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Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 60914 times)

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #270 on: June 26, 2013, 09:42:02 pm »

So, Warlocks, would either of you like to attend the meeting?
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The Derail Thread

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #271 on: June 26, 2013, 09:58:35 pm »

So, Warlocks, would either of you like to attend the meeting?
I'm trying to, but somebody is blocking the exit.
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Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Remuthra

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #272 on: June 26, 2013, 10:02:38 pm »

So, Warlocks, would either of you like to attend the meeting?
I'm trying to, but somebody is blocking the exit.
You're trying to kill me! I even gave you a second chance, and you came back for another try! I would go, but I need to take care of some phychology work first.

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #273 on: June 26, 2013, 10:07:48 pm »

So, Warlocks, would either of you like to attend the meeting?
I'm trying to, but somebody is blocking the exit.
You're trying to kill me! I even gave you a second chance, and you came back for another try! I would go, but I need to take care of some phychology work first.
We both have only two of one of our stats. May you roll well.
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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Remuthra

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #274 on: June 26, 2013, 10:09:09 pm »

So, Warlocks, would either of you like to attend the meeting?
I'm trying to, but somebody is blocking the exit.
You're trying to kill me! I even gave you a second chance, and you came back for another try! I would go, but I need to take care of some phychology work first.
We both have only two of one of our stats. May you roll well.
You only have two Phyche left?

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #275 on: June 26, 2013, 10:41:21 pm »

So, Warlocks, would either of you like to attend the meeting?
I'm trying to, but somebody is blocking the exit.
You're trying to kill me! I even gave you a second chance, and you came back for another try! I would go, but I need to take care of some phychology work first.
We both have only two of one of our stats. May you roll well.
You only have two Phyche left?
Yep. An you have two Health.
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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 2!)
« Reply #276 on: June 27, 2013, 12:24:49 am »

Actually, according to my Character Log, Remuthra has only 1 Vitality. But yes, Dansmithers has only 2 Psyche.
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The Derail Thread

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #277 on: June 27, 2013, 02:16:25 am »

Turn 4

Post rogues around all over the city with strict orders to approach me if they see anyone who is acting shady around a fighters house. My assistant will look into (steal) the recent records of all the other factions.
You order your Rogues to be on patrol.
Your Ally can only investigate one guild at a time. ((Details in PM))
Due to lack of other actions, you head over to the King's Court.

All the insanity. Get between him and the exit. Take all his phyche.
Assassin, PROTECT ME!
attack with everything I've got!
Combat!
Remuthra Blocks Dansmithers on his way to the King's Court!

Remuthra Cast Insanity Bolt! 6*6*5,6*2. Double Critical! Vs. 4,2. Dansmithers is wiped off the floor! His Psyche drops to 0 and he whites out!
Dansmither's Assassin jumps in through the window and attacks Remuthra! 3,5,5 Vs. 4,3. Remuthra is reduced to 0 Vitality! He blacks out and hits the floor, unconscious!

Combat Totals:
Dansmithers: reduced to 0 Phyche
Remuthra: reduced to 0 Vitality
Neither Warlock makes it to the King's Court.

Head off to the meeting, then. Look who's attending aside from myself and the other guild members. If anyone notable, introduce self and try to make a good impression.
You head to the King's Court, arriving early, you're sure he'll appreciate that. You see if anyone notable is willing to talk, but after the threats from the Guard yesterday, nobody is willing to talk.

Take over the six brown Market Houses to the northwest of the biggest market.
Also, assign a regiment of my people to protective perimeters around all of our Market Houses and the Guild Hall, with orders to capture or kill any members of other guilds trying to get past the perimeter.  No way I'm going to let those arsonists burn down anything valuable - at least, not without a fight.

You head to the Market Houses that were cleared of the Fighters last night...
Matthias retakes the lost market houses.
Oric goes and spends gold to raise and replace the lost regiment of fighter.

Might add, all regiments are on state of alert, hopefully that'll help.
You head over to take the Market Houses you lost last night...
Meanwhile, Oric spends 20 gold to hire a new regiment. He tells you before he goes that building a Recruitment Office at some point might be a wise investment.

Combat!
Matthias, Head of the Fighters, and Obok, Paladin of the Lion, meet at the Market Houses lost last night by the Fighters.

Matthias tells Obok that the land is rightfully his. 2,5 Vs. 1,6*4 Overshoot Obok not only refuses to buy into the garbage, he becomes Enraged! His Martial Trance Activates! He loses 1 Psyche, but his combat abilities skyrocket!
Obok takes a drunken swing at Matthias! 4,1,5,4,5,2,1 Vs. 6*1,4 Critical Matthias takes 1 damage and knocks Obok to the ground!
Matthias kicks! 5,3 Vs. 4,1,1,6*4 Fumble Obok successfully evades the kick by rolling right into the Captain of the Guard!
Alexandria, Captain of the Guard, drag the delinquent Fighters to the King's Court!

Combat Totals:
Maxinum McDreich: -1 Vitality
HmH: -1 Psyche
Market Houses: Ownership goes to nobody!

I announce that I cannot attend the meeting and I ask OREO to go
You send on OREOSOME to speak for you at the King's Court.

My NPC ally will attend the meeting. Afterwards, he'll try to take the same houses as last turn.
Your ally heads to the meeting, he can worry about the houses later.

The Warriors simply head off to the King's Court.

The City seems quiet tonight.

The Guard has placed many men in the King's Court, and in the immediate area around the Castle

Total Turn: Territory                 Income                 Treasury                   Players                                   
Warriors:       99                         34                         138                         None                               
Fighters:        93                         34                         144                 Maxinum McDreich                       
Paladins:        66                        11                        63                 Harry Baldman, HmH    (+1 Votes)               

Rouges:         78                        43                        182                        kj1225                     
Assassins:      57                        22                        78                 OREOSOME, dewboy                               

Warlocks:       51                        10                           34              Remuthra, Dansmithers                       
Wizards:         74                        10                           26                       Xantalos                         
Sorcerers:       75                        10                           32                       flabort

Amazingly, the Maps haven't changed from last turn.

We are now in the King's Court, post actions of what your character does before the King addresses them (If you're there), City Play will resume when the Court is concluded.
« Last Edit: June 29, 2013, 05:18:02 pm by mastahcheese »
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #278 on: June 27, 2013, 02:37:45 am »

((Er...can I assume I went? Sorry I didn't post; was kinda busy.))
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Harry Baldman

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #279 on: June 27, 2013, 02:42:20 am »

Look about the room, evaluate the King's material state by the castle. Do so quietly. Also, make smalltalk.
« Last Edit: June 27, 2013, 04:24:15 am by Harry Baldman »
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Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #280 on: June 27, 2013, 02:46:56 am »

Look about. Examine how the palace is laid out. Are there windows? Whst kind, big, small, narrow, etc? Essentially, examine everything about the room.
If room is found to not be up to Wizard standard, restrain self from torching place and compose myself before the king arrives.
Talk with no other guild leaders.
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Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
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((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #281 on: June 27, 2013, 02:47:09 am »

((Er...can I assume I went? Sorry I didn't post; was kinda busy.))
Oh, yeah, you're there, sorry, forgot to put that in, but yeah, you're there.
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The Derail Thread

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #282 on: June 27, 2013, 02:48:26 am »

((Er...can I assume I went? Sorry I didn't post; was kinda busy.))
Oh, yeah, you're there, sorry, forgot to put that in, but yeah, you're there.
((Yeah, again sorry. Was watching old 80s movies.))
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HmH

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #283 on: June 27, 2013, 04:22:20 am »

Admire the castle's lavish furnishings to restore my Psyche.

UPD: Mingle with the Warrior representatives. Find out who they are and which gods they worship, and appraise their stats.
« Last Edit: June 27, 2013, 08:34:00 am by HmH »
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kj1225

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #284 on: June 27, 2013, 06:22:46 am »

Eye the assassins suspiciously. Anyone who kills for money after a string of crimes without a face to go with should not be trusted.
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