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Author Topic: Hope to Dodge - Turn 43. END.  (Read 21668 times)

Nirur Torir

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Re: Hope to Dodge - Turn 22. Can Richport be saved?
« Reply #240 on: November 04, 2009, 06:29:18 pm »

{6} - ... Why do I keep rolling {6}s? Alright, alright. Everybody gets to do something awesome next turn, but it comes at a cost. A failure will not result in instant death.

SHAD0Wdump
{2} - Generic guy #1 does not notice any dark magic in the cultists.

CJ1145
{2} - Alfred gives three strangled moans.

Apostolic Nihilist
{2} - The king finds himself unable to open the great door to the throne room alone.

Realmfighter
{6} - Ragnar cheats, and learns that although zombies can infect live humans by clawing them, the infected will be highly aggressive, and not controlled.
+2 OOC Knowledge User! Novice OOC Knowledge User gained!

Dragnar
{6} - The city will be able to spare near limitless copper, and many workers will gladly build the mechs. After the barbarians are gone, of course. Naturally, they will probably demand that the first target be the barbarian homeland, but who cares what they think?
+2 Commandeerer! Dabbling Commandeerer gained!

Flintus10
{4} - Flint exits the rubble. He hands a few coins to random people in the street, and they proceed to follow him. They commandeer a lightly armed merchant sloop. Bad luck; it has no cargo, despite having food.
+2 Leader! Dabbling Leader gained!

RandomNumberGenerator
{6+1=6} - Lithoniel releases a tremendous blast of energy at the palace. It is flattened, but she is now exhausted from the effort. All those inside the palace will have to roll to escape it.
+2 Telekinetic Artist!
Exhausted! Unable to use mental powers next turn!

Status
Quote from: Realmfighter(Ragnar)
Status:
Great!

Skills:
Anti-Necromancer [4/6]
Dabbling Meek Conversationalist [1/2]
Dabbling Strutter [1/2]
Dabbling Persuader [1/2]
Novice OOC Knowledge User [0/4]
Competent Axeman [0/8]
Dabbling Healer [0/2]

Inventory:
Bronze axe(wielded), commoner clothes stained black with ash(worn)

Minions:
9 Zombies

Quote from: CJ1145(Richard)
Status:
Great!

Skills:
Necromancer [4/6]
Novice Doctor [0/4]
Dabbling Richport Loremaster [1/2]
Dabbling Staff Fighter [1/4]
Dabbling Natural Weapons [1/2]

Inventory:
Stick with a cheap gem embedded on top(dropped), commoner clothes stained reddish with berry juice(worn), unidentified parchment(carried), needle & thread(carried)

Minions:
Alfred - Intelligent(?) zombie that looks like a human. Foot stuck in throat. Inconvenienced by a sword. Unable to cast spells.
8 zombies

Quote from: SHADOWdump(Generic guy #1)
Status:
Slightly confused by a group of probably-cultists.

Skills:
Dabbling Gambler [1/2]
Novice Rabble Rouser [0/4]
Competent Devastating Sneezer [4/8]
Dabbling Lander [0/2]
Dabbling Healer [1/2]
Novice Diplomat [0/4]
Dabbling Evil Magic [1/2]
Dabbling Ladrship [0/2]
Dabbling Navigation [1/2]

Abilities:
Can hover with devastating sneezes

Inventory:
Standard clothing(worn), a bag of fifteen wooden dice(tied to belt), and a pair of cleats(worn)

Minions:
3 healthy cultists
2 badly wounded cultists

Brig:
Status:
Great.
Docked.

Weapons:
3x port ballista
3x starboard ballista
1x rear catapult, able to fire in a 270 degree arc

Supplies:
60 ballista bolts
10 rocks
Plentiful food and water

Crew:
Landlubbers (-1) [3/4]
Skeleton crew (-1 combat)

Quote from: Flintus10(Flint)
Status:
Ecstatic

Skills:
Dabbling healer [0/2]
Dabbling Trap Lore [1/2]
Rop Usr [0/6]
Dabbling Pugilist [0/2]
Dabbling Duel Wielder [1/2]
Dabbling Liar [0/2]
Novice Listener [0/4]
Novice Scout [0/4]
Dabbling Leader [1/2]

Inventory:
Iron dagger(carried), bronze short sword(wielded), a black silk cloak (worn), 3 smoke bombs, bloody arrow (carried), +1 rope and grappling hook, magic wand, thieves' guild license, Bag of Holding, contents of treasure room(stored in bag of holding for ease of transportation).

Sloop:
Status:
Great.
Docked.

Weapons:
2x port ballista
2x starboard ballista

Supplies:
20 ballista bolts
Plentiful food and water

Crew:
Disorganized Landlubbers (-1) [0/6]

Quote from: Apolistic Nihilist(Guy)
Status:
Healthy

Skills:
Novice Richport Loremaster [1/4]
Novice Persuader [0/4]
Dabbling Divine Being Curser [0/2]
Novice Hammerman [0/4]
Novice Impossible Kung-Fu arist [0/4]
Dabbling Intimidator [1/2]
Novice Claymore User [0/4]
Novice Leader [0/4]

Inventory:
Leather gloves(worn), black cloak(worn), hammer(wielded), brass feather (carried), claymore(hidden and wielded).

Abilities:
Able to quickly and stealthily draw a claymore from his sleeve.
King of Richport!

Minions:
Jul - ?

Quote from: Dragnar
Status:
Great

Skills:
Steampunk Mechanic [1/6]
Competent Magi-Tech Engineer [0/8]
Dabbling Robot Commander [1/2]
Novic Running Away[0/4]
Dabbling Commandeerer [1/2]

Inventory:
Schrodinger's box of stuff(carried), simple clothing(worn), Element gun [3/3]

Minions:
Intelligent steam powered mini-mech.
Status: Good
Upgrades: Spider legs - Mobility, mini flame cannon [2/5], greater efficiency

Quote from: RandomNumberGenerator(Lithoniel)
Status:
Wanted in Richport for murder, evading arrest, and using psychic powers.

Skills:
Novice Manipulator [0/4]
Dabbling Mind Controller [1/2]
Novice Mind Reader [0/4]
Novice Looter [0/4]
Dabbling Stealth [0/2]
Dabbling Healer [1/2]
Dabbling Alchemy [1/2]
Dabbling Meditation [1/2]
Telekinetic Artist [5/6]

Inventory:
Bronze scimitar(wielded), bronze buckler(worn), traveler's clothes(worn), psychology book(carried), social skills book(carried), several days worth of rations(carried), purse with 76 gold(carried).
« Last Edit: November 04, 2009, 10:21:56 pm by Nirur Torir »
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Realmfighter

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Re: Hope to Dodge - Turn 21. Richport is still doomed.
« Reply #241 on: November 04, 2009, 08:46:35 pm »

Turn one Zombie into a Lich, unable to attack or hurt me in any way.
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

dragnar

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Re: Hope to Dodge - Turn 21. Richport is still doomed.
« Reply #242 on: November 04, 2009, 08:49:11 pm »

I get to work on a prototype war-mech, based off of the mini-mech, but scaled up.
Do not make it truly intelligent, that never goes well, just tactics and battle AI.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

CJ1145

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Re: Hope to Dodge - Turn 21. Richport is still doomed.
« Reply #243 on: November 04, 2009, 08:55:02 pm »

Assuming by both Alfred's smirk, and realmfighter's leaps for joy that my zombies can infect people, I tell them to go out into the streets and kill anyone with a pulse, unless they have the letters "PC" above their heads.
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This being Homestuck, I'm not sure whether that's post-scratch Rose or Vriska with a wig.

RandomNumberGenerator

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Re: Hope to Dodge - Turn 21. Richport is still doomed.
« Reply #244 on: November 04, 2009, 09:15:41 pm »

Eat my lunch and take a drink. Recover my abilities.
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The end of the world is more fun then I expected.

Apostolic Nihilist

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Re: Hope to Dodge - Turn 22. Can Richport be saved?
« Reply #245 on: November 04, 2009, 11:56:33 pm »

Hold the palace together with sheer willpower.
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Flintus10

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Re: Hope to Dodge - Turn 22. Can Richport be saved?
« Reply #246 on: November 05, 2009, 04:04:34 am »

Sail the ship to the nearest barracks and order my new crew to loot it and take any weapons and armor they can find!
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SHAD0Wdump

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Re: Hope to Dodge - Turn 22. Can Richport be saved?
« Reply #247 on: November 05, 2009, 12:39:40 pm »

Screw it!

I magically teleport the corvette a mile above the Richport palace.
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Nirur Torir

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #248 on: November 06, 2009, 07:42:05 pm »

{5} - Sunny weather! The barbarians can't take the heat, and flee the city as quickly as they attacked.

Realmfighter
{4} - Ragnar names one of his zombies a lich. It looks at him with dead eyes, but seems to glow slightly. Ragnar feels a deep chill suddenly fill the air.
+2 Anti-Necromancy! Competent Anti-Necromancer gained!

Dragnar
{5+1=6} - Dragnar assumes command over a group of laborers. Under his command, they rapidly build a mech that stands 10 meters tall. It is roughly human shaped, but has four "arms." The bottom two are attached to gatling guns, while the top two are attached to cannons. In the center of the torso is a magic launcher that functions similarly to a missile launcher. It is covered in fairly heavy armor, making it slow to turn and maneuver. It requires a human pilot, who sits in an exposed area at the top.
It also lacks ammo and a power crystal. Dragnar suspects that his box does not have a power crystal large enough to power it.
+2 Steampunk Mechanic!

CJ1145
{6} - "Alfred, go kill things without "PC" above their heads."
{1} - Alfred kills a zombie minion, since it's politically incorrect.
+2 Necromancy! Competent Necromancer gained!

RandomNumberGenerator
{1} - Lithoniel eats a few berries and takes a drink from the river. Oops.
Ill: -1 to action next turn

Apostolic Nihilist
{3} - Guy attempts to hold the palace together with willpower alone. Some construction workers come along and start rebuilding a few walls.
+1 Force of Will! Dabbling Force of Will gained!

Flintus10
{5} - Flint learns how to steer the ship, and lands it next to an armory. Wait, that wasn't there before. Eh, whatever.
{6-1=5} (Minions) - The crew loots the armory. Most of them are now armed with cutlasses, flintlock pistols, and eye patches. They return to the ship. No parrots were found, and the crew complains slightly about not having found any rum.
+3 Leadership! Novice Leader gained!
+2 crew xp gained!

Shad0Wdump
{6} - Generic guy #1 casts a magic spell to teleport the sloop above the palace. He succeeds. The sloop crashes into the ground, ruined.
{5} (Cultists) - They somehow all survive the crash perfectly fine. Wait, weren't there only 5 of them before?
+2 Space Magic! Dabbling Space Mage gained!

Status
Quote from: Realmfighter(Ragnar)
Status:
Great!

Skills:
Competent Anti-Necromancer [0/8]
Dabbling Meek Conversationalist [1/2]
Dabbling Strutter [1/2]
Dabbling Persuader [1/2]
Novice OOC Knowledge User [0/4]
Competent Axeman [0/8]
Dabbling Healer [0/2]

Inventory:
Bronze axe(wielded), commoner clothes stained black with ash(worn)

Minions:
8 Zombies
1 Lich

Quote from: CJ1145(Richard)
Status:
Great!

Skills:
Competent Necromancer [0/8]
Novice Doctor [0/4]
Dabbling Richport Loremaster [1/2]
Dabbling Staff Fighter [1/4]
Dabbling Natural Weapons [1/2]

Inventory:
Stick with a cheap gem embedded on top(dropped), commoner clothes stained reddish with berry juice(worn), unidentified parchment(carried), needle & thread(carried)

Minions:
Alfred - Intelligent(?) zombie that looks like a human. Foot stuck in throat. Inconvenienced by a sword. Unable to cast spells.
7 zombies

Quote from: SHADOWdump(Generic guy #1)
Status:
Slightly confused by a group of probably-cultists.

Skills:
Dabbling Gambler [1/2]
Novice Rabble Rouser [0/4]
Competent Devastating Sneezer [4/8]
Dabbling Lander [0/2]
Dabbling Healer [1/2]
Novice Diplomat [0/4]
Dabbling Evil Magic [1/2]
Dabbling Ladrship [0/2]
Dabbling Navigation [1/2]
Dabbling Space Mage [1/2]

Abilities:
Can hover with devastating sneezes

Inventory:
Standard clothing(worn), a bag of fifteen wooden dice(tied to belt), and a pair of cleats(worn)

Minions:
6 healthy cultists

Quote from: Flintus10(Flint)
Status:
Ecstatic

Skills:
Dabbling healer [0/2]
Dabbling Trap Lore [1/2]
Rop Usr [0/6]
Dabbling Pugilist [0/2]
Dabbling Duel Wielder [1/2]
Dabbling Liar [0/2]
Novice Listener [0/4]
Novice Scout [0/4]
Novice Leader [2/4]

Inventory:
Iron dagger(carried), bronze short sword(wielded), a black silk cloak (worn), 3 smoke bombs, bloody arrow (carried), +1 rope and grappling hook, magic wand, thieves' guild license, Bag of Holding, contents of treasure room(stored in bag of holding for ease of transportation).

Sloop:
Status:
Great.
Holding off the coast of Richport

Weapons:
2x port ballista
2x starboard ballista

Supplies:
20 ballista bolts
Plentiful food and water

Crew:
Disorganized Landlubbers (-1) [2/6]

Quote from: Apolistic Nihilist(Guy)
Status:
Healthy

Skills:
Novice Richport Loremaster [1/4]
Novice Persuader [0/4]
Dabbling Divine Being Curser [0/2]
Novice Hammerman [0/4]
Novice Impossible Kung-Fu arist [0/4]
Dabbling Intimidator [1/2]
Novice Claymore User [0/4]
Novice Leader [0/4]
Dabbling Force of Will [0/2]

Inventory:
Leather gloves(worn), black cloak(worn), hammer(wielded), brass feather (carried), claymore(hidden and wielded).

Abilities:
Able to quickly and stealthily draw a claymore from his sleeve.
King of Richport!

Minions:
Jul - ?

Quote from: Dragnar
Status:
Great

Skills:
Steampunk Mechanic [3/6]
Competent Magi-Tech Engineer [0/8]
Dabbling Robot Commander [1/2]
Novic Running Away[0/4]
Dabbling Commandeerer [1/2]

Inventory:
Schrodinger's box of stuff(carried), simple clothing(worn), Element gun [3/3]

Minions:
Intelligent steam powered mini-mech.
Status: Good
Upgrades: Spider legs - Mobility, mini flame cannon [2/5], greater efficiency
Mech
Status: Unpiloted.
No power crystal.
2x Gatling guns [0/240]
2x Cannons [0/12]
1x Magic Launcher [0/4]

Quote from: RandomNumberGenerator(Lithoniel)
Status:
Wanted in Richport for murder, evading arrest, using psychic powers, and massively devastating the city.
Ill: -1 to actions

Skills:
Novice Manipulator [0/4]
Dabbling Mind Controller [1/2]
Novice Mind Reader [0/4]
Novice Looter [0/4]
Dabbling Stealth [0/2]
Dabbling Healer [1/2]
Dabbling Alchemy [1/2]
Dabbling Meditation [1/2]
Telekinetic Artist [5/6]

Inventory:
Bronze scimitar(wielded), bronze buckler(worn), traveler's clothes(worn), psychology book(carried), social skills book(carried), several days worth of rations(carried), purse with 76 gold(carried).
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CJ1145

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #249 on: November 06, 2009, 07:56:13 pm »

Whatever. I tell Alfred that he is now my own personal lich, is free to make zombies as he wishes, but that they serve ME ultimately. Finally, he and all the other zombies are to go out and kill anyone that doesn't look important.
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This being Homestuck, I'm not sure whether that's post-scratch Rose or Vriska with a wig.

SHAD0Wdump

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #250 on: November 06, 2009, 08:00:57 pm »

I look over this new member,the other cultists get me a dagger,any dagger.
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Realmfighter

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #251 on: November 06, 2009, 10:04:43 pm »

Inquire to the Lich on his ability's
« Last Edit: November 06, 2009, 10:27:07 pm by realmfighter »
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

dragnar

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #252 on: November 06, 2009, 10:23:56 pm »

Order the mini-mech to supervise the workers as they smelt the copper disks into bullets.
I will head back to the school and seek a source of power crystals.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Realmfighter

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Re: Hope to Dodge - Turn 22. Can Richport be saved?
« Reply #253 on: November 06, 2009, 10:34:32 pm »

Realmfighter
{6} - Ragnar cheats, and learns that although zombies can infect live humans by clawing them, the infected will be highly aggressive, and not controlled.

Do they attack my zombies? Other aggressive zombies? My undead? Others undead?
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Nirur Torir

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #254 on: November 07, 2009, 06:20:28 am »

They're a bit like Orks. They'll attack anything, but won't attack each other until there's nothing else left. They will attack you and your zombies though.
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