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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143737 times)

Strongpoint

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #855 on: January 24, 2017, 01:59:56 pm »

We can also generate a deadly smoke or empower existing one should wights\Malkus set something on fire
Smoke is one of our themes and we should use it
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zomara0292

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #856 on: January 24, 2017, 02:01:47 pm »

Actually. That brings up an idea. If the rocks aren't as effective as we may like, we and the zombie horde charge from the front. Behind, to the right should be Malkus and the wolves. To the left, all our spectral forces. If he rallies against the horde, he will fall to the other two, if he defends himself, he will fight a loosing battle of moral attrition. If he defends against use, we can attack his mind as a distraction for Malkus, or just to split his attention.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

10ebbor10

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #857 on: January 24, 2017, 02:37:00 pm »

We can also generate a deadly smoke or empower existing one should wights\Malkus set something on fire
Smoke is one of our themes and we should use it

I'm alright with normal arson and fire, but we're dealing with a magical enemy. Best use mundane solutions,
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hachnslay

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #858 on: January 24, 2017, 04:03:32 pm »

We can also generate a deadly smoke or empower existing one should wights\Malkus set something on fire
Smoke is one of our themes and we should use it

I'm alright with normal arson and fire, but we're dealing with a magical enemy. Best use mundane solutions,
"I am not allowed to smoke out a goblin den built into a hillside because the GM says so." ... i invoked that unwritten rule once.
normal fire can kill things, but is not evil. if we affect it it might become evil. our chances are higher if we just pile some dead, mutilated bodies into upwind fires and smoke them out.
« Last Edit: January 24, 2017, 04:05:04 pm by hachnslay »
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Parisbre56

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #859 on: January 24, 2017, 05:00:13 pm »

How fast can black imps dig? Maybe it would be easier just distracting him long enough to lure him over a trap (or create a trap under him). As long as he can't fly, it should work.

Urist Mc Dwarf

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #860 on: January 24, 2017, 05:15:27 pm »

We can also generate a deadly smoke or empower existing one should wights\Malkus set something on fire
Smoke is one of our themes and we should use it

I'm alright with normal arson and fire, but we're dealing with a magical enemy. Best use mundane solutions,
"I am not allowed to smoke out a goblin den built into a hillside because the GM says so." ... i invoked that unwritten rule once.
normal fire can kill things, but is not evil. if we affect it it might become evil. our chances are higher if we just pile some dead, mutilated bodies into upwind fires and smoke them out.
Bodies don't burn well

killerhellhound

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #861 on: January 24, 2017, 07:01:50 pm »

We can also generate a deadly smoke or empower existing one should wights\Malkus set something on fire
Smoke is one of our themes and we should use it

I'm alright with normal arson and fire, but we're dealing with a magical enemy. Best use mundane solutions,
"I am not allowed to smoke out a goblin den built into a hillside because the GM says so." ... i invoked that unwritten rule once.
normal fire can kill things, but is not evil. if we affect it it might become evil. our chances are higher if we just pile some dead, mutilated bodies into upwind fires and smoke them out.
Bodies don't burn well
Thats a good thing we want lots of smoke
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Strongpoint

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #862 on: January 25, 2017, 01:10:56 am »

How fast can black imps dig? Maybe it would be easier just distracting him long enough to lure him over a trap (or create a trap under him). As long as he can't fly, it should work.
We have no black imps nearby... Speaking of imps

We need ranged troops, right? Maybe we can spare few points of might to create some ranged imps just for this fight? Something like this

Dark-blue imps
Those flying winged creatures have a color of night and posses no abilities but fast flight perfect dark vision and dexterous hands with 8 fingers. Being cowards as most imps are they attack from distance using any kind of ranged weapon they may get, ranging from throwing stones to complex crossbows


Create ten of those (should cost 5+5 might) and we may get a nice swarming unit.
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zomara0292

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #863 on: January 25, 2017, 08:50:44 am »

I don't think extra fingers will be useful, at an octi number. Instead, just allow it to create the fingers it will need for whatever job it has, a desire for a minimum of 5 feet of distance from anything that is sentient, great farsight. And acute teleportitus. Throw in a hive mind, or near instinanious telepathic communication (hive mind would probably be cheaper). . . .  And a love of shinny things. . . . And we have useful, and lovable imps.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

10ebbor10

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #864 on: January 25, 2017, 09:13:37 am »

I'm sensing some serious feature creep.

All we need to do is kill the Priest. A rock will do
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Kashyyk

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #865 on: January 25, 2017, 09:16:31 am »

Literally picking up the biggest rock we can find and throwing it, to be precise. We have the strength of 40-50 men so it'll be fairly hefty.

We could even use bits of house, if they're made of stone.
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Ardent Debater

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #866 on: January 25, 2017, 11:08:16 am »

How fast can black imps dig? Maybe it would be easier just distracting him long enough to lure him over a trap (or create a trap under him). As long as he can't fly, it should work.
We have no black imps nearby... Speaking of imps

We need ranged troops, right? Maybe we can spare few points of might to create some ranged imps just for this fight? Something like this

Dark-blue imps
Those flying winged creatures have a color of night and posses no abilities but fast flight perfect dark vision and dexterous hands with 8 fingers. Being cowards as most imps are they attack from distance using any kind of ranged weapon they may get, ranging from throwing stones to complex crossbows


Create ten of those (should cost 5+5 might) and we may get a nice swarming unit.
I don't think extra fingers will be useful, at an octi number. Instead, just allow it to create the fingers it will need for whatever job it has, a desire for a minimum of 5 feet of distance from anything that is sentient, great farsight. And acute teleportitus. Throw in a hive mind, or near instinanious telepathic communication (hive mind would probably be cheaper). . . .  And a love of shinny things. . . . And we have useful, and lovable imps.

-1, it's a cool idea but we'd be much better off just throwing a rock at the priest than summoning 10 weak minions that are vulnerable to the priest's holy magic.

I'm somewhat concerned that this priest could be an agent of an Angel of some kind, given his blatantly holy staff. If those were common, the high priest we possessed earlier would've had one.

After this battle we should look into getting Malkus Rom an enchanted flail and some spiked plate armor.
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Strongpoint

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #867 on: January 25, 2017, 01:10:57 pm »

This priests follows different religion.

As for throwing rocks... I believe it may work but having no back up plan is bad. Besides, we can create imps after the battle
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NUKE9.13

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #868 on: January 25, 2017, 01:19:12 pm »

All right, all right. It seems that everyone is on board with the super evil plan to... throw a rock.
:/
Heh heh heh. Let's see what happens.
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zomara0292

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #869 on: January 25, 2017, 02:12:21 pm »

Correction myster gm. We are throwing a really big and really heavy rock at his face. As hard as we can. And maybe a building afterwards. And then a tiny one for good measure.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..
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