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Author Topic: You are Flesh golem INSTANT DEATH ENDGAME.  (Read 48934 times)

Monkeyfacedprickleback

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Re: You are Flesh golem
« Reply #90 on: November 15, 2011, 09:12:29 am »

Ouch. Good thing we are a golem and don't actually need our brain!

Rebuild our head and hand and circle around the brute, eyeing him up. Look at how he holds himself, uses his weapon, positions his body. Search for open spots in his defense, but do not attack and keep your guard up.

Or our eyes or nose or ears.

You begin regenerating our hand and head,-55 Power points you now have but 29 power points and feel markedly weaker. Cosidering this new found weakness you take a defensive stance retrieving the iron spiked club from the fallen Brute. Examining the Brute you notice that while he has great experience in breaking the bones of those owe debts to the wrong kind of people, he has no forrmal combat traing and has numerous holes in this defence, Whats more even in your weakend state you know your still faster and stronger then he is. The only advantage he has over you is his longer reahc.

The necromancers bond restores 17 PP to you bring your total to 46, You don't feel so weak any more.
« Last Edit: November 15, 2011, 09:14:25 am by Monkeyfacedprickleback »
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Zako

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Re: You are Flesh golem
« Reply #91 on: November 15, 2011, 10:28:47 am »

Very good, he's a brute in more ways than one. This simplifies matters.

Eliminate the remaining thieves and thugs, except the boss, in the most efficient manner possible. We must conserve our strength and body, and most importantly our power level. Also, sting the boss with the paralysing stinger.
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EveryZig

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Re: You are Flesh golem
« Reply #92 on: November 15, 2011, 02:55:21 pm »

We should just go for the brute unless the thieves try something (which I doubt they will). The thieves can likely be put to the same use as their leader.

When we attack the remaining brute, we should throw our newly acquired club at him while charging. Whether he succeeds in avoiding it or not, dealing with it will likely put him off balance long enough for us to get past the effective range of his club.
Spoiler: OOC (click to show/hide)
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Elvisdogs

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Re: You are Flesh golem
« Reply #93 on: November 15, 2011, 04:10:24 pm »

I agree with the throwing of the club at the brute. Then seize Arven by the throat and stand there menacingly.
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Monkeyfacedprickleback

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Re: You are Flesh golem
« Reply #94 on: November 15, 2011, 04:30:46 pm »

You fling the Spiked club at the brute and it catches him in the left knee knocking the brute to the ground.... You quickly try to crush his skull under your foot but find you lack the neccesary weight (curse you newton!) Instead You kick the side of his head breaking your foot and decapitating the brutes head. -7 PP The severed head flies across and hit a cowering theif in the stomach doing little damage.... next you inject Paralyisis venom into the neck of Arven and coniseder what to do with the survivors



Necrobond =17 PP so your toatal power is 56

Spoiler (click to show/hide)
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Zako

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Re: You are Flesh golem
« Reply #95 on: November 15, 2011, 07:53:38 pm »

Kill them all! Show no mercy, even though we probably don't really know what it is, and eliminate them as efficiently as possible.
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EveryZig

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Re: You are Flesh golem
« Reply #96 on: November 15, 2011, 08:07:45 pm »

We should see what Dothki has planned. He might be able to do something useful with them.
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Soaplent green is goblins!

Monkeyfacedprickleback

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Re: You are Flesh golem
« Reply #97 on: November 15, 2011, 10:06:10 pm »

"kill them all but leave arven alive, I still have need of him"

Arven having soild his pants, would have never looked so relieved had he been able to move any of the muscles in his face.
For the sake of brevity let just say all of Arven lackeys met a premature end, and The golem wasn't really chalenged.
Without the muscle of the brutes the thieves who were more inclined to stealth and running away rather then combat fell quickly and with much screaming. Dothki lowers his shield and commands The flesh golem to tie Arven up in the ritual room and then guard him to make sure he doen't escape. Or harm himself or do anything dangerous. Dothki then unleashes his dogs so they may make the task of cleaning up the corpses easier. Finally the necromancer exits the building to procure suitible clothes, and equipment for the golem. What will he Buy?

Spoiler (click to show/hide)

Gold- more then enough
« Last Edit: November 15, 2011, 11:11:32 pm by Monkeyfacedprickleback »
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Zako

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Re: You are Flesh golem
« Reply #98 on: November 15, 2011, 10:40:05 pm »

He should buy dark coloured clothes made from a tough material, black dyed leather perhaps, and make sure that they have plenty of give so that they will not restrict any movement. He can make modifications back home so to remove any restrictions on movement. He should also get a proper cloak, and some metal plates for armor which he can sew to the inside of the clothes. Make sure to get some boots that are ideal for sneaking, and some kind of mask.
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GlyphGryph

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Re: You are Flesh golem
« Reply #99 on: November 15, 2011, 11:08:38 pm »

Boots that are good for sneaking... but with leather-covered metal plates on top. For kicking.
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EveryZig

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Re: You are Flesh golem
« Reply #100 on: November 16, 2011, 12:15:47 am »

And a belt for holding stuff.
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Zako

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Re: You are Flesh golem
« Reply #101 on: November 16, 2011, 12:31:05 am »

Infact, get multiple belts, so we can strap things to our body.
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Armok

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Re: You are Flesh golem
« Reply #102 on: November 16, 2011, 12:09:09 pm »

Throwing darts.
A pair of long serrated daggers.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Monkeyfacedprickleback

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Re: You are Flesh golem
« Reply #103 on: November 16, 2011, 01:43:03 pm »

Dothki Returns around noon grumbling about "impertinent midget Blacksmiths" carrying a bag full of supplies which contains:
  • A Soft  cooten oilskin cloak, dyed mauve
  • Two long, straight, steel daggers edged
  • a case of(50) Throwing darts
  • a womens masqureade mask
  • several belts including a knife belt, flask belt, and sword belt and two other nonspecialized belts
  • a set of iron reinforced leather armour
  • a huge sturdy back pack
  • a set of ladies leather boots, with inner iron palting on the toes for "kicking them where it hurt as the human blacksmith replied. The heels are soft and make little sound.

Dothki spends some time altering the boots with some spare leather so they leave the tracks of a large dog. These tracks won't be out of place in the wilds or in the cities and towns. Only a very skilled tracker could tell the tracks left from these boot are fake. Dothki Curses the dwarven blacksmith for once again for not making the serrated daggers you wanted. "Only suitable for bread and rope? Stunted midget thinks he knows better then me, Shoulda killed him right there."
Next Dothki alters the armour to make room for the golems hidden arms, making a new set of hard leather bracers and guards for them. His work isn't as good as the blacksmiths but it'll do.



the golem and arven haven't left the room and Arven needs to have some of his biological need tended to. He TRIED to let the golem know but responded in the most practical way:  she gave him a bucket. Needles to say he still hasn't used the bathroom.
Now to deal with Arven.

Spoiler (click to show/hide)


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Armok

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Re: You are Flesh golem
« Reply #104 on: November 16, 2011, 03:33:02 pm »

> don't kill Arven
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...
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