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Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30281 times)

Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #210 on: May 16, 2014, 08:11:24 am »

Aw Tiruin? Don't you want a hug?
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Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #211 on: May 16, 2014, 08:18:51 am »

Hugs kill when done by forks. :<
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Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #212 on: May 16, 2014, 10:09:38 am »

Stay still for now.

I also noticed that Gerald has scale armor and 0 resist.
« Last Edit: May 16, 2014, 10:49:29 am by Worldmaster27 »
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #213 on: May 16, 2014, 10:14:11 am »

Worldmaster, don't move both tiles. You move south that far and you're in range of several enemies and you only have 8 HP. The minute any of the enemies comes at you you'll end up dead. Stay behind Dark/Adwarf/Myself, we'll keep the worst away from you.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #214 on: May 16, 2014, 10:27:45 am »

Move 2 tiles South.

I also noticed that Gerald has scale armor and 0 resist.
Some day. Some day the numbers will all match up.
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Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 3, Adwarf's team moves!
« Reply #215 on: May 16, 2014, 10:48:57 am »

Worldmaster, don't move both tiles. You move south that far and you're in range of several enemies and you only have 8 HP. The minute any of the enemies comes at you you'll end up dead. Stay behind Dark/Adwarf/Myself, we'll keep the worst away from you.
Okay, I'll change it so I just stay still for now. I should think more about where I move.
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darkpaladin109

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #216 on: May 17, 2014, 09:01:10 am »

Move 1 northwest, then 1 southwest.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #217 on: May 17, 2014, 09:51:49 am »

adwarf, you might want to submit a move.
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Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #218 on: May 17, 2014, 10:52:30 am »

Action for adwarf: Pay no upkeep to anyone, instead send all money to Cript. Then attack Dark Paladin with fork. Then move four space N.
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #219 on: May 17, 2014, 10:57:47 am »

Action for Adwarf: Move 1 Tile south, explore the temple.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #220 on: May 17, 2014, 11:03:06 am »

Action for Adwarf: Move 1 Tile south, explore the temple.
+1
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adwarf

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #221 on: May 17, 2014, 11:12:25 am »

Action for Adwarf: Move 1 Tile south, explore the temple.
+1 This is my official action.
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Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #222 on: May 17, 2014, 11:13:58 am »

aw
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #223 on: May 17, 2014, 08:56:41 pm »

Actions:
Gerard: Move 1 tile S
Tiruin:  Move 4 North; 2 NorthEast
Worldmaster: Pass
Darkpaladin:  Move 1 northwest, then 1 southwest.
Adwarf: Move 1 Tile south, explore the temple.
Adwarf heads south, exploring the area around the Temple to Armok, observing and slowly closing in. There's obviously been damage, over the years - rockslides seem to be common in this area, and it looks like the crumbling temple combined with the unstable mountains has lead to rubble blocking off most of the entrances. You estimate it will take 10 turns holding the temple to clear it and make it defensible as a secure point from which to operate.  You do manage to find an entrance that isn't blocked off, and a hallway that heads down it. Most of the doorways branching off the narrow corridor are blocked by rubble or heavily secured, but the hallway itself eventually opens into a large, circular room. In it stand three pedestals, holding up cages, and inside the cages are wondrous items - you can almost feel the magical energy sparking off of them. Atop the cages are chains, tight, ascending into the darkness that obscures the rooms ceiling, and on the base of each pedestal is a lever. Written on the floor, in faded red scrawl, is the following words:
A single choice made
By the one who serves the future king
Treasures kept, as promised,
Awaiting his return
Pull one lever, and one lever alone
And claim your destiny
Looking through the bars of the cages, you examine the items being displayed. Behind the first cage is a flaming sword, held aloft. Fire dances, impossibly, along it's blade, lighting up the room nearby.
Next, a irridescent armor, made of some mythical scale, reflecting the light of the burning sword in a rainbow of colors.
Finally, a book rest under the third cage. Large, and old, it's pages yellowed under it's leathery cover, an eye bulges from the front... an eye that moves, darting about the room to see that which can be seen.
What do you do?


Adwarf's team acts first.


(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.

Goal: Secure the Temple OR Eliminate All Opposition (thereby securing the temple)

Spoiler: Tile Details (click to show/hide)

Forces:
Team Dwarf: Controls 2 Threads, 10 gold
Team Flame: Controls 1 Threads, 0 gold

Spoiler: Team Dwarf (click to show/hide)
Spoiler: Team Flame (click to show/hide)
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 4, Adwarf's team moves!
« Reply #224 on: May 17, 2014, 08:59:21 pm »

A note on securing the temple:

At the beginning of every turn a character starts on the temple, they add one "secure" point to the feature.

When 10 secure points have been added to the feature, the temple will be secured.

Secure points are NOT lost by moving off the temple, and are not lost if the temple switches possession to the other team. The secure points are not team-specific.

All that matters is which team gets the final point.
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