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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29652 times)

Nirur Torir

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #120 on: July 17, 2014, 05:19:08 pm »

Return to my castle with only my earth elemental bodyguards and then plan out an alchemical reagent garden for my settlement. (Particularly costs.)
In the unlikely event that the enemy attacks the mountain pass this turn, my troops are to fight for one turn before withdrawing to Garland's fortification.

Spoiler: Accounting (click to show/hide)
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blazing glory

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #121 on: July 17, 2014, 06:51:53 pm »

Tell my men to hide nearby!

Make a run for the village!
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bulborbish

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Re: Roll to Destroy the World! Turn 10: In With the New
« Reply #122 on: July 17, 2014, 07:26:09 pm »

Join the Overlord so I may seek glorious battle in the ambush.

Humaan

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #123 on: July 18, 2014, 11:58:13 pm »

Turn 11: The Dice Smile Upon You
Destroy more villages in Ecira.
(6) You manage to find a village. Charging forward, you begin raiding the larger and larger... oh wait, that's a town. Hm.

Of course, the townspeople don't seem to be so happy to see you, and the city guard immediately begins rushing to your location. Its really up to you if you want to fight this town singlehandedly, though you do have the element of surprise...

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.
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.
You prepare yourself from the massacre. Examining your equipment, you realize that whatever this people were preparing for, they carried still only basic magical equipment. Still, what you got still will be good for what you intend. Surprisingly enough, the man you 'killed' had miraculously survived the attack, despite being drained. He seems to be quite mentally unaware of what just happened, but he seems to still be in working condition. He seems in an odd trance. He immediately seems to head towards what you instinctually know as the Darklands.

(6) Using your minor ring of disguise, you attempt to disguise yourself as what you imagine is an undead hunter. Amazingly, the ring manages to create a decent image to disguise your appearance. However, you feel that your appearance is still... off somehow, but you can't put your finger on it. Regardless, you can tell your disguise is, at the very least convincing. You are now disguised as a human hunter of the undead, wearing what appears to be some sort of religious garb.

(2)Heading out, you immediately try to find some sort of adventuring group to join and backstab. Unfortunately, you seem to have trouble finding town, and get to the town early in the morning, while most folks are asleep. You have no idea where to start looking still...

Lie in ambush, spread rumors of a great army marching forth to fight the forces of Elye.
(4+1-1) You manage (though not easily due to you demonic shape and lack of human minions) to spread a rumor to Elye's army about a great army marching forth. The troops, not knowing whether the Empire of Abrlein has decided to invade Elye, are nervous. A few of them at least say that they now know that their coming, while they think they will get the element of surprise. Very few members agree. (-1 to fear checks)

Now that the enemy is weakened, have my mooks try to capture it. (Again.)
Mental Instability Roll: (2)
(4 vs 1-1) Finally, after a small chase, your attacker seems to be to weak to attempt to evade your troops. The troops have no problem restraining the attacker, which you finally get a good look at. Interestingly enough, the attacker seems to be a women of... whatever these people are. You can't much more before noticing that these people seem to be getting reinforcements. You could leave to fight them, but that makes no guarantees that your captive will stay still without leaving your men keeping her down, meaning you have to fight alone. You do still have a viable option to retreat with your captive, if you so choose.

Return to my castle with only my earth elemental bodyguards and then plan out an alchemical reagent garden for my settlement. (Particularly costs.)
In the unlikely event that the enemy attacks the mountain pass this turn, my troops are to fight for one turn before withdrawing to Garland's fortification.
Unlucky Roll: (3)
(6) You immediately return back to your castle with your guard, leaving the rest of the troops in charge of manning the pass. Once you return with mighty speed, you sit on your throne and attempt to plan a alchemical garden to accompany the settlement. (3+1) You plan some basic designs for a low-level alchemical garden, though not in full. You realize the problem is that many of the reagents are not found within the Darklands. While you lack true knowledge of herb-based alchemy, you do know some basic plants to find.

Death's Door, a rare poisonous herb in the Darklands.
Chotton, a fibrous plant which grows in grasslands, perhaps in Cura or Ecria.
Tiger's Palm, a vine which is known to grow within the Empire of Abrlein
Faery Rice, a flower which is somewhere in Elye
and Raingrass, a type of grass which normally grows near great magical sources.

You make note of this, cursing the arbitrary sidequest which has been given to you. At least you know that the actual garden would cost 1/1, without much in it though. (6) The village governor sends you 1/0 resources, and promises more soon.

Tell my men to hide nearby!

Make a run for the village!
(6) Your men have already escaped and are hiding... somewhere. You have no idea, you just need to get to cover.

(4) You quickly rush towards the village, attempting to use it as cover. A shot is fired from the Airship behind you! (6 vs 4) You manage to outrun the projectile. You finally arrive at the village. The airships seems to hover towards, but instead of firing again, it seems to be holding its fire to avoid killing civilians. They ARE running away, so that isn't the perfect defense, but you have a few turns to fight unmolested.

Join the Overlord so I may seek glorious battle in the ambush.
(5) You and your troops officially ready yourselves in the ambush. Now you wait. On a side note, you wonder if an ambush is really a glorious battle. You disregard and prepare yourself.

(5) The army of Elye is now at the border, and is hunting for the monsters. They will have to be lured to the ambush site.



The turn got quite a few high rolls. Maybe you guys might be getting luckier?

Also, to make things clear for the future, you can only cast spells of your Affinity. The magical 0/1 item lets you get around this, but only for a weak, specific spell. I made some adjustments to Lenglon's magical items, for balance due to spend 0/1 on them, and so they would take this fact (on the elements) into consideration.

And, as always, tell of any mistakes.
« Last Edit: July 19, 2014, 12:03:47 am by Humaan »
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blazing glory

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #124 on: July 19, 2014, 12:17:06 am »

Grab a large boulder,and,again,use my earth magic and strength to throw it at the airship.
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Lenglon

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #125 on: July 19, 2014, 03:11:13 am »

check what religion I'm disguised as, and take a moment to remind myself of everything I know about that religion. If the religion turns out to be one that is inappropriate, find a secluded location and switch to one that makes more sense. Then follow standard adventurer protocol and go tavern to tavern, recruiting a party raid the Darklands, and defeat their most recent warlord. Focus on people already inclined to worry about the Darklands. I would particularly enjoy it if one of the warmages of the country chose to join me, or anyone who already has good equipment I can loot from their body later, but I'm not going to go out of my way to seek them out. If I get exposed as a form of undead, don't deny it, saying that I am a light spirit tasked with defeating the current warlord of the Darklands, and give an over-the-top speech about honor and defending your country and how evil triumphs when good men do nothing and so on. (remember that I switched my affinity to Light - this is exactly why.) While I'm recruiting, there's no reason for me not to have a little fun, but I want to be all nice and playful and good-natured for now. Act rather innocent and childlike overall, giggling and bubbly and stuff. It'll help them drop their guard and let me get away with the real fun later. Besides, they won't have that delicious look of betrayal on their faces when I turn on them if I don't have a "nice" first impression.
This is gonna be so much fun...
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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.))

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #126 on: July 19, 2014, 03:15:07 am »

Fight them to the death.
"Ah, so you want to fight me? Foolish weaklings..."
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bulborbish

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #127 on: July 19, 2014, 10:50:58 am »

Order some of my troops to lure the enemy into the ambush zone

Nirur Torir

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #128 on: July 19, 2014, 10:55:53 am »

Note: I'll pay bounties on getting those plants. The bounties will be from my personal funds, not the funds earmarked for realm infrastructure/defense. The bounties will go up once we don't have an army stumbling around at the front door. You may ask for payment in either resource, but magical resource payments will be delayed until the garden is set up.

Head for Garland's final defense structure.
My band of regular kobolds will seek out the enemy army. When spotted, they will flee to a hidden spot behind the ambush point. They'll join the battle once they can hear the fighting, if they're not too tired.
The elite band will remain in ambush.


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

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Re: Roll to Destroy the World! Turn 11: The Dice Smile Upon You
« Reply #129 on: July 19, 2014, 12:54:01 pm »

Join the overlord's ambush party with the forces I took with me.

Humaan

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Re: Roll to Destroy the World! Turn 12: War
« Reply #130 on: July 19, 2014, 03:07:40 pm »

Turn 12: War

Retreat to the cave I had been in before with the prisoner and use the magical marker that I had placed to avoid getting lost on the way.
Mental Instability Roll: (1), Mentally Unstable Activates!

(2) You and your troops immediately attempt to return to the caverns, but suddenly you remember that you guys are on a tree. You order your men to follow you, and immediately fly off the edge. Your troops, uncertain about jumping down a tree, attempt to descend the ordinary way. They manage only to leave the top-level, and the paths seem to confuse them. The enemy's reinforcements take advantage of the confusion and attempt to attack your troops! (2 vs. 2) Thankfully, your men manage to rush through and avoided the arrows. They still need to get down 2 floors to get to the base level.

Grab a large boulder,and,again,use my earth magic and strength to throw it at the airship.
(2) You fail to find any large boulders around. What self respecting village doesn't have boulders around? Not this one. Looking around, you realize that you might be able to use your magic to create some boulders for your purposes. The village's church also looks tall enough that you might be able to jump on the ship directly, but it might not be easy...

Check what religion I'm disguised as, and take a moment to remind myself of everything I know about that religion.
If the religion turns out to be one that is inappropriate, find a secluded location and switch to one that makes more sense.
Then follow standard adventurer protocol and go tavern to tavern, recruiting a party raid the Darklands, and defeat their most recent warlord.
Focus on people already inclined to worry about the Darklands. I would particularly enjoy it if one of the warmages of the country chose to join me, or anyone who already has good equipment I can loot from their body later, but I'm not going to go out of my way to seek them out.
If I get exposed as a form of undead, don't deny it, saying that I am a light spirit tasked with defeating the current warlord of the Darklands, and give an over-the-top speech about honor and defending your country and how evil triumphs when good men do nothing and so on.
(remember that I switched my affinity to Light - this is exactly why.)
While I'm recruiting, there's no reason for me not to have a little fun, but I want to be all nice and playful and good-natured for now. Act rather innocent and childlike overall, giggling and bubbly and stuff. It'll help them drop their guard and let me get away with the real fun later. Besides, they won't have that delicious look of betrayal on their faces when I turn on them if I don't have a "nice" first impression.

Impish Roll: (4)

The Dark God stares at your post, and decides to try an make it less entangling and hard on the eyes. (5) Despite very little knowledge on the Gods of Men, due to your recent creation, you do manage to recognize the symbol as the symbol of Aesis, the Goddess of Judgment, one of the many who guard over Ecria. She is known to pass judgment on the lives of men, and despises entities of darkness, despite being one of the 'darker' gods. She would have good reason to hate anything aligned to darkness, a thing all undead are to some extent, and it is unlikely many people worship her, so it is likely that very few will suspect your disguise. You decide to keep it.

(6) You immediately begin going to nearby taverns, attempting to find some worthy adventurers for you to kill within the Darklands. You learn of (3) nearby taverns to search. However, no matter which tavern you go to, many people seem to be mystified or intimidated about your presence. Your disguise actually might be a little too good, and seeing a worshipper of the goddess of judgment known for being unusually strict seems to make people shy away from you. This serves, however, to bring in quite a few adventurers interested in you. (3) You manage to recruit a suspicious looking man from the first tavern, calling himself Gunner, who seems to be in for the promise of riches within the lairs.. (4) The next brings in a warrior known as Ludis, apparently known as a good fighter, who seeks to fight monsters to defend the land.

(6) The last of three tavern, however, makes you deal with a problem, as you meet another undead hunter. Of the Goddess Aesis. And apparently, she immediately is suspicious of you and your personality.

"Another sister of my order, and one who cannot maintain discipline? Especially one who seems to have all the men under her thumb with a certainly... unnatural beauty." You come to realize that your disguise ring had put too much into your natural appearance, and that you seem to be far too beautiful for an ordinary human. "Tell me, spirit, why should I not just banish you where you stand. Masquerading as a member of the order is a high offence, regardless of who you are." She seems to be ready to fight you at a moments notice, so you better think fast!

Fight them to the death.
"Ah, so you want to fight me? Foolish weaklings..."
(4 vs 1) You immediately attack after your quip, and the guards do not seem to be ready to fight you off. (Damage Roll: 4 vs 1) The gate guards immediately fall to your attacks (3FHP-3=0), but the actual guard force seems to be amassing to your position.

Order some of my troops to lure the enemy into the ambush zone
Head for Garland's final defense structure.
My band of regular kobolds will seek out the enemy army. When spotted, they will flee to a hidden spot behind the ambush point. They'll join the battle once they can hear the fighting, if they're not too tired.
The elite band will remain in ambush.

Join the overlord's ambush party with the forces I took with me.
(6) The troops are sent to lure the army into the pass. They quickly manage to come back running from the horde of troops. The kobolds break away, while the basic human soldiers make it to the palisade. (Enemy Force: 40FHP)

(6) The overlord, returning from his castle, waits at the final palisade, looking on to the imminent ambush from afar.

Suddenly, it began. From behind, ice magic began being thrown at the army going into the pass. (1+1 vs 6) It quickly dissipates before it does much more than chilling the enemy army.

On the sides of the valley, the slings and other various object began being thrown at the force. Rocks, thrown by those unlucky to not have a ranged weapon, join along in being used. (1+1 vs. 1) Despite lacking in accuracy, the ambush lead the attackers to be unprepared, and manages to break through their defenses! (Damage Roll: 5 vs. 3)(Ambush Damage Roll: 4 vs. 3 x2) You manage to hit quite a bit of the warriors, and they didn't seem to be ready at all for the fight! (40FHP-4= 36) Regardless, they still seem ready to fight, and they will soon attack the first palisade.

(1+1) Nothing from the Governor. Apparently, he spent all the excess trying to prevent the village from suffering from a light-famine.
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Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 12: War
« Reply #131 on: July 19, 2014, 03:11:02 pm »

Fight all comers
"Do you weaklings truly believ you can defeat me? Such stupidity... As expected of your people."
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blazing glory

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Re: Roll to Destroy the World! Turn 12: War
« Reply #132 on: July 19, 2014, 06:41:45 pm »

Might as well go for it...

Climb the church,and try to leap onto the airship,if I manage to get onto it then cause havoc with my axe. (cause I never mentioned what weapon I had and using my fist's is dumb)
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bulborbish

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Re: Roll to Destroy the World! Turn 12: War
« Reply #133 on: July 20, 2014, 09:04:09 am »

Order troops to move towards palisade, join them and cast Dark Magic bolts at enemy forces

4maskwolf

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Re: Roll to Destroy the World! Turn 12: War
« Reply #134 on: July 20, 2014, 09:10:54 am »

Conjure a hailstorm above the enemy army 0/1.  With big hail.
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