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Author Topic: RTD horrors  (Read 183231 times)

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1770 on: May 02, 2016, 03:50:07 pm »

40 beasts, 10 cultists, and 10 saytrys, led by leader and disaster manager 1: Get an orb of Stalwart.
20 cultists, directed by leader and disaster manager 2: Do we have an orb of Stalwart? If so, summon me. If not, go get one.
10 satyrs, 5 minotaurs, 20 cultists, 100 beasts, led by battle commander 1: Go kill off banana hammock & friends.
10 satyrs, 5 minotaurs, 10 cultists, 70 beasts, led by battle commander 2: Kill off Unlight & friends.
3 centaur scouts: Dump those poisoned spearmints in Volker's water supply.
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Aslandus

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Re: RTD horrors - game 4 running
« Reply #1771 on: May 02, 2016, 05:48:34 pm »

40 beasts, 10 cultists, and 10 saytrys, led by leader and disaster manager 1: Get an orb of Stalwart.
20 cultists, directed by leader and disaster manager 2: Do we have an orb of Stalwart? If so, summon me. If not, go get one.
10 satyrs, 5 minotaurs, 20 cultists, 100 beasts, led by battle commander 1: Go kill off banana hammock & friends.
10 satyrs, 5 minotaurs, 10 cultists, 70 beasts, led by battle commander 2: Kill off Unlight & friends.
3 centaur scouts: Dump those poisoned spearmints in Volker's water supply.

Get orb: [2] They look in the stocks and realize you already have one, so they just go out drinking.
Summon: [4] They successfully perform the long-overdue summoning. It's not as dramatic as the buildup made everyone think. (summoned, purging cancelled)
Kill banana: [5] They assault the guys trying to send you away and his cronies. They manage to kill the boss too, but his presence leaves them feeling a bit uneasy. (Banana loses 50 cultists, Banana hammock dead, 100 beasts, 5 minotaurs, 20 cultists, and 10 satyrs feel uneasy)
Kill unlight: [6 reroll> 2] The battle commander is worried about the fervor they work up, and calls off the attack.
Poison: [4] Due to being incredibly unsubtle creatures, they get shot by the guards, but manage to throw the mints into the water supply. A few people die before anyone catches on. (-3 centaur scouts, Volk loses 10 cultists)

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1772 on: May 06, 2016, 05:41:06 pm »

Unlight: Use maddening stare on Volkriit
[1] As tempting as it would have been to turn dissolve Archon's mind-controlled army, Unlight makes the probably poor decision to push against Volk's mind. It finds the fortitude of Volkriit insurmountable, and goes mad itself. (Unlight has gone mad, roll dice to determine targets)
Unlight's cultists: Archon has not left any guards! Attack him directly!
[5] Unlight's minions however, find much more success. They tear through the thin mist that makes up Archon's form, leaving only a slightly iridescent puddle behind. Archon sees Death beckoning. (Archon is on death's door)

End of turn 25.
Volker-hands (uninjured):
cult: 2710 cultists, 150 bored cultists, 945 marksmen (guarding, no free hostile actions)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf (DYING):
cult (Bored [1]): 100 cultists, 1 giant "lumberjack", 2 necromancers, 8 zombeasts, 2 espers, 6 talking cats, 540 beasts, 100 large beasts, 20 satyrs, 20 minotaurs, 20 centaurs, 2 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband (uneasy): 100 beasts, 10 satyrs, 5 minotaurs, 20 cultists

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 100 cultists

World details:
-Orb of Stalwarts 1 and 3 destroyed

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1773 on: May 06, 2016, 05:44:40 pm »

Well... here goes.

Archon: Bargain with death.
Everyone else (including leaders, commanders, etc): Attack Volkriit.
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DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1774 on: May 06, 2016, 06:04:22 pm »

2710 cultists+150 bored cultists: try the ritual again
Vol-Kriit+Val-Krete:stay near the guards and help them defend the rest of the cult
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1775 on: May 06, 2016, 07:36:11 pm »

Well... here goes.

Archon: Bargain with death.
Everyone else (including leaders, commanders, etc): Attack Volkriit.

Bargain: [3] You manage to convince Death to let you live for a bit longer, at the bargain price of part of your mind. You forget what the color Pturic looks like, but feel like you're back in the mortal world. (-1 power permanently, now uninjured)
Attack!: [4] They charge into battle against Volkriit, but the ludicrous amount of firepower guarding him proves too much to break through. They retreat with heavy losses, but they have survivors. (Volkriit loses 450 marksmen guards, -8 zombeasts, "lumberjack" is dead, -6 talking cats, -640 beasts, -25 satyrs, -100 large beasts, -25 minotaurs, -20 centaurs, Sharkon is dead))

((approximately 687 combat power from minions, 200 or so from subhorrors... 887 power total, I think... Weird, I thought you had more manpower than Volkriit, but I guess that's from the huge variety of units rather than actual strength...))

2710 cultists+150 bored cultists: try the ritual again
Vol-Kriit+Val-Krete:stay near the guards and help them defend the rest of the cult

Ritual: [2] They get distracted by the screaming and gunfire.
Defend: [5] You and your near-identical not-twin take up guard duty. You are ready to die before you let this cult be demolished! (Val'krete and Vol'kriit guarding well)

((How honorable, though it does mean you're exposed to direct attack if someone's feeling extra gutsy))

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1776 on: May 07, 2016, 12:39:17 am »

Unlight: Illuminate [3] Unlight's mind
[2] Though lucky enough to target itself in its madness, Unlight has trouble finding a mirror to stare into.
Unlight's cultists: Arm yeselves
[3] They manage to find some pipes and other potential bludgeoning tools, but nothing too great. (improvised weapons acquired)

End of turn 26.
Volker-hands (uninjured): GUARDING
cult: 2710 cultists, 150 bored cultists, 495 marksmen (guarding, no free hostile actions)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured): GUARDING

Arcing Mist-elf (uninjured): -1 power
cult: 100 cultists, 2 necromancers, 2 espers, 6 talking cats, 2 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: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband (uneasy): 5 satyrs, 20 cultists

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 100 cultists, improvised weapons

World details:
-Orb of Stalwarts 1 and 3 destroyed

Whisperling

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Re: RTD horrors - game 4 running
« Reply #1777 on: May 07, 2016, 11:56:56 am »

Archon, advised by leader and disaster manager 1: Numbers failed. Now it's time to terraform Volkriit into a volcano.
Everyone else, leader and disaster manager 2: Guard.
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DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1778 on: May 07, 2016, 04:24:27 pm »

everyone kill archon and his cult
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1779 on: May 09, 2016, 10:14:23 pm »

Archon, advised by leader and disaster manager 1: Numbers failed. Now it's time to terraform Volkriit into a volcano.
Everyone else, leader and disaster manager 2: Guard.

Terraform: [4] Volkriit tries to resist, but a rumbling and sharp cracking noise erupts forth as the ground around him tears apart, and lava spurts out onto him. The pain is immeasurable, the loss of consciousness is more a mercy than a curse. (Volkriit is on death's door)
Guard: [2] They decide not to.

everyone kill archon and his cult
[4] Your cronies, not noticing your failing health, charge into battle. They tear through the ranks of Archon's cult, even striking down the spirit himself. It's an absolute massacre, and though it's not without cost, Archon's cult is no more. (Archon is on death's door, Archon loses 120 cultists, 2 necromancers, 2 espers, 6 talking cats, 2 centaur scouts, 5 battle commanders, 2 leaders, 2 disaster averters and 5 satyrs, Beldroth and Scrub fish are dead, -100 marksmen, -150 cultists)

((And so, the game comes down to two dice rolls...))

Aslandus

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Re: RTD horrors - game 4 running
« Reply #1780 on: May 13, 2016, 08:55:43 pm »

Unlight: Illuminate [1] Volkriit's mind
[irrelevant] Volkriit isn't being afflicted with anything that Unlight can help with, so the illumination does nothing regardless of how well it works.
Unlight's cultists: Practice with weapons
[1] The training goes terribly. Dozens are dead and the instructor is confused. (-25 cultists)

End of turn 27.
Volker-hands (DYING):
cult: 2560 cultists, 150 bored cultists, 395 marksmen
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart, broken glass, petroleum, meat, chalk
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand], Orb creation ritual [consumes crystal orb and horror corpse], Ritual of super banishment [req chalk], Ritual of summon cheese [req chalk]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: very good PR
inquisitors: 50 cattle, 995 inquisitors
-Val'Krete (uninjured):

Arcing Mist-elf (DYING): -1 power
cult: hundreds of shallow graves
Items: 2x dragonblood, Necronomicon, Improvised melee weapons, more improvised melee weapons, 25 Daragon fruit, aspirin, obviously poisoned spearmints, firearms with explosive ammo, cotton, moonshine, rough armor, Orb of Stalwart 2, discovered Orb of Storms, stagnant orb, rebar, concrete
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit],  Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: good PR, Allies with Happy
Base (pit):
inquisitors:

---- NPC factions
Jail: nobody relevant

Unlight (uninjured, INSANE [roll for targets]): 75 cultists, improvised weapons

World details:
-Orb of Stalwarts 1 and 3 destroyed

For conciseness, here's the rolls for not dying:
Volk: [2] Death doesn't let you leave, not even to say goodbye to your cult. You find yourself in a world free of thorny legal conundrums and annoying pools of mist. Finally, you can rest after all this chaos and death. You're sure Val'krete can deal with the fallout of your death, they're basically you anyway. (Vol'kriit is DEAD)
Archon: [2] Death informs you that this was just a clever ruse, releasing you from your earlier demise so you'd bring Volkriit down with you. You tell him that Unlight is still alive, and Death momentarily considers giving you another shot before deciding against it. You find yourself in an endless labyrinth with a steady stream of adventurers entering and near endless resources to torment them with. Time to get back to what you do best. (Archon is DEAD)

Oh dear... Well, you both get one turn to try and make the ending, so go for it... If you've got anyone left to do anything that is...

FallacyofUrist

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Re: RTD horrors - game 4 running
« Reply #1781 on: May 13, 2016, 09:11:38 pm »

Well. Mutually Assured Destruction, anyone?
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Whisperling

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Re: RTD horrors - game 4 running
« Reply #1782 on: May 13, 2016, 09:58:09 pm »

Archon: bargain with death.
Archon: If possible, and if both Voltkritt and I are somehow alive, terraform him into another volcano.

Archon: If this is the ending, and I yet live, terraform the world into a new Maze, then retreat to a citadel somewhere within it.
« Last Edit: May 14, 2016, 09:39:03 am by Whisperling »
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H4zardZ1

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Re: RTD horrors - game 4 running
« Reply #1783 on: May 13, 2016, 11:17:27 pm »

Vol'kriit actually won: He still had the cult to set the ending. Next time, if every horror dies, the tiebreaker is the cult, but if it's the same, PR, allies then inquisitors. Feel free to modify this list... :b
Spoiler: Sheet. (click to show/hide)
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DAPARROT

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Re: RTD horrors - game 4 running
« Reply #1784 on: May 14, 2016, 02:50:03 pm »

Vol-Kriit:bargain with death
Marksman: shoot archon if he gets back up
Everyone else: try to revive me with the pitual
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.
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