Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 16

Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29615 times)

Lenglon

  • Bay Watcher
  • Everyone cries, the question is what follows it.
    • View Profile
Re: Roll to Destroy the World! Turn 12: War
« Reply #135 on: July 20, 2014, 09:33:13 am »

think fast...
I bow slightly as I speak, but maintain eye contact.
"Because of why I'm doing this. I've come here to try to stop a great peril before it comes to pass. I admit to not being a sister of your order, but I was traveling with one in an attempt to investigate rumors of a new overlord in the Darklands. One that was able to unite the Darklands and possibly conquer all the lands surrounding it. We discovered that there is far more truth to those rumors than one would expect. The Overlord there is far stronger than we had heard, and he has been culling any attempts to spread word of his true power. His methods are... thourough. More thourough than we were ready for. We were struck down, our warning taken with us to our graves. I... When death came, I had a choice. I could allow the natural order to take its course, or I could try to set things right. I want justice done for Seira's death. I want her murder to not go unpunished. So I came here to try to form a group to make it happen, and took this appearance to hide the truth of what had happened to me. I understand how my presence would unsettle you, that's why I took this disguise in the first place. I'm willing to make an agreement with you. Join me on my mission to right this wrong, and after we succeed I will turn myself over to you to decide my fate. Refuse, and you won't learn the secrets of the overlord's defenses, nor where Seira's body, and my own, is so that she can be properly laid to rest."
I'm going to LOVE wringing your self-rightous little neck.
((Reminder: I'm light-aligned right now))
Logged
((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.))

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Roll to Destroy the World! Turn 12: War
« Reply #136 on: July 20, 2014, 09:50:15 am »

((This army is worth 4 levels worth of xp. We just need to survive and we'll be good.))

Order all friendly forces in the battle to fall back to the palisade, if they can do so without going through the enemy army.
Start casting minor illusions to help allied troops on the front line (blur and such). Use 10 of my own HP to improve the spell.
The golems join the battle.
Hire my second kobold army for 2/0.


Spoiler: Accounting (click to show/hide)
« Last Edit: July 20, 2014, 09:53:07 am by Nirur Torir »
Logged

BlitzDungeoneer

  • Bay Watcher
  • heh
    • View Profile
Re: Roll to Destroy the World! Turn 12: War
« Reply #137 on: July 20, 2014, 10:08:22 am »

((Where exactly are my minions right now, by the way? Or is that in my sheet and I missed it?))
Logged
Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

Humaan

  • Bay Watcher
  • Yes, I know Human is spelled with 1 "a"
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #138 on: July 21, 2014, 12:54:38 am »

((Where exactly are my minions right now, by the way? Or is that in my sheet and I missed it?))
As you had not specified you were raiding with your troops, they were left at the Darklands when you began your raiding. Specifics, I know, but its so people can sneak into an area WITHOUT a massive army.

Turn 13: Trial and Error

Fight all comers
(6 vs. 5) The incoming guards, despite being prepared against possible monster attacks, don't seem ready to defend against your attacks well. (Damage: 6 vs. 3) The guards take large casualties from your attacks, but still seem to have a decent force still standing against your assault (5FHP-3=2). (3) The townsfolk, however, seem to realize that staying near you MIGHT not be the best of ideas, and begin fleeing.

Lead my mooks down the tree and towards the cave.
Mental Stability Roll: (6)

(4) You finally get your troops to navigate the tree and manage to retreat to the cave entrance. The enemy manages to get one more shot before you finally make it inside with your captive. (3 vs. 3) While they manage to miss, you are clearly pinned within the cave. If you intend to fight them again, they would have the advantage.

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)
(6) You easily climb the church, and from it high tower, make a mighty leap toward the airship. Despite all odds, you manage to cleave your axe into the side of the ship, using the strength from the swing to haul yourself onto the ship. (Damage Roll: 1 vs. 3) The ship, however, doesn't seem affected by this feat.

What you could call a crew immediately move against your boarding. They don't seem to be prepared against the action, and seem unready to meet your axe head on. Your axe... wait where's your axe?

You look behind to see your axe is stuck on the side of the ship. Easy for you to pull out, but it will give your enemy some free attacks on you. (-1 to damage rolls until axe is retrieved)

((This army is worth 4 levels worth of xp. We just need to survive and we'll be good.))

Order all friendly forces in the battle to fall back to the palisade, if they can do so without going through the enemy army.
Start casting minor illusions to help allied troops on the front line (blur and such). Use 10 of my own HP to improve the spell.
The golems join the battle.
Hire my second kobold army for 2/0.

Conjure a hailstorm above the enemy army 0/1.  With big hail.
Order troops to move towards palisade, join them and cast Dark Magic bolts at enemy forces
Unlucky Roll: (4)

(0/1 Resource consumed) (5) You successfully conjure a hailstorm over your enemy. The hail is sufficiently large to harm. (1 vs 6) The enemy somehow dodges the hail, probably because the sudden storm literally appeared from nowhere, making them ready to evade. The storm will last 2 turns, but will only affect anyone in the enemies current position.

The Overlord attempts to use some magic to assist the troops, using the start of his blood magic, (5) Making the troops blurred into the mountain. Not enough to throw anyone off track, but enough to effect accuracy (-2 to enemy attack.)

(6) The troops stationed alongside the pass immediately move to the palisade. The one which the enemy is trying to break down. They are still protected by it, and will assist in defending it once the enemy breaks through. On the flip side, now they have to wait for the enemy to break through before they can attack. (2 vs. 1-1) The few archers on the enemy's side fail to take advantage of this though, however.

Speaking of which, the enemy immediately attempts to break through the first palisade. (3 vs 3) The palisade manages to hold against the assault. The golems and other various troops are now at the palisade.

Garland, seeing a chance to attack, (3 vs. 5) manages to fling a dark bolt into the mountainside. Smooth.

think fast...
I bow slightly as I speak, but maintain eye contact.
"Because of why I'm doing this. I've come here to try to stop a great peril before it comes to pass. I admit to not being a sister of your order, but I was traveling with one in an attempt to investigate rumors of a new overlord in the Darklands. One that was able to unite the Darklands and possibly conquer all the lands surrounding it. We discovered that there is far more truth to those rumors than one would expect. The Overlord there is far stronger than we had heard, and he has been culling any attempts to spread word of his true power. His methods are... thorough. More thorough than we were ready for. We were struck down, our warning taken with us to our graves. I... When death came, I had a choice. I could allow the natural order to take its course, or I could try to set things right. I want justice done for Seira's death. I want her murder to not go unpunished. So I came here to try to form a group to make it happen, and took this appearance to hide the truth of what had happened to me. I understand how my presence would unsettle you, that's why I took this disguise in the first place. I'm willing to make an agreement with you. Join me on my mission to right this wrong, and after we succeed I will turn myself over to you to decide my fate. Refuse, and you won't learn the secrets of the overlord's defenses, nor where Seira's body, and my own, is so that she can be properly laid to rest."
(Man, IE really hates this post for some reason)(5) The women, despite being obviously skeptical of your story, does seem to calm down. "If your story is true, then I have no reason to kill you. I am willing to investigate these claims, but understand that you WILL be struck down if you have lied. Suddenly, you hear some panic out in the streets.

Your companions immediately rush out to investigate. The undead-hunter follows suit, promising that you two will talk about this incident later.


The Overlord's Village is now a town, and guaranteed to produce 1/0 every turn, but still is vulnerable to population loss. 5 points of Blood magic can be drained from it now.


Also, as a small reminder, the Overlord still does not technically know about Valyrie. The amount the overlord specified for blood magic is actually not the amount required, but as the change was made without mention (around turn 3, if you are wondering) I will keep it to the 'original' until this battle ends.

And as always, point out any mistakes. I wasn't as into this one, so I'm sure they are abound.
Logged
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

  • Bay Watcher
  • heh
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #139 on: July 21, 2014, 12:59:06 am »

Have my minions assist the Overlord, if possible.

Continue killing the guards.
Logged
Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

blazing glory

  • Guest
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #140 on: July 21, 2014, 01:07:24 am »

Grab a oar Wrench my axe out of the ship and start killing the crew.
Logged

Lenglon

  • Bay Watcher
  • Everyone cries, the question is what follows it.
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #141 on: July 21, 2014, 02:10:39 am »

go join my victims companions outside, and find out what's going on.
Logged
((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

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #142 on: July 21, 2014, 08:27:08 am »

give my action decisions to the overlord for the next week, since I'll be out of wifi range.

bulborbish

  • Bay Watcher
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #143 on: July 21, 2014, 09:54:38 am »

Order my Elite forces to the entrance of the palisade to defend the entrance upon breach, and join them there

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Roll to Destroy the World! Turn 12: War
« Reply #144 on: July 21, 2014, 02:32:01 pm »

Quote
The amount the overlord specified for blood magic is actually not the amount required, but as the change was made without mention (around turn 3, if you are wondering) I will keep it to the 'original' until this battle ends.
That's somewhat inconvenient, but I suppose being able to super-charge to a +9 mind magic attack as a desperation move was a bit much. (You said you'd keep it at the original value for the moment, but still billed me 20 HP.

Also, what does FHP stand for? I don't think you mentioned it anywhere.)

Use an illusion to make it look like the storm is spreading, so they stop dodging the real storm.
My troops will fire their blow-darts over the palisade.
Newly hired army moves to join the main force.

Chad Wattler will try to make his storm kill more enemies.
Chad Wattler's forces will move to join the main force.


Spoiler: Accounting (click to show/hide)
Logged

Humaan

  • Bay Watcher
  • Yes, I know Human is spelled with 1 "a"
    • View Profile
Re: Roll to Destroy the World! Turn 13: Trial and Error
« Reply #145 on: July 22, 2014, 10:30:29 pm »

Also, what does FHP stand for? I don't think you mentioned it anywhere.

FHP stand for Force HP. Armies have it, and it is a bit tougher to wear down in a single attack. It simplifiys the HP system so I don't have to give them massive HP for an army. If something has both FHP and HP, HP refers to individuals, FHP refers to the group as a whole. FHP Lets them still be squishy despite possible having a large amount group individually. Also, Inverse Ninja Law, but whatever.

Turn 14: Opportunity and Breach
Have my minions assist the Overlord, if possible.

Continue killing the guards.
(5) Your troops head over to assist the overlord. He can temporarily order around their 'fire'-power.

(1 vs. 1) You utterly fail at killing guards, they far more prepared after seeing your fighting style. They don't manage to score any hit either, however.

go join my victims companions outside, and find out what's going on.
Impish Roll: (4)
(5) Following your companions victims, you manage to hide behind a building to look at the scene of what appears to be a monster attack. The monster is most certainly one of the tougher ones you have seen. Well, it is the only one you have seen, but regardless, you seem to instinctually know that the unusual fox demon is one of the Overlord's generals. Thankfully, none of you got spotted, though you are some distance away from it.

"Okay, here's the plan" the undead-hunter begins to speak to you and your group in whispers. "We wait until his back is turned, and I will attempt to stun him with some magic. Once stunned, we charge in and take him down." She turns to you. "While I don't quite trust you, I can use all the help I can get right now. If you actually know how to use that bracelet, you should attempt to use it. I cannot tell what this demon's weakness is, but anything we throw at him is bound to work." Knowing about your 'allies' plan, you could easily stop it. Of course, you could also go along and help a fellow servant of the overlord, though that will easily ruin your original plan.

Grab a oar Wrench my axe out of the ship and start killing the crew.
(6) Grabbing your axe, you pull greatly on it, and it comes out with ease... only to get stuck in the deck behind you in the act of swinging it out. You quickly pull out you axe, but you have to deal with the crew bearing down on you! (5 vs. 2) You manage to block again, and you prepare for the next round of fighting, finally being armed for it.

Personally phase through the cave walls and scout around for any tunnels nearby, if I find one then I stretch it to where my troops are by using Earth magic.
Mental Instabily Roll: (3)

(4) Leading your troops down into the depths, you begin phasing through the walls, attempting to connect tunnels to eachother via-magic. While you cannot move much without spending magic, you manage to navigate back to your found gems with ease. Your prisoner hasn't been able to escape, but seems to be paying close attention to her surroundings.

Order my Elite forces to the entrance of the palisade to defend the entrance upon breach, and join them there
Use an illusion to make it look like the storm is spreading, so they stop dodging the real storm.
My troops will fire their blow-darts over the palisade.
Newly hired army moves to join the main force.

Chad Wattler will try to make his storm kill more enemies.
Chad Wattler's forces will move to join the main force.

Unlucky Roll: (4)
The troops bracing themselves, the kobolds attempt to fire their guns over the palisade, despite the general. (6-2 vs. 4) The enemy manages to guard themselves from the attack, probably thinking it to be just light hail which they could block with their shields.

(5)The storm above the enemy begins expanding, and they immediately start focusing on moving forward out the ever increasing storm rather than dodge (-1 to dodging hail). (4) However, while all that was an illusion, the hailstorm suddenly picks up, and begins dropping even larger hail on the enemy! (+1 to damage of hail.) (4 vs 3-1) The hail finally strikes true, (4+1 vs. 5) doing quite the bit of damage to the enemy. (36 FHP-2= 34) (6) The Ice Imps have joined the main force, though Chad remains alone behind the force. Garland also joins the main force.

The enemy, attempting to break down the palisade, (2 vs. 5)(2 -3=0) finally pushes through! They prepare to fight the forces in front of them.

Logged
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.

blazing glory

  • Guest
Re: Roll to Destroy the World! Turn 14: Opportunity and Breach
« Reply #146 on: July 22, 2014, 10:38:19 pm »

Start taking devastating swings against the crew,try not to damage the airship too much.
Logged

BlitzDungeoneer

  • Bay Watcher
  • heh
    • View Profile
Re: Roll to Destroy the World! Turn 14: Opportunity and Breach
« Reply #147 on: July 23, 2014, 01:48:51 am »

Continue attacking the guards.
"Perhaps you aren't as useless as I thought."
Logged
Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

bulborbish

  • Bay Watcher
    • View Profile
Re: Roll to Destroy the World! Turn 14: Opportunity and Breach
« Reply #148 on: July 23, 2014, 09:50:00 am »

"So, the Vermin have come to their deaths. Well fight mice, and see how well you do against this lion!"

Fight the enemy as they breach the gate
Order Troops to maintain strict lines on penalty of death

Salsacookies

  • Bay Watcher
  • PRAISE THE CHUNKS!!!
    • View Profile
Re: Roll to Destroy the World! Turn 14: Opportunity and Breach
« Reply #149 on: July 23, 2014, 10:15:18 am »

Character sheet
Name: Kraken, Lord of the Styx
Gender: Male
Race: Monster
Subrace: Merman
Description: Giant. Lean and muscular, with chromatic scales, ranging from pale green to lavender. Has webbed hands and feet, with razor sharp claws and teeth. Has piercing red eyes
Traits: Blood Lord: A blood thirsty king, he fights like a master, and leads like a general.
King of the Styx: He is a ruler of a small kingdom, and his subjects are loyal only to him, and as bloodthirsty
Demonic influence: Styx has been touched by the void, and takes some banes and boons of such
Personality: He is proud, and a great speaker. He despises trickery and subterfuge. He is a warmonger, and is slow to trust, but a friend through thick and thin.
Affinity: Water
« Last Edit: July 23, 2014, 10:29:22 am by Salsacookies »
Logged
Yep, the sig is here
Whoops. Well, shit. Typical salsacookies.
I don't need my cavities checked. I just went to the dentist! Ba-dum-tiss.
I am a Christian
Pages: 1 ... 8 9 [10] 11 12 ... 16