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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29552 times)

Lenglon

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Re: Roll to Destroy the World! Turn 14: Opportunity and Breach
« Reply #150 on: July 23, 2014, 02:30:23 pm »

what is this fool thinking? charging in alone to take on this entire town?!?
This is going to spoil all the fun!

"Sounds like a plan to me."
take a moment to memorize what my current disguise looks like, then charge up light bolts and get ready for her signal
It's a little early, but so be it.
once the undead hunter has cast her spell and my companions are out in front, the hunter's back turned to me, attack the undead hunter with light bolts and my natural capabilities, dropping my disguise. If the hunter seems to still be watching me as she casts her stuns, toss my initial bolts at the other servant of the overlord and begin charging up more, acting as a long-ranged fighter. That will force the hunter to either turn her back to me or ignore the *real* enemy. THEN I'll go after her. Stay light-aligned for this fight, I don't want her anti-undead weapons to work on me, and she probably isn't as heavily light-aligned as I am since she's just a servant of light whereas I'm a being of light (and dark). drain the undead hunter as I kill her, and then move to join the other servant of the overlord and help him. Do not initiate combat against my mercenary companion, but if he decides to attack me, then he's going on the target list. If he acts to join me, then I'll tell the other servant of the overlord to leave him be. This offer of joining us doesn't apply to the selfless warrior.
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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.))

Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #151 on: July 23, 2014, 04:20:42 pm »

Use wind magic to mitigate the damage from enemy archers.
Chad will join the main force and dispense combat ice magic to foes.
All forces will kill.


Spoiler: Accounting (click to show/hide)
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Humaan

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #152 on: July 24, 2014, 05:12:02 pm »

Turn 15: Taking Hits
Start taking devastating swings against the crew,try not to damage the airship too much.
(5+2 vs. 4) Despite the crew's general skill, they were obviously not armed with the intention of being boarded. (5 vs. 4)(1FHP-1=0) The attacking crew is quickly defeated by your attack, but its clear that there is a few more troops below decks. While this ship can't have to much more men, it doesn't mean that they are not there...

Use my Earth magic to cave in the tunnel that I and my group just left through to stop the tree people from catching up to us, I then journey to the Overlord's fortress with the prisoner.
Mental Instability: (5)

(6) You begin work on sealing the tunnel you just went through. While not perfect, the wall created by magic should stop anyone from following you. A mysterious seal appears upon the wall, signifying that only earth magic can penetrate it. It will be obvious to anyone with any magic knowledge, but very few magic users have access to a large amount of spells and rituals needed to break every little barrier. (4) You return back to the Overlord's castle with your prisoner, knowing that it would be a long way for her to escape,

Continue attacking the guards.
"Perhaps you aren't as useless as I thought."
Once the undead hunter has cast her spell and my companions are out in front, the hunter's back turned to me, attack the undead hunter with light bolts and my natural capabilities, dropping my disguise.
If the hunter seems to still be watching me as she casts her stuns, toss my initial bolts at the other servant of the overlord and begin charging up more, acting as a long-ranged fighter.
That will force the hunter to either turn her back to me or ignore the *real* enemy.
THEN I'll go after her. Stay light-aligned for this fight, I don't want her anti-undead weapons to work on me, and she probably isn't as heavily light-aligned as I am since she's just a servant of light whereas I'm a being of light (and dark). drain the undead hunter as I kill her, and then move to join the other servant of the overlord and help him.
Do not initiate combat against my mercenary companion, but if he decides to attack me, then he's going on the target list. If he acts to join me, then I'll tell the other servant of the overlord to leave him be. This offer of joining us doesn't apply to the selfless warrior.

Impish Roll: (1), Impish Activates!

(3 vs. 6) You soon find yourself being put on the defensive as the guards begin to assault you in a more unified fashion. (Enemy Damage Roll: 6 vs. 1, 5 dice)(5d6: 4+6+4+4+1=19 Damage) The enemy bears quite harshly on you, but your demonic powers make you survive the hit with ease, though you are still hurt.

(1+1+1 vs. 4) With your powers, you prepare to attack. The undead-hunter's plan was so perfect. Wanting to take her down a notch, you immediately attack before she attempted her stunning action. You aimed a bit high, missing your target. Of course the sudden shot made the hunter's shot less accurate (5-1+1 vs. 5), making it veer off and barely miss, hitting some poor guard. The distraction only served to confuse your allies and make the undead-hunter quite angry. "I said wait, you idiot!" While she doesn't seem outright hostile, it is unlikely she will be focusing on your compatriot as well, instead trying to focus on you in case you do anything else.

"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


Use wind magic to mitigate the damage from enemy archers.
Chad will join the main force and dispense combat ice magic to foes.
All forces will kill.

Unlucky Roll: (2), Unlucky activates!

(3 vs. 3-1) On the end of its period of existence, the hail successfully hits some of the backline troops, (3 vs. 1) dealing quite a bit more death before dissipating. (34FHP-3=31FHP)

As soon as the enemy comes out the gates, your troops immediately begin to fight! (2 vs. 4) Your troops, however, prove uprepared for the initial charge of Elye's forces! (Enemy Damage: 3 vs. 2) Garland's troops guard against the charge, but still take some casualties. (12FHP-1=11)

Garland immediately takes on the chance to begin his round of attacks! (2+1 vs. 3) The enemy, however, is still behind all of Garlands Forces, making it tough to reach them and fight. Neither side scored any hits.

Under the Overlord's command, (1+1-1) the winds fall silent. Perfect for any ranged attack. Wait, that's not right...

Chad begins to attack the enemy as well. (1 vs. 5) But is overwhelmed by sheer numbers, making him defenseless in the large amount of attacks! (Enemy Damage: 5 vs. 1, 4 Dice)(4d6 1,5,6,4=12HP) He is hurt a little by the enemy forces.
« Last Edit: July 24, 2014, 05:47:52 pm by Humaan »
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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.

Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #153 on: July 24, 2014, 05:35:04 pm »

((Humaan: Was my +1 mag bonus added onto the {2}?
My ring of regeneration hasn't done anything for two turns.

Sorry, 4maskwolf! I forgot that the enemies were between us, and didn't want to deprive you of xp. Let me know how to make it up to you, when you get back.

Sinvara, please don't leave your prisoner unattended. I'd prefer that you interrogate her, if you're going to, then kill her. Do not let her escape after showing her to my castle.))

Restart the winds, back towards the enemies!
My troops will fire over the palisade.

Chad will disengage and try to hide.
Chad's imps will cast frost spells at the enemies flowing through the gates.


Spoiler: Accounting (click to show/hide)
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Humaan

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Re: Roll to Destroy the World! Turn 12: War
« Reply #154 on: July 24, 2014, 05:51:18 pm »

Humaan: Was my +1 mag bonus added onto the {2}?
My ring of regeneration hasn't done anything for two turns.
Yet again, I forget to display the full thing. Yes, it did, but unlucky cancelled it out.

As for the ring, you healed 2 health, and it was added to the amount healed before (which I believe was 5), and at least on my side your health is correct.
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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.

blazing glory

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #155 on: July 24, 2014, 05:59:36 pm »

They can wait,see if I can land the thing.
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bulborbish

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #156 on: July 25, 2014, 03:22:36 pm »

"Hmm, so the little mice chose to fight. Very Well, I shall grace you with the sight of my true power"

Continue Holding the Line
Troops at second barricade will begin upgrading palisade to a full military fortress for 2/0. To speed the process, acquire slaves to assist in the construction for 2/0

Humaan

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #157 on: July 27, 2014, 11:12:26 am »

Still waiting on Lenglon's and Blitz's turns. Regardless, the turn will be done tonight, so please post if you guys don't want to default to something else.
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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 15: Taking Hits
« Reply #158 on: July 27, 2014, 11:30:54 am »

Keep attacking the guards.
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Lenglon

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #159 on: July 27, 2014, 11:51:33 am »

welp, guess I'm attacking the other servant of the overlord w' light bolts.
or not
charge the other servant of the overlord, then upon reaching him instead of attacking him turn around and attack the undead hunter w' light bolts.
« Last Edit: July 27, 2014, 03:10:40 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.))

Humaan

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #160 on: July 28, 2014, 09:47:37 am »

Turn 16: Heroes

Restart the winds, back towards the enemies!
My troops will fire over the palisade.

Chad will disengage and try to hide.
Chad's imps will cast frost spells at the enemies flowing through the gates.

"Hmm, so the little mice chose to fight. Very Well, I shall grace you with the sight of my true power"

Continue Holding the Line
Troops at second barricade will begin upgrading palisade to a full military fortress for 2/0. To speed the process, acquire slaves to assist in the construction for 2/0
Unlucky Roll: (4)

(1+1) The winds fail to restart.

Hiding in the back, the Overlord's troops begin to attack the enemy force behind the protective barrier of Garland's Troops. Chad's Ice Imps immediately unleash ice on the frontal force! (4 vs. 1) The force, unprepared for the sudden magical ice against themselves, suddenly find themselves slowing down, and can only barely defend against the next attack. (6 vs. 5-2) Your forces, seeing the sudden weakness in the enemy, charge forward to attack! (3 vs. 5-2) The ice keeping their movement restricted, however, barely seems to protect them from your troops. (5 vs. 1) The Overlord's own ranged attacks score some hits on the enemy (3 vs. 2), dealing minor damage to the enemy. (31FHP-1=30FHP).

Garland begins his own assault on the frozen troops (2+1 vs. 3-2), and barely manages to get his attack through the ice. (6+1 vs. 3-2) Thankfully, he makes it count, doing a large slash which shatters the ice and cleaving through a large swathe of enemies behind it. (30-6=24FHP) Of course, the ice is no shattered, but that is details.

(1) Chad attempts to disengage, but quickly finds himself surrounded and attacked! (5 vs. 5) Unusually though, he manages to fight off the enemy forces.

Have my mooks take her into a cell and stand guard as I personally interrogate her.
"Who are you and why do you live in the forests of Elye?"
(2) You quickly move the prisoner into a crude cell. Your interrogation, however, fails find anything, as she keeps her mouth shut.

They can wait,see if I can land the thing.
Attempting to examine what you assume to be the controls (5+1), you quickly figure out how to land the ship. Your lack of experience, however, causes you to pilot the ships landing into the church. (5) (6) (5) You manage to come out unscathed, and the ship, if anything, only destroyed most of the church. From what you can hear from lower decks they also had no problem with the crash, but they seem ready to fight.

Keep attacking the guards.
welp, guess I'm attacking the other servant of the overlord w' light bolts.
or not
charge the other servant of the overlord, then upon reaching him instead of attacking him turn around and attack the undead hunter w' light bolts.
Impish Roll: (5)
(3 vs. 4) While faring much better then you did before, the enemy soldiers begin bearing down on you once again. (Enemy Damage Roll: 6 vs. 4, 2 dice)(2d6, 6+6=12) You take some more damage from them. Why are they suddenly competant?

(5) You charge forward, quickly getting out of reach of your "companions", and turn around to cast a bolt of light towards the undead-hunter! (1+1+1 vs. 4+1+1)The undead hunter, which was preparing her own light-bolt, realized your target and you both throw towards eachother. Yours missed. Hers didn't. (Enemy Damage Roll: 1 vs. 4) You manage to block the attack, though your disguise does get destroyed by the hit. The others seem shocked by this move more than anything else.


Spoiler: Heroes (click to show/hide)

And, as always, feel free to point out anything I missed.
« Last Edit: July 28, 2014, 10:06:36 am by Humaan »
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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.

Lenglon

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Re: Roll to Destroy the World! Turn 15: Taking Hits
« Reply #161 on: July 28, 2014, 09:57:32 am »

Stay behind the other servant of the Overlord, and use my attacks defensively to disrupt or kill anyone attacking him or myself. If the area is cleared, then fire bolts at the Undead Hunter.
"Why did you attack this place alone? Are you crazy?!? Whatever. Focus that Undead Hunter, she's a lot more dangerous than the rest around here."
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.))

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #162 on: July 28, 2014, 10:26:03 am »

Keep attacking the guards.
"You were holding out on me, weren't you?"
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Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #163 on: July 28, 2014, 02:37:34 pm »

((And then Garland was all like hwaaaaaaa-FOOM and then 15% of the original Elye army died instantly and then I 'forgot' about his taxes from this turn.))

Get into a position where I can see over the palisade and use attack spells to soften up the way for Chad.
My troops continue their ranged barrage.

Chad steamrolls through the enemy army towards the palisade, as only a giant bug demon can.
Chad's imps once again freeze the enemy.


Spoiler: Accounting (click to show/hide)
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #164 on: July 28, 2014, 02:39:32 pm »

((By the way, Overlord, my troops are currently under your command. Not sure if you noticed.))
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