Everything posted by Ithillian Turambar
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GAME OVER - Among Us Mafia Game - Mafia wins!
Derp.
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Well we shall look for signs of the dream dude Story: As the rising sun paints the horizon in hues of molten gold, you rise from your bedroll, still feeling the echoes of the dream. That shifting figure—part flame, part mist—felt real, as if it had been watching… guiding. You walk the edge of your campsite, eyes scanning the soot-covered earth. At first, nothing stands out. But then you see it—a spiral of glassy black stone, formed as if intense heat fused the ground in a deliberate pattern. At its center lies a single shimmering droplet of water, untouched by dust or ash. You reach down. The droplet vanishes as your finger nears it, but you feel something rush into your core—a pulse of insight. You now know the framework for a future dual-element spell: Scalding Veil A protective cloak of mist and heat that repels physical attacks and damages melee attackers over time. Though the spell is not ready yet, the concept is locked into your spirit, waiting to be shaped as your Fire and Water grow stronger together. Updated Stats: HP: 25 / 25 EP: 15 / 15 Elemental Strengths: Air: 1 Water: 12 Fire: 5 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Passive: Purifying Pulse – usable once per day) Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) [Scalding Veil] (Concept unlocked – Requires Fire 6 / Water 13 to activate) Outcome of the Choice: You discovered a magical sign left behind by the figure in your dream and unlocked the concept for a future dual-element spell: Scalding Veil. Next Choices: Enter the Ashen Spire to begin the Fire Trial. Focus your magic to try forging Scalding Veil early. Explore the volcanic terrain for more signs or challenges. Cast Aqua Surge to clear the path ahead through the hot terrain. Draw the spiral into your journal and record the experience.
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Day 1 - Hamilton Mafia - Only players to post please
A little less than 2 days till Deadline
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Day 1 - Hamilton Mafia - Only players to post please
Official Vote Count DARTHE - 1 (Turin) TURIN - 2 (Darthe, Cass) CASS - 1 (Seph) Not Voting: Gudrean, Hallia, Key, Verbal, Zander, Dice, DPR 6 votes required for a Majority. This is a Hybrid Hammer/Deadline Game Day 1 is longer and ends 10PM BST (British Summer Time) on Friday 4th April Day 1 Timer https://stagetimer.io/r/UVDHPDFH/
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There's an awful lot of drive by voting occurring lol
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We must be exhausted so it's a good idea to sleep Story: You stretch out your bedroll and settle beside the now-gentle campfire, the steam from your earlier meditation still faint in the air. The warmth of fire keeps the chill of night at bay, while the calm of water lulls your mind into serenity. You drift into sleep beneath a sky filled with drifting cinders and distant stars. Your dreams are vivid. You walk through a volcanic field of glowing glass and black ash, yet water flows freely across the cracked ground. A figure—shifting between flame and mist—beckons you forward. Before you can follow, the dream fades. When you awaken, the fire is out—but your body feels fully restored and your magical core burns brightly with harmony. Updated Stats (After Long Rest): HP: 25 / 25 (Fully restored) EP: 15 / 15 (Fully restored) Elemental Strengths: Air: 1 Water: 12 Fire: 5 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Passive: Purifying Pulse – usable once per day) Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Outcome of the Choice: You slept peacefully and experienced a symbolic dream. Your HP and EP have been fully restored, and you awaken ready to face the Trial of Fire. Next Choices: Enter the Ashen Spire to begin the Fire Trial. Attempt to form a new dual-element spell based on your dream. Explore the volcanic fields nearby before entering the spire. Look for signs of the dream-figure in the waking world. Leave a protective rune at your camp before moving on.
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Day 1 - Hamilton Mafia - Only players to post please
I just had to Google them. I figure I should probably know, for when I actually get to play. I hope you are all busy thinking up ideas for when you Mod a game lol
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We're gonna try a combo Story: You sit cross-legged beside the fading fire, placing one hand over your heart—where the flame of Fire burns—and the other over your stomach, where the tide of Water rests. Opposing forces, yet both part of you now. Closing your eyes, you begin to breathe in rhythm: inhale heat, exhale calm. Slowly, deliberately, you draw on both elements—not to cast a spell, but to see if they can coexist within the same current. At first, they resist—steam rises from your skin as the two energies collide. But then… something shifts. You don’t force them together. You guide them. And they begin to swirl—not canceling one another, but dancing, balancing. A quiet power settles over you. You feel a new understanding take root: the foundation for combining opposing elemental forces has been laid. Updated Stats: HP: 25 / 25 EP: 12 / 15 Elemental Strengths: Air: 1 Water: 12 Fire: 5 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Passive: Purifying Pulse – usable once per day) Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Outcome of the Choice: You began harmonizing Water and Fire within yourself. Your Fire strength increased to Level 5, and you unlocked the potential for future dual-element spells. Next Choices: Rest for the night, letting the elemental harmony settle. Approach the Ashen Spire and begin the Fire Trial at dawn. Attempt to craft a dual-element spell with Fire and Water. Scout the forest for any signs of fire-water anomalies. Use your Orb’s Purifying Pulse near the ember trees to test its reach.
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Day 1 - Hamilton Mafia - Only players to post please
Official Vote Count DARTHE - 1 (Turin) TURIN - 2 (Darthe, Cass) CASS - 1 (Seph) Not Voting: Gudrean, Hallia, Key, Verbal, Zander, Dice, DPR 6 votes required for a Majority. This is a Hybrid Hammer/Deadline Game Day 1 is longer and ends 10PM BST (British Summer Time) on Friday 4th April Day 1 Timer https://stagetimer.io/r/UVDHPDFH/
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Turn
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Let's find out! Story: As the campfire dims, you cradle the Orb of Purity and examine its surface. The smooth crystal feels warmer than usual, pulsing gently as if echoing the spirit of the battle just fought. The orb, usually quiet and tranquil, now glows with a soft ember-like hue. You close your eyes and focus on it, channeling a trickle of Spirit and Fire. The orb responds—opening a hidden memory within its core: the memory of restraint. In that moment, you understand—the Orb is evolving. The Orb of Purity has awakened a passive ability: Purifying Pulse – Once per day, the Orb can calm or weaken a group of hostile elemental creatures, reducing aggression or magical resistance. Does not affect non-elemental enemies. It hums once, then returns to its normal glow. You feel a sense of quiet approval settle in the night air. Updated Stats: HP: 25 / 25 EP: 12 / 15 Elemental Strengths: Air: 1 Water: 12 Fire: 4 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity (Now includes Purifying Pulse – usable once per day) Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Outcome of the Choice: Your bond with the Orb of Purity has deepened. It now holds a passive ability that may turn the tide in future elemental encounters. Next Choices: Sleep and fully recover before entering the Ashen Spire at dawn. Scout the Emberlit Forest for clues or hidden elemental paths. Write the new Orb ability in your notes to remember its use. Approach the Ashen Spire immediately, feeling ready. Try combining water and fire through meditation before rest.
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We use the Orb Story (Battle): You step forward, lifting the Orb of Purity in one hand. Its gentle white glow intensifies as you channel your Spirit into it. Rather than strike, you focus on calming the fiery rage that fuels the remaining serpents. A soft pulse ripples through the clearing, washing over the wounded creatures like moonlight through smoke. The Orb hums as it resonates with your intent—not to destroy, but to restore balance. The wounded serpents stop writhing. Their molten glow dims, and they slowly back away into the shadows of the Emberlit Forest, their aggression soothed, their fire tamed—if only temporarily. The battle ends without further bloodshed. Battle Result: Ash Serpent B: Retreats peacefully Ash Serpent 😄 Retreats peacefully The Orb of Purity subdued the remaining foes without additional combat. Updated Stats (Post-Battle): HP: 25 / 25 EP: 12 / 15 Elemental Strengths: Air: 1 Water: 12 Fire: 4 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Outcome of the Choice: You used the Orb of Purity to end the battle without unnecessary violence. The fire-aligned spirits now recognize your presence—and your restraint. Next Choices: Sleep and recover fully before entering the Ashen Spire at dawn. Search the forest where the serpents came from for relics or signs. Inspect the Orb of Purity, which glows faintly with residual power. Approach the Ashen Spire now, emboldened by victory. Write about the battle in your journal to record its lesson.
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Word association
Balloon Also OMG the 7th Guest. I had that back in the day. Cheese louise it took forever to load up and I was so spooked out by it
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Day 1 - Hamilton Mafia - Only players to post please
Official Vote Count DARTHE - 1 (Turin) TURIN - 2 (Darthe, Cass) CASS - 1 (Seph) Not Voting: Gudrean, Hallia, Key, Verbal, Zander, Dice, DPR 6 votes required for a Majority. This is a Hybrid Hammer/Deadline Game Day 1 is longer and ends 10PM BST (British Summer Time) on Friday 4th April Day 1 Timer https://stagetimer.io/r/UVDHPDFH/
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Day 1 - Hamilton Mafia - Only players to post please
Yours was black. Like your flag 🖤
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Day 1 - Hamilton Mafia - Only players to post please
Official Vote Count DARTHE - 2 (Turin, DPR) TURIN - 2 (Darthe, Cass) CASS - 1 (Seph) Not Voting: Gudrean, Hallia, Key, Verbal, Zander, Dice 6 votes required for a Majority. This is a Hybrid Hammer/Deadline Game Day 1 is longer and ends 10PM BST (British Summer Time) on Friday 4th April Day 1 Timer https://stagetimer.io/r/UVDHPDFH/
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Day 1 - Hamilton Mafia - Only players to post please
Hey @seph don't forget to Bold your votes. You gotta click both buttons. It makes it easier for me to spot votes while I'm reading through all of this 🙂 I'm gonna accept it this one time cos it was red.
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Welcome back @Donchadh btw. Good trip? You must be used to snakes and serpents lol
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Visitor
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That big spell costs a lot of points now. Just as well we upped our numbers.
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Day 1 - Hamilton Mafia - Only players to post please
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We fight! Story (Battle): You lift your hand and call forth your strongest magic. The air thickens, and from your core, Aqua Surge erupts in a wide burst of glowing water. The mist glows with spirit energy as it rushes outward in all directions. The Ash Serpents screech as the surge slams into them—steam hissing violently from their molten skin. One is thrown back into a smoldering tree stump, curling into a faint shimmer before vanishing in a puff of ash. The second writhes and slithers away, wounded but still active. The third shrieks in pain, its magma veins flickering dimly. The battlefield steams, now wet and chaotic. Battle Result: Ash Serpent A: Defeated Ash Serpent B: Badly wounded Ash Serpent C: Moderately injured Your attack was highly effective! Updated Stats (Post-Attack): HP: 25 / 25 EP: 12 / 15 (Aqua Surge cost reduced by Watershaped Ring) Elemental Strengths: Air: 1 Water: 12 Fire: 4 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Next Battle Choices: Cast Aqua Surge again to finish the fight. Use Water Barrier to block any counterattack. Use the Orb of Purity to subdue the remaining serpents. Attempt to scare them off with a flare of fire and Spirit. Attack physically using your adventurer’s knife.- Day 1 - Hamilton Mafia - Only players to post please
2 things. 1. There are many beautiful colours to choose from when highlighting things in your posts. I am this Blue. Shad is Teal. Votes are red. Pick a different colour lol 2. Please refer to the last rule in the OPs- Choose your own Adventure Game - Join in anytime!
The night is dark and full of terrors Story: You narrow your eyes, turning your attention from the dancing flames of your campfire to the shadows beyond it. Something doesn’t feel right. The flickering firelight reveals faint glimmers between the twisted trees—brief reflections in unseen eyes. Then you hear it. A low hiss. Followed by a crackle not from your fire—but from something else creeping closer. From the underbrush emerges a small pack of Ash Serpents—creatures native to volcanic lands, made of charred scales and glowing magma veins. Their bodies slither with fire, and they hiss with molten breath. One rears up, teeth gleaming with heat. You rise to your feet, the fire in your chest meeting theirs with a steady pulse. A battle begins. Battle Encounter – Ash Serpents (3) These fire-aligned serpents are resistant to basic fire magic but vulnerable to water and spirit spells. One prepares to strike while the other two coil defensively. Updated Stats (Pre-Battle): HP: 25 / 25 EP: 15 / 15 Elemental Strengths: Air: 1 Water: 12 Fire: 4 Earth: 1 Spirit: 7 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Adept’s Charm Shimmering Amulet Watershaped Ring Small pouch of coins (10 copper) Fully Deciphered Scroll (Water Barrier) Spell Book: Aqua Surge (Level 9) – Wide-area healing; can also douse or disrupt fire-aligned enemies Water Barrier (Level 2) – Blocks physical and magical attacks for two turns Soul Veil (Level 1) – Protects an ally from emotional and magical harm Emberlash (Level 2) – Deals fire damage over time (ineffective against Ash Serpents) Next Battle Choices: Cast Aqua Surge to strike all three Ash Serpents with elemental water. Use Water Barrier and take a defensive stance. Target one serpent with your Orb of Purity to disrupt its energy. Try to scatter them using your surroundings—rocks, fire, or terrain. Use a ration quickly to prepare for a longer fight.- Day 1 - Hamilton Mafia - Only players to post please
Official Vote Count DARTHE - 2 (Turin, DPR) TURIN - 2 (Darthe, Cass) Not Voting: Gudrean, Hallia, Key, Seph, Verbal, Zander, Dice 6 votes required for a Majority. This is a Hybrid Hammer/Deadline Game Day 1 is longer and ends 10PM BST (British Summer Time) on Friday 4th April Day 1 Timer https://stagetimer.io/r/UVDHPDFH/ - Choose your own Adventure Game - Join in anytime!