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Messages - Terrahex

Pages: 1 ... 88 89 [90] 91 92 ... 97
1336
Roll To Dodge / Re: Legend of Zelda, the RTD
« on: May 03, 2010, 08:11:48 pm »
Turn 1: the Bulbins Attack!!!

A) Please edit your post rather then double or triple posting.
B) You're player number 6, and will probably be placed on the waiting list.

I ride out to meet the bulbins, slicing one with my sword as I gallop by.

5) You, quite obviously the hero as you gallop out first, followed by four other people while someone shoots arrows with some nice accuracy 6) as you meet the enemy ranks you start hacking, cutting the enemy to bits. you quickly dodge every attack, handling your horse like a pro.

+3 to swordsmanship
+5 to horseback riding


alright, a flute.

play myself theme music as i slash at the bulbins.

5) you play a heroic tune of someone you slashes through bulbins valiantly, mimicking the tune with your sword. 4-1=3) cutting at bulbins while playing your flute doesn't quite work out, and you soon abandon playing the flute. 2) and the bulbins don't know what hit them.

+4 to flute playing
+2 to swordsmanship
+2 to horse riding


Quote
I ride out to meet the bulbins, slicing one with my sword as I gallop by.

Same here

6) you try to mimick the fist man out on the field, but are too preoccupied watching him to notice the bulbins you run into. 1) they slash at your horse, wounding her legs badly, you quickly chop at them 4) making them wary.

+2 horse riding
+2 swordsmanship


I dismount and swing the Ball and Chain around, bashing in enemy skulls.

2)dismounting from your horse, you run up to the enemy and swing your ball and chain around over your head. unfortunately, you just got this weapon and you fall from it's weight.

+2 to ball and chain using
+2 strength


My apologies. I'm not usually on on the weekends. I'll fire at the bulbins with the bow and arrow (the quiver can be my third item then). I'll target any that are threatening the weak or defenseless.

And I'm ok with having a fairy friend instead of a fairy in a bottle.

4) you decide it's better to snipe the enemey, after all, you are better at sniping than using a sword. firing arrows at each bulbin and striking directly most of the time 3) although only half the arrows you fire hit vital organs and there are many more.

+4 archery

I'll post the stats later

1337
Roll To Dodge / Re: Magical RTD turn 4: a Path in the Woods
« on: May 03, 2010, 07:49:50 pm »
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)

notify me if I missed stuff.

1338
Roll To Dodge / Re: Magical RTD turn 4: a Path in the Woods
« on: May 03, 2010, 07:46:11 pm »
Turn 4: A Path in the Woods

I craft an Iron Warhammer of Durability.

3+1=4) you craft an ordinary warhammer. everyone else seems a bit dissappointed, but don't react in any other way. 2) As you carve the rune of durability into the hammer, you get distracted, messing up in the proccess, making it a whole new rune that you don't even remember.

Inventory: -iron unit + Warhammer of unknown properties
+3 blacksmithing
+3 runecrafting
Inventory: Bam warhammer


With my new find, I head towards the cave the two men were talking about

5) not even bothered by the prospect of stealing, you decide that heading toward the cave that you heard those men talking about would be a good idea. you travel through the city, find the gates, and venture out onto the open rode. then you realize that "just south of Halley" is pretty genaric. you start to ponder this when you see a trail, freshly made, heading through the trees off the path. knowing that they went to the cave and lacking any better lead, you follow it, hearing a scuffle up ahead.

+4 tracking

Show those damn sword-fagots what it means to be hit with a Iron War hammer!

3) you reach to take out your hammer, but they attack again. 3) one of them jumps in the air and lands on his friends shoulders... 4) they stumble a bit, but regain their composure, if they have a composure to regain...

Ask zombie if it's willing to serve me. (explain to it that it's helping poor orphan children) 
If so, then leave it's free will, give it the short sword, and resurrect another.
If not, attempt to bind its will to mine.
(Those who do not wish to help orphans are obviously evil, and deserve no rest.)

1+1=2) you ask the zombie if it's willing to serve you, but you make it sound a little... evil. the zombie quickly runs away. you chase after it, running into town. it scares little orphan children, making it seem even less likely that you will get to save them. you begin to gain on the zombie and try to bind it's will to yours 3) the zombie manages to fight off your binding spells, but you feel like you might get it if you try again.

+2 to speed
+3 to necromancy
New spell: Soul Bind**

 
BURN DOWN THE BOOK, THROW IT INTO THE FOUNTAIN, and wander off searching for a melee fighter who would want to stick with me. Search for a quest if I still have time.

3) you burn the book, not caring if it was a library's book, feeling angered by its fragility. you need someone around you who will stop you from making these mistakes... a partner. you look around for a partner and see someone who looks kinda like an orc. he leaves the courtyard, looking like he's trouble. you decide to follow him. he leaves the city and starts making his way through the woods... you quickly lose sight of him, but the path isn't that mistakable.

+2 to stealth
+2 to elementalism


NPC's

Guy 1: Slice this fool in half 5) you go to slice him in half but your "buddy" thinks it's fun to piggy back

Guy 2: Jump attack!! 3) you leap high inot the air, and come down onto your friend's shoulders. he's not amused.

1339
Roll To Dodge / Re: Magical RTD turn 3: ZZZZOOOOMMMM
« on: May 03, 2010, 06:59:08 pm »
You forget, I'm a good necromancer.  Gotta RP dontchaknow?  Plus, a friend is always more useful than a slave.

you only started off wth the spell resurect. I only gave people one spell for each magic skill they had.

1340
Roll To Dodge / Re: mystery mazes rtd
« on: May 03, 2010, 06:57:36 pm »
random numbergenerator, lift me up so I and melt the bars.

1341
Roll To Dodge / Re: An Evolutionary RTD (Turn 7)
« on: May 02, 2010, 10:01:27 pm »
put meon the waiting list, I keep forgeting to say that

1342
Roll To Dodge / Re: mystery mazes rtd
« on: May 02, 2010, 09:56:28 pm »
are we waiting for someone's action?

1343
Roll To Dodge / Re: Magical RTD turn 3: ZZZZOOOOMMMM
« on: May 02, 2010, 09:52:56 pm »
Ask zombie if it's willing to serve me. (explain to it that it's helping poor orphan children) 
If so, then leave it's free will, give it the short sword, and resurrect another.
If not, attempt to bind its will to mine.
(Those who do not wish to help orphans are obviously evil, and deserve no rest.)

I think you should bind it's will either way. you need that spell later on most likely. plus, you get exp.

1344
Roll To Dodge / Re: An Evolutionary RTD (Turn 5)
« on: May 02, 2010, 06:55:44 pm »
this RTD is a good idea, we should have more video game based RTD's her--- legend opf zelda RTD.... :o :o :o :o

iv have been thinking about a starcraft rtd  8)

I'd play that

1345
Roll To Dodge / Re: mystery mazes rtd
« on: May 02, 2010, 06:43:20 pm »
This is how the rolls go 1-3=fail 4-6=success, you rolled a 2.  Eventually items will change the rolls and stuff like that.

no i mean when you post how we did put it like this:

5) you win!!

2) you lose

7) how is it possible to roll a seven?

1346
Frelock: Human
Status: fine
Spoiler:  skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Fredrick XVII (Ninur Torir): dwarf
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)
Spoiler: special (click to show/hide)

Sargoth (Paranatural) Orc-human
Status: fine
Spoiler: skills (click to show/hide)
Spoiler: magic (click to show/hide)
Spoiler: inventory (click to show/hide)

Morul Logemegast (meanmelter) Dwarf
Status: fine
Spoiler: skills (click to show/hide)
magic= none
Spoiler: inventory (click to show/hide)

Aethor (Batista) Elf
Status: Just fine
Spoiler: skills (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: inventory (click to show/hide)

notify me if I missed stuff.

1347
Turn 3: ZZZZOOOOMMMM

Damnit my guy blows at this game :'(

Proceeds to the cave, Also remember to BUY A MAP next time. When You get there, start looting and killing anything that stands in your way unless it is friendly. If it agree's to join you, cheer!

4) you hurry up to catch up to the two men  that are going to the cave. finally you arrive at a cave mouth long after the men you were following. they seemed to be argueing before you got there. now they turn on you and draw there swords. 4) you quickly get out of the way before you get cut in half by their swords 1) but are too winded to retaliate.

+2 speed

Still no perception skills?


I go to the Mage's Library and learn up on some new Meta Magic spells. (Worked well for others)

6) The urge to learn is suddenly strikeing your heart. Magic, you must study magic!!! but which kind? elementalism? summoning? alchemy? Metamagic!!! it's perfect. like a speeding elf you sprint to the mage's acadamy. ZZZZOOOOOMMMM is all the people here, allong with a blast of wind in your wake. suddenly, you're in the courtyard of the magic acadamy hold a book on metamagic.

Inventory: + Arcane theory
+5 speed


I proceed to dry up de book, if it catches on fire, I throw it again in the fountain


My spells are all very weak in battle amiright?

3) you quickly dry the book with no problem, the book is still ruined though. all the pages are stuck together and some of the ink has run from it's lines.

Inventory: ruined the element
+3 elementalism


Gold gold gold gold gold, gold gold, gold.

I now attempt to devise a rune of durability, allowing me to make weapons that seldom break.

5) you decide that a rune of duribility would be best. you sit down with a peice of paper and start writing runes on it then ripping it until you finally can't. success!!!

New spell: Rune of durility**
+5 to runecrafting


Very good.  Sorry about the hold-up; I couldn't access bay12 for some reason...

Find a local cemetery outside of town, and raise a zombie minion.

5) deciding that now would be the best time to raise your zombie army, you search for the cemetary, finding one on the ecge of town... a giant one!!! you are so excited that you jump up and down, dancing on someones grave. you raise a zombie, 4) and it seems quicte friendlyt as its rotting corpse digs out of the ground and gives you a hug. AWWW!! so cute!!

it's still a free zombie though, its not bound to your will.

+3 necromany

1348
Roll To Dodge / Re: Legend of Zelda, the RTD
« on: May 02, 2010, 05:03:07 pm »
I never thought that this would be THIS popular
I really wish taht Paulus would get his action in! I really want to do this. should I skip him?

1349
I'll post the turn later tonight.  :P

1350
Roll To Dodge / Re: an attempt at a RTD
« on: May 02, 2010, 05:00:13 pm »
I study my spell books to learn more fire magic.

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