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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29721 times)

Humaan

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #225 on: September 20, 2014, 08:28:50 pm »

Turn 23: The Turns Keep Taking Too Long

Try to attack the town.

Also use 0/1 to get a artifact that gives me 1+ to travelling.
(6 vs. 5) (4+1) You order your troops to begin firing against the town. Unfortunately for the town, you deal quite a bit in the first barrage. (3) The population, while shaken, seem to have survived... and are now panicking and fleeing the town.

(Magic item will be made after combat ends)
Personally take a shortcut and try to catch her (off-guard).
Mental Instability Roll: (2)

(2+1 vs. 4)While your ability to phase through solid objects is amazing, she manages to elude you dispite it.

(Enemy Stealth: 4 vs. 2) You prisoner seems to have slipped away from the castle.

Level-up: +1 magic, +10 HP

Return to my town, alongside most of my troops, Chad, his imps, and the foxes.
The kobold band will scavenge loot from the battlefield.

Unlucky Roll: (2), Unlucky Activates!

(4-1) Progress is slow, as the troops seem to be fatigued, but they make it to the outskirts of the town. You see some smoke in the direction of the town. Beyond just a simple fire or two, at least.

(1-1, Critical Failure!) Your troops prove their superiority by building a bonfire and burning everything. While impressive, there is no loot (at least now) to be had.

Back off a couple steps and attempt to cast light bolts at the fighter. If he stays focused on me abandon that and just go all out attempting to pin him, cripple him, maim him, disable him however I can so my ally can strike him down from behind.
Keep attacking the virtuous fighter.
Impish Roll: (3)

(1+1+1 vs. 6)(2-1 vs. 5)(Enemy Damage: 4 vs. 5) Deciding to more agressively attack, you throw another lightningbolt at your enemy. He dodges your attack and trys to get another hit on you, but barely missses.

(4+1 vs. 2+1)(Damage: 4 vs. 2)(2d6: 3+4=7) Seeing an opportunity to attack, Masasit strikes at the fighter, and does another solid blow to him! (14-7= 7HP)

Levelup +1 Phys, 2 Wealth Boon's
Investigate for information on the nature of the monster
Order Black Velvet to Look for sources of Magical Resources.
Let army continue recuperating.
(6) You learn that the monster is a dragon, and a big one, at that. Probably a remenant of one of the ancient Overlord's armies.

(1) Black Velvet procedes to go into hiding, because somehow they concluded that was how to find these magic resources. Somehow.

(4) Your troops manage to heal 1 FHP, thankfully, that was all that was needed.

level-up: Magic stat increase and two health boosts.

return with the overlord.  I'm back!

(Glad to see you are back.)

(6) Travelling seperate from the overlord, you arrive at the city just to see a Curan airship above, bombarding the town! (2) You fail to see who is piloting it, but it doesn't change the fact that it is attacking your territory.

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Nirur Torir

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #226 on: September 20, 2014, 09:17:23 pm »

((I am decimating my troops after this .. No, make that quintimating.

Whoever deals the most damage to the traitor [including troops] gets to keep whatever is left of the airship.))

Use wind magic to drop the airship.
All available troops attack as able.


Spoiler: Accounting (click to show/hide)
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blazing glory

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #227 on: September 20, 2014, 10:29:04 pm »

Order my archers to shoot at the ice imps.

Use my airship to fire at the Overlord's Golem body guard.

Use my magic to create a rock storm around the kobold army.
« Last Edit: September 20, 2014, 10:34:09 pm by blazing glory »
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Lenglon

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #228 on: September 21, 2014, 01:00:17 am »

((Lightning? what? no, Light bolts...))
Stay on the attack, take this fool down right now. I want his strength and the healing from killing him anyway.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Humaan

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #229 on: September 24, 2014, 06:41:40 am »

Stay on the attack, take this fool down right now. I want his strength and the healing from killing him anyway.
Okay, I should explain now that 'lightning' is a light-element object. You still got the bonus, as the wording was still the same, but you also rolled horridly compared to your enemy, which doesn't help at all.

At this point waiting on... 4maskwolf, Bulborbish, and Blitz.
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Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
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4maskwolf

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #230 on: September 24, 2014, 06:57:48 am »

conjure a storm of ice to wreck the airship

BlitzDungeoneer

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bulborbish

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #232 on: October 02, 2014, 02:20:37 pm »

Investigate on the dragon's powers
Continue Black Velvet's actions

blazing glory

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #233 on: October 30, 2014, 12:56:13 am »

((Nooooo I like this RtD, don't let it die!))
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blazing glory

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Re: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long
« Reply #234 on: November 22, 2014, 07:04:29 am »

((Anyone know where the GM actually went? His post history say's he disappeared October the 18th, 2014.))
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