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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29578 times)

Nirur Torir

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Re: Roll to Destroy the World! Turn 2: A Climatic...
« Reply #60 on: June 27, 2014, 02:29:46 pm »

Take my troops and attack the settlement. Use free mind magic fear spells to help. Try to capture non-combatants for integration into my own settlement.

Spoiler: Accountomancy (click to show/hide)
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4maskwolf

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #61 on: June 27, 2014, 03:09:15 pm »

use free ice spells to inhibit those attempting to flee, so as to gather more prisoners.

blazing glory

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #62 on: June 27, 2014, 06:05:29 pm »

((You'd think they'd have idols or at least something.))

Make way to the kingdom of Ecria,once I get there,engage in banditry.
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bulborbish

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #63 on: June 27, 2014, 08:02:47 pm »

Assist in attacks on the Tribes of Eyle by searching for and eliminating strong foes.

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #64 on: June 28, 2014, 01:01:51 am »

Raid a village.
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Humaan

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #65 on: June 29, 2014, 10:00:33 pm »

Realized I wasn't displaying in the last few posts the Trait rolls. Making sure it gets displayed.

Turn 4: A Battle, A Loss, A Champion

Take my troops and attack the settlement. Use free mind magic fear spells to help. Try to capture non-combatants for integration into my own settlement.
Unlucky Roll: (4)
use free ice spells to inhibit those attempting to flee, so as to gather more prisoners.

Assist in attacks on the Tribes of Eyle by searching for and eliminating strong foes.
(4 vs 5) Using weak fear spells, you target a few members of the defending force who seem to lead it. The leadership, despite being shaken, seem as ever devoted to defending their village as ever.

(4 vs 6) Your army begins the assault on the enemy. Unfortunately, your armies' lack of discipline seem to show rather quickly, and quickly the defense get the upper hand. (Enemy Damage Roll: 5 vs 1 = 4FHP damage) The Kobold Bands are quickly routed(2FHP-2=0), as well as you lieutenants nondescript mooks (1FHP -1=0). While the enemy DID reach your Golems, no actual damage was done to them. (2FHP-(1-1)).

(4)Suddenly, Garland Bulboron entered the battle, and despite a slight fatigue randomly reaching here, begins to fight! (3 vs 2) Despite the enemies numbers, the fact that he charged into battle alone seemed to have unnerved them, letting him get the upper hand! (Damage: 6 vs 4 = 2FHP damage) He manages to get through the militia and manages to enough damage, including the entire leadership, that the enemy routs! (2FHP-2=0)

(4)After the militia falls, the townsfolk begin fleeing, but quite a few are trapped in their homes by the intimidating presence of the golems. (4) The ice magic of Chad Wattler further stops a few of the fleeing townsfolk from escaping.

All and all, quite a bit of human townsfolk, about 100, were captured, and are now the overlord's prisoners. Garland is fatigued from the travel and battle (-1 to all physical rolls next turn). (5) About 5/0 wealth was found in the subsequent looting of the town.

(2) News about the attack starts spreading across Elye, talking about mysterious monsters attacking the town. Rumors of a man capable of fighting an army starts spreading, and those captured by the ice. (4) A small band of warriors resolve to try and rescue those captured.

Leave the caves for the time being and explore the forests of the Darklands.
Mental Instability Roll: (1), Mentally Unstable Activates!
(6) Resolving to explore the forests, you leave out of the cave system into the forested lands of Elye. The land itself seems rather dull, but you find a mysterious village, seemingly combined into the forest itself. A few people, of which you cannot recognize the race, probably sentries, seem to notice your presence, and raise an alarm!

Make way to the kingdom of Ecria,once I get there,engage in banditry.
(2) On the way out of Elye, you get lost. You only barely make it out of Elye, never mind getting to Ecria.

Raid a village.
(4) You attack a few villages you find as you wander the land. All and all, you get 1/0 resources out of the deal.





Well, I didn't expect the first battle to go that way.

The 5/0 wealth found in the major raid is up to the Overlord to divide, and will be added as soon as a decision is made.
As you also can tell, FHP is really easy to deplete. Actual HP is easier to bring down, but is usually more padded, don't worry about dying TOO quickly.
« Last Edit: June 29, 2014, 10:04:00 pm by Humaan »
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blazing glory

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Re: Roll to Destroy the World! Turn 3: A Prelude to War
« Reply #66 on: June 29, 2014, 10:04:53 pm »

((Never going to make any progress at this rate...))

Make way to Cura and start raiding and committing banditry in a desperate effort to actually get some money.
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #67 on: June 30, 2014, 12:55:56 am »

Recruit a generic, decent-sized killable band of mooks for 1/0. Also, raid another village.
« Last Edit: June 30, 2014, 08:45:55 am by BlitzDungeoneer »
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Humaan

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #68 on: June 30, 2014, 08:41:25 am »

Recruit a generic, decent-sized killable band of mooks for 1/0
You can also do an action along with this (but not with the mooks)
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
Watch out bots, Sherlock Humaan is on the case.

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #69 on: June 30, 2014, 08:46:08 am »

Edited.
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bulborbish

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #70 on: June 30, 2014, 09:19:13 pm »

I will continue to hunt for more foes to fight.

Spoiler: For Humaan, again (click to show/hide)

4maskwolf

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #71 on: June 30, 2014, 09:21:39 pm »

do as my overlord commands.

Nirur Torir

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Re: Roll to Destroy the World! Turn 2: A Climatic...
« Reply #72 on: July 01, 2014, 03:36:12 pm »

((This game is very good at sneaking past me, even when I'm looking for it. Sorry about that!))

Loot divison: 2/0 to Chad Wattler. 1/0 to Garland. 2/0 kept by Overlord. (Garland's second wealth point is taken as preemptive taxation for next turn's taxes, and will be earmarked away from personal funds.)

Return to my village with the prisoners, and Chad Wattler as an extra guard. They will be kept as indentured servants for 1-5 years, based on behavior, before being integrated as much as possible.
Hire another 1/0 kobold band.
If we are attacked en route, use 10 HP from myself to boost my spells, and use mind magic to confuse the attackers so they attack ineffectually instead of actually freeing anyone.


Spoiler: Accountomancy (click to show/hide)
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Humaan

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Re: Roll to Destroy the World! Turn 4: A Battle, A Loss, A Champion
« Reply #73 on: July 02, 2014, 11:24:23 am »

Turn 5: Turn of Fortune and Getting Lost

((Never going to make any progress at this rate...))

Make way to Cura and start raiding and committing banditry in a desperate effort to actually get some money.
(5) You desperation finally pays off, and you manage to find a merchant treasure caravan to raid! (4) In the dead of the night, you and your men attack the caravan. The few sentries put up fail to actually stop you, but they delay you enough that there are a few survivors. The wagon itself is filled with quite the bit of wealth, being 3/0 total. (5) You manage to return the treasure to a safe place, so the wealth is yours to keep.

(2) The few survivor return to the nearest city in Cura. They begin speaking of how they got attack by a large group of monsters. While monsters are occasionally seen in-between cities, rarely would so much appear at once. The Merchant's Guild of Cura begins putting out notices on the large increase of monsters around the border. They also begin increasing patrols within the area. Luckily, they don't seem to figure out that a Overlord has returned, but they can't help but be nervous, and very little could make them change their minds.

Use my magical power of Earth (spending 0/1 assets,) to immobilize the mysterious people, if that doesn't work then send my Elite Mooks in to butcher them.
Mental Instability Roll: (5)

(3+1) (0/1 spent) You call upon a mighty quake with your magic. The roots of the trees which the mysterious people make home seem to severely dampen the spells effect, but it still seems to take some hold. (Enemy roll: 2) While it hardly immobilizes the enemy, it does knock them down, making them unable to fight you at the moment until they get themselves up. (3) Your own troops managed to stay up, but only due to keeping upright through surroundings. They will be able to attack no problem.

Recruit a generic, decent-sized killable band of mooks for 1/0. Also, raid another village.
First, that purchase happens. They, like your magical minions, are still within the Darklands.
(4) A few more villages raided, another 1/0 gained.

(1) All the raids which keep happening, however, seem to have the people of Elye starting to prepare in full force. Large armies are being formed, seeking to defeat the mysterious attackers. Rumors with in some of the people say that a Overlord might have arisen. They still are a clear minority. Within 3 turns, the force of Elye will be mobilized.

I will continue to hunt for more foes to fight.

Spoiler: For Humaan, again (click to show/hide)
You purchase goes through, of course, and is at the Iron Keep.
(5-1) You intercept the warriors attempting to rescue the survivors of the village attack. (4-1 vs 6) Your general exhaustion, however, seems to get the better of you, and they go in to try to kill! (Enemy Damage: 2 vs 4) Their weaponry fails to harm you, however. As long as this fight continues, the Overlord cannot be intercepted. (6) You are no longer fatigued, and the call to battle seems to have reversed your situation! (+1 to physical rolls next turn, will roll to see if you are fatigued again)

(2) Black Velvet fails to find anything about the Vault.

do as my overlord commands.
Loot divison: 2/0 to Chad Wattler. 1/0 to Garland. 2/0 kept by Overlord.

Return to my village with the prisoners, and Chad Wattler as an extra guard. They will be kept as indentured servants for 1-5 years, based on behavior, before being integrated as much as possible.
Hire another 1/0 kobold band.
If we are attacked en route, use 10 HP from myself to boost my spells, and use mind magic to confuse the attackers so they attack ineffectually instead of actually freeing anyone.

Unlucky Roll: (3)

Purchase goes through, waiting for you at your village.
(1) You get lost trying to return to the Darklands. The people you captured use this to attempt to escape! (5) You manage to keep them from escaping however. Now, getting back still might prove a challenge...

(6)Chad Wattler, thankfully, thinks he know the way out, even though he has no way of knowing on where you are. (randomly +1 or -1 to getting out of Elye next turn)

The warriors seeking out the captives are busy with Garland right now.

(Also, it is up to Garland to give you the wealth. He will have to do that next turn)

And as always, tell me if something is horridly wrong.
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
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bulborbish

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Re: Roll to Destroy the World! Turn 5: Turn of Fortune...
« Reply #74 on: July 02, 2014, 11:47:42 am »

I shall slay these foes

Additionally, send 1/0 to the Overlord


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