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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 87058 times)

Dermonster

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #210 on: May 25, 2014, 11:06:02 pm »

Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

adwarf

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #211 on: May 25, 2014, 11:10:43 pm »

Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
Board is in the tavern, which everyone returned to.
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Dermonster

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #212 on: May 25, 2014, 11:12:18 pm »

Damn.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Beirus

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #213 on: May 26, 2014, 12:03:49 am »

Damn, such a difficult choice. I want to raid the tomb because I want the knight hero's gear and possibly some magic, but I don't know if I would even survive long enough to get it. Will the quest be there after we get back from other quests?

If we won't have another shot, vote for Alerd's Tomb. If the quest will still be available later, vote for Bandit Troubles. I'd prefer to fight something that can bleed and not regenerate like trolls presumably can.
« Last Edit: May 26, 2014, 12:23:42 am by Beirus »
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The Froggy Ninja

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #214 on: May 26, 2014, 01:07:17 am »

Actually, since nobody else bothered to go look at the board, I believe I'm the only one there :3

Anyway, I pick, ahhhh.... Trolls. Good Xp, and it actually has a gold reward.
Money is always good. +1

Lyeos

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #215 on: May 26, 2014, 01:09:12 am »

Mmm... Likewise, large reward, more challenging. Might be best to do some lower quests so we can level and actually get some supplies first.
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scapheap

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #216 on: May 26, 2014, 08:14:10 am »

Bandit Troubles

Nice and simple to get everyone to level 2.
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adwarf

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Roll to Become a Hero - Turn 11: Ruins are too quiet
« Reply #217 on: May 26, 2014, 10:42:54 am »

Entire Group
With the majority agreeing on taking the bandit mission you all head on out to do that after a good night's rest, and a morning meal which is all courtesy of the innkeeper who seems to have a certain fondness for keeping adventurers happy. Travel along the highway, called the Tradesroad in these parts, goes smoothly as you find your group the only traveling along it this day, it would seem the bandits have a tighter grip on the road then just rare caravan raids. Roughly half the day passes if you're judging by the sun by the time you all arrive at the fortress the bandits are using, a decrepit ruin sprawled atop one of the countryside's taller hills, only two of its towers still stand though even those have been damaged by the passage of time.

All in all the place looks dead silent as your group observes it hidden within a copse of trees to the south, the gatehouse lies empty with its gate long ago rotted or rusted to nothing, the walls are unmanned, and vast sections of it on the eastern side that faces the road are no longer there. Even though you see no one on the walls a spiral of smoke rises from what remain's of the fortress' keep showing that someone is indeed here, how do you proceed?

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
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Dermonster

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #218 on: May 26, 2014, 11:57:03 am »

Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Lyeos

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #219 on: May 26, 2014, 11:58:54 am »

Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.
Do this.
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adwarf

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Re: Roll to Become a Hero - Turn 10: Quest 2!
« Reply #220 on: May 26, 2014, 12:01:26 pm »

Wait, I thought trolls had the majority?

Whatever, I guess.

Observe castle more closely for possible lookouts. If none, move up to a wall.

I dunno I only accepted what was bolded as a vote, hence the following I ignored.
Mmm... Likewise, large reward, more challenging. Might be best to do some lower quests so we can level and actually get some supplies first.
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Lyeos

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Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
« Reply #221 on: May 26, 2014, 12:02:39 pm »

Yeah, but that wasn't meant to be counted as a -1 or anything. It was just my way of explaining why I thought we shouldn't do it.

Or, to be a bit clearer, it wasn't meant for you?
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Beirus

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Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
« Reply #222 on: May 26, 2014, 12:04:43 pm »

Yep, observing and then moving towards a wall if it isn't manned seems like the thing to do.

((Wait, are we gonna have to change quests? Wait, never mind, bandits had majority anyways.))
« Last Edit: May 26, 2014, 12:06:56 pm by Beirus »
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scapheap

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Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
« Reply #223 on: May 26, 2014, 12:13:15 pm »

Follow teammates if they move
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

adwarf

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Re: Roll to Become a Hero - Turn 11: Ruins are too quiet
« Reply #224 on: May 26, 2014, 12:13:32 pm »

Yeah, but that wasn't meant to be counted as a -1 or anything. It was just my way of explaining why I thought we shouldn't do it.

Or, to be a bit clearer, it wasn't meant for you?
I am well aware of that. I was explaining to Derm that the majority was with the bandit trouble quest, and that was the only thing that could have been taken as a vote for the troll quest outside of the other bolded votes which might have been why he thought it had the lead.
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