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Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
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Tainted
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Choose your own Adventure Game - Join in anytime!
Ithillian Turambar replied to Ithillian Turambar's topic in Community Games
Story: Standing before the now-open gate of the Sealed Sanctum, you pause—hand resting lightly on the Codex as it vibrates softly beneath your fingers. The arcane pages turn on their own, shimmering with fresh glyphwork. A new glyph, curved like a spiral wave with a flame-threaded core, begins to glow across the margin. The Codex has recorded your successful use of Veilbrand Surge not just as a spell, but as a keystone act of balance. It opens a side panel in the Codex you’ve never seen before—marked with five tiny, empty recesses. A phrase appears: "One for each altar… one surge to awaken the path." You realize now: the Veilbrand Surge isn’t merely a powerful hybrid spell. It is the first of five Fused Keys, one from each elemental altar. When all five are earned, they will unlock a secret sealed chamber—perhaps even the Heart of the Elements itself. The panel accepts your spell signature and fills the first recess with a glowing blue-red-white gem: Fused Key 1/5: Flame of the Still Waters Codex Update: New Quest Subgoal Added: Collect all 5 Fused Keys from elemental altars by mastering a Weave Fusion aligned with each one. 1/5 collected. (Temple of Still Waters: Complete) Next altars: Earth, Air, Spirit, and the final unknown. Updated Stats: HP: 24 / 26 EP: 16 / 16 Elemental Strengths: Water: 15 Fire: 10 Spirit: 11 Inventory: Fused Key 1/5: Flame of the Still Waters (NEW) Pyreheart Core All other items unchanged Spell Book: Veilbrand Surge (on cooldown – 1 encounter) All other spells unchanged Passives & Augments: Fused Key Panel Unlocked in Codex Unified Elemental Bond Elemental Weave Core Arcane Conduit Synergies (unchanged) Outcome of the Choice: You discovered that Veilbrand Surge has activated the first of five Fused Keys, hidden within your Codex. These keys are tied to unlocking the final path to the Heart of the Elements. Next Choices: Enter the Sealed Sanctum and explore its inner depths. Rest outside the temple to recover HP and reset spell cooldowns. Search the temple grounds for magical inscriptions or items. Ask the Codex to reveal visions tied to the next Fused Key. Use a Ration Pack to fully heal before heading into danger. -
Choose your own Adventure Game - Join in anytime!
Ithillian Turambar replied to Ithillian Turambar's topic in Community Games
Let's try out that new spell Battle Update: You take a deep breath, grounding yourself on the slick surface of the bridge. As the Wraiths close in, you raise your hand—and Veilbrand Surge answers your call. The glyph ignites in the air as a torrent of scalding, soul-infused water bursts forward in a wide arc. The bridge floods with blinding steam. The first Wraith is struck dead-on and dissolves instantly, its cry fading into peace. The second staggers backward, its glow dimmed. It is cleansed of its rage, now trembling, uncertain. The third resists but is knocked off-balance. Its essence flickers with confusion as the Spirit infusion takes hold. All three are affected—none remain fully hostile. The mist clears. You stand alone on the bridge, steam curling around your boots, Codex pulsing softly in your hand. Battle Outcome: 1 Wraith defeated 2 Wraiths pacified (no longer hostile) No further combat needed Veilbrand Surge now on cooldown (1 encounter) Updated Stats: HP: 26 / 26 EP: 16 / 16 (no cost used due to meditation bonus) Elemental Strengths: Water: 15 Fire: 10 Spirit: 11 Spell Cooldowns: Veilbrand Surge: On cooldown Inventory: (unchanged) Gained EXP: +2 Water, +1 Spirit Fatigue from travel and spellcasting: -2 HP Final HP after travel and combat: 24 / 26 You arrive at the Temple of Still Waters. The gates are quiet—but alive. The Codex reacts to the now-cleansed energy around you. The sealed warded sanctum opens to your approach. Next Choices: Enter the Sealed Sanctum and explore the hidden chamber. Rest briefly outside the temple to recover HP and restore spell cooldowns. Search the temple grounds for hidden caches or magical inscriptions. Inspect the Codex for a new reaction after using Veilbrand Surge successfully. Use a Ration Pack to heal before entering the sanctum. -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
apparently Facebook knows I'm currently involved in the American War of Independence lol -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
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Choose your own Adventure Game - Join in anytime!
Ithillian Turambar replied to Ithillian Turambar's topic in Community Games
Time for a walk Story: You gather your belongings, secure the Codex beneath your arm, and bid farewell to the Guardian. With the freshly refined Veilbrand Surge in your arsenal, your path is clear: it’s time to return to the Temple of Still Waters and explore what was once sealed. The trail eastward winds through shaded woodlands and along quiet rivers. The air is damp and heavy, water magic humming faintly in the leaves. Your elemental sensitivity causes pulses of magic to echo faintly through the trees—something is watching. You continue for hours until… Random Encounter: River Wraiths! You are crossing a mossy stone bridge, surrounded by mist and the soft rush of the river below. As the path narrows, the mist grows thicker… colder. You pause. Then—they rise. Three River Wraiths emerge from the water, glowing with spectral blue light. Their forms shimmer like oil on water, and their eyes burn with distorted sorrow. One howls and rushes forward. Your Codex pulses with warning. Battle Begins: River Wraith Encounter Enemies: 3 River Wraiths (Water-Spirit type, weak to fire and clarity-based spells) Environment: Narrow bridge over flowing river, slick surface Current Stats: HP: 26 / 26 EP: 16 / 16 Veilbrand Surge: Available and free on first use Inventory: Rations (3), Firegems (3), Scroll of Flameweaving Notable Spells: Veilbrand Surge (Level 2) Emberlash (Level 2) Boiling Lance Water Barrier Soul Veil Battle Options – Choose One: Cast Veilbrand Surge to attack all enemies and attempt Spirit-based cleansing. (Free this round. May calm or destroy Wraiths.) Use Emberlash to strike one Wraith with intense fire damage. (Chance for Echo effect from the Gauntlet.) Cast Soul Veil to read their intent and possibly avoid combat. (Might reveal if they can be reasoned with.) Use a Firegem to supercharge your next Fire spell. (Boosts damage greatly for one turn.) Attempt to retreat back to the riverbank. (Risk of taking damage or being surrounded.) What will you do? -
Party
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Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
It is now Night 2. By popular demand, Night 2 will end 10pm BST on Wednesday 9th April. Night 2 Timer https://stagetimer.io/r/UVDHPDFH/ Don't forget to send in your Night Actions -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
Good morning game. I'd like to clarify that I am not against players discussing the game set up. I read along with the game, of course, and can see that some players find set up talk distracting and that's their perogative. I did not Modkill a player yesterday for discussing the possible set up. I admit that I was unhappy that he implied that he could Game the Mod because he knew me and my previous games so well. But that is not why he was Modkilled. That occurred because of a requirement to not refer back to thoughts and things he did in his previous slot. When that rule was broken again, I did what any Mod would do and Modkilled him. Yesterday was still a bit raw, which is why I asked that you just stop discussing Set Up for a bit. But I have never said that it is not allowed and there is nothing in the rules to say it is not allowed. You can't Mass Claim though. Don't expect me to confirm or deny anything though and don't be @ithi me to try. This is a closed set up game. You have 13 1/2 hours to submit any Night Actions. -
Choose your own Adventure Game - Join in anytime!
Ithillian Turambar replied to Ithillian Turambar's topic in Community Games
Ooooooohhhhhmmmmmmmmm Story: As the Guardian returns to quiet contemplation, you step away from the altar and make your way deeper into the Sacred Grove. There, nestled beneath the boughs of a great silver-leafed tree, lies the Spirit Shrine—a ring of smooth stones humming with unseen currents. You kneel within the circle and place your Codex before you. The glyph of Veilbrand Surge rises faintly above the page. You close your eyes. The world falls still. The whisper of water, the flicker of fire, the pulse of soul—all swirl together within you. A single breath later, your spell responds. Veilbrand Surge has evolved! Veilbrand Surge (Level 2) EP Cost: 6 Effect Upgrade: Now cleanses up to 2 mental or magical afflictions from allies in range. Emotional Insight now reveals intentions of enemies, not just feelings. Slight stagger effect added to enemies struck at close range. Bonus: First use after meditation costs 0 EP. As the meditation ends, your Codex glows gently, and your mind feels clearer. Veilbrand Surge has become a refined conduit of balance—cleansing, revealing, and striking in perfect harmony. Updated Stats: HP: 26 / 26 EP: 16 / 16 Elemental Strengths: Air: 2 Water: 13 Fire: 10 Earth: 2 Spirit: 10 Inventory: Basic Adventurer Kit Rations (3 packs) Magical Revive Stones (3) Orb of Purity Watershaped Ring Gauntlet of the Infernal Path Adept’s Charm Shimmering Amulet Firegems (3) Scroll of Flameweaving Pyreheart Core Small pouch of coins (10 copper) Arcane Conduit Codex Unified Elemental Bond Elemental Weave Core Vision: The Five Altars of Balance (1/5 completed) Veilbrand Surge: Level 2 (First use costs 0 EP) Spell Book: Aqua Surge (Level 9) Water Barrier (Level 2) Soul Veil (Level 1) Emberlash (Level 2) Scalding Veil (Level 1) Boiling Lance (Level 1) Inner Flame (Level 1) Magma Spike (Level 1) Firejet (Level 1) Veilbrand Surge (Level 2) (New: multi-affliction cleanse, insight upgrade, stagger effect) Passives & Augments: (Unchanged) Outcome of the Choice: You meditated at the Spirit Shrine, empowering Veilbrand Surge to Level 2. The spell now offers greater cleansing, stronger insight, and added combat utility. Next Choices: Travel to the Temple of Still Waters to use Veilbrand Surge on the sealed wards. (Fatigue and random battle risk apply) Use a Firegem to evolve another hybrid spell before departing. Rest in the Grove to regain energy before setting out. Ask the Guardian if your spell can be tested in battle here. Inspect the Pyreheart Core for resonance now that your fusion magic has grown. -
Choose your own Adventure Game - Join in anytime!
Ithillian Turambar replied to Ithillian Turambar's topic in Community Games
Sometimes it's good to talk Story: With the glyph of Veilbrand Surge still glowing faintly above your Codex, you turn to the Guardian of Balance, who has silently observed your ritual. His eyes gleam with interest, and he inclines his head as you approach. You speak your question aloud: “This new fusion spell… could it affect sealed wards in the Elemental Temples?” The Guardian nods slowly, hands folding into his sleeves. “Yes,” he replies. “The Veilbrand Surge is more than a weapon—it is a harmonic key, a reflection of balance between might, healing, and truth. The wards left behind by the Ancients were designed to repel simple force or singular energy, but they may respond to fusion magic—especially one aligned with cleansing and insight.” He gestures toward the altar behind him. “The Temple of Still Waters contains two such wards. Until now, they rejected your presence. With Veilbrand Surge in your arsenal, you may now pass... if you can wield it wisely.” He steps aside. The grove grows quieter, as if awaiting your next move. Updated Stats: (unchanged) HP: 26 / 26 EP: 16 / 16 Spell Book Update: Veilbrand Surge (Level 1) (Can now be used to unlock warded sections in Elemental Temples) Outcome of the Choice: The Guardian confirmed that Veilbrand Surge can be used as a key to unlock previously sealed wards in the Temple of Still Waters—you now have access to deeper parts of the Water Altar’s sanctum. Next Choices: Travel immediately to the Temple of Still Waters to explore the sealed wards. Use a Firegem to empower Veilbrand Surge before heading out. Visit the Spirit Shrine to meditate and possibly evolve the spell’s insight effects. Rest in the Grove and prepare your spells for the journey. Ask the Guardian if other fusion spells might unlock secrets in the remaining altars. -
@Verbal32 Lolololol
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@Verbal32 Lol
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Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
🐺 🍌 🐺 🍌 🐺 🍌 👵 -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
how about the official version. -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
But, on the radio this morning I heard this! because Eurovision is coming up. I expect you all to be humming along and giving wolves bananas 🐺 🍌 -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
and you can't start fighting either. No fighting! -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
You can still hubbub BTW. Just don't break my Night Rules -
Well I don't know about you, but I've had quite the day! I truly hate having to go into the office. I don't care that they try and make it nice by providing much pizza and cans of pop.
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Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
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Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
End of Day 2 The day began in chaos. James Madison was dead. The first true casualty after Washington's erasure. And with that came panic—murmurs and finger-pointing, everyone scrambling to find a scapegoat, to reassert control over a game that had slipped from their grasp in the dead of night. And then the further Vanishing during the day. And in the center of it all stood King George III. Unbothered. Immaculate. Smirking, as though he’d been waiting for this moment. When the accusations began to circle him, he didn’t flinch. If anything, he seemed... amused. “Oh, my loyal subjects,” he said, voice dripping with mock sympathy. “So quick to forget who kept things civilized around here.” He stepped slowly toward the center of the square, arms open in a gesture that managed to feel both theatrical and condescending. “You want someone to blame? Someone to crown your fears and call him guilty?” He tilted his head. “Well. I do love attention.” The votes rolled in, and still he smiled. It wasn’t the grin of someone innocent. It wasn’t guilt, either. It was something stranger—like a man enjoying the performance, even if he knew the curtain was about to fall. As the final vote was cast, he clapped his hands once, softly. "Bravo." He looked around at the crowd, all indignation and nerves. “You’ll miss me, you know,” he said. “I brought order. Rules. A little pomp to your panic.” No one answered. “You think this ends well for you?” he asked, voice dropping ever so slightly. “I’ve seen rebellions before. They’re all the same—idealistic little fools tearing down their betters until there’s nothing left but ash and regret.” He turned then, slowly, taking a few deliberate steps away from the crowd. And with a smile that didn’t quite reach his eyes, he called back over his shoulder: “You’re on your own.” The hush that followed was absolute. And then, quietly, the whisper passed from one player to the next, like a line rehearsed too many times. He has been… erased from the narrative. Hallia - King George III - The British, Mafia 1x Vote Stealer Has been lynched. It is now Night 2. By popular demand, Night 2 will end 10pm BST on Wednesday 9th April. Thats around 27 hours ish. I'll do a proper timer shortly. Night 2 Timer https://stagetimer.io/r/UVDHPDFH/ Don't forget to send in your Night Actions You can have a bit of hubbub before I activate Night Mode. But still no casing and quoting thank you. -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
Oi! -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
That's a Lynch. Official Vote Count HALLIA - 5 (Seph, Key, DPR, Gudrean, Zander) Not Voting: Dice, Hallia, Verbal 5 votes to Lynch This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/ Please stop posting -
Game Over - Hamilton Mafia - SMFDR's Win!
Ithillian Turambar replied to Ithillian Turambar's topic in DM Mafia Games
Official Vote Count HALLIA - 4 (Seph, Key, DPR, Gudrean) Not Voting: Dice, Hallia Zander, Verbal 5 votes to Lynch We are at L-1 This is a Hybrid Hammer/Deadline Game Day 2 ends 10pm BST on Wednesday 9th April Day 2 Timer https://stagetimer.io/r/UVDHPDFH/