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Author Topic: Hope to Dodge - Turn 43. END.  (Read 21665 times)

dragnar

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Re: Hope to Dodge - Turn 24. Much is lost, but now we have rum.
« Reply #270 on: November 11, 2009, 01:08:49 am »

Errr....Pillage and burn!
Just remember: Pillage, then burn!
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Nirur Torir

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #271 on: November 11, 2009, 09:24:28 pm »

{2} - Everyone gets a link to TV tropes. You're welcome.

SHAD0Wdump
{2} (Minions) - The cultists form a conga line. This is not a good idea when trying to summon something that causes bad things to happen if offended.
{3-1=2} - Generic guy #1 draws a four pointed pentagram on the ground and chants in Latin. He can feel massive amounts of evil building up.

CJ1145
{2} (Minions) - The zombies completely fail to dance.
{6+2=6} - Just as things were going well, Richard summons a Michael Jackson zombie. The zombie is nigh invulnerable and cannot stop dancing. It's also neutral.
+2 Necromancy!

RandomNumberGenerator
{5+1=6} - Lithoniel takes a deep breath to prepare herself for what is to come, and unleashes a massive wave of devastation upon the city! Many people are killed, and the city is reduced to town status! The dark elf collapses to the ground, unconscious from the effort.
+2 Telekinetic Artist! Competent Telekinetic Artist gained!

Dragnar
{1} (Mini-mech) - The mini-mech is hit with the blast, and is temporarily given the gift of flight! It will possibly be fine, once it is located.
{3} (Mech) - The mech is knocked over, but relatively unharmed.
{5} - Dragnar finds a small first-aid kit by the side of the road. Handy! He uses it to cure his wounds.
+3 Healing! Novice Healer gained!
Small first aid kit gained!

Apostolic Nihilist
{2} (Guards) - The guards are wiped out by the massive blast!
{1} - Before he can begun writing, Guy is blown to the other side of the city by the blast. He is badly wounded.
Badly wounded! -1 to actions!

Realmfighter
{4+2=6} - Ragnar creates a hulking monstrosity! He decides that it would be a bit annoying to have such a large, rotting thing following him around, so he creates a special room for it in the crypt, binding himself to the hulking monstrosity. He could probably summon and unsummon the thing as free actions. Hopefully nobody will destroy it while it's in the room. Also, it would probably be bad if the Hulking Monstrosity died while linked to him.
+2 Anti-Necromancy!

Flintus10
{6+1=6} - Flint orders his brave crew to pillage and burn.
{1-1+1} - After a few days of sailing south, they find and burn a small hamlet completely. There is nothing left to pillage, and they are demoralized.
+2 Leadership! Leader gained!

Status
Quote from: Realmfighter(Ragnar)
Status:
Great!
Linked to Hulking Monstrosity

Skills:
Competent Anti-Necromancer [5/8]
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]

Abilities:
Summon/Unsummon Hulking Monstrosity as a free action!

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

Minions:
Hulking Monstrosity
Lich

Quote from: CJ1145(Richard)
Status:
Great!

Skills:
Competent Necromancer [4/8]
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]
Leader [0/6]

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]
Demoralized (-1)

Quote from: Apolistic Nihilist(Guy)
Status:
Badly wounded: -1 to actions

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:

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]
Novice Healer [0/4]

Inventory:
Schrodinger's box of stuff(carried), simple clothing(worn), Element gun [3/3], Small First-aid kit.

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
Unconscious

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]
Competent Telekinetic Artist [1/8]

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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Realmfighter

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #272 on: November 11, 2009, 10:21:12 pm »

Teach Lich necromancy stuff.
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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

SHAD0Wdump

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #273 on: November 11, 2009, 10:21:38 pm »

I suddenly grab the fat bald cultist, tear out his heart with my bear hands and toss it and him into the center of the pentagram.

Also, dammit! Tvtropes links are not justified on a 2! You should have saved it for an epic fail!
« Last Edit: November 11, 2009, 10:31:03 pm by SHAD0Wdump »
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RandomNumberGenerator

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #274 on: November 11, 2009, 10:52:07 pm »

Have an out-of-body experience.
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The end of the world is more fun then I expected.

dragnar

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #275 on: November 11, 2009, 10:57:59 pm »

{2} - Everyone gets a link to TV tropes. You're welcome.
NOOOOOOOOOOOOOOOO!!!!!!!! Not TV Tropes! It is a black hole seeking to devour all of my free time!

I will continue heading for the academy, must find energy crystal!
Hopefully my mini-mech can find it's own way back. It was ordered to supervise, and it can't do that in the middle of nowhere!

Flintus10
{6+1=6} - Flint orders his brave crew to pillage and burn.
{1-1+1} - After a few days of sailing south, they find and burn a small hamlet completely. There is nothing left to pillage, and they are demoralized.
Told you, pillage THEN burn!
« Last Edit: November 11, 2009, 11:14:25 pm by dragnar »
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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 25. This turn will ruin your life.
« Reply #276 on: November 12, 2009, 12:33:42 am »

The city... the guards... the crown...
Attempt to perform first aid.
Amputate any limbs that need amputating.
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Flintus10

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #277 on: November 12, 2009, 04:27:24 am »

Sail around and try to commandeer a better ship.
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CJ1145

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #278 on: November 12, 2009, 03:26:07 pm »

As Michael Jackson distracts the crowds, I lead my zombie hordes out of the city, and to the south. West, if there's ocean in the way. My goal is to find a village.
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This being Homestuck, I'm not sure whether that's post-scratch Rose or Vriska with a wig.

Nirur Torir

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Re: Hope to Dodge - Turn 25. This turn will ruin your life.
« Reply #279 on: November 12, 2009, 08:30:49 pm »

The ocean was west. I think I stuck a desert in the south, and a mountain range up north. Probably forests to the east. I might be misremembering, but that's okay. The dice will make everything better.
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Nirur Torir

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Re: Hope to Dodge - Turn 26. Die! Die! Die!
« Reply #280 on: November 20, 2009, 05:16:08 pm »

Okay, I think my alignment has recovered from last turn. Since I want to do an RTD with different rules, the environment and various creatures shall be actively trying to kill you all. It will be possible to win, but figure that out yourselves. Nothing personal, this is just starting to feel like it's dragging on, and I don't like these rules. Plus, this forum clearly needs an RTD that actually ends without "rocks fall, everyone dies." Yes, this ending is indeed so much better.
{4} - It is now night. The full moon makes it easy to see.

Realmfighter
{5+2=6} Ragnar empowers his lich with mighty powers over life and death. Mostly death though. He feels tired.
{6+1=6} The lich gains mighty powers over life and death. Mostly death though. Undead do not get tired.
Lich becomes a Necromancer!
Ragnar feels tired!

SHAD0Wdump
{2} - Generic guy # 1 fumbles around in hammerspace. He fails to find whatever it is he was looking for, but his left hand now resembles that of a bear.
{5} - The cultists cease their conga line and take up the Latin chanting.
{1+1-1 [Relationship]} - A massive red humanoid appears on the pentagram. It has bat wings, large horns, and a tail. It carries a sword that's made out of fire and is the size of a tree. Fire burns in its eyes. Or maybe the eyes are fire. Anyway, it's the size of a three story house, and looks angry.
Hahahaha. After nearly five thousand years of banishment, I have finally been released, free to destroy this world For your reward, your death shall be swift and painless.
The cultists look at each other uncertainly, then begin worshiping it.
Generic guy # 1 feels tired.

RandomNumberGenerator
{5} - The dark elf manages to separate her soul from her body. This could be useful, but it would be Bad if her body was destroyed.
New ability gained: Soul/Body Separation! (Free action! Hurray!)

Dragnar
{1} - Dragnar gets sidetracked by a giant creature that he's certain shouldn't exist on this plane. He gets scared.
{6} (Mini-Mech) - Analyzing situation . . . Analysis complete. Returning to post . . . Returned. You! Return to work. About half the workers have fled. Nine remain.
Fear! -1 to actions!
Dragnar feels tired.

Apostolic Nihilist
{1} - Guy cuts his right arm off. The blood loss knocks him unconscious, and he will probably die next turn.
No right arm! -1 to all actions!
Severe bleeding!
Unconscious!

Flintus10
{6-1=5} - Flint and his crew continue sailing. The find a damaged merchant's galleon. They look friendly, and the captain is trying to get Flint's attention.
+3 Navigation! Novice Navigator gained!
Flint feels tired.

CJ1145
{3} - Richard leads his zombies away from the giant extraplanar creature. Wise choice.
Richard feels tired.

Status
Quote from: Realmfighter(Ragnar)
Status:
Great!
Linked to Hulking Monstrosity
Tired

Skills:
Competent Anti-Necromancer [5/8]
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]

Abilities:
Summon/Unsummon Hulking Monstrosity as a free action!

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

Minions:
Hulking Monstrosity
Lich - Necromancer

Quote from: CJ1145(Richard)
Status:
Great!

Skills:
Competent Necromancer [4/8]
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:
Healthy

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]
Leader [0/6]
Navigator [0/4]

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 Sailors [0/12]

Quote from: Apolistic Nihilist(Guy)
Status:
Badly wounded: -1 to actions
No right arm! -1 to all actions!
Severe bleeding!
Unconscious!

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:
Fear: -1 to actions

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]
Novice Healer [0/4]

Inventory:
Schrodinger's box of stuff(carried), simple clothing(worn), Element gun [3/3], Small First-aid kit.

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 [140/240]
2x Cannons [2/12]
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
Unconscious

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]
Competent Telekinetic Artist [1/8]

Abilities:
Soul/Body separation

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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dragnar

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Re: Hope to Dodge - Turn 26. Die! Die! Die!
« Reply #281 on: November 20, 2009, 05:34:35 pm »

Nothing shall get in my way! Kill the creature!
With what, my bare hands?
Yes!
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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 26. Die! Die! Die!
« Reply #282 on: November 20, 2009, 05:44:22 pm »

Tell lich to make as many zombies he can, if possible make zombies smart enough to wield weapons.
« Last Edit: November 20, 2009, 05:46:02 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

RandomNumberGenerator

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Re: Hope to Dodge - Turn 26. Die! Die! Die!
« Reply #283 on: November 20, 2009, 05:50:07 pm »

I agree 100% about games dragging on Nirur. That is why I switched the rules up a little in mine, were 1s actually give fatal wounds(2 1s in a row = death). You seem much less lenient on yours though...

Quote
{1} - Guy cuts his right arm off. The blood loss knocks him unconscious, and he will probably die next turn.

Anyway, why do I care about my body? Since mindcraft is based on, you know, your mind, and my mind is what is floating around, I don't see a problem. Or do you want to limit my existence to having a body? I'm fine either way, I just need to know what the rules regarding my power and dying is. So I don't do something stupid.

Now then... Possess something. Preferably something with opposable thumbs.

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The end of the world is more fun then I expected.

Nirur Torir

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Re: Hope to Dodge - Turn 26. Die! Die! Die!
« Reply #284 on: November 20, 2009, 05:54:03 pm »

I'm somewhat lenient on the first {1}, but the second is a major wound. It varies a bit on what the player is doing - walking to a building is moderately more safe then spontaneously trying to summon something evil.
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