Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 36 37 [38] 39 40

Author Topic: [ISG] Ghoulish  (Read 82318 times)

The Froggy Ninja

  • Bay Watcher
  • Crying on the floor due to losing my entire hoard.
    • View Profile
Re: [ISG] Ghoulish
« Reply #555 on: July 18, 2014, 03:40:19 pm »

Better Plan: We kill the single nomad left behind during the day, destroy all the supplies that we cannot carry off, and then continue to follow the main group and monitor how they deal with shortages via air support. The desert is worse for mortals than it is for us; we have much to gain by dragging this out.
Is good plan.

Yourmaster

  • Bay Watcher
  • Not the weirdest on Bay12!
    • View Profile
Re: [ISG] Ghoulish
« Reply #556 on: July 18, 2014, 04:35:39 pm »

I am Yourmaster, and I approve of this action.
Logged
10/10.
Wants to rape and enslave my innocent night faeries ;-;

Cain12

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #557 on: July 19, 2014, 08:03:08 pm »

Better Plan: We kill the single nomad left behind during the day, destroy all the supplies that we cannot carry off, and then continue to follow the main group and monitor how they deal with shortages via air support. The desert is worse for mortals than it is for us; we have much to gain by dragging this out.
Fine, +1.

But we revive it as a zombie and tell it to stay quiet, then ambush the rest. With skeletons that emerge from the sand. Because awesomeness.
+1 But eating it!
+1
Logged

Shadestyle

  • Bay Watcher
  • Adorable
    • View Profile
Re: [ISG] Ghoulish
« Reply #558 on: July 19, 2014, 08:07:09 pm »

Better Plan: We kill the single nomad left behind during the day, destroy all the supplies that we cannot carry off, and then continue to follow the main group and monitor how they deal with shortages via air support. The desert is worse for mortals than it is for us; we have much to gain by dragging this out.
Fine, +1.

But we revive it as a zombie and tell it to stay quiet, then ambush the rest. With skeletons that emerge from the sand. Because awesomeness.
+1 But eating it!
+1
+1, the emerging from the sand is the most important part
Logged
You are now having excessive amounts of fun

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #559 on: July 19, 2014, 08:32:14 pm »

-1 to eating it, or at least not all of it.

Also, we can question the poor guy that is left behind before killing him.

Proposed questions:
-What equipement do they carry?
-Do they have any kind of martial training?
-How many goats do they have?
-Do you know about any other groups of nomads in the desert?
-What lies to the South?

EDIT: more questions!
-Inquire about their religion.
-Inquire about the routines when they arrive. We are looking for further weaknesses for our future ambush.

Mr. Strange

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #560 on: July 20, 2014, 04:38:30 pm »

-1 to eating it, or at least not all of it.

Also, we can question the poor guy that is left behind before killing him.

Proposed questions:
-What equipement do they carry?
-Do they have any kind of martial training?
-How many goats do they have?
-Do you know about any other groups of nomads in the desert?
-What lies to the South?

EDIT: more questions!
-Inquire about their religion.
-Inquire about the routines when they arrive. We are looking for further weaknesses for our future ambush.
This has massive odds of failing critically on us and resulting in us getting ousted from our city and other more immediate nastier things...
+1
Logged
Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #561 on: July 20, 2014, 05:21:03 pm »

This has massive odds of failing critically on us and resulting in us getting ousted from our city and other more immediate nastier things...
+1
I have to ask: How?

Cain12

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #562 on: July 20, 2014, 10:32:46 pm »

-1 to eating it, or at least not all of it.

Also, we can question the poor guy that is left behind before killing him.

Proposed questions:
-What equipement do they carry?
-Do they have any kind of martial training?
-How many goats do they have?
-Do you know about any other groups of nomads in the desert?
-What lies to the South?

EDIT: more questions!
-Inquire about their religion.
-Inquire about the routines when they arrive. We are looking for further weaknesses for our future ambush.
This has massive odds of failing critically on us and resulting in us getting ousted from our city and other more immediate nastier things...
+1
+1, worth a try.
Logged

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #563 on: July 21, 2014, 07:09:15 am »

Yet another question I thought of:

What do you do with your dead goats?

((Goats for the goat throne!))

Mr. Strange

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #564 on: July 21, 2014, 04:15:03 pm »

This has massive odds of failing critically on us and resulting in us getting ousted from our city and other more immediate nastier things...
+1
I have to ask: How?
How did our last encounter with living person go? He ran out on us and alerted whole valley of our presence and we had to leave our cave. We haven't gotten any more powerful since then and we're out in the open where it's easier to escape than from cave (and they know the terrain, we don't) unless we surround the camp with our minions before hand. Not to mention someone could stumble on us torturing interrogating him...


Yet another question I thought of:

What do you do with your dead goats?

((Goats for the goat throne!))
Skeleton goat throne mounted on zombie bear, decorated with soul trapped skulls of our enemies shouting constantly.
Logged
Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

Tomcost

  • Bay Watcher
    • View Profile
Re: [ISG] Ghoulish
« Reply #565 on: July 21, 2014, 04:24:48 pm »

This has massive odds of failing critically on us and resulting in us getting ousted from our city and other more immediate nastier things...
+1
I have to ask: How?
How did our last encounter with living person go? He ran out on us and alerted whole valley of our presence and we had to leave our cave. We haven't gotten any more powerful since then and we're out in the open where it's easier to escape than from cave (and they know the terrain, we don't) unless we surround the camp with our minions before hand. Not to mention someone could stumble on us torturing interrogating him...
1) He is going to be alone.
2) The rest of the people are just 4 humans. We have already killed 4 humans before, with less power and with a severe manaburn.
3) We have a horse.

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: [ISG] Ghoulish
« Reply #566 on: July 21, 2014, 04:26:40 pm »

We also have other undead, but then, these nomads could be a cut above those others we faced. They have been surviving out here for who knows how long and they aren't dead yet.
Logged

Samarkand

  • Bay Watcher
  • Aspiring GM
    • View Profile
Re: [ISG] Ghoulish
« Reply #567 on: July 21, 2014, 04:32:23 pm »

ptw
Logged
My Area

It's it's its, not it's, not its its, not it's.

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: [ISG] Ghoulish
« Reply #568 on: July 22, 2014, 05:08:20 pm »

Yeah. It's too risky trying to interogate the one left behind. Kill him quickly, make him a zombie, and leave before suspicion is raised.

They'll try searching for him, probably splittign up, and we take them out one-by-one as per cave, pretty much.

Where can they run? They have no allies for miles upon miles.
Logged
You fool. Don't you understand?
No one wishes to go on...

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: [ISG] Ghoulish
« Reply #569 on: July 22, 2014, 05:56:59 pm »

Yeah. It's too risky trying to interogate the one left behind. Kill him quickly, make him a zombie, and leave before suspicion is raised.

They'll try searching for him, probably splittign up, and we take them out one-by-one as per cave, pretty much.

Where can they run? They have no allies for miles upon miles.

We can take the body and talk to the ghost later.

Also, if the owl is patrolling the perimeter, we will have ample warning as to when the others are approaching us, so we should have plenty of time in the camp.
Logged
Pages: 1 ... 36 37 [38] 39 40