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Author Topic: The Guild of Random Ruin Explorers (Tactical RPG)  (Read 25240 times)

Rolepgeek

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #150 on: May 25, 2014, 01:17:22 pm »

Yay!
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IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #151 on: May 26, 2014, 10:26:27 pm »

((Refine thine decisions, adventurers. Thine very lives hang in the balance!))
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Ochita

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #152 on: May 27, 2014, 08:26:06 am »

((Remember that its likely that the return point has monsters around, so be wary of wearing yourselves out and stuff I suppose?))
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #153 on: May 27, 2014, 03:07:42 pm »

((Refine thine decisions, adventurers. Thine very lives hang in the balance!))
((Are you suggesting that the party does not have limitless time for indecisiveness, after arriving in an explosion an killing a patrol, while sitting outside a natural position for the patrol to be based out of?))
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Ochita

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #154 on: May 27, 2014, 03:54:11 pm »

((You know, and this is probably just me, but the whole them arriving in an explosion, and along with the fact that they can't go to the same place twice... Makes me think they arrive in lightning strikes or something equally silly. Something about 'lightning never strikes the same place twice' or something.))
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Quote from: Freeform
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #155 on: May 27, 2014, 05:17:22 pm »

The party stands around indecisively for nearly an hour. Predictably, they are caught with their guard down and have frost spells lobbed at them.



Objective: Retreat off the edge of the map!
OR
Kill all enemies

Secondary objective:

Special: Start with Frost Mist debuff

These foes have basic magic defense.

Debuffs:
Marks - Move speed 2, 3 turns remain
Boldbold - Move speed 3, 4 turns remain
Teirra - Move speed 2, 5 turns remain
Chain - Move speed 3, 3 turns remain

((Note: You may loot one random item off of a fallen enemy instead of attacking, or two items if you don't do anything else that turn.))



Barthold finds a merchant selling rather low quality weapons. They're cheap, but he leaves in disgust.

Spoiler: RangerCado (click to show/hide)

Spoiler: Harbingerjm (click to show/hide)

Spoiler: Sarrak (click to show/hide)

Spoiler: Propman (click to show/hide)

Spoiler: Enemies (click to show/hide)



Spoiler: Guild Stockpiles (click to show/hide)
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EagleV

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #156 on: May 27, 2014, 05:24:01 pm »

(( Good luck! ))
Unaware of any danger, Neb walks to town whistling, in search for an alchemist shop.
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Rolepgeek

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #157 on: May 27, 2014, 06:59:02 pm »

Well then. I think it's about high time I got into the business of finding us a place to sell our loot.

Begin making contacts with people who might be collectors and/or antiques dealers and/or shady mages and/or other individuals willing to purchase our loot for a fair/advantageous-to-us price.
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Sarrak

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #158 on: May 28, 2014, 02:13:09 am »

"Damn, I hate those cold-based spells!.. So, we move to the southeast and obliterate their forces there?"
« Last Edit: May 28, 2014, 12:33:16 pm by Sarrak »
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RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #159 on: May 28, 2014, 07:59:52 am »

"Agreed." Move 2 hexes south east.
« Last Edit: May 28, 2014, 04:15:24 pm by RangerCado »
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Sarrak

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #160 on: May 28, 2014, 09:34:51 am »

((Take debuffs into consideration, you have only 2 hex/turn...))

Move onto his place.
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #161 on: May 28, 2014, 09:40:38 am »

"Be blitz the right side of the map. Kill any we have to, but escape is the goal."
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The best ship is the one where one of them is literally allergic to the other~
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Sarrak

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #162 on: May 28, 2014, 12:39:46 pm »

"Something tells me that we won't run far in this cold. Even zombies would be faster than us. Killing both mages - one after another - is our only chance. I can accomplish this from quite a distance, but I don't like these fast skeletons beside their masters..."
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #163 on: May 28, 2014, 01:23:56 pm »

"We can probably hold them off for you then. Just don't miss, alright?" Cado looks worried about the amount of enemies.
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The best ship is the one where one of them is literally allergic to the other~
Quote from: NakaTeleeli
"A room ain't messy less you can't find nothin!"
[/quote]

Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #164 on: May 28, 2014, 02:58:13 pm »

I'll add that this game does not have expanding battlefields, so retreating off the edge of the map will leave you "safe," even if you're surrounded by faster units at the start of the turn.

Also, these skeletons don't have attacks of opportunity.
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