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Author Topic: DemiGods RTD: Turn 62: Cave Mystery  (Read 68173 times)

smjjames

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Re: DemiGods RTD: Turn 51: Norse Politics
« Reply #660 on: October 20, 2010, 05:07:20 pm »

Collect Drex's corpse and flee the area with Bitsy.

Are you collecting any of the items or no? just checking. If theres no answer by this evening, I can do a roll check for the items.
« Last Edit: October 21, 2010, 01:12:33 pm by smjjames »
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smjjames

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DemiGods RTD: Turn 52: More Norse Politics
« Reply #661 on: October 21, 2010, 06:36:59 pm »

Turn 52: More Norse Politics

I wonder if the upcoming elections in the US are getting some people fired up politically in here.

Go visible, make a huge illusion-crowd of supporters and defend Arngrim verbally
[2][6]You forget to make yourself visible, however it may have worked to your favor when you created a illusory crowd of supporters and made one of them appear to speak as you defend Arngrim verbally.


Try to gather the support of themasses and then kill those guards...and revive them...
[3]You gather the support of a few people and attempt to kill the two men. [Captian Gurjon dodge:3][Lieutenant Jaranz dodge:5][BP check:3][damage:1-1]

As you swing your axe at the two, one of them goes blurry for an instant as he moves extremely fast to dodge and then reappear behind you. Captian Gurjon meanwhile, raises his arm and blocks your axe with his gauntlet, "Cease now!, or I will be forced to disarm you!"


Why all the killing? Can't we just get along? It's not like we're all psychopathic hobos or something.

Even larger peace spell.

((Just telling you guys that this spell can affect the players as well, at least where it applies.))
[3]You try to cast an even larger spell, but gets thinly spread. However, it's effective enough to calm everybody down the rest of the way.

[Jôrn dodge:1] Jôrn doesn't even resist the spell and calms down. ((It's still up to you Ghazkull whether to have Jôrn attack again or listen to reason.))


Still Disagree with Jôrn. Cast a runic protection spell on those two guards that protects them against necromancy.
[5][6]You disagree vehemently with Jôrn and cast a strong runic protection spell onto the two men that stops any necromancry attempts.


Collect Drex's corpse and flee the area with Bitsy.
[4][1]You grab Drex's corpse, pick up the bag of coins, throw the corpse onto Bitsy and flee the area. The rest of the items gets lost to looters.


Quote from: wolfchild
AI
Find Arngrim and the others
[6]You successfully find Arngrim, and Jorn in the middle of a slowly dispersing crowd.



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)

Spoiler: Ghazkull/Jôrn (click to show/hide)

« Last Edit: October 21, 2010, 06:39:08 pm by smjjames »
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Digital Hellhound

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #662 on: October 22, 2010, 12:07:05 am »

Ghazkull, do you want to die? 'cos I can mind-wipe you if you'd like. Just stop trying to kill'n'revive those two.

Go visible, rally the masses against the Tyrant while still keeping the illusion-horde following me
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

smjjames

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #663 on: October 22, 2010, 02:00:09 am »

Ghazkull, do you want to die? 'cos I can mind-wipe you if you'd like. Just stop trying to kill'n'revive those two.

Side effects: 25% chance of ending up brain dead and 25% chance of ending up dead. :D

Trust me, if you have read through the whole thing, you'll know that you do NOT want to mess with Alethe :D

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MagusBlack

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #664 on: October 22, 2010, 07:59:48 pm »

Give Drex a proper burial.
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Lordinquisitor

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #665 on: October 23, 2010, 11:48:58 am »

Help rallying the masses and gather any useful information we need.
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smjjames

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #666 on: October 23, 2010, 04:15:34 pm »

I hope my statements didn't scare people off :P

Although honestly I could have chosen a different title but couldn't think of any good one at the time.
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Ghazkull

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #667 on: October 24, 2010, 09:39:06 am »

I see when i am defeated...well i will give in to your demands  but  dont begin to cry around if i am right...Although i am diasappointed by you Son of Odin...you should know the principles of your father and not ignore them...and one of the 8 principles is that of revenge...

give in to the demands of the others and help them were i can...
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #668 on: October 24, 2010, 11:13:24 am »

Try and find out more information on the tyrant.
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The end of the world is more fun then I expected.

smjjames

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Re: DemiGods RTD: Turn 52: More Norse Politics
« Reply #669 on: October 24, 2010, 11:25:22 am »

Rolls starting shortly. :)
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smjjames

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DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #670 on: October 24, 2010, 12:55:07 pm »

Turn 53: Forming Travel Plans


Ghazkull, do you want to die? 'cos I can mind-wipe you if you'd like. Just stop trying to kill'n'revive those two.

Go visible, rally the masses against the Tyrant while still keeping the illusion-horde following me
((If you're intending to have the masses follow you like a lynch mob to the tyrant, I'm not sure how I'll handle that when it comes to combat.))
[2][luck:5]For some reason, you fail at first to go visible, but get it on a second try. [5]You have little trouble in rallying the masses against the Tyrant and they are willing to rebel, whether they are willing to sacrifice themselves against the many defenses surrounding the Tyrant is a completely different issue.


Give Drex a proper burial.
[3]You manage to find a useable spot just outside the city, create a shallow grave, and bury Drex in there with improvised rites. Afterwards, you find and catch up to where everybody else is.


Help rallying the masses and gather any useful information we need.
[6]It doesn't look like the masses need any more help getting rallied up, so you try to gather any useful information. There aren't many in the crowd that can give useful information, but of those few that did, you gain some insight into the defenses.

1. The Tyrant employs a few with powerful psychic capabilities as part of his defenses and other purposes. Whether they are willingly working for him or are doing it against their will isn't known. The Tyrant is believed to be a powerful psychic himself.

2. Among the defenses are huge 'golems' that are magically and physically enhanced in various ways. It is rumored that some are actually ancient mechanical constructs from the early days of the singularity.

3. As is rumored with the 'golems', there is a rumor that he employs ancient advanced technology inside his citadel and for his defenses. You're not sure of the facts beyond the rumor itself because they vary widely.

4. While it is known that the Tyrant moves from base to base after a period of time, he always returns to his main citadel and stays there for longer lengths of time.


I see when i am defeated...well i will give in to your demands  but  dont begin to cry around if i am right...Although i am diasappointed by you Son of Odin...you should know the principles of your father and not ignore them...and one of the 8 principles is that of revenge...

give in to the demands of the others and help them were i can...
[4]You calm down and decide to save your axe blows for the Tyrant, or anybody else who gets in your way. However, there isn't anything you can actually help with right now.


Try and find out more information on the tyrant.
[1]You are unable to find more information on the tyrant than what has already been said.


Quote from: wolfchild
AI
Introduce yourself to Captian Gurjon
[6] You introduce yourself to him and explain that you are part of the group that he tried to capture earlier.


Quote from: Captian Gurjon
Explain plan
As the Demigods that he wished to speak to gathered near him, he begins to explain his origional plan. "Before this chaos started, I had a plan in mind that would get you past some of the defenses, or at least as close to the citadel as possible. However, I'm not so sure it will work. My origional plan was that after I captured you, I would arrange a wagon to be driven by trusted allies of mine. The trick here is that you wouldn't actually get delivered to the Tyrant, despite word being sent ahead that I am doing so. At a spot of my trusted allies choosing, they will make it look like you broke free, tied them up and escaped custody." He stood silent for a moment in thought and then has a lightbulb moment, "I see that you have an earth elemental mount. There is legend that earth elementals can travel over mountains faster than a horse running on flat ground at full gallop. I haven't observed this myself and only have travellers and old soldiers stories to go by, but I have a feeling that this may be a viable option to get past some of the first layers of defense."



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)

Spoiler: Ghazkull/Jôrn (click to show/hide)

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Digital Hellhound

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #671 on: October 24, 2010, 01:02:54 pm »

Actually, just to distract the Tyrant's defenses while the rest of us sneaked inside. Large-scale combat is hard, I know.

Also, shiiiii-, psychics, and I don't even have any bonuses to psi-combat! That's one bad roll and it's over. And with my luck, they can sense me/see through invisibility.

Hide in Gurjon's guards the thoughts we don't want the Tyrant's psykers to see

Ask Gurjon if there's any way to lure the Tyrant out of his citadel
« Last Edit: October 24, 2010, 03:40:21 pm by Digital Hellhound »
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

smjjames

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #672 on: October 24, 2010, 01:14:57 pm »

The stuff with the psychics isn't really set in stone, especially with the fact that you're the only psychic in the group, so if an enemy psychic kills you, the others (except maybe Torc) are doomed if the enemy does a high roll. Which is WAY overpowered and I have no intention of making my RTD commit suicide like that.
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MagusBlack

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #673 on: October 24, 2010, 01:56:03 pm »

Make an axe infused with Life/Death for Jorn.
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smjjames

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #674 on: October 24, 2010, 02:58:42 pm »

I'm not saying that you guys should start travelling this coming turn (turn 54 that is), however you guys should decide on how to get there, unless you want me to choose. I gave two ideas, but there are other potential options that I didn't mention.
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