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Author Topic: Hope to Dodge - Turn 43. END.  (Read 21878 times)

RandomNumberGenerator

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #255 on: November 07, 2009, 02:58:29 pm »

I... meant to eat my rations. Oh well.

Store up my energy for a final attack.
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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 23. That was effective.
« Reply #256 on: November 07, 2009, 05:09:36 pm »

Yell furiously in an effort to get someone to hurry up and fix the damned palace.
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Nirur Torir

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #257 on: November 07, 2009, 05:52:52 pm »

Err ... You didn't bring water with you, so you had a drink from the river after eating your delicious food rations.
« Last Edit: November 07, 2009, 05:58:38 pm by Nirur Torir »
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Flintus10

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Re: Hope to Dodge - Turn 23. That was effective.
« Reply #258 on: November 07, 2009, 08:43:58 pm »

Try to recruit more crew members and order the current crew to go and fetch some rum.
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Nirur Torir

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #259 on: November 10, 2009, 01:32:31 pm »

{4} - Thread has failed to die off.

CJ1145
{5+2=6} - Richard tells Alfred that he is now a lich. Some passing minor deity of death with nothing better to do turns Alfred into a lich just for laughs. He probably expects entertainment.
{3} (Alfred) - Alfred leaves the crypt, followed by the zombie horde. He successfully kills a chicken.
{3} (Zombies) - The zombies manage to kill a crippled beggar.
+2 Necromancy!

SHAD0Wdump
{2} - The newest member appears to be a bald fat guy.
{2} - The cultists mishear Generic guy #1, bringing him a lagger. The lagger, terrified of being used in some sort of inane experiment, runs off. Slowly.

Realmfighter
{3+2=5} - Ragnar commands the lich to know what powers it has, and then relay that information.
{2+2=4} - The lich can raise cast raise undead, turn undead, and essence drain.
+3 Anti-Necromancy

Dragnar
{2} (Mini-Mech) - The mini-mech stands by in sentry mode as the workers work. They are slightly unsettled by the spider-like mech that keeps pointing a gun at them.
{5-1=4} (Workers) - They successfully make 120 bullets and load them into the mech.
{1} - Dragnar trips over a dead berserker just outside of earshot of the workers and mini-mech, cutting his leg on the axe.
Bleeding!
Leg injury: -2 to travelling!

RandomNumberGenerator
{4-1=3} - A small amount of energy is stored for the next attack.
+1 Meditation! Novice Meditation gained!

Apostolic Nihilist
{3+1=4} - After much yelling, Guy attracts several more construction workers. The throne room now has a roof and walls, but the rest of the palace is still destroyed.
+2 Leadership!

Flintus10
{1} - Flint steps ashore to recruit a larger crew, but he finds the bag of holding missing when he tries to hire more people!
{5} - The crew successfully gathers much rum! The ship can hold no more cargo.
Bag of holding and all treasure lost!

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

Skills:
Competent Anti-Necromancer [3/8]
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 [2/8]
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-lich. Foot stuck in throat. Inconvenienced by a sword.
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:
Depressed

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.

Sloop:
Status:
Great.
Holding off the coast of Richport.
Cargohold filld with rum.

Weapons:
2x port ballista
2x starboard ballista

Supplies:
20 ballista bolts
Plentiful food and water

Crew:
Disorganized Landlubbers (-1) [4/6]

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 [2/4]
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:
Bleeding
Leg Injury: -2 to travelling

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 [120/240]
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.
Good

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]
Novice Meditation [0/4]
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 10, 2009, 03:35:01 pm by Nirur Torir »
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SHAD0Wdump

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #260 on: November 10, 2009, 01:52:15 pm »

Cultists start ritualistic dancing while I summon a demon.
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CJ1145

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #261 on: November 10, 2009, 02:08:37 pm »

Zombies perform disco dance while I summon Michael Jackson to lead my zombie hordes.
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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 24. Much is lost, but now we have rum.
« Reply #262 on: November 10, 2009, 03:13:35 pm »

Unleash a final, devastating attack.
« Last Edit: November 11, 2009, 01:34:31 am by RandomNumberGenerator »
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Nirur Torir

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #263 on: November 10, 2009, 03:36:01 pm »

I knew there was something I'd forgotten. You are no longer ill.
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dragnar

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #264 on: November 10, 2009, 03:40:43 pm »

The mech will continue supervising while I bandage my leg and continue on my way.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Apostolic Nihilist

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #265 on: November 10, 2009, 05:03:47 pm »

Tell the guards to search for whatever was causing the destruction of the city and put and end to it.
Meanwhile, I'll write a note detailing a 'large reward' for any mage who can help repair the city.
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Realmfighter

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #266 on: November 10, 2009, 06:51:43 pm »

Does it have its own limit to the number of zombies it can own, and can i make more lichs.
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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 24. Much is lost, but now we have rum.
« Reply #267 on: November 10, 2009, 09:41:39 pm »

As I've said, the limit on minion "units" is 2. A unit is either a lone minion (lich) or a swarm of minions. A lone minion will be able to have a single swarm. If you try to create minions beyond your immediate control, they will be neutral. Neutrals might turn hostile or friendly at any time, depending on my mood.
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Realmfighter

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #268 on: November 10, 2009, 09:48:56 pm »

Combine my remaining zombies into a Hulking monstrosity, give it the best brain.
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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

Flintus10

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #269 on: November 11, 2009, 12:40:38 am »

Errr....Pillage and burn!
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