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Author Topic: Trials of the Necrovoyager: 5200 - Damn pirates  (Read 34887 times)

Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #525 on: March 26, 2016, 06:41:21 am »

Suffering and the shades do the same as last turn

crazyabe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #526 on: March 26, 2016, 12:35:31 pm »

(I'm amazed that thing isn't just eating the doors that are in it's way.)
Me, Myself, and I run for the Hoard.
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piratejoe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #527 on: March 26, 2016, 12:55:36 pm »

Move to the large mausoleum and spear the ball of rust.
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FallacyofUrist

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #528 on: March 26, 2016, 01:34:12 pm »

D is silent. Then he walks into the large mausoleum and ends the rust elemental.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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notquitethere

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #529 on: March 26, 2016, 06:08:04 pm »

Crew Turn

Remilia attacks the rust monstrosity with her spear [Tonbogiri 12 dam /2 = 6]. It then breaks up into a huge pile of rusty flakes.

The others arrive, but Remilia has already done the job.

Loot Phase

The Rust Elemental’s corpse leaves no loot, but a lot of mess!

Everyone gains a power level!

Travel Phase

The next encounter will be 6 centuries. Don’t forget about traps and your end-of-phase positions.

The Teleport Bay is damaged. It will continue to function but is more vulnerable to destruction. It will take 1 metal or crystal to fix and one century.
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FallacyofUrist

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #530 on: March 26, 2016, 06:17:10 pm »

((At this point, D's going to one-shot everything but a boss.))

"Done already? I'm going back to sleep."

D sleeps in the central Mausoleum.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

piratejoe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #531 on: March 26, 2016, 06:23:54 pm »

Spoiler: Remi power lvl 3 (click to show/hide)
"You gnomes should try to fix the teleport bay,i will be sleeping in my mausoleum if you need me."
Sleep in the small mausoleum.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #532 on: March 26, 2016, 06:26:18 pm »

Suffering picks Cold Snap as its next spooky trick. It will reamin at the vent, with the rest of the shades.

Updated character sheet:



Idea for a trap:

We build an Oxygenator in the lower vent, so that the Teleport Bay has oxygen. Then we fill it with flame chutes, which should cost 5 metal (10 bones) and 2 wood.

We have already 4 bones, and with 6 centuries, we should at least get enough to build one flame chute and the oxygenator.

Alternatively, we can also build an Enchanted Rope in the bonegrove. At least it should get rid of a single enemy next turn.

Other option could be to build many Necrosis charms (3 bone each) across the ship. We have a steady surplus of bone now.

Oh, and we should definitely fill the new pit with pit traps.

crazyabe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #533 on: March 26, 2016, 06:57:57 pm »

We gain the 'Rep-Fu' and 'Make work' skills.
We then arm ourselves with whatever is lying around, dig out Pit traps and give into causeing some chaos
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TinFoilTopHat

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #534 on: March 26, 2016, 07:06:53 pm »

((PTW, also did you get this idea from the storygame Necromancer?))
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piratejoe

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #535 on: March 26, 2016, 07:10:36 pm »

((Hey,we have a teleport bay now so you could join.))
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Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #536 on: March 26, 2016, 07:37:17 pm »

((Join as a Lich! I have an awesome spell to learn, but I need a Lich to do so.))

TinFoilTopHat

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #537 on: March 27, 2016, 10:06:17 am »

Spoiler: yo (click to show/hide)
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notquitethere

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #538 on: March 27, 2016, 11:27:07 am »

During the 32nd century an ancient forgotten evil arrives on the ship.

Forgotten has arrived on the ship! This is stuff that you can do:

Spoiler: Travel Actions (click to show/hide)

The current travel phase is going to last 6 centuries. You probably want to research a new spell or two in the library.

Spoiler: How Research Works (click to show/hide)
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Tomcost

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Re: Trials of the Necrovoyager: Year 3200 Encounter - A Rusty Issue
« Reply #539 on: March 27, 2016, 12:33:50 pm »

Upon the arrival of the forgotten lich, something happens in the Teleport Bay.

The shadows on the room shift unnaturally, until they begin to extend and detach themselves from the walls. A pair of glowing red eyes manifest upon the shadowy body standing in the front. It soon takes a more humanoid form, if elongated and too thin for a mortal being. Soon, a voice comes out of it:

"Welcome to the Necrovoyager, Lich. Let me introduce myself here. I'm Suffering, and this my retinue..." The shadow says, as it points towards the other seven pairs of glowing eyes, all of them varying in color.

"I'm here to propose that we, how to say it? Collaborate, yes. You see, the former Lich of this ship had some unfinished research going on, and I hold all that valuable knowledge in my mind. But... my talents to perform magic are... lacking, as I'm not a spellcaster. But that doesn’t mean that I can't help you. Or that you can help me, in that regard. The deal is simple. I shall tell you what I know of this spell, and you will finish the research, so that we may both benefit from it."



((The spell was this:))
Create Shade, Greater:
You must sacrifice at least one unit of bones per casting of this spell. This spell functions as Create Shade, but the power level of the shade is equal to the square root of the number of units of bones sacrificed to cast this spell (no, smart aleck, you can't say that those bones that you used to build that item that has kept you alive so far were technically sacrificed to cast this spell), and you may choose the created shade's ghost tricks as you would if you were creating a character of the shade's power level.
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