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Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 61699 times)

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #510 on: July 06, 2013, 02:59:30 pm »

(( Oh ok, ))
Logged
The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #511 on: July 06, 2013, 03:15:21 pm »

[Flabort, Random Question: You ever go to GITP? I swear I've seen your name before, I think it was there.]

((I was starting to wonder the same question. Yeah, though it's been a while. I'm kinda afraid of the reactions if I return there. Also of if I return to MtG Salvation, which I haven't been to for a while, either. Nice to find a fellow Playgrounder outside the Playground.))
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #512 on: July 06, 2013, 04:38:20 pm »

((@mastahcheese: 1337 haxxor wife ftw))
My wife told me to say she approved of this message.

[Next round eh? Fair enough, guess your letter will get a late answer Flabort.]
No, by next round, I meant that next update will be the first turn with you in it, that means that you're in the game right now.
So you can post actions.
Logged
Oh look, I have a steam account.
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

Xanmyral

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #513 on: July 06, 2013, 04:40:01 pm »

[OH! Oooh. I better get to work thinking of an action then!]

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #514 on: July 07, 2013, 06:01:30 pm »

Ask friendly guard for advice on where to find Assassins, follow advice.
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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.

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #515 on: July 07, 2013, 06:04:26 pm »

The guard refuses to give away information that is above his station.
Logged
The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #516 on: July 07, 2013, 06:17:47 pm »

The guard refuses to give away information that is above his station.
Ask Captain Of the guard
Logged
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.

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #517 on: July 07, 2013, 06:34:04 pm »

"Why exactly do you wish to find the assassins?"
Logged
The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #518 on: July 07, 2013, 10:45:06 pm »

"Why exactly do you wish to find the assassins?"
"We have a standing alliance, and I simply wish to engage in polite discussion with their leaders. Although I must say you are doing an absolutely spiffing job of guarding the white zone!"
Logged
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 (Really Turn 8!)
« Reply #519 on: July 07, 2013, 10:50:00 pm »

Am I still here?

Xanmyral

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #520 on: July 07, 2013, 10:51:20 pm »

Last I recall, the Assassin's have your unconscious body. I'm not sure if they did anything with it though. Your "buddy" is still out and about though.

Remuthra

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #521 on: July 07, 2013, 10:53:07 pm »

Wake.

dewboy

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #522 on: July 07, 2013, 11:24:16 pm »

((If Remuthra doesn't wake up))

Hand over Remuthra's body to Alexandria

"Here's the guild leader I promised. Do with him what you will, I expect compensation"


((If he does))

Kill Remuthra. Then proceed with above plan.
Logged


WEEEEEEEEEEEEEEEEEEE

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #523 on: July 07, 2013, 11:42:19 pm »

((If Remuthra doesn't wake up))

Hand over Remuthra's body to Alexandria

"Here's the guild leader I promised. Do with him what you will, I expect compensation"


((If he does))

Kill Remuthra. Then proceed with above plan.
Accomplish the  killing by tossing him off a multistory building.
Logged
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.

flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)
« Reply #524 on: July 07, 2013, 11:44:43 pm »

I would recommend a plan of escape Rem, to attempt ASAP when you wake up.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.
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