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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 100 101 [102] 103 104 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 408952 times)

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1515 on: October 16, 2008, 08:24:32 am »

Technically, it's not much different than the last time, but this time there are more named baddies around. ;)

I mean just think, what would be the most effective (and possible within the limits I have so far imposed) way to make the sun rise? And what would also happen as a result?

Doing statuses now. Btw, you actually managed to kill one of the imps after all.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1516 on: October 16, 2008, 08:30:38 am »

we went through time to the the next morning, and the fying army has arrived?

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1517 on: October 16, 2008, 08:50:15 am »

A-yup. You're going to like the epic battle next turn. Conservation of Ninjutsu is in effect for the smaller critters, but GCS and demons get their place as NPCs, so watch out. Use every roll-boosting bonus you can find, you really need to succeed on your actions. I suggest an epic-level collaboration next turn.

------------      
Turn 50      
------------      
Quote from: andrea
   i walk around to find the keys. if any dwraf come near, i paralyze him with my electricity powers (well, more than paralyze it would make him move in random ways, unable to control himself. but that is good enough for what i want: non deadly damage)   
|   You emerge from your thoughtful admiration of the continuing battle (rather one-sided, but meh) and walk around the ruins looking for keys. Dwarves (those that are still standing anyway) are occupied with other matters, so your search went unhindered. Nevertheless, you only managed to find one keeper, and that one already had the key pried from his lifeless body.   
Quote from: Boksi
   "I'll do what I can to gather the artifact container and whatever keys somebody else doesn't have, including that, uh, helmet wasn't it? From the final keeper.

If I can't go fast enough by normal means, I'll use the earth manipulation non-power."   
|   Looking around quickly, you easily spot the leader's helm in the somewhat charred grass nearby. Lifting it up, you think that it doesn't only look like an anvil, but weighs like one too. Keeping the helmet for now, you try to find the relic container. But, despite your best efforts, you cannot find it. The recent blast has shifted debris, and likely buried the container somewhere, if it didn't throw it away into the darkness before that.   
Quote from: Gantolandon
   I rip the lying keeper's ribcage with both arms and rip his heart out.   
|   Standing up from the dwarf, you see that he is incapacitated. Having nothing hard enough to get the key loose, you take off the dwarf's body armor, revealing a verily mess that was once his upper body. Partly trying to put the dwarf out of his misery, but mostly giving in to your dark side, you punch through what remained of the dwarf's ribcage and tear out his still faintly beating heart. An expression of terror and despair is on the dwarf's face as you do it, but as his life ebbs away with his blood, his face lightens and he dies faintly smiling. You consider it rather ominous and put some distance between yourself and his body, just in case. You still keep the heart, but you'll need something to carry all the stuff you're holding if you want to take aything else.   
Quote from: Frelock
   Alright, this turn, I heal myself and Gantolandon.   
|   As you try to administer healing to yourself and your companion, the second red-scaled monster flies out of the nearby dustcloud and slams straight into you! You are concentrating on healing, and without your mind to enforce it your bubble collapses from the impact! | You manage to regroup in your fall and concentrate again, forming another TK sphere as you hit the ground! The sphere cushions your fall and you are unhurt. | The imp is also unhurt, and is now well aware of your presence.   
Quote from: Jay Kayell
   I pick my axe up again, then I use it to bisect that damn dwarf!   
|   You get to your axe in one big leap, and tear it out of the ground! Elica quickly retreats, having seen you in battle. The dwarf does not look too scared of you though. Enraged by him not respecting your power, you smite the infidel with your axe! | He quickly sidesteps your attack, and thrusts his spear at your left leg! | The spear gets stuck in the armor, then is suddenly wrenched from the dwarf's hands and integrated into the armor as a structural component. You start being wary of your armor's abilities, you begin to suspect that sometimes it controls you...   
Quote from: korora
   Much like Boksi, I'd like to gather up keys and artifact. If there are none left to gather by my turn, I'll attack the fire imps.   
|   Glad though you may be to look for the keys, the sudden onset of the first fire imp has ruined your plans big time. Not afraid of your menacing sword, the scaly creature lands right before you and breathes a cloud of flames at you! | Using the Ashcraver as a shield, you deflect the flames. The sword didn't even become warm.   
Quote from: LASD
   I help everyone getting the keys and the artifact (or if I can't help, I'll get them myself), while paralyzing anything that seems lethal to any player.   
   No, you can't help "everyone".   
|   Seeing several people start looking for keys, you decide to look for them too. With everyone else fighting somebody else, you quickly manage to locate the first keeper's key. Continuing your search, you eventually stumble on the sparkling metal box with handles, four keyholes, and an intricate lid. You lug it along and go back to the other players when...   
Quote from: chaoticag
   "I perform an obscure ritual in an attempt to bring up the sun.
If that is too overpowered, then I attempt to glow in the dark."   
|   "Very annoyed by the everpresent darkness of the night, you bring every ounce of your will to bear on the matter, and in one spectacular outburst of willpower, give a mental order. Just two words. ""Day. Now.""

You open your eyes to find yourself suspended in a translucent ovoid bubble. You are still in the same pose as you were when you made the order. | Through the decaying strands of space-time anomalies that you called into existence, you feel that everyone who was near you when you made the order was also encased in similar bubbles, that acted as stasis fields, freezing you in time. The bubbles start decaying rapidly, and suddenly become very clear. You see daylight around you, the sun is in zenith. But in the daylight, you see a horrible sight - all around you, around the keep and the tavern, around your companions and everyone else who still was alive when the stasis fields engaged, are demons. Not all of them are the big horned kind, there are many enormous demonic rats, giant venomous spiders with pitch-black chitin and deep purple stripes, there are small rat-headed furry creatures that walk on two legs, the air is filled with scary-looking relatives of vampires the size of an SUV, and there are lots and lots of flies and roaches. All of them are standing motionless, but the last fragments of knowledge that you received through your burst of will told you that as soon as the field dissipates, you will be back in the stream of time, and will appear right amidst them."   
Quote from: Rooster
   I overcome my new body problems and help guys in fighting the guards   
|   You manage to recollect yourself and take your body under full control. Using the speedrunning qualities of your legs, you rush across the debris and let loose a rapid succession of punches at the speardwarf, using all six arms! | The dwarf is clearly dismayed by your attack, and more than half the hits strike true! | However, even with your six arms you are not strong enough to penetrate the dwarf's armor bare-handed. Just as you are about to throw a more elaborate combo at the dwarf (or the dwarf himself), the world before you is covered by a wall of swirling grey strands. You are completely motionless, and only after a few seconds pass and the wall in front of you starts becoming transparent you are able to move. The first thing you see when the bubble around you becomes clear is that a very large black spider, the size of an APC at least, is standing right next to you. You see drops of venom hanging from his mandibles, suspended in time. Various smaller critters are also around you. | Small burns on your face disappear.   
Quote from: Kashyyk
   I attempt to control my sight properly.   
|   Through sheer force of will and constant concentration, you manage to stop the flickering viewmodes. You are now seeing everything in shades of red, yellow, and orange, on a blue-black background. After thinking for some time, you surmise it must be heat vision. You try to change back to normal vision, but can't figure out how to do it. Suddenly everything before you turns black. You feel being suspended, being unable to move. After a while you begin to see faint traces of bluish light, and so understand you are not completely blind, but surrounded by something that does not let heat through. You patiently wait for it to dissolve.   
------------      
NPC Actions:      
Quote from: Elica Larifera
   Elica is a swordself. Recently hired by Frelock. He's armed with a wooden longsword, and dressed in (somewhat pierced) green-grey close-fitting clothing with scarce leaf-shaped decoration. Is badly burned, but otherwise alright.   
   Elica tries to catch the dwarf flat-footed, circles around him and stabs at him with his sword!    
|   All goes well, but as he is about to thrust his sword into the dwarf's back, he is encased in the stasis field.   
First Keeper is dead. His key is taken.      
Second Keeper is dead. His key is taken.      
Third Keeper:{3}   As the dwarf attempts to jump onto Rooster and strangle him, they both are surrounded by separate stasis fields.   
Fourth Keeper is dead. His armor is taken with the key.      
Final Keeper is dead.      
Marksdwarf guard: status unknown      
First imp:{6}   The imp jumps at korora, reaching for his flesh with long sharp claws! | Korora barely evades, suffering several deep scratches to his left arm. But lunging forward so rashly, the imp stumbles on some protruding rock, and falls, allowing korora to counterattack! | The Ashcraver strikes true, | cleaving the red-scaled critter into two! Even as he stands so, over his defeated enemy, korora is encased by a stasis field.   
Second imp:{6}   The second imp unleashes a fiery barrage of fireballs at Frelock! | The TK barrier shines dimly and dissipates, unable to withhold such force, but not before bouncing every fireball back at the imp! | The imp manages to evade the sudden backlash, but before he can do anything else he is encased in a stasis field.   
------------      
Status after turn:      
Boksi:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing a rather singed reddish-black jacket of Karl Moebius leather, underwear, and slightly torn jean shorts. Holding a -Steel Full Helm- shaped like an anvil, with an intricate detail attached.      
Unharmed.      
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Special status: Carbon Flesh Interweave. Can only speak goblin. Activated Visual Omnisensor.      
andrea:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing underwear and fairly comfortable greyish trousers. Also wearing a armor set: -Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>. Wields a +Steel maul+.      
Unharmed.      
Abilities: Shrapnel Self. Basic TK Healing. Empowered by Lightning (currently Fully Charged). Special status: Activated Selective Translator.      
korora:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing underwear, and makeshift bra-scarf clothing. Also wearing the armor set: <<+Iron breastplate+>>, a soft leather shirt, an Iron helmet, some hard leather greaves and -Aluminum high boots-.  Owns an Iron handaxe and a -Black bronze warhammer-, both (probably) on the third floor of the keep for now. Wields The Ashcraver's lesser form. Holding two large nuggets of gold (2kg), and one particularly large sapphire (0.5kg), one small key.      
Several nasty scratches along the left upper arm.      
Abilities: Mighty. Extremely Agile. Extended TK Healing.      
chaoticag:      
Standing upright just outside the ruined keep.  In a transparent stasis bubble.      
Wearing the armor set: +Steel Chestplate+, -Copper chainmail-, Aluminum cap, hard leather leggings and <<Copper plated boots>>. Wielding a wooden broadsword with sharp edges of a shimmering material.      
Unharmed.      
Abilities: Basic TK Healing. Extended TK Bolt. TK Ripper Slash.      
Gantolandon:      
Standing upright near the ruined keep. In a transparent stasis bubble.      
Wearing underwear, a thin silky sweater, and a set of armor: A <<*Bone full plate armor*>>, +Bone gauntlets+, +Bone high boots+, and +Bone full helm+. Holding a paperclip, a dwarf's heart, a piece of dwarven plate armor with the small key attached, and a nice pair of white socks. Wielding a +Bone Axe+.      
All body and limbs battered. Much of the skin is burned and causes pain. Right hand seriously burned. Hands pierced by numerous splinters. Nasty scratch along the head.      
Abilities: Basic TK Healing(!). Special status: Activated Selective Translator.      
Frelock:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing underwear, a somewhat dirty and badly slashed up <<*Giant cave spider silk robe*>>, and +hippo leather sandals+. Wearing an amulet of a nature's power. Wielding a Steel Quarterstaff and a -Small Iron throwing knife- as a backup weapon. Holding a wad of shredded shimmering cloth, 12 arrows, pieces of wood plate armor with shimmering runes, and a shimmering shortbow.      
Some nasty cuts, and one pierced wound on the body. Hands in pain. Minor bleeding.      
Abilities: Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Improved TK Healing III. Stone Frank's Revivification. Basic TK Field. Special status: Activated Selective Translator.      
Kashyyk:      
Standing upright near the ravaged tavern.  In a transparent stasis bubble.      
Naked. Wielding an Iron Battleaxe.      
Flesh turned into iron, broken arrows in abdomen, right leg, and left shoulder. Upper body Damaged.      
Abilities: Enrage Other. Enrage Self. Basic TK Healing(!). Special status: Activated Selective Translator (2). Steel scales. Activated Wideband Omnisensor (heat)Extra: Rollerblades in the forearms.      
Rooster:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing underwear (probably), a set of armor consisting of (severely torn up) hard black studded leather armor and greaves, broken iron plated high boots, and (somewhat burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Guitar-Battleaxe+.      
Face singed slightly. Two extra ears. Four extra arms. Knees facing backwards. Three fingers on each arm. Seven clawed toes on each foot. Two noses. Three horns on head. Head hair transformed into flexible spikes. Body covered by patches of very hard tissue. Ribcage fused into a solid shell. General -2 penalty to charisma when communicating with humanoid creatures.      
Abilities: Can perform heavy metal. Odd regeneration power. Better aural perception.      
LASD:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing underwear, and a white/pink/yellow suit and top hat made of underwear. Also wearing the armor set: <<+Iron chain Cuirass+>>, -Iron chain gloves-, Iron chain greaves, and Iron low boots. Wielding a *Evil Aluminum tower shield*. Holding a small key and the relic container.      
Several scars along the torso. Lightly bleeding hole in the left upper arm. Lightly bruised.      
Abilities: Power of Peace. Power of Persuasion (suit bonus does not apply).Special status: Peacekeeper.      
Jay Kayell:      
Standing upright amidst the ruined keep. In a transparent stasis bubble.      
Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a ring. Owns an Iron Great Eclipse Axe, now stuck into the ground nearby. The armor is armed with a collection of axes and swords (including one shimmering elven blade), and its steel clawed fists as well. The armor has 5 unspent arrows.      
Unharmed. Dizzy from blood loss. (-1 agi, con, conc)      
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Special status: Wearing Composite Reinforced Corpse-steel power armor.      
---------      
Environment:      
Human/Dwarven Capital:   Large city on the outskirts of hell knows where. Holds a modest amount of homes, from hovels to two-floor apartment buildings, a set of shops, a (destroyed)temple, and a (demolished)keep. Now overrun by an army of darkness.   
Tavern:   Was a two-floor building. Now it's a mangled ruin, thoroughly blasted apart. The building used to contain your enter/exit point, but how to use it is completely up to you now.   
Food store:   Square one-floor building with long tables laden with salted and fried meats of all kinds. There's a single wide table at the far end, with a chest on top of it. There's a mighty fine hole broken through the ceiling.   
Cloth store:   Rolls of cloth and various cloth, silk, and leather articles of clothing are on the many shelves inside this building. There's a single wide table at the far end, with a chest on top of it. The entire building is barely standing, most of its roof is collapsed. There's a pile of elf-paste near the building, and some elven corpses.   
Armor store:   Everywhere in the shop various pieces of armor are thrown about, shields of different sizes litter the floor, and arrayed under the now-broken shelves and tables are enough various boots to outfit a battalion. A large hole is broken through a side wall. The door is toen down. The building took several ballista bolts during the battle. At the far end of the building, there is a single wide table. The heavy chest is on the floor, broken, a large supplement of coins from it now covers the floor.   
The Keep:   Was once a tall, proud building. Now a mighty large pile of rubble. There is one (covered) pit in the center of the first floor, with something glowing below.   
The Temple:   Tall and proud, beautiful building of white marble, a solid first floor surrounded by columns is supporting several ring-shaped floors held up by beautiful marble supports. A deep pool of shiny, clear water can be seen inside the building. Well, it probably was like that. The entire thing has recently tried to rise up in mighty wrath as a gigantic statue of a carp, but failed miserably and broke to pieces. Afterwards, the overpowered Rooster single-handedly sent the whole place into oblivion along with the elves, who now cannot be seen, heard, or even smelled by anyone other than themselves.   
------------      
Background: [3]   Even though you have little time to do so, you manage to look around. The army surrounding you doesn't seem too large, about a hundred creatures overall. However, among them are many giant spiders as large as APCs, there are several large flying demons, and the air is filled with relatives of bats, the size of a car. Many smaller critters like ratmen, giant moles, copper golems and large demon rats are also present. At least the sun is shining, those legions of doom probably don't like it.   
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1518 on: October 16, 2008, 08:54:09 am »

Your bubbles will pop right at the beginning of next turn. You were visible to them this whole time (though they could not reach you), so don't expect "surprise attack" bonuses. If you can manage an escape by turn 52, you will have spent exactly 50 turns in this world.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1519 on: October 16, 2008, 09:03:34 am »

escape? how??

i usggest that we all focus on going back in time.  but then we could get many 6, and go back to a time where demons lived freely in the world (before they were closed in their adamantine prisons)

i am fully charged, i can make some very powerful attack if you help me.
but i'll let you decide.

demons have no pain... that is a problem for me. i can't kill them with heat, nor with pain. i'll have to use only my hammer and electricity powered arms

edit: now it is a good time to make another small speech. but i have homework to do. i hope i'll be able to write again before the next turn

what materials are key made of? please, tell me they are iron keys... if they are iron keys i have a plan
« Last Edit: October 16, 2008, 09:07:07 am by andrea »
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Frelock

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1520 on: October 16, 2008, 09:23:58 am »

I attempt to enter into a super-healing state, where, surrounded by my TK bubble, I can instantly heal my companions the moment they get injured (say, add an extra roll after damage is taken to see if I heal them and a roll every turn to see if I heal existing damage).
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LASD

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1521 on: October 16, 2008, 09:39:56 am »

We just have to get the last key and get everyone to the tavern. cube the panel.

I like andrea's "Let's go back in time"-idea, but I suggest we'll do it in the most game-mechanics abusing way possible. Chaoticag (because he has already done it) should try to reverse the time travel or move us back in time to a point when it was safe. Then every single other player will use their action to help him. ;D We should get a guaranteed overshoot which throws us to a time before the volcano in the keep, but as we have the artifact and the keys with us, we should end up close to the panel in some time, that probably isn't as bad as this. And so could escape.
« Last Edit: October 16, 2008, 09:46:39 am by LASD »
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andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1522 on: October 16, 2008, 09:42:37 am »

i use my electricity power to be like a magnet for the still missing keys (should be only 1) (but only for the keys: i don't want swords flying toward me)

i keep this action unless somebody get a better idea, or we all agree about time travelling again

korora

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1523 on: October 16, 2008, 09:45:32 am »

Looks like the priorities right now are 1. getting the key off the third keeper (I have one, Gantolandon has one, and LASD has one key and the relic) and 2. living long enough to escape through the tavern. 

Given my giant sword, I think I'm best off focusing on the latter, so I'll defend the others who are "amidst the ruins of the keep" with me, hopefully entering a martial trance.

Fake edit (on seeing LASD and andrea's posts): I think we should wait until we're sure we have the key before using the time-travel gambit, or else we'll end up coming back here somehow or stuck in the way past.  Andrea, I'm not sure being a selective magnet makes any sense (and there's only one key missing anyways), so you'd probably be better off getting the last key individually or using your electricity to neutralize some of the invaders.
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andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1524 on: October 16, 2008, 09:48:07 am »

neutralize some invaders? not much electricity can do about it i think.

about selective magnet, here is the answer: good rolls and a bit of magic!
if sean doesn't allow me to, i'll find some other way

Gantolandon

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1525 on: October 16, 2008, 10:24:06 am »

I keep the key, leaving anything else besides it and the axe, then I rush to find the artifact.
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LASD

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1526 on: October 16, 2008, 10:36:55 am »

I keep the key, leaving anything else besides it and the axe, then I rush to find the artifact.
I have it. It does not need to be found anymore.

I wonder how much baddies stands between us and the tavern. Also I wonder what the last remaining dwarf will do when he notices what he has landed in the middle of.

If we don't timetravel, we should rush for the tavern with the last dwarf (and/or his key.)
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Gantolandon

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1527 on: October 16, 2008, 10:42:50 am »

OK. So instead of searching the artifact, I rush to the tavern, cleaving every monster standing my way.
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1528 on: October 16, 2008, 10:45:09 am »

Keys are not iron they're adamantine. Even if they were iron, being a selective magnet would work if the key in question was free - but it's embedded in the dwarf's armor. If you exert enough force to bring the key to you, you'll bring every bit of iron in the vicinity to bear on you. And why'd you think electricity would be useless against demons? Magic or not, a lightning is a lightning, it'll screw them up real bad if it hits. The lesser critters especially. GCS don't have nerves, but can burn.
Going "back" in time most probably won't work, you're not good enough yet. Going forward is possible through stasis, but backward would require more difficult things.

If you ask me for a tactic, I suspect Frelock should collect the "key" and all the keys to it, and get you all out of here. Andrea can take care of the giant bats with chain lightning or a summoned storm, Gantolandon could try to invoke TK blasts, Boksi can try to summon Earthen powers, Rooster can rock (doubt it'll work on demons or spiders though), Kashyyk, korora and JK can try to handle themselves in melee, LASD... LASD will probably be better off with Frelock in his sphere. Frelock can try to call for help. Chaoticag can also team up with Frelock and use TK bolts to take down demons.

Your best bet is holding off the monsters while someone gets the key out.

The last dwarf, if someone who can speak dwarven talks to him, might go with you and donate his key if you promise to take you with him. I'll note that you still didn't figure out exactly how to take companions with you.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1529 on: October 16, 2008, 10:52:18 am »

armor... that makes everything harder.
i'll change my action later then
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