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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29657 times)

4maskwolf

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #105 on: July 13, 2014, 03:04:14 pm »

do as my overlord commands

Humaan

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Re: Roll to Destroy the World! Turn 8: Preparations
« Reply #106 on: July 14, 2014, 11:30:29 am »

Turn 9: Preparations
Order my men to take cover! Use my strength and earth magic to throw boulders at the airship.
(3) Your men try to find cover. They find some areas, but its not enough to defend them all.

(6-1)Using your magic to enhance your strength, you grab some small boulders out of the ground and hurl them at the airship with no issue (3 vs 6) The boulder hits the ship on one of its armored sides, making it resist your attack!

(3-1 vs 4-1) Your men have another close call with the cannon, but thanks to much sturdier ground, they manage to resist the shockwave.

Lead the charge against the mystery attackers.
Mental Instability Roll: (6)
(2) Your troops charge towards the area of the attackers. The enemy, however seems to be higher up in the tree then first thought, meaning they can't attack until they manage to get close enough. Your flight, however, makes you easily capable of attacking. (3 vs. 6) The enemy shoots at your troops, but manages to finally miss them. (4 vs. 5) You finally get into the tree, and see that there is actually only one attacker! However, they seem tougher then most, and get their next shot on you! (Enemy Damage Roll: 2 vs 4) You manage to take no damage from the attack, however.

Spend 1.5/0 on a governor for my village, so it will auto-generate resources.
Head to the mountain pass. Aid the ambush preparations if possible.
My troops will prepare hidden minor fortifications for an ambush in the mountain pass.

Unlucky Roll: (3)

After hiring the governor,(6) You and your troops quickly head to the mountain pass, and begin setting up low-key fortifications along it. You also repair a bridge which happened to be destroyed for no discernible reason, meaning more troops can enter the pass at once. (+1 to attack roll once ambush is sprung. Enemy has to get past fortifications if they want to attack with the full army. Fortifications have 2 HP.)

(5) Thankfully, with the skill of the governor you hired, you get 1/0 resources from the village.

Order 1 Elite Infantry and the Standard Soldiers to begin constructing a covered palisade on the Darklands half of the Mountain Pass. Leave instructions for Black Velvet to move to the forward palisade.

Locate ideal position to construct second palisade within mountain pass that minimizes danger of enemy bypass. Take remaining 3 Elite Infantry to aid in task.

(5) Your troops which you ordered began the construction of a palisade in that part of the pass. While it is not much, it is enough to force your enemy into a small gate. It is covered above to protect the front troops from arrows. (+1 to attack at this point, 1 unit is protected from ranged attack, but cannot use ranged attacks themselves)

(6) You find a location behind the overlord's ambush position that would be perfect for another palisade. However, you fail to realize the scale of what would be constructed, and will need some resources to do it. (Location found, will cost 1/0 to make palisade.)

Enter the Darklands. Then attack a random village.
(3) Despite it being your own country and pretty lacking in villages, you attack the Darklands. Unsurprisingly, you don't find much to attack.

do as my overlord commands
(3) You get to the mountain pass. You don't really help in doing anything, however.




(2) Elye's army progresses to the border. It doesn't make much progress.


Spoiler: Random Events (click to show/hide)
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blazing glory

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Re: Roll to Destroy the World! Turn 9: Preparations
« Reply #107 on: July 14, 2014, 05:45:35 pm »

Retreat with my men,keep throwing boulders!
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bulborbish

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Re: Roll to Destroy the World! Turn 9: Preparations
« Reply #108 on: July 15, 2014, 09:28:43 am »

Spend 1/0 resources for the second palisade

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 9: Preparations
« Reply #109 on: July 15, 2014, 09:29:07 am »

Destroy an enemy village.
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Nirur Torir

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #110 on: July 15, 2014, 02:27:03 pm »

((I think my village should be at "4 turns until upgrade."
Can I get some examples on the sort of thing my +1 to an action bonus from my castle would be useful for? I can only really think of summonings, major spells, and enchanting items. Can multiple people use it in one turn, so I can use it as a loyalty incentive?))

Blitz, since no damage was done, I'll give you the benefit of the doubt that you meant to attack an enemy village last turn.

Give an inspiring speech about how pleased the dark god will be with our efforts, and how rewarding our conquests will be.

Spoiler: Accounting (click to show/hide)
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Humaan

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #111 on: July 15, 2014, 06:55:40 pm »

((I think my village should be at "4 turns until upgrade."
Can I get some examples on the sort of thing my +1 to an action bonus from my castle would be useful for? I can only really think of summonings, major spells, and enchanting items. Can multiple people use it in one turn, so I can use it as a loyalty incentive?))
Thanks. Forgot to update that.

Also, the Overlord's castle is supposed to be an ultimate representation of this, with the express purpose that the bonus only helps the Overlord. This is so that (1) The Overlord isn't a pushover to kill and (2) that the Overlord can cast high-power rituals without getting a 1 to mess it up.

Also, waiting on 4maskwolf.
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4maskwolf

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Re: Roll to Destroy the World! Turn 9: Preparations
« Reply #112 on: July 15, 2014, 10:22:19 pm »

Ermahgurd, it's so hard to keep up with all my games.

Erm...

take a small force into the woods to hide from and slip past the army of Elye

Humaan

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #113 on: July 17, 2014, 12:09:41 pm »

Turn 10: In With the New


Random Event Roll: (5)
A New Lieutenant

Within the realms of the land of Ecria, a large amount of odd coincidences were occurring. Men began dedicating themselves to a mysterious entity, offering them tales of power. It was a lie. The constructed a elaborate construction, a mirrored hall, soaked it in blood, and did everything they were told to get a mysterious entity's assistance.

It was a lie.

They found themselves, betrayed, and a slaughter began. A member was told to kill the others, and to kill the leader with his own weapon to prove his worth. All this accomplished was the creation of a new monster in the world. Her name was Valyrie. The survivor was killed swiftly soon after.

A voice boomed to the new creature. "You have been born for one purpose. Serve the Overlord to the North, and help him in his ambition. Do not fail me."  The hall of mirrors immediately shatter. Their are still quite the few resources laying around, however... Valyrie, the Greater Twilight Echo, is now in the game. They have the same 1st turn roll-free purchasing of buildings/troops/magic. Troops will still appear in the Darklands though.

Get my mooks to capture and restrain the attacker as I use my weak life-draining spell to sap it's strength but not kill it.
Mental Instability Roll: (2)
(6) Your men immediately get to the attacker, and begin to attempt to capture! Unfortunately, quite a few still are attempting to attack! (2 vs 1) Those men are quickly pushed back by the people attempting capture though.

(4 vs 6) Your men immediately attempt to seize the attacker, but are unfortunately having to deal with quite a bit of branches, letting the attacker avoid their attempts easily. (4-1 vs 1) You attempt to sap you enemies strength with the life-steal spell, and somehow manage to weaken them. The spell, however, was not made for that, so you drain some life as well, (2d6=4 HP). While the attacker looks weaker, they seemed to have lost quite a bit of life energy as well. (20-4=16HP)

Retreat with my men,keep throwing boulders!
(5 vs 4) Your men and yourself gladly begin retreating away from the airship, and are bound to get away. You hurl one more boulder at the vessel. (6+2 vs 2) You score a direct hit on the ship, (4d6=12 HP) The ship is obviously damaged this time from the attack, a hole being made it one of its wooden sides. (40-12=28 HP)

The ship is still reeling from that attack. It stops pursuing your troops, and begins to ready its attack on you. You don't have much time before they will fire again.

Spend 1/0 resources for the second palisade
(6) You spend the resources on that second palisade, and built it with no issues. It is all ominous, and will probably guard the pass well.

Destroy an enemy village.
You leave and randomly go to a village in (3) the Kingdom of Ecira, a small one near the border. (4) You manage to do a few minor raids on it, and get a petty 1/0 resources. (4) While the attack is known about and people do worry about more monsters, no one makes an assumption that it was anymore then an advanced monster attack.

Give an inspiring speech about how pleased the dark god will be with our efforts, and how rewarding our conquests will be.
Unlucky Roll: (6)
(3+1) You give a speech on the rewards which the coming battle will grant. The work makes quite a few individuals distracted, but overall morale goes up. (+1 to resisting fear checks)

take a small force into the woods to hide from and slip past the army of Elye
(5) You and your troops take up ambush positions with the forest. Its only a matter of time till the army appears.


(3) Elye's Army continues to the border. Next turn they will be at the border.



As you might have noticed, we have gotten a new lieutenant. If they decide not to continue, or don't post in the next 2 turns, we will move down the waitlist.

HP damage, as you can saw, cannot be resisted as easily. You must make an active attempt to defend to guard against HP damage.
« Last Edit: July 17, 2014, 03:57:42 pm by Humaan »
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #114 on: July 17, 2014, 12:17:20 pm »

Destroy more villages in Ecira.
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Lenglon

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #115 on: July 17, 2014, 12:29:04 pm »

((Nice! I'm in. Writing my first turn.))

((Interesting changes you made to the character. Still in the spirit of what I had in mind though. quite workable.))

Initial resource spending:
1/0: A single Elite victim from the slaughter of my birth, whos life I drained (triggering ability drain) as part of the event (the survivor).
1/0: the money/equipment of the fallen, representing 1/0 physical resources available for my later use.
0/1: An amulet of life draining, causing my attacks to heal me based on how much damage I do.
0/1: A ring of disguise, allowing me to disguise myself as someone or something else near-perfectly.
0/1: A bracelet of the light, allowing the casting of bolts of light (a low-level light-aligned damage spell, usually used by mage-type undead hunters) at will.
0/1: A cloak of charming, making people like me and pliable to my desires wherever I go, though not granting me true control over them.

Looting the bodies around me, I think over what little I know, and what I must do. I could try to build myself up here, and arrive to serve the overlord with an army by my side. Or I could be prompt, going to his service as quickly as possible. Right now I'm strong, flush with the strength of the survivor, yet that is only temporary, and I have no underlings to serve me. I can't afford to leave an impression of weakness, of not being usefull. hmm...
I know...
switch my affinity to light, disguise myself as a traveling undead hunter, go to a nearby town, and recruit an adventuring band to raid the darklands with me. wait for us to be well within the darklands, then pick them off one by one, switching affinities back and forth as I feel like it throughout this process, draining them and collecting what resources I can from them. attempt to prevent anyone from escaping and raising the alarm.
« Last Edit: July 17, 2014, 01:34:12 pm by Lenglon »
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

4maskwolf

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #116 on: July 17, 2014, 12:33:22 pm »

Lie in ambush, spread rumors of a great army marching forth to fight the forces of Elye.

Nirur Torir

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #117 on: July 17, 2014, 02:48:47 pm »

Did my settlement provide any resources this turn? Does my charisma bonus not work on speeches, or was that canceled out by a hidden roll for unlucky?

I can't afford to leave an impression of weakness, of not being usefull. hmm.
((Well, you're not actively trying to raise hostile armies to deny the Darklands to the forces of Evil, so you're easily ahead of a third of your peers.))
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #118 on: July 17, 2014, 03:04:59 pm »

((I'm currently raising funds for his Overlordness.))
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Humaan

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #119 on: July 17, 2014, 03:53:47 pm »

Did my settlement provide any resources this turn? Does my charisma bonus not work on speeches, or was that canceled out by a hidden roll for unlucky?

I can't afford to leave an impression of weakness, of not being usefull. hmm.
((Well, you're not actively trying to raise hostile armies to deny the Darklands to the forces of Evil, so you're easily ahead of a third of your peers.))
And I knew I forgot something in there. Hm.

The Unlucky Roll you passed, but forgot to put down, and I didn't account for the charisma bonus. I'll edit the turn with the appropriate action.

As for the governor, he rolled a 2. To try and limit fluff I add to the post, I am not posting these failures. Once the Village becomes a town, you will automatically get 1/0 a turn. Unlike the Iron Keep owned by Bulborbish, however, this automatic wealth is easily destroyed if the town's population is abused enough, while the Iron Keep itself has to be destroyed to eliminate the auto-wealth.

((Nice! I'm in. Writing my first turn.))

((Interesting changes you made to the character. Still in the spirit of what I had in mind though. quite workable.))

Initial resource spending:
1/0: A single Elite victim from the slaughter of my birth, whos life I drained (triggering ability drain) as part of the event (the survivor).
1/0: the money/equipment of the fallen, representing 1/0 physical resources available for my later use.
0/1: An amulet of life draining, causing my attacks to heal me based on how much damage I do.
0/1: A ring of disguise, allowing me to disguise myself as someone or something else near-perfectly.
0/1: A bracelet of the light, allowing the casting of bolts of light (a low-level light-aligned damage spell, usually used by mage-type undead hunters) at will.
0/1: A cloak of charming, making people like me and pliable to my desires wherever I go, though not granting me true control over them.

Unfortunately, there was quite a bit of work to be done with it. The damage reflect, in a game where everyone has about the same health, was to hard to balance, and was the majority of the time I took in attempting to think of the next update, until I decided to just remove it. Due to the game lacking a clear time scale (see anyone who's battling versus the people doing stuff on the overworld), A lack of a clear day/night cycle would make it tough to deal with your stat reduction. It would also be complicated to remember to different stat sets.
« Last Edit: July 17, 2014, 04:45:14 pm by Humaan »
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