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 PostPosted: 17 Apr, 2012 
 
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DeadMG wrote:
Personally, I'd be concerned most if I was in the Vault. Everyone else can just run the **** away.


WNxWolfinator wrote:
We're safe down here in the vault. If need be I'll just DIG A HOLE


Toot wrote:
You faggot wizards better stay away from Fart Town. This is why we can't have nice things. Wizards always destroy it.


A couple of things you might want to know but can't do anything about in the first place:
*None of you are in the vault, you all went out a long time ago.
*Wolfinator is already in Fart Town, he just doesn't know it yet - Correction: he is not in Fart town.
*DeadMG is going straight towards fart town (and I'd advice him not to change that since I currently have no destructive plans for the town - I'm leaving that completely to you guys)

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 PostPosted: 17 Apr, 2012 
 
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I’m a bit reluctant with the map making since the current way takes a lot of time and tedious uploading so it’s now going to be that people alone and in known places won’t be on maps anymore (in this case Mazrix, Falcrack, K-lord: there is not much to see on those ships).

Everyone: please read the bit of the cleansing fire. It's over the top. It's painful and most importantly, Regabond is screwed.

Chapter 16 – Cleansing Fire at midnight – midnight
DeadMG runs the hell north while he practices his space-timey-whiny (what did you type? Oh wimey, ok) goodness. (4). While he runs north he finds himself at a river. One that will kill you if you try to swim in it. Good thing you did that space-time stuff because now the water suddenly stops flowing. It’s still water, but you can stand on it and it doesn’t move. DeadMG moves across the water while he gets +5 on the SpaceTimeMage skills. He now is lv 3 and it gets you a +1 on time related actions.

Just as DeadMG enters the town called Fart, he sees two people calling for him. The sound comes from directly above so he listens towards the sky and hears two balloon shaped people floating by (Space Time mages some time have their senses mixed up and suddenly listen with eyes and see with ears). They ask him if he can help them come back to the ground.

Falcrack and Geoff loot the corpses of the people they just killed (2,4). Geoff finds 25 gold pieces and says he doesn’t have to be paid for 7 chapters now, including this one. Falcrack tries to haggle another chapter to it (4). Geoff agrees and it’s 8 chapters now, including this one. Payment resumes at chapter 24.

They then leave in Falcrack’s fishing boat.
*Haggling gets Falcrack a +3 in exp on both classes. He now is a lv 2 shoe cobbler. When making shoes, you will get a standard +1.

Hawkeye goes to the ground zero region of the new nuke and he hopes to continue his mutation. (5). The claws become bigger and you continue to grow manes. You also get a tail! The transformation to a lion really starts kicking in now. You are at 30%, from now on, the mutation will be (Roll-2)*9%. This means you’ve got to hope the mutation completes before the nuclear bomb’s radiation is gone, or otherwise you will have to find a new way of mutating.

Simba is fully grown now. He is a full-grown lion and you can ride him. There is one problem. Because you are part human, part lion, Simba does no longer think of you as your leader but as your equal. Respect (0/2). Prove you can still lead him to victory and he will be your helpful companion once again!

Hazza heals his eyes (or more aptly put: attempts to regrow them). He rolls a 6 and now he has 40% of his eyes back (I’ll restate the way how this goes: The percentage of what you heal is (Roll-2)*10%, which gets you 40% in this case)

Isik’s automatons attempt to fetch wood and metal (3,2,2). One automaton has one piece of wood. Meanwhile, Isik attempts to steal something random from a passerby (6). Roll to dodge (3-1). The passerby fails to dodge and now Isik has a nice golden pocket watch! The passerby is angry and draws his sword.

K-lord boards the ship and starts flinging ice magic at the enemy crew (3). Roll to dodge (1). Roll for damage (6). Amazing! With a moderately powerful shot, K-lord just killed a fisherman! +3 on ghost and +3 on Anima Mage experience (ice magic goes with the ghost too).

Mazrix attempts to tell the his new friends to board the ship again and pursue the bright pink ship at the horizon (6). The other members of the Cleansing Arrow heed his words and everyone participates in the hunt on the pinkness. They catch on to the ship in less than an hour and fire every arrow they have. Unfortunately, the pink ship seems to have some kind of transparent shield that will stop all arrows. With unwavering skill, Mazrix notices that the shield does get weaker and tells everyone to keep firing, since the arrows bounce straight off and can be fired again. At the end of this chapter, the shield is gone and the people on deck can be targeted (but remember, a shield that is down can be up quickly again). The members of the Cleansing Arrow know that only their hall master can invite someone into the guild but they will be sure to remember Mazrix’ great commanding skills so that he will receive command ranking at the moment he joins.

*Lots of arrows fired, +3 exp though it wasn’t your real action.

Moose finds himself in a pitch black dungeon and he immediately hears someone speak as soon as he makes the first bit of movement.
“Who do you think you are, self-righteous scum? Joining the Aeon? They would not stop with their fury of destruction before we, the Vasari, are all dead! The dark energy we worship and channel for the benefit of all, they wish to see it destroyed, no matter the innocent lives they willingly sacrifice! I do not wish to be your enemy, but if you join the Aeon, those fanatics with their misguided beliefs, then you force my hand. I will show you the truth if you wish, but if you choose to be biased and united with your so-called templars, then you leave me no choice but to kill you, so that this Fart town may be spared the fate of Ilraki village, the place where you met your masters of light for the first time.”

*The hooded figure does not attack but he does give his speech to Moose (I don’t want to tell the whole story but he could be lying and would the Aeon really use Cybran nukes?). Do what you want Moose: you can choose to join the Vasari Mages but you can also stay true to the Aeon Templars. Either way: your move :P

OrangeKnight focuses on the lance Regabond stole from him! He binds it with pure light, only to release the energy in the hopes of blinding Regabond (or even more than that). OrangeKnight rolls a 5. Roll to dodge (1-1-1+1). Regabond doesn’t dodge but holds the lance’s tip close to his eyes in the hopes of examining it! Roll for damage (6+1). Regabond is not only blinded but he also receives excessive brain damage and Slagathor throws him from his back in the pain of the now white-hot Regabond. Regabond is on fire! Not just any fire but a cleansing fire. This fire continues for exactly 3 turns, cannot be slowed down or sped up (only one cleansing fire on one subject) and alters the sight of Regabond eyes first, then changes his brain and finally changes his heart, in the hopes of altering Regabond’s life for the better.

***********************
CLEANSING FIRE (Aspects)
The cleansing fire is an aspect of the Light Mages. They can alter the beliefs and thoughts of people (changing point of view: eyes, changing thoughts: Brains, changing beliefs: heart). If successful, the alteration will change the class of the subject. IT WILL NOT CHANGE THE LEVEL. Since Regabond is a thief and a dark mage, the following result will be a slightly friendlier version (Thief/Anima Mage along with giving every item to the person who used the magic on you).

Partial results:
*Eyes: You will become an Anima Mage
*Brains: The items that were originally Hawkeye’s will return to him
*Heart: all of your items will return to Hawkeye, Slagathor will no longer understand your new views (even though you remain a thief), so he will leave.

Future Reference on the cleansing fire roll. It is affected by resistance.
Rolling a 3 will only roll for the eyes.
Rolling a 4 will roll for the eyes and the brains. Additionally a +1 on the eye roll.
Rolling a 5 will roll for everything. Additionally a +1 on the eye and the brain roll.
Rolling a 6 will roll for everything and get a +1 on every roll.
Rolling a 7 will roll for everything and get a +2 on every roll. (Always effective unless with a 1 roll with +1 resistance of the subject, or a 2 roll with a +2 resistance of the subject etc)
Rolling an 8 will roll for everything and get a +4 on every roll.

Magical healing scrolls can be used to add resistance to the subject for the turn AFTER they are used (activate it in turn 20, you will gain resistance for turn 21).

If the roll of one of them fails, a possible consecutive roll will be a retry of the failed roll. It’s always Eyes-Brains-Heart.

Since the cleansing fire of Hawkeye came from a 5 roll with counter-productive dodging and a 7 as resulting damage, and I’m introducing it with this exceptionally good roll, I’m not going to give any bonuses on this one, but all three rolls will be done.
***********************

Regabond attempts to steal OrangeKnight’s shoes! (5). Roll to dodge (2-1). OrangeKnight doesn’t only not dodge but he also manages to keep bruises feet from it (-1 on movement related while you’re not riding Henk, only during chapter 17).

+2 trust on Slagathor (+1 on your actions last turn and +1 on your actions this turn)

Spuddyt puts the surprise card on his head and waits for something to happen (6). The surprise card starts working and instantly gives him the effect that it is supposed to give. The action that you currently do, is doubled and anything that goes over 8 rolls over to the next turn. Once (so if it goes over 8 again in ch 17 nothing will go to ch 18 ). That’s what this surprise card does. You can put surprise cards in with your current action to enhance it (though the surprise card may not always work in your benefit, depending on what you actually do and what the surprise card does).

Anyway, Spuddyt’s action now turns into 12 and he puts his surprise card to his head. Because the roll is so high (a +4 rolls over to your next action), the surprise card will explain what it does again! (so please read it again, so that the surprise card can do what it wants to do: explaining itself).
The surprise card also doubles its effects and now it is a roll of 24. Wow, you really chose the right action for your card since it now will explain itself again (so please read it again!) and turn the roll into a 48. This will go on endlessly so I’m just going to say that your first next roll will be an 8, no matter what and I’m really happy about the fact that I chose to let the roll-over go on for only one chapter instead of an infinite number of chapters.

Spuddyt has now really used his surprise card (although it has doubled his action’s roll for an infinite number of times)

Toot tries to move about the house of the Cleansing Arrow in the hopes of extracting any information about the Pimp Guild’s master .He actually hits himself with his nice orange cane and is inflated. He starts floating about at the first floor’s height (You can’t tell where to go, other than up or down, but you can still ask and use the orange cane). Toot has no idea of how to solve this problem, but he could try anything, like saying random magical words (though this is an RTD so I’d strongly advice against it. Though I am the RTD game master, so I’d strongly advise you to actually do random things in the hope of them going horribly wrong).

Several guild members walk towards him and laugh at him, saying he shouldn’t have inflated the two guards.

Wolfinator attempts to heal more of his distorted limbs (3+1). One leg is no longer distorted and when the other one stops being distorted, you will get a small reduction in movement-related action penalties (goes from -2 to -1, fix the broken bit for the final reduction).

He then opens the chest: A surprise card as well as a card to heal minor physical injuries (broken legs are major but they get healed a bit, like one leg)

Gary attacks (5). Gary attacks the dark creatures and they roll to dodge (6,3,5,3,2,4,4, all -1). Roll for damage: (5,6,1,3,3,2,6, all +1). As a result, these are the health results (40%,0%,100%,60%,60%,80%,20%). Gary’s cold and calculating dark energy disintegrates one creature and damages most of the others. In a cold and calculating dark way.

The ghosts go on the ship and prepare for battle, only to see that the 6 people who are currently alive, now have drawn their weapons and they are made of silver!

The strong dark creatures merge together (the one of 40% and one of 60%, as well as the 20% and the 80%), but to Gary’s horror (he can actually be horrified by this even though he clearly has been a Vasari member for many years, judging by the overkill 8 that killed K-lord?) the resulting creatures have 120% health instead of 100%. They cannot outnumber Gary and Wolfinator but they are still strong so there is a -1 on RTD next turn. They do not attack you right now.

Inventory
DeadMG: SpaceTimeMage/swordsman (3.0/1.0).
@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
*Gold (15)
*Sword
*Shield
+1 resistance
1 on time related
A) Wolfinator

Falcrack: Shoe Cobbler/Fisherman (2.1/2.11 ).
@Ship
*2 rods
*Fishing net
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*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 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 (40%)
+1 Bare handed (claws)
-2 on anything that requires movement
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
C) Simba (fully grown lion)
~Trust (0/2)

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)
@Destroyed bank (ext)
*Metal beam (1)
*Lockpicks (3)
* leather
*Lockpick-knife
*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
A) Hazza, Hawkeye
M)
~Automaton (2)
~*Rope-blade
~Automaton (1)
~*Rope-blade
~*Piece of wood.

K-lord: Ghost/AnimaMage (1.3/1.8 )
@Flying Dutchman
*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 (2.14/1.3)
@Dungeon of Dark Mages
*Book of light
*Light sword
*Gold (10)
+ speed of light (-1 to enemy trying to dodge you)
A) Geoff, Mazrix, OrangeKnight, Toot
F) Regabond
^^Aeon Templars (janitor)

OrangeKnight: spearman/LM (2.4/2.9 ).
@Plain
*Beer
*7.5 m (22.5 ft) of rope
*Gold (5)
~~~~ (Now in the hands of Regabond but you might get it back) +1 RTD (shoes)
~~~~ (Now in the hands of Regabond 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)
-1 on movement related while you don’t ride Henk (ch 17)
E) Regabond
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (1/3)
^^Aeon Templars

Regabond: Thief/DarkMage (2.12/1.0).
@Destra Wall
###Cleansing Fire (0/3)###
*Dagger
*Lockpicks (5)
*Beef (with bones in it)
*Gold (10)
*OrangeKnight’s steel lance.
*OrangeKnight’s fancy shoes.
+1 on RTD.
E)OrangeKnight
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (2/5)

Spuddyt: Axeman/Mutant (1.5/2.0).
@ Ground Zero (Nuke)
*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 damage rolls (darts as toes)
+1 attacking buildings and slow automatons (You must be in bowling ball form for this)
+Ch 17 roll is an 8, no matter what happens)
A) Hazza

Toot: Axeman/pimp (1.5/2.0)
@Cleansing Arrow Town Fart Guild House
###INFLATED### (floating around)
*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.
-2 on movement related actions (1 distorted, then broken leg, 1 just broken. Clear the distortion completely and you get to -1 on this penalty)
-2 on one handed (2 arms broken)
A) DeadMG, Gary

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

Allies
P) Gary: Shieldsman/DarkMage (1.0/2.0)

Enemies
*4 strong dark creatures (-1 on player RTD) - (120%,100%,60%,120%)
*1 hooded figure.
*Passerby (angry).
~Sword

Secret inventory (I’ll list the owners of any surprise item here)
Wolfinator (1 surprise card)

http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/Dungeon16.png
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Last edited by Plasma_Wolf on 18 Apr, 2012, edited 1 time in total.

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 PostPosted: 17 Apr, 2012 
 
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I use the surprise card against the darkness creatures ( I really have no idea what this'll do )

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 PostPosted: 17 Apr, 2012 
 
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I attempt to teleport a small patch of skin out from each person, popping them.

Move: I'd like to saunter over to that Mage's place.

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Last edited by DeadMG on 17 Apr, 2012, edited 1 time in total.

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 PostPosted: 17 Apr, 2012 
 
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"Their shield is weakening! Keep up the fire! The moment it goes down consider the sails and the helmsman priority targets! This is a rescue mission so let's not sink the thing!"

The moment the shield is downed I'll check if someone (or something) looks like it's maintaining the shield. If I see something like that, I'll blast it with a superconcentrated beam of sunlight in an attempt to melt it/him/her to death.

If not, I'll just lob an arrow at the enemy crew, preferably the helmsman.

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 PostPosted: 17 Apr, 2012 
 
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"roar" says I,Continue to mutate while searching for prey around nuke 2 ground zero for me and Simba to fight.

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 PostPosted: 17 Apr, 2012 
 
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I'm disappointed that I didn't just break the game in half.

Anyway: This action really needs to count for something...


edit: I grow wings


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 PostPosted: 17 Apr, 2012 
 
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Kill that passerby so thoroughly that his mother wouldn't recognize him!
Proceed to leave town quietly.

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 PostPosted: 17 Apr, 2012 
 
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Oh, this is on the bad side.

While I roll around on the ground in agony from the Cleansing Fire, I draw upon my forbidden knowledge as a Dark Mage, in an attempt to pull my spiritual self into the realm of Darkness, free of my physical form!

"You shall not turn me, foul mage!"


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 PostPosted: 17 Apr, 2012 
 
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Okay, I'm still trying to understand where this Stupid Cleansing Fire stuff came from, especially when my action was;
"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."

Not sure where the Magically harmless yet mind bending flames came from, but hell, I can still do what I was planning to do anyways;

I retrieve my Lance and Shoes from Regabond, I then use my Lance to Impale Regabond to the ground, Mortally wounding him and immobilizing him, I then to turn to leave to the West.

"You wanted it so bad, I figured I should let you keep it."

Also, I'm very Confused as to my lvls, here is how they've been the last 3 chapters;

C14 1.8/2.1
C15 2.4/2.4
C16 2.4/2.1

Even if C15 was a fluke, should I still be at least 3 xp up from my action in C16?

Mike

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 PostPosted: 17 Apr, 2012 
 
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If he had wanted to cooperate, maybe he should have tried that from the beginning.

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.

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 PostPosted: 17 Apr, 2012 
 
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DaMoose wrote:
If he had wanted to cooperate, maybe he should have tried that from the beginning.

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.

Are you sure you want to do that?

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 PostPosted: 18 Apr, 2012 
 
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OrangeKnight. Please read your experience level again:

Quote:
OrangeKnight: spearman/LM (2.4/2.11).


You only used light magic, giving yourself a +5 exp on it, but you also rolled a 6 which gives two additional exp.

I reread the story bit and I found out it's actually a 5 you rolled (the 6 I thought about is from the damage), so you should just have +5 exp and you should be at 2.9 now.

In other words: Thanks for asking me to look at it :P

To level to lv n+1 you need 5(n+1) experience, so lv2 goes up to fifteen exp before it goes to lv3, where it goes up to 20, etc.

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 PostPosted: 18 Apr, 2012 
 
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WNxWolfinator wrote:
DaMoose wrote:
If he had wanted to cooperate, maybe he should have tried that from the beginning.

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.

Are you sure you want to do that?


Oh yeah, I forgot you were a dark mage. Just stay hidden and we won't have any problems.

I append my action to spare Wolfinator, since he is wounded and all.

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 PostPosted: 18 Apr, 2012 
 
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By the end of this game I am going to be an abomination.


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 PostPosted: 18 Apr, 2012 
 
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That is asking for this to end badly

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 PostPosted: 18 Apr, 2012 
 
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i say spuddy becomes an endgame abomination boss!

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Plasma_Wolf wrote:
That is asking for this to end badly

But badly for whom?


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For you.

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But badly for whom?


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 PostPosted: 19 Apr, 2012 
 
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I whistle again, attempting to summon Toby once more (action), hoping he can hear me, if i am successful, i get Toby to guide me towards Destra (move)

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Did the other ghost pirates not attack? Am I alone on this ship with the fishermen and their fish? Is this a set-up?
In the face of rampant uncertainty I decide to do the only sensible thing. I become incorporeal.

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 PostPosted: 20 Apr, 2012 
 

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HIT MYSELF AGAIN WITH THE ORANGE CANE

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 PostPosted: 20 Apr, 2012 
 

Joined: 21 Feb, 2008
Posts: 1449
Location: Colorado, USA
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Now the Falcrack and Geoff are in the boat, they sail north in search of new adventures and new towns to exploit sell stuff in.


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 PostPosted: 21 Apr, 2012 
 
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Joined: 08 Sep, 2007
Posts: 6497
Location: In an RTD!!!
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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

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