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 PostPosted: 21 Apr, 2012 
 
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Chapter 17 – Surprise card backfires – 6am
DeadMG tries to teleport a small piece of skin from the two balloon guys (6). The two men deflate like a perfectly deflating balloon and soar through the sky, ending up next to Dead. They thank him and give him two silver daggers. +7 exp on SpaceTimeMagery

Falcrack sails north in search for a place to make money. He rolls a 6 and gets 3 fish with him while he sails north.

Hawkeye continues mutating while Simba searches for some pray around the nuclear impact site. (6,2). Hawkeye mutates another 36% to laguz-lion form but Simba can’t find any prey, simply because there’s nothing around. It’s a nuclear impact site, you’d be foolish to wander around there, wouldn’t you? The light fades and the smoke starts to clear. It seems like the next chapter is the last mutation possibility. Let’s hope you get that final 24%!

Hawkeye’s roar becomes louder and louder. +1 on Simba’s respect

Hazza whistles for Toby again. It worked the first time! Hazza rolls a 5 and Toby is already on his way back, but it’ll take a chapter for him to get to you. In chapter 19, you can tell him to guide you to Destra while you try to continue to regrow your eyes.

Isik attacks the passerby in a violent rage with the closest thing to a weapon he’s got: the lockpick-knife (1). Isik: you are an inventor and a thief. Obviously not so good with something that’s got a blade. You just stuck the blade into your own hand and then tried to slap the village’s citizen with it, which the citizen obviously dodged. Now you got a lockpick-knife in your hand (-1 on constructing anything), while the angry citizen is going to attack you with the sword.

Meanwhile, the Automatons look at you in confusion and wonder why they didn’t get to do what they’re good at...

You then attempt to leave the town quietly but that doesn’t work very well because you’re screaming in agony (sorry that I made you weep, cry and scream over a small knife stuck in your hand but you’re an inventor and not a violent pirate or beserker).

K-lord attempts to become incorporeal (5). Success! You cannot be attacked for the next two chapters but you also cannot undertake any action other than attempting to return to the physical world (though you’d still be in some sort of ghostly form as a ghost)

Mazrix tells the crew to continue the folly of arrows while he targets one of the three mages that are supposed to create the shield (5). Roll to dodge (4-1-1). Roll for damage (6+1). The arrow pierces the mages chest and he explodes in a violent storm of fire, ice, wind and thunder. He sets the ship on fire and the other two mages are blown off.

The rest of the crew slaughters half of the enemy crew but they enter your ship! They all seem to have blue and green pimp canes!

Moose prepares himself:
“Steeling myself against the subversive lies of the dark mage, I scream with blood lust and proceed to go on a homicidal rampage through the dungeons, cutting down all I see who are affiliated with the dark guild.”

And he rolls a 3. Roll to dodge (1-1). Roll for damage (5). The mage is caught by surprise, as he was certain that his talk would convince Moose, Moose IV from Mooseville. It didn’t though and the first reaction was “WTF” instead of a dodge. The mage gets the full blow of light and he is brain dead.
Moose becomes a lv 3 light mage and now his light attacks do a bit more damage.
OrangeKnight attempts to regain his lance and shoes and then to impale Regabond to the ground (he’s moving west first so he can actually do that). OrangeKnight rolls a 2 on it so it doesn’t really work. If the cleansing fire is successful, you won’t even have to try this, then you’ll get it anyway.

Regabond attempts to free his spirit from his bodily bounds, hoping that that will make the transformation a failure (the transformation part of this turn will go as rolled though, but the other two might not come to your if it is torn from your heart and brains in time). Regabond rolls a 3 and is a bit successful in tearing his soul from his body. It comes at a hefty price though. The body is going to be filled with the remainder of Cleansing Fire, in essence creating a new soul, and you have lost all of your items, plus the 12 experience in the lv 2 of the thief. Slagathor is very impressed with the extreme sacrifice you are willing to make in order to remain yourself and now completely trusts you. The problem is. You’re a lone soul and are unable to communicate with him now. You need a body again in order to get back to Slagathor (Speaking in something understandable, you are like Voldermort who doesn’t have his body).

Regabond is “Less-than-Astral!”

Cleansing Fire on Regabond’s eyes (4). Regabond becomes an AnimaMage (you could still attempt to join the dark mage guild if you stumble upon it, that’s no problem, though it’ll be a bit different for you). It also affects the body Regabond’s soul just left behind. That body is an AnimaMage as well and it has all of your fancy items. Slagathor is still there too, but he might soon change his course and go his own way.

Spuddyt grows wings! (8, as promised). Spuddyt gets an 8! OVERGROW! Spuddyt grows dragon wings which are so huge that he can easily fly for an incredibly amount of time but walking is a bit hard. -1 on any walking related action IE movement related action when you cannot fly because of area restrictions (like a roof). +1 on any movement related action when flying is an option (this becomes more and more as you level your mutant level). +8 exp for Spuddyt on the mutant level

Toot hits himself with the orange cane again! He rolls a 5 and with a *poof* sound he now stands on the ground again. The people from the cleansing arrow are impressed by the cane and ask him if they can have it for kicks and fun. In return, they’ll give you the hall master back. Are you up for a deal?

Wolfinator uses the surprise card against the creatures. The surprise card turns out to be a 100% healing card, instantly turning the health of anyone to 100%. The roll will affect the amount of people or creatures healed. Wolfinator rolls a 6 so 6 creatures/people in the area are healed to exactly 100%, starting with the weakest one, but first in the intended group. Since there are 4 creatures and two persons at the time of writing, everyone in this area will be completely healed, no matter what happens.

The card is so powerful that it makes no sense for anyone to attack. All of the damages is healed before it is dealt.

In short: the surprise card backfired against wolfinator because it heals instead of destroys, but it also backfires against him because it turns out to heal him too!

The angry passerby attacks an automaton (6). Roll to dodge (2-1). Roll for damage (3+1). The automaton is severely damaged (2 parts of metal and 1 part of wood required to fix).
Attack from the pimp people. The surviving Pimp people have jumped on deck and cast weird spells at the archers. 5 archers are hypnotized, 5 are inflated and 5 are paralyzed.

The Cleansing Arrow’s hall master sees that the ship deck is burning directly above him. He notices the quickly weakening deck and decides to fire an arrow through it, with a rope attached. He rolls a 2 (+5) and the arrow goes straight through the weakened deck, forcing the flames outward for a couple of seconds. The arrow ends up in the ship’s crow nest and the sniper attaches the other end of the rope to a cannon. He then climbs up to the ship’s surface and prepares to fire an arrow towards his own ship so he can do the same thing again to get to safety.

Inventory
DeadMG: SpaceTimeMage/swordsman (3.7/1.0).
@Aeon Templars (Fart Town)
*Iron sword
*Teleport spell (you’ll have to level up several times to get it really strong)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
*Silver dagger (2x)
*Gold (15)
*Sword
*Shield
+1 resistance
+1 on time related
A) Wolfinator

Falcrack: Shoe Cobbler/Fisherman (2.1/3.01 ).
@Ship
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*3 fish
*38 gold (-3/turn – this payment resumes at chapter 24)
+ No roll less than “2” when doing an action that requires movement. This is countered when you have a –X on something that requires movement.
+1 fishing (net)
+1 fishing (general)
+1 on making shoes.
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (2.9/1.5))
~*sword
~*bison hide
~*2 pieces of meat
~-1 on two-handed (wounded arm)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond

Hawkeye: Archer/Thief (2.8/1.8 ).
@Ground Zero (Nuke 2)
*Bow
*Bison Hide
*Lockpicks (5)
*Gold (15)
*Transformation to Laguz Lion (76%)
+1 Bare handed (claws)
-2 on anything that requires movement
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Respect (1/2)

Hazza: AnimaMage/Archer (1.1/1.6).
@ West of village
*Basic fire book
*Rusty bow and arrows (10)
*Gold (500)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
Eyes regrown: 40%
-6 on sight related (until healed – healing this does not go -6, goes -60! Next turn if you do nothing about it)
C) Toby the labra-doodle
~@Destra
~attack small animals
~fetch
~follow other people
A) Hawkeye, Spuddyt, Isik

Isik: Thief/Inventor (1.7/3.6)
@North-West of town
*Metal beam (1)
*Lockpicks (3)
* leather
*Lockpick-knife (stuck in hand)
*Torch Staff
*leash (for two beings)
*Standard pimp sword (+1 when pimps use it, -1 on damage. +1 on damage IE 0 in total when it is filled with energy, otherwise it will fill up energy on use)
+1 on talking
+1 on small item construction
-1 on construction of anything
A) Hazza, Hawkeye
M)
~Automaton (1)
~*Rope-blade
~Automaton (1)
~*Rope-blade
~*Damage: 2 parts of metal, part of wood
~Automaton (1)
~*Rope-blade
~*Piece of wood.

K-lord: Ghost/AnimaMage (1.8/1.8)
@Flying Dutchman
###Incorporeal###
*Binoculars
^^Joney Davos’ ghost pirates (sailor)

Mazrix: Archer/LightMage (2.13/3.0).
@Cleansing Arrow Ship
*Bow with arrows (9)
*Coffee beans
*Gold (15)
*Will receive command ranking when joining CA
+1 for damage rolls (A)
+1 on healing yourself
+ Enemies suffer -1 on RTD (Light Magic)
A) Falckrack , OrangeKnight, Toot, Geoff
F) Regabond

Moose: LightMage/Swordsman (3.4/1.3)
@Dungeon of Dark Mages
*Book of light
*Light sword
*Gold (10)
+ speed of light (-1 to enemy trying to dodge you)
+ 1 damage (light)
A) Geoff, Mazrix, OrangeKnight, Toot
F) Regabond
^^Aeon Templars (janitor)

OrangeKnight: spearman/LM (2.4/2.11 ).
@Plain
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
*Fancy shoes (owned by Regabond’s body at the moment)
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 RTD (shoes)
~~~~ (Now in the hands of Regabond’s body at the moment but you might get it back) +1 on damage (lance)
+ -1 on enemy RTD (speed of light increased, lv 2 LM)
-1 on movement related (Henk can’t move fast)
E) Regabond
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (1/3)
^^Aeon Templars

Regabond (body): Thief/Anima Mage (2.0/1.0).
@Destra Wall
###Cleansing Fire (1/3)###
*Dagger
*Lockpicks (5)
*Beef (with bones in it)
*Gold (10)
*OrangeKnight’s steel lance.
*OrangeKnight’s fancy shoes.
+1 on RTD.

Regabond (soul): Thief/Anima Mage (2.0/1.0)
@Destra Wall
###Less-Than-Astral###
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix

Spuddyt: Axeman/Mutant (1.5/2.8).
@ Ground Zero (Nuke)
*Dragon’s Wings!
*Broken Axe
*Rusty hatchet
*Claws on shoulders (+1 when attacking with your shoulder)
*Claws on feet (+1 when attacks involve any kind of kick. Have you considered karate?)
-1 on two-handed (wounded arm)
-1 on any movement related action when flying is no option.
+1 on damage rolls (darts as toes)
+1 attacking buildings and slow automatons (You must be in bowling ball form for this)
+1 on any movement related action when flying is an option.
A) Hazza

Toot: Axeman/pimp (1.5/2.0)
@Cleansing Arrow Town Fart Guild House
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
*Hatchet
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose

Wolfinator: DarkMage/Spellcrafter (3.4/1.3).
@Dungeon of Dark Mages
*Book: Flux
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: heal minor physical injury
*Scroll: Undo dark backfire (on yourself)
*2 crystals (50%, 100%)
+1 resistance
+1 action roll.
A) DeadMG, Gary

Factions
Aeon Templars (LightMages).
*Moose (janitor)
*OrangeKnight (janitor)
Pimp Guild
*Toot (Orange Pimp)

Allies
P) Gary: Shieldsman/DarkMage (1.0/2.0)
P) Jimmy: Sniper/???? (1.0/1.0)
*Bow
+5 on archery.

Enemies
*4 strong dark creatures (-1 on player RTD) - (100%,100%,100%,100%)
*Passerby (angry).
~Sword

Secret inventory
Empty

Maps (Dungeon map is identical to the previous chapter so that's not in the list)
http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17Nukes.png
http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/17ships.png
http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17FartTown.png
http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH17west.png

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 PostPosted: 21 Apr, 2012 
 
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This means I can fight again. EXCELLENT
I combine forces with gary and let him use my 50% crystal while I use 100% crystal as we launch a combined attack against the darkness creatures.

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 PostPosted: 21 Apr, 2012 
 
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I take flight, as high as possible, heading for the sea,to see what I can see see see. Heading towards the boats.
If I can reach the boats, I fold my wings, turn into a ball and drop onto whichever boat is nearest, regardless of who is on it.


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 PostPosted: 21 Apr, 2012 
 
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"The shield is down! Finish them off! Anyone with skill in swords get on the frontlines. Archers, shoot any hostile trying to board the ship! Do NOT allow yourself to get hit!"

I'll cover the hall master's escape. If any hostile gets too close to him... arrow in the head.

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 PostPosted: 21 Apr, 2012 
 
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I wish to practice my space-timey-wimey.

Also, I wish to walk west.

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 PostPosted: 21 Apr, 2012 
 

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Word is Bond son.

Give them the cane.

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Toot is lv2 in pimpness and all pimp actions get a +1.
http://tootmaimington.blogspot.co.uk/
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 PostPosted: 21 Apr, 2012 
 
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I drift through the ships looking for awesome loot. Insofar as I expect to find awesome loot in a fishing ship, but silver weapons are suspcious.

More mechanically, how does my being a ghost as a class work? I get ghost XP for ice magic use. Anything else, I would have thought going incorporeal would be ghost XP, as would wailing, haunting or cursing people.


Edit: Sorry I was being an idiot.

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 PostPosted: 21 Apr, 2012 
 
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why do i have a -2 on movement....?

anyway, "i can feel it, it is almost complete" i let out a TERRIFYING roar as i finish my transformation! I move north-west with Simba after my action(regardless of outcome of my action since the nuke is gonna fade away)

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 PostPosted: 21 Apr, 2012 
 
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Plasma_Wolf wrote:
I forgot to mention OrangeKnight.

The reason why I put the cleansing fire in, is because:
1. You said to focus on the lance with holy fire, which should affect the ground. But you're a light mage, so it's holy fire that will damage Regabond in its own right, rather than crush him to the ground.

2. I already knew the resulting rolls and didn't read any further than lance and holy fire, so I came up with this idea, which I think was fairly brilliant. It's up to you guys to judge if it even has a small bit of brilliance but I just rolled a 6 on how brilliant it was :P

Not once did I type fire......here is the original action;
OrangeKnight wrote:
I focus on My Lance, infusing it with a Holy Aura and using it as a Focal point to consecrate the ground all around Regabond, disorienting and weakening him to the point of collapse.

No move action.

No mention of fire.......The whole point of that was to incapacitate Rega so I could impale him to the ground.

Also...
Plasma_Wolf wrote:
OrangeKnight attempts to regain his lance and shoes and then to impale Regabond to the ground (he’s moving west first so he can actually do that). OrangeKnight rolls a 2 on it so it doesn’t really work. If the cleansing fire is successful, you won’t even have to try this, then you’ll get it anyway.

Neither of us had Move Actions last round, so I'm, not sure what you mean by "(he’s moving west first so he can actually do that)"

Mike

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 PostPosted: 21 Apr, 2012 
 
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Aura, Fire, almost the same. I already told you I misread and I'm really not thinking of gravity or anything like that in the case of light magic.

Also. Regabond ran the hell west after he stole your shoes in chapter 15 or 16. You never moved during that chapter so you had to move now.

Lt_hawkeye wrote:
why do i have a -2 on movement....?


I have no idea.

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 PostPosted: 21 Apr, 2012 
 
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Plasma_Wolf wrote:
Aura, Fire, almost the same. I already told you I misread and I'm really not thinking of gravity or anything like that in the case of light magic.

The hell does it have to do with gravity? Rega is a Dark mage, a strong Light Magic Aura should weaken him(you said yourself Light is Strong Vs Dark) kinda like Superman + Kryptonite.

Plasma, if you are uncertain about my actions in the future just ask, I'm more than willing to explain them in even greater detail.

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Last edited by OrangeKnight on 21 Apr, 2012, edited 1 time in total.

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 PostPosted: 21 Apr, 2012 
 
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ok plasma, after reviewing the past two chapters i think i can see where the confusion with rega and OK is coming from.

Both times regabond stated that he wanted to steal something from OK and then RUN AWAY, however, you never mentioned that he ran away during the actual chapter(even though rega stated that moving west was his move command)

i am playing under the assumption that if you as the DM doesn't mention it happening in the chapter, then it didn't happen. under this assumption rega never moved away from OK after he stole the shoes and lance, thus OK should have been able to pick up his lance and impale rega(assuming he had gotten a good roll this time around but he got a 2 which is a fail so nothing would have happened anyway)

again, even though regabond stated that he ran west after the stole the shoes, YOU as the DM never stated that the action occurred, so how are we as players supposed to have known such a thing happened(like when i asked about the nuke, you never stated the nuke actually hit the ground so i didn't know untill you posted that it had)

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 PostPosted: 21 Apr, 2012 
 

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I suppose I should have specified. Oh well.
Automatons kill him dead, I invent band-aides with whatever remains of him


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 PostPosted: 22 Apr, 2012 
 
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Hawkeye and OrangeKnight, both thanks for the explanation. Since both regabond and OrangeKnight ordered themselves to go west at least once, I am going to let them where they are, even though I forgot to mention it in the chapters.

Edit: My RTD made it to Toot's signature. YAY :P

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 PostPosted: 22 Apr, 2012 
 

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Hmm, I spy a ghost ship off to the northeast...

Falcrack and Geoff set sail towards the northeast, in search of land and civilization. Along the way, Falcrack fashions a sling out of bison hide for Geoff's wounded arm so that it may heal and regain his ability to fight two handed.


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 PostPosted: 22 Apr, 2012 
 
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I attack the dark creatures with my sword.

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 PostPosted: 22 Apr, 2012 
 
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I use my Light MAgic to heal Me and Henk.

No Move Action.

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 PostPosted: 23 Apr, 2012 
 
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Why is light magic powerful against dark magic?
What does that give us dark mages to counter?

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 PostPosted: 23 Apr, 2012 
 
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DaMoose wrote:
I attack the dark creatures with my sword.


There's a wall between you and the dark creatures. You can't do anything but exit. I'll get you in a nice position after this.

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 PostPosted: 23 Apr, 2012 
 
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Plasma, can you explain what's going on in the ship battle I'm in? As far as I can tell, chapter 15 I make a fog which means the enemy won't attack on the first round of combat. Chapter 16 I attack the enemy, killing one with ice magic, leaving 6 alive. My pirate mates board the ship and do not attack. Chapter 17... ? No-one does anything?

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 PostPosted: 23 Apr, 2012 
 
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K-lord wrote:
Plasma, can you explain what's going on in the ship battle I'm in? As far as I can tell, chapter 15 I make a fog which means the enemy won't attack on the first round of combat. Chapter 16 I attack the enemy, killing one with ice magic, leaving 6 alive. My pirate mates board the ship and do not attack. Chapter 17... ? No-one does anything?


Oh crap: I completely forgot about it. Give me some time to work it through and I'll write something extra for it.

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 PostPosted: 23 Apr, 2012 
 
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WNxWolfinator wrote:
Why is light magic powerful against dark magic?
What does that give us dark mages to counter?

i think plasma is using the fire emblem model, so Light > dark > anima >light

Light being healing magic, cleansing magic, and holy damaging attacks

Anima being basically elemental magic(fire, wind, lightning etc), including combining elements to make more powerful spells.

Dark magic being summoning magic(necromancy, deamon summons etc) as well as enslaving creatures/people, curses, dark energy damaging attacks.

so in a sense Wolfy, i suppose you could have tried to enslave some of the dark creatures instead of killing them all ;p

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 PostPosted: 23 Apr, 2012 
 
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Plasma_Wolf wrote:
DaMoose wrote:
I attack the dark creatures with my sword.


There's a wall between you and the dark creatures. You can't do anything but exit. I'll get you in a nice position after this.


All right then, I move out of the dungeon, and attempt to summon a holy ward around myself for protection.

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 PostPosted: 23 Apr, 2012 
 
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More healage.

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 PostPosted: 23 Apr, 2012 
 
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Chapter 16 & 17 addition
The battle between the pirates and the “fishermen” with silver swords.
The pirates attack (6,5,3,3,5). Roll to dodge (6-1,2-1,6,3,2-1) and roll for damage! (2+1,5+1,--,3,5+1). Two are quickly killed by the pirates, as they are turned into several nice chunks of meat or a nice piece of ice (How would the combination be?). One other manages to evade quite well but is still hit by a nasty blow of the axe and one other doesn’t evade that good but the axe blow isn’t very impressive either. Finally, one is not attacked and one completely dodges his opponent.

The result: two dead, two at 100% and two at 50%. Joney Davos didn’t attack, because he said he had to set up the tower. Whatever that may be.

Round two: this time the “fishermen” can attack, so let’s do that one first (5,1,5,5). Roll to dodge (1-1,6,4-1,1-1) and for damage (4+1+1,--,6+1+1,5+1+1). One +1 comes with the silver weapons (against undead), one with the 5-roll. Two are killed in a quite painful (for ghosts). As for another one: OVERKILL. The ghost is chopped into tiny pieces of ectoplasm and those fall into what seems to be a tiny black hole. The pieces fuse together and create a powerful blow that comes with a high pitched scream.

The blow knocks everyone over so the survivors won’t be able to do anything in chapter 18. Additionally, everyone who does survive this is completely healed. The ships mast is fired up into the air and the ectoplasm gives it rocket power. It also transforms into something that strongly resembles metal clouds itself into blue lightning. It is yet unknown where it will fall down but if it falls down on someone’s head, it’ll instantly kill him, both by electrocution and speed.

In short: three ghosts are dead, two remain.

The attack of the ghosts (here still five) (6,4,1,5,3). Roll to dodge (1-1,3-1,5,2-1,1) and for damage (4+1,5,--,4+1,3). As a result, three end up dead (this includes those who are already hurt) and one survives. It won’t really matter by how much, will it.

Final score (survivors): Ghosts 2 – 1 “fishermen”.

Joney Davos continues with his tower and curses at the ghost who just died. He set up the tower in a mere second while Joney is now working on it for 12 hours!

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