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Messages - Aslandus

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271
Other Games / Re: Bay12 Blood Bowl League - Season 14 Signup - TT S6, SF
« on: December 12, 2015, 09:54:40 pm »
I've submitted a wood elf team for the training league called "The Woodland Crew"...

Not sure what being commissioner would involve so I'm a bit hesitant to volunteer, but if it's just approving matches then I'll probably have plenty of time for it...

272
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 12, 2015, 09:53:14 pm »
Recruit more housewives.
Housewives: Continue acquiring dragon blood.
Journalists: Start printing out fliers, to improve public opinion of me.
Cultists: Start studying economics.
Recruit: [6] You recruit a couple more angry women to work for your cause. Seems some people think you're discriminating against non-angry housewives and people that aren't housewives at all. (+50 housewife cultists, +25 inquisitors)
Gather: [no roll] They finish gathering dragon blood (dragon blood acquired)
PR: [4] They create and print flyers talking about how awesome you are. They make the (probably wise) decision not to talk about your glorious superiority over mortals and end up making you more well known. (PR up)
Study: [6] They study the ins and outs of economics until they never want to see another dollar sign. (cultists now economists that hate economics)

273
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 12, 2015, 08:21:16 pm »
Archon: Recruit more animals via mind-control.
5 beasts: Search for a stagnant orb.
5 beasts: Search for an orb of storms.
2 cultists: Research a summoning ritual designed to bring random horrors to earth rather than specific entities.
5 cultists: Learn about battlefield tactics.

Recruit: [4] You mind control more beasties to join your army. Mist-elf superiority is so helpful. (+200 beasts)
Stagnant orb: [5] They successfully find a stagnant orb. However, since they're just a tiny group of dog-sized animals with the intelligence of a dog-like animal they aren't able to bring it back. (discovered Stagnant orb)
Orb of storms: [1] They get distracted by the smell of garbage and run off, never to return. (-5 beasts)
Research: [6] They delve so far into the arcane lore of ages that they go mad. Curse the vast amount of fake information they have to wade through, they didn't even realize what they were reading. (2 cultists insane)
Tactics: [5] They figure out tactics and strategy, allowing them to act as commanders in battle. Hopefully their troops will listen. (now battle commanders [50% chance to reroll negative outcomes in fights they are instigating])

Cultists: reach edge of city and wander out until you find some summoning ingredeants
[5] They bumble around and step right in a bunch of dragon blood. They think there is one Orb of Stalwart left that they wouldn't have to steal, but their bumbling doesn't run into it. (aware of Orb of Stalwart 1, acquired dragon blood)

274
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 12, 2015, 01:37:09 pm »
50: Get the rest of the dragon blood.
60: Acquire a warehouse in any way possible; somewhere we can hide the summoning ingredients.
40: Acquire weaponry.
55: Train yourselves in use of said weaponry.
40 & Me: Continue the recruitment program.

DB: [no roll] They collect the last of the dragon blood needed for the ritual (now have dragon blood)
Warehouse: [1] They try to set up shop in a military base and get shot on sight. (-50 cultists)
Weapons: [3] They don't get any real weapons, but they find some pipes and boards with a decent weight to them. (improvised weapons acquired)
Train: [4] They practice with their swinging arms. Someone's gonna regret making you mad. (40 cultists now warriors)
Recruit: [6] You and your little minnows bait the water for more fishies to join. Seems a few turtles got caught on the hooks as well. (+115 cultists, +65 inquisitors)

Daragon : Last minute recruiment drive, focusing of militias.
Cult: Commence the summoning ritual.

recruit: [4] You manage to find some people with skills prepackaged, but with that kind of specificity you left behind a few perfectly good candidates. (+25 militia cultists)
Summon: [5] They perform the ritual, summoning you from a world beyond worlds. They had enough time to bring a new friend along too. (summoned, also summoned Saragon)
Spoiler: Saragon (click to show/hide)

Psycho leader1: take 30 other Psychos and hunt down other cults
Psycho leader2: take 30 other Psychos and attack anyone you suspect of having an orb of Stalwart
Psycho leader3: take 35 other Psychos and kill people who are annoying
I: attempt to convince the fisherman's followers to join my cult
Grave keepers: gather dragons blood

Cult hunt: [5-5 > 6] They charge recklessly into battle against [7] KZ Jello's cult and slaughter with no regard for their own safety. The irony is that without the encouragement of their leader, they probably would've gotten away with no casualties and more kills. (-30 psycho cultists, KZ Jello loses 30 cultists)
Steal orb: [3] They attack [1] Daragon's cult, but withdraw early after they realize there's a bunch of militia guys marching in. (-15 psycho cultists, Daragon loses 15 cultists)
Murder party fun time: [1] Looks like your Uriah gambit worked, they ran off and got themselves slaughtered by challenging everyone at once. (-35 psychos, -1 overzealous leader)
Steal cultists: [2] Seems those idiots love being called fishies. They will rot with all the rest.
DB: [no roll] They finish gathering dragon blood

me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

Diplomacy: [6] You make a treaty with the Cosmic fisherman to have him summon you then work together afterwards. However, your aggressive negotiation strategy backfires, coming off as a threat. The cosmic fisherman briefly considers using his cosmic rod to pull you into a black hole before he gets summoned out of spite, but decides against it. (now Fisherman thinks you're a jerk, and is able to summon you)
Offer: [6] They offer housing to the fisherman's cult, only realizing too late that they never got around to building the huts because they were too busy with the boardwalk. (tensions high with Fisherman's cult)

Speedo Man and 22 cultists: Tell my followers how to summon me. (or if by some magical magic, they already know, have them get on with it!)
Leader 1 and 50 cultists: Start making defences around the orb I have. can't have it getting rolled off without me!
Leader 2 and 50 cultists: continue practicing oratory, this time with an audience!
Leader 3 and 100 cultists: go out and contribute to the community. yes, they're cultists, but they're still members of society!
Leader 4 with 100 cultists: Scavenge for makeshift weapons and armor to use/train with. we need to start making a military to protect the orb.
Leader 5: Pretend to help leader 3, but continue procrastinating.

Summon: [5] They summon you, and an old buddy of yours as well. (summoned, Mr. Banana hammock also summoned)
Spoiler: Mr banana hammock (click to show/hide)
Defenses: [5] They build a solid perimeter around the orb, along with barbed wire and punji pits. Nobody steals you orb, NOBODY! (Base now has punji pits and barbed wire defenses)
Practice more: [1] He flubs his lines and gets laughed off the stage. The cultists who attended discover they love being snarky assholes and making authority figures cry. (50 cultists become hecklers [negates leadership abilities])
Community service: [3-5 > 4] They hold an event to bring the community together, while leader 5 sneaks in and switches name tags with leader 3. Through the efforts of their leader they manage to make everything work out well. What a glorious credit to the team leader 3 5 is.
Scavenge: [5] They find some handguns in the scrap piles. Who threw these away? (Acquired firearms)


Quarken and 63 normal cultists: Recruit more of Daragon's cultists to join your own cult!
100 scholar cultists: do research to locate some dragon's blood.

Steal cultists: [2] They can't seem to get close enough to Daragon's cult to cure them of their trance, and your power seems to be blocked by otherworldly forces.
Research: [6] They find dragons and their blood, but then they remember that they are supposed to use the nectar of dragon lilies for the ritual and not the blood of actual dragons. (located dragons)

Vol-Kriit: recruit
25 cultists: find an orb of stalwart,set up a base around it
10 cultists: Trash inquisitors PR, accuse them of discriminating against the verbally-impaired

Recruit: [1] You jam another thorn under your fingernails and end up screaming at more mortals. Fuck. (+25 inquisitors)
Orb of Stalwart: [1] They get lost while searching. (-25 cultists)
PR: [1] They accidentally leave the "inquisitors" off the  script and end up trashing the cult itself. Whoops. (PR now bad)

Inquisitors: kill those guys who hate mutes
[5] They show you the error of your ways, by beating the last of your followers into submission.  Your cult disbands with no members and you now have no followers again. (-10 cultists)

Convert inquisitors.
[3] You and your cultists explain your mistake to those stupid dog-worshippers and many of them fix their error. The rest now think you're anti-dog, which you may be, but now they hate you. (110 inquisitors converted, inquisitors activated)

20 normal cultists and myself: Recruit.
President: Deliver speech about the importance of religious freedom in these trying times.
All else: Search for dragon blood.

Recruit: [2] You and your cultists try to recruit, but everyone is gathered elsewhere to watch the president's speech.
Religious freedom: [4] Their speech goes off without a hitch, and cults become a little more acceptable. (+PR for everyone)
Search: [4] They find a bunch of dragon blood and are now one step closer to having you on da erf! (acquired dragon blood)

275
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 11, 2015, 07:36:13 pm »
Nuffle suffers a tragic case of being forgotten and falls out of reality.

End of Turn 4.
Big Ol' Fire:
cult: 250 cultists
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 35 cultists
inquisitors (ACTIVE): 40 inquisitors

Dar Gold:
cult: 37 cultists
Items: dragon blood, has Orb of Stalwart 4
Rituals: Basic horticulture
Base: area cleared for rituals
inquisitors:

Quar-splosion man:
cult: 100 scholars, 63 cultists
Items: Orb of Stalwart 3
inquisitors: 25 inquisitors

Leechmaster:
cult: 50 cultists, 50 lumberjacks
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk
inquisitors: 25 inquisitors

Crystal queen:
cult: 75 angry housewives, 50 cultists, 100 journalists
Items: Access to Orb of Stalwart 1, partially gathered dragon blood
inquisitors:

KZ-Jello:
cult: 100 cultists, 50 "smart" cultists
inquisitors: 250 inquisitors

Arcing Mist-elf:
cult: 10 cultists, 45 beasts, 100 large beasts, 50 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts
Items: dragonblood
inquisitors:

Hon Shadow:
cult: 75 "smart" cultists, support of president, cult in Washington DC
inquisitors:

Fisherman:
cult: 245 cultists
Items: Orb of Stalwart 2, partially gathered dragon blood
inquisitors:

Speedy Speedoman:
cult: 322 cultists, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, Orb of Stalwart 5
inquisitors:
-Leader #2: passively restores morale

Zomboss with really long name:
cult: 100 gravekeepers, 95 psychopaths, 5 overzealous leaders (50% chance of 5 becoming 6)
Items: Stagnant orb, partially gathered dragon blood, Orb of Summering [light]
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
inquisitors:

Meme-aster:
cult: 376 cultists
inquisitors:

276
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 11, 2015, 07:14:34 pm »
Recruit.
I think that's the last one for this turn... But I do have an essay to do before monday, so I may be a little more slow to roll actions next turn...
[1] Your cultists misprint the flyers they hand out, and now everyone thinks you get stronger due to worship of dogs... Due to a comical series of ambiguous phrases and grammar mistakes, you end up convincing them of this further... Gods, you hate dogs... All these people gotta go now, can't have them stinking up the place with their dog altars... (+175 inquisitors)

277
Guess who's stared into the abyss too long?

278
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 10, 2015, 10:13:11 pm »
Daragon: Get some cultists, man.
10 Cultists: Get some of the now located Dragon's Blood. Preferably not ingested.
Remaining 2: Commence preparations for the ritual.
Recruit: [3] You manage to drag some more hapless fools into your circle. (+25 cultists)
Dragas: [5] They successfully find enough dragonblood in spite of their low numbers. It's only a matter of time now... (gained dragon blood)
Prep for ritual: [3] They clear out an area for the ritual to be done in. It takes them all day.

279
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 10, 2015, 10:33:25 am »
me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)

hey i totally forgot about telekinesis and why is that "small" objects still there that was from before i made his power five.
ME: us mah epic power of 5 with telekinesis and lift the little fish'd nase up and shake or something until mah orb of stalwart falls out.
cultists : try and recruit "the little fishes" since i'm using their base like a salt shaker say if they stay with us their base will never get shooken like a salt shaker.

(and aslandus if you say that much telekinesis is over powered once i'm summoned it takes a little trained cockroach to kill me if i'm out of a body)
No, but I will point out that they don't have a "nase", or even a base, so you'd just shake a patch of dirt until they all fall off and cause almost no casualties... Not to mention there's a fair chance you'd break the orb of stalwart doing that...

280
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 09, 2015, 07:14:29 pm »
Everybody: Continue muttering and spiraling out from the center.
[5] The concept spreads throughout the city, and many find themselves trapped in its embrace. (+300 cultists)

281
Aha! Now with all these spikes, they'll HAVE to respect me!

282
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 09, 2015, 11:19:19 am »
Right, then. Pearl-diving ain't usually my thing, but I suppose it'll have to do.
60 Fishes: Locate that shiny little orb of stalwart.
60 other fishes: Get me that dragon blood.
Leftover fries and me: Continue to be fishers of men. And by that I mean recruit.

Stalwart: [5] Your cultists discover an Orb of Stalwart sitting in an acid bog where some other weirdos are building a boardwalk over to it. With a sneaky sleight of hand, your cultists snatch the Orb from the bog and sneak it into their meeting area. Sure hope those guys don't come after them. (obtained Orb of Stalwart 2, Parasite loses access to Orb of Stalwart 2)
Dragers: [3] They gather a bit of Dragon blood... damn, not enough. (partially gathered dragon blood)
Recruit: [4] You and your school head out and get another catch. (+100 cultists)

283
DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 12/9
« on: December 09, 2015, 10:53:55 am »
Change all the altars in the fortress to Cowsea so all their offerings will go to Cowsea.

284
Go on, pull the trigger you little bitch.

285
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 08, 2015, 09:39:41 pm »

Quarken: Recruit more of Daragon's cult to join your cult.
100 scholar cultists: do research to find a ritual that targets a horror and makes that horror more difficult to summon.
50 cultists: investigate those rumors of the Orb of Stalwart 3.

Recruit: [3] You liberate a few more of Daragon's slaves, now he doesn't have enough peons to stage a soccer game. (stole 13 cultists from Daragon)
Research: [2] Try as they might, they can't find anything on it. Perhaps a different library would have references to it.
Orb: [5] They find the orb exactly where the rumors said it was, and roll it back to the stockpile. (obtained Orb of Stalwart 3)

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