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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29568 times)

Nirur Torir

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #165 on: July 28, 2014, 04:01:19 pm »

((By the way, Overlord, my troops are currently under your command. Not sure if you noticed.))
((Oh! Yes, thanks, I had forgotten. I'll hold them in reserve for the moment, so they don't disrupt the ice imps.))
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blazing glory

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #166 on: July 28, 2014, 04:44:25 pm »

Bellow for my army to join me!

Keep my axe at ready for any attackers.
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bulborbish

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #167 on: July 29, 2014, 05:46:22 am »

Hold the Line, Crush my Enemies

"So, the mice feel like they are cold. Do not worry, I will send you to the warmest place you'll ever see! Be cast into Hades Weaklings!

Humaan

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Re: Roll to Destroy the World! Turn 16: Heroes
« Reply #168 on: July 31, 2014, 10:34:08 pm »

Turn 17: Shields are OP

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."
Keep attacking the guards.
"You were holding out on me, weren't you?"
Impish Roll: (1), Impish Activates!
Realizing that you still haven't made the Undead-hunter pissed off to your satisfaction, you proceed to taunt her. (1) Thankfully, or unfortunately, she seems to think that your point is correct, and throws a light bolt at your face! (5+1 vs. 3+1+1) You manage to dodge away from the attack. It seems that she only is targeting you now! (-1 when she targets anyone but you).

(6 vs. 1) The sudden change of events lets Masasit take advantage of an weakness within the enemy guards! (3 vs. 2) Almost half of the remaining guards stand after the attack (Enemy Morale Roll: 5), but they stand their ground.

The other heroes don't seem as sure on what to do. The virtuous fighter seems to be preparing to join the town's defense, the suspicious man seems to favor leaving.

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.

Hold the Line, Crush my Enemies

"So, the mice feel like they are cold. Do not worry, I will send you to the warmest place you'll ever see! Be cast into Hades, Weaklings!
Unlucky Roll: (4)

(6) You manage to get into a wonderful position for attacking the enemy. Unfortunately, it seems to be ripe to the attacks of the enemy's ranged units! (4 vs. 5) (Enemy Damage Roll: 2 vs. 6) They manage to attack your position, but you thankfully are able to hide from the assault.

The imps, once again, attempt to freeze the enemy. (2 vs. 2) The enemy, however, seems to resist the attack slightly, but are still visably affected. (-1 to enemy attack this turn.) The armies clash again, (5 vs 3-1), and again the Overlord's army manages to push the offensive (3 vs 4), but fails to do much on harming the enemy. Next come the ranged assault from behind the army, (3 vs. 2) (5 vs. 5) but dispite successfully hitting the enemy is blocked by their shields.

Garland's next assault begins, (5+1 vs. 6) but the enemy manages to block with their shields. Why are these things so tough when people block with them?

(5 vs. 1) Chad, attempting to get to safety, does what only a Giant Bug Demon can do, and charges through the enemy! (1 vs. 6) While no troops were harmed by his large movement, he is now in allied territory. Well, between two armies, but close enough.

Intimidate her by saying this:
"If you will not answer my questions then I'll have to do a lot of unpleasent things to get you talking, I know, lets play a game, every time you don't answer my questions, I'll peel away a small piece of your life-force, and we can keep playing it until you are no more then a lifeless husk."
(4 vs. 2) Your prisoner seems to lack the resistance with this one. "My name is Ailith. I was born in that village." Well, she did technically answer your old questions, but she still seems to be hiding as much as she can.

Bellow for my army to join me!

Keep my axe at ready for any attackers.
(1) Your shout is met with silence. Now that you think about it, your troops went the opposite direction then you did when they escaped. The cowards probably are just loitering around somewhere.

(4 vs 1) The enemy sudden comes down from the lower deck, but you were ready to attack as soon as they came. Caught unaware, (1 vs. 3) they still manage to dodge your axe. They seem to be ready to fight!
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

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #169 on: July 31, 2014, 10:48:29 pm »

Kill them!
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4maskwolf

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #170 on: August 01, 2014, 09:52:32 am »

Let the overlord keep controlling my actions for the time being, since I am busier than I used to be and don't have the time to follow all of my games at once.

bulborbish

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #171 on: August 01, 2014, 01:53:46 pm »

Continue to Hold the Line

"So, you continue to hide weaklings. Don't make me laugh. It is skill with a sword that will save you, not a shield"

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #172 on: August 01, 2014, 02:00:10 pm »

Kill some more guards.
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Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #173 on: August 01, 2014, 02:48:23 pm »

((Question for Nirur Torir, in the event that I could recruit this person's village into your army, (without them wanting to sabotage anything or such,) should I?))
((If you think you can, then go for it. They'll be your responsibility, and you'll keep the rewards, after my cut.))

I will remain in position, for the moment, and attack with wind magic.
My forces will continue their missile attacks.

Chad will join in on the killing.
Chad's imps will try to make the shields too cold to use.


Spoiler: Accounting (click to show/hide)
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Lenglon

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #174 on: August 01, 2014, 03:26:26 pm »

continue to focus on the undead hunter, bolts of light flying from both of us at each other.
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.))

Humaan

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Re: Roll to Destroy the World! Turn 17: Shields are OP
« Reply #175 on: August 04, 2014, 12:05:06 pm »

Turn 18: Weaknesses
Kill them!
(6+2 vs. 5) You utter strength quickly swings out (2 vs. 1) and kills any remaining troops which got up here (1FHP-1=0 FHP). The ship, and the village really, is now yours to plunder.

Add a little more intimidation to open her up some more.
"Well, you seem clever, Ailith, but cleverness won't protect you from the people I work with, when they get back they won't hesitate to physically, magically, and mentally torture you for information, but I can prevent them from doing things like that if you let me speak for you, and I can only do that if you talk to me."
Mental Instability Roll: (3)

(4-1) She seems quite reluctant to believe you, but your words have seemed to have effected her somewhat. "Work for? Who do you work for? She seems to want answers of her own before she talks.

Continue to Hold the Line

"So, you continue to hide weaklings. Don't make me laugh. It is skill with a sword that will save you, not a shield"
((Question for Nirur Torir, in the event that I could recruit this person's village into your army, (without them wanting to sabotage anything or such,) should I?))
((If you think you can, then go for it. They'll be your responsibility, and you'll keep the rewards, after my cut.))

I will remain in position, for the moment, and attack with wind magic.
My forces will continue their missile attacks.

Chad will join in on the killing.
Chad's imps will try to make the shields too cold to use.

Unlucky Roll: (4)

(6 vs. 3) A mighty wave of freezing energy again engulfs the enemy. Those in front find themselves unable to move or fight back. The shields are still held onto, but they don't seem to have much choice in letting go.

(3 vs. 4) This time around, it is the enemy ranged units which seem to get their shots off first. (Enemy Damage Roll: 1 vs. 6) That time, however, the shields of your frontal forces block the attack. (6 vs. 5) Your sides's ranged barrage follows, (Damage: 5 vs. 3) further harming the enemy. (24FHP-2= 22FHP)

(3+1 vs. 3-2)(4 vs 2-2) Magical blades of wind go and shatter on the enemy forces, seemingly ignoring the covered ice and focusing on extremities. It seems to be quite effective. (22FHP-4= 18 FHP)

(1 vs. 1-2) In an unusually unbalanced attack for Garland, he (5 vs. 6-2) barely is able to harm the enemy through the ice, his strike almost deflecting off of it. He still does some damage, though the shields of many of the soldiers are knocked loose of the ice, allowing them to at lest block some of the force of the attack. (18FHP-1= 17 FHP)

(5 vs. 3) Chad, whose element is within ice, attacks (6 vs. 4), finally shattering the ice with his own strength, and dealing a few more blows to the enemy as a result. (17 FHP-2= 15 FHP)

(Enemy Morale Roll: 4-1) Many of the back troops, seeing the slaughter of the troops towards the front, understandably flee from the scene. (Every Turn, 2FHP of troops will flee. These will not grant experience.) (15FHP-2= 13FHP Remaining, 2FHP Fleeing)

Kill some more guards.
continue to focus on the undead hunter, bolts of light flying from both of us at each other.
Impish Roll: (5)

(2 vs. 1)(Damage: 2 vs. 3) The guards, despite everything happening, manage to defend against your assault. They seem to be too exhausted to counterattack however. (1FHP Remaining, as I forgot to post that last turn.)

(5+1+1 vs 3+1+1)(Damage: 5 vs. 1, 4 dice)(4d6, 5+1+4+3=13) You finally manage to get a light bolt to hit a target, as she is struck in the chest by the bolt. She seems hurt by it (60HP-13=47), but she seems to remember something. Whatever it is, you now have to contend with the virtuous fighter charging at you. It seems he (though much weaker than the undead killer) is going to fight you now as well! (Virtuous Fighter: 20HP)
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

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Re: Roll to Destroy the World! Turn 18: Weaknesses
« Reply #176 on: August 04, 2014, 12:13:26 pm »

Finally notice the other people fighting, while continuing to kill the guards.
"Oi!"
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Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #177 on: August 04, 2014, 03:04:52 pm »

"The best army the savages could scrounge up is on the run. Now is the time, deadly minions. Charge, slay them all. After this, their towns will be ripe for conquest and pillage."

Give illusory buffs to Garland and Chad, making them look like I've transformed them into demonic shadow creatures.
The ice imps are to continue freezing enemy shields.
Chad is to lead my forces on a charge through enemy lines, creating enough of an opening for Masasit's foxes to get through and chase down any runners.


Spoiler: Accounting (click to show/hide)
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Lenglon

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Re: Roll to Destroy the World! Turn 18: Weaknesses
« Reply #178 on: August 04, 2014, 03:29:23 pm »

Finally notice the other people fighting, while continuing to kill the guards.
"Oi!"
((Considering that my disguise was destroyed, what you see of me is basically a glowing sillouette against the darkness and shadows nearby - shaped like a young female human with bat-wings and a spaded tail.))
still be staying behind the other servant of the overlord, whos name I still don't know, keeping him between me and the virtuous fighter.
"took you long enough! you've got incoming!"
I gesture briefly at the fighter charging us
"There better be a good reason you came here and blew my cover!"

finish off the last of the guards if they're still standing, then continue my bolt barrage on the hunter. watch her very closely, and switch alignments if she gets clever and starts using dark-based attacks. if she alternates between attack types, then I guess I'm going to be switching alignments a lot. try to stay the same alignment as the attacks being used on me, and if that means I need to use dark bolts instead of light bolts sometimes, then do it. they'll probably hurt the hunter more anyway.
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 18: Weaknesses
« Reply #179 on: August 04, 2014, 03:46:55 pm »

"I blew your cover? I didn't even know you were here! Hell, I don't know who you are!"
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