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Messages - V-Norrec

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3436
http://www.youtube.com/watch?v=wOBNrAtIhRo

what happens when derek gets his pills.

3437
Shoot I just realized I forgot to factor in armor use to damage reduction for Frelock, my bad, you have 9 health.

3438
Quote from: kilakan
Cast Earth skin on myself, and get ready to enter the house.

[5]  You cast Earthskin on yourself raising your physical resistance by 4, however instead of the standard two turns it will last for 3.  You prepare to enter the house on the Demon Hunters mark.

Quote from: Frelock
Goblin Necromancer, meet the longsword in your gut.  Also meet righteous fury in your face.  Shout to intimidate zombie mob B into attacking me instead of serious

[3] [(6+3)/2 =4.5 rounded up to 5]  You stab your sword into the stomack of the goblin and twist it befor kicking the goblin off of your sword, and turning around to face the zombie mob heading towards Malgun.  [auto-fail]  You try to shout to intimidate them, but they seem single minded in thier determination to destroy thier attacker.

Quote from: SeriousConcentrate
The zombies are moving slow enough that I have time to get off at least one more shot, so I work the lever action to load in a new bullet, take aim at the leading zombie, and shoot it. If they get too close, I'll fall back and start trying to set up my trap-box.Then, sidestep left.

[5] [(3+2+1)x2=12 damage]  The zombies are marching towards you single-file, very nice of the zombies to agree to be a shooting gallery like that.  You pop out the casing of the expended bullet and line up a new shot at the head level of all these zombies.  You gently apply pressure to the trigger until the shot goes off perfectly downing 5 of the remaining 7 zombies.  You chuckle a little bit to yourself and [6] sidestep to the left waiting for your trap box to go off and kill the remaining 2 zombie goblins.

Quote from: CoughDrop
Scout the house from a distance and suggest splitting in teams to cover how many entrances there are so that we might be able to flank any enemies that may be inside. Also be weary of traps.

[3]  You walk around the house looking for any secondary entrances but find none.  If they're going to get out after you storm in, it's going to be through the windows or through you.  You return to the Demon Hunter, he nods and [6] somehow kicks in the door perfectly silently despite the wood splintering at the frame and the door itself breaking.  He must have silenced the sound with some spell of his.

Everyone rushes inside first the Demon Hunter followed by Kilakan, followed by you, followed by Havor'e.  [luck roll, 6]  Inside you find nothing, apperantly all the cultists are either out right now or down in the demon's chambers.  There is a hole in the floor leading down.  Without speaking the Demon Hunter approaches and raised his hand, indicating to the rest of you to let him go down first.  He kneels over and looks down, not being able to see in the near-perfect darkness of the Demon's Lair you realize you should probably find or enchant some sort of light source.  The Demon Hunter turns around and uncovers his face for the first time, revealing he demonic eye, red and constantly probing the surroundings, never looking at one object or person for too long.  "This is worse than I thought."  he mutters.  He looks even more pale than he did before.

Quote from: Flintus10
I will take out as many skeletons as possible before drawing my sword if they get to close

[4-1][(4+2)/2=6 damage]  You take out your pistol and take aim at the skeltons.  Since they are nothing more than bone they're rather hard to aim at, but you manage to get off a shot that downs 3 of them.  [5]  You decide that using life siphon would be more effective and summon up a black pool of energy beneath the skeletons to suck thier energy out of thier bodies and transfer it to you. [5x2 = 10 damage /2 = 5 health restored]  All the remaining skeletons drop and you feel greatly restored in energy.  You laugh silently to yourself about the inferior casting abilities of the goblins.

Quote from: wolfchild AI
Follow Demon Hunter

[3] You follow the Demon Hunter and manage to stay out of trouble.

Enemy Turns

Goblin Shaman: *dead*

Goblin Necromancer A:  *dead*

Goblin Necromancer B:  *dead*

Goblin Zombie Mob A:

[6][4][3]  The Goblins Zombies attempt to attack Frelock again, for [*dodge*][5-3=2][(5-3)/2=1]  The are much more effective at damaging you this time.

Goblin Zombie Mob B:  [4-1]  The two remaining zombies stumble straight into your trap and ([5][1][4]=10 damage) they take the spikes directly into their rotting bodies, puncturing them and letting the ichor that kept them alive drain out.  The spikes then retract ino the box and await use a second use. 
*dead*

Goblin Skeletal Mob A:  *dead*

Enemy Status

Goblin Shaman: *dead*

Goblin Necromancer A:  *dead*

Goblin Necromancer B:  *dead*

Goblin Zombie Mob A:
Health:  25

Goblin Zombie Mob B: *dead*

Goblin Skeletal Mob A:  *dead*

Status Changes:

Spoiler: Havor'e (click to show/hide)

Spoiler: Frelock (click to show/hide)

Spoiler: Flintus (click to show/hide)

Spoiler: Malgun (click to show/hide)

Spoiler: Dor'lek (click to show/hide)

Spoiler: Khan (click to show/hide)

NPC's


3439
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 14, 2010, 01:26:47 am »
While the others distract the mobs I will try to take out the final necromancer
Not that I control you or anything, but you may want to add a secondary target seeing as how Frelock is already going to try and take him out.

3440
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 13, 2010, 07:09:23 pm »
I haven't set any specific time, six seconds seems too short to me though, it's long enough for 1 action, one spell and one attack, so... however long that takes you?

3441
except for you can fail at it miserably... *waiting for a 1 on the healing roll*

3442
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 13, 2010, 05:43:50 pm »
Your trap box is already set up with trip-wires attached by the door way, I'm assuming you're firing from the door way so all you have to do is get out of the way of the spikes.  Or would you like to move the Trap-box elsewhere?

3443
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 13, 2010, 05:04:34 pm »
ahhh, health yes, mana I have you set to regen 1 every two turns so that is correct.

3444
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 13, 2010, 04:44:43 pm »
No problem, I usually go with a double roll if something is really going to fuck you up, like how I did for Frelock and his [1] for getting up off of the Goblin Shaman lol.  I figure if the dice hate you twice, then there is nothing I can do to prevent you from getting then rage of the dice.

3445
Roll To Dodge / Re: Zealots and Demons RTD Turn 12: Skeltons too?
« on: October 13, 2010, 04:30:51 pm »
Quote from: Flintus10
Hide the crystal in my clothes and then take out both pistols and headshot one of the necromancers.

[6]  You take the crystal and somehow wedge it in your pants pocket, and while unseemly, it will work well enough for the moment.  [auto-critical-hit]  Taking out your pistol you stick it to the head of one of the Goblin Necromancers and pull the trigger [(1+2)x2 = 6 damage]  He falls over, never knowing what hit him. 
   
Quote from: Frelock
Get up, slice and dice the necromancer that was successful this turn, then righteous fury same necromancer if alive, or other necromancer if dead

[1]  You attempt to get up but dead goblins are just so comfortable... you feel like taking a nap...[5] You decide battle is not the time or place for napping on dead goblins and get up and turn to face the Necromancer.  You don't have time to actually get over him but you decide to Righteous Fury him.  [6]  You charge up and release the divine powers towards him, but the goblin deftly gets out of the way.  [+1 to Goblin Necromancer A's next attack]

Quote from: SeriousConcentrate
I'll shoot zombie two in the head; it seems like an easy target, standing around like that.

[4] [4+2+1 = 7 damage]  You take aim at the Second Mob of Goblins with your rifle and shoot through them.  You see about 3 of the 10 drop, [4, luck roll]  However the rest have all decided to rush for you now.

Quote from: CoughDrop
Continue following the hunter with haste.

[6]  You decide to stick up for Havor'e and Havor'e has no joined the Demon Hunter's Party.  You speed up and manage to keep pace with the Demon Hunter.  You arrive at an unassuming looking house, probably about 600 feet2 (about 56 meters2)  You look to the Demon Hunter as he looks around for Khan.  Figures, lazy mages with their heads up in the clouds.  [4, observation roll]  You look back to the house, specifically the windows, nobody seems to be looking out through them so you should at least still have surprise on your side.  Inside you see nothing that looks out of the normal, all of their activities must take place underground as the Demon Hunter theorized.

Quote from: Kilakan
While we are walking design a variety of the earth skin spell that causes a small block of stone to appear in-front of the caster's hand (much like a book sized shield), and enchant it into the staff, so the staff can summon the block to stop arrows/spells/bullets/swords ect.  Unless this would suffer a penality to being enchanted while moving in which case:

Discuss tactics with the hunter and attempt to devise a feasible plan of attack.

[3]  You think about what kind of enchantments you would like to add to your newly acquired staff.  ((Enchantments don't have to be based off of any spell you know, nor does basing it off of any spell you know cause any bonus to be added unless you enchanting something to passively always have that spell active on the holder.))  You would like to create an enchantment to stop projectiles of any kind, however you think it's a bit beyond your current abilities (DC of 15)  While thinking about the enchantments you accidentally fell behind the Demon Hunter.  [2]  You've lost sight of him and can't seem to find him again.  Shoot, this isn't going to end well.  [5]  Suddenly you feel a hand on your shoulder dragging you with him.  Looking at it you recognize it as the Demon Hunter, he does not look amused.

Quote from: wolfchild AI
Follow Demon Hunter

[5]  You successfully follow the Demon Hunter and arrive at the location.  He appears to be looking for Khan who got himself lost somehow.

Enemy Turns

Goblin Shaman:  *dead*

Goblin Necromancer A:  [5]  The Goblin glows with a menacing purple glow as he puts his hand to the cave floor.  Several skeletal hands begin to form all around the room.  It total it looks like 10 skeletons were summoned, each with one health. 

Goblin Necromancer B:  *dead*

Goblin Zombie Mob A:  [4-1]  picking up speed the Zombie Mob surrounds Frelock and begins tearing at his armor and biting him.  [2 (miss)] [3 (light hit)] [3 (light hit)] [(5-3)/2 = 1 damage] [(2-3)/2 = no damage]  While one zombie manages to scratch your face the rest claw and bite uselessly against your armor.

Goblin Zombie Mob B:  [2-1]  The Zombies slowly shuffle towards Malgun.  Silly slow Zombies.

Enemy Status:

Goblin Shaman:  *dead*

Goblin Necromancer A:
Health:  5
Mana:  2

Goblin Necromancer B:  *dead*

Goblin Zombie Mob A:
Health:  25

Goblin Zombie Mob B:
Health:  18

Goblin Skeletal Mob A:
Health:  10

Status Changes:

Spoiler: Havor'e (click to show/hide)

Spoiler: Frelock (click to show/hide)

Spoiler: Flintus (click to show/hide)

Spoiler: Malgun (click to show/hide)

Spoiler: Dorlek (click to show/hide)

Spoiler: Khan (click to show/hide)

NPC's

3446
no continue trying to perform surgery, that's GOT to end well "[1] You confused the liver with the heart, and you took half."

3447
Roll To Dodge / Re: Zealots and Demons RTD Turn 11: Squish
« on: October 12, 2010, 06:23:33 pm »
The talisman wasn't missing.  The staff wasn't there somehow though, it's all good now though.

3448
Roll To Dodge / Re: Zealots and Demons RTD Turn 11: Squish
« on: October 12, 2010, 05:28:59 pm »
oh whoops, what was it, 2 fire damage?  Poor Havor'e, nobody wants to vouch for her.

3449
Roll To Dodge / Re: Zealots and Demons RTD Turn 11: Squish
« on: October 11, 2010, 11:10:04 pm »
oops sorry about that Coughdrop,

also Flintus, you never picked up that extra pistol so you're still at one, granted you only need one for one attack, guess if you had two I could give you two attacks, makes sense I suppose.

3450
Roll To Dodge / Re: Zealots and Demons RTD Turn 11: Squish
« on: October 11, 2010, 08:48:16 pm »
EDIT:  D'OH I double posted

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