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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29515 times)

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 19: Rout
« Reply #195 on: August 11, 2014, 06:25:12 am »

"Oi! What do you think you're doing?"
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Lenglon

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Re: Roll to Destroy the World! Turn 18: Weaknesses
« Reply #196 on: August 11, 2014, 06:33:18 am »

"Let me show you a thing or two about magic"
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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 19: Rout
« Reply #197 on: August 11, 2014, 06:55:14 am »

"Magic? You, showing me something about magic? Hah! Watch and learn, whatever you are, watch and learn."
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bulborbish

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Re: Roll to Destroy the World! Turn 19: Rout
« Reply #198 on: August 11, 2014, 12:25:44 pm »

Charge after and slay the fleeing forces

Humaan

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Re: Roll to Destroy the World! Turn 19: Rout
« Reply #199 on: August 23, 2014, 09:39:07 pm »

(Well, it took me way to long to make this update. Stupid Mass Effect with your immersive gameplay)

Turn 20: Void

Chad is to lead the forces sent with home in preventing anyone else from escaping alive.
The ice imps and I will engage in magical slaughter.

Charge after and slay the fleeing forces
Unlucky: (5)

(3 vs. 5) Chad is unable to stop those who have almost escaped from escaping. However, he and the force do prevent the enemy troops behind them from leaving as well.

(1 vs. 5) (3+1 vs. 3) (Damage: 1 vs. 3)
The Ice Imps fail to do much of anything, their ice dissapating before hitting the enemy. The Overlord's wind blades, while hitting the target, seemed to not harm any of them.

(1 vs. 4) Garland's sword only slices air.

(Enemy Charge: 3 vs. 6) The enemy army fails to break through Chad's forces.


Have my men use the houses as material to repair the airship.

Meanwhile I look around for a handbook to fly this thing.

Send out my spies to find if there are any other rebel Darklands minions.

Spend 2/2 to make myself armor that augment's my speed and magical protection. (by 1+ of course.)
(5) Despite them not knowing much in the ways of making ships, your men do fine in construction, even with the make-shift materials. (8 Health Restored) The rest of the village doesn't seem to have anything useful for the repairs...

(3) You, on the other hand, can't seem to find a manual, but then again, you were more focused on the construction of your magical armor, so one could be in there.

(5)(3) Your spies seem a bit unnerved by you openly declaring the existance of an Overlord, but still go out to scout the existance of others. They tell you that, at least with what they could find out, no one else is rebelling against the overlord, though there are ruins scattered around the continent which were former bases of traitors of the Overlord.

(5) Focusing on the construction of your armor, you put what knowledge of magical construction you know. Thankfully, you don't botch any part of the construction up. (Obtained: Armor of the Mageknight)

Subtly look at her ears to confirm what she said.
"Hmm? What did you say?"
Mental Instability Roll:(5)

(6) She turns and shouts at you "My people remember the Overlords evil!" She seems to begin crying afterward. I would say you monster, but you would probably take that as a compliment.

There is something odd about what she said however... you can't put your finger on it though.

Sacrifice one tail, banish the undead hunter to the void.
"Feh! Begone!"
Ride the other servant of the overlord, granting him my +1 to magic and letting me grow in power off of his attacks.
Impish Roll: (4)

(4) You merge with your ally to give him a boost on the next part...

(6+1 vs. 4+1)(Tail Expended) Suddenly, a massive hole appears out of nowhere, absorbing anyone nearby to throw into the Void! The undead hunter, unprepared for the sudden portal's energy, gets abosorbed into it. The virtuous fighter(4) manages to resist the power, though he he is jerked back enough so he couldn't attack. The portal closes soon after.



Since this turn was a bit rushed (due to me not doing it quick enough), feel free to point out all my mistakes.
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blazing glory

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #200 on: August 23, 2014, 10:31:54 pm »

Set sail for the ruins.

On the way see if I can pick up some archers for hire for 2 resources.
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Lenglon

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #201 on: August 23, 2014, 11:14:57 pm »

((i'm still at 0 xp? uh...))
"There we go, good work."
stop riding my teammate, and circle around to the other side of the virtuous fighter, harassing him with light bolts and forcing him to turn his back to one of us.
"Hey <insert name of mercenary fighter here>, Pick a side."
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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 #202 on: August 24, 2014, 11:28:25 am »

((Elye army neutralized. Bounties for non-Darklands magical herbs increased to 2.5 each.))

Chad is to lead the forces sent with home in preventing anyone else from escaping alive.
The ice imps and I will engage in magical slaughter.


Spoiler: Accounting (click to show/hide)
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Humaan

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #203 on: August 24, 2014, 07:22:59 pm »

((i'm still at 0 xp? uh...))
Experience is awarded after the battle ends. This is so I don't have to worry about leveling you up in the middle of battle.

Waiting on bulborbish and Blitz.
« Last Edit: August 25, 2014, 03:56:50 pm by Humaan »
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Hell yes! Who need a space elevator when you've got a space escalator!?!?
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #204 on: August 25, 2014, 02:10:07 am »

Attack the virtuos fighter.
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bulborbish

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #205 on: August 25, 2014, 11:19:47 am »

Pay 3/0 to Overlord
Return to Fortress at base of mountain with forces, leaving 1 Elite Infantry Force. Let Army Recuperate
Order Black Velvet to scour Darklands for a source of Death's Door

Go to Ecria masquerading as a knight from a far off land. Look for Chotton.

Lenglon

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Re: Roll to Destroy the World! Turn 20: Void
« Reply #206 on: August 29, 2014, 12:25:05 am »

Waiting on bulborbish and Blitz.
Attack the virtuos fighter.
Pay 3/0 to Overlord
Return to Fortress at base of mountain with forces, leaving 1 Elite Infantry Force. Let Army Recuperate
Order Black Velvet to scour Darklands for a source of Death's Door

Go to Ecria masquerading as a knight from a far off land. Look for Chotton.
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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 20: Void
« Reply #207 on: August 30, 2014, 08:08:11 am »

(Gosh give me some leeway here, I have to keep track of some things that... okay, actually, it was mostly figuring out some extra background for next random event.)

Turn 21: Opportunities

Set sail for the ruins.

On the way see if I can pick up some archers for hire for 2 resources.
(I will presume you want an elite archer group, not 2 weak archers)

(2) You commence sail to... somewhere. You actually have no idea where you are or are going. Your spies eventually get you back on track, but quite a bit of time was wasted.

Question her.
"What? What does the Overlord have to do with our conversation? I never mentioned him, and he isn't important, mainly because he's dead."
Mental Instability Roll: (4)

(1)Seeing a opportunity, the prisoner breaks free from there bindings and attempts to run away! (Enemy Escape: 3 vs. 2) Though many were close, she managed to escape the immediate area (4) You manage to keep track on where she is, though she has an opportunity to escape still...

"There we go, good work."
stop riding my teammate, and circle around to the other side of the virtuous fighter, harassing him with light bolts and forcing him to turn his back to one of us.
"Hey <insert name of mercenary fighter here>, Pick a side."
Attack the virtuos fighter.
Impish Roll: (4)

(4) You manage to get around the virtuous fightern flanking him so he cannot escape as easily. (4+1 vs. 6-1) Hearing what you said, he decides to charge at you first, you only barely dodging away from his attack as it sails past you.
(3 vs. 1) Masasit, seeing an opportunity, charges forward and attacks him from behind. (Damage: 5 vs. 3 = 2 dice) (2d6= 1+5=6) The fighter recoils from the damage. He knows hes a bit outnumbered here, but he still has a chance to do some good.

Chad is to lead the forces sent with home in preventing anyone else from escaping alive.
The ice imps and I will engage in magical slaughter.

Unlucky Roll: (5)

(6 vs. 5) (Damage: 2 vs. 1) Chad continues to prevent enemies from escaping. The enemy charges to attempt to break free, but only managed to hurt themselves more (10FHP-1=9FHP)

(6 vs. 2) (Damage: 4 vs. 2) Your own magical attacks slice into the enemy, cutting into many of their number. (9FHP-2=7FHP) (6 vs. 3) (2 vs. 4) The imps, despite hitting, fail to actually harm your enemy.

Pay 3/0 to Overlord
Return to Fortress at base of mountain with forces, leaving 1 Elite Infantry Force. Let Army Recuperate
Order Black Velvet to scour Darklands for a source of Death's Door

Go to Ecria masquerading as a knight from a far off land. Look for Chotton.
The money is sent to the Overlord's accounts.

At long last, you finally built that fortress which you mentioned quite a bit ago. Your army begins to recuperate there.

(5) It turns out, Black Velvet already had some in their possession, making retrieval incredibly easy. The question is, what will you do with the extremely dangerous herb?

(6)(Auto-success)Travelling away from the pass, you make it quickly to Ecria. Thankfully, the fact that you are already a knight from a far-off land helps your disguise. (2) However, very few people know where to find Chotton.




Anyway, fully intend to go into overdrive with the turns leading up to the random event (I'll post the table shortly), so posts should be closer together now.
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
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Nirur Torir

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Re: Roll to Destroy the World! Turn 12: War
« Reply #208 on: August 30, 2014, 10:35:10 am »

Quote
(5) It turns out, Black Velvet already had some in their possession, making retrieval incredibly easy. The question is, what will you do with the extremely dangerous herb?
((Show my troops where it is and I'll set-back some debt and collect it later.))

The ice imps will break the enemy defenses.
Chad is to lead the forces sent with him in preventing anyone else from escaping alive.
I will engage in magical slaughter.

My kobold band unit breaks off and meets with Garland's forces to get the herb location.


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

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Re: Roll to Destroy the World! Turn 21: Opportunities
« Reply #209 on: August 30, 2014, 04:24:45 pm »

Fly to the Overlord's Multiracial town,commence attack.
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