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Poll

Who will win?

IronyOwl.
- 3 (42.9%)
Tiruin.
- 1 (14.3%)
Cthulhu.
- 3 (42.9%)

Total Members Voted: 7


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Author Topic: Archmage Arena: END  (Read 35184 times)

Nirur Torir

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #135 on: May 03, 2012, 09:17:05 pm »

Note that golemmancy was only designed for minions. Attacks with it are made without a skill bonus.
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IronyOwl

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #136 on: May 03, 2012, 09:18:21 pm »

Aw.

Guess I'll try buffs instead?
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Tiruin

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #137 on: May 03, 2012, 09:41:36 pm »

Call down the storm on the Necromancer!

In simpler terms, blow it away! (into any hostile creature farthest from it)
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mcclay

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #138 on: May 03, 2012, 09:49:35 pm »

Create a Shadow/Fire monster mix. Summon Greater fear horde on Tirun. Have Jerry use his spells to attack the Kobold.
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Scelly9

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #139 on: May 03, 2012, 10:12:38 pm »

Quote from: Inside Mcclays head
Burn themmm! Burn their souls!
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Tersr

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Re: Archmage Arena: Turn 15: Nothing happens.
« Reply #140 on: May 03, 2012, 10:31:03 pm »

Kill that damned necroman.
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Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

Nirur Torir

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #141 on: May 11, 2012, 04:57:23 pm »

The master of the arena, annoyed at the view-obscuring sands, claps his hands once and the chaotic winds instantly clear of sand.

Empfan:
No turn: Autoing to defend self for +1 against all attacks.
The necromancer, seeing the many enemies bearing down on him, focuses everything on surrounding himself with a thick entropic barrier. His mummies take up a position just inside it.

IronyOwl:
{1}, initiative (Lower moves sooner)
{1} - IronyOwl attempts to create a spell to expedite his halfling-and-a-half golem. It technically works, but the friction transmutes its leg joints into glass before he cancels the spell. As the golem is mostly sand, this doesn't slow it much, but the glass is brittle, and the golem's integrity is cut in half.
{3}+2 vs {6}+4-5 - The golemmancer's most deadly creation is merely disoriented by the barrier, it's enough for the mummies just inside to beat it to a draw.
{2} vs {5}+4-5 - The halfling-and-a-half rushes headlong into the barrier, and narrowly avoids completely destabilizing before it leaves.

Tiruin:
{2}, initiative
{1}+4 vs {3}+4-5 - While the necromancer is recovering from his barrier spell, Tiruin slams a wall of air into him, knocking the necromancer into one of his mummies below.

Mcclay: ((Your attacks would be more effective if you stopped spreading them out.))
{5}+4 vs {6}+4 - The cowardly elf, currently hiding behind a pathetic barrier of sand, swats the onrushing fearshadows aside with wind just before they can deal damage.
{5}+3 vs {4}+4 - Jerry nearly catches the kobold, but can't quite keep up with the absurdly fast creature.

Tersr:
{3}, initiative
{2 of 2}, haste succeeds.
{6}+3 vs {2}+4-5 - The kobold charges through the barrier, cutting down the awaiting mummies in seconds before cleaving the necromancer's left arm from his body.
{2}+3 vs {4}+4-5 - A coup de grace is swiftly delivered, and the evil wizard's head flies off in an arc. The barrier collapses, and the kobold absorbs the knowledge of necromancy. He shudders at the evil knowledge.

Empfan the necromancer has perished!

A "special" surprise is planned for next turn!

Spoiler: IronyOwl (click to show/hide)

Spoiler: Tersr (click to show/hide)

Spoiler: Mcclay (click to show/hide)

Spoiler: Tiruin (click to show/hide)
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IronyOwl

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #142 on: May 11, 2012, 05:23:19 pm »

Hulking Sand Golem: Guard me
Me: Attempt to make hulking sand golem regenerate when wounded
Gravelmud golem, halfling-and-a-half sand golem, bladed glass golem: Eat delicious kobold
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

empfan

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #143 on: May 11, 2012, 05:46:24 pm »

dammit, I forget ONE thing and I die -_-
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mcclay

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #144 on: May 11, 2012, 07:29:32 pm »

Summon a storm of shadows and attack Terser. Shoot fireballs at him and have Jerry protect me.
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Tersr

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #145 on: May 11, 2012, 09:10:24 pm »

"You're not getting off that easy." Resurrect and Make Empfan my minion. Stab Drain Tiruin if extra action.
« Last Edit: May 12, 2012, 11:18:54 am by Tersr »
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Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

Tiruin

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #146 on: May 11, 2012, 09:45:18 pm »

Erect Aerodynamic Warding on self!

If possible, counter-attack anyone with dagger-shaped wind projectiles who tries to attack me if I can't erect a good ward. (Defend is final option if none are applicable)
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empfan

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Re: Archmage Arena: Turn 16: With strange eons, death itself may die.
« Reply #147 on: May 11, 2012, 10:54:47 pm »

"You're not getting off that easy." Resurrect and Make Empfan my minion. Stab Tiruin if extra action.

Does that mean I get back in? :P
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Nirur Torir

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Re: Archmage Arena: Turn 17: The lines are drawn ...
« Reply #148 on: May 12, 2012, 03:12:38 pm »

The surprise was going to be pictures of each action, but nothing picture-worthy happened.

I'd like to stress that these rolls are unmodified.

IronyOwl:
{6} - The golemmancer crafts a powerful spell, allowing the hulking sand golem to quickly regenerate damage using sand from the environment. It's a bit too powerful, and will drain power from his other golems when needed.
{2} vs {6}-3+5 Difference of six: Counterattack! {1}+3-5 vs {1} - Or not.
{5} vs {6}-3+5
{5}+1 vs {6}-3+5
None of the golems manage to hit the kobold.

Mcclay:
{3}+3 vs {1}-3+5 - Mcclay gets confused by trying to do two things at once, and finally settles for lobbing a fireball. The kobold suffers a heavy head wound.

Tersr: ((Please don't change your action after the target posts his.))
{1}, Haste does nothing.
{6} - The kobold taps into his new found evil knowledge, and animates the fresh corpse of the evil necromancer. It is completely under his control, but is stupid and no longer has any ability to cast spells.
Haste wears off.
Amulet is fully recharged.

Tiruin:
{6} - The elf creates a ward of air blades around himself. Anyone who tries to attack him and fails will lose 1 HP. It will last five turns, including this one.

Spoiler: IronyOwl (click to show/hide)

Spoiler: Tersr (click to show/hide)

Spoiler: Mcclay (click to show/hide)

Spoiler: Tiruin (click to show/hide)
« Last Edit: May 15, 2012, 07:02:38 pm by Nirur Torir »
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mcclay

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Re: Archmage Arena: Turn 17: The lines are drawn ...
« Reply #149 on: May 12, 2012, 10:05:57 pm »

Shadow swarm the kobold and have Jerry attack him too.
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