka Species Description: Large (approx. twelve feet tall when fully grown), humanoid, highly variable appearance, omnivorous. Fairly intelligent, generally peaceful, not currently skilled with complicated tools or most weaponry. Starting Advantage: Ability to spontaneously alter, generate, and regenerate bone, skin, and muscle mass. Religion: Devout worship of the God Adakkar, God of Flux. Tribal Government: Controlled by the strongest individual, judged by skill, creativity, and and prowess in altering their form. Is this correct, and not too OP? It doesn't seem as bad as the Scathe, at least.
  15. Somewhere over the rainbow, where modding isn't necessary.
  16. Not gonna happen. Not for long at least. And Kemios, mind if I try studying the remains of the golem? I wanna see how it works. Oh, and I want one of those clockwork golems. I wonder if they still need life crystals? Jen, you could just hire local bandits and vagabonds... I still wouldn't be happy, but such a thing would probably work without major snags.
  17. You don't understand. ANYONE going misssing will be seen as suspicious, and I don't want trouble.
  18. Ares/Karl - The Archives has a low ceiling, and is faily wide. It is crowded with bookshelves, which make it impossible to tell how far the room extends. Jen - You fail to heal yourself, but retrieve a healing potion from the Supply room. You try to practice shooting from horseback, but fail. You go into the Archives. Hakon - The room is small and closet-like. You find a suit of heavy chainmail farther back, which you put on. You put your light chainmail back in the Armoury. I'm gonna go eat lunch. See ya later!
  19. Earthsage, if you start abducting travelers you can't be my bartender. Sorry. But I can still help you with stuff. I just want to make sure I keep my customers.
  20. Jen - You heal your forehead, barely making it to the moat before you trip. You fall into the moat, but stand back up and continue towards the Bunker. Hakon - You get up and run back into the statue room, but don't see anything out of the ordinary. Grim - Your first spell fizzles, and the second scorches the grass next to Jen's head by mistake. You cross the moat, and fire 3 bolts of light in rapid succession. 1 misses, but 2 slam into the closest Revenant and it falls, shrieking, onto the grass. +0.1 Light Magic Earth - You grab Jen and toss her into the Bunker. You realize that 2 of the Revenants are still alive, and fire 2 arrows, which pierce the necks of the Revenants and kill them. +0.5 Archery. Ares - You begin walking towars the exit of the Bunker, and notice on the way that the door to the Archives is open.
  21. Karl - You see Jen nearly unconscious outside the moat of the Bunker with her forehead bleeding and 3 Revenants slowly limping towards her. You determine nothing about the properties of the gem. (Every time someone has tried to examine something so far they've rolled a 1. Seriously, it's kinda scary.) Jen - You manage to partially wake up, and begin crawling towards the Bunker. You don't think you'll make it without assistance. Hakon - You open the door, and are immediately knocked over as a figure lunges out of the room on the other side. You look up, and catch a glimpse of a blur flying out the doorway. Earthsage - You see Jen semi-conscious and crawling towards the Bunker.
  22. Let's have Jen go there. Grim, would it be possible for you to turn her mountain into a volcano? :rolleyes:
  23. It's day, Grim. Jen - You leave the bunker and mount your horse, but are immediately spotted by several Revenants holding cudgels. You try to fire an arrow at them, but miss. One of the Revenants catches the arrow, and tosses it back at you with unerring accuracy. It hits your forehead and knocks you, bleeding and unconscious, off your horse. Karl - You try to open the door, but it seems locked. Hakon - You wake up and start plucking the darts out of your body, and as you stand you step on a tile which sinks into the floor, and you hear a click from across the room. As you turn, you see a door that you're fairly sure wasn't there before.
  24. Page 695. All three of Ross's posts to Grim involve the village.
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