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Author Topic: Trials of the Necrovoyager: 5200 - Damn pirates  (Read 34809 times)

crazyabe

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #660 on: April 21, 2016, 03:58:15 pm »

We will start in the Engine.
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notquitethere

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Re: Trials of the Necrovoyager: Travel 4200 - 5200
« Reply #661 on: April 21, 2016, 06:02:41 pm »

Travelling to 5200

D. assists in the ongoing construction of the Forest with Remilia and 19 gnomes. It's finished within a century.

The four gnomes patch all four holes in the ship [-3 bone, -1 metal] for one century, while the other 19 help building

Then everyone set to work on the stasis room. That too takes a century.

Then the 23 gnomes set to work on a pit room [1 century, -2 stone, -1 wood]

Then they build a large engine by converting large quantities of bone into metal. [-8 metal(-12 bone), -2 crystal].

Then they engrave everywhere for 7 centuries.

Half the cursed gnomes are sacrificed along with some other junk to make [-11 gnomes, -8 staffs, -10 bone + rep fu] Mors Sanctum, a foul cursed wand enthused with the favour of the worst of the pantheon. [Mors sanctorum - Dam Type: Necrotic + Holy + magic - Total Dam: 2]

The remaining 13 gnomes have used all their time and so do not go insane. They do have time for one quick pray at the temple...

[rolling...10!]

And they come away enlightened as the God of Power blesses them. Gnomes all gain a power level! [the cursed bodies do not increase in health]

Remilia builds a gravity stabiliser [-3 crystal, -1 metal] in the small mausoleum and sleeps while Cadmilsius watches over.

The shades do their usual thing.

Cadmilsius still needs another anchor.

Five centuries in, Forgotten awakes and works in the library, finishing learning Ghost Form [2 centuries], and goes mad for three centuries.

[Rolling...10!] They achieve clarity of purpose and suffer no ill effects.

Spoiler: Ship Inventory (click to show/hide)



It's late here so I'm going to have to roll on the encounter in the morning. But to tease it...

[rolling 3! 12 level 6 wizards and a boss will come to loot the library.]

Not just any wizards... pirate wizards...

If someone else with Paint skills fancies updating the map, this would save us all some time. Otherwise, look forward to this tomorrow!
« Last Edit: April 22, 2016, 08:25:05 am by notquitethere »
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SOLDIER First

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Re: Trials of the Necrovoyager: 5200 Pre-Encounter...
« Reply #662 on: April 21, 2016, 06:08:18 pm »

"My dearest Remilia, I find myself in need of a second anchor, an object to tie myself to this realm of the living dead. I cannot help but notice the beautiful prism you hold in your beautiful hand, and humbly request your permission to use the prism as such an anchor."
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Tomcost

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Re: Trials of the Necrovoyager: 5200 Pre-Encounter...
« Reply #663 on: April 21, 2016, 06:37:35 pm »

The gnomes should get all the weapons they can so that they kill wizards faster.

Also, if the gnomes survive they will reach the next level, regenerating all lost gnomes. Isn't that great?

By the way, this is going to be rough. Wizards are too flexible for my tastes. Maybe the vampires should convert some of them into undeath? That would be a nice addition.

piratejoe

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Re: Trials of the Necrovoyager: 5200 Pre-Encounter...
« Reply #664 on: April 21, 2016, 08:49:08 pm »

"Of coarse as long as you keep it safe should the unthinkable happen,though we both know that wont happen."
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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.

notquitethere

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Re: Trials of the Necrovoyager: 5200 Pre-Encounter...
« Reply #665 on: April 22, 2016, 10:57:58 am »

PIRATE ENCOUNTER

In the Year 5200, the Necrovoyager passes through a dangerous patch of space. Here roving bands of piratical marauders lay in wait to teleport on to passing ships and steal... their books!

Enemy Goal: They've come to loot the library, but will kill anything in the same room as them to be on the safe side. They'll leave after they've looted every library and visited all rooms.

Power Source: Cowardice

Spoiler: Clarified Looting (click to show/hide)
Spoiler: Enemies (click to show/hide)

Spoiler: The Boss (click to show/hide)
Spoiler: Starting Positions (click to show/hide)

Bundle appears in the Pit Room, but no one set up any traps there so he breathes a sigh of relief, casts Adamantine-skin on himself and walks into the backup engine. "Dead end here!" he shouts over their frequency.
Maggers falls down a pit in the Engine Room. He oxygenated the room [7 rounds] and blasts a fireball [7 fire damage to Niknak] and is dismayed when the gnomes don't even notice.

Riggers and Doc cast haste on themselves; Doc then casts Magic Shield and Adamantine Skin on himself, Riggers casts Psychic Shield on himself and Doc. [6 protection

In the Teleport Bay, Peg Leg casts Haste on himself, Long John and Cutthroat
Cutthroat casts haste on Scurvy Jim, Jack Rabid and Yellow Beard.
Folly casts haste on himself and Quincy, and casts Adamantine Skin on himself.

Long John cast Magic Shield [6] on himself, Peg Leg and Cutthroat.
Scurvy Jim casts Magic Shield [6] on himself, Jack Rabid and Yellow Beard.
Jack Rabid casts Magic Shield on Folly and Quincy, and Adamantine Skin on himself.

Yellowbeard casts Adamantine Skin [6] on Long John, Peg Leg and Cutthroat
Quincy casts Adamantine Skin on himself, Scurvy Jim, and Yellowbeard.

Now everyone in the Teleport Bay has an extra action and Physical+Magical Armor [6].

Urist Mclibash's Boss Turn
Captain John Matherson falls down a spike pit for 5 damage. Barely notices.

Spoiler: Current Positions (click to show/hide)
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SOLDIER First

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #666 on: April 22, 2016, 11:03:20 am »

"Of coarse as long as you keep it safe should the unthinkable happen,though we both know that wont happen."
"Of course, my love. I would gladly give my undeath a thousand times over in your name and the name of your lovely trinket."
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UristmcLibash

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #667 on: April 22, 2016, 01:09:02 pm »

Hyperbeem the litch to death and cast adamantine skin on myself "Right then laddys lets keel hall these land lubbers and get what we came here for."
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notquitethere

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #668 on: April 22, 2016, 03:13:15 pm »

[I feel so terrible for Tinfoil right now, but I did let him know he was alive again...]

Boss Turn
Forgotten's skin sloughs off as his body is beamed to bits. The pirate captain's skin takes on a rocky cast to it.

Crew Turn
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Zormod

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #669 on: April 22, 2016, 03:21:36 pm »

Use monstrous visions, shadowhop to Pit 1.
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piratejoe

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #670 on: April 22, 2016, 03:30:37 pm »

Go to corridor c and wait
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crazyabe

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #671 on: April 22, 2016, 05:19:34 pm »

We Run For the Hoard After I take a Stab at Maggers, Get another Gnome to Grab me, then Hand me to Someone that Can Still Run the Required Distance.
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FallacyofUrist

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #672 on: April 22, 2016, 06:13:14 pm »

((I would like to note that D. actually has Violence Dependency as per his Secret Form 3, not Darkness Dependency.))

"HAHAHAHA! EXTERMINATE!"

If the extra move action conferred by swiftness can be used for teleportation: D. teleports to the Captain, thwacks him for a horrid amount of damage using Vengeance, then teleports into the Perimeter room.

If the extra move action conferred by swiftness cannot be used for teleportation: D. teleports to Corridor A, gibs Doc and Riggers using Vengeance for 23 damage each, using Sweeping Blow, then walks into the main engine.
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Tomcost

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #673 on: April 22, 2016, 08:00:20 pm »

Suffering uses invisibility and shadow-hops to Corridor C

crazyabe

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Re: Trials of the Necrovoyager: 5200 - Damn pirates
« Reply #674 on: April 26, 2016, 09:01:20 pm »

Poke.
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