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Author Topic: RTD horrors  (Read 214455 times)

LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1545 on: January 05, 2016, 11:30:06 pm »

Why? Is OMH not something you're supposed to put on this forum?

SaberToothTiger

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Re: RTD horrors - game 4 running
« Reply #1546 on: January 06, 2016, 01:43:51 am »

We are his enemies, Lord Brassroast. And he doesn't lose.
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H4zardZ1

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Re: RTD horrors - game 4 running
« Reply #1547 on: January 06, 2016, 03:58:16 am »

((Next time: If you don't want your cultists to kill someone 'accidentally', guard.))
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TheBiggerFish

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Re: RTD horrors - game 4 running
« Reply #1548 on: January 06, 2016, 07:05:33 am »

We are his enemies, Lord Brassroast. And he doesn't lose.
This.
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LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1549 on: January 06, 2016, 08:04:35 am »

Ah. Maybe invoking the name of the man who killed Hastur was a bad idea while playing as an eldritch monstrosity.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1550 on: January 09, 2016, 05:26:02 pm »

Still two people that haven't posted actions, I believe it's Jade Empress and Parasite that still need to choose their actions.... I'll end the turn by Monday regardless

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1551 on: January 09, 2016, 06:23:06 pm »

((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1552 on: January 09, 2016, 08:44:43 pm »

((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
I don't know if I can make 2-3 days with my schedule as it is, but I can say I'll make sure we're not hanging on a single turn for more than a week in the future... Maybe Sundays at 1:00 pm (for when I start writing the report, it might be an hour or two after that it actually gets posted)

Oh yeah, and from now on anyone who misses two turns in a row gets booted, so we don't end up waiting for nobody

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1553 on: January 09, 2016, 09:01:51 pm »

((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
I don't know if I can make 2-3 days with my schedule as it is, but I can say I'll make sure we're not hanging on a single turn for more than a week in the future... Maybe Sundays at 1:00 pm (for when I start writing the report, it might be an hour or two after that it actually gets posted)

Oh yeah, and from now on anyone who misses two turns in a row gets booted, so we don't end up waiting for nobody

((Sounds good.))
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fillipk

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Re: RTD horrors - game 4 running
« Reply #1554 on: January 10, 2016, 01:40:10 pm »

Yeah that will work.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

Aslandus

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Re: RTD horrors: apocalypse now! - game 4 running
« Reply #1555 on: January 10, 2016, 02:31:28 pm »

Heckler's guild: pester Archon
[1] Several of their members are enraptured by all the adorable animals following Archon and join their faction. (15 hecklers join Archon)

AIM is forgotten.

End of turn 8.
Big Ol' Fire:
cult: 150 cultists, 400 ecologists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors (ACTIVE): 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 150 cultists, 80 cultists locked inside base
items: access to Orb of Stawlart 4
Base (sturdy fortress [LOCKED]):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (lightly injured): [somewhat hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, starving

Quar-splosion man:
cult: 100 scholars
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors, 25 scholars

Leechmaster: *yawn*
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: bad PR
inquisitors: 25 inquisitors

Crystal queen: Zzzzzzzz...
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors

KZ-Jello:
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:

Arcing Mist-elf: [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [1] TURNS]
cult: 3 cultists, 15 hecklers (negate leadership bonuses), 1 mad cultist, 1 mad weak esper, 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), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, discovered Stagnant orb, 3 slimy toxin bottles
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (lightly injured): suffocating
-Beldroth (uninjured): [4] turns til adulthood
+Happy the clown: Hey there kids! Let's play a game!

Hon Shadow (uninjured):
cult: 15 "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
-Unlight: Let the light guide you!

Fisherman (uninjured):
cult: 390 cultists, 150 warriors, 38 exhausted champions
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors: 70 inquisitors

Speedy Speedoman (moderately injured, [REGEN]):
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult: 60 gravekeepers, 25 cultists, 100 russians
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons, salmon
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates, bunker
Diplomacy: good PR
inquisitors:
-Count Trout (lightly injured): submerged, attacking Fisherman's faction

---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 35 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World info:
-Orb of Stalwart 4 in a field somewhere

crazyabe

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Re: RTD horrors - game 4 running
« Reply #1556 on: January 10, 2016, 02:42:44 pm »

Russians: Get Bears to Ride!
gravekeepers: Salmon me in Again!
Cultists: Get an actual Orb of Stalwart!
I: Cheerfully Grab up Suicidal and otherwise depressed people!
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DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1557 on: January 10, 2016, 03:26:55 pm »

Vol-Kriit+50 cultists:recruit
80 cultists in base:build an entrance
50 cultists:bring orb of stalwart 4 back to base
50 cultists:find dragons blood
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Whisperling

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Re: RTD horrors - game 4 running
« Reply #1558 on: January 10, 2016, 03:45:08 pm »

Archon, advised by disaster averter 1: recruit.
1 cultist, advised over the phone by leader 1 and disaster averter 2: Tell Happy that we're not such bad people.
5 beasts: find an orb of storms.
5 hecklers: Follow in the footsteps of our esper and get psychic powers.
5 hecklers: REPEAT THE SALMONING.
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LordBrassroast

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Re: RTD horrors - game 4 running
« Reply #1559 on: January 10, 2016, 04:03:45 pm »

5 cultists: Destroy the OoS we just used.
Govt. Cultists: Recruit more govt. cultists.
Marksmen: Find a secure area in backwoods Virginia we can build a new base on.
All else plus Hon: Recruit.
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