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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29535 times)

Nirur Torir

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Re: Roll to Destroy the World! Turn 0!
« Reply #30 on: June 23, 2014, 02:56:33 pm »

"I-I've barely done anything and you already threaten me?

Fine, be that way. No sharing resources without my say-so, and looters keep their own spoils. I'll just go rule or something for a while."


If 4maskwolf doesn't get an action in:
Chad Wattler will get a band of minor mooks and one of 0/3 water-based ice imps, with an offensive/support freeze spell.
I hope that those who aren't submitting real actions will be using their turns to try to raise freebie forces? If not:
I order anyone not doing anything useful to gather magical wealth for me.

((Sinvar: I fail to understand why you would give your wealth to someone else for them to raise an army against me, when you could each raise your own armies for similar effect, minus the whole "new overlord now has your army's loyalty" issue.
Are you hiring one band of elite mooks or two? The penalty for not using half your starting resources on troops is being added to a List of Failures.))

((It occurs to me that making a mind magic specialist with self-esteem issues was a strange thing to do.))
« Last Edit: June 23, 2014, 04:12:50 pm by Nirur Torir »
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IcyTea31

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Re: Roll to Destroy the World! Turn 0!
« Reply #31 on: June 23, 2014, 04:02:13 pm »

Mostly PTW:ing due to my quite minuscule chances of actually getting in the game, but here's something for the waitlist:
Spoiler: Character Sheet (click to show/hide)
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There is a world yet only seen by physicists and magicians.
Re: Roll to Destroy the World! Turn 0!
« Reply #32 on: June 23, 2014, 05:32:32 pm »

This is rushed, so Can someone change this please. :)

Name: Houol
Gender: male
Race: Monster
Subrace: Cockatrice. can Turn enemies into stone when in contact with it but has bad stat's with the expectation of speed and dodge and has no hands.
Description: 
Affinity: Earth
Traits: an skilled debater and an random Trait (two Traits total) 
Personality: is very rude and selfish.

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4maskwolf

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Re: Roll to Destroy the World! Turn 0!
« Reply #33 on: June 23, 2014, 05:42:19 pm »

The Gelugon clicks and makes a chittering noise.

do what Torir posted.

Hawk132

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Re: Roll to Destroy the World! Turn 0!
« Reply #34 on: June 23, 2014, 06:10:12 pm »

He'll probably sit on this waitlist for a long time, but here goes anyway.

Spoiler: Ferratus (click to show/hide)
« Last Edit: June 23, 2014, 07:10:05 pm by Hawk132 »
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Humaan

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Re: Roll to Destroy the World! Turn 0!
« Reply #35 on: June 24, 2014, 01:38:04 pm »

To Sinvara's questions (since I forgot to answer them last post)
1. Whoever kills the overlord becomes the overlord. If the overlord is stupid and dies through other means, then the lieutenants vote on who becomes the next overlord. Or fight over it, as it may be.
2. Yes. Resources, for the most part, are materials, physical objects. Please note, however, that it still has to MOVE between the two people. Therefore large amounts can be intercepted. One or two points is ususally the only perfectly “safe” amount to give.
3. Your life steal spell steals HP. If it instakilled, it would cost TONS more.
4. Weak spells cost nothing. Unfortunately, I thought I typed it correctly, but Powerful spells, spells which could do quite a bit of damage or other powerful effects, cost 0/1. Truly catastrophic spells could cost quite the resources.

Also, because I typed it stupidly: When creating a permanent part of your army with 5/0 points, it refers to a group of mundane troops, not a single entity. Fixing the price chart to better reflect this, and Bulborbish gets an appropriate group.

All your assets you started with had been edited into the status page (2nd post, If you havn't figured it out.)

Turn 1: The Beginning


Govern my village from my castle for income.
I order anyone not doing anything useful to gather magical wealth for me.
Unlucky Roll: : (2), Unlucky Activates
You govern your village (4-1+1) getting .5 physical resources from it.
Your troops go out (6-1) and find 1 magical resource

You recall that the last great war between the world and the overlord did quite the damage to the Darklands. (1-1) You might have just looted the last resources in the area. Oops?

Search for an opponent to battle.
(4) You find a few people trying to enter the Darklands through a little known pass in the northeastern mountains. You announce yourself, and they immediately run away. (3 vs. 3) They are ahead of you, but you still can catch up if you wanted to.

Quote from: Sinvara
(You had no personal actions.)
Mentally Unstable Roll: (4)
(1) You utterly fail to do nothing, instead deciding to explain the Darklands to yourself for the other player's perusal. The Darklands are a decently sized land, about the size as the kingdom of Ecria to the south. It is mostly wasteland, but to the east is a habitable area which Garland's Keep and the Overlord's Village is. Beyond Garland, all the lieutenants would have no trouble living for extended periods of time in the rest of the wasteland. The northeastern mountains serve as a border over there, and might have plenty of physical resources in them if they were mined. The central mountains, where the Overlord's Castle is, has been extremely mined in the past. A river flows out of the mountains east, into the sea.

Quote from: BlitzDungeoneer
(Also no personal actions)
(2) You fail at doing nothing, going on a walk around the Overlord's castle. Your only regret is that the castle isn't yours.

Quote from: blazing glory
(No personal action, but still competing against the Overlord's order)
(1 vs 4-1) You begin searching the Darklands for magical resources (1) but find utterly none. Little do you know, you probably unintentionally destroyed a few in your search.

do what Torir posted.
(6) Not only do you find 1 magical resource, under orders of the overlord, you also find some ruins, possibly from the time of the Ancient Overlord! You don't have time to investigate the ruins, so you leave to return the resource to the Overlord. You are not, however, required to tell him about your bonus discovery. The resource you got has been given to the Overlord.
« Last Edit: June 24, 2014, 01:40:34 pm by Humaan »
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #36 on: June 24, 2014, 01:39:34 pm »

Find some random opponent to battle.
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bulborbish

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #37 on: June 24, 2014, 02:07:32 pm »

"Craven Scum, fight the battle you provoked when you trespassed in these lands, and PERISH!"

Pursue the Craven Scum

Nirur Torir

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #38 on: June 24, 2014, 02:48:21 pm »

((GM: Your updates to our wealth levels seem haphazard.
Would I be able to hire a governor for my village with 1/0?

Unless we're going exploring the ruins, one more turn here, since intruders need to be dealt with, then we'll go on the offensive.))
« Last Edit: June 24, 2014, 03:06:03 pm by Nirur Torir »
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Nirur Torir

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #39 on: June 24, 2014, 03:19:28 pm »

"Are there any volunteers for making a plan of attack? You'll both get to prove yourself useful and keep someone else from giving you a bad job."

Leave my skeleton army to guard the Overlord's village
"Leave them guarding outside my village. I don't need them trying to protect it from the people living there."

Govern the village again. My earth elementals stay with me always, while my kobold bands will guard the village.

Spoiler: Taxes (click to show/hide)

Anyone without an action will look for good avenues of attack against Elye.
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Humaan

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #40 on: June 24, 2014, 04:01:35 pm »

((GM: Your updates to our wealth levels seem haphazard.
Would I be able to hire a governor for my village with 1/0?

One more turn here, since intruders need to be dealt with, then we'll go on the offensive.))
Haphazard? I adjusted it as appropriate. If there is anything wrong, please tell me. Mistakes are bad.
If it is because you got .5 a resource, that was due to the way you spent your points. 3/1 was... small for what you were asking. The compromise was, of course, the variable income, which made sense once you realize that the village is in the middle of possible one of the most hostile areas. If it was a bit bigger, maybe at the level of a town, it would give you more, but not at the moment.


As for the governor... eh, I'll let it happen.
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Nirur Torir

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #41 on: June 24, 2014, 04:11:28 pm »

Haphazard? I adjusted it as appropriate. If there is anything wrong, please tell me. Mistakes are bad.
((Oh, I misread ".5" as "5." 4maskwolf's wealth is untouched [and he should probably have a band of generic mooks], blazing glory's wealth is untouched, and BlitzDungeoneer's at 0/6 despite trying to buy as many foxes as possible.))
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Humaan

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #42 on: June 24, 2014, 04:55:58 pm »

Haphazard? I adjusted it as appropriate. If there is anything wrong, please tell me. Mistakes are bad.
((Oh, I misread ".5" as "5." 4maskwolf's wealth is untouched [and he should probably have a band of generic mooks], blazing glory's wealth is untouched, and BlitzDungeoneer's at 0/6 despite trying to buy as many foxes as possible.))
Fixed. Thank you for noticing that. Not that it will get you anything.
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Hell yes! Who need a space elevator when you've got a space escalator!?!?
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Nirur Torir

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #43 on: June 24, 2014, 04:56:56 pm »

The ire of the people trying to kill me is reward enough.  :P
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4maskwolf

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Re: Roll to Destroy the World! Turn 1:The Beginning!
« Reply #44 on: June 25, 2014, 05:59:12 pm »

explore the ancient ruins. If I find anything, keep the best thing for myself and give the rest to our overlord.
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