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Messages - Aslandus

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256
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 23, 2015, 07:36:56 pm »
Recruit random people.
Cultists: Continue to protest against money.
Recruit: [1] You try to get people to join you, but they get annoyed at your voice. BLASPHEMY! THE VOICE OF A GODDESS WILL NOT BE MOCKED LIKE THIS! (+25 inquisitors)
Protest: [6] The protest breaks into a riot, and some of your cultists get caught up in it. (50 cultists injured, Protest has become heated)

257
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 23, 2015, 07:09:09 pm »
35 locked in: Summon me with that fish ritual.
5 locked in: Attempt to un-board the doors.
15 Locked out: Claim the rest of the graveyard in my name.
I: Get anyone I Can to join my cult.

Salmoning: [4] they can't summon you since you're not a fish, but they do perform the ritual and get a new horror under your rule. A bubble of murky swamp water rises from the ground and from it swims what looks like a big clownfish, except colored black and white. (Count Trout summoned)
Spoiler: Count Trout (click to show/hide)
Clear the way: [6] They literally break their backs pulling out the boards. With all this work just to undo their idiot buddies' mistake, they decide to quit the cult. Luckily, the way is clear. (base no longer on lockdown, passageways unboarded, -5 cultists)
Claim graveyard: [2] They get chased away by the spirits of the dead. Seems the locals aren't as friendly after they die.
Recruit: [3] You get some generic scrubs from the nearby town to join you. (+25 cultists)

258
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 23, 2015, 06:47:20 pm »
me, leader number 2, and 50 cultists: go and try to convince the PD to return our firearms, peacefully. after all, this defeats the second amendment, which is the right to keep and bare arms.
Leaders 1 and 4, along with the 50 marksman: start scavenging for materials to use as armor or make into armor. Remember, staying alive is priority to actually finding anything.
Leader 3 and all other Regular cultists: attempt to make amends and re-strengthen the community. We're not bad people, just a bit strange.
Leader 5, and the fanatics: procrastinate wildly.
Hecklers: go off to form a separate cult or something. we don't have to listen to this chump of a horror!

Banana hammock and company: Recruit and start to form my own cult.

Bare arms: [4] You and your cultists manage to convince the police to let you have your weapons back. They are unmoved by your arguments about the second amendment, until you tell them you'll use the weapons to act as a militia and defend the area. They tell you not to cause trouble. (regained firearms)
Armor: [6] They find a bunch of scrap metal and haul it back. Everyone makes it alive, but a few of them injure their backs hauling. Lift with your legs, dammit! (marksmen get bad backs, gained rough armor)
Community: [6] You get the community to work as one once more, but some people point out that not having a divisive cult would probably make the community even stronger. (PR down, community stronger)
Break away: [5] They run off and make a new group, not linked to some looney in a swimsuit! (Heckler's guild faction made, all hecklers transfer to it)
Start own cult: [2] They just won't leave! What's with these clingy bastards?

259
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 23, 2015, 05:35:24 pm »
End of turn 6.
Big Ol' Fire:
cult: 250 cultists
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 75 cultists
Diplomacy: Mixed PR
inquisitors: 90 inquisitors

Dar Gold (lightly injured):
cult: 7 fanatics
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (lightly injured):

Quar-splosion man:
cult: 100 scholars, 43 cultists
Items: Orb of Stalwart 3, located dragons
Rituals: brew power potion [consumes dragon blood, damages user]
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster:
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: good PR
inquisitors: 25 inquisitors

Crystal queen:
cult: 125 angry housewives, 50 economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money
inquisitors: bad PR

KZ-Jello:
cult: 280 cultists, 50 "smart" cultists
Diplomacy: good PR
inquisitors:

Arcing Mist-elf:
cult: 3 cultists, 2 mad cultists, 440 beasts, 100 large beasts, 30 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate)
Items: dragonblood, discovered Stagnant orb
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts

Hon Shadow:
cult: 70 cultists, 55 "smart" cultists, 20 marksmen, cult in Washington DC
Items: dragonblood, Orb of Stalwart 1
Diplomacy: good PR, support of president, support of Virginia
inquisitors: 25 inquisitors

Fisherman (uninjured):
cult: 420 cultists, 40 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: good PR
inquisitors (ACTIVE): 5 inquisitors

Speedy Speedoman (uninjured):
cult: 150 cultists, 50 marksmen, 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4), 50 hecklers (negate leadership bonuses)
Items: dragonblood, Orb of Stalwart 5
Base: Punji pits and barbed wire defenses
Diplomacy: good PR
inquisitors:
-Leader #2 (m): passively restores morale, lacks confidence [50% chance of 2 becoming 1]
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult: 40 gravekeepers locked in base, 15 gravekeepers lockeed out of base
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum, LOCKED): Iron gates, passages boarded up
Diplomacy: good PR
inquisitors:

Meme-aster:
cult: 376 cultists
Items: dragonblood
Diplomacy: good PR
inquisitors:

Other:
-Orb of Stalwart 4 stuck in a pit

260
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 22, 2015, 03:36:37 pm »
I think there's still one person who hasn't gone, but since it's the holidays I wasn't too keen on pushing things ahead. I'll move the turn forward soon whether they've posted or not.

261
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 20, 2015, 05:48:20 pm »
((Bleh I've been busy.))

Everyone keep recruiting preferably Eco people
[2] You and your cult are unable to seek out new recruits, the heat of the inquisitor's search for you is too high right now.

262
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 19, 2015, 06:53:57 pm »
Recruit nurses and doctors.
Angry housewives: Start preparing the summoning ritual.
Economics-hating economists: Start talking about how money needs to be abolished, and that there must be a revolution.
Journalists: Slander the inquisitors.
Recruit: [5] You convince some medical professionals to help your cause. Excellent, now you don't have to write off everyone who gets injured as gone. (+50 medic cultists)
Summon: [irrelevant] What? The Orb of Stalwart is gone! Some wretch must have stolen it! Bastard!
Down with money!: [4] They find an elaborate solution to replace economics with non-financial methodology, and spread word about it. They manage to find an audience. (Money protest started)
Slander: [5] They make out the inquisitors to be a bunch of heretical brutes, which of course they are. The inquisitors quit after they start being ostracized by their peers. (-25 inquisitors, inquisitor PR down)

263
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 15, 2015, 10:34:44 pm »
Daragon: Tell Saragon to go and "hug" Speedo-man, then go deep into the woods to plant the first Seed.
Militia Cult: Attack Quarken, killing as many of his cult as possible, with the goal of destroying his Orb of Stalwart
Rest of the Cult: Destroy the Orb I possess and then follow Daragon.

If the Seed gets created: set the vines not to attack my cult.

Attack Speedo: [1] You use your turn to tell Saragon to take his turn, and then Saragon creeps over in Speedo man's direction. Unfortunately, because it's a fucking tower of needles and not a mobile creature it starts falling apart. Luckily Sara is smart enough to stop moving when half it's body is about to fall off. (Saragon lightly injured)
Attack Quarken: [6] They attack Quarken's cult, and get themselves killed fighting... still, they manage to take a few of the bastards with them. (-25 militia, Quarken loses 50 cultists)
Destroy orb: [3] Your cultists roll the orb into a pit nearby. That's basically destroyed, right? (Orb of Stalwart 4 now stuck in a deep pit)
Seed: [irrelevant] No time, what with all the commanding and fighting Daragon is busy doing
Passive Madness: [4] Your cultists are driven to madness by the glow of your gilding. They are now obsessed with the golden vines and will likely throw themselves into the clutches of them at the first opportunity. (7 cultists now mad)

Archon: Mind-control more animals. It's impossible to have too many pets!

2 cultists: Acquire leadership skills.

1 insane cultist: Keep researching that ritual of summon random horror. You delved deep enough to go mad, so you ought to be getting somewhere.

1 insane cultist, 1 cultist, 5 beasts: Go and camp out at the orb of stagnant. Bring some dragon blood, and be sure to fish for my parody if you've got the time.

20 satyrs: Go recruit more humans. Animals are great, but we could really benefit from the extra brainpower.

Mind control: [6] You drag more beasts to do your bidding, but accidentally drive some of them feral. They'll have to be put down, for the good of the group. (+200 beasts, +100 beast inquisitors)
Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])
research: [3] They gaze into the void and find a ritual that allows you to summon a random horror. Unfortunately, it only summons extremely weak horrors, but luckily it only requires dragon blood to do. (learned summon mini-horror [req dragonblood])
THE SALMONING: [4] The cultists work feverishly to etch out the summoning, but with only four able hands between them they don't get all the required runes etched this turn. (partially completed salmoning ritual)
Recruit: [1] They run out into the streets and get hit by cars. Idiots. What's a cloud of mist got to do to get good help around here? (-20 satyrs)

264
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 15, 2015, 02:06:02 pm »
((well, leader four is female, so wouldn't that make her a markswoman? Also, looks like I am going to have to convert the cops.))
((I think "marksman" is gender neutral, but I actually forgot about that, I should put established genders in the faction info :P

I guess that's what happens when you leave details of random faction people to memory...))

265
Looksh at ahll teh pretty starsssh

266
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 15, 2015, 01:13:44 pm »
20 cultists and self: Recruit.
President: Recruit from among the US govt. specifically.
20 cultists: Obtain weapons and educate selves in their use
All else: Search for Orb of Stalwart.

Recruit: [6] You and your peons work double time to get people onto your side. Unfortunately, not everyone is so enthusiastic to join you. (+70 cultists, +25 inquisitors)
Get more govt support: [3] The president manages to get a governor on your side, so Virginia's govt is now friendly to you. (Governor of Virginia now supporting you)
Weapons: [5] They find some guns and figure out how to fire them properly (20 cultists become marksmen, acquired firearms)
Orb: [5] You find Orb of Stalwart 1 and haul it back home, thus stealing it away from anyone who had access to it before and causing all future "search for Orb of Stalwart" commands to be fruitless. (obtained Orb of Stalwart 1)

Remaining Psychos & Psycho Leaders: Assault Daragon, He must be Destroyed.
30 Grave keepers: Set up for any and All rituals that could Summon me.
next 30: Improve the Defenses of the Mausoleum.
next 30: Look for Weapons and Armor of all ages, Dig it up if you have to.
I: "Convert" members of Quarken's Cult, "Suggesting" they to bring his orb of Stalwart with them when they join me.
Attack on Daragon: [4] They storm past his cult and attack the newly born pillar of gold. Their battle is short lived due to lack of manpower, but they got some good hits in. (Daragon lightly wounded, -15 psychos, -4 reckless leaders)
Sommun: [1] They can't set up a summoning ritual to summon YOU due to lacking an Orb of Stalwart, but they try to summon a fish-based parody of you, and putz it up completely. They are lost to the void. (-30 grave keepers)
Defnz: [6] They board up all the doors and windows... Including the exit. Whoops. Now they're trapped with those guys who were on break and everyone else is stuck outside. (40 cultists locked in base, everyone else locked out)
Weapon& armur: [3] They find a pile of scrap material that could arguably be used as weapons. Tree branches and rocks count as weapons, right? (obtained improvised melee weapons)
Convert: [2] They can't convince Quarken's followers that you'd be a better boss. They definitely don't manage to get the orb away from him.

Woo, that was awesome!
Speedo man: high-five my leaders,the cultists who summoned me, and Mr.Hammock. As a show of goodwill to my buddy, I assign 50 cultists (half of which are hecklers) And leader number 5 to him. He can go out and start his own cult with their help, and then we can do a system of favors if we need to do stuff with eachother.
Leaders 1 and 3 with 200 cultists: Start planning a huge party for to celebrate the summoning, and host it for the community with a little recruiting on the side. Speedo wearing is optional.
Leader 2 and the remaining hecklers: continue practicing oratory. He will not give up on his dreams to be a public speaker!
Leader 4 and 50 cultists: Begin training in combat with our new munitions. this is important to a sub-plan of ours.
remaining 22 cultists: begin researching a way to make chosen with minimal chances of getting bad effects, such as my frail nature.

Hand off: [3-3] You give him the 50 cultists but aren't quite willing to part with your best leader yet. Nor are you willing to break ties with your old pal at the moment. (50 cultists transferred to Banana hammock)
Party: [6] The party gets a little out of control and the police get involved. Everyone agrees to never speak of it again. You may need to pull everyone back together before you ask that kind of thing again. (community weakened)
Speaking: [1] He gets humiliated again. Now he's starting to worry the problem is with him. (Leader 2 lacks confidence [50% chance of 2 becoming 1])
Training: [6] They practice with their guns until their trigger fingers get sore. Noise complaints and a visit from the police ends up getting your guns confiscated. Dammit! (50 cultists and leader 4 become marksmen, lose firearms)
Research: [1] They can't find anything, and they start to get an unhealthy obsession with speedos. While you normally praise this sort of thing, it's interfering with their work. (22 cultists now obsessed with speedos)

Ah. Well, in that case...
120: Negotiate with the inquisitors. Talk with them. I'm only here because there are many OTHER horrors (like this ugly parasite guy) that are attacking this place and I want to eat them and I'll probably just leave afterwards. I'm not a bad guy, honest!
80: Try to acquire a warehouse. Again.
70: Say bad things about the Parasite, effectively reducing their PR.
Warriors: Summon me, first.
Me: Recruit if I can.

Negotiate: [3] Your cultists manage to convince most of the inquisitors that you're not such a bad guy. The rest have traced the call and are coming to get you. (-60 inquisitors, inquisitors activated)
Warehouse: [4] They get a contract to use a warehouse. Now they don't have to store everything in a big pile, they can store it in a pile with a roof! (warehouse obtained)
PR down: [2] Your cultists spend the day fishing instead. A worthy use of time.
Summon: [4] They perform the summoning ritual and succeed on the first try. You emerge from a rift in space time which closes up behind you. (summoned)
Recruit: [5] You toss a hook out and drag back a bunch of new recruits. (+150 cultists)

ME: try to mend relations with the cosmic fisherman. and explain to the cult that there was a communication error with my cult.
cultists: try to build those thatched huts along the board walk and offer the fishermans cult a stay for the night in apology (if you finish the huts)

Mend: [4] You manage to convince the cosmic fisherman that you're not actually trying to take advantage of him. Sucker. (relations mended with Fisherman)
Build huts: [5] They build enough huts to house an army, and offer for the fishermans to stay with you. They politely decline, as they now have a warehouse which at least keeps the rain out and doesn't require them to lay on rough wood planks. (lots of thatch huts built)

Vol-Kriit:recruit
[6] You manage to hold back on screaming in pain long enough to get some people to join you. Unfortunately you still end up pissing off some people. (+75 cultists, +25 inquisitors)

Inquisitors: deactivate [no roll] (Inquisitors are deactivated because I forgot to do it when the cult got disbanded)


Bah.
Quarken: Recruit Daragon's cultists to join you.
100 scholar cultists: do research to find dragon's blood orchids.
63 generic cultists: recruit Zomboss' cultists...

Steal from Daragon: [3] You manage to liberate a few more of Daragon's cultists and bring them to your side. Unfortunately Daragon drives you off with its madness before you can get too many. (15 cultists stolen from Daragon)
Research dragon lilies: [5] They discover that the lilies have a psychic presence of their own, and the nectar, known to many as dragon blood, resonates with psychic power. When channelled and focused properly, it allows one to momentarily tear through the fabric of reality and enter another world. If consumed, the lilies cause people's brains to melt, though a sufficiently talented psychic with the proper dosage may be able to get a temporary boost to their power before it liquifies their innards. Apart from the potion, they don't think any of this will actually be helpful on its own, but it's nice to know. (learned to brew power potion [consumes dragon blood, damages user])
Steal from Zomboss: [3] Your cultists inform some of Zomboss' lackeys of his true nature, and they defect to your side instead. Many of them simply ignore your cultists. (15 cultists stolen from Zomboss)

Recruit.

Cultists: Murder inquisitors.
REctuir: [6] You get more people to join you, and the inquisition finds a few new members. (+100 cultists, +25 inquisitors)
Murder: [5] They slaughter the entire inquisition while they sleep. Long live Jello. (-165 inquisitors)

Inquisitors: steal something
[irrelevant] they suffer a tragic case of death and can't fulfill their actions (inquisitors deactivated)

267
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 14, 2015, 07:07:47 pm »
Wait, 'can summon parasite'? When did that happen?
He tried to convince you to summon him and gave you the ability to do so, but also offended you. You could just summon him and immediately kill him if you want, or ignore the flavor saying you're supposed to be mad at him and just be buddies anyway.

268
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 14, 2015, 06:44:11 pm »
End of Turn 5.
Big Ol' Fire: Slept through the turn
cult: 250 cultists
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands: Luck is not on my side
cult:
Diplomacy: Mixed PR
inquisitors (ACTIVE): 65 inquisitors

Dar Gold (uninjured): I've arrived. This world is mine now.
cult: 22 cultists, 25 militiamen
Items: dragon blood, has Orb of Stalwart 4
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon:

Quar-splosion man: Real dragons might actually be better than dragon blood... though getting summoned would be nice...
cult: 100 scholars, 63 cultists
Items: Orb of Stalwart 3, located dragons
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster: Sorry, I didn't mean it!
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk
Diplomacy: disliked by Fisherman, tensions high with Fisherman's cult, good PR
inquisitors: 25 inquisitors

Crystal queen: What do you mean you don't want to manage the inventory anymore?
cult: 125 angry housewives, 50 economists that hate economics, 100 journalists
Items: Access to Orb of Stalwart 1, dragon blood
Diplomacy: excellent PR
inquisitors: 25 inquisitors

KZ-Jello: Join the glorious cult of Jello today!
cult: 180 cultists, 50 "smart" cultists
Diplomacy: good PR
inquisitors (ACTIVE): 140 inquisitors

Arcing Mist-elf: My cultists are few, but they will be the best!
cult: 3 cultists, 2 mad cultists, 240 beasts, 100 large beasts, 50 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate)
Items: dragonblood, discovered Stagnant orb
Diplomacy: good PR
inquisitors:

Hon Shadow: Cults are awesome, aren't they?
cult: 75 "smart" cultists, support of president, cult in Washington DC
Items: dragonblood
Diplomacy: good PR
inquisitors:

Fisherman: We've got some big fish to fry
cult: 270 cultists, 40 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Rituals: can summon parasite
Diplomacy: good PR
inquisitors: 65 inquisitors

Speedy Speedoman (uninjured): Hello hammock, my old friend
cult: 272 cultists, 5 skilled leaders (50% chance of 3 becoming 4), 50 hecklers (negate leadership bonuses)
Items: dragonblood, Orb of Stalwart 5, firearms
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: good PR
inquisitors:
-Leader #2 (m): passively restores morale
-Mr. Banana hammock:

Zomboss with really long name: These psychos are useless
cult: 100 gravekeepers, 15 psychopaths, 4 overzealous leaders (50% chance of 5 becoming 6)
Items: Stagnant orb, dragon blood, Orb of Summering [light]
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
Diplomacy: good PR
inquisitors:

Meme-aster: The time for summoning is near
cult: 376 cultists
Items: aware of Orb of stalwart 1, dragonblood
Diplomacy: good PR
inquisitors:

269
Shit, there it is! Gotta lock and load before it gets away!

270
Unicorn? Oh no, that's a piece of metal from when the barn collapsed...

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