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Everything posted by The Wandering Wizard
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Our Archipelago - A Chaotic RP
The Wandering Wizard replied to Channelknight Fadran's topic in Roleplaying
"Hmpff!"- 3518 replies
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- low-quality due to budget cuts
- high fantasy
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(and 2 more)
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"Just a second my good man!" The lump of the something inside of Pythor dissolves and he grows in size becoming four times his size. His scales become hard and his claws lengthen and sharpen. His tail grows a spiked stinger and his fangs drip steaming venom. "Sssssee how sssnake like I can be!" @Shining Silhouette
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The Last Post Wins!!!!!
The Wandering Wizard replied to Vargo Seldon's topic in Forum Games & Random Stuff
Never seen Super Tails yet -
The Last Post Wins!!!!!
The Wandering Wizard replied to Vargo Seldon's topic in Forum Games & Random Stuff
No, Sonic makes good hotdogs The blue blur not the restraunt. -
Insanity Clinic For The Moderately Brandofandonitis Afflicted
The Wandering Wizard replied to Medium's topic in Roleplaying
The Forest Emma awoke alone. Her friend already having turned into a dead tree, a black substance leaking out of it. The same substance that she had noticed leaking out of all the trees before. Emma collapsed, despite having been asleep she had no energy. She had so little left. It was almost time, almost-not she must fi-sleep and rest. Yes that was what she was going to do. Thudding to the earth Emma closed her violet eyes, the darkness begining it's work. Reshaping the fibers of her very being. @InfiniteInsanity @CalanoCorvus "Hmmmm." Wizard's sword vanishes in a puff of golden light. Paws smack on the ground as Wizard paces around Platypus, trying to discern excatly what he should do. He knew that he needed to leave and now. His twin had nearly turned. Her mind was in a state of confusion and the darkness was breaking down the link. Shoving a thought down the line he sent the impression of hold on. Something snapped inside of him a connection. HIS connection to his twin. Emma, stay strong. Stay strong. Pacing had always helped before. Peace however was being elusive. Troubled Wizard sat back on his haunches, thoughts not on Platypus but on what he would have to do. The truth he would never be able to tell. They would have to figure it out on their own soon. So very soon. "Hmmm." @Being of Cacophony -
The Last Post Wins!!!!!
The Wandering Wizard replied to Vargo Seldon's topic in Forum Games & Random Stuff
sonic? -
The Last Post Wins!!!!!
The Wandering Wizard replied to Vargo Seldon's topic in Forum Games & Random Stuff
COUP! COUP! COUP! XOUP! XOUP! XOUP! SOUP! SOUP! SOUP! -
White Iron - The Reaper Corps
The Wandering Wizard replied to Channelknight Fadran's topic in Roleplaying
"We could try big boom. What do you think of that Kaeni?" @Channelknight Fadran- 894 replies
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- nothing makes sense
- mythology
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I have died from making waffles! Good thing Endownment decided to bring me back to make more!
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YES ALL YOU ALL THAT ASKED FOR WAFFLES SHALL GET THEM!
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Therefore you can get drunk on sleep.
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Do you do things and say things you normally wouldn't do when extremely tired but you aren't going to sleep?
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You can be drunk on things other than intoxicating things, like love or sleep.
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:O I must rectify this! It is a very very fun fully cooperative game. In that every in the game plays a different spirit of which in the base game there are eight, extra expansions add a total of 29 extra spirits. But the main goal of the game is to scare the invaders off of your island before they blight it or before they can't be scared anymore. Mainly you do this by adding your presence to the island, creating areas of your power with which to pound the invaders, scare them silly, or to shove them out of your lands. If there are two of your presence in a single land that creates a sacred site, a site of great power and influence. Each turn you will play power cards that affect the invaders, some are fast, meaning they go before the invaders take their turn and others are slow, meaning they go after the invaders and their actions. There are two ways to win and at least three ways to lose. You win when at the end of a turn, meaning everyone has taken their actions, including the invaders, and there are no invaders of the specified type on the fear level left on the board. Or you can win by generating enough fear to scare the invaders all the way back to their home, tails tucked between their legs. The first terror level requires you to remove all invaders from the board, the second terror level only requires all towns and cities to be removed, and the third terror level requires only all cities to be removed. And the last terror level means the invaders peed their pants all the way home, utterly terrified of your power over them. You can lose by having all of a spirit's presence destroyed by blight or other effects. You can lose if the invader deck ever runs out of cards and you can lose if all the blight on the blight card is ever all gone. I could explain soooooooo much more, but I'll leave you with the basics for now. Oh yeah, it does come with a kinda steep learning curve, like most board games it will take you longer the first time you play it, but it will go so much quicker the next time. I can do it with just my dad in usually an hour to two hours. Because the more people there are, the longer it tends to take, kinda. But also not, because everyone takes their turns at the same time and then you go til you've done everything and then you start again. It is only four people, but if you like it, you can get Jagged Earth and get up to six people. Jagged earth does come with a lot of extra stuff, mostly helpful stuff that will help you win, but also things to make it more difficult and ten more spirits. I should also put that each spirit is unique and has it's own play style because most spirits have four unique power cards that they start with, some do have more, but those are all in expansions Also that is a great poem!