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Author Topic: DemiGods RTD: Turn 62: Cave Mystery  (Read 68456 times)

dwarfguy2

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #315 on: September 07, 2010, 07:37:44 am »

kick it down.
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Digital Hellhound

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #316 on: September 07, 2010, 07:58:11 am »

Find a small animal of some kind (or a plant) and mind control/bring it to the sauroprimates

Are they omnivores or what?
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smjjames

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #317 on: September 07, 2010, 09:58:45 am »

Find a small animal of some kind (or a plant) and mind control/bring it to the sauroprimates

Are they omnivores or what?

They are primarily carnivorous, but they can eat plants. Similar in the way that Canines and Bears have meat as a large part of their diet and eat plants at the same time.
« Last Edit: September 07, 2010, 10:10:27 am by smjjames »
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MagusBlack

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #318 on: September 07, 2010, 05:45:59 pm »

... is no one going to help me?
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #319 on: September 07, 2010, 11:18:55 pm »

... is no one going to help me?

Of course not. Nobody likes you.
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smjjames

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #320 on: September 07, 2010, 11:58:48 pm »

Inserting chaos elemental magic into those golems will definetly produce spectactular results if the rolls are good, even more so if its an overshoot just because of the very nature of it.

I may take a page from the way Fall From Heaven Civ4 mod does it.

Waiting on LordInquisitor, wonder where he is at? Even if he posts soon, the turn isn't going to be up tonight as I'm kind of tired.
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Lordinquisitor

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #321 on: September 08, 2010, 05:53:45 am »

Go through the entrance and search for stuff.
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #322 on: September 08, 2010, 10:01:54 am »

Inserting chaos elemental magic into those golems will definetly produce spectactular results if the rolls are good, even more so if its an overshoot just because of the very nature of it.

I may take a page from the way Fall From Heaven Civ4 mod does it.

Waiting on LordInquisitor, wonder where he is at? Even if he posts soon, the turn isn't going to be up tonight as I'm kind of tired.

How would that be, dance of blades or mutate?
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smjjames

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #323 on: September 08, 2010, 01:37:46 pm »

I don't remember FFH2 having dance of blades, but then again, its been a while since i've played the mod. Anyways, yea its the mutate part that I'm taking a page from.
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wolfchild

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #324 on: September 08, 2010, 08:31:19 pm »

awwww, so not wonder?
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smjjames

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DemiGods RTD: Turn 22: Instant Statues, just mix with water!
« Reply #325 on: September 08, 2010, 09:16:23 pm »

Turn 22: Instant Statues, just mix with water!

awwww, so not wonder?
Huh? I think thats light magic....

Anyways, Drex had an incredibly lucky roll, what with the golem rolling a 6 and the body part check was torso. Overall though, there are alot of 5's and 6's this turn.

((well shit...))

Use alchemy to inject True Life and/or Chaos in one or all of the golems. If that doesn't work dodge around in an attempt to get them to hit each other.

((by the way, dwarfguy... HELP!!!!))

((Also if Torc is alive after this, he is so make a full set of armor.))
[6][#affected and luck:4] Drawing together and concentrating the energies together, you chant something random and fire a massive blast of life and chaos elemental energy that hits 4 of them. The four golems that were hit stop in confusion and seconds later things begin happening all at once. Thick plant shoots explode from their cores, entwining them in a chaotic fashion, even the plants themselves become chaotic in that they mutate at various points, sprouting wierd structures and varied colors. The golems themselves appear to mutate, gaining/losing appendages, the stone seems to melt and reform at random into odd shapes. When it finally ends, the four golems are completely trapped in the vines, in some cases shattering portions of the golem. They are no longer a threat as they have been rendered immobile, however, you have ended up making it difficult, but not impossible, to get through that hallway.


Investigate the obelisk!
[2]You get distracted by the strange going ons with the golems, so... you don't investigate the obelisks.


Not being able to find anything on the ground, shift into a perigrine falcon and explore from the air
[5]Having shifted into a peregrine falcon, you take to the skies and explore from there. With the aid of your sharp falcon eyes, you spot the clearing that Alethe is at and notice an odd pattern to the crumbled statues. You also see that there are many holes and cracks in the dome, many of which are big enough for a person to crawl through, so you head for one of them and go inside.


kick it down.
[6] Just kicking it down isn't enough, so you shatter the door with a strong kick with your back hooves. All thats left of the door is some dust and rubble. Unfortunately, the noise gets the attention of one of the two remaining golems, which immediately tries to attack you, [luck:5]however it grabs empty air since you quickly ran through the doorway ((which is about the height of a normal doorway)). You are safe, for now, however if you want to get out, you'll either have to find another way out or deal with the golem.


Find a small animal of some kind (or a plant) and mind control/bring it to the sauroprimates
[4] Looking around a little, you grab some fruit off of a nearby bush and try to offer it to the sauroprimates, who decide to take the offering and some of them eat bits of it. A couple of the sauroprimates start to lose interest and head into the clearing, maybe for a siesta or something.


Go through the entrance and search for stuff.
[5] You attempt to get through the entrance, but this one isn't quite THAT easy. On taking a closer look at it, you see there is some kind of locking mechanism. So, you decide to use your runestones creatively by sticking them at various points on the door and utter some spell. Hearing a series of clicks, you try to open it, and it works. [luck:6]Inside, you find that the building is hollow and there is diffuse light coming in through various cracks and holes in the dome. Visible under the diffuse light is a series of concentric circles in the center with dry ditches in between. In the very center is a house sized structure that is a shrine to some diety, abandoned for centuries.


Quote from: Golem1
ATTACK!
[6][4]Unaffected by the alchemic blast, it sends another piledriver down at terminal velocity. Torc was expecting this, so he jumped out of the way in time for the golem to punch the ground so hard that its left arm plunges halfway into the ground. The golem is now stuck until it can free itself. (-2 to dodge until it frees itself)

Quote from: Golem6
GRARR!
[6][Drex dodge:3][BP check:2][damage:2-1]((Lucky you!))
Trying to get at Drex, it PUNCHES through the doorway, causing significant damage to itself and landing a glancing blow on Drex, who came out completely uninjured.[4]The golem manages to free itself without causing further damage to itself. There isn't room for it to try to reach further inside and it probably doesn't have the intelligence to do so anyway. So, Drex is safe from it as long as he isn't in the collision zone for the golems fist when it punches into the entryway again.

Golem1
Damage: none
Status: Left arm buried into the ground up to the elbow, -2 to dodge until it gets itself unstuck.

Golem6
Damage: Right hand, wrist, lower arm: moderately cracked, structurally intact
Status: none


Spoiler: dwarfguy2/Drex (click to show/hide)

Spoiler: LordInquisitor/Arngrim (click to show/hide)

Spoiler: Wolfchild/Tharin (click to show/hide)

Spoiler: MagusBlack/Torc (click to show/hide)

Spoiler: RNG/Neberhar (click to show/hide)
« Last Edit: September 08, 2010, 09:20:41 pm by smjjames »
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wolfchild

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #326 on: September 08, 2010, 09:21:34 pm »

Take a look around inside

and the FFH2 spell, WONDER is the lvl 3 chaos spell, it randomly casts 3 tier 3 spells when you use it
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MagusBlack

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Re: DemiGods RTD: Turn 21: Hephaestus's Irony
« Reply #327 on: September 08, 2010, 09:38:48 pm »

(( :o THAT WAS AWESOME  :D ))

Introduce Torc's hammer to Golem 1. Violently.

((Thank Hephaestus that Torc has a weapon that can conceivably hurt these things.))
« Last Edit: September 08, 2010, 09:41:29 pm by MagusBlack »
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 22: Instant Statues, just mix with water!
« Reply #328 on: September 08, 2010, 10:21:18 pm »

Being amused by the alchemy that transpired, I try to play with my own. Mix Wind, Life and Law energy into a single force, and see what happens.

Hopefully I'll make some new interesting spell, or if I'm really lucky, find a way to control my Avatar of Storms state better.
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dwarfguy2

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Re: DemiGods RTD: Turn 22: Instant Statues, just mix with water!
« Reply #329 on: September 09, 2010, 07:44:08 am »

acquire objects of extreme value in a hasty manner,
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